3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however. Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light. This technique is used heavily in many games (Doom3 does not support
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
143 extern void R_Shadow_EditLights_Init(void);
145 typedef enum r_shadowstage_e
148 R_SHADOWSTAGE_STENCIL,
149 R_SHADOWSTAGE_STENCILTWOSIDE,
150 R_SHADOWSTAGE_LIGHT_VERTEX,
151 R_SHADOWSTAGE_LIGHT_DOT3,
152 R_SHADOWSTAGE_LIGHT_GLSL,
153 R_SHADOWSTAGE_VISIBLEVOLUMES,
154 R_SHADOWSTAGE_VISIBLELIGHTING,
158 r_shadowstage_t r_shadowstage = R_SHADOWSTAGE_NONE;
160 mempool_t *r_shadow_mempool;
162 int maxshadowelements;
176 int r_shadow_buffer_numleafpvsbytes;
177 qbyte *r_shadow_buffer_leafpvs;
178 int *r_shadow_buffer_leaflist;
180 int r_shadow_buffer_numsurfacepvsbytes;
181 qbyte *r_shadow_buffer_surfacepvs;
182 int *r_shadow_buffer_surfacelist;
184 rtexturepool_t *r_shadow_texturepool;
185 rtexture_t *r_shadow_attenuation2dtexture;
186 rtexture_t *r_shadow_attenuation3dtexture;
188 // lights are reloaded when this changes
189 char r_shadow_mapname[MAX_QPATH];
191 // used only for light filters (cubemaps)
192 rtexturepool_t *r_shadow_filters_texturepool;
194 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
195 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
196 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
197 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1"};
198 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"};
199 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"};
200 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"};
201 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"};
202 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"};
203 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
204 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000"};
205 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1"};
206 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1"};
207 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0"};
208 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0"};
209 cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1"};
210 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0"};
211 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1"};
212 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1"};
213 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1"};
214 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
215 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"};
216 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1"};
217 cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
218 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
219 cvar_t r_shadow_visiblelighting = {0, "r_shadow_visiblelighting", "0"};
220 cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
221 cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1"};
222 cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "0"};
223 cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "-0.04"};
224 cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "0.04"};
225 cvar_t r_shadow_glsl_usehalffloat = {0, "r_shadow_glsl_usehalffloat", "0"};
226 cvar_t r_shadow_glsl_surfacenormalize = {0, "r_shadow_glsl_surfacenormalize", "1"};
227 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
228 cvar_t r_editlights = {0, "r_editlights", "0"};
229 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024"};
230 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0"};
231 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4"};
232 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4"};
233 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
235 float r_shadow_attenpower, r_shadow_attenscale;
237 rtlight_t *r_shadow_compilingrtlight;
238 dlight_t *r_shadow_worldlightchain;
239 dlight_t *r_shadow_selectedlight;
240 dlight_t r_shadow_bufferlight;
241 vec3_t r_editlights_cursorlocation;
243 rtexture_t *lighttextures[5];
245 extern int con_vislines;
247 typedef struct cubemapinfo_s
254 #define MAX_CUBEMAPS 256
255 static int numcubemaps;
256 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
258 #define SHADERPERMUTATION_SPECULAR (1<<0)
259 #define SHADERPERMUTATION_FOG (1<<1)
260 #define SHADERPERMUTATION_CUBEFILTER (1<<2)
261 #define SHADERPERMUTATION_OFFSETMAPPING (1<<3)
262 #define SHADERPERMUTATION_SURFACENORMALIZE (1<<4)
263 #define SHADERPERMUTATION_GEFORCEFX (1<<5)
264 #define SHADERPERMUTATION_COUNT (1<<6)
266 GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT];
268 void R_Shadow_UncompileWorldLights(void);
269 void R_Shadow_ClearWorldLights(void);
270 void R_Shadow_SaveWorldLights(void);
271 void R_Shadow_LoadWorldLights(void);
272 void R_Shadow_LoadLightsFile(void);
273 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
274 void R_Shadow_EditLights_Reload_f(void);
275 void R_Shadow_ValidateCvars(void);
276 static void R_Shadow_MakeTextures(void);
277 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
279 const char *builtinshader_light_vert =
280 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
281 "// written by Forest 'LordHavoc' Hale\n"
283 "uniform vec3 LightPosition;\n"
285 "varying vec2 TexCoord;\n"
286 "varying vec3 CubeVector;\n"
287 "varying vec3 LightVector;\n"
289 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
290 "uniform vec3 EyePosition;\n"
291 "varying vec3 EyeVector;\n"
294 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
298 " // copy the surface texcoord\n"
299 " TexCoord = gl_MultiTexCoord0.st;\n"
301 " // transform vertex position into light attenuation/cubemap space\n"
302 " // (-1 to +1 across the light box)\n"
303 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
305 " // transform unnormalized light direction into tangent space\n"
306 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
307 " // normalize it per pixel)\n"
308 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
309 " LightVector.x = -dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
310 " LightVector.y = -dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
311 " LightVector.z = -dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
313 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
314 " // transform unnormalized eye direction into tangent space\n"
315 " vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
316 " EyeVector.x = -dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
317 " EyeVector.y = -dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
318 " EyeVector.z = -dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
321 " // transform vertex to camera space, using ftransform to match non-VS\n"
323 " gl_Position = ftransform();\n"
327 const char *builtinshader_light_frag =
328 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
329 "// written by Forest 'LordHavoc' Hale\n"
331 "// use half floats on GEFORCEFX for math performance, otherwise don't\n"
332 "#ifndef GEFORCEFX\n"
333 "#define half float\n"
334 "#define hvec2 vec2\n"
335 "#define hvec3 vec3\n"
336 "#define hvec4 vec4\n"
339 "uniform hvec3 LightColor;\n"
340 "#ifdef USEOFFSETMAPPING\n"
341 "uniform half OffsetMapping_Scale;\n"
342 "uniform half OffsetMapping_Bias;\n"
344 "#ifdef USESPECULAR\n"
345 "uniform half SpecularPower;\n"
348 "uniform half FogRangeRecip;\n"
350 "uniform half AmbientScale;\n"
351 "uniform half DiffuseScale;\n"
352 "#ifdef USESPECULAR\n"
353 "uniform half SpecularScale;\n"
356 "uniform sampler2D Texture_Normal;\n"
357 "uniform sampler2D Texture_Color;\n"
358 "#ifdef USESPECULAR\n"
359 "uniform sampler2D Texture_Gloss;\n"
361 "#ifdef USECUBEFILTER\n"
362 "uniform samplerCube Texture_Cube;\n"
365 "uniform sampler2D Texture_FogMask;\n"
368 "varying vec2 TexCoord;\n"
369 "varying vec3 CubeVector;\n"
370 "varying vec3 LightVector;\n"
371 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
372 "varying vec3 EyeVector;\n"
379 " // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
380 " // center and sharp falloff at the edge, this is about the most efficient\n"
381 " // we can get away with as far as providing illumination.\n"
383 " // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
384 " // provide significant illumination, large = slow = pain.\n"
385 " half colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
389 " colorscale *= texture2D(Texture_FogMask, hvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
392 "#ifdef USEOFFSETMAPPING\n"
393 " // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
394 " hvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
395 " hvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
396 " TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
397 " TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
398 "#define TexCoord TexCoordOffset\n"
401 " // get the surface normal\n"
402 "#ifdef SURFACENORMALIZE\n"
403 " hvec3 surfacenormal = normalize(hvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
405 " hvec3 surfacenormal = -1.0 + 2.0 * hvec3(texture2D(Texture_Normal, TexCoord));\n"
408 " // calculate shading\n"
409 " hvec3 diffusenormal = hvec3(normalize(LightVector));\n"
410 " hvec3 color = hvec3(texture2D(Texture_Color, TexCoord)) * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
411 "#ifdef USESPECULAR\n"
412 " hvec3 specularnormal = hvec3(normalize(diffusenormal + hvec3(normalize(EyeVector))));\n"
413 " color += hvec3(texture2D(Texture_Gloss, TexCoord)) * (SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower));\n"
416 "#ifdef USECUBEFILTER\n"
417 " // apply light cubemap filter\n"
418 " color *= hvec3(textureCube(Texture_Cube, CubeVector));\n"
421 " // calculate fragment color (apply light color and attenuation/fog scaling)\n"
422 " gl_FragColor = hvec4(color * LightColor * colorscale, 1);\n"
426 void r_shadow_start(void)
429 // use half float math where available (speed gain on NVIDIA GFFX and GF6)
430 if (gl_support_half_float)
431 Cvar_SetValue("r_shadow_glsl_usehalffloat", 1);
432 // allocate vertex processing arrays
434 r_shadow_attenuation2dtexture = NULL;
435 r_shadow_attenuation3dtexture = NULL;
436 r_shadow_texturepool = NULL;
437 r_shadow_filters_texturepool = NULL;
438 R_Shadow_ValidateCvars();
439 R_Shadow_MakeTextures();
440 maxshadowelements = 0;
441 shadowelements = NULL;
449 shadowmarklist = NULL;
451 r_shadow_buffer_numleafpvsbytes = 0;
452 r_shadow_buffer_leafpvs = NULL;
453 r_shadow_buffer_leaflist = NULL;
454 r_shadow_buffer_numsurfacepvsbytes = 0;
455 r_shadow_buffer_surfacepvs = NULL;
456 r_shadow_buffer_surfacelist = NULL;
457 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
458 r_shadow_program_light[i] = 0;
459 if (gl_support_fragment_shader)
461 char *vertstring, *fragstring;
462 int vertstrings_count;
463 int fragstrings_count;
464 const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
465 const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
466 vertstring = (char *)FS_LoadFile("glsl/light.vert", tempmempool, false);
467 fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false);
468 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
470 vertstrings_count = 0;
471 fragstrings_count = 0;
472 if (i & SHADERPERMUTATION_SPECULAR)
474 vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
475 fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
477 if (i & SHADERPERMUTATION_FOG)
479 vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
480 fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
482 if (i & SHADERPERMUTATION_CUBEFILTER)
484 vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
485 fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
487 if (i & SHADERPERMUTATION_OFFSETMAPPING)
489 vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
490 fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
492 if (i & SHADERPERMUTATION_SURFACENORMALIZE)
494 vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
495 fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
497 if (i & SHADERPERMUTATION_GEFORCEFX)
499 vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
500 fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
502 vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
503 fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
504 r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
505 if (!r_shadow_program_light[i])
507 Con_Printf("permutation %s %s %s %s %s %s failed for shader %s, some features may not work properly!\n", i & 1 ? "specular" : "", i & 2 ? "fog" : "", i & 4 ? "cubefilter" : "", i & 8 ? "offsetmapping" : "", i & 16 ? "surfacenormalize" : "", i & 32 ? "geforcefx" : "", "glsl/light");
510 qglUseProgramObjectARB(r_shadow_program_light[i]);
511 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR
512 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR
513 if (i & SHADERPERMUTATION_SPECULAR)
515 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR
517 if (i & SHADERPERMUTATION_CUBEFILTER)
519 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR
521 if (i & SHADERPERMUTATION_FOG)
523 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR
526 qglUseProgramObjectARB(0);
528 Mem_Free(fragstring);
530 Mem_Free(vertstring);
534 void r_shadow_shutdown(void)
537 R_Shadow_UncompileWorldLights();
538 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
540 if (r_shadow_program_light[i])
542 GL_Backend_FreeProgram(r_shadow_program_light[i]);
543 r_shadow_program_light[i] = 0;
547 r_shadow_attenuation2dtexture = NULL;
548 r_shadow_attenuation3dtexture = NULL;
549 R_FreeTexturePool(&r_shadow_texturepool);
550 R_FreeTexturePool(&r_shadow_filters_texturepool);
551 maxshadowelements = 0;
553 Mem_Free(shadowelements);
554 shadowelements = NULL;
557 Mem_Free(vertexupdate);
560 Mem_Free(vertexremap);
566 Mem_Free(shadowmark);
569 Mem_Free(shadowmarklist);
570 shadowmarklist = NULL;
572 r_shadow_buffer_numleafpvsbytes = 0;
573 if (r_shadow_buffer_leafpvs)
574 Mem_Free(r_shadow_buffer_leafpvs);
575 r_shadow_buffer_leafpvs = NULL;
576 if (r_shadow_buffer_leaflist)
577 Mem_Free(r_shadow_buffer_leaflist);
578 r_shadow_buffer_leaflist = NULL;
579 r_shadow_buffer_numsurfacepvsbytes = 0;
580 if (r_shadow_buffer_surfacepvs)
581 Mem_Free(r_shadow_buffer_surfacepvs);
582 r_shadow_buffer_surfacepvs = NULL;
583 if (r_shadow_buffer_surfacelist)
584 Mem_Free(r_shadow_buffer_surfacelist);
585 r_shadow_buffer_surfacelist = NULL;
588 void r_shadow_newmap(void)
592 void R_Shadow_Help_f(void)
595 "Documentation on r_shadow system:\n"
597 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
598 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
599 "r_shadow_debuglight : render only this light number (-1 = all)\n"
600 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
601 "r_shadow_gloss2intensity : brightness of forced gloss\n"
602 "r_shadow_glossintensity : brightness of textured gloss\n"
603 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
604 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
605 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
606 "r_shadow_portallight : use portal visibility for static light precomputation\n"
607 "r_shadow_projectdistance : shadow volume projection distance\n"
608 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
609 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
610 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
611 "r_shadow_realtime_world : use high quality world lighting mode\n"
612 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
613 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
614 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
615 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
616 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
617 "r_shadow_glsl : use OpenGL Shading Language for lighting\n"
618 "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
619 "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
620 "r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
621 "r_shadow_glsl_usehalffloat : use lower quality lighting\n"
622 "r_shadow_glsl_surfacenormalize : makes bumpmapping slightly higher quality\n"
623 "r_shadow_scissor : use scissor optimization\n"
624 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
625 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
626 "r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n"
627 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
628 "r_shadow_visiblelighting : useful for performance testing; bright = slow!\n"
629 "r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
631 "r_shadow_help : this help\n"
635 void R_Shadow_Init(void)
637 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
638 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
639 Cvar_RegisterVariable(&r_shadow_debuglight);
640 Cvar_RegisterVariable(&r_shadow_gloss);
641 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
642 Cvar_RegisterVariable(&r_shadow_glossintensity);
643 Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
644 Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
645 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
646 Cvar_RegisterVariable(&r_shadow_portallight);
647 Cvar_RegisterVariable(&r_shadow_projectdistance);
648 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
649 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
650 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
651 Cvar_RegisterVariable(&r_shadow_realtime_world);
652 Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
653 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
654 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
655 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
656 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
657 Cvar_RegisterVariable(&r_shadow_scissor);
658 Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
659 Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
660 Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
661 Cvar_RegisterVariable(&r_shadow_texture3d);
662 Cvar_RegisterVariable(&r_shadow_visiblelighting);
663 Cvar_RegisterVariable(&r_shadow_visiblevolumes);
664 Cvar_RegisterVariable(&r_shadow_glsl);
665 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
666 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
667 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
668 Cvar_RegisterVariable(&r_shadow_glsl_usehalffloat);
669 Cvar_RegisterVariable(&r_shadow_glsl_surfacenormalize);
670 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
671 if (gamemode == GAME_TENEBRAE)
673 Cvar_SetValue("r_shadow_gloss", 2);
674 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
676 Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f);
677 R_Shadow_EditLights_Init();
678 r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL);
679 r_shadow_worldlightchain = NULL;
680 maxshadowelements = 0;
681 shadowelements = NULL;
689 shadowmarklist = NULL;
691 r_shadow_buffer_numleafpvsbytes = 0;
692 r_shadow_buffer_leafpvs = NULL;
693 r_shadow_buffer_leaflist = NULL;
694 r_shadow_buffer_numsurfacepvsbytes = 0;
695 r_shadow_buffer_surfacepvs = NULL;
696 r_shadow_buffer_surfacelist = NULL;
697 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
700 matrix4x4_t matrix_attenuationxyz =
703 {0.5, 0.0, 0.0, 0.5},
704 {0.0, 0.5, 0.0, 0.5},
705 {0.0, 0.0, 0.5, 0.5},
710 matrix4x4_t matrix_attenuationz =
713 {0.0, 0.0, 0.5, 0.5},
714 {0.0, 0.0, 0.0, 0.5},
715 {0.0, 0.0, 0.0, 0.5},
720 int *R_Shadow_ResizeShadowElements(int numtris)
722 // make sure shadowelements is big enough for this volume
723 if (maxshadowelements < numtris * 24)
725 maxshadowelements = numtris * 24;
727 Mem_Free(shadowelements);
728 shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
730 return shadowelements;
733 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
735 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
736 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
737 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
739 if (r_shadow_buffer_leafpvs)
740 Mem_Free(r_shadow_buffer_leafpvs);
741 if (r_shadow_buffer_leaflist)
742 Mem_Free(r_shadow_buffer_leaflist);
743 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
744 r_shadow_buffer_leafpvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
745 r_shadow_buffer_leaflist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
747 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
749 if (r_shadow_buffer_surfacepvs)
750 Mem_Free(r_shadow_buffer_surfacepvs);
751 if (r_shadow_buffer_surfacelist)
752 Mem_Free(r_shadow_buffer_surfacelist);
753 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
754 r_shadow_buffer_surfacepvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
755 r_shadow_buffer_surfacelist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
759 void R_Shadow_PrepareShadowMark(int numtris)
761 // make sure shadowmark is big enough for this volume
762 if (maxshadowmark < numtris)
764 maxshadowmark = numtris;
766 Mem_Free(shadowmark);
768 Mem_Free(shadowmarklist);
769 shadowmark = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
770 shadowmarklist = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
774 // if shadowmarkcount wrapped we clear the array and adjust accordingly
775 if (shadowmarkcount == 0)
778 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
783 int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
786 int outtriangles = 0, outvertices = 0;
790 if (maxvertexupdate < innumvertices)
792 maxvertexupdate = innumvertices;
794 Mem_Free(vertexupdate);
796 Mem_Free(vertexremap);
797 vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
798 vertexremap = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
802 if (vertexupdatenum == 0)
805 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
806 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
809 for (i = 0;i < numshadowmarktris;i++)
810 shadowmark[shadowmarktris[i]] = shadowmarkcount;
812 for (i = 0;i < numshadowmarktris;i++)
814 element = inelement3i + shadowmarktris[i] * 3;
815 // make sure the vertices are created
816 for (j = 0;j < 3;j++)
818 if (vertexupdate[element[j]] != vertexupdatenum)
820 float ratio, direction[3];
821 vertexupdate[element[j]] = vertexupdatenum;
822 vertexremap[element[j]] = outvertices;
823 vertex = invertex3f + element[j] * 3;
824 // project one copy of the vertex to the sphere radius of the light
825 // (FIXME: would projecting it to the light box be better?)
826 VectorSubtract(vertex, projectorigin, direction);
827 ratio = projectdistance / VectorLength(direction);
828 VectorCopy(vertex, outvertex3f);
829 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
836 for (i = 0;i < numshadowmarktris;i++)
838 int remappedelement[3];
840 const int *neighbortriangle;
842 markindex = shadowmarktris[i] * 3;
843 element = inelement3i + markindex;
844 neighbortriangle = inneighbor3i + markindex;
845 // output the front and back triangles
846 outelement3i[0] = vertexremap[element[0]];
847 outelement3i[1] = vertexremap[element[1]];
848 outelement3i[2] = vertexremap[element[2]];
849 outelement3i[3] = vertexremap[element[2]] + 1;
850 outelement3i[4] = vertexremap[element[1]] + 1;
851 outelement3i[5] = vertexremap[element[0]] + 1;
855 // output the sides (facing outward from this triangle)
856 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
858 remappedelement[0] = vertexremap[element[0]];
859 remappedelement[1] = vertexremap[element[1]];
860 outelement3i[0] = remappedelement[1];
861 outelement3i[1] = remappedelement[0];
862 outelement3i[2] = remappedelement[0] + 1;
863 outelement3i[3] = remappedelement[1];
864 outelement3i[4] = remappedelement[0] + 1;
865 outelement3i[5] = remappedelement[1] + 1;
870 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
872 remappedelement[1] = vertexremap[element[1]];
873 remappedelement[2] = vertexremap[element[2]];
874 outelement3i[0] = remappedelement[2];
875 outelement3i[1] = remappedelement[1];
876 outelement3i[2] = remappedelement[1] + 1;
877 outelement3i[3] = remappedelement[2];
878 outelement3i[4] = remappedelement[1] + 1;
879 outelement3i[5] = remappedelement[2] + 1;
884 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
886 remappedelement[0] = vertexremap[element[0]];
887 remappedelement[2] = vertexremap[element[2]];
888 outelement3i[0] = remappedelement[0];
889 outelement3i[1] = remappedelement[2];
890 outelement3i[2] = remappedelement[2] + 1;
891 outelement3i[3] = remappedelement[0];
892 outelement3i[4] = remappedelement[2] + 1;
893 outelement3i[5] = remappedelement[0] + 1;
900 *outnumvertices = outvertices;
904 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
907 if (projectdistance < 0.1)
909 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
912 if (!numverts || !nummarktris)
914 // make sure shadowelements is big enough for this volume
915 if (maxshadowelements < nummarktris * 24)
916 R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
917 tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
918 R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
921 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
926 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
928 tend = firsttriangle + numtris;
929 if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
930 && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
931 && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
933 // surface box entirely inside light box, no box cull
934 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
935 if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
936 shadowmarklist[numshadowmark++] = t;
940 // surface box not entirely inside light box, cull each triangle
941 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
943 v[0] = invertex3f + e[0] * 3;
944 v[1] = invertex3f + e[1] * 3;
945 v[2] = invertex3f + e[2] * 3;
946 if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
947 && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
948 && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
949 && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
950 && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
951 && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
952 && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
953 shadowmarklist[numshadowmark++] = t;
958 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
961 if (r_shadow_compilingrtlight)
963 // if we're compiling an rtlight, capture the mesh
964 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
967 memset(&m, 0, sizeof(m));
968 m.pointer_vertex = vertex3f;
970 GL_LockArrays(0, numvertices);
971 if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
973 // decrement stencil if backface is behind depthbuffer
974 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
975 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
976 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
978 c_rt_shadowtris += numtriangles;
979 // increment stencil if frontface is behind depthbuffer
980 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
981 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
983 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
985 c_rt_shadowtris += numtriangles;
989 static void R_Shadow_MakeTextures(void)
992 float v[3], intensity;
994 R_FreeTexturePool(&r_shadow_texturepool);
995 r_shadow_texturepool = R_AllocTexturePool();
996 r_shadow_attenpower = r_shadow_lightattenuationpower.value;
997 r_shadow_attenscale = r_shadow_lightattenuationscale.value;
998 #define ATTEN2DSIZE 64
999 #define ATTEN3DSIZE 32
1000 data = Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
1001 for (y = 0;y < ATTEN2DSIZE;y++)
1003 for (x = 0;x < ATTEN2DSIZE;x++)
1005 v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1006 v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1008 intensity = 1.0f - sqrt(DotProduct(v, v));
1010 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1011 d = bound(0, intensity, 255);
1012 data[(y*ATTEN2DSIZE+x)*4+0] = d;
1013 data[(y*ATTEN2DSIZE+x)*4+1] = d;
1014 data[(y*ATTEN2DSIZE+x)*4+2] = d;
1015 data[(y*ATTEN2DSIZE+x)*4+3] = d;
1018 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1019 if (r_shadow_texture3d.integer)
1021 for (z = 0;z < ATTEN3DSIZE;z++)
1023 for (y = 0;y < ATTEN3DSIZE;y++)
1025 for (x = 0;x < ATTEN3DSIZE;x++)
1027 v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1028 v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1029 v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1030 intensity = 1.0f - sqrt(DotProduct(v, v));
1032 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1033 d = bound(0, intensity, 255);
1034 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
1035 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
1036 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
1037 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
1041 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1046 void R_Shadow_ValidateCvars(void)
1048 if (r_shadow_texture3d.integer && !gl_texture3d)
1049 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1050 if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1051 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1054 // light currently being rendered
1055 rtlight_t *r_shadow_rtlight;
1056 // light filter cubemap being used by the light
1057 static rtexture_t *r_shadow_lightcubemap;
1059 // this is the location of the eye in entity space
1060 static vec3_t r_shadow_entityeyeorigin;
1061 // this is the location of the light in entity space
1062 static vec3_t r_shadow_entitylightorigin;
1063 // this transforms entity coordinates to light filter cubemap coordinates
1064 // (also often used for other purposes)
1065 static matrix4x4_t r_shadow_entitytolight;
1066 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
1067 // of attenuation texturing in full 3D (Z result often ignored)
1068 static matrix4x4_t r_shadow_entitytoattenuationxyz;
1069 // this transforms only the Z to S, and T is always 0.5
1070 static matrix4x4_t r_shadow_entitytoattenuationz;
1071 // rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormod * ent->alpha
1072 static vec3_t r_shadow_entitylightcolor;
1074 static int r_shadow_lightpermutation;
1075 static int r_shadow_lightprog;
1077 void R_Shadow_Stage_Begin(void)
1081 R_Shadow_ValidateCvars();
1083 if (!r_shadow_attenuation2dtexture
1084 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1085 || r_shadow_lightattenuationpower.value != r_shadow_attenpower
1086 || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
1087 R_Shadow_MakeTextures();
1089 memset(&m, 0, sizeof(m));
1090 GL_BlendFunc(GL_ONE, GL_ZERO);
1091 GL_DepthMask(false);
1094 GL_Color(0, 0, 0, 1);
1095 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1096 qglEnable(GL_CULL_FACE);
1097 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1098 r_shadowstage = R_SHADOWSTAGE_NONE;
1101 void R_Shadow_Stage_ActiveLight(rtlight_t *rtlight)
1103 r_shadow_rtlight = rtlight;
1106 void R_Shadow_Stage_Reset(void)
1109 if (gl_support_stenciltwoside)
1110 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1111 if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
1113 qglUseProgramObjectARB(0);
1114 // HACK HACK HACK: work around for stupid NVIDIA bug that causes GL_OUT_OF_MEMORY and/or software rendering in 6xxx drivers
1115 qglBegin(GL_TRIANGLES);
1119 memset(&m, 0, sizeof(m));
1123 void R_Shadow_Stage_StencilShadowVolumes(void)
1125 R_Shadow_Stage_Reset();
1126 GL_Color(1, 1, 1, 1);
1127 GL_ColorMask(0, 0, 0, 0);
1128 GL_BlendFunc(GL_ONE, GL_ZERO);
1129 GL_DepthMask(false);
1131 qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1132 //if (r_shadow_shadow_polygonoffset.value != 0)
1134 // qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1135 // qglEnable(GL_POLYGON_OFFSET_FILL);
1138 // qglDisable(GL_POLYGON_OFFSET_FILL);
1139 qglDepthFunc(GL_LESS);
1140 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1141 qglEnable(GL_STENCIL_TEST);
1142 qglStencilFunc(GL_ALWAYS, 128, ~0);
1143 if (gl_ext_stenciltwoside.integer)
1145 r_shadowstage = R_SHADOWSTAGE_STENCILTWOSIDE;
1146 qglDisable(GL_CULL_FACE);
1147 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1148 qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
1150 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1151 qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
1153 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1157 r_shadowstage = R_SHADOWSTAGE_STENCIL;
1158 qglEnable(GL_CULL_FACE);
1160 // this is changed by every shadow render so its value here is unimportant
1161 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1163 GL_Clear(GL_STENCIL_BUFFER_BIT);
1167 void R_Shadow_Stage_Lighting(int stenciltest)
1170 R_Shadow_Stage_Reset();
1171 GL_BlendFunc(GL_ONE, GL_ONE);
1172 GL_DepthMask(false);
1174 qglPolygonOffset(0, 0);
1175 //qglDisable(GL_POLYGON_OFFSET_FILL);
1176 GL_Color(1, 1, 1, 1);
1177 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1178 qglDepthFunc(GL_EQUAL);
1179 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1180 qglEnable(GL_CULL_FACE);
1181 if (r_shadowstage == R_SHADOWSTAGE_STENCIL || r_shadowstage == R_SHADOWSTAGE_STENCILTWOSIDE)
1182 qglEnable(GL_STENCIL_TEST);
1184 qglDisable(GL_STENCIL_TEST);
1186 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1187 // only draw light where this geometry was already rendered AND the
1188 // stencil is 128 (values other than this mean shadow)
1189 qglStencilFunc(GL_EQUAL, 128, ~0);
1190 if (r_shadow_glsl.integer && r_shadow_program_light[0])
1192 r_shadowstage = R_SHADOWSTAGE_LIGHT_GLSL;
1193 memset(&m, 0, sizeof(m));
1194 m.pointer_vertex = varray_vertex3f;
1195 m.pointer_texcoord[0] = varray_texcoord2f[0];
1196 m.pointer_texcoord3f[1] = varray_svector3f;
1197 m.pointer_texcoord3f[2] = varray_tvector3f;
1198 m.pointer_texcoord3f[3] = varray_normal3f;
1199 m.tex[0] = R_GetTexture(r_texture_blanknormalmap); // normal
1200 m.tex[1] = R_GetTexture(r_texture_white); // diffuse
1201 m.tex[2] = R_GetTexture(r_texture_white); // gloss
1202 m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap); // light filter
1203 // TODO: support fog (after renderer is converted to texture fog)
1204 m.tex[4] = R_GetTexture(r_texture_white); // fog
1205 //m.texmatrix[3] = r_shadow_entitytolight; // light filter matrix
1207 GL_BlendFunc(GL_ONE, GL_ONE);
1208 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1210 r_shadow_lightpermutation = 0;
1211 // only add a feature to the permutation if that permutation exists
1212 // (otherwise it might end up not using a shader at all, which looks
1213 // worse than using less features)
1214 if (r_shadow_rtlight->specularscale && r_shadow_gloss.integer >= 1 && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
1215 r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
1216 //if (fog && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
1217 // r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
1218 if (r_shadow_lightcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER])
1219 r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
1220 if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
1221 r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
1222 if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE])
1223 r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
1224 if (r_shadow_glsl_usehalffloat.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
1225 r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
1226 r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
1227 qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
1228 // TODO: support fog (after renderer is converted to texture fog)
1229 if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
1231 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), 0);CHECKGLERROR
1233 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
1234 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
1235 if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1237 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR
1238 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), r_shadow_rtlight->specularscale);CHECKGLERROR
1240 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1241 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR
1242 //if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
1244 // qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), relativeeyeorigin[0], relativeeyeorigin[1], relativeeyeorigin[2]);CHECKGLERROR
1246 if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING)
1248 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
1249 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
1252 else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1253 r_shadowstage = R_SHADOWSTAGE_LIGHT_DOT3;
1255 r_shadowstage = R_SHADOWSTAGE_LIGHT_VERTEX;
1258 void R_Shadow_Stage_VisibleShadowVolumes(void)
1260 R_Shadow_Stage_Reset();
1261 GL_BlendFunc(GL_ONE, GL_ONE);
1262 GL_DepthMask(false);
1263 GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
1264 qglPolygonOffset(0, 0);
1265 GL_Color(0.0, 0.0125, 0.1, 1);
1266 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1267 qglDepthFunc(GL_GEQUAL);
1268 qglCullFace(GL_FRONT); // this culls back
1269 qglDisable(GL_CULL_FACE);
1270 qglDisable(GL_STENCIL_TEST);
1271 r_shadowstage = R_SHADOWSTAGE_VISIBLEVOLUMES;
1274 void R_Shadow_Stage_VisibleLighting(int stenciltest)
1276 R_Shadow_Stage_Reset();
1277 GL_BlendFunc(GL_ONE, GL_ONE);
1278 GL_DepthMask(false);
1279 GL_DepthTest(r_shadow_visiblelighting.integer < 2);
1280 qglPolygonOffset(0, 0);
1281 GL_Color(0.1, 0.0125, 0, 1);
1282 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1283 qglDepthFunc(GL_EQUAL);
1284 qglCullFace(GL_FRONT); // this culls back
1285 qglEnable(GL_CULL_FACE);
1287 qglEnable(GL_STENCIL_TEST);
1289 qglDisable(GL_STENCIL_TEST);
1290 r_shadowstage = R_SHADOWSTAGE_VISIBLELIGHTING;
1293 void R_Shadow_Stage_End(void)
1295 R_Shadow_Stage_Reset();
1296 R_Shadow_Stage_ActiveLight(NULL);
1297 GL_BlendFunc(GL_ONE, GL_ZERO);
1300 qglPolygonOffset(0, 0);
1301 //qglDisable(GL_POLYGON_OFFSET_FILL);
1302 GL_Color(1, 1, 1, 1);
1303 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1304 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1305 qglDepthFunc(GL_LEQUAL);
1306 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1307 qglDisable(GL_STENCIL_TEST);
1308 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1309 if (gl_support_stenciltwoside)
1310 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1312 qglStencilFunc(GL_ALWAYS, 128, ~0);
1313 r_shadowstage = R_SHADOWSTAGE_NONE;
1316 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1318 int i, ix1, iy1, ix2, iy2;
1319 float x1, y1, x2, y2;
1322 mplane_t planes[11];
1323 float vertex3f[256*3];
1325 // if view is inside the light box, just say yes it's visible
1326 if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1328 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1332 // create a temporary brush describing the area the light can affect in worldspace
1333 VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
1334 VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
1335 VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
1336 VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
1337 VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
1338 VectorSet (planes[ 5].normal, 1, 0, 0); planes[ 5].dist = maxs[0];
1339 VectorSet (planes[ 6].normal, -1, 0, 0); planes[ 6].dist = -mins[0];
1340 VectorSet (planes[ 7].normal, 0, 1, 0); planes[ 7].dist = maxs[1];
1341 VectorSet (planes[ 8].normal, 0, -1, 0); planes[ 8].dist = -mins[1];
1342 VectorSet (planes[ 9].normal, 0, 0, 1); planes[ 9].dist = maxs[2];
1343 VectorSet (planes[10].normal, 0, 0, -1); planes[10].dist = -mins[2];
1345 // turn the brush into a mesh
1346 memset(&mesh, 0, sizeof(rmesh_t));
1347 mesh.maxvertices = 256;
1348 mesh.vertex3f = vertex3f;
1349 mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1350 R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1352 // if that mesh is empty, the light is not visible at all
1353 if (!mesh.numvertices)
1356 if (!r_shadow_scissor.integer)
1359 // if that mesh is not empty, check what area of the screen it covers
1360 x1 = y1 = x2 = y2 = 0;
1362 for (i = 0;i < mesh.numvertices;i++)
1364 VectorCopy(mesh.vertex3f + i * 3, v);
1365 GL_TransformToScreen(v, v2);
1366 //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
1369 if (x1 > v2[0]) x1 = v2[0];
1370 if (x2 < v2[0]) x2 = v2[0];
1371 if (y1 > v2[1]) y1 = v2[1];
1372 if (y2 < v2[1]) y2 = v2[1];
1381 // now convert the scissor rectangle to integer screen coordinates
1386 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1388 // clamp it to the screen
1389 if (ix1 < r_view_x) ix1 = r_view_x;
1390 if (iy1 < r_view_y) iy1 = r_view_y;
1391 if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1392 if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1394 // if it is inside out, it's not visible
1395 if (ix2 <= ix1 || iy2 <= iy1)
1398 // the light area is visible, set up the scissor rectangle
1399 GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1400 //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1401 //qglEnable(GL_SCISSOR_TEST);
1406 extern float *rsurface_vertex3f;
1407 extern float *rsurface_svector3f;
1408 extern float *rsurface_tvector3f;
1409 extern float *rsurface_normal3f;
1410 extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
1412 static void R_Shadow_VertexShadingWithXYZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
1414 int numverts = surface->num_vertices;
1415 float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1416 float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1417 float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1418 float dist, dot, distintensity, shadeintensity, v[3], n[3];
1419 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1421 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1422 if ((dist = DotProduct(v, v)) < 1)
1425 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1426 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1427 if ((dot = DotProduct(n, v)) > 0)
1429 shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1430 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
1431 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
1432 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
1436 color4f[0] = ambientcolor[0] * distintensity - reduce;
1437 color4f[1] = ambientcolor[1] * distintensity - reduce;
1438 color4f[2] = ambientcolor[2] * distintensity - reduce;
1440 color4f[0] = bound(0, color4f[0], 1);
1441 color4f[1] = bound(0, color4f[1], 1);
1442 color4f[2] = bound(0, color4f[2], 1);
1445 VectorClear(color4f);
1450 static void R_Shadow_VertexShadingWithZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
1452 int numverts = surface->num_vertices;
1453 float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1454 float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1455 float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1456 float dist, dot, distintensity, shadeintensity, v[3], n[3];
1457 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1459 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1460 if ((dist = fabs(v[2])) < 1)
1462 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1463 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1464 if ((dot = DotProduct(n, v)) > 0)
1466 shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1467 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
1468 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
1469 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
1473 color4f[0] = ambientcolor[0] * distintensity - reduce;
1474 color4f[1] = ambientcolor[1] * distintensity - reduce;
1475 color4f[2] = ambientcolor[2] * distintensity - reduce;
1477 color4f[0] = bound(0, color4f[0], 1);
1478 color4f[1] = bound(0, color4f[1], 1);
1479 color4f[2] = bound(0, color4f[2], 1);
1482 VectorClear(color4f);
1487 static void R_Shadow_VertexShading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
1489 int numverts = surface->num_vertices;
1490 float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1491 float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1492 float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1493 float dot, shadeintensity, v[3], n[3];
1494 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1496 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1497 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1498 if ((dot = DotProduct(n, v)) > 0)
1500 shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1501 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) - reduce;
1502 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) - reduce;
1503 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) - reduce;
1504 color4f[0] = bound(0, color4f[0], 1);
1505 color4f[1] = bound(0, color4f[1], 1);
1506 color4f[2] = bound(0, color4f[2], 1);
1509 VectorClear(color4f);
1514 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1515 #define USETEXMATRIX
1517 #ifndef USETEXMATRIX
1518 // this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
1519 // if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
1520 static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1524 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1525 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1526 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1533 static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1537 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1538 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1546 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
1550 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1552 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1553 // the cubemap normalizes this for us
1554 out3f[0] = DotProduct(svector3f, lightdir);
1555 out3f[1] = DotProduct(tvector3f, lightdir);
1556 out3f[2] = DotProduct(normal3f, lightdir);
1560 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
1563 float lightdir[3], eyedir[3], halfdir[3];
1564 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1566 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1567 VectorNormalize(lightdir);
1568 VectorSubtract(vertex3f, relativeeyeorigin, eyedir);
1569 VectorNormalize(eyedir);
1570 VectorAdd(lightdir, eyedir, halfdir);
1571 // the cubemap normalizes this for us
1572 out3f[0] = DotProduct(svector3f, halfdir);
1573 out3f[1] = DotProduct(tvector3f, halfdir);
1574 out3f[2] = DotProduct(normal3f, halfdir);
1578 static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
1580 // used to display how many times a surface is lit for level design purposes
1581 int surfacelistindex;
1583 qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1584 qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1585 qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1586 qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1587 qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1588 qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1589 qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1590 if (!doambientbase && !dodiffusebase && !doambientpants && !dodiffusepants && !doambientshirt && !dodiffuseshirt && !dospecular)
1592 GL_Color(0.1, 0.025, 0, 1);
1593 memset(&m, 0, sizeof(m));
1595 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1597 const msurface_t *surface = surfacelist[surfacelistindex];
1598 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1599 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1600 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle);
1601 GL_LockArrays(0, 0);
1605 static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
1607 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1608 int surfacelistindex;
1609 qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1610 qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1611 qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1612 qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1613 qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1614 qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1615 qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1616 // TODO: add direct pants/shirt rendering
1617 if (doambientpants || dodiffusepants)
1618 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
1619 if (doambientshirt || dodiffuseshirt)
1620 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
1621 if (!doambientbase && !dodiffusebase && !dospecular)
1623 R_Mesh_TexBind(0, R_GetTexture(normalmaptexture));
1624 R_Mesh_TexBind(1, R_GetTexture(basetexture));
1625 R_Mesh_TexBind(2, R_GetTexture(glosstexture));
1626 if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1628 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
1630 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1631 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1633 const msurface_t *surface = surfacelist[surfacelistindex];
1634 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1635 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1636 if (!rsurface_svector3f)
1638 rsurface_svector3f = varray_svector3f;
1639 rsurface_tvector3f = varray_tvector3f;
1640 rsurface_normal3f = varray_normal3f;
1641 Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
1643 R_Mesh_VertexPointer(rsurface_vertex3f);
1644 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
1645 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1646 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1647 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1648 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1649 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1651 c_rt_lighttris += surface->num_triangles;
1652 GL_LockArrays(0, 0);
1656 static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
1658 // ARB path (any Geforce, any Radeon)
1659 int surfacelistindex;
1661 float color2[3], colorscale;
1663 qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1664 qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1665 qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1666 qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1667 qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1668 qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1669 qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1670 // TODO: add direct pants/shirt rendering
1671 if (doambientpants || dodiffusepants)
1672 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
1673 if (doambientshirt || dodiffuseshirt)
1674 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
1675 if (!doambientbase && !dodiffusebase && !dospecular)
1677 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1679 const msurface_t *surface = surfacelist[surfacelistindex];
1680 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1681 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1682 if (!rsurface_svector3f)
1684 rsurface_svector3f = varray_svector3f;
1685 rsurface_tvector3f = varray_tvector3f;
1686 rsurface_normal3f = varray_normal3f;
1687 Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
1692 colorscale = r_shadow_rtlight->ambientscale;
1693 // colorscale accounts for how much we multiply the brightness
1696 // mult is how many times the final pass of the lighting will be
1697 // performed to get more brightness than otherwise possible.
1699 // Limit mult to 64 for sanity sake.
1700 if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1702 // 3 3D combine path (Geforce3, Radeon 8500)
1703 memset(&m, 0, sizeof(m));
1704 m.pointer_vertex = rsurface_vertex3f;
1705 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1707 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1708 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1710 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1711 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1713 m.tex[1] = R_GetTexture(basetexture);
1714 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1715 m.texcubemap[2] = R_GetTexture(r_shadow_lightcubemap);
1717 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1718 m.texmatrix[2] = r_shadow_entitytolight;
1720 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1721 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1723 GL_BlendFunc(GL_ONE, GL_ONE);
1725 else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1727 // 2 3D combine path (Geforce3, original Radeon)
1728 memset(&m, 0, sizeof(m));
1729 m.pointer_vertex = rsurface_vertex3f;
1730 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1732 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1733 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1735 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1736 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1738 m.tex[1] = R_GetTexture(basetexture);
1739 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1740 GL_BlendFunc(GL_ONE, GL_ONE);
1742 else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
1744 // 4 2D combine path (Geforce3, Radeon 8500)
1745 memset(&m, 0, sizeof(m));
1746 m.pointer_vertex = rsurface_vertex3f;
1747 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1749 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1750 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1752 m.pointer_texcoord[0] = varray_texcoord2f[0];
1753 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1755 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1757 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1758 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1760 m.pointer_texcoord[1] = varray_texcoord2f[1];
1761 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1763 m.tex[2] = R_GetTexture(basetexture);
1764 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1765 if (r_shadow_lightcubemap != r_texture_whitecube)
1767 m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap);
1769 m.pointer_texcoord3f[3] = rsurface_vertex3f;
1770 m.texmatrix[3] = r_shadow_entitytolight;
1772 m.pointer_texcoord3f[3] = varray_texcoord3f[3];
1773 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1776 GL_BlendFunc(GL_ONE, GL_ONE);
1778 else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube)
1780 // 3 2D combine path (Geforce3, original Radeon)
1781 memset(&m, 0, sizeof(m));
1782 m.pointer_vertex = rsurface_vertex3f;
1783 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1785 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1786 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1788 m.pointer_texcoord[0] = varray_texcoord2f[0];
1789 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1791 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1793 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1794 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1796 m.pointer_texcoord[1] = varray_texcoord2f[1];
1797 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1799 m.tex[2] = R_GetTexture(basetexture);
1800 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1801 GL_BlendFunc(GL_ONE, GL_ONE);
1805 // 2/2/2 2D combine path (any dot3 card)
1806 memset(&m, 0, sizeof(m));
1807 m.pointer_vertex = rsurface_vertex3f;
1808 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1810 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1811 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1813 m.pointer_texcoord[0] = varray_texcoord2f[0];
1814 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1816 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1818 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1819 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1821 m.pointer_texcoord[1] = varray_texcoord2f[1];
1822 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1825 GL_ColorMask(0,0,0,1);
1826 GL_BlendFunc(GL_ONE, GL_ZERO);
1827 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1828 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1829 GL_LockArrays(0, 0);
1831 c_rt_lighttris += surface->num_triangles;
1833 memset(&m, 0, sizeof(m));
1834 m.pointer_vertex = rsurface_vertex3f;
1835 m.tex[0] = R_GetTexture(basetexture);
1836 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1837 if (r_shadow_lightcubemap != r_texture_whitecube)
1839 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1841 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1842 m.texmatrix[1] = r_shadow_entitytolight;
1844 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1845 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1848 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1850 // this final code is shared
1852 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1853 VectorScale(lightcolorbase, colorscale, color2);
1854 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1855 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1857 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1858 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1860 c_rt_lighttris += surface->num_triangles;
1862 GL_LockArrays(0, 0);
1867 colorscale = r_shadow_rtlight->diffusescale;
1868 // colorscale accounts for how much we multiply the brightness
1871 // mult is how many times the final pass of the lighting will be
1872 // performed to get more brightness than otherwise possible.
1874 // Limit mult to 64 for sanity sake.
1875 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1877 // 3/2 3D combine path (Geforce3, Radeon 8500)
1878 memset(&m, 0, sizeof(m));
1879 m.pointer_vertex = rsurface_vertex3f;
1880 m.tex[0] = R_GetTexture(normalmaptexture);
1881 m.texcombinergb[0] = GL_REPLACE;
1882 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1883 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1884 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1885 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1886 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1887 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1889 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1890 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1892 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1893 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1896 GL_ColorMask(0,0,0,1);
1897 GL_BlendFunc(GL_ONE, GL_ZERO);
1898 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1899 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1900 GL_LockArrays(0, 0);
1902 c_rt_lighttris += surface->num_triangles;
1904 memset(&m, 0, sizeof(m));
1905 m.pointer_vertex = rsurface_vertex3f;
1906 m.tex[0] = R_GetTexture(basetexture);
1907 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1908 if (r_shadow_lightcubemap != r_texture_whitecube)
1910 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1912 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1913 m.texmatrix[1] = r_shadow_entitytolight;
1915 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1916 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1919 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1921 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube)
1923 // 1/2/2 3D combine path (original Radeon)
1924 memset(&m, 0, sizeof(m));
1925 m.pointer_vertex = rsurface_vertex3f;
1926 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1928 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1929 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1931 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1932 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1935 GL_ColorMask(0,0,0,1);
1936 GL_BlendFunc(GL_ONE, GL_ZERO);
1937 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1938 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1939 GL_LockArrays(0, 0);
1941 c_rt_lighttris += surface->num_triangles;
1943 memset(&m, 0, sizeof(m));
1944 m.pointer_vertex = rsurface_vertex3f;
1945 m.tex[0] = R_GetTexture(normalmaptexture);
1946 m.texcombinergb[0] = GL_REPLACE;
1947 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1948 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1949 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1950 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1951 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1953 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1954 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1955 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1956 GL_LockArrays(0, 0);
1958 c_rt_lighttris += surface->num_triangles;
1960 memset(&m, 0, sizeof(m));
1961 m.pointer_vertex = rsurface_vertex3f;
1962 m.tex[0] = R_GetTexture(basetexture);
1963 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1964 if (r_shadow_lightcubemap != r_texture_whitecube)
1966 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1968 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1969 m.texmatrix[1] = r_shadow_entitytolight;
1971 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1972 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1975 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1977 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube)
1979 // 2/2 3D combine path (original Radeon)
1980 memset(&m, 0, sizeof(m));
1981 m.pointer_vertex = rsurface_vertex3f;
1982 m.tex[0] = R_GetTexture(normalmaptexture);
1983 m.texcombinergb[0] = GL_REPLACE;
1984 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1985 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1986 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1987 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1988 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1990 GL_ColorMask(0,0,0,1);
1991 GL_BlendFunc(GL_ONE, GL_ZERO);
1992 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1993 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1994 GL_LockArrays(0, 0);
1996 c_rt_lighttris += surface->num_triangles;
1998 memset(&m, 0, sizeof(m));
1999 m.pointer_vertex = rsurface_vertex3f;
2000 m.tex[0] = R_GetTexture(basetexture);
2001 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2002 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2004 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2005 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2007 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2008 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2010 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2012 else if (r_textureunits.integer >= 4)
2014 // 4/2 2D combine path (Geforce3, Radeon 8500)
2015 memset(&m, 0, sizeof(m));
2016 m.pointer_vertex = rsurface_vertex3f;
2017 m.tex[0] = R_GetTexture(normalmaptexture);
2018 m.texcombinergb[0] = GL_REPLACE;
2019 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2020 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2021 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2022 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2023 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2024 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2026 m.pointer_texcoord3f[2] = rsurface_vertex3f;
2027 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
2029 m.pointer_texcoord[2] = varray_texcoord2f[2];
2030 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2032 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
2034 m.pointer_texcoord3f[3] = rsurface_vertex3f;
2035 m.texmatrix[3] = r_shadow_entitytoattenuationz;
2037 m.pointer_texcoord[3] = varray_texcoord2f[3];
2038 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2041 GL_ColorMask(0,0,0,1);
2042 GL_BlendFunc(GL_ONE, GL_ZERO);
2043 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2044 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2045 GL_LockArrays(0, 0);
2047 c_rt_lighttris += surface->num_triangles;
2049 memset(&m, 0, sizeof(m));
2050 m.pointer_vertex = rsurface_vertex3f;
2051 m.tex[0] = R_GetTexture(basetexture);
2052 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2053 if (r_shadow_lightcubemap != r_texture_whitecube)
2055 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2057 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2058 m.texmatrix[1] = r_shadow_entitytolight;
2060 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2061 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2064 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2068 // 2/2/2 2D combine path (any dot3 card)
2069 memset(&m, 0, sizeof(m));
2070 m.pointer_vertex = rsurface_vertex3f;
2071 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2073 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2074 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2076 m.pointer_texcoord[0] = varray_texcoord2f[0];
2077 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2079 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2081 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2082 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2084 m.pointer_texcoord[1] = varray_texcoord2f[1];
2085 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2088 GL_ColorMask(0,0,0,1);
2089 GL_BlendFunc(GL_ONE, GL_ZERO);
2090 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2091 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2092 GL_LockArrays(0, 0);
2094 c_rt_lighttris += surface->num_triangles;
2096 memset(&m, 0, sizeof(m));
2097 m.pointer_vertex = rsurface_vertex3f;
2098 m.tex[0] = R_GetTexture(normalmaptexture);
2099 m.texcombinergb[0] = GL_REPLACE;
2100 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2101 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2102 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2103 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2104 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2106 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2107 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2108 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2109 GL_LockArrays(0, 0);
2111 c_rt_lighttris += surface->num_triangles;
2113 memset(&m, 0, sizeof(m));
2114 m.pointer_vertex = rsurface_vertex3f;
2115 m.tex[0] = R_GetTexture(basetexture);
2116 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2117 if (r_shadow_lightcubemap != r_texture_whitecube)
2119 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2121 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2122 m.texmatrix[1] = r_shadow_entitytolight;
2124 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2125 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2128 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2130 // this final code is shared
2132 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2133 VectorScale(lightcolorbase, colorscale, color2);
2134 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2135 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2137 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2138 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2140 c_rt_lighttris += surface->num_triangles;
2142 GL_LockArrays(0, 0);
2146 // FIXME: detect blendsquare!
2147 //if (gl_support_blendsquare)
2149 colorscale = specularscale;
2151 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2153 // 2/0/0/1/2 3D combine blendsquare path
2154 memset(&m, 0, sizeof(m));
2155 m.pointer_vertex = rsurface_vertex3f;
2156 m.tex[0] = R_GetTexture(normalmaptexture);
2157 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2158 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2159 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2160 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2161 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2163 GL_ColorMask(0,0,0,1);
2164 // this squares the result
2165 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2166 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2167 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2168 GL_LockArrays(0, 0);
2170 c_rt_lighttris += surface->num_triangles;
2172 memset(&m, 0, sizeof(m));
2173 m.pointer_vertex = rsurface_vertex3f;
2175 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2176 // square alpha in framebuffer a few times to make it shiny
2177 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2178 // these comments are a test run through this math for intensity 0.5
2179 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2180 // 0.25 * 0.25 = 0.0625 (this is another pass)
2181 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2182 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2184 c_rt_lighttris += surface->num_triangles;
2185 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2187 c_rt_lighttris += surface->num_triangles;
2188 GL_LockArrays(0, 0);
2190 memset(&m, 0, sizeof(m));
2191 m.pointer_vertex = rsurface_vertex3f;
2192 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2194 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2195 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2197 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
2198 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2201 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2202 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2203 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2204 GL_LockArrays(0, 0);
2206 c_rt_lighttris += surface->num_triangles;
2208 memset(&m, 0, sizeof(m));
2209 m.pointer_vertex = rsurface_vertex3f;
2210 m.tex[0] = R_GetTexture(glosstexture);
2211 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2212 if (r_shadow_lightcubemap != r_texture_whitecube)
2214 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2216 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2217 m.texmatrix[1] = r_shadow_entitytolight;
2219 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2220 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2223 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2225 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2227 // 2/0/0/2 3D combine blendsquare path
2228 memset(&m, 0, sizeof(m));
2229 m.pointer_vertex = rsurface_vertex3f;
2230 m.tex[0] = R_GetTexture(normalmaptexture);
2231 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2232 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2233 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2234 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2235 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2237 GL_ColorMask(0,0,0,1);
2238 // this squares the result
2239 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2240 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2241 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2242 GL_LockArrays(0, 0);
2244 c_rt_lighttris += surface->num_triangles;
2246 memset(&m, 0, sizeof(m));
2247 m.pointer_vertex = rsurface_vertex3f;
2249 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2250 // square alpha in framebuffer a few times to make it shiny
2251 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2252 // these comments are a test run through this math for intensity 0.5
2253 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2254 // 0.25 * 0.25 = 0.0625 (this is another pass)
2255 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2256 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2258 c_rt_lighttris += surface->num_triangles;
2259 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2261 c_rt_lighttris += surface->num_triangles;
2262 GL_LockArrays(0, 0);
2264 memset(&m, 0, sizeof(m));
2265 m.pointer_vertex = rsurface_vertex3f;
2266 m.tex[0] = R_GetTexture(glosstexture);
2267 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2268 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2270 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2271 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2273 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2274 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2276 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2280 // 2/0/0/2/2 2D combine blendsquare path
2281 memset(&m, 0, sizeof(m));
2282 m.pointer_vertex = rsurface_vertex3f;
2283 m.tex[0] = R_GetTexture(normalmaptexture);
2284 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2285 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2286 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2287 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2288 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2290 GL_ColorMask(0,0,0,1);
2291 // this squares the result
2292 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2293 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2294 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2295 GL_LockArrays(0, 0);
2297 c_rt_lighttris += surface->num_triangles;
2299 memset(&m, 0, sizeof(m));
2300 m.pointer_vertex = rsurface_vertex3f;
2302 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2303 // square alpha in framebuffer a few times to make it shiny
2304 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2305 // these comments are a test run through this math for intensity 0.5
2306 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2307 // 0.25 * 0.25 = 0.0625 (this is another pass)
2308 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2309 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2311 c_rt_lighttris += surface->num_triangles;
2312 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2314 c_rt_lighttris += surface->num_triangles;
2315 GL_LockArrays(0, 0);
2317 memset(&m, 0, sizeof(m));
2318 m.pointer_vertex = rsurface_vertex3f;
2319 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2321 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2322 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2324 m.pointer_texcoord[0] = varray_texcoord2f[0];
2325 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2327 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2329 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2330 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2332 m.pointer_texcoord[1] = varray_texcoord2f[1];
2333 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2336 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2337 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2338 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2339 GL_LockArrays(0, 0);
2341 c_rt_lighttris += surface->num_triangles;
2343 memset(&m, 0, sizeof(m));
2344 m.pointer_vertex = rsurface_vertex3f;
2345 m.tex[0] = R_GetTexture(glosstexture);
2346 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2347 if (r_shadow_lightcubemap != r_texture_whitecube)
2349 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2351 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2352 m.texmatrix[1] = r_shadow_entitytolight;
2354 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2355 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2358 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2361 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2362 VectorScale(lightcolorbase, colorscale, color2);
2363 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2364 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2366 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2367 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2369 c_rt_lighttris += surface->num_triangles;
2371 GL_LockArrays(0, 0);
2377 static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
2379 int surfacelistindex;
2381 float ambientcolor2[3], diffusecolor2[3];
2383 qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2384 qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2385 qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2386 qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2387 qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2388 qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2389 //qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
2390 // TODO: add direct pants/shirt rendering
2391 if (doambientpants || dodiffusepants)
2392 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
2393 if (doambientshirt || dodiffuseshirt)
2394 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
2395 if (!doambientbase && !dodiffusebase)
2397 VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, ambientcolor2);
2398 VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, diffusecolor2);
2399 GL_BlendFunc(GL_ONE, GL_ONE);
2400 memset(&m, 0, sizeof(m));
2401 m.tex[0] = R_GetTexture(basetexture);
2402 if (r_textureunits.integer >= 2)
2405 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2407 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2409 m.pointer_texcoord[1] = varray_texcoord2f[1];
2410 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2412 if (r_textureunits.integer >= 3)
2414 // Geforce3/Radeon class but not using dot3
2415 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2417 m.texmatrix[2] = r_shadow_entitytoattenuationz;
2419 m.pointer_texcoord[2] = varray_texcoord2f[2];
2420 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2424 m.pointer_color = varray_color4f;
2426 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2428 const msurface_t *surface = surfacelist[surfacelistindex];
2429 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
2430 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
2431 if (!rsurface_svector3f)
2433 rsurface_svector3f = varray_svector3f;
2434 rsurface_tvector3f = varray_tvector3f;
2435 rsurface_normal3f = varray_normal3f;
2436 Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
2438 // OpenGL 1.1 path (anything)
2439 R_Mesh_VertexPointer(rsurface_vertex3f);
2440 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
2441 if (r_textureunits.integer >= 2)
2445 R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f);
2447 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2449 if (r_textureunits.integer >= 3)
2451 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
2453 R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f);
2455 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2459 for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
2461 if (r_textureunits.integer >= 3)
2462 R_Shadow_VertexShading(surface, diffusecolor2, ambientcolor2, renders);
2463 else if (r_textureunits.integer >= 2)
2464 R_Shadow_VertexShadingWithZAttenuation(surface, diffusecolor2, ambientcolor2, renders);
2466 R_Shadow_VertexShadingWithXYZAttenuation(surface, diffusecolor2, ambientcolor2, renders);
2467 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2468 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2469 GL_LockArrays(0, 0);
2471 c_rt_lighttris += surface->num_triangles;
2476 void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
2478 // FIXME: support MATERIALFLAG_NODEPTHTEST
2479 switch (r_shadowstage)
2481 case R_SHADOWSTAGE_VISIBLELIGHTING:
2482 R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2484 case R_SHADOWSTAGE_LIGHT_GLSL:
2485 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2487 case R_SHADOWSTAGE_LIGHT_DOT3:
2488 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2490 case R_SHADOWSTAGE_LIGHT_VERTEX:
2491 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2494 Con_Printf("R_Shadow_RenderLighting: unknown r_shadowstage %i\n", r_shadowstage);
2499 void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic)
2503 R_RTLight_Uncompile(rtlight);
2504 memset(rtlight, 0, sizeof(*rtlight));
2506 VectorCopy(light->origin, rtlight->shadoworigin);
2507 VectorCopy(light->color, rtlight->color);
2508 rtlight->radius = light->radius;
2509 //rtlight->cullradius = rtlight->radius;
2510 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2511 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2512 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2513 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2514 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2515 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2516 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2517 rtlight->cubemapname[0] = 0;
2518 if (light->cubemapname[0])
2519 strcpy(rtlight->cubemapname, light->cubemapname);
2520 else if (light->cubemapnum > 0)
2521 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2522 rtlight->shadow = light->shadow;
2523 rtlight->corona = light->corona;
2524 rtlight->style = light->style;
2525 rtlight->isstatic = isstatic;
2526 rtlight->coronasizescale = light->coronasizescale;
2527 rtlight->ambientscale = light->ambientscale;
2528 rtlight->diffusescale = light->diffusescale;
2529 rtlight->specularscale = light->specularscale;
2530 rtlight->flags = light->flags;
2531 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2532 // ConcatScale won't work here because this needs to scale rotate and
2533 // translate, not just rotate
2534 scale = 1.0f / rtlight->radius;
2535 for (k = 0;k < 3;k++)
2536 for (j = 0;j < 4;j++)
2537 rtlight->matrix_worldtolight.m[k][j] *= scale;
2539 rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
2540 rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
2541 VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
2542 rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
2545 // compiles rtlight geometry
2546 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2547 void R_RTLight_Compile(rtlight_t *rtlight)
2549 int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2550 entity_render_t *ent = r_refdef.worldentity;
2551 model_t *model = r_refdef.worldmodel;
2554 // compile the light
2555 rtlight->compiled = true;
2556 rtlight->static_numleafs = 0;
2557 rtlight->static_numleafpvsbytes = 0;
2558 rtlight->static_leaflist = NULL;
2559 rtlight->static_leafpvs = NULL;
2560 rtlight->static_numsurfaces = 0;
2561 rtlight->static_surfacelist = NULL;
2562 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2563 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2564 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2565 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2566 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2567 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2569 if (model && model->GetLightInfo)
2571 // this variable must be set for the CompileShadowVolume code
2572 r_shadow_compilingrtlight = rtlight;
2573 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2574 model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
2575 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2576 data = Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2577 rtlight->static_numleafs = numleafs;
2578 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2579 rtlight->static_leaflist = (void *)data;data += sizeof(int) * numleafs;
2580 rtlight->static_leafpvs = (void *)data;data += numleafpvsbytes;
2581 rtlight->static_numsurfaces = numsurfaces;
2582 rtlight->static_surfacelist = (void *)data;data += sizeof(int) * numsurfaces;
2584 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2585 if (numleafpvsbytes)
2586 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2588 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2589 if (model->CompileShadowVolume && rtlight->shadow)
2590 model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2591 // now we're done compiling the rtlight
2592 r_shadow_compilingrtlight = NULL;
2596 // use smallest available cullradius - box radius or light radius
2597 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2598 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2602 if (rtlight->static_meshchain_shadow)
2605 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2608 shadowtris += mesh->numtriangles;
2612 Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes);
2615 void R_RTLight_Uncompile(rtlight_t *rtlight)
2617 if (rtlight->compiled)
2619 if (rtlight->static_meshchain_shadow)
2620 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2621 rtlight->static_meshchain_shadow = NULL;
2622 // these allocations are grouped
2623 if (rtlight->static_leaflist)
2624 Mem_Free(rtlight->static_leaflist);
2625 rtlight->static_numleafs = 0;
2626 rtlight->static_numleafpvsbytes = 0;
2627 rtlight->static_leaflist = NULL;
2628 rtlight->static_leafpvs = NULL;
2629 rtlight->static_numsurfaces = 0;
2630 rtlight->static_surfacelist = NULL;
2631 rtlight->compiled = false;
2635 void R_Shadow_UncompileWorldLights(void)
2638 for (light = r_shadow_worldlightchain;light;light = light->next)
2639 R_RTLight_Uncompile(&light->rtlight);
2642 void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2644 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2645 vec_t relativeshadowradius;
2646 if (ent == r_refdef.worldentity)
2648 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2651 R_Mesh_Matrix(&ent->matrix);
2652 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2654 R_Mesh_VertexPointer(mesh->vertex3f);
2655 GL_LockArrays(0, mesh->numverts);
2656 if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
2658 // decrement stencil if backface is behind depthbuffer
2659 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2660 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2661 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2662 c_rtcached_shadowmeshes++;
2663 c_rtcached_shadowtris += mesh->numtriangles;
2664 // increment stencil if frontface is behind depthbuffer
2665 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2666 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2668 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2669 c_rtcached_shadowmeshes++;
2670 c_rtcached_shadowtris += mesh->numtriangles;
2671 GL_LockArrays(0, 0);
2674 else if (numsurfaces)
2676 R_Mesh_Matrix(&ent->matrix);
2677 ent->model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, surfacelist, rtlight->cullmins, rtlight->cullmaxs);
2682 Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativeshadoworigin);
2683 relativeshadowradius = rtlight->radius / ent->scale;
2684 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2685 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2686 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2687 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2688 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2689 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2690 R_Mesh_Matrix(&ent->matrix);
2691 ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2695 void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolorbase, int numsurfaces, int *surfacelist)
2697 // set up properties for rendering light onto this entity
2698 r_shadow_entitylightcolor[0] = lightcolorbase[0] * ent->colormod[0] * ent->alpha;
2699 r_shadow_entitylightcolor[1] = lightcolorbase[1] * ent->colormod[1] * ent->alpha;
2700 r_shadow_entitylightcolor[2] = lightcolorbase[2] * ent->colormod[2] * ent->alpha;
2701 Matrix4x4_Concat(&r_shadow_entitytolight, &rtlight->matrix_worldtolight, &ent->matrix);
2702 Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2703 Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2704 Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, r_shadow_entitylightorigin);
2705 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
2706 R_Mesh_Matrix(&ent->matrix);
2707 if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
2709 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_lightcubemap));
2710 R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
2711 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR
2712 if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
2714 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR
2717 if (ent == r_refdef.worldentity)
2718 ent->model->DrawLight(ent, r_shadow_entitylightcolor, numsurfaces, surfacelist);
2720 ent->model->DrawLight(ent, r_shadow_entitylightcolor, ent->model->nummodelsurfaces, ent->model->surfacelist);
2723 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2728 int numleafs, numsurfaces;
2729 int *leaflist, *surfacelist;
2731 int numlightentities;
2732 int numshadowentities;
2733 entity_render_t *lightentities[MAX_EDICTS];
2734 entity_render_t *shadowentities[MAX_EDICTS];
2736 // skip lights that don't light (corona only lights)
2737 if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < (1.0f / 32768.0f))
2740 f = (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2741 VectorScale(rtlight->color, f, lightcolor);
2742 if (VectorLength2(lightcolor) < (1.0f / 32768.0f))
2745 if (rtlight->selected)
2747 f = 2 + sin(realtime * M_PI * 4.0);
2748 VectorScale(lightcolor, f, lightcolor);
2752 // loading is done before visibility checks because loading should happen
2753 // all at once at the start of a level, not when it stalls gameplay.
2754 // (especially important to benchmarks)
2756 if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2757 R_RTLight_Compile(rtlight);
2759 r_shadow_lightcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2761 // if the light box is offscreen, skip it
2762 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2765 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2767 // compiled light, world available and can receive realtime lighting
2768 // retrieve leaf information
2769 numleafs = rtlight->static_numleafs;
2770 leaflist = rtlight->static_leaflist;
2771 leafpvs = rtlight->static_leafpvs;
2772 numsurfaces = rtlight->static_numsurfaces;
2773 surfacelist = rtlight->static_surfacelist;
2775 else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2777 // dynamic light, world available and can receive realtime lighting
2778 // calculate lit surfaces and leafs
2779 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2780 r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
2781 leaflist = r_shadow_buffer_leaflist;
2782 leafpvs = r_shadow_buffer_leafpvs;
2783 surfacelist = r_shadow_buffer_surfacelist;
2784 // if the reduced leaf bounds are offscreen, skip it
2785 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2797 // check if light is illuminating any visible leafs
2800 for (i = 0;i < numleafs;i++)
2801 if (r_worldleafvisible[leaflist[i]])
2806 // set up a scissor rectangle for this light
2807 if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2810 numlightentities = 0;
2812 lightentities[numlightentities++] = r_refdef.worldentity;
2813 numshadowentities = 0;
2815 shadowentities[numshadowentities++] = r_refdef.worldentity;
2816 if (r_drawentities.integer)
2818 for (i = 0;i < r_refdef.numentities;i++)
2820 entity_render_t *ent = r_refdef.entities[i];
2821 if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
2823 && !(ent->flags & RENDER_TRANSPARENT)
2824 && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
2826 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2827 if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
2828 shadowentities[numshadowentities++] = ent;
2829 if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight)
2830 lightentities[numlightentities++] = ent;
2835 // return if there's nothing at all to light
2836 if (!numlightentities)
2839 R_Shadow_Stage_ActiveLight(rtlight);
2843 if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2846 R_Shadow_Stage_StencilShadowVolumes();
2847 for (i = 0;i < numshadowentities;i++)
2848 R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
2851 if (numlightentities && !visible)
2853 R_Shadow_Stage_Lighting(usestencil);
2854 for (i = 0;i < numlightentities;i++)
2855 R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
2858 if (numshadowentities && visible && r_shadow_visiblevolumes.integer > 0 && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2860 R_Shadow_Stage_VisibleShadowVolumes();
2861 for (i = 0;i < numshadowentities;i++)
2862 R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
2865 if (numlightentities && visible && r_shadow_visiblelighting.integer > 0)
2867 R_Shadow_Stage_VisibleLighting(usestencil);
2868 for (i = 0;i < numlightentities;i++)
2869 R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
2873 void R_ShadowVolumeLighting(qboolean visible)
2878 if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
2879 R_Shadow_EditLights_Reload_f();
2881 R_Shadow_Stage_Begin();
2883 flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2884 if (r_shadow_debuglight.integer >= 0)
2886 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2887 if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
2888 R_DrawRTLight(&light->rtlight, visible);
2891 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2892 if (light->flags & flag)
2893 R_DrawRTLight(&light->rtlight, visible);
2895 for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
2896 R_DrawRTLight(&light->rtlight, visible);
2898 R_Shadow_Stage_End();
2901 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2902 typedef struct suffixinfo_s
2905 qboolean flipx, flipy, flipdiagonal;
2908 static suffixinfo_t suffix[3][6] =
2911 {"px", false, false, false},
2912 {"nx", false, false, false},
2913 {"py", false, false, false},
2914 {"ny", false, false, false},
2915 {"pz", false, false, false},
2916 {"nz", false, false, false}
2919 {"posx", false, false, false},
2920 {"negx", false, false, false},
2921 {"posy", false, false, false},
2922 {"negy", false, false, false},
2923 {"posz", false, false, false},
2924 {"negz", false, false, false}
2927 {"rt", true, false, true},
2928 {"lf", false, true, true},
2929 {"ft", true, true, false},
2930 {"bk", false, false, false},
2931 {"up", true, false, true},
2932 {"dn", true, false, true}
2936 static int componentorder[4] = {0, 1, 2, 3};
2938 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
2940 int i, j, cubemapsize;
2941 qbyte *cubemappixels, *image_rgba;
2942 rtexture_t *cubemaptexture;
2944 // must start 0 so the first loadimagepixels has no requested width/height
2946 cubemappixels = NULL;
2947 cubemaptexture = NULL;
2948 // keep trying different suffix groups (posx, px, rt) until one loads
2949 for (j = 0;j < 3 && !cubemappixels;j++)
2951 // load the 6 images in the suffix group
2952 for (i = 0;i < 6;i++)
2954 // generate an image name based on the base and and suffix
2955 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2957 if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
2959 // an image loaded, make sure width and height are equal
2960 if (image_width == image_height)
2962 // if this is the first image to load successfully, allocate the cubemap memory
2963 if (!cubemappixels && image_width >= 1)
2965 cubemapsize = image_width;
2966 // note this clears to black, so unavailable sides are black
2967 cubemappixels = Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2969 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2971 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
2974 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2976 Mem_Free(image_rgba);
2980 // if a cubemap loaded, upload it
2983 if (!r_shadow_filters_texturepool)
2984 r_shadow_filters_texturepool = R_AllocTexturePool();
2985 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
2986 Mem_Free(cubemappixels);
2990 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
2991 for (j = 0;j < 3;j++)
2992 for (i = 0;i < 6;i++)
2993 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2994 Con_Print(" and was unable to find any of them.\n");
2996 return cubemaptexture;
2999 rtexture_t *R_Shadow_Cubemap(const char *basename)
3002 for (i = 0;i < numcubemaps;i++)
3003 if (!strcasecmp(cubemaps[i].basename, basename))
3004 return cubemaps[i].texture;
3005 if (i >= MAX_CUBEMAPS)
3006 return r_texture_whitecube;
3008 strcpy(cubemaps[i].basename, basename);
3009 cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
3010 if (!cubemaps[i].texture)
3011 cubemaps[i].texture = r_texture_whitecube;
3012 return cubemaps[i].texture;
3015 void R_Shadow_FreeCubemaps(void)
3018 R_FreeTexturePool(&r_shadow_filters_texturepool);
3021 dlight_t *R_Shadow_NewWorldLight(void)
3024 light = Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
3025 light->next = r_shadow_worldlightchain;
3026 r_shadow_worldlightchain = light;
3030 void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
3032 VectorCopy(origin, light->origin);
3033 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
3034 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
3035 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
3036 light->color[0] = max(color[0], 0);
3037 light->color[1] = max(color[1], 0);
3038 light->color[2] = max(color[2], 0);
3039 light->radius = max(radius, 0);
3040 light->style = style;
3041 if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
3043 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
3046 light->shadow = shadowenable;
3047 light->corona = corona;
3050 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
3051 light->coronasizescale = coronasizescale;
3052 light->ambientscale = ambientscale;
3053 light->diffusescale = diffusescale;
3054 light->specularscale = specularscale;
3055 light->flags = flags;
3056 Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
3058 R_RTLight_UpdateFromDLight(&light->rtlight, light, true);
3061 void R_Shadow_FreeWorldLight(dlight_t *light)
3063 dlight_t **lightpointer;
3064 R_RTLight_Uncompile(&light->rtlight);
3065 for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
3066 if (*lightpointer != light)
3067 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain\n");
3068 *lightpointer = light->next;
3072 void R_Shadow_ClearWorldLights(void)
3074 while (r_shadow_worldlightchain)
3075 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
3076 r_shadow_selectedlight = NULL;
3077 R_Shadow_FreeCubemaps();
3080 void R_Shadow_SelectLight(dlight_t *light)
3082 if (r_shadow_selectedlight)
3083 r_shadow_selectedlight->selected = false;
3084 r_shadow_selectedlight = light;
3085 if (r_shadow_selectedlight)
3086 r_shadow_selectedlight->selected = true;
3089 void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
3091 float scale = r_editlights_cursorgrid.value * 0.5f;
3092 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
3095 void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
3098 const dlight_t *light;
3101 if (light->selected)
3102 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
3105 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
3108 void R_Shadow_DrawLightSprites(void)
3114 for (i = 0;i < 5;i++)
3116 lighttextures[i] = NULL;
3117 if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1), true)))
3118 lighttextures[i] = pic->tex;
3121 for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
3122 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, i % 5);
3123 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0);
3126 void R_Shadow_SelectLightInView(void)
3128 float bestrating, rating, temp[3];
3129 dlight_t *best, *light;
3132 for (light = r_shadow_worldlightchain;light;light = light->next)
3134 VectorSubtract(light->origin, r_vieworigin, temp);
3135 rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
3138 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
3139 if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
3141 bestrating = rating;
3146 R_Shadow_SelectLight(best);
3149 void R_Shadow_LoadWorldLights(void)
3151 int n, a, style, shadow, flags;
3152 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
3153 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
3154 if (r_refdef.worldmodel == NULL)
3156 Con_Print("No map loaded.\n");
3159 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3160 strlcat (name, ".rtlights", sizeof (name));
3161 lightsstring = (char *)FS_LoadFile(name, tempmempool, false);
3171 for (;COM_Parse(t, true) && strcmp(
3172 if (COM_Parse(t, true))
3174 if (com_token[0] == '!')
3177 origin[0] = atof(com_token+1);
3180 origin[0] = atof(com_token);
3185 while (*s && *s != '\n' && *s != '\r')
3191 // check for modifier flags
3198 a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
3201 flags = LIGHTFLAG_REALTIMEMODE;
3209 coronasizescale = 0.25f;
3211 VectorClear(angles);
3214 if (a < 9 || !strcmp(cubemapname, "\"\""))
3216 // remove quotes on cubemapname
3217 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
3219 cubemapname[strlen(cubemapname)-1] = 0;
3220 strcpy(cubemapname, cubemapname + 1);
3224 Con_Printf("found %d parameters on line %i, should be 8 or more parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style \"cubemapname\" corona angles[0] angles[1] angles[2] coronasizescale ambientscale diffusescale specularscale flags)\n", a, n + 1);
3227 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3235 Con_Printf("invalid rtlights file \"%s\"\n", name);
3236 Mem_Free(lightsstring);
3240 void R_Shadow_SaveWorldLights(void)
3243 size_t bufchars, bufmaxchars;
3245 char name[MAX_QPATH];
3247 if (!r_shadow_worldlightchain)
3249 if (r_refdef.worldmodel == NULL)
3251 Con_Print("No map loaded.\n");
3254 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3255 strlcat (name, ".rtlights", sizeof (name));
3256 bufchars = bufmaxchars = 0;
3258 for (light = r_shadow_worldlightchain;light;light = light->next)
3260 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
3261 sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
3262 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
3263 sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
3265 sprintf(line, "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
3266 if (bufchars + strlen(line) > bufmaxchars)
3268 bufmaxchars = bufchars + strlen(line) + 2048;
3270 buf = Mem_Alloc(tempmempool, bufmaxchars);
3274 memcpy(buf, oldbuf, bufchars);
3280 memcpy(buf + bufchars, line, strlen(line));
3281 bufchars += strlen(line);
3285 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
3290 void R_Shadow_LoadLightsFile(void)
3293 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
3294 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
3295 if (r_refdef.worldmodel == NULL)
3297 Con_Print("No map loaded.\n");
3300 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3301 strlcat (name, ".lights", sizeof (name));
3302 lightsstring = (char *)FS_LoadFile(name, tempmempool, false);
3310 while (*s && *s != '\n' && *s != '\r')
3316 a = sscanf(t, "%f %f %f %f %f %f %f %f %f %f %f %f %f %d", &origin[0], &origin[1], &origin[2], &falloff, &color[0], &color[1], &color[2], &subtract, &spotdir[0], &spotdir[1], &spotdir[2], &spotcone, &distbias, &style);
3320 Con_Printf("invalid lights file, found %d parameters on line %i, should be 14 parameters (origin[0] origin[1] origin[2] falloff light[0] light[1] light[2] subtract spotdir[0] spotdir[1] spotdir[2] spotcone distancebias style)\n", a, n + 1);
3323 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
3324 radius = bound(15, radius, 4096);
3325 VectorScale(color, (2.0f / (8388608.0f)), color);
3326 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3334 Con_Printf("invalid lights file \"%s\"\n", name);
3335 Mem_Free(lightsstring);
3339 // tyrlite/hmap2 light types in the delay field
3340 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
3342 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
3344 int entnum, style, islight, skin, pflags, effects, type, n;
3347 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
3348 char key[256], value[1024];
3350 if (r_refdef.worldmodel == NULL)
3352 Con_Print("No map loaded.\n");
3355 // try to load a .ent file first
3356 FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
3357 strlcat (key, ".ent", sizeof (key));
3358 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true);
3359 // and if that is not found, fall back to the bsp file entity string
3361 data = r_refdef.worldmodel->brush.entities;
3364 for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
3366 type = LIGHTTYPE_MINUSX;
3367 origin[0] = origin[1] = origin[2] = 0;
3368 originhack[0] = originhack[1] = originhack[2] = 0;
3369 angles[0] = angles[1] = angles[2] = 0;
3370 color[0] = color[1] = color[2] = 1;
3371 light[0] = light[1] = light[2] = 1;light[3] = 300;
3372 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
3382 if (!COM_ParseToken(&data, false))
3384 if (com_token[0] == '}')
3385 break; // end of entity
3386 if (com_token[0] == '_')
3387 strcpy(key, com_token + 1);
3389 strcpy(key, com_token);
3390 while (key[strlen(key)-1] == ' ') // remove trailing spaces
3391 key[strlen(key)-1] = 0;
3392 if (!COM_ParseToken(&data, false))
3394 strcpy(value, com_token);
3396 // now that we have the key pair worked out...
3397 if (!strcmp("light", key))
3399 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
3403 light[0] = vec[0] * (1.0f / 256.0f);
3404 light[1] = vec[0] * (1.0f / 256.0f);
3405 light[2] = vec[0] * (1.0f / 256.0f);
3411 light[0] = vec[0] * (1.0f / 255.0f);
3412 light[1] = vec[1] * (1.0f / 255.0f);
3413 light[2] = vec[2] * (1.0f / 255.0f);
3417 else if (!strcmp("delay", key))
3419 else if (!strcmp("origin", key))
3420 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
3421 else if (!strcmp("angle", key))
3422 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
3423 else if (!strcmp("angles", key))
3424 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
3425 else if (!strcmp("color", key))
3426 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
3427 else if (!strcmp("wait", key))
3428 fadescale = atof(value);
3429 else if (!strcmp("classname", key))
3431 if (!strncmp(value, "light", 5))
3434 if (!strcmp(value, "light_fluoro"))
3439 overridecolor[0] = 1;
3440 overridecolor[1] = 1;
3441 overridecolor[2] = 1;
3443 if (!strcmp(value, "light_fluorospark"))
3448 overridecolor[0] = 1;
3449 overridecolor[1] = 1;
3450 overridecolor[2] = 1;
3452 if (!strcmp(value, "light_globe"))
3457 overridecolor[0] = 1;
3458 overridecolor[1] = 0.8;
3459 overridecolor[2] = 0.4;
3461 if (!strcmp(value, "light_flame_large_yellow"))
3466 overridecolor[0] = 1;
3467 overridecolor[1] = 0.5;
3468 overridecolor[2] = 0.1;
3470 if (!strcmp(value, "light_flame_small_yellow"))
3475 overridecolor[0] = 1;
3476 overridecolor[1] = 0.5;
3477 overridecolor[2] = 0.1;
3479 if (!strcmp(value, "light_torch_small_white"))
3484 overridecolor[0] = 1;
3485 overridecolor[1] = 0.5;
3486 overridecolor[2] = 0.1;
3488 if (!strcmp(value, "light_torch_small_walltorch"))
3493 overridecolor[0] = 1;
3494 overridecolor[1] = 0.5;
3495 overridecolor[2] = 0.1;
3499 else if (!strcmp("style", key))
3500 style = atoi(value);
3501 else if (!strcmp("skin", key))
3502 skin = (int)atof(value);
3503 else if (!strcmp("pflags", key))
3504 pflags = (int)atof(value);
3505 else if (!strcmp("effects", key))
3506 effects = (int)atof(value);
3507 else if (r_refdef.worldmodel->type == mod_brushq3)
3509 if (!strcmp("scale", key))
3510 lightscale = atof(value);
3511 if (!strcmp("fade", key))
3512 fadescale = atof(value);
3517 if (lightscale <= 0)
3521 if (color[0] == color[1] && color[0] == color[2])
3523 color[0] *= overridecolor[0];
3524 color[1] *= overridecolor[1];
3525 color[2] *= overridecolor[2];
3527 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3528 color[0] = color[0] * light[0];
3529 color[1] = color[1] * light[1];
3530 color[2] = color[2] * light[2];
3533 case LIGHTTYPE_MINUSX:
3535 case LIGHTTYPE_RECIPX:
3537 VectorScale(color, (1.0f / 16.0f), color);
3539 case LIGHTTYPE_RECIPXX:
3541 VectorScale(color, (1.0f / 16.0f), color);
3544 case LIGHTTYPE_NONE:
3548 case LIGHTTYPE_MINUSXX:
3551 VectorAdd(origin, originhack, origin);
3553 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3556 Mem_Free(entfiledata);
3560 void R_Shadow_SetCursorLocationForView(void)
3563 vec3_t dest, endpos;
3565 VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
3566 trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
3567 if (trace.fraction < 1)
3569 dist = trace.fraction * r_editlights_cursordistance.value;
3570 push = r_editlights_cursorpushback.value;
3574 VectorMA(trace.endpos, push, r_viewforward, endpos);
3575 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
3579 VectorClear( endpos );
3581 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3582 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3583 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3586 void R_Shadow_UpdateWorldLightSelection(void)
3588 if (r_editlights.integer)
3590 R_Shadow_SetCursorLocationForView();
3591 R_Shadow_SelectLightInView();
3592 R_Shadow_DrawLightSprites();
3595 R_Shadow_SelectLight(NULL);
3598 void R_Shadow_EditLights_Clear_f(void)
3600 R_Shadow_ClearWorldLights();
3603 void R_Shadow_EditLights_Reload_f(void)
3605 if (!r_refdef.worldmodel)
3607 strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
3608 R_Shadow_ClearWorldLights();
3609 R_Shadow_LoadWorldLights();
3610 if (r_shadow_worldlightchain == NULL)
3612 R_Shadow_LoadLightsFile();
3613 if (r_shadow_worldlightchain == NULL)
3614 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3618 void R_Shadow_EditLights_Save_f(void)
3620 if (!r_refdef.worldmodel)
3622 R_Shadow_SaveWorldLights();
3625 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
3627 R_Shadow_ClearWorldLights();
3628 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3631 void R_Shadow_EditLights_ImportLightsFile_f(void)
3633 R_Shadow_ClearWorldLights();
3634 R_Shadow_LoadLightsFile();
3637 void R_Shadow_EditLights_Spawn_f(void)
3640 if (!r_editlights.integer)
3642 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3645 if (Cmd_Argc() != 1)
3647 Con_Print("r_editlights_spawn does not take parameters\n");
3650 color[0] = color[1] = color[2] = 1;
3651 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3654 void R_Shadow_EditLights_Edit_f(void)
3656 vec3_t origin, angles, color;
3657 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
3658 int style, shadows, flags, normalmode, realtimemode;
3659 char cubemapname[1024];
3660 if (!r_editlights.integer)
3662 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3665 if (!r_shadow_selectedlight)
3667 Con_Print("No selected light.\n");
3670 VectorCopy(r_shadow_selectedlight->origin, origin);
3671 VectorCopy(r_shadow_selectedlight->angles, angles);
3672 VectorCopy(r_shadow_selectedlight->color, color);
3673 radius = r_shadow_selectedlight->radius;
3674 style = r_shadow_selectedlight->style;
3675 if (r_shadow_selectedlight->cubemapname)
3676 strcpy(cubemapname, r_shadow_selectedlight->cubemapname);
3679 shadows = r_shadow_selectedlight->shadow;
3680 corona = r_shadow_selectedlight->corona;
3681 coronasizescale = r_shadow_selectedlight->coronasizescale;
3682 ambientscale = r_shadow_selectedlight->ambientscale;
3683 diffusescale = r_shadow_selectedlight->diffusescale;
3684 specularscale = r_shadow_selectedlight->specularscale;
3685 flags = r_shadow_selectedlight->flags;
3686 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
3687 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
3688 if (!strcmp(Cmd_Argv(1), "origin"))
3690 if (Cmd_Argc() != 5)
3692 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3695 origin[0] = atof(Cmd_Argv(2));
3696 origin[1] = atof(Cmd_Argv(3));
3697 origin[2] = atof(Cmd_Argv(4));
3699 else if (!strcmp(Cmd_Argv(1), "originx"))
3701 if (Cmd_Argc() != 3)
3703 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3706 origin[0] = atof(Cmd_Argv(2));
3708 else if (!strcmp(Cmd_Argv(1), "originy"))
3710 if (Cmd_Argc() != 3)
3712 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3715 origin[1] = atof(Cmd_Argv(2));
3717 else if (!strcmp(Cmd_Argv(1), "originz"))
3719 if (Cmd_Argc() != 3)
3721 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3724 origin[2] = atof(Cmd_Argv(2));
3726 else if (!strcmp(Cmd_Argv(1), "move"))
3728 if (Cmd_Argc() != 5)
3730 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3733 origin[0] += atof(Cmd_Argv(2));
3734 origin[1] += atof(Cmd_Argv(3));
3735 origin[2] += atof(Cmd_Argv(4));
3737 else if (!strcmp(Cmd_Argv(1), "movex"))
3739 if (Cmd_Argc() != 3)
3741 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3744 origin[0] += atof(Cmd_Argv(2));
3746 else if (!strcmp(Cmd_Argv(1), "movey"))
3748 if (Cmd_Argc() != 3)
3750 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3753 origin[1] += atof(Cmd_Argv(2));
3755 else if (!strcmp(Cmd_Argv(1), "movez"))
3757 if (Cmd_Argc() != 3)
3759 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3762 origin[2] += atof(Cmd_Argv(2));
3764 else if (!strcmp(Cmd_Argv(1), "angles"))
3766 if (Cmd_Argc() != 5)
3768 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3771 angles[0] = atof(Cmd_Argv(2));
3772 angles[1] = atof(Cmd_Argv(3));
3773 angles[2] = atof(Cmd_Argv(4));
3775 else if (!strcmp(Cmd_Argv(1), "anglesx"))
3777 if (Cmd_Argc() != 3)
3779 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3782 angles[0] = atof(Cmd_Argv(2));
3784 else if (!strcmp(Cmd_Argv(1), "anglesy"))
3786 if (Cmd_Argc() != 3)
3788 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3791 angles[1] = atof(Cmd_Argv(2));
3793 else if (!strcmp(Cmd_Argv(1), "anglesz"))
3795 if (Cmd_Argc() != 3)
3797 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3800 angles[2] = atof(Cmd_Argv(2));
3802 else if (!strcmp(Cmd_Argv(1), "color"))
3804 if (Cmd_Argc() != 5)
3806 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
3809 color[0] = atof(Cmd_Argv(2));
3810 color[1] = atof(Cmd_Argv(3));
3811 color[2] = atof(Cmd_Argv(4));
3813 else if (!strcmp(Cmd_Argv(1), "radius"))
3815 if (Cmd_Argc() != 3)
3817 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3820 radius = atof(Cmd_Argv(2));
3822 else if (!strcmp(Cmd_Argv(1), "colorscale"))
3824 if (Cmd_Argc() == 3)
3826 double scale = atof(Cmd_Argv(2));
3833 if (Cmd_Argc() != 5)
3835 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
3838 color[0] *= atof(Cmd_Argv(2));
3839 color[1] *= atof(Cmd_Argv(3));
3840 color[2] *= atof(Cmd_Argv(4));
3843 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
3845 if (Cmd_Argc() != 3)
3847 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3850 radius *= atof(Cmd_Argv(2));
3852 else if (!strcmp(Cmd_Argv(1), "style"))
3854 if (Cmd_Argc() != 3)
3856 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3859 style = atoi(Cmd_Argv(2));
3861 else if (!strcmp(Cmd_Argv(1), "cubemap"))
3865 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3868 if (Cmd_Argc() == 3)
3869 strcpy(cubemapname, Cmd_Argv(2));
3873 else if (!strcmp(Cmd_Argv(1), "shadows"))
3875 if (Cmd_Argc() != 3)
3877 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3880 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3882 else if (!strcmp(Cmd_Argv(1), "corona"))
3884 if (Cmd_Argc() != 3)
3886 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3889 corona = atof(Cmd_Argv(2));
3891 else if (!strcmp(Cmd_Argv(1), "coronasize"))
3893 if (Cmd_Argc() != 3)
3895 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3898 coronasizescale = atof(Cmd_Argv(2));
3900 else if (!strcmp(Cmd_Argv(1), "ambient"))
3902 if (Cmd_Argc() != 3)
3904 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3907 ambientscale = atof(Cmd_Argv(2));
3909 else if (!strcmp(Cmd_Argv(1), "diffuse"))
3911 if (Cmd_Argc() != 3)
3913 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3916 diffusescale = atof(Cmd_Argv(2));
3918 else if (!strcmp(Cmd_Argv(1), "specular"))
3920 if (Cmd_Argc() != 3)
3922 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3925 specularscale = atof(Cmd_Argv(2));
3927 else if (!strcmp(Cmd_Argv(1), "normalmode"))
3929 if (Cmd_Argc() != 3)
3931 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3934 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3936 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
3938 if (Cmd_Argc() != 3)
3940 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3943 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3947 Con_Print("usage: r_editlights_edit [property] [value]\n");
3948 Con_Print("Selected light's properties:\n");
3949 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
3950 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
3951 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
3952 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
3953 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
3954 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
3955 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
3956 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
3957 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
3958 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
3959 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
3960 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
3961 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
3962 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
3965 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
3966 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3969 void R_Shadow_EditLights_EditAll_f(void)
3973 if (!r_editlights.integer)
3975 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
3979 for (light = r_shadow_worldlightchain;light;light = light->next)
3981 R_Shadow_SelectLight(light);
3982 R_Shadow_EditLights_Edit_f();
3986 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
3988 int lightnumber, lightcount;
3992 if (!r_editlights.integer)
3998 for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
3999 if (light == r_shadow_selectedlight)
4000 lightnumber = lightcount;
4001 sprintf(temp, "Cursor %f %f %f Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4002 if (r_shadow_selectedlight == NULL)
4004 sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4005 sprintf(temp, "Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4006 sprintf(temp, "Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4007 sprintf(temp, "Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4008 sprintf(temp, "Radius : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4009 sprintf(temp, "Corona : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4010 sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4011 sprintf(temp, "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4012 sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4013 sprintf(temp, "CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4014 sprintf(temp, "Ambient : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4015 sprintf(temp, "Diffuse : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4016 sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4017 sprintf(temp, "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4018 sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4021 void R_Shadow_EditLights_ToggleShadow_f(void)
4023 if (!r_editlights.integer)
4025 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
4028 if (!r_shadow_selectedlight)
4030 Con_Print("No selected light.\n");
4033 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
4036 void R_Shadow_EditLights_ToggleCorona_f(void)
4038 if (!r_editlights.integer)
4040 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
4043 if (!r_shadow_selectedlight)
4045 Con_Print("No selected light.\n");
4048 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
4051 void R_Shadow_EditLights_Remove_f(void)
4053 if (!r_editlights.integer)
4055 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
4058 if (!r_shadow_selectedlight)
4060 Con_Print("No selected light.\n");
4063 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
4064 r_shadow_selectedlight = NULL;
4067 void R_Shadow_EditLights_Help_f(void)
4070 "Documentation on r_editlights system:\n"
4072 "r_editlights : enable/disable editing mode\n"
4073 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
4074 "r_editlights_cursorpushback : push back cursor this far from surface\n"
4075 "r_editlights_cursorpushoff : push cursor off surface this far\n"
4076 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
4077 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
4079 "r_editlights_help : this help\n"
4080 "r_editlights_clear : remove all lights\n"
4081 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
4082 "r_editlights_save : save to .rtlights file\n"
4083 "r_editlights_spawn : create a light with default settings\n"
4084 "r_editlights_edit command : edit selected light - more documentation below\n"
4085 "r_editlights_remove : remove selected light\n"
4086 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
4087 "r_editlights_importlightentitiesfrommap : reload light entities\n"
4088 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
4090 "origin x y z : set light location\n"
4091 "originx x: set x component of light location\n"
4092 "originy y: set y component of light location\n"
4093 "originz z: set z component of light location\n"
4094 "move x y z : adjust light location\n"
4095 "movex x: adjust x component of light location\n"
4096 "movey y: adjust y component of light location\n"
4097 "movez z: adjust z component of light location\n"
4098 "angles x y z : set light angles\n"
4099 "anglesx x: set x component of light angles\n"
4100 "anglesy y: set y component of light angles\n"
4101 "anglesz z: set z component of light angles\n"
4102 "color r g b : set color of light (can be brighter than 1 1 1)\n"
4103 "radius radius : set radius (size) of light\n"
4104 "colorscale grey : multiply color of light (1 does nothing)\n"
4105 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
4106 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
4107 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
4108 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
4109 "cubemap basename : set filter cubemap of light (not yet supported)\n"
4110 "shadows 1/0 : turn on/off shadows\n"
4111 "corona n : set corona intensity\n"
4112 "coronasize n : set corona size (0-1)\n"
4113 "ambient n : set ambient intensity (0-1)\n"
4114 "diffuse n : set diffuse intensity (0-1)\n"
4115 "specular n : set specular intensity (0-1)\n"
4116 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
4117 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
4118 "<nothing> : print light properties to console\n"
4122 void R_Shadow_EditLights_CopyInfo_f(void)
4124 if (!r_editlights.integer)
4126 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
4129 if (!r_shadow_selectedlight)
4131 Con_Print("No selected light.\n");
4134 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
4135 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
4136 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
4137 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
4138 if (r_shadow_selectedlight->cubemapname)
4139 strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname);
4141 r_shadow_bufferlight.cubemapname[0] = 0;
4142 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
4143 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
4144 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
4145 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
4146 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
4147 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
4148 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
4151 void R_Shadow_EditLights_PasteInfo_f(void)
4153 if (!r_editlights.integer)
4155 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
4158 if (!r_shadow_selectedlight)
4160 Con_Print("No selected light.\n");
4163 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname, r_shadow_bufferlight.coronasizescale, r_shadow_bufferlight.ambientscale, r_shadow_bufferlight.diffusescale, r_shadow_bufferlight.specularscale, r_shadow_bufferlight.flags);
4166 void R_Shadow_EditLights_Init(void)
4168 Cvar_RegisterVariable(&r_editlights);
4169 Cvar_RegisterVariable(&r_editlights_cursordistance);
4170 Cvar_RegisterVariable(&r_editlights_cursorpushback);
4171 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
4172 Cvar_RegisterVariable(&r_editlights_cursorgrid);
4173 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
4174 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f);
4175 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f);
4176 Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f);
4177 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f);
4178 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f);
4179 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f);
4180 Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f);
4181 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f);
4182 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f);
4183 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f);
4184 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f);
4185 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f);
4186 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f);
4187 Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f);