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_shadow_rendermode_e
147 R_SHADOW_RENDERMODE_NONE,
148 R_SHADOW_RENDERMODE_ZPASS_STENCIL,
149 R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
150 R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
151 R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
152 R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
153 R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
154 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
155 R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
156 R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
157 R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
158 R_SHADOW_RENDERMODE_LIGHT_GLSL,
159 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
160 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
161 R_SHADOW_RENDERMODE_SHADOWMAP2D,
162 R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE,
163 R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE,
165 r_shadow_rendermode_t;
167 typedef enum r_shadow_shadowmode_e
169 R_SHADOW_SHADOWMODE_STENCIL,
170 R_SHADOW_SHADOWMODE_SHADOWMAP2D,
171 R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE,
172 R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE
174 r_shadow_shadowmode_t;
176 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
177 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
178 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
180 qboolean r_shadow_usingshadowmaprect;
181 qboolean r_shadow_usingshadowmap2d;
182 qboolean r_shadow_usingshadowmapcube;
183 int r_shadow_shadowmapside;
184 float r_shadow_shadowmap_texturescale[2];
185 float r_shadow_shadowmap_parameters[4];
187 int r_shadow_drawbuffer;
188 int r_shadow_readbuffer;
190 int r_shadow_cullface_front, r_shadow_cullface_back;
191 GLuint r_shadow_fborectangle;
192 GLuint r_shadow_fbocubeside[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
193 GLuint r_shadow_fbo2d;
194 r_shadow_shadowmode_t r_shadow_shadowmode;
195 int r_shadow_shadowmapfilterquality;
196 int r_shadow_shadowmaptexturetype;
197 int r_shadow_shadowmapdepthbits;
198 int r_shadow_shadowmapmaxsize;
199 qboolean r_shadow_shadowmapvsdct;
200 qboolean r_shadow_shadowmapsampler;
201 int r_shadow_shadowmappcf;
202 int r_shadow_shadowmapborder;
203 int r_shadow_lightscissor[4];
204 qboolean r_shadow_usingdeferredprepass;
206 int maxshadowtriangles;
209 int maxshadowvertices;
210 float *shadowvertex3f;
220 unsigned char *shadowsides;
221 int *shadowsideslist;
228 int r_shadow_buffer_numleafpvsbytes;
229 unsigned char *r_shadow_buffer_visitingleafpvs;
230 unsigned char *r_shadow_buffer_leafpvs;
231 int *r_shadow_buffer_leaflist;
233 int r_shadow_buffer_numsurfacepvsbytes;
234 unsigned char *r_shadow_buffer_surfacepvs;
235 int *r_shadow_buffer_surfacelist;
236 unsigned char *r_shadow_buffer_surfacesides;
238 int r_shadow_buffer_numshadowtrispvsbytes;
239 unsigned char *r_shadow_buffer_shadowtrispvs;
240 int r_shadow_buffer_numlighttrispvsbytes;
241 unsigned char *r_shadow_buffer_lighttrispvs;
243 rtexturepool_t *r_shadow_texturepool;
244 rtexture_t *r_shadow_attenuationgradienttexture;
245 rtexture_t *r_shadow_attenuation2dtexture;
246 rtexture_t *r_shadow_attenuation3dtexture;
247 skinframe_t *r_shadow_lightcorona;
248 rtexture_t *r_shadow_shadowmaprectangletexture;
249 rtexture_t *r_shadow_shadowmap2dtexture;
250 rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
251 rtexture_t *r_shadow_shadowmapvsdcttexture;
252 int r_shadow_shadowmapsize; // changes for each light based on distance
253 int r_shadow_shadowmaplod; // changes for each light based on distance
255 GLuint r_shadow_prepassgeometryfbo;
256 GLuint r_shadow_prepasslightingfbo;
257 int r_shadow_prepass_width;
258 int r_shadow_prepass_height;
259 rtexture_t *r_shadow_prepassgeometrydepthtexture;
260 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
261 rtexture_t *r_shadow_prepasslightingdiffusetexture;
262 rtexture_t *r_shadow_prepasslightingspeculartexture;
264 // lights are reloaded when this changes
265 char r_shadow_mapname[MAX_QPATH];
267 // used only for light filters (cubemaps)
268 rtexturepool_t *r_shadow_filters_texturepool;
270 static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
272 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
273 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
274 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
275 cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
276 cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "2", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"};
277 //cvar_t r_shadow_deferred_fp = {CVAR_SAVE, "r_shadow_deferred_fp", "0", "use 16bit (1) or 32bit (2) floating point for accumulation of image-based lighting"};
278 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
279 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
280 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
281 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
282 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
283 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
284 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
285 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
286 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
287 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
288 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
289 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
290 cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
291 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
292 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
293 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
294 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
295 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
296 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
297 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
298 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
299 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
300 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
301 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "0", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
302 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
303 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "0", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
304 cvar_t r_shadow_shadowmapping_texturetype = {CVAR_SAVE, "r_shadow_shadowmapping_texturetype", "-1", "shadowmap texture types: -1 = auto-select, 0 = 2D, 1 = rectangle, 2 = cubemap"};
305 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
306 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
307 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
308 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
309 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
310 cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
311 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
312 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
313 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
314 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
315 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
316 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
317 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
318 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
319 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
320 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
321 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
322 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksm the proportion of hidden pixels controls corona intensity"};
323 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
324 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
325 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
326 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
327 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
328 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
329 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
330 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
331 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
332 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
334 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
335 #define ATTENTABLESIZE 256
336 // 1D gradient, 2D circle and 3D sphere attenuation textures
337 #define ATTEN1DSIZE 32
338 #define ATTEN2DSIZE 64
339 #define ATTEN3DSIZE 32
341 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
342 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
343 static float r_shadow_attentable[ATTENTABLESIZE+1];
345 rtlight_t *r_shadow_compilingrtlight;
346 static memexpandablearray_t r_shadow_worldlightsarray;
347 dlight_t *r_shadow_selectedlight;
348 dlight_t r_shadow_bufferlight;
349 vec3_t r_editlights_cursorlocation;
351 extern int con_vislines;
353 typedef struct cubemapinfo_s
360 static int numcubemaps;
361 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
363 void R_Shadow_UncompileWorldLights(void);
364 void R_Shadow_ClearWorldLights(void);
365 void R_Shadow_SaveWorldLights(void);
366 void R_Shadow_LoadWorldLights(void);
367 void R_Shadow_LoadLightsFile(void);
368 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
369 void R_Shadow_EditLights_Reload_f(void);
370 void R_Shadow_ValidateCvars(void);
371 static void R_Shadow_MakeTextures(void);
373 #define EDLIGHTSPRSIZE 8
374 skinframe_t *r_editlights_sprcursor;
375 skinframe_t *r_editlights_sprlight;
376 skinframe_t *r_editlights_sprnoshadowlight;
377 skinframe_t *r_editlights_sprcubemaplight;
378 skinframe_t *r_editlights_sprcubemapnoshadowlight;
379 skinframe_t *r_editlights_sprselection;
381 void R_Shadow_SetShadowMode(void)
383 r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
384 r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0;
385 r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
386 r_shadow_shadowmaptexturetype = r_shadow_shadowmapping_texturetype.integer;
387 r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
388 r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
389 r_shadow_shadowmaplod = -1;
390 r_shadow_shadowmapsize = 0;
391 r_shadow_shadowmapsampler = false;
392 r_shadow_shadowmappcf = 0;
393 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
394 switch(vid.renderpath)
396 case RENDERPATH_GL20:
397 case RENDERPATH_CGGL:
398 if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
400 if(r_shadow_shadowmapfilterquality < 0)
402 if(strstr(gl_vendor, "NVIDIA"))
404 r_shadow_shadowmapsampler = vid.support.arb_shadow;
405 r_shadow_shadowmappcf = 1;
407 else if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
408 r_shadow_shadowmappcf = 1;
409 else if(strstr(gl_vendor, "ATI"))
410 r_shadow_shadowmappcf = 1;
412 r_shadow_shadowmapsampler = vid.support.arb_shadow;
416 switch (r_shadow_shadowmapfilterquality)
419 r_shadow_shadowmapsampler = vid.support.arb_shadow;
422 r_shadow_shadowmapsampler = vid.support.arb_shadow;
423 r_shadow_shadowmappcf = 1;
426 r_shadow_shadowmappcf = 1;
429 r_shadow_shadowmappcf = 2;
433 switch (r_shadow_shadowmaptexturetype)
436 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
439 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
442 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE;
445 if((vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) && r_shadow_shadowmappcf && !r_shadow_shadowmapsampler)
446 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
447 else if(vid.support.arb_texture_rectangle)
448 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
450 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
455 case RENDERPATH_GL13:
457 case RENDERPATH_GL11:
462 void R_Shadow_FreeShadowMaps(void)
466 R_Shadow_SetShadowMode();
468 if (!vid.support.ext_framebuffer_object || !vid.support.arb_fragment_shader)
473 if (r_shadow_fborectangle)
474 qglDeleteFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
475 r_shadow_fborectangle = 0;
478 qglDeleteFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
480 for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
481 if (r_shadow_fbocubeside[i])
482 qglDeleteFramebuffersEXT(1, &r_shadow_fbocubeside[i]);CHECKGLERROR
483 memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
485 if (r_shadow_shadowmaprectangletexture)
486 R_FreeTexture(r_shadow_shadowmaprectangletexture);
487 r_shadow_shadowmaprectangletexture = NULL;
489 if (r_shadow_shadowmap2dtexture)
490 R_FreeTexture(r_shadow_shadowmap2dtexture);
491 r_shadow_shadowmap2dtexture = NULL;
493 for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
494 if (r_shadow_shadowmapcubetexture[i])
495 R_FreeTexture(r_shadow_shadowmapcubetexture[i]);
496 memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
498 if (r_shadow_shadowmapvsdcttexture)
499 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
500 r_shadow_shadowmapvsdcttexture = NULL;
505 void r_shadow_start(void)
507 // allocate vertex processing arrays
509 r_shadow_attenuationgradienttexture = NULL;
510 r_shadow_attenuation2dtexture = NULL;
511 r_shadow_attenuation3dtexture = NULL;
512 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
513 r_shadow_shadowmaprectangletexture = NULL;
514 r_shadow_shadowmap2dtexture = NULL;
515 memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
516 r_shadow_shadowmapvsdcttexture = NULL;
517 r_shadow_shadowmapmaxsize = 0;
518 r_shadow_shadowmapsize = 0;
519 r_shadow_shadowmaplod = 0;
520 r_shadow_shadowmapfilterquality = -1;
521 r_shadow_shadowmaptexturetype = -1;
522 r_shadow_shadowmapdepthbits = 0;
523 r_shadow_shadowmapvsdct = false;
524 r_shadow_shadowmapsampler = false;
525 r_shadow_shadowmappcf = 0;
526 r_shadow_fborectangle = 0;
528 memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
530 R_Shadow_FreeShadowMaps();
532 r_shadow_texturepool = NULL;
533 r_shadow_filters_texturepool = NULL;
534 R_Shadow_ValidateCvars();
535 R_Shadow_MakeTextures();
536 maxshadowtriangles = 0;
537 shadowelements = NULL;
538 maxshadowvertices = 0;
539 shadowvertex3f = NULL;
547 shadowmarklist = NULL;
552 shadowsideslist = NULL;
553 r_shadow_buffer_numleafpvsbytes = 0;
554 r_shadow_buffer_visitingleafpvs = NULL;
555 r_shadow_buffer_leafpvs = NULL;
556 r_shadow_buffer_leaflist = NULL;
557 r_shadow_buffer_numsurfacepvsbytes = 0;
558 r_shadow_buffer_surfacepvs = NULL;
559 r_shadow_buffer_surfacelist = NULL;
560 r_shadow_buffer_surfacesides = NULL;
561 r_shadow_buffer_numshadowtrispvsbytes = 0;
562 r_shadow_buffer_shadowtrispvs = NULL;
563 r_shadow_buffer_numlighttrispvsbytes = 0;
564 r_shadow_buffer_lighttrispvs = NULL;
566 r_shadow_usingdeferredprepass = false;
567 r_shadow_prepass_width = r_shadow_prepass_height = 0;
570 static void R_Shadow_FreeDeferred(void);
571 void r_shadow_shutdown(void)
574 R_Shadow_UncompileWorldLights();
576 R_Shadow_FreeShadowMaps();
578 r_shadow_usingdeferredprepass = false;
579 if (r_shadow_prepass_width)
580 R_Shadow_FreeDeferred();
581 r_shadow_prepass_width = r_shadow_prepass_height = 0;
585 r_shadow_attenuationgradienttexture = NULL;
586 r_shadow_attenuation2dtexture = NULL;
587 r_shadow_attenuation3dtexture = NULL;
588 R_FreeTexturePool(&r_shadow_texturepool);
589 R_FreeTexturePool(&r_shadow_filters_texturepool);
590 maxshadowtriangles = 0;
592 Mem_Free(shadowelements);
593 shadowelements = NULL;
595 Mem_Free(shadowvertex3f);
596 shadowvertex3f = NULL;
599 Mem_Free(vertexupdate);
602 Mem_Free(vertexremap);
608 Mem_Free(shadowmark);
611 Mem_Free(shadowmarklist);
612 shadowmarklist = NULL;
617 Mem_Free(shadowsides);
620 Mem_Free(shadowsideslist);
621 shadowsideslist = NULL;
622 r_shadow_buffer_numleafpvsbytes = 0;
623 if (r_shadow_buffer_visitingleafpvs)
624 Mem_Free(r_shadow_buffer_visitingleafpvs);
625 r_shadow_buffer_visitingleafpvs = NULL;
626 if (r_shadow_buffer_leafpvs)
627 Mem_Free(r_shadow_buffer_leafpvs);
628 r_shadow_buffer_leafpvs = NULL;
629 if (r_shadow_buffer_leaflist)
630 Mem_Free(r_shadow_buffer_leaflist);
631 r_shadow_buffer_leaflist = NULL;
632 r_shadow_buffer_numsurfacepvsbytes = 0;
633 if (r_shadow_buffer_surfacepvs)
634 Mem_Free(r_shadow_buffer_surfacepvs);
635 r_shadow_buffer_surfacepvs = NULL;
636 if (r_shadow_buffer_surfacelist)
637 Mem_Free(r_shadow_buffer_surfacelist);
638 r_shadow_buffer_surfacelist = NULL;
639 if (r_shadow_buffer_surfacesides)
640 Mem_Free(r_shadow_buffer_surfacesides);
641 r_shadow_buffer_surfacesides = NULL;
642 r_shadow_buffer_numshadowtrispvsbytes = 0;
643 if (r_shadow_buffer_shadowtrispvs)
644 Mem_Free(r_shadow_buffer_shadowtrispvs);
645 r_shadow_buffer_numlighttrispvsbytes = 0;
646 if (r_shadow_buffer_lighttrispvs)
647 Mem_Free(r_shadow_buffer_lighttrispvs);
650 void r_shadow_newmap(void)
652 if (r_shadow_lightcorona) R_SkinFrame_MarkUsed(r_shadow_lightcorona);
653 if (r_editlights_sprcursor) R_SkinFrame_MarkUsed(r_editlights_sprcursor);
654 if (r_editlights_sprlight) R_SkinFrame_MarkUsed(r_editlights_sprlight);
655 if (r_editlights_sprnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
656 if (r_editlights_sprcubemaplight) R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
657 if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
658 if (r_editlights_sprselection) R_SkinFrame_MarkUsed(r_editlights_sprselection);
659 if (cl.worldmodel && strncmp(cl.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
660 R_Shadow_EditLights_Reload_f();
663 void R_Shadow_Init(void)
665 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
666 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
667 Cvar_RegisterVariable(&r_shadow_usenormalmap);
668 Cvar_RegisterVariable(&r_shadow_debuglight);
669 Cvar_RegisterVariable(&r_shadow_deferred);
670 Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
671 // Cvar_RegisterVariable(&r_shadow_deferred_fp);
672 Cvar_RegisterVariable(&r_shadow_gloss);
673 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
674 Cvar_RegisterVariable(&r_shadow_glossintensity);
675 Cvar_RegisterVariable(&r_shadow_glossexponent);
676 Cvar_RegisterVariable(&r_shadow_gloss2exponent);
677 Cvar_RegisterVariable(&r_shadow_glossexact);
678 Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
679 Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
680 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
681 Cvar_RegisterVariable(&r_shadow_lightradiusscale);
682 Cvar_RegisterVariable(&r_shadow_projectdistance);
683 Cvar_RegisterVariable(&r_shadow_frontsidecasting);
684 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
685 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
686 Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
687 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
688 Cvar_RegisterVariable(&r_shadow_realtime_world);
689 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
690 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
691 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
692 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
693 Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
694 Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
695 Cvar_RegisterVariable(&r_shadow_scissor);
696 Cvar_RegisterVariable(&r_shadow_shadowmapping);
697 Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
698 Cvar_RegisterVariable(&r_shadow_shadowmapping_texturetype);
699 Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
700 Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
701 Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
702 Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
703 Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
704 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
705 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
706 Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
707 Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
708 Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
709 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
710 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
711 Cvar_RegisterVariable(&r_shadow_polygonfactor);
712 Cvar_RegisterVariable(&r_shadow_polygonoffset);
713 Cvar_RegisterVariable(&r_shadow_texture3d);
714 Cvar_RegisterVariable(&r_coronas);
715 Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
716 Cvar_RegisterVariable(&r_coronas_occlusionquery);
717 Cvar_RegisterVariable(&gl_flashblend);
718 Cvar_RegisterVariable(&gl_ext_separatestencil);
719 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
720 if (gamemode == GAME_TENEBRAE)
722 Cvar_SetValue("r_shadow_gloss", 2);
723 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
725 R_Shadow_EditLights_Init();
726 Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
727 maxshadowtriangles = 0;
728 shadowelements = NULL;
729 maxshadowvertices = 0;
730 shadowvertex3f = NULL;
738 shadowmarklist = NULL;
743 shadowsideslist = NULL;
744 r_shadow_buffer_numleafpvsbytes = 0;
745 r_shadow_buffer_visitingleafpvs = NULL;
746 r_shadow_buffer_leafpvs = NULL;
747 r_shadow_buffer_leaflist = NULL;
748 r_shadow_buffer_numsurfacepvsbytes = 0;
749 r_shadow_buffer_surfacepvs = NULL;
750 r_shadow_buffer_surfacelist = NULL;
751 r_shadow_buffer_surfacesides = NULL;
752 r_shadow_buffer_shadowtrispvs = NULL;
753 r_shadow_buffer_lighttrispvs = NULL;
754 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
757 matrix4x4_t matrix_attenuationxyz =
760 {0.5, 0.0, 0.0, 0.5},
761 {0.0, 0.5, 0.0, 0.5},
762 {0.0, 0.0, 0.5, 0.5},
767 matrix4x4_t matrix_attenuationz =
770 {0.0, 0.0, 0.5, 0.5},
771 {0.0, 0.0, 0.0, 0.5},
772 {0.0, 0.0, 0.0, 0.5},
777 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
779 numvertices = ((numvertices + 255) & ~255) * vertscale;
780 numtriangles = ((numtriangles + 255) & ~255) * triscale;
781 // make sure shadowelements is big enough for this volume
782 if (maxshadowtriangles < numtriangles)
784 maxshadowtriangles = numtriangles;
786 Mem_Free(shadowelements);
787 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
789 // make sure shadowvertex3f is big enough for this volume
790 if (maxshadowvertices < numvertices)
792 maxshadowvertices = numvertices;
794 Mem_Free(shadowvertex3f);
795 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
799 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
801 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
802 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
803 int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
804 int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
805 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
807 if (r_shadow_buffer_visitingleafpvs)
808 Mem_Free(r_shadow_buffer_visitingleafpvs);
809 if (r_shadow_buffer_leafpvs)
810 Mem_Free(r_shadow_buffer_leafpvs);
811 if (r_shadow_buffer_leaflist)
812 Mem_Free(r_shadow_buffer_leaflist);
813 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
814 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
815 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
816 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
818 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
820 if (r_shadow_buffer_surfacepvs)
821 Mem_Free(r_shadow_buffer_surfacepvs);
822 if (r_shadow_buffer_surfacelist)
823 Mem_Free(r_shadow_buffer_surfacelist);
824 if (r_shadow_buffer_surfacesides)
825 Mem_Free(r_shadow_buffer_surfacesides);
826 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
827 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
828 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
829 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
831 if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
833 if (r_shadow_buffer_shadowtrispvs)
834 Mem_Free(r_shadow_buffer_shadowtrispvs);
835 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
836 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
838 if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
840 if (r_shadow_buffer_lighttrispvs)
841 Mem_Free(r_shadow_buffer_lighttrispvs);
842 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
843 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
847 void R_Shadow_PrepareShadowMark(int numtris)
849 // make sure shadowmark is big enough for this volume
850 if (maxshadowmark < numtris)
852 maxshadowmark = numtris;
854 Mem_Free(shadowmark);
856 Mem_Free(shadowmarklist);
857 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
858 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
862 // if shadowmarkcount wrapped we clear the array and adjust accordingly
863 if (shadowmarkcount == 0)
866 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
871 void R_Shadow_PrepareShadowSides(int numtris)
873 if (maxshadowsides < numtris)
875 maxshadowsides = numtris;
877 Mem_Free(shadowsides);
879 Mem_Free(shadowsideslist);
880 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
881 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
886 static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
889 int outtriangles = 0, outvertices = 0;
892 float ratio, direction[3], projectvector[3];
894 if (projectdirection)
895 VectorScale(projectdirection, projectdistance, projectvector);
897 VectorClear(projectvector);
899 // create the vertices
900 if (projectdirection)
902 for (i = 0;i < numshadowmarktris;i++)
904 element = inelement3i + shadowmarktris[i] * 3;
905 for (j = 0;j < 3;j++)
907 if (vertexupdate[element[j]] != vertexupdatenum)
909 vertexupdate[element[j]] = vertexupdatenum;
910 vertexremap[element[j]] = outvertices;
911 vertex = invertex3f + element[j] * 3;
912 // project one copy of the vertex according to projectvector
913 VectorCopy(vertex, outvertex3f);
914 VectorAdd(vertex, projectvector, (outvertex3f + 3));
923 for (i = 0;i < numshadowmarktris;i++)
925 element = inelement3i + shadowmarktris[i] * 3;
926 for (j = 0;j < 3;j++)
928 if (vertexupdate[element[j]] != vertexupdatenum)
930 vertexupdate[element[j]] = vertexupdatenum;
931 vertexremap[element[j]] = outvertices;
932 vertex = invertex3f + element[j] * 3;
933 // project one copy of the vertex to the sphere radius of the light
934 // (FIXME: would projecting it to the light box be better?)
935 VectorSubtract(vertex, projectorigin, direction);
936 ratio = projectdistance / VectorLength(direction);
937 VectorCopy(vertex, outvertex3f);
938 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
946 if (r_shadow_frontsidecasting.integer)
948 for (i = 0;i < numshadowmarktris;i++)
950 int remappedelement[3];
952 const int *neighbortriangle;
954 markindex = shadowmarktris[i] * 3;
955 element = inelement3i + markindex;
956 neighbortriangle = inneighbor3i + markindex;
957 // output the front and back triangles
958 outelement3i[0] = vertexremap[element[0]];
959 outelement3i[1] = vertexremap[element[1]];
960 outelement3i[2] = vertexremap[element[2]];
961 outelement3i[3] = vertexremap[element[2]] + 1;
962 outelement3i[4] = vertexremap[element[1]] + 1;
963 outelement3i[5] = vertexremap[element[0]] + 1;
967 // output the sides (facing outward from this triangle)
968 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
970 remappedelement[0] = vertexremap[element[0]];
971 remappedelement[1] = vertexremap[element[1]];
972 outelement3i[0] = remappedelement[1];
973 outelement3i[1] = remappedelement[0];
974 outelement3i[2] = remappedelement[0] + 1;
975 outelement3i[3] = remappedelement[1];
976 outelement3i[4] = remappedelement[0] + 1;
977 outelement3i[5] = remappedelement[1] + 1;
982 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
984 remappedelement[1] = vertexremap[element[1]];
985 remappedelement[2] = vertexremap[element[2]];
986 outelement3i[0] = remappedelement[2];
987 outelement3i[1] = remappedelement[1];
988 outelement3i[2] = remappedelement[1] + 1;
989 outelement3i[3] = remappedelement[2];
990 outelement3i[4] = remappedelement[1] + 1;
991 outelement3i[5] = remappedelement[2] + 1;
996 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
998 remappedelement[0] = vertexremap[element[0]];
999 remappedelement[2] = vertexremap[element[2]];
1000 outelement3i[0] = remappedelement[0];
1001 outelement3i[1] = remappedelement[2];
1002 outelement3i[2] = remappedelement[2] + 1;
1003 outelement3i[3] = remappedelement[0];
1004 outelement3i[4] = remappedelement[2] + 1;
1005 outelement3i[5] = remappedelement[0] + 1;
1014 for (i = 0;i < numshadowmarktris;i++)
1016 int remappedelement[3];
1018 const int *neighbortriangle;
1020 markindex = shadowmarktris[i] * 3;
1021 element = inelement3i + markindex;
1022 neighbortriangle = inneighbor3i + markindex;
1023 // output the front and back triangles
1024 outelement3i[0] = vertexremap[element[2]];
1025 outelement3i[1] = vertexremap[element[1]];
1026 outelement3i[2] = vertexremap[element[0]];
1027 outelement3i[3] = vertexremap[element[0]] + 1;
1028 outelement3i[4] = vertexremap[element[1]] + 1;
1029 outelement3i[5] = vertexremap[element[2]] + 1;
1033 // output the sides (facing outward from this triangle)
1034 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1036 remappedelement[0] = vertexremap[element[0]];
1037 remappedelement[1] = vertexremap[element[1]];
1038 outelement3i[0] = remappedelement[0];
1039 outelement3i[1] = remappedelement[1];
1040 outelement3i[2] = remappedelement[1] + 1;
1041 outelement3i[3] = remappedelement[0];
1042 outelement3i[4] = remappedelement[1] + 1;
1043 outelement3i[5] = remappedelement[0] + 1;
1048 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1050 remappedelement[1] = vertexremap[element[1]];
1051 remappedelement[2] = vertexremap[element[2]];
1052 outelement3i[0] = remappedelement[1];
1053 outelement3i[1] = remappedelement[2];
1054 outelement3i[2] = remappedelement[2] + 1;
1055 outelement3i[3] = remappedelement[1];
1056 outelement3i[4] = remappedelement[2] + 1;
1057 outelement3i[5] = remappedelement[1] + 1;
1062 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1064 remappedelement[0] = vertexremap[element[0]];
1065 remappedelement[2] = vertexremap[element[2]];
1066 outelement3i[0] = remappedelement[2];
1067 outelement3i[1] = remappedelement[0];
1068 outelement3i[2] = remappedelement[0] + 1;
1069 outelement3i[3] = remappedelement[2];
1070 outelement3i[4] = remappedelement[0] + 1;
1071 outelement3i[5] = remappedelement[2] + 1;
1079 *outnumvertices = outvertices;
1080 return outtriangles;
1083 static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
1086 int outtriangles = 0, outvertices = 0;
1088 const float *vertex;
1089 float ratio, direction[3], projectvector[3];
1092 if (projectdirection)
1093 VectorScale(projectdirection, projectdistance, projectvector);
1095 VectorClear(projectvector);
1097 for (i = 0;i < numshadowmarktris;i++)
1099 int remappedelement[3];
1101 const int *neighbortriangle;
1103 markindex = shadowmarktris[i] * 3;
1104 neighbortriangle = inneighbor3i + markindex;
1105 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1106 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1107 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1108 if (side[0] + side[1] + side[2] == 0)
1112 element = inelement3i + markindex;
1114 // create the vertices
1115 for (j = 0;j < 3;j++)
1117 if (side[j] + side[j+1] == 0)
1120 if (vertexupdate[k] != vertexupdatenum)
1122 vertexupdate[k] = vertexupdatenum;
1123 vertexremap[k] = outvertices;
1124 vertex = invertex3f + k * 3;
1125 VectorCopy(vertex, outvertex3f);
1126 if (projectdirection)
1128 // project one copy of the vertex according to projectvector
1129 VectorAdd(vertex, projectvector, (outvertex3f + 3));
1133 // project one copy of the vertex to the sphere radius of the light
1134 // (FIXME: would projecting it to the light box be better?)
1135 VectorSubtract(vertex, projectorigin, direction);
1136 ratio = projectdistance / VectorLength(direction);
1137 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1144 // output the sides (facing outward from this triangle)
1147 remappedelement[0] = vertexremap[element[0]];
1148 remappedelement[1] = vertexremap[element[1]];
1149 outelement3i[0] = remappedelement[1];
1150 outelement3i[1] = remappedelement[0];
1151 outelement3i[2] = remappedelement[0] + 1;
1152 outelement3i[3] = remappedelement[1];
1153 outelement3i[4] = remappedelement[0] + 1;
1154 outelement3i[5] = remappedelement[1] + 1;
1161 remappedelement[1] = vertexremap[element[1]];
1162 remappedelement[2] = vertexremap[element[2]];
1163 outelement3i[0] = remappedelement[2];
1164 outelement3i[1] = remappedelement[1];
1165 outelement3i[2] = remappedelement[1] + 1;
1166 outelement3i[3] = remappedelement[2];
1167 outelement3i[4] = remappedelement[1] + 1;
1168 outelement3i[5] = remappedelement[2] + 1;
1175 remappedelement[0] = vertexremap[element[0]];
1176 remappedelement[2] = vertexremap[element[2]];
1177 outelement3i[0] = remappedelement[0];
1178 outelement3i[1] = remappedelement[2];
1179 outelement3i[2] = remappedelement[2] + 1;
1180 outelement3i[3] = remappedelement[0];
1181 outelement3i[4] = remappedelement[2] + 1;
1182 outelement3i[5] = remappedelement[0] + 1;
1189 *outnumvertices = outvertices;
1190 return outtriangles;
1193 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
1199 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1201 tend = firsttriangle + numtris;
1202 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1204 // surface box entirely inside light box, no box cull
1205 if (projectdirection)
1207 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1209 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1210 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1211 shadowmarklist[numshadowmark++] = t;
1216 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1217 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1218 shadowmarklist[numshadowmark++] = t;
1223 // surface box not entirely inside light box, cull each triangle
1224 if (projectdirection)
1226 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1228 v[0] = invertex3f + e[0] * 3;
1229 v[1] = invertex3f + e[1] * 3;
1230 v[2] = invertex3f + e[2] * 3;
1231 TriangleNormal(v[0], v[1], v[2], normal);
1232 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1233 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1234 shadowmarklist[numshadowmark++] = t;
1239 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1241 v[0] = invertex3f + e[0] * 3;
1242 v[1] = invertex3f + e[1] * 3;
1243 v[2] = invertex3f + e[2] * 3;
1244 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1245 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1246 shadowmarklist[numshadowmark++] = t;
1252 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1257 if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1259 // check if the shadow volume intersects the near plane
1261 // a ray between the eye and light origin may intersect the caster,
1262 // indicating that the shadow may touch the eye location, however we must
1263 // test the near plane (a polygon), not merely the eye location, so it is
1264 // easiest to enlarge the caster bounding shape slightly for this.
1270 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs)
1272 int i, tris, outverts;
1273 if (projectdistance < 0.1)
1275 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1278 if (!numverts || !nummarktris)
1280 // make sure shadowelements is big enough for this volume
1281 if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1282 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1284 if (maxvertexupdate < numverts)
1286 maxvertexupdate = numverts;
1288 Mem_Free(vertexupdate);
1290 Mem_Free(vertexremap);
1291 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1292 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1293 vertexupdatenum = 0;
1296 if (vertexupdatenum == 0)
1298 vertexupdatenum = 1;
1299 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1300 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1303 for (i = 0;i < nummarktris;i++)
1304 shadowmark[marktris[i]] = shadowmarkcount;
1306 if (r_shadow_compilingrtlight)
1308 // if we're compiling an rtlight, capture the mesh
1309 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1310 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1311 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1312 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1314 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1316 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1317 R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
1318 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1322 // decide which type of shadow to generate and set stencil mode
1323 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1324 // generate the sides or a solid volume, depending on type
1325 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1326 tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1328 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1329 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1330 r_refdef.stats.lights_shadowtriangles += tris;
1332 R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
1333 GL_LockArrays(0, outverts);
1334 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1336 // increment stencil if frontface is infront of depthbuffer
1337 GL_CullFace(r_refdef.view.cullface_front);
1338 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
1339 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1340 // decrement stencil if backface is infront of depthbuffer
1341 GL_CullFace(r_refdef.view.cullface_back);
1342 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
1344 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1346 // decrement stencil if backface is behind depthbuffer
1347 GL_CullFace(r_refdef.view.cullface_front);
1348 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1349 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1350 // increment stencil if frontface is behind depthbuffer
1351 GL_CullFace(r_refdef.view.cullface_back);
1352 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1354 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1355 GL_LockArrays(0, 0);
1360 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1362 // p1, p2, p3 are in the cubemap's local coordinate system
1363 // bias = border/(size - border)
1366 float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1367 dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1368 dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1369 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1371 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1372 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1373 | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1374 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1376 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1377 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1378 | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1380 dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1381 dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1382 dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1383 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1385 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1386 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1387 | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1388 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1390 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1391 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1392 | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1394 dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1395 dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1396 dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1397 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1399 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1400 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1401 | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1402 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1404 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1405 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1406 | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1411 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1413 vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1414 float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1417 VectorSubtract(maxs, mins, radius);
1418 VectorScale(radius, 0.5f, radius);
1419 VectorAdd(mins, radius, center);
1420 Matrix4x4_Transform(worldtolight, center, lightcenter);
1421 Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1422 VectorSubtract(lightcenter, lightradius, pmin);
1423 VectorAdd(lightcenter, lightradius, pmax);
1425 dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1426 dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1427 if(ap1 > bias*an1 && ap2 > bias*an2)
1429 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1430 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1431 if(an1 > bias*ap1 && an2 > bias*ap2)
1433 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1434 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1436 dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1437 dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1438 if(ap1 > bias*an1 && ap2 > bias*an2)
1440 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1441 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1442 if(an1 > bias*ap1 && an2 > bias*ap2)
1444 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1445 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1447 dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1448 dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1449 if(ap1 > bias*an1 && ap2 > bias*an2)
1451 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1452 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1453 if(an1 > bias*ap1 && an2 > bias*ap2)
1455 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1456 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1461 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1463 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1465 // p is in the cubemap's local coordinate system
1466 // bias = border/(size - border)
1467 float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1468 float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1469 float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1471 if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1472 if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1473 if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1474 if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1475 if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1476 if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1480 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1484 int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1485 float scale = (size - 2*border)/size, len;
1486 float bias = border / (float)(size - border), dp, dn, ap, an;
1487 // check if cone enclosing side would cross frustum plane
1488 scale = 2 / (scale*scale + 2);
1489 for (i = 0;i < 5;i++)
1491 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1493 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1494 len = scale*VectorLength2(n);
1495 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1496 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1497 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1499 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1501 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1502 len = scale*VectorLength(n);
1503 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1504 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1505 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1507 // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1508 // check if frustum corners/origin cross plane sides
1509 for (i = 0;i < 5;i++)
1511 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1512 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn),
1513 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1514 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1515 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn),
1516 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1517 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1518 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn),
1519 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1520 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1522 return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1525 int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals)
1533 int mask, surfacemask = 0;
1534 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1536 bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1537 tend = firsttriangle + numtris;
1538 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1540 // surface box entirely inside light box, no box cull
1541 if (projectdirection)
1543 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1545 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1546 TriangleNormal(v[0], v[1], v[2], normal);
1547 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1549 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1550 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1551 surfacemask |= mask;
1554 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1555 shadowsides[numshadowsides] = mask;
1556 shadowsideslist[numshadowsides++] = t;
1563 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1565 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1566 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1568 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1569 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1570 surfacemask |= mask;
1573 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1574 shadowsides[numshadowsides] = mask;
1575 shadowsideslist[numshadowsides++] = t;
1583 // surface box not entirely inside light box, cull each triangle
1584 if (projectdirection)
1586 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1588 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1589 TriangleNormal(v[0], v[1], v[2], normal);
1590 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1591 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1593 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1594 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1595 surfacemask |= mask;
1598 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1599 shadowsides[numshadowsides] = mask;
1600 shadowsideslist[numshadowsides++] = t;
1607 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1609 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1610 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1611 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1613 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1614 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1615 surfacemask |= mask;
1618 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1619 shadowsides[numshadowsides] = mask;
1620 shadowsideslist[numshadowsides++] = t;
1629 void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris)
1631 int i, j, outtriangles = 0;
1632 int *outelement3i[6];
1633 if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1635 outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1636 // make sure shadowelements is big enough for this mesh
1637 if (maxshadowtriangles < outtriangles)
1638 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1640 // compute the offset and size of the separate index lists for each cubemap side
1642 for (i = 0;i < 6;i++)
1644 outelement3i[i] = shadowelements + outtriangles * 3;
1645 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1646 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1647 outtriangles += sidetotals[i];
1650 // gather up the (sparse) triangles into separate index lists for each cubemap side
1651 for (i = 0;i < numsidetris;i++)
1653 const int *element = elements + sidetris[i] * 3;
1654 for (j = 0;j < 6;j++)
1656 if (sides[i] & (1 << j))
1658 outelement3i[j][0] = element[0];
1659 outelement3i[j][1] = element[1];
1660 outelement3i[j][2] = element[2];
1661 outelement3i[j] += 3;
1666 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1669 static void R_Shadow_MakeTextures_MakeCorona(void)
1673 unsigned char pixels[32][32][4];
1674 for (y = 0;y < 32;y++)
1676 dy = (y - 15.5f) * (1.0f / 16.0f);
1677 for (x = 0;x < 32;x++)
1679 dx = (x - 15.5f) * (1.0f / 16.0f);
1680 a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1681 a = bound(0, a, 255);
1682 pixels[y][x][0] = a;
1683 pixels[y][x][1] = a;
1684 pixels[y][x][2] = a;
1685 pixels[y][x][3] = 255;
1688 r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
1691 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1693 float dist = sqrt(x*x+y*y+z*z);
1694 float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1695 // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1696 return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1699 static void R_Shadow_MakeTextures(void)
1702 float intensity, dist;
1704 R_Shadow_FreeShadowMaps();
1705 R_FreeTexturePool(&r_shadow_texturepool);
1706 r_shadow_texturepool = R_AllocTexturePool();
1707 r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1708 r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1709 data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1710 // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1711 for (x = 0;x <= ATTENTABLESIZE;x++)
1713 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1714 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1715 r_shadow_attentable[x] = bound(0, intensity, 1);
1717 // 1D gradient texture
1718 for (x = 0;x < ATTEN1DSIZE;x++)
1719 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1720 r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1721 // 2D circle texture
1722 for (y = 0;y < ATTEN2DSIZE;y++)
1723 for (x = 0;x < ATTEN2DSIZE;x++)
1724 data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
1725 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1726 // 3D sphere texture
1727 if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1729 for (z = 0;z < ATTEN3DSIZE;z++)
1730 for (y = 0;y < ATTEN3DSIZE;y++)
1731 for (x = 0;x < ATTEN3DSIZE;x++)
1732 data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
1733 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1736 r_shadow_attenuation3dtexture = NULL;
1739 R_Shadow_MakeTextures_MakeCorona();
1741 // Editor light sprites
1742 r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1759 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1760 r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1777 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1778 r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1795 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1796 r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1813 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1814 r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1831 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1832 r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1849 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1852 void R_Shadow_ValidateCvars(void)
1854 if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1855 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1856 if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1857 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1858 if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1859 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1862 void R_Shadow_RenderMode_Begin(void)
1868 R_Shadow_ValidateCvars();
1870 if (!r_shadow_attenuation2dtexture
1871 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1872 || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1873 || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1874 R_Shadow_MakeTextures();
1877 R_Mesh_ColorPointer(NULL, 0, 0);
1878 R_Mesh_ResetTextureState();
1879 GL_BlendFunc(GL_ONE, GL_ZERO);
1880 GL_DepthRange(0, 1);
1881 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1883 GL_DepthMask(false);
1884 GL_Color(0, 0, 0, 1);
1885 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1887 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1889 if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1891 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1892 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1894 else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1896 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1897 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1901 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1902 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1905 switch(vid.renderpath)
1907 case RENDERPATH_GL20:
1908 case RENDERPATH_CGGL:
1909 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1911 case RENDERPATH_GL13:
1912 case RENDERPATH_GL11:
1913 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1914 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1915 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1916 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1917 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1918 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
1920 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1926 qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
1927 qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
1928 r_shadow_drawbuffer = drawbuffer;
1929 r_shadow_readbuffer = readbuffer;
1931 r_shadow_cullface_front = r_refdef.view.cullface_front;
1932 r_shadow_cullface_back = r_refdef.view.cullface_back;
1935 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
1937 rsurface.rtlight = rtlight;
1940 void R_Shadow_RenderMode_Reset(void)
1943 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE)
1945 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1947 if (vid.support.ext_framebuffer_object)
1949 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
1952 qglDrawBuffer(r_shadow_drawbuffer);CHECKGLERROR
1953 qglReadBuffer(r_shadow_readbuffer);CHECKGLERROR
1955 R_SetViewport(&r_refdef.view.viewport);
1956 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
1957 R_Mesh_ColorPointer(NULL, 0, 0);
1958 R_Mesh_ResetTextureState();
1959 GL_DepthRange(0, 1);
1961 GL_DepthMask(false);
1962 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1963 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1964 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1965 qglStencilMask(~0);CHECKGLERROR
1966 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1967 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1968 r_refdef.view.cullface_front = r_shadow_cullface_front;
1969 r_refdef.view.cullface_back = r_shadow_cullface_back;
1970 GL_CullFace(r_refdef.view.cullface_back);
1971 GL_Color(1, 1, 1, 1);
1972 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
1973 GL_BlendFunc(GL_ONE, GL_ZERO);
1974 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
1975 r_shadow_usingshadowmaprect = false;
1976 r_shadow_usingshadowmapcube = false;
1977 r_shadow_usingshadowmap2d = false;
1981 void R_Shadow_ClearStencil(void)
1984 GL_Clear(GL_STENCIL_BUFFER_BIT);
1985 r_refdef.stats.lights_clears++;
1988 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
1990 r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
1991 if (r_shadow_rendermode == mode)
1994 R_Shadow_RenderMode_Reset();
1995 GL_ColorMask(0, 0, 0, 0);
1996 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
1997 R_SetupShader_DepthOrShadow();
1998 qglDepthFunc(GL_LESS);CHECKGLERROR
1999 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2000 r_shadow_rendermode = mode;
2005 case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2006 GL_CullFace(GL_NONE);
2007 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
2008 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
2010 case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2011 GL_CullFace(GL_NONE);
2012 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2013 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2015 case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2016 GL_CullFace(GL_NONE);
2017 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2018 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
2019 qglStencilMask(~0);CHECKGLERROR
2020 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
2021 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
2022 qglStencilMask(~0);CHECKGLERROR
2023 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
2025 case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2026 GL_CullFace(GL_NONE);
2027 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2028 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
2029 qglStencilMask(~0);CHECKGLERROR
2030 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2031 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
2032 qglStencilMask(~0);CHECKGLERROR
2033 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2038 static void R_Shadow_MakeVSDCT(void)
2040 // maps to a 2x3 texture rectangle with normalized coordinates
2045 // stores abs(dir.xy), offset.xy/2.5
2046 unsigned char data[4*6] =
2048 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2049 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2050 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2051 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2052 0, 0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2053 0, 0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2055 r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, NULL);
2058 void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
2062 float nearclip, farclip, bias;
2063 r_viewport_t viewport;
2066 maxsize = r_shadow_shadowmapmaxsize;
2067 nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2069 bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2070 r_shadow_shadowmap_parameters[2] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2071 r_shadow_shadowmap_parameters[3] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2072 r_shadow_shadowmapside = side;
2073 r_shadow_shadowmapsize = size;
2074 if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
2076 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2077 r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2078 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2079 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2081 // complex unrolled cube approach (more flexible)
2082 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2083 R_Shadow_MakeVSDCT();
2084 if (!r_shadow_shadowmap2dtexture)
2087 int w = maxsize*2, h = vid.support.arb_texture_non_power_of_two ? maxsize*3 : maxsize*4;
2088 r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", w, h, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2089 qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
2090 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
2091 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR
2092 // render depth into the fbo, do not render color at all
2093 qglDrawBuffer(GL_NONE);CHECKGLERROR
2094 qglReadBuffer(GL_NONE);CHECKGLERROR
2095 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2096 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2098 Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2099 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2100 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2105 if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
2106 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2107 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2108 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2110 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
2112 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2113 r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2114 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2115 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE) goto init_done;
2117 // complex unrolled cube approach (more flexible)
2118 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2119 R_Shadow_MakeVSDCT();
2120 if (!r_shadow_shadowmaprectangletexture)
2123 r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", maxsize*2, maxsize*3, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2124 qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
2125 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
2126 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
2127 // render depth into the fbo, do not render color at all
2128 qglDrawBuffer(GL_NONE);CHECKGLERROR
2129 qglReadBuffer(GL_NONE);CHECKGLERROR
2130 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2131 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2133 Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2134 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2135 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2140 if(r_shadow_shadowmaprectangletexture) fbo = r_shadow_fborectangle;
2141 r_shadow_shadowmap_texturescale[0] = 1.0f;
2142 r_shadow_shadowmap_texturescale[1] = 1.0f;
2143 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
2145 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
2147 r_shadow_shadowmap_parameters[0] = 1.0f;
2148 r_shadow_shadowmap_parameters[1] = 1.0f;
2149 R_Viewport_InitCubeSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, nearclip, farclip, NULL);
2150 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE) goto init_done;
2152 // simple cube approach
2153 if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
2156 r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2157 qglGenFramebuffersEXT(1, &r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
2158 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
2159 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
2160 // render depth into the fbo, do not render color at all
2161 qglDrawBuffer(GL_NONE);CHECKGLERROR
2162 qglReadBuffer(GL_NONE);CHECKGLERROR
2163 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2164 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2166 Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2167 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2168 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2173 if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) fbo = r_shadow_fbocubeside[r_shadow_shadowmaplod];
2174 r_shadow_shadowmap_texturescale[0] = 0.0f;
2175 r_shadow_shadowmap_texturescale[1] = 0.0f;
2176 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE;
2179 R_Shadow_RenderMode_Reset();
2182 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
2183 R_SetupShader_DepthOrShadow();
2187 R_SetupShader_ShowDepth();
2188 qglClearColor(1,1,1,1);CHECKGLERROR
2191 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2198 R_SetViewport(&viewport);
2199 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2200 if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE)
2202 int flipped = (side&1)^(side>>2);
2203 r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2204 r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2205 GL_CullFace(r_refdef.view.cullface_back);
2207 else if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE)
2209 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
2212 qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
2216 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2220 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2221 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2222 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2223 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2226 R_Shadow_RenderMode_Reset();
2227 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2230 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2234 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2235 // only draw light where this geometry was already rendered AND the
2236 // stencil is 128 (values other than this mean shadow)
2237 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
2239 r_shadow_rendermode = r_shadow_lightingrendermode;
2240 // do global setup needed for the chosen lighting mode
2241 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2243 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2248 if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
2249 r_shadow_usingshadowmap2d = true;
2250 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
2251 r_shadow_usingshadowmaprect = true;
2252 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
2253 r_shadow_usingshadowmapcube = true;
2255 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
2259 static const unsigned short bboxelements[36] =
2269 static const float bboxpoints[8][3] =
2281 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2284 float vertex3f[8*3];
2285 const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2287 R_Shadow_RenderMode_Reset();
2288 r_shadow_rendermode = r_shadow_lightingrendermode;
2289 // do global setup needed for the chosen lighting mode
2291 R_EntityMatrix(&identitymatrix);
2292 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2295 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2296 // only draw light where this geometry was already rendered AND the
2297 // stencil is 128 (values other than this mean shadow)
2298 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
2300 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
2303 if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
2304 r_shadow_usingshadowmap2d = true;
2305 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
2306 r_shadow_usingshadowmaprect = true;
2307 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
2308 r_shadow_usingshadowmapcube = true;
2311 // render the lighting
2312 R_SetupShader_DeferredLight(rsurface.rtlight);
2313 for (i = 0;i < 8;i++)
2314 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2316 R_Mesh_VertexPointer(vertex3f, 0, 0);
2317 R_Mesh_ColorPointer(NULL, 0, 0);
2318 GL_ColorMask(1,1,1,1);
2319 GL_DepthMask(false);
2320 GL_DepthRange(0, 1);
2321 GL_PolygonOffset(0, 0);
2323 qglDepthFunc(GL_GREATER);CHECKGLERROR
2324 GL_CullFace(r_refdef.view.cullface_back);
2325 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
2329 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2332 R_Shadow_RenderMode_Reset();
2333 GL_BlendFunc(GL_ONE, GL_ONE);
2334 GL_DepthRange(0, 1);
2335 GL_DepthTest(r_showshadowvolumes.integer < 2);
2336 GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2337 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2338 GL_CullFace(GL_NONE);
2339 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2342 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2345 R_Shadow_RenderMode_Reset();
2346 GL_BlendFunc(GL_ONE, GL_ONE);
2347 GL_DepthRange(0, 1);
2348 GL_DepthTest(r_showlighting.integer < 2);
2349 GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2352 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2356 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2357 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
2359 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2362 void R_Shadow_RenderMode_End(void)
2365 R_Shadow_RenderMode_Reset();
2366 R_Shadow_RenderMode_ActiveLight(NULL);
2368 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2369 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2372 int bboxedges[12][2] =
2391 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2393 int i, ix1, iy1, ix2, iy2;
2394 float x1, y1, x2, y2;
2396 float vertex[20][3];
2405 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2406 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2407 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2408 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2410 if (!r_shadow_scissor.integer)
2413 // if view is inside the light box, just say yes it's visible
2414 if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
2417 x1 = y1 = x2 = y2 = 0;
2419 // transform all corners that are infront of the nearclip plane
2420 VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
2421 plane4f[3] = r_refdef.view.frustum[4].dist;
2423 for (i = 0;i < 8;i++)
2425 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
2426 dist[i] = DotProduct4(corner[i], plane4f);
2427 sign[i] = dist[i] > 0;
2430 VectorCopy(corner[i], vertex[numvertices]);
2434 // if some points are behind the nearclip, add clipped edge points to make
2435 // sure that the scissor boundary is complete
2436 if (numvertices > 0 && numvertices < 8)
2438 // add clipped edge points
2439 for (i = 0;i < 12;i++)
2441 j = bboxedges[i][0];
2442 k = bboxedges[i][1];
2443 if (sign[j] != sign[k])
2445 f = dist[j] / (dist[j] - dist[k]);
2446 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
2452 // if we have no points to check, the light is behind the view plane
2456 // if we have some points to transform, check what screen area is covered
2457 x1 = y1 = x2 = y2 = 0;
2459 //Con_Printf("%i vertices to transform...\n", numvertices);
2460 for (i = 0;i < numvertices;i++)
2462 VectorCopy(vertex[i], v);
2463 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
2464 //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]);
2467 if (x1 > v2[0]) x1 = v2[0];
2468 if (x2 < v2[0]) x2 = v2[0];
2469 if (y1 > v2[1]) y1 = v2[1];
2470 if (y2 < v2[1]) y2 = v2[1];
2479 // now convert the scissor rectangle to integer screen coordinates
2480 ix1 = (int)(x1 - 1.0f);
2481 iy1 = vid.height - (int)(y2 - 1.0f);
2482 ix2 = (int)(x2 + 1.0f);
2483 iy2 = vid.height - (int)(y1 + 1.0f);
2484 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
2486 // clamp it to the screen
2487 if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
2488 if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
2489 if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
2490 if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
2492 // if it is inside out, it's not visible
2493 if (ix2 <= ix1 || iy2 <= iy1)
2496 // the light area is visible, set up the scissor rectangle
2497 r_shadow_lightscissor[0] = ix1;
2498 r_shadow_lightscissor[1] = iy1;
2499 r_shadow_lightscissor[2] = ix2 - ix1;
2500 r_shadow_lightscissor[3] = iy2 - iy1;
2502 r_refdef.stats.lights_scissored++;
2506 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
2508 const float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
2509 const float *normal3f = rsurface.normal3f + 3 * firstvertex;
2510 float *color4f = rsurface.array_color4f + 4 * firstvertex;
2511 float dist, dot, distintensity, shadeintensity, v[3], n[3];
2512 switch (r_shadow_rendermode)
2514 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2515 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2516 if (VectorLength2(diffusecolor) > 0)
2518 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2520 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2521 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2522 if ((dot = DotProduct(n, v)) < 0)
2524 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2525 VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
2528 VectorCopy(ambientcolor, color4f);
2529 if (r_refdef.fogenabled)
2532 f = RSurf_FogVertex(vertex3f);
2533 VectorScale(color4f, f, color4f);
2540 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2542 VectorCopy(ambientcolor, color4f);
2543 if (r_refdef.fogenabled)
2546 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2547 f = RSurf_FogVertex(vertex3f);
2548 VectorScale(color4f, f, color4f);
2554 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2555 if (VectorLength2(diffusecolor) > 0)
2557 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2559 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2560 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2562 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2563 if ((dot = DotProduct(n, v)) < 0)
2565 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2566 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2567 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2568 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2572 color4f[0] = ambientcolor[0] * distintensity;
2573 color4f[1] = ambientcolor[1] * distintensity;
2574 color4f[2] = ambientcolor[2] * distintensity;
2576 if (r_refdef.fogenabled)
2579 f = RSurf_FogVertex(vertex3f);
2580 VectorScale(color4f, f, color4f);
2584 VectorClear(color4f);
2590 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2592 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2593 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2595 color4f[0] = ambientcolor[0] * distintensity;
2596 color4f[1] = ambientcolor[1] * distintensity;
2597 color4f[2] = ambientcolor[2] * distintensity;
2598 if (r_refdef.fogenabled)
2601 f = RSurf_FogVertex(vertex3f);
2602 VectorScale(color4f, f, color4f);
2606 VectorClear(color4f);
2611 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2612 if (VectorLength2(diffusecolor) > 0)
2614 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2616 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2617 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2619 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2620 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2621 if ((dot = DotProduct(n, v)) < 0)
2623 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2624 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2625 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2626 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2630 color4f[0] = ambientcolor[0] * distintensity;
2631 color4f[1] = ambientcolor[1] * distintensity;
2632 color4f[2] = ambientcolor[2] * distintensity;
2634 if (r_refdef.fogenabled)
2637 f = RSurf_FogVertex(vertex3f);
2638 VectorScale(color4f, f, color4f);
2642 VectorClear(color4f);
2648 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2650 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2651 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2653 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2654 color4f[0] = ambientcolor[0] * distintensity;
2655 color4f[1] = ambientcolor[1] * distintensity;
2656 color4f[2] = ambientcolor[2] * distintensity;
2657 if (r_refdef.fogenabled)
2660 f = RSurf_FogVertex(vertex3f);
2661 VectorScale(color4f, f, color4f);
2665 VectorClear(color4f);
2675 static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
2677 // used to display how many times a surface is lit for level design purposes
2678 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2681 static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
2683 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
2684 R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
2685 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2687 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2689 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2690 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2692 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2696 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
2703 int newnumtriangles;
2707 int maxtriangles = 4096;
2708 static int newelements[4096*3];
2709 R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
2710 for (renders = 0;renders < 64;renders++)
2715 newnumtriangles = 0;
2717 // due to low fillrate on the cards this vertex lighting path is
2718 // designed for, we manually cull all triangles that do not
2719 // contain a lit vertex
2720 // this builds batches of triangles from multiple surfaces and
2721 // renders them at once
2722 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
2724 if (VectorLength2(rsurface.array_color4f + e[0] * 4) + VectorLength2(rsurface.array_color4f + e[1] * 4) + VectorLength2(rsurface.array_color4f + e[2] * 4) >= 0.01)
2726 if (newnumtriangles)
2728 newfirstvertex = min(newfirstvertex, e[0]);
2729 newlastvertex = max(newlastvertex, e[0]);
2733 newfirstvertex = e[0];
2734 newlastvertex = e[0];
2736 newfirstvertex = min(newfirstvertex, e[1]);
2737 newlastvertex = max(newlastvertex, e[1]);
2738 newfirstvertex = min(newfirstvertex, e[2]);
2739 newlastvertex = max(newlastvertex, e[2]);
2745 if (newnumtriangles >= maxtriangles)
2747 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2748 newnumtriangles = 0;
2754 if (newnumtriangles >= 1)
2756 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2759 // if we couldn't find any lit triangles, exit early
2762 // now reduce the intensity for the next overbright pass
2763 // we have to clamp to 0 here incase the drivers have improper
2764 // handling of negative colors
2765 // (some old drivers even have improper handling of >1 color)
2767 for (i = 0, c = rsurface.array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
2769 if (c[0] > 1 || c[1] > 1 || c[2] > 1)
2771 c[0] = max(0, c[0] - 1);
2772 c[1] = max(0, c[1] - 1);
2773 c[2] = max(0, c[2] - 1);
2785 static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolor, float ambientscale, float diffusescale)
2787 // OpenGL 1.1 path (anything)
2788 float ambientcolorbase[3], diffusecolorbase[3];
2789 float ambientcolorpants[3], diffusecolorpants[3];
2790 float ambientcolorshirt[3], diffusecolorshirt[3];
2791 const float *surfacecolor = rsurface.texture->dlightcolor;
2792 const float *surfacepants = rsurface.colormap_pantscolor;
2793 const float *surfaceshirt = rsurface.colormap_shirtcolor;
2794 rtexture_t *basetexture = rsurface.texture->basetexture;
2795 rtexture_t *pantstexture = rsurface.texture->pantstexture;
2796 rtexture_t *shirttexture = rsurface.texture->shirttexture;
2797 qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
2798 qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
2799 ambientscale *= 2 * r_refdef.view.colorscale;
2800 diffusescale *= 2 * r_refdef.view.colorscale;
2801 ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
2802 diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
2803 ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
2804 diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
2805 ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
2806 diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
2807 R_Mesh_TexBind(0, basetexture);
2808 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
2809 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2810 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
2811 switch(r_shadow_rendermode)
2813 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2814 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
2815 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2816 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2817 R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2819 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2820 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
2821 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
2822 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
2823 R_Mesh_TexCoordPointer(2, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2825 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2826 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
2827 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2828 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2829 R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2831 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2836 //R_Mesh_TexBind(0, basetexture);
2837 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
2840 R_Mesh_TexBind(0, pantstexture);
2841 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants);
2845 R_Mesh_TexBind(0, shirttexture);
2846 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt);
2850 extern cvar_t gl_lightmaps;
2851 void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
2853 float ambientscale, diffusescale, specularscale;
2855 float lightcolor[3];
2856 VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
2857 ambientscale = rsurface.rtlight->ambientscale;
2858 diffusescale = rsurface.rtlight->diffusescale;
2859 specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
2860 if (!r_shadow_usenormalmap.integer)
2862 ambientscale += 1.0f * diffusescale;
2866 if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
2868 negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
2871 VectorNegate(lightcolor, lightcolor);
2872 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2874 RSurf_SetupDepthAndCulling();
2875 switch (r_shadow_rendermode)
2877 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2878 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2879 R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2881 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2882 R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolor, ambientscale, diffusescale, specularscale);
2884 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2885 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2886 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2887 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2888 R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolor, ambientscale, diffusescale);
2891 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2895 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2898 void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
2900 matrix4x4_t tempmatrix = *matrix;
2901 Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
2903 // if this light has been compiled before, free the associated data
2904 R_RTLight_Uncompile(rtlight);
2906 // clear it completely to avoid any lingering data
2907 memset(rtlight, 0, sizeof(*rtlight));
2909 // copy the properties
2910 rtlight->matrix_lighttoworld = tempmatrix;
2911 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
2912 Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
2913 rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
2914 VectorCopy(color, rtlight->color);
2915 rtlight->cubemapname[0] = 0;
2916 if (cubemapname && cubemapname[0])
2917 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
2918 rtlight->shadow = shadow;
2919 rtlight->corona = corona;
2920 rtlight->style = style;
2921 rtlight->isstatic = isstatic;
2922 rtlight->coronasizescale = coronasizescale;
2923 rtlight->ambientscale = ambientscale;
2924 rtlight->diffusescale = diffusescale;
2925 rtlight->specularscale = specularscale;
2926 rtlight->flags = flags;
2928 // compute derived data
2929 //rtlight->cullradius = rtlight->radius;
2930 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2931 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2932 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2933 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2934 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2935 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2936 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2939 // compiles rtlight geometry
2940 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2941 void R_RTLight_Compile(rtlight_t *rtlight)
2944 int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
2945 int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
2946 entity_render_t *ent = r_refdef.scene.worldentity;
2947 dp_model_t *model = r_refdef.scene.worldmodel;
2948 unsigned char *data;
2951 // compile the light
2952 rtlight->compiled = true;
2953 rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
2954 rtlight->static_numleafs = 0;
2955 rtlight->static_numleafpvsbytes = 0;
2956 rtlight->static_leaflist = NULL;
2957 rtlight->static_leafpvs = NULL;
2958 rtlight->static_numsurfaces = 0;
2959 rtlight->static_surfacelist = NULL;
2960 rtlight->static_shadowmap_receivers = 0x3F;
2961 rtlight->static_shadowmap_casters = 0x3F;
2962 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2963 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2964 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2965 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2966 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2967 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2969 if (model && model->GetLightInfo)
2971 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
2972 r_shadow_compilingrtlight = rtlight;
2973 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, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL);
2974 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2975 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
2976 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
2977 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
2978 rtlight->static_numsurfaces = numsurfaces;
2979 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2980 rtlight->static_numleafs = numleafs;
2981 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2982 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2983 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2984 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
2985 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
2986 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
2987 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
2988 if (rtlight->static_numsurfaces)
2989 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2990 if (rtlight->static_numleafs)
2991 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2992 if (rtlight->static_numleafpvsbytes)
2993 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2994 if (rtlight->static_numshadowtrispvsbytes)
2995 memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
2996 if (rtlight->static_numlighttrispvsbytes)
2997 memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
2998 switch (rtlight->shadowmode)
3000 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3001 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
3002 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
3003 if (model->CompileShadowMap && rtlight->shadow)
3004 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3007 if (model->CompileShadowVolume && rtlight->shadow)
3008 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3011 // now we're done compiling the rtlight
3012 r_shadow_compilingrtlight = NULL;
3016 // use smallest available cullradius - box radius or light radius
3017 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3018 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3020 shadowzpasstris = 0;
3021 if (rtlight->static_meshchain_shadow_zpass)
3022 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3023 shadowzpasstris += mesh->numtriangles;
3025 shadowzfailtris = 0;
3026 if (rtlight->static_meshchain_shadow_zfail)
3027 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3028 shadowzfailtris += mesh->numtriangles;
3031 if (rtlight->static_numlighttrispvsbytes)
3032 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3033 if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3037 if (rtlight->static_numlighttrispvsbytes)
3038 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3039 if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3042 if (developer_extra.integer)
3043 Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris);
3046 void R_RTLight_Uncompile(rtlight_t *rtlight)
3048 if (rtlight->compiled)
3050 if (rtlight->static_meshchain_shadow_zpass)
3051 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3052 rtlight->static_meshchain_shadow_zpass = NULL;
3053 if (rtlight->static_meshchain_shadow_zfail)
3054 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3055 rtlight->static_meshchain_shadow_zfail = NULL;
3056 if (rtlight->static_meshchain_shadow_shadowmap)
3057 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3058 rtlight->static_meshchain_shadow_shadowmap = NULL;
3059 // these allocations are grouped
3060 if (rtlight->static_surfacelist)
3061 Mem_Free(rtlight->static_surfacelist);
3062 rtlight->static_numleafs = 0;
3063 rtlight->static_numleafpvsbytes = 0;
3064 rtlight->static_leaflist = NULL;
3065 rtlight->static_leafpvs = NULL;
3066 rtlight->static_numsurfaces = 0;
3067 rtlight->static_surfacelist = NULL;
3068 rtlight->static_numshadowtrispvsbytes = 0;
3069 rtlight->static_shadowtrispvs = NULL;
3070 rtlight->static_numlighttrispvsbytes = 0;
3071 rtlight->static_lighttrispvs = NULL;
3072 rtlight->compiled = false;
3076 void R_Shadow_UncompileWorldLights(void)
3080 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3081 for (lightindex = 0;lightindex < range;lightindex++)
3083 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3086 R_RTLight_Uncompile(&light->rtlight);
3090 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3094 // reset the count of frustum planes
3095 // see rtlight->cached_frustumplanes definition for how much this array
3097 rtlight->cached_numfrustumplanes = 0;
3099 // haven't implemented a culling path for ortho rendering
3100 if (!r_refdef.view.useperspective)
3102 // check if the light is on screen and copy the 4 planes if it is
3103 for (i = 0;i < 4;i++)
3104 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3107 for (i = 0;i < 4;i++)
3108 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3113 // generate a deformed frustum that includes the light origin, this is
3114 // used to cull shadow casting surfaces that can not possibly cast a
3115 // shadow onto the visible light-receiving surfaces, which can be a
3118 // if the light origin is onscreen the result will be 4 planes exactly
3119 // if the light origin is offscreen on only one axis the result will
3120 // be exactly 5 planes (split-side case)
3121 // if the light origin is offscreen on two axes the result will be
3122 // exactly 4 planes (stretched corner case)
3123 for (i = 0;i < 4;i++)
3125 // quickly reject standard frustum planes that put the light
3126 // origin outside the frustum
3127 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3130 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3132 // if all the standard frustum planes were accepted, the light is onscreen
3133 // otherwise we need to generate some more planes below...
3134 if (rtlight->cached_numfrustumplanes < 4)
3136 // at least one of the stock frustum planes failed, so we need to
3137 // create one or two custom planes to enclose the light origin
3138 for (i = 0;i < 4;i++)
3140 // create a plane using the view origin and light origin, and a
3141 // single point from the frustum corner set
3142 TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3143 VectorNormalize(plane.normal);
3144 plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3145 // see if this plane is backwards and flip it if so
3146 for (j = 0;j < 4;j++)
3147 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3151 VectorNegate(plane.normal, plane.normal);
3153 // flipped plane, test again to see if it is now valid
3154 for (j = 0;j < 4;j++)
3155 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3157 // if the plane is still not valid, then it is dividing the
3158 // frustum and has to be rejected
3162 // we have created a valid plane, compute extra info
3163 PlaneClassify(&plane);
3165 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3167 // if we've found 5 frustum planes then we have constructed a
3168 // proper split-side case and do not need to keep searching for
3169 // planes to enclose the light origin
3170 if (rtlight->cached_numfrustumplanes == 5)
3178 for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3180 plane = rtlight->cached_frustumplanes[i];
3181 Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_refdef.view.frustumcorner[0], &plane), PlaneDiff(r_refdef.view.frustumcorner[1], &plane), PlaneDiff(r_refdef.view.frustumcorner[2], &plane), PlaneDiff(r_refdef.view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane));
3186 // now add the light-space box planes if the light box is rotated, as any
3187 // caster outside the oriented light box is irrelevant (even if it passed
3188 // the worldspace light box, which is axial)
3189 if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3191 for (i = 0;i < 6;i++)
3195 v[i >> 1] = (i & 1) ? -1 : 1;
3196 Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3197 VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3198 plane.dist = VectorNormalizeLength(plane.normal);
3199 plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3200 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3206 // add the world-space reduced box planes
3207 for (i = 0;i < 6;i++)
3209 VectorClear(plane.normal);
3210 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3211 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3212 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3221 // reduce all plane distances to tightly fit the rtlight cull box, which
3223 VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3224 VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3225 VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3226 VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3227 VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3228 VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3229 VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3230 VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3231 oldnum = rtlight->cached_numfrustumplanes;
3232 rtlight->cached_numfrustumplanes = 0;
3233 for (j = 0;j < oldnum;j++)
3235 // find the nearest point on the box to this plane
3236 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3237 for (i = 1;i < 8;i++)
3239 dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3240 if (bestdist > dist)
3243 Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rtlight->cached_frustumplanes[j].normal[0], rtlight->cached_frustumplanes[j].normal[1], rtlight->cached_frustumplanes[j].normal[2], rtlight->cached_frustumplanes[j].dist, bestdist);
3244 // if the nearest point is near or behind the plane, we want this
3245 // plane, otherwise the plane is useless as it won't cull anything
3246 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3248 PlaneClassify(&rtlight->cached_frustumplanes[j]);
3249 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3256 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3260 RSurf_ActiveWorldEntity();
3262 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3265 GL_CullFace(GL_NONE);
3266 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3267 for (;mesh;mesh = mesh->next)
3269 if (!mesh->sidetotals[r_shadow_shadowmapside])
3271 r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3272 R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
3273 R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3277 else if (r_refdef.scene.worldentity->model)
3278 r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3280 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3283 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3285 qboolean zpass = false;
3288 int surfacelistindex;
3289 msurface_t *surface;
3291 RSurf_ActiveWorldEntity();
3293 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3296 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3298 zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3299 R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3301 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3302 for (;mesh;mesh = mesh->next)
3304 r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3305 R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
3306 GL_LockArrays(0, mesh->numverts);
3307 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3309 // increment stencil if frontface is infront of depthbuffer
3310 GL_CullFace(r_refdef.view.cullface_back);
3311 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
3312 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3313 // decrement stencil if backface is infront of depthbuffer
3314 GL_CullFace(r_refdef.view.cullface_front);
3315 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
3317 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3319 // decrement stencil if backface is behind depthbuffer
3320 GL_CullFace(r_refdef.view.cullface_front);
3321 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
3322 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3323 // increment stencil if frontface is behind depthbuffer
3324 GL_CullFace(r_refdef.view.cullface_back);
3325 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
3327 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3328 GL_LockArrays(0, 0);
3332 else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3334 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3335 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3336 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3338 surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3339 for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3340 if (CHECKPVSBIT(trispvs, t))
3341 shadowmarklist[numshadowmark++] = t;
3343 R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3345 else if (numsurfaces)
3346 r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3348 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3351 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3353 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3354 vec_t relativeshadowradius;
3355 RSurf_ActiveModelEntity(ent, false, false, false);
3356 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3357 // we need to re-init the shader for each entity because the matrix changed
3358 relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3359 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3360 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3361 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3362 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3363 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3364 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3365 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D)
3367 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3370 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3371 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3374 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3376 // set up properties for rendering light onto this entity
3377 RSurf_ActiveModelEntity(ent, true, true, false);
3378 GL_AlphaTest(false);
3379 Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3380 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3381 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3382 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3385 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3387 if (!r_refdef.scene.worldmodel->DrawLight)
3390 // set up properties for rendering light onto this entity
3391 RSurf_ActiveWorldEntity();
3392 GL_AlphaTest(false);
3393 rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3394 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3395 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3396 VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3398 r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3400 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3403 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3405 dp_model_t *model = ent->model;
3406 if (!model->DrawLight)
3409 R_Shadow_SetupEntityLight(ent);
3411 model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3413 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3416 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3420 int numleafs, numsurfaces;
3421 int *leaflist, *surfacelist;
3422 unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs, *surfacesides;
3423 int numlightentities;
3424 int numlightentities_noselfshadow;
3425 int numshadowentities;
3426 int numshadowentities_noselfshadow;
3427 static entity_render_t *lightentities[MAX_EDICTS];
3428 static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3429 static entity_render_t *shadowentities[MAX_EDICTS];
3430 static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3432 rtlight->draw = false;
3434 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3435 // skip lights that are basically invisible (color 0 0 0)
3436 if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
3439 // loading is done before visibility checks because loading should happen
3440 // all at once at the start of a level, not when it stalls gameplay.
3441 // (especially important to benchmarks)
3443 if (rtlight->isstatic && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3445 if (rtlight->compiled)
3446 R_RTLight_Uncompile(rtlight);
3447 R_RTLight_Compile(rtlight);
3451 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
3453 // look up the light style value at this time
3454 f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3455 VectorScale(rtlight->color, f, rtlight->currentcolor);
3457 if (rtlight->selected)
3459 f = 2 + sin(realtime * M_PI * 4.0);
3460 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3464 // if lightstyle is currently off, don't draw the light
3465 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3468 // if the light box is offscreen, skip it
3469 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3472 VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
3473 VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
3475 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3477 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
3479 // compiled light, world available and can receive realtime lighting
3480 // retrieve leaf information
3481 numleafs = rtlight->static_numleafs;
3482 leaflist = rtlight->static_leaflist;
3483 leafpvs = rtlight->static_leafpvs;
3484 numsurfaces = rtlight->static_numsurfaces;
3485 surfacelist = rtlight->static_surfacelist;
3486 surfacesides = NULL;
3487 shadowtrispvs = rtlight->static_shadowtrispvs;
3488 lighttrispvs = rtlight->static_lighttrispvs;
3490 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
3492 // dynamic light, world available and can receive realtime lighting
3493 // calculate lit surfaces and leafs
3494 r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes);
3495 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3496 leaflist = r_shadow_buffer_leaflist;
3497 leafpvs = r_shadow_buffer_leafpvs;
3498 surfacelist = r_shadow_buffer_surfacelist;
3499 surfacesides = r_shadow_buffer_surfacesides;
3500 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
3501 lighttrispvs = r_shadow_buffer_lighttrispvs;
3502 // if the reduced leaf bounds are offscreen, skip it
3503 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3514 surfacesides = NULL;
3515 shadowtrispvs = NULL;
3516 lighttrispvs = NULL;
3518 // check if light is illuminating any visible leafs
3521 for (i = 0;i < numleafs;i++)
3522 if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
3528 // make a list of lit entities and shadow casting entities
3529 numlightentities = 0;
3530 numlightentities_noselfshadow = 0;
3531 numshadowentities = 0;
3532 numshadowentities_noselfshadow = 0;
3534 // add dynamic entities that are lit by the light
3535 for (i = 0;i < r_refdef.scene.numentities;i++)
3538 entity_render_t *ent = r_refdef.scene.entities[i];
3540 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3542 // skip the object entirely if it is not within the valid
3543 // shadow-casting region (which includes the lit region)
3544 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
3546 if (!(model = ent->model))
3548 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
3550 // this entity wants to receive light, is visible, and is
3551 // inside the light box
3552 // TODO: check if the surfaces in the model can receive light
3553 // so now check if it's in a leaf seen by the light
3554 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
3556 if (ent->flags & RENDER_NOSELFSHADOW)
3557 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
3559 lightentities[numlightentities++] = ent;
3560 // since it is lit, it probably also casts a shadow...
3561 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3562 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3563 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3565 // note: exterior models without the RENDER_NOSELFSHADOW
3566 // flag still create a RENDER_NOSELFSHADOW shadow but
3567 // are lit normally, this means that they are
3568 // self-shadowing but do not shadow other
3569 // RENDER_NOSELFSHADOW entities such as the gun
3570 // (very weird, but keeps the player shadow off the gun)
3571 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3572 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3574 shadowentities[numshadowentities++] = ent;
3577 else if (ent->flags & RENDER_SHADOW)
3579 // this entity is not receiving light, but may still need to
3581 // TODO: check if the surfaces in the model can cast shadow
3582 // now check if it is in a leaf seen by the light
3583 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
3585 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3586 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3587 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3589 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3590 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3592 shadowentities[numshadowentities++] = ent;
3597 // return if there's nothing at all to light
3598 if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
3601 // count this light in the r_speeds
3602 r_refdef.stats.lights++;
3604 // flag it as worth drawing later
3605 rtlight->draw = true;
3607 // cache all the animated entities that cast a shadow but are not visible
3608 for (i = 0;i < numshadowentities;i++)
3609 if (!shadowentities[i]->animcache_vertex3f)
3610 R_AnimCache_GetEntity(shadowentities[i], false, false);
3611 for (i = 0;i < numshadowentities_noselfshadow;i++)
3612 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
3613 R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
3615 // allocate some temporary memory for rendering this light later in the frame
3616 // reusable buffers need to be copied, static data can be used as-is
3617 rtlight->cached_numlightentities = numlightentities;
3618 rtlight->cached_numlightentities_noselfshadow = numlightentities_noselfshadow;
3619 rtlight->cached_numshadowentities = numshadowentities;
3620 rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
3621 rtlight->cached_numsurfaces = numsurfaces;
3622 rtlight->cached_lightentities = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
3623 rtlight->cached_lightentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
3624 rtlight->cached_shadowentities = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
3625 rtlight->cached_shadowentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
3626 if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
3628 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
3629 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
3630 rtlight->cached_shadowtrispvs = (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
3631 rtlight->cached_lighttrispvs = (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
3632 rtlight->cached_surfacelist = (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
3636 // compiled light data
3637 rtlight->cached_shadowtrispvs = shadowtrispvs;
3638 rtlight->cached_lighttrispvs = lighttrispvs;
3639 rtlight->cached_surfacelist = surfacelist;
3643 void R_Shadow_DrawLight(rtlight_t *rtlight)
3647 unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
3648 int numlightentities;
3649 int numlightentities_noselfshadow;
3650 int numshadowentities;
3651 int numshadowentities_noselfshadow;
3652 entity_render_t **lightentities;
3653 entity_render_t **lightentities_noselfshadow;
3654 entity_render_t **shadowentities;
3655 entity_render_t **shadowentities_noselfshadow;
3657 static unsigned char entitysides[MAX_EDICTS];
3658 static unsigned char entitysides_noselfshadow[MAX_EDICTS];
3659 vec3_t nearestpoint;
3661 qboolean castshadows;
3664 // check if we cached this light this frame (meaning it is worth drawing)
3668 // if R_FrameData_Store ran out of space we skip anything dependent on it
3669 if (r_framedata_failed)
3672 numlightentities = rtlight->cached_numlightentities;
3673 numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
3674 numshadowentities = rtlight->cached_numshadowentities;
3675 numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
3676 numsurfaces = rtlight->cached_numsurfaces;
3677 lightentities = rtlight->cached_lightentities;
3678 lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
3679 shadowentities = rtlight->cached_shadowentities;
3680 shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
3681 shadowtrispvs = rtlight->cached_shadowtrispvs;
3682 lighttrispvs = rtlight->cached_lighttrispvs;
3683 surfacelist = rtlight->cached_surfacelist;
3685 // set up a scissor rectangle for this light
3686 if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3689 // don't let sound skip if going slow
3690 if (r_refdef.scene.extraupdate)
3693 // make this the active rtlight for rendering purposes
3694 R_Shadow_RenderMode_ActiveLight(rtlight);
3696 if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
3698 // optionally draw visible shape of the shadow volumes
3699 // for performance analysis by level designers
3700 R_Shadow_RenderMode_VisibleShadowVolumes();
3702 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3703 for (i = 0;i < numshadowentities;i++)
3704 R_Shadow_DrawEntityShadow(shadowentities[i]);
3705 for (i = 0;i < numshadowentities_noselfshadow;i++)
3706 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3707 R_Shadow_RenderMode_VisibleLighting(false, false);
3710 if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
3712 // optionally draw the illuminated areas
3713 // for performance analysis by level designers
3714 R_Shadow_RenderMode_VisibleLighting(false, false);
3716 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3717 for (i = 0;i < numlightentities;i++)
3718 R_Shadow_DrawEntityLight(lightentities[i]);
3719 for (i = 0;i < numlightentities_noselfshadow;i++)
3720 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3723 castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
3725 nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
3726 nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
3727 nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
3728 distance = VectorDistance(nearestpoint, r_refdef.view.origin);
3730 lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
3731 //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
3732 lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
3734 if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
3740 int receivermask = 0;
3741 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
3742 Matrix4x4_Abs(&radiustolight);
3744 r_shadow_shadowmaplod = 0;
3745 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
3746 if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
3747 r_shadow_shadowmaplod = i;
3749 if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
3750 size = max(1, r_shadow_shadowmapmaxsize >> r_shadow_shadowmaplod);
3752 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
3754 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
3756 surfacesides = NULL;
3759 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3761 castermask = rtlight->static_shadowmap_casters;
3762 receivermask = rtlight->static_shadowmap_receivers;
3766 surfacesides = r_shadow_buffer_surfacesides;
3767 for(i = 0;i < numsurfaces;i++)
3769 msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
3770 surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3771 castermask |= surfacesides[i];
3772 receivermask |= surfacesides[i];
3776 if (receivermask < 0x3F)
3778 for (i = 0;i < numlightentities;i++)
3779 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3780 if (receivermask < 0x3F)
3781 for(i = 0; i < numlightentities_noselfshadow;i++)
3782 receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3785 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
3789 for (i = 0;i < numshadowentities;i++)
3790 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3791 for (i = 0;i < numshadowentities_noselfshadow;i++)
3792 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3795 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
3797 // render shadow casters into 6 sided depth texture
3798 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
3800 R_Shadow_RenderMode_ShadowMap(side, true, size);
3801 if (! (castermask & (1 << side))) continue;
3803 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
3804 for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
3805 R_Shadow_DrawEntityShadow(shadowentities[i]);
3808 if (numlightentities_noselfshadow)
3810 // render lighting using the depth texture as shadowmap
3811 // draw lighting in the unmasked areas
3812 R_Shadow_RenderMode_Lighting(false, false, true);
3813 for (i = 0;i < numlightentities_noselfshadow;i++)
3814 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3817 // render shadow casters into 6 sided depth texture
3818 if (numshadowentities_noselfshadow)
3820 for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
3822 R_Shadow_RenderMode_ShadowMap(side, false, size);
3823 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
3824 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3828 // render lighting using the depth texture as shadowmap
3829 // draw lighting in the unmasked areas
3830 R_Shadow_RenderMode_Lighting(false, false, true);
3831 // draw lighting in the unmasked areas
3833 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3834 for (i = 0;i < numlightentities;i++)
3835 R_Shadow_DrawEntityLight(lightentities[i]);
3837 else if (castshadows && vid.stencil)
3839 // draw stencil shadow volumes to mask off pixels that are in shadow
3840 // so that they won't receive lighting
3841 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
3842 R_Shadow_ClearStencil();
3845 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3846 for (i = 0;i < numshadowentities;i++)
3847 R_Shadow_DrawEntityShadow(shadowentities[i]);
3849 // draw lighting in the unmasked areas
3850 R_Shadow_RenderMode_Lighting(true, false, false);
3851 for (i = 0;i < numlightentities_noselfshadow;i++)
3852 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3854 for (i = 0;i < numshadowentities_noselfshadow;i++)
3855 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3857 // draw lighting in the unmasked areas
3858 R_Shadow_RenderMode_Lighting(true, false, false);
3860 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3861 for (i = 0;i < numlightentities;i++)
3862 R_Shadow_DrawEntityLight(lightentities[i]);
3866 // draw lighting in the unmasked areas
3867 R_Shadow_RenderMode_Lighting(false, false, false);
3869 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3870 for (i = 0;i < numlightentities;i++)
3871 R_Shadow_DrawEntityLight(lightentities[i]);
3872 for (i = 0;i < numlightentities_noselfshadow;i++)
3873 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3876 if (r_shadow_usingdeferredprepass)
3878 // when rendering deferred lighting, we simply rasterize the box
3879 if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
3880 R_Shadow_RenderMode_DrawDeferredLight(false, true);
3881 else if (castshadows && vid.stencil)
3882 R_Shadow_RenderMode_DrawDeferredLight(true, false);
3884 R_Shadow_RenderMode_DrawDeferredLight(false, false);
3888 static void R_Shadow_FreeDeferred(void)
3890 if (r_shadow_prepassgeometryfbo)
3891 qglDeleteFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
3892 r_shadow_prepassgeometryfbo = 0;
3894 if (r_shadow_prepasslightingfbo)
3895 qglDeleteFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
3896 r_shadow_prepasslightingfbo = 0;
3898 if (r_shadow_prepassgeometrydepthtexture)
3899 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
3900 r_shadow_prepassgeometrydepthtexture = NULL;
3902 if (r_shadow_prepassgeometrynormalmaptexture)
3903 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
3904 r_shadow_prepassgeometrynormalmaptexture = NULL;
3906 if (r_shadow_prepasslightingdiffusetexture)
3907 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
3908 r_shadow_prepasslightingdiffusetexture = NULL;
3910 if (r_shadow_prepasslightingspeculartexture)
3911 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
3912 r_shadow_prepasslightingspeculartexture = NULL;
3915 void R_Shadow_DrawPrepass(void)
3923 entity_render_t *ent;
3925 GL_AlphaTest(false);
3926 R_Mesh_ColorPointer(NULL, 0, 0);
3927 R_Mesh_ResetTextureState();
3929 GL_ColorMask(1,1,1,1);
3930 GL_BlendFunc(GL_ONE, GL_ZERO);
3933 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
3934 qglClearColor(0.5f,0.5f,0.5f,1.0f);CHECKGLERROR
3935 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);CHECKGLERROR
3937 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
3938 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
3939 if (r_timereport_active)
3940 R_TimeReport("prepassworld");
3942 for (i = 0;i < r_refdef.scene.numentities;i++)
3944 if (!r_refdef.viewcache.entityvisible[i])
3946 ent = r_refdef.scene.entities[i];
3947 if (ent->model && ent->model->DrawPrepass != NULL)
3948 ent->model->DrawPrepass(ent);
3951 if (r_timereport_active)
3952 R_TimeReport("prepassmodels");
3954 GL_DepthMask(false);
3955 GL_ColorMask(1,1,1,1);
3958 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
3959 qglClearColor(0.0f,0.0f,0.0f,0.0f);CHECKGLERROR
3960 GL_Clear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
3961 if (r_refdef.fogenabled)
3962 qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
3964 R_Shadow_RenderMode_Begin();
3966 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3967 if (r_shadow_debuglight.integer >= 0)
3969 lightindex = r_shadow_debuglight.integer;
3970 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3971 if (light && (light->flags & flag))
3972 R_Shadow_DrawLight(&light->rtlight);
3976 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3977 for (lightindex = 0;lightindex < range;lightindex++)
3979 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3980 if (light && (light->flags & flag))
3981 R_Shadow_DrawLight(&light->rtlight);
3984 if (r_refdef.scene.rtdlight)
3985 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
3986 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
3988 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
3989 if (r_refdef.fogenabled)
3990 qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
3992 R_Shadow_RenderMode_End();
3994 if (r_timereport_active)
3995 R_TimeReport("prepasslights");
3998 void R_Shadow_DrawLightSprites(void);
3999 void R_Shadow_PrepareLights(void)
4009 if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4010 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4011 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0) ||
4012 r_shadow_shadowmaptexturetype != r_shadow_shadowmapping_texturetype.integer ||
4013 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
4014 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
4015 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
4016 R_Shadow_FreeShadowMaps();
4018 switch (vid.renderpath)
4020 case RENDERPATH_GL20:
4021 case RENDERPATH_CGGL:
4022 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || !vid.support.arb_texture_rectangle || vid.maxdrawbuffers < 2)
4024 r_shadow_usingdeferredprepass = false;
4025 if (r_shadow_prepass_width)
4026 R_Shadow_FreeDeferred();
4027 r_shadow_prepass_width = r_shadow_prepass_height = 0;
4031 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4033 R_Shadow_FreeDeferred();
4035 r_shadow_usingdeferredprepass = true;
4036 r_shadow_prepass_width = vid.width;
4037 r_shadow_prepass_height = vid.height;
4038 r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
4039 r_shadow_prepassgeometrynormalmaptexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
4040 r_shadow_prepasslightingdiffusetexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
4041 r_shadow_prepasslightingspeculartexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
4043 // set up the geometry pass fbo (depth + normalmap)
4044 qglGenFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
4045 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
4046 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
4047 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture), 0);CHECKGLERROR
4048 // render depth into one texture and normalmap into the other
4049 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4050 qglReadBuffer(GL_NONE);CHECKGLERROR
4051 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4052 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4054 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4055 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4056 r_shadow_usingdeferredprepass = false;
4059 // set up the lighting pass fbo (diffuse + specular)
4060 qglGenFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
4061 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
4062 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
4063 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepasslightingdiffusetexture), 0);CHECKGLERROR
4064 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepasslightingspeculartexture), 0);CHECKGLERROR
4065 // render diffuse into one texture and specular into another,
4066 // with depth and normalmap bound as textures,
4067 // with depth bound as attachment as well
4068 qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4069 qglReadBuffer(GL_NONE);CHECKGLERROR
4070 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4071 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4073 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4074 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4075 r_shadow_usingdeferredprepass = false;
4079 case RENDERPATH_GL13:
4080 case RENDERPATH_GL11:
4081 r_shadow_usingdeferredprepass = false;
4085 R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles);
4087 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4088 if (r_shadow_debuglight.integer >= 0)
4090 lightindex = r_shadow_debuglight.integer;
4091 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4092 if (light && (light->flags & flag))
4093 R_Shadow_PrepareLight(&light->rtlight);
4097 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4098 for (lightindex = 0;lightindex < range;lightindex++)
4100 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4101 if (light && (light->flags & flag))
4102 R_Shadow_PrepareLight(&light->rtlight);
4105 if (r_refdef.scene.rtdlight)
4107 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4108 R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4110 else if(gl_flashblend.integer)
4112 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4114 rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4115 f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4116 VectorScale(rtlight->color, f, rtlight->currentcolor);
4120 if (r_editlights.integer)
4121 R_Shadow_DrawLightSprites();
4124 void R_Shadow_DrawLights(void)
4132 R_Shadow_RenderMode_Begin();
4134 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4135 if (r_shadow_debuglight.integer >= 0)
4137 lightindex = r_shadow_debuglight.integer;
4138 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4139 if (light && (light->flags & flag))
4140 R_Shadow_DrawLight(&light->rtlight);
4144 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4145 for (lightindex = 0;lightindex < range;lightindex++)
4147 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4148 if (light && (light->flags & flag))
4149 R_Shadow_DrawLight(&light->rtlight);
4152 if (r_refdef.scene.rtdlight)
4153 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4154 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4156 R_Shadow_RenderMode_End();
4159 extern const float r_screenvertex3f[12];
4160 extern void R_SetupView(qboolean allowwaterclippingplane);
4161 extern void R_ResetViewRendering3D(void);
4162 extern void R_ResetViewRendering2D(void);
4163 extern cvar_t r_shadows;
4164 extern cvar_t r_shadows_darken;
4165 extern cvar_t r_shadows_drawafterrtlighting;
4166 extern cvar_t r_shadows_castfrombmodels;
4167 extern cvar_t r_shadows_throwdistance;
4168 extern cvar_t r_shadows_throwdirection;
4169 void R_DrawModelShadows(void)
4172 float relativethrowdistance;
4173 entity_render_t *ent;
4174 vec3_t relativelightorigin;
4175 vec3_t relativelightdirection;
4176 vec3_t relativeshadowmins, relativeshadowmaxs;
4177 vec3_t tmp, shadowdir;
4179 if (!r_refdef.scene.numentities || !vid.stencil)
4183 R_ResetViewRendering3D();
4184 //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4185 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4186 R_Shadow_RenderMode_Begin();
4187 R_Shadow_RenderMode_ActiveLight(NULL);
4188 r_shadow_lightscissor[0] = r_refdef.view.x;
4189 r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4190 r_shadow_lightscissor[2] = r_refdef.view.width;
4191 r_shadow_lightscissor[3] = r_refdef.view.height;
4192 R_Shadow_RenderMode_StencilShadowVolumes(false);
4195 if (r_shadows.integer == 2)
4197 Math_atov(r_shadows_throwdirection.string, shadowdir);
4198 VectorNormalize(shadowdir);
4201 R_Shadow_ClearStencil();
4203 for (i = 0;i < r_refdef.scene.numentities;i++)
4205 ent = r_refdef.scene.entities[i];
4207 // cast shadows from anything of the map (submodels are optional)
4208 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4210 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4211 VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
4212 VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
4213 if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
4214 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4217 if(ent->entitynumber != 0)
4219 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
4220 int entnum, entnum2, recursion;
4221 entnum = entnum2 = ent->entitynumber;
4222 for(recursion = 32; recursion > 0; --recursion)
4224 entnum2 = cl.entities[entnum].state_current.tagentity;
4225 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
4230 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
4232 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
4233 // transform into modelspace of OUR entity
4234 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
4235 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
4238 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4241 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4244 VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
4245 RSurf_ActiveModelEntity(ent, false, false, false);
4246 ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
4247 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4251 // not really the right mode, but this will disable any silly stencil features
4252 R_Shadow_RenderMode_End();
4254 // set up ortho view for rendering this pass
4255 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4256 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4257 //GL_ScissorTest(true);
4258 //R_EntityMatrix(&identitymatrix);
4259 //R_Mesh_ResetTextureState();
4260 R_ResetViewRendering2D();
4261 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4262 R_Mesh_ColorPointer(NULL, 0, 0);
4263 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
4265 // set up a darkening blend on shadowed areas
4266 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4267 //GL_DepthRange(0, 1);
4268 //GL_DepthTest(false);
4269 //GL_DepthMask(false);
4270 //GL_PolygonOffset(0, 0);CHECKGLERROR
4271 GL_Color(0, 0, 0, r_shadows_darken.value);
4272 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4273 //qglDepthFunc(GL_ALWAYS);CHECKGLERROR
4274 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
4275 qglStencilMask(~0);CHECKGLERROR
4276 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
4277 qglStencilFunc(GL_NOTEQUAL, 128, ~0);CHECKGLERROR
4279 // apply the blend to the shadowed areas
4280 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4282 // restore the viewport
4283 R_SetViewport(&r_refdef.view.viewport);
4285 // restore other state to normal
4286 //R_Shadow_RenderMode_End();
4289 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
4292 vec3_t centerorigin;
4294 // if it's too close, skip it
4295 if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
4297 zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
4300 if (usequery && r_numqueries + 2 <= r_maxqueries)
4302 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
4303 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
4304 // we count potential samples in the middle of the screen, we count actual samples at the light location, this allows counting potential samples of off-screen lights
4305 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
4308 // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use qglDepthFunc instead
4309 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
4310 qglDepthFunc(GL_ALWAYS);
4311 R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4312 R_Mesh_VertexPointer(vertex3f, 0, 0);
4313 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4314 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4315 qglDepthFunc(GL_LEQUAL);
4316 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
4317 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4318 R_Mesh_VertexPointer(vertex3f, 0, 0);
4319 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4320 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4323 rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
4326 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4328 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
4331 GLint allpixels = 0, visiblepixels = 0;
4332 // now we have to check the query result
4333 if (rtlight->corona_queryindex_visiblepixels)
4336 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
4337 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
4339 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
4340 if (visiblepixels < 1 || allpixels < 1)
4342 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
4343 cscale *= rtlight->corona_visibility;
4347 // FIXME: these traces should scan all render entities instead of cl.world
4348 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
4351 VectorScale(rtlight->currentcolor, cscale, color);
4352 if (VectorLength(color) > (1.0f / 256.0f))
4355 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
4358 VectorNegate(color, color);
4359 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4361 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4362 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4363 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4365 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4369 void R_Shadow_DrawCoronas(void)
4377 if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
4379 if (r_waterstate.renderingscene)
4381 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4382 R_EntityMatrix(&identitymatrix);
4384 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4386 // check occlusion of coronas
4387 // use GL_ARB_occlusion_query if available
4388 // otherwise use raytraces
4390 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
4393 GL_ColorMask(0,0,0,0);
4394 if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
4395 if (r_maxqueries < MAX_OCCLUSION_QUERIES)
4398 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
4399 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
4401 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
4404 RSurf_ActiveWorldEntity();
4405 GL_BlendFunc(GL_ONE, GL_ZERO);
4406 GL_CullFace(GL_NONE);
4407 GL_DepthMask(false);
4408 GL_DepthRange(0, 1);
4409 GL_PolygonOffset(0, 0);
4411 R_Mesh_ColorPointer(NULL, 0, 0);
4412 R_Mesh_ResetTextureState();
4413 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
4415 for (lightindex = 0;lightindex < range;lightindex++)
4417 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4420 rtlight = &light->rtlight;
4421 rtlight->corona_visibility = 0;
4422 rtlight->corona_queryindex_visiblepixels = 0;
4423 rtlight->corona_queryindex_allpixels = 0;
4424 if (!(rtlight->flags & flag))
4426 if (rtlight->corona <= 0)
4428 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
4430 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4432 for (i = 0;i < r_refdef.scene.numlights;i++)
4434 rtlight = r_refdef.scene.lights[i];
4435 rtlight->corona_visibility = 0;
4436 rtlight->corona_queryindex_visiblepixels = 0;
4437 rtlight->corona_queryindex_allpixels = 0;
4438 if (!(rtlight->flags & flag))
4440 if (rtlight->corona <= 0)
4442 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4445 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4447 // now draw the coronas using the query data for intensity info
4448 for (lightindex = 0;lightindex < range;lightindex++)
4450 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4453 rtlight = &light->rtlight;
4454 if (rtlight->corona_visibility <= 0)
4456 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4458 for (i = 0;i < r_refdef.scene.numlights;i++)
4460 rtlight = r_refdef.scene.lights[i];
4461 if (rtlight->corona_visibility <= 0)
4463 if (gl_flashblend.integer)
4464 R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
4466 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4472 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
4473 typedef struct suffixinfo_s
4476 qboolean flipx, flipy, flipdiagonal;
4479 static suffixinfo_t suffix[3][6] =
4482 {"px", false, false, false},
4483 {"nx", false, false, false},
4484 {"py", false, false, false},
4485 {"ny", false, false, false},
4486 {"pz", false, false, false},
4487 {"nz", false, false, false}
4490 {"posx", false, false, false},
4491 {"negx", false, false, false},
4492 {"posy", false, false, false},
4493 {"negy", false, false, false},
4494 {"posz", false, false, false},
4495 {"negz", false, false, false}
4498 {"rt", true, false, true},
4499 {"lf", false, true, true},
4500 {"ft", true, true, false},
4501 {"bk", false, false, false},
4502 {"up", true, false, true},
4503 {"dn", true, false, true}
4507 static int componentorder[4] = {0, 1, 2, 3};
4509 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
4511 int i, j, cubemapsize;
4512 unsigned char *cubemappixels, *image_buffer;
4513 rtexture_t *cubemaptexture;
4515 // must start 0 so the first loadimagepixels has no requested width/height
4517 cubemappixels = NULL;
4518 cubemaptexture = NULL;
4519 // keep trying different suffix groups (posx, px, rt) until one loads
4520 for (j = 0;j < 3 && !cubemappixels;j++)
4522 // load the 6 images in the suffix group
4523 for (i = 0;i < 6;i++)
4525 // generate an image name based on the base and and suffix
4526 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
4528 if ((image_buffer = loadimagepixelsbgra(name, false, false)))
4530 // an image loaded, make sure width and height are equal
4531 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
4533 // if this is the first image to load successfully, allocate the cubemap memory
4534 if (!cubemappixels && image_width >= 1)
4536 cubemapsize = image_width;
4537 // note this clears to black, so unavailable sides are black
4538 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
4540 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
4542 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
4545 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
4547 Mem_Free(image_buffer);
4551 // if a cubemap loaded, upload it
4554 if (developer_loading.integer)
4555 Con_Printf("loading cubemap \"%s\"\n", basename);
4557 if (!r_shadow_filters_texturepool)
4558 r_shadow_filters_texturepool = R_AllocTexturePool();
4559 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
4560 Mem_Free(cubemappixels);
4564 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
4565 if (developer_loading.integer)
4567 Con_Printf("(tried tried images ");
4568 for (j = 0;j < 3;j++)
4569 for (i = 0;i < 6;i++)
4570 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
4571 Con_Print(" and was unable to find any of them).\n");
4574 return cubemaptexture;
4577 rtexture_t *R_Shadow_Cubemap(const char *basename)
4580 for (i = 0;i < numcubemaps;i++)
4581 if (!strcasecmp(cubemaps[i].basename, basename))
4582 return cubemaps[i].texture ? cubemaps[i].texture : r_texture_whitecube;
4583 if (i >= MAX_CUBEMAPS)
4584 return r_texture_whitecube;
4586 strlcpy(cubemaps[i].basename, basename, sizeof(cubemaps[i].basename));
4587 cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
4588 return cubemaps[i].texture;
4591 void R_Shadow_FreeCubemaps(void)
4594 for (i = 0;i < numcubemaps;i++)
4596 if (developer_loading.integer)
4597 Con_Printf("unloading cubemap \"%s\"\n", cubemaps[i].basename);
4598 if (cubemaps[i].texture)
4599 R_FreeTexture(cubemaps[i].texture);
4603 R_FreeTexturePool(&r_shadow_filters_texturepool);
4606 dlight_t *R_Shadow_NewWorldLight(void)
4608 return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
4611 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)
4614 // validate parameters
4615 if (style < 0 || style >= MAX_LIGHTSTYLES)
4617 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
4623 // copy to light properties
4624 VectorCopy(origin, light->origin);
4625 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
4626 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
4627 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
4629 light->color[0] = max(color[0], 0);
4630 light->color[1] = max(color[1], 0);
4631 light->color[2] = max(color[2], 0);
4633 light->color[0] = color[0];
4634 light->color[1] = color[1];
4635 light->color[2] = color[2];
4636 light->radius = max(radius, 0);
4637 light->style = style;
4638 light->shadow = shadowenable;
4639 light->corona = corona;
4640 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
4641 light->coronasizescale = coronasizescale;
4642 light->ambientscale = ambientscale;
4643 light->diffusescale = diffusescale;
4644 light->specularscale = specularscale;
4645 light->flags = flags;
4647 // update renderable light data
4648 Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
4649 R_RTLight_Update(&light->rtlight, true, &matrix, light->color, light->style, light->cubemapname[0] ? light->cubemapname : NULL, light->shadow, light->corona, light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
4652 void R_Shadow_FreeWorldLight(dlight_t *light)
4654 if (r_shadow_selectedlight == light)
4655 r_shadow_selectedlight = NULL;
4656 R_RTLight_Uncompile(&light->rtlight);
4657 Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
4660 void R_Shadow_ClearWorldLights(void)
4664 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4665 for (lightindex = 0;lightindex < range;lightindex++)
4667 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4669 R_Shadow_FreeWorldLight(light);
4671 r_shadow_selectedlight = NULL;
4672 R_Shadow_FreeCubemaps();
4675 void R_Shadow_SelectLight(dlight_t *light)
4677 if (r_shadow_selectedlight)
4678 r_shadow_selectedlight->selected = false;
4679 r_shadow_selectedlight = light;
4680 if (r_shadow_selectedlight)
4681 r_shadow_selectedlight->selected = true;
4684 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4686 // this is never batched (there can be only one)
4688 R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
4689 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4690 R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4693 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4698 skinframe_t *skinframe;
4701 // this is never batched (due to the ent parameter changing every time)
4702 // so numsurfaces == 1 and surfacelist[0] == lightnumber
4703 const dlight_t *light = (dlight_t *)ent;
4706 R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
4709 VectorScale(light->color, intensity, spritecolor);
4710 if (VectorLength(spritecolor) < 0.1732f)
4711 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
4712 if (VectorLength(spritecolor) > 1.0f)
4713 VectorNormalize(spritecolor);
4715 // draw light sprite
4716 if (light->cubemapname[0] && !light->shadow)
4717 skinframe = r_editlights_sprcubemapnoshadowlight;
4718 else if (light->cubemapname[0])
4719 skinframe = r_editlights_sprcubemaplight;
4720 else if (!light->shadow)
4721 skinframe = r_editlights_sprnoshadowlight;
4723 skinframe = r_editlights_sprlight;
4725 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, spritecolor[0], spritecolor[1], spritecolor[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4726 R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4728 // draw selection sprite if light is selected
4729 if (light->selected)
4731 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4732 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4733 // VorteX todo: add normalmode/realtime mode light overlay sprites?
4737 void R_Shadow_DrawLightSprites(void)
4741 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4742 for (lightindex = 0;lightindex < range;lightindex++)
4744 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4746 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
4748 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
4751 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
4756 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
4757 if (lightindex >= range)
4759 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4762 rtlight = &light->rtlight;
4763 //if (!(rtlight->flags & flag))
4765 VectorCopy(rtlight->shadoworigin, origin);
4766 *radius = rtlight->radius;
4767 VectorCopy(rtlight->color, color);
4771 void R_Shadow_SelectLightInView(void)
4773 float bestrating, rating, temp[3];
4777 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4780 for (lightindex = 0;lightindex < range;lightindex++)
4782 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4785 VectorSubtract(light->origin, r_refdef.view.origin, temp);
4786 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
4789 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
4790 if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
4792 bestrating = rating;
4797 R_Shadow_SelectLight(best);
4800 void R_Shadow_LoadWorldLights(void)
4802 int n, a, style, shadow, flags;
4803 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
4804 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
4805 if (cl.worldmodel == NULL)
4807 Con_Print("No map loaded.\n");
4810 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
4811 strlcat (name, ".rtlights", sizeof (name));
4812 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
4822 for (;COM_Parse(t, true) && strcmp(
4823 if (COM_Parse(t, true))
4825 if (com_token[0] == '!')
4828 origin[0] = atof(com_token+1);
4831 origin[0] = atof(com_token);
4836 while (*s && *s != '\n' && *s != '\r')
4842 // check for modifier flags
4849 #if _MSC_VER >= 1400
4850 #define sscanf sscanf_s
4852 cubemapname[sizeof(cubemapname)-1] = 0;
4853 #if MAX_QPATH != 128
4854 #error update this code if MAX_QPATH changes
4856 a = sscanf(t, "%f %f %f %f %f %f %f %d %127s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname
4857 #if _MSC_VER >= 1400
4858 , sizeof(cubemapname)
4860 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
4863 flags = LIGHTFLAG_REALTIMEMODE;
4871 coronasizescale = 0.25f;
4873 VectorClear(angles);
4876 if (a < 9 || !strcmp(cubemapname, "\"\""))
4878 // remove quotes on cubemapname
4879 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
4882 namelen = strlen(cubemapname) - 2;
4883 memmove(cubemapname, cubemapname + 1, namelen);
4884 cubemapname[namelen] = '\0';
4888 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);
4891 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4899 Con_Printf("invalid rtlights file \"%s\"\n", name);
4900 Mem_Free(lightsstring);
4904 void R_Shadow_SaveWorldLights(void)
4908 size_t bufchars, bufmaxchars;
4910 char name[MAX_QPATH];
4911 char line[MAX_INPUTLINE];
4912 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
4913 // I hate lines which are 3 times my screen size :( --blub
4916 if (cl.worldmodel == NULL)
4918 Con_Print("No map loaded.\n");
4921 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
4922 strlcat (name, ".rtlights", sizeof (name));
4923 bufchars = bufmaxchars = 0;
4925 for (lightindex = 0;lightindex < range;lightindex++)
4927 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4930 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
4931 dpsnprintf(line, sizeof(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);
4932 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
4933 dpsnprintf(line, sizeof(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]);
4935 dpsnprintf(line, sizeof(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);
4936 if (bufchars + strlen(line) > bufmaxchars)
4938 bufmaxchars = bufchars + strlen(line) + 2048;
4940 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
4944 memcpy(buf, oldbuf, bufchars);
4950 memcpy(buf + bufchars, line, strlen(line));
4951 bufchars += strlen(line);
4955 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
4960 void R_Shadow_LoadLightsFile(void)
4963 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
4964 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
4965 if (cl.worldmodel == NULL)
4967 Con_Print("No map loaded.\n");
4970 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
4971 strlcat (name, ".lights", sizeof (name));
4972 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
4980 while (*s && *s != '\n' && *s != '\r')
4986 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);
4990 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);
4993 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
4994 radius = bound(15, radius, 4096);
4995 VectorScale(color, (2.0f / (8388608.0f)), color);
4996 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5004 Con_Printf("invalid lights file \"%s\"\n", name);
5005 Mem_Free(lightsstring);
5009 // tyrlite/hmap2 light types in the delay field
5010 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5012 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5014 int entnum, style, islight, skin, pflags, effects, type, n;
5017 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5018 char key[256], value[MAX_INPUTLINE];
5020 if (cl.worldmodel == NULL)
5022 Con_Print("No map loaded.\n");
5025 // try to load a .ent file first
5026 FS_StripExtension (cl.worldmodel->name, key, sizeof (key));
5027 strlcat (key, ".ent", sizeof (key));
5028 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5029 // and if that is not found, fall back to the bsp file entity string
5031 data = cl.worldmodel->brush.entities;
5034 for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5036 type = LIGHTTYPE_MINUSX;
5037 origin[0] = origin[1] = origin[2] = 0;
5038 originhack[0] = originhack[1] = originhack[2] = 0;
5039 angles[0] = angles[1] = angles[2] = 0;
5040 color[0] = color[1] = color[2] = 1;
5041 light[0] = light[1] = light[2] = 1;light[3] = 300;
5042 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5052 if (!COM_ParseToken_Simple(&data, false, false))
5054 if (com_token[0] == '}')
5055 break; // end of entity
5056 if (com_token[0] == '_')
5057 strlcpy(key, com_token + 1, sizeof(key));
5059 strlcpy(key, com_token, sizeof(key));
5060 while (key[strlen(key)-1] == ' ') // remove trailing spaces
5061 key[strlen(key)-1] = 0;
5062 if (!COM_ParseToken_Simple(&data, false, false))
5064 strlcpy(value, com_token, sizeof(value));
5066 // now that we have the key pair worked out...
5067 if (!strcmp("light", key))
5069 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5073 light[0] = vec[0] * (1.0f / 256.0f);
5074 light[1] = vec[0] * (1.0f / 256.0f);
5075 light[2] = vec[0] * (1.0f / 256.0f);
5081 light[0] = vec[0] * (1.0f / 255.0f);
5082 light[1] = vec[1] * (1.0f / 255.0f);
5083 light[2] = vec[2] * (1.0f / 255.0f);
5087 else if (!strcmp("delay", key))
5089 else if (!strcmp("origin", key))
5090 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5091 else if (!strcmp("angle", key))
5092 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5093 else if (!strcmp("angles", key))
5094 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5095 else if (!strcmp("color", key))
5096 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5097 else if (!strcmp("wait", key))
5098 fadescale = atof(value);
5099 else if (!strcmp("classname", key))
5101 if (!strncmp(value, "light", 5))
5104 if (!strcmp(value, "light_fluoro"))
5109 overridecolor[0] = 1;
5110 overridecolor[1] = 1;
5111 overridecolor[2] = 1;
5113 if (!strcmp(value, "light_fluorospark"))
5118 overridecolor[0] = 1;
5119 overridecolor[1] = 1;
5120 overridecolor[2] = 1;
5122 if (!strcmp(value, "light_globe"))
5127 overridecolor[0] = 1;
5128 overridecolor[1] = 0.8;
5129 overridecolor[2] = 0.4;
5131 if (!strcmp(value, "light_flame_large_yellow"))
5136 overridecolor[0] = 1;
5137 overridecolor[1] = 0.5;
5138 overridecolor[2] = 0.1;
5140 if (!strcmp(value, "light_flame_small_yellow"))
5145 overridecolor[0] = 1;
5146 overridecolor[1] = 0.5;
5147 overridecolor[2] = 0.1;
5149 if (!strcmp(value, "light_torch_small_white"))
5154 overridecolor[0] = 1;
5155 overridecolor[1] = 0.5;
5156 overridecolor[2] = 0.1;
5158 if (!strcmp(value, "light_torch_small_walltorch"))
5163 overridecolor[0] = 1;
5164 overridecolor[1] = 0.5;
5165 overridecolor[2] = 0.1;
5169 else if (!strcmp("style", key))
5170 style = atoi(value);
5171 else if (!strcmp("skin", key))
5172 skin = (int)atof(value);
5173 else if (!strcmp("pflags", key))
5174 pflags = (int)atof(value);
5175 else if (!strcmp("effects", key))
5176 effects = (int)atof(value);
5177 else if (cl.worldmodel->type == mod_brushq3)
5179 if (!strcmp("scale", key))
5180 lightscale = atof(value);
5181 if (!strcmp("fade", key))
5182 fadescale = atof(value);
5187 if (lightscale <= 0)
5191 if (color[0] == color[1] && color[0] == color[2])
5193 color[0] *= overridecolor[0];
5194 color[1] *= overridecolor[1];
5195 color[2] *= overridecolor[2];
5197 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5198 color[0] = color[0] * light[0];
5199 color[1] = color[1] * light[1];
5200 color[2] = color[2] * light[2];
5203 case LIGHTTYPE_MINUSX:
5205 case LIGHTTYPE_RECIPX:
5207 VectorScale(color, (1.0f / 16.0f), color);
5209 case LIGHTTYPE_RECIPXX:
5211 VectorScale(color, (1.0f / 16.0f), color);
5214 case LIGHTTYPE_NONE:
5218 case LIGHTTYPE_MINUSXX:
5221 VectorAdd(origin, originhack, origin);
5223 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);
5226 Mem_Free(entfiledata);
5230 void R_Shadow_SetCursorLocationForView(void)
5233 vec3_t dest, endpos;
5235 VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5236 trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
5237 if (trace.fraction < 1)
5239 dist = trace.fraction * r_editlights_cursordistance.value;
5240 push = r_editlights_cursorpushback.value;
5244 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
5245 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
5249 VectorClear( endpos );
5251 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5252 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5253 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5256 void R_Shadow_UpdateWorldLightSelection(void)
5258 if (r_editlights.integer)
5260 R_Shadow_SetCursorLocationForView();
5261 R_Shadow_SelectLightInView();
5264 R_Shadow_SelectLight(NULL);
5267 void R_Shadow_EditLights_Clear_f(void)
5269 R_Shadow_ClearWorldLights();
5272 void R_Shadow_EditLights_Reload_f(void)
5276 strlcpy(r_shadow_mapname, cl.worldmodel->name, sizeof(r_shadow_mapname));
5277 R_Shadow_ClearWorldLights();
5278 R_Shadow_LoadWorldLights();
5279 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5281 R_Shadow_LoadLightsFile();
5282 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5283 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5287 void R_Shadow_EditLights_Save_f(void)
5291 R_Shadow_SaveWorldLights();
5294 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
5296 R_Shadow_ClearWorldLights();
5297 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5300 void R_Shadow_EditLights_ImportLightsFile_f(void)
5302 R_Shadow_ClearWorldLights();
5303 R_Shadow_LoadLightsFile();
5306 void R_Shadow_EditLights_Spawn_f(void)
5309 if (!r_editlights.integer)
5311 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5314 if (Cmd_Argc() != 1)
5316 Con_Print("r_editlights_spawn does not take parameters\n");
5319 color[0] = color[1] = color[2] = 1;
5320 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5323 void R_Shadow_EditLights_Edit_f(void)
5325 vec3_t origin, angles, color;
5326 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
5327 int style, shadows, flags, normalmode, realtimemode;
5328 char cubemapname[MAX_INPUTLINE];
5329 if (!r_editlights.integer)
5331 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5334 if (!r_shadow_selectedlight)
5336 Con_Print("No selected light.\n");
5339 VectorCopy(r_shadow_selectedlight->origin, origin);
5340 VectorCopy(r_shadow_selectedlight->angles, angles);
5341 VectorCopy(r_shadow_selectedlight->color, color);
5342 radius = r_shadow_selectedlight->radius;
5343 style = r_shadow_selectedlight->style;
5344 if (r_shadow_selectedlight->cubemapname)
5345 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
5348 shadows = r_shadow_selectedlight->shadow;
5349 corona = r_shadow_selectedlight->corona;
5350 coronasizescale = r_shadow_selectedlight->coronasizescale;
5351 ambientscale = r_shadow_selectedlight->ambientscale;
5352 diffusescale = r_shadow_selectedlight->diffusescale;
5353 specularscale = r_shadow_selectedlight->specularscale;
5354 flags = r_shadow_selectedlight->flags;
5355 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
5356 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
5357 if (!strcmp(Cmd_Argv(1), "origin"))
5359 if (Cmd_Argc() != 5)
5361 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5364 origin[0] = atof(Cmd_Argv(2));
5365 origin[1] = atof(Cmd_Argv(3));
5366 origin[2] = atof(Cmd_Argv(4));
5368 else if (!strcmp(Cmd_Argv(1), "originx"))
5370 if (Cmd_Argc() != 3)
5372 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5375 origin[0] = atof(Cmd_Argv(2));
5377 else if (!strcmp(Cmd_Argv(1), "originy"))
5379 if (Cmd_Argc() != 3)
5381 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5384 origin[1] = atof(Cmd_Argv(2));
5386 else if (!strcmp(Cmd_Argv(1), "originz"))
5388 if (Cmd_Argc() != 3)
5390 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5393 origin[2] = atof(Cmd_Argv(2));
5395 else if (!strcmp(Cmd_Argv(1), "move"))
5397 if (Cmd_Argc() != 5)
5399 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5402 origin[0] += atof(Cmd_Argv(2));
5403 origin[1] += atof(Cmd_Argv(3));
5404 origin[2] += atof(Cmd_Argv(4));
5406 else if (!strcmp(Cmd_Argv(1), "movex"))
5408 if (Cmd_Argc() != 3)
5410 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5413 origin[0] += atof(Cmd_Argv(2));
5415 else if (!strcmp(Cmd_Argv(1), "movey"))
5417 if (Cmd_Argc() != 3)
5419 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5422 origin[1] += atof(Cmd_Argv(2));
5424 else if (!strcmp(Cmd_Argv(1), "movez"))
5426 if (Cmd_Argc() != 3)
5428 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5431 origin[2] += atof(Cmd_Argv(2));
5433 else if (!strcmp(Cmd_Argv(1), "angles"))
5435 if (Cmd_Argc() != 5)
5437 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5440 angles[0] = atof(Cmd_Argv(2));
5441 angles[1] = atof(Cmd_Argv(3));
5442 angles[2] = atof(Cmd_Argv(4));
5444 else if (!strcmp(Cmd_Argv(1), "anglesx"))
5446 if (Cmd_Argc() != 3)
5448 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5451 angles[0] = atof(Cmd_Argv(2));
5453 else if (!strcmp(Cmd_Argv(1), "anglesy"))
5455 if (Cmd_Argc() != 3)
5457 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5460 angles[1] = atof(Cmd_Argv(2));
5462 else if (!strcmp(Cmd_Argv(1), "anglesz"))
5464 if (Cmd_Argc() != 3)
5466 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5469 angles[2] = atof(Cmd_Argv(2));
5471 else if (!strcmp(Cmd_Argv(1), "color"))
5473 if (Cmd_Argc() != 5)
5475 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
5478 color[0] = atof(Cmd_Argv(2));
5479 color[1] = atof(Cmd_Argv(3));
5480 color[2] = atof(Cmd_Argv(4));
5482 else if (!strcmp(Cmd_Argv(1), "radius"))
5484 if (Cmd_Argc() != 3)
5486 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5489 radius = atof(Cmd_Argv(2));
5491 else if (!strcmp(Cmd_Argv(1), "colorscale"))
5493 if (Cmd_Argc() == 3)
5495 double scale = atof(Cmd_Argv(2));
5502 if (Cmd_Argc() != 5)
5504 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
5507 color[0] *= atof(Cmd_Argv(2));
5508 color[1] *= atof(Cmd_Argv(3));
5509 color[2] *= atof(Cmd_Argv(4));
5512 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
5514 if (Cmd_Argc() != 3)
5516 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5519 radius *= atof(Cmd_Argv(2));
5521 else if (!strcmp(Cmd_Argv(1), "style"))
5523 if (Cmd_Argc() != 3)
5525 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5528 style = atoi(Cmd_Argv(2));
5530 else if (!strcmp(Cmd_Argv(1), "cubemap"))
5534 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5537 if (Cmd_Argc() == 3)
5538 strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
5542 else if (!strcmp(Cmd_Argv(1), "shadows"))
5544 if (Cmd_Argc() != 3)
5546 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5549 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5551 else if (!strcmp(Cmd_Argv(1), "corona"))
5553 if (Cmd_Argc() != 3)
5555 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5558 corona = atof(Cmd_Argv(2));
5560 else if (!strcmp(Cmd_Argv(1), "coronasize"))
5562 if (Cmd_Argc() != 3)
5564 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5567 coronasizescale = atof(Cmd_Argv(2));
5569 else if (!strcmp(Cmd_Argv(1), "ambient"))
5571 if (Cmd_Argc() != 3)
5573 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5576 ambientscale = atof(Cmd_Argv(2));
5578 else if (!strcmp(Cmd_Argv(1), "diffuse"))
5580 if (Cmd_Argc() != 3)
5582 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5585 diffusescale = atof(Cmd_Argv(2));
5587 else if (!strcmp(Cmd_Argv(1), "specular"))
5589 if (Cmd_Argc() != 3)
5591 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5594 specularscale = atof(Cmd_Argv(2));
5596 else if (!strcmp(Cmd_Argv(1), "normalmode"))
5598 if (Cmd_Argc() != 3)
5600 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5603 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5605 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
5607 if (Cmd_Argc() != 3)
5609 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5612 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5616 Con_Print("usage: r_editlights_edit [property] [value]\n");
5617 Con_Print("Selected light's properties:\n");
5618 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
5619 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
5620 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
5621 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
5622 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
5623 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
5624 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
5625 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
5626 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
5627 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
5628 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
5629 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
5630 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
5631 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
5634 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
5635 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5638 void R_Shadow_EditLights_EditAll_f(void)
5644 if (!r_editlights.integer)
5646 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
5650 // EditLights doesn't seem to have a "remove" command or something so:
5651 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5652 for (lightindex = 0;lightindex < range;lightindex++)
5654 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5657 R_Shadow_SelectLight(light);
5658 R_Shadow_EditLights_Edit_f();
5662 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
5664 int lightnumber, lightcount;
5665 size_t lightindex, range;
5669 if (!r_editlights.integer)
5671 x = vid_conwidth.value - 240;
5673 DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
5676 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5677 for (lightindex = 0;lightindex < range;lightindex++)
5679 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5682 if (light == r_shadow_selectedlight)
5683 lightnumber = lightindex;
5686 dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
5687 dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
5689 if (r_shadow_selectedlight == NULL)
5691 dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5692 dpsnprintf(temp, sizeof(temp), "Origin : %.0f %.0f %.0f\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, NULL, true, FONT_DEFAULT);y += 8;
5693 dpsnprintf(temp, sizeof(temp), "Angles : %.0f %.0f %.0f\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, NULL, true, FONT_DEFAULT);y += 8;
5694 dpsnprintf(temp, sizeof(temp), "Color : %.2f %.2f %.2f\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, NULL, true, FONT_DEFAULT);y += 8;
5695 dpsnprintf(temp, sizeof(temp), "Radius : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5696 dpsnprintf(temp, sizeof(temp), "Corona : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5697 dpsnprintf(temp, sizeof(temp), "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5698 dpsnprintf(temp, sizeof(temp), "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5699 dpsnprintf(temp, sizeof(temp), "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5700 dpsnprintf(temp, sizeof(temp), "CoronaSize : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5701 dpsnprintf(temp, sizeof(temp), "Ambient : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5702 dpsnprintf(temp, sizeof(temp), "Diffuse : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5703 dpsnprintf(temp, sizeof(temp), "Specular : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5704 dpsnprintf(temp, sizeof(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, NULL, true, FONT_DEFAULT);y += 8;
5705 dpsnprintf(temp, sizeof(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, NULL, true, FONT_DEFAULT);y += 8;
5708 void R_Shadow_EditLights_ToggleShadow_f(void)
5710 if (!r_editlights.integer)
5712 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5715 if (!r_shadow_selectedlight)
5717 Con_Print("No selected light.\n");
5720 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);
5723 void R_Shadow_EditLights_ToggleCorona_f(void)
5725 if (!r_editlights.integer)
5727 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5730 if (!r_shadow_selectedlight)
5732 Con_Print("No selected light.\n");
5735 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);
5738 void R_Shadow_EditLights_Remove_f(void)
5740 if (!r_editlights.integer)
5742 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
5745 if (!r_shadow_selectedlight)
5747 Con_Print("No selected light.\n");
5750 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
5751 r_shadow_selectedlight = NULL;
5754 void R_Shadow_EditLights_Help_f(void)
5757 "Documentation on r_editlights system:\n"
5759 "r_editlights : enable/disable editing mode\n"
5760 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
5761 "r_editlights_cursorpushback : push back cursor this far from surface\n"
5762 "r_editlights_cursorpushoff : push cursor off surface this far\n"
5763 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
5764 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
5766 "r_editlights_help : this help\n"
5767 "r_editlights_clear : remove all lights\n"
5768 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
5769 "r_editlights_save : save to .rtlights file\n"
5770 "r_editlights_spawn : create a light with default settings\n"
5771 "r_editlights_edit command : edit selected light - more documentation below\n"
5772 "r_editlights_remove : remove selected light\n"
5773 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
5774 "r_editlights_importlightentitiesfrommap : reload light entities\n"
5775 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
5777 "origin x y z : set light location\n"
5778 "originx x: set x component of light location\n"
5779 "originy y: set y component of light location\n"
5780 "originz z: set z component of light location\n"
5781 "move x y z : adjust light location\n"
5782 "movex x: adjust x component of light location\n"
5783 "movey y: adjust y component of light location\n"
5784 "movez z: adjust z component of light location\n"
5785 "angles x y z : set light angles\n"
5786 "anglesx x: set x component of light angles\n"
5787 "anglesy y: set y component of light angles\n"
5788 "anglesz z: set z component of light angles\n"
5789 "color r g b : set color of light (can be brighter than 1 1 1)\n"
5790 "radius radius : set radius (size) of light\n"
5791 "colorscale grey : multiply color of light (1 does nothing)\n"
5792 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
5793 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
5794 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
5795 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
5796 "cubemap basename : set filter cubemap of light (not yet supported)\n"
5797 "shadows 1/0 : turn on/off shadows\n"
5798 "corona n : set corona intensity\n"
5799 "coronasize n : set corona size (0-1)\n"
5800 "ambient n : set ambient intensity (0-1)\n"
5801 "diffuse n : set diffuse intensity (0-1)\n"
5802 "specular n : set specular intensity (0-1)\n"
5803 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
5804 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
5805 "<nothing> : print light properties to console\n"
5809 void R_Shadow_EditLights_CopyInfo_f(void)
5811 if (!r_editlights.integer)
5813 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
5816 if (!r_shadow_selectedlight)
5818 Con_Print("No selected light.\n");
5821 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
5822 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
5823 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
5824 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
5825 if (r_shadow_selectedlight->cubemapname)
5826 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
5828 r_shadow_bufferlight.cubemapname[0] = 0;
5829 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
5830 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
5831 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
5832 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
5833 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
5834 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
5835 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
5838 void R_Shadow_EditLights_PasteInfo_f(void)
5840 if (!r_editlights.integer)
5842 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
5845 if (!r_shadow_selectedlight)
5847 Con_Print("No selected light.\n");
5850 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);
5853 void R_Shadow_EditLights_Init(void)
5855 Cvar_RegisterVariable(&r_editlights);
5856 Cvar_RegisterVariable(&r_editlights_cursordistance);
5857 Cvar_RegisterVariable(&r_editlights_cursorpushback);
5858 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
5859 Cvar_RegisterVariable(&r_editlights_cursorgrid);
5860 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
5861 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
5862 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
5863 Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)");
5864 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
5865 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
5866 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
5867 Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)");
5868 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
5869 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
5870 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
5871 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
5872 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
5873 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
5874 Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)");
5880 =============================================================================
5884 =============================================================================
5887 void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic)
5889 VectorClear(diffusecolor);
5890 VectorClear(diffusenormal);
5892 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
5894 ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient;
5895 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
5898 VectorSet(ambientcolor, 1, 1, 1);
5905 for (i = 0;i < r_refdef.scene.numlights;i++)
5907 light = r_refdef.scene.lights[i];
5908 Matrix4x4_Transform(&light->matrix_worldtolight, p, v);
5909 f = 1 - VectorLength2(v);
5910 if (f > 0 && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
5911 VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);