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"
142 #include "dpsoftrast.h"
146 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
149 static void R_Shadow_EditLights_Init(void);
151 typedef enum r_shadow_rendermode_e
153 R_SHADOW_RENDERMODE_NONE,
154 R_SHADOW_RENDERMODE_ZPASS_STENCIL,
155 R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
156 R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
157 R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
158 R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
159 R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
160 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
161 R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
162 R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
163 R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
164 R_SHADOW_RENDERMODE_LIGHT_GLSL,
165 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
166 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
167 R_SHADOW_RENDERMODE_SHADOWMAP2D
169 r_shadow_rendermode_t;
171 typedef enum r_shadow_shadowmode_e
173 R_SHADOW_SHADOWMODE_STENCIL,
174 R_SHADOW_SHADOWMODE_SHADOWMAP2D
176 r_shadow_shadowmode_t;
178 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
180 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
181 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
182 qboolean r_shadow_usingshadowmap2d;
183 qboolean r_shadow_usingshadowmaportho;
184 int r_shadow_shadowmapside;
185 float r_shadow_shadowmap_texturescale[2];
186 float r_shadow_shadowmap_parameters[4];
188 int r_shadow_drawbuffer;
189 int r_shadow_readbuffer;
191 int r_shadow_cullface_front, r_shadow_cullface_back;
192 GLuint r_shadow_fbo2d;
193 r_shadow_shadowmode_t r_shadow_shadowmode;
194 int r_shadow_shadowmapfilterquality;
195 int r_shadow_shadowmapdepthbits;
196 int r_shadow_shadowmapmaxsize;
197 qboolean r_shadow_shadowmapvsdct;
198 qboolean r_shadow_shadowmapsampler;
199 qboolean r_shadow_shadowmapshadowsampler;
200 int r_shadow_shadowmappcf;
201 int r_shadow_shadowmapborder;
202 matrix4x4_t r_shadow_shadowmapmatrix;
203 int r_shadow_lightscissor[4];
204 qboolean r_shadow_usingdeferredprepass;
205 qboolean r_shadow_shadowmapdepthtexture;
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_shadowmap2ddepthbuffer;
249 rtexture_t *r_shadow_shadowmap2ddepthtexture;
250 rtexture_t *r_shadow_shadowmapvsdcttexture;
251 int r_shadow_shadowmapsize; // changes for each light based on distance
252 int r_shadow_shadowmaplod; // changes for each light based on distance
254 GLuint r_shadow_prepassgeometryfbo;
255 GLuint r_shadow_prepasslightingdiffusespecularfbo;
256 GLuint r_shadow_prepasslightingdiffusefbo;
257 int r_shadow_prepass_width;
258 int r_shadow_prepass_height;
259 rtexture_t *r_shadow_prepassgeometrydepthbuffer;
260 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
261 rtexture_t *r_shadow_prepasslightingdiffusetexture;
262 rtexture_t *r_shadow_prepasslightingspeculartexture;
264 // keep track of the provided framebuffer info
265 static int r_shadow_fb_fbo;
266 static rtexture_t *r_shadow_fb_depthtexture;
267 static rtexture_t *r_shadow_fb_colortexture;
269 // lights are reloaded when this changes
270 char r_shadow_mapname[MAX_QPATH];
272 // used only for light filters (cubemaps)
273 rtexturepool_t *r_shadow_filters_texturepool;
275 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"};
276 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"};
277 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
278 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"};
279 cvar_t r_shadow_usebihculling = {0, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"};
280 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
281 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)"};
282 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"};
283 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
284 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
285 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
286 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
287 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
288 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
289 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
290 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
291 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
292 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)"};
293 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
294 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
295 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
296 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
297 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)"};
298 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"};
299 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
300 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
301 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"};
302 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)"};
303 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
304 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)"};
305 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
306 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)"};
307 cvar_t r_shadow_shadowmapping_useshadowsampler = {CVAR_SAVE, "r_shadow_shadowmapping_useshadowsampler", "1", "whether to use sampler2DShadow if available"};
308 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
309 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
310 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
311 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
312 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"};
313 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
314 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
315 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
316 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
317 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
318 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
319 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
320 cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
321 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
322 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)"};
323 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)"};
324 cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"};
325 cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"};
326 cvar_t r_shadow_bouncegrid_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"};
327 cvar_t r_shadow_bouncegrid_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dlightparticlemultiplier", "0", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
328 cvar_t r_shadow_bouncegrid_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
329 cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_SAVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"};
330 cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
331 cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "4", "particles stop at this fraction of light radius (can be more than 1)"};
332 cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "2", "maximum number of bounces for a particle (minimum is 0)"};
333 cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "1", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
334 cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "1", "brightness of particles contributing to bouncegrid texture"};
335 cvar_t r_shadow_bouncegrid_photons = {CVAR_SAVE, "r_shadow_bouncegrid_photons", "2000", "total photons to shoot per update, divided proportionately between lights"};
336 cvar_t r_shadow_bouncegrid_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_spacing", "64", "unit size of bouncegrid pixel"};
337 cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"};
338 cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
339 cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"};
340 cvar_t r_shadow_bouncegrid_static_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_static_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1) when in static mode"};
341 cvar_t r_shadow_bouncegrid_static_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_static_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0) in static mode"};
342 cvar_t r_shadow_bouncegrid_static_photons = {CVAR_SAVE, "r_shadow_bouncegrid_static_photons", "25000", "photons value to use when in static mode"};
343 cvar_t r_shadow_bouncegrid_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"};
344 cvar_t r_shadow_bouncegrid_x = {CVAR_SAVE, "r_shadow_bouncegrid_x", "64", "maximum texture size of bouncegrid on X axis"};
345 cvar_t r_shadow_bouncegrid_y = {CVAR_SAVE, "r_shadow_bouncegrid_y", "64", "maximum texture size of bouncegrid on Y axis"};
346 cvar_t r_shadow_bouncegrid_z = {CVAR_SAVE, "r_shadow_bouncegrid_z", "32", "maximum texture size of bouncegrid on Z axis"};
347 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "0", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
348 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"};
349 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "0", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility) - bad performance (synchronous rendering) - worse on multi-gpu!"};
350 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
351 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
352 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
353 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
354 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
355 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
356 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
357 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
358 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
359 cvar_t r_editlights_drawproperties = {0, "r_editlights_drawproperties", "1", "draw properties of currently selected light"};
360 cvar_t r_editlights_current_origin = {0, "r_editlights_current_origin", "0 0 0", "origin of selected light"};
361 cvar_t r_editlights_current_angles = {0, "r_editlights_current_angles", "0 0 0", "angles of selected light"};
362 cvar_t r_editlights_current_color = {0, "r_editlights_current_color", "1 1 1", "color of selected light"};
363 cvar_t r_editlights_current_radius = {0, "r_editlights_current_radius", "0", "radius of selected light"};
364 cvar_t r_editlights_current_corona = {0, "r_editlights_current_corona", "0", "corona intensity of selected light"};
365 cvar_t r_editlights_current_coronasize = {0, "r_editlights_current_coronasize", "0", "corona size of selected light"};
366 cvar_t r_editlights_current_style = {0, "r_editlights_current_style", "0", "style of selected light"};
367 cvar_t r_editlights_current_shadows = {0, "r_editlights_current_shadows", "0", "shadows flag of selected light"};
368 cvar_t r_editlights_current_cubemap = {0, "r_editlights_current_cubemap", "0", "cubemap of selected light"};
369 cvar_t r_editlights_current_ambient = {0, "r_editlights_current_ambient", "0", "ambient intensity of selected light"};
370 cvar_t r_editlights_current_diffuse = {0, "r_editlights_current_diffuse", "1", "diffuse intensity of selected light"};
371 cvar_t r_editlights_current_specular = {0, "r_editlights_current_specular", "1", "specular intensity of selected light"};
372 cvar_t r_editlights_current_normalmode = {0, "r_editlights_current_normalmode", "0", "normalmode flag of selected light"};
373 cvar_t r_editlights_current_realtimemode = {0, "r_editlights_current_realtimemode", "0", "realtimemode flag of selected light"};
376 typedef struct r_shadow_bouncegrid_settings_s
379 qboolean bounceanglediffuse;
380 qboolean directionalshading;
381 qboolean includedirectlighting;
382 float dlightparticlemultiplier;
384 float lightradiusscale;
386 float particlebounceintensity;
387 float particleintensity;
392 r_shadow_bouncegrid_settings_t;
394 r_shadow_bouncegrid_settings_t r_shadow_bouncegridsettings;
395 rtexture_t *r_shadow_bouncegridtexture;
396 matrix4x4_t r_shadow_bouncegridmatrix;
397 vec_t r_shadow_bouncegridintensity;
398 qboolean r_shadow_bouncegriddirectional;
399 static double r_shadow_bouncegridtime;
400 static int r_shadow_bouncegridresolution[3];
401 static int r_shadow_bouncegridnumpixels;
402 static unsigned char *r_shadow_bouncegridpixels;
403 static float *r_shadow_bouncegridhighpixels;
405 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
406 #define ATTENTABLESIZE 256
407 // 1D gradient, 2D circle and 3D sphere attenuation textures
408 #define ATTEN1DSIZE 32
409 #define ATTEN2DSIZE 64
410 #define ATTEN3DSIZE 32
412 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
413 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
414 static float r_shadow_attentable[ATTENTABLESIZE+1];
416 rtlight_t *r_shadow_compilingrtlight;
417 static memexpandablearray_t r_shadow_worldlightsarray;
418 dlight_t *r_shadow_selectedlight;
419 dlight_t r_shadow_bufferlight;
420 vec3_t r_editlights_cursorlocation;
421 qboolean r_editlights_lockcursor;
423 extern int con_vislines;
425 void R_Shadow_UncompileWorldLights(void);
426 void R_Shadow_ClearWorldLights(void);
427 void R_Shadow_SaveWorldLights(void);
428 void R_Shadow_LoadWorldLights(void);
429 void R_Shadow_LoadLightsFile(void);
430 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
431 void R_Shadow_EditLights_Reload_f(void);
432 void R_Shadow_ValidateCvars(void);
433 static void R_Shadow_MakeTextures(void);
435 #define EDLIGHTSPRSIZE 8
436 skinframe_t *r_editlights_sprcursor;
437 skinframe_t *r_editlights_sprlight;
438 skinframe_t *r_editlights_sprnoshadowlight;
439 skinframe_t *r_editlights_sprcubemaplight;
440 skinframe_t *r_editlights_sprcubemapnoshadowlight;
441 skinframe_t *r_editlights_sprselection;
443 static void R_Shadow_SetShadowMode(void)
445 r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
446 r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
447 r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
448 r_shadow_shadowmapshadowsampler = r_shadow_shadowmapping_useshadowsampler.integer != 0;
449 r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
450 r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
451 r_shadow_shadowmaplod = -1;
452 r_shadow_shadowmapsize = 0;
453 r_shadow_shadowmapsampler = false;
454 r_shadow_shadowmappcf = 0;
455 r_shadow_shadowmapdepthtexture = r_fb.usedepthtextures;
456 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
457 if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
459 switch(vid.renderpath)
461 case RENDERPATH_GL20:
462 if(r_shadow_shadowmapfilterquality < 0)
464 if (!r_fb.usedepthtextures)
465 r_shadow_shadowmappcf = 1;
466 else if((strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) && vid.support.arb_shadow && r_shadow_shadowmapshadowsampler)
468 r_shadow_shadowmapsampler = true;
469 r_shadow_shadowmappcf = 1;
471 else if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
472 r_shadow_shadowmappcf = 1;
473 else if((strstr(gl_vendor, "ATI") || strstr(gl_vendor, "Advanced Micro Devices")) && !strstr(gl_renderer, "Mesa") && !strstr(gl_version, "Mesa"))
474 r_shadow_shadowmappcf = 1;
476 r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
480 r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
481 switch (r_shadow_shadowmapfilterquality)
486 r_shadow_shadowmappcf = 1;
489 r_shadow_shadowmappcf = 1;
492 r_shadow_shadowmappcf = 2;
496 if (!r_fb.usedepthtextures)
497 r_shadow_shadowmapsampler = false;
498 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
500 case RENDERPATH_D3D9:
501 case RENDERPATH_D3D10:
502 case RENDERPATH_D3D11:
503 case RENDERPATH_SOFT:
504 r_shadow_shadowmapsampler = false;
505 r_shadow_shadowmappcf = 1;
506 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
508 case RENDERPATH_GL11:
509 case RENDERPATH_GL13:
510 case RENDERPATH_GLES1:
511 case RENDERPATH_GLES2:
516 if(R_CompileShader_CheckStaticParms())
520 qboolean R_Shadow_ShadowMappingEnabled(void)
522 switch (r_shadow_shadowmode)
524 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
531 static void R_Shadow_FreeShadowMaps(void)
533 R_Shadow_SetShadowMode();
535 R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
539 if (r_shadow_shadowmap2ddepthtexture)
540 R_FreeTexture(r_shadow_shadowmap2ddepthtexture);
541 r_shadow_shadowmap2ddepthtexture = NULL;
543 if (r_shadow_shadowmap2ddepthbuffer)
544 R_FreeTexture(r_shadow_shadowmap2ddepthbuffer);
545 r_shadow_shadowmap2ddepthbuffer = NULL;
547 if (r_shadow_shadowmapvsdcttexture)
548 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
549 r_shadow_shadowmapvsdcttexture = NULL;
552 static void r_shadow_start(void)
554 // allocate vertex processing arrays
555 r_shadow_bouncegridpixels = NULL;
556 r_shadow_bouncegridhighpixels = NULL;
557 r_shadow_bouncegridnumpixels = 0;
558 r_shadow_bouncegridtexture = NULL;
559 r_shadow_bouncegriddirectional = false;
560 r_shadow_attenuationgradienttexture = NULL;
561 r_shadow_attenuation2dtexture = NULL;
562 r_shadow_attenuation3dtexture = NULL;
563 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
564 r_shadow_shadowmap2ddepthtexture = NULL;
565 r_shadow_shadowmap2ddepthbuffer = NULL;
566 r_shadow_shadowmapvsdcttexture = NULL;
567 r_shadow_shadowmapmaxsize = 0;
568 r_shadow_shadowmapsize = 0;
569 r_shadow_shadowmaplod = 0;
570 r_shadow_shadowmapfilterquality = -1;
571 r_shadow_shadowmapdepthbits = 0;
572 r_shadow_shadowmapvsdct = false;
573 r_shadow_shadowmapsampler = false;
574 r_shadow_shadowmappcf = 0;
577 R_Shadow_FreeShadowMaps();
579 r_shadow_texturepool = NULL;
580 r_shadow_filters_texturepool = NULL;
581 R_Shadow_ValidateCvars();
582 R_Shadow_MakeTextures();
583 maxshadowtriangles = 0;
584 shadowelements = NULL;
585 maxshadowvertices = 0;
586 shadowvertex3f = NULL;
594 shadowmarklist = NULL;
599 shadowsideslist = NULL;
600 r_shadow_buffer_numleafpvsbytes = 0;
601 r_shadow_buffer_visitingleafpvs = NULL;
602 r_shadow_buffer_leafpvs = NULL;
603 r_shadow_buffer_leaflist = NULL;
604 r_shadow_buffer_numsurfacepvsbytes = 0;
605 r_shadow_buffer_surfacepvs = NULL;
606 r_shadow_buffer_surfacelist = NULL;
607 r_shadow_buffer_surfacesides = NULL;
608 r_shadow_buffer_numshadowtrispvsbytes = 0;
609 r_shadow_buffer_shadowtrispvs = NULL;
610 r_shadow_buffer_numlighttrispvsbytes = 0;
611 r_shadow_buffer_lighttrispvs = NULL;
613 r_shadow_usingdeferredprepass = false;
614 r_shadow_prepass_width = r_shadow_prepass_height = 0;
617 static void R_Shadow_FreeDeferred(void);
618 static void r_shadow_shutdown(void)
621 R_Shadow_UncompileWorldLights();
623 R_Shadow_FreeShadowMaps();
625 r_shadow_usingdeferredprepass = false;
626 if (r_shadow_prepass_width)
627 R_Shadow_FreeDeferred();
628 r_shadow_prepass_width = r_shadow_prepass_height = 0;
631 r_shadow_bouncegridtexture = NULL;
632 r_shadow_bouncegridpixels = NULL;
633 r_shadow_bouncegridhighpixels = NULL;
634 r_shadow_bouncegridnumpixels = 0;
635 r_shadow_bouncegriddirectional = false;
636 r_shadow_attenuationgradienttexture = NULL;
637 r_shadow_attenuation2dtexture = NULL;
638 r_shadow_attenuation3dtexture = NULL;
639 R_FreeTexturePool(&r_shadow_texturepool);
640 R_FreeTexturePool(&r_shadow_filters_texturepool);
641 maxshadowtriangles = 0;
643 Mem_Free(shadowelements);
644 shadowelements = NULL;
646 Mem_Free(shadowvertex3f);
647 shadowvertex3f = NULL;
650 Mem_Free(vertexupdate);
653 Mem_Free(vertexremap);
659 Mem_Free(shadowmark);
662 Mem_Free(shadowmarklist);
663 shadowmarklist = NULL;
668 Mem_Free(shadowsides);
671 Mem_Free(shadowsideslist);
672 shadowsideslist = NULL;
673 r_shadow_buffer_numleafpvsbytes = 0;
674 if (r_shadow_buffer_visitingleafpvs)
675 Mem_Free(r_shadow_buffer_visitingleafpvs);
676 r_shadow_buffer_visitingleafpvs = NULL;
677 if (r_shadow_buffer_leafpvs)
678 Mem_Free(r_shadow_buffer_leafpvs);
679 r_shadow_buffer_leafpvs = NULL;
680 if (r_shadow_buffer_leaflist)
681 Mem_Free(r_shadow_buffer_leaflist);
682 r_shadow_buffer_leaflist = NULL;
683 r_shadow_buffer_numsurfacepvsbytes = 0;
684 if (r_shadow_buffer_surfacepvs)
685 Mem_Free(r_shadow_buffer_surfacepvs);
686 r_shadow_buffer_surfacepvs = NULL;
687 if (r_shadow_buffer_surfacelist)
688 Mem_Free(r_shadow_buffer_surfacelist);
689 r_shadow_buffer_surfacelist = NULL;
690 if (r_shadow_buffer_surfacesides)
691 Mem_Free(r_shadow_buffer_surfacesides);
692 r_shadow_buffer_surfacesides = NULL;
693 r_shadow_buffer_numshadowtrispvsbytes = 0;
694 if (r_shadow_buffer_shadowtrispvs)
695 Mem_Free(r_shadow_buffer_shadowtrispvs);
696 r_shadow_buffer_numlighttrispvsbytes = 0;
697 if (r_shadow_buffer_lighttrispvs)
698 Mem_Free(r_shadow_buffer_lighttrispvs);
701 static void r_shadow_newmap(void)
703 if (r_shadow_bouncegridtexture) R_FreeTexture(r_shadow_bouncegridtexture);r_shadow_bouncegridtexture = NULL;
704 if (r_shadow_lightcorona) R_SkinFrame_MarkUsed(r_shadow_lightcorona);
705 if (r_editlights_sprcursor) R_SkinFrame_MarkUsed(r_editlights_sprcursor);
706 if (r_editlights_sprlight) R_SkinFrame_MarkUsed(r_editlights_sprlight);
707 if (r_editlights_sprnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
708 if (r_editlights_sprcubemaplight) R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
709 if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
710 if (r_editlights_sprselection) R_SkinFrame_MarkUsed(r_editlights_sprselection);
711 if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
712 R_Shadow_EditLights_Reload_f();
715 void R_Shadow_Init(void)
717 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
718 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
719 Cvar_RegisterVariable(&r_shadow_usebihculling);
720 Cvar_RegisterVariable(&r_shadow_usenormalmap);
721 Cvar_RegisterVariable(&r_shadow_debuglight);
722 Cvar_RegisterVariable(&r_shadow_deferred);
723 Cvar_RegisterVariable(&r_shadow_gloss);
724 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
725 Cvar_RegisterVariable(&r_shadow_glossintensity);
726 Cvar_RegisterVariable(&r_shadow_glossexponent);
727 Cvar_RegisterVariable(&r_shadow_gloss2exponent);
728 Cvar_RegisterVariable(&r_shadow_glossexact);
729 Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
730 Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
731 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
732 Cvar_RegisterVariable(&r_shadow_lightradiusscale);
733 Cvar_RegisterVariable(&r_shadow_projectdistance);
734 Cvar_RegisterVariable(&r_shadow_frontsidecasting);
735 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
736 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
737 Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
738 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
739 Cvar_RegisterVariable(&r_shadow_realtime_world);
740 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
741 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
742 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
743 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
744 Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
745 Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
746 Cvar_RegisterVariable(&r_shadow_scissor);
747 Cvar_RegisterVariable(&r_shadow_shadowmapping);
748 Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
749 Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
750 Cvar_RegisterVariable(&r_shadow_shadowmapping_useshadowsampler);
751 Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
752 Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
753 Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
754 Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
755 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
756 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
757 Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
758 Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
759 Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
760 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
761 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
762 Cvar_RegisterVariable(&r_shadow_sortsurfaces);
763 Cvar_RegisterVariable(&r_shadow_polygonfactor);
764 Cvar_RegisterVariable(&r_shadow_polygonoffset);
765 Cvar_RegisterVariable(&r_shadow_texture3d);
766 Cvar_RegisterVariable(&r_shadow_bouncegrid);
767 Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
768 Cvar_RegisterVariable(&r_shadow_bouncegrid_directionalshading);
769 Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier);
770 Cvar_RegisterVariable(&r_shadow_bouncegrid_hitmodels);
771 Cvar_RegisterVariable(&r_shadow_bouncegrid_includedirectlighting);
772 Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
773 Cvar_RegisterVariable(&r_shadow_bouncegrid_lightradiusscale);
774 Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce);
775 Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
776 Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
777 Cvar_RegisterVariable(&r_shadow_bouncegrid_photons);
778 Cvar_RegisterVariable(&r_shadow_bouncegrid_spacing);
779 Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom);
780 Cvar_RegisterVariable(&r_shadow_bouncegrid_static);
781 Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading);
782 Cvar_RegisterVariable(&r_shadow_bouncegrid_static_lightradiusscale);
783 Cvar_RegisterVariable(&r_shadow_bouncegrid_static_maxbounce);
784 Cvar_RegisterVariable(&r_shadow_bouncegrid_static_photons);
785 Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval);
786 Cvar_RegisterVariable(&r_shadow_bouncegrid_x);
787 Cvar_RegisterVariable(&r_shadow_bouncegrid_y);
788 Cvar_RegisterVariable(&r_shadow_bouncegrid_z);
789 Cvar_RegisterVariable(&r_coronas);
790 Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
791 Cvar_RegisterVariable(&r_coronas_occlusionquery);
792 Cvar_RegisterVariable(&gl_flashblend);
793 Cvar_RegisterVariable(&gl_ext_separatestencil);
794 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
795 R_Shadow_EditLights_Init();
796 Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
797 maxshadowtriangles = 0;
798 shadowelements = NULL;
799 maxshadowvertices = 0;
800 shadowvertex3f = NULL;
808 shadowmarklist = NULL;
813 shadowsideslist = NULL;
814 r_shadow_buffer_numleafpvsbytes = 0;
815 r_shadow_buffer_visitingleafpvs = NULL;
816 r_shadow_buffer_leafpvs = NULL;
817 r_shadow_buffer_leaflist = NULL;
818 r_shadow_buffer_numsurfacepvsbytes = 0;
819 r_shadow_buffer_surfacepvs = NULL;
820 r_shadow_buffer_surfacelist = NULL;
821 r_shadow_buffer_surfacesides = NULL;
822 r_shadow_buffer_shadowtrispvs = NULL;
823 r_shadow_buffer_lighttrispvs = NULL;
824 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
827 matrix4x4_t matrix_attenuationxyz =
830 {0.5, 0.0, 0.0, 0.5},
831 {0.0, 0.5, 0.0, 0.5},
832 {0.0, 0.0, 0.5, 0.5},
837 matrix4x4_t matrix_attenuationz =
840 {0.0, 0.0, 0.5, 0.5},
841 {0.0, 0.0, 0.0, 0.5},
842 {0.0, 0.0, 0.0, 0.5},
847 static void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
849 numvertices = ((numvertices + 255) & ~255) * vertscale;
850 numtriangles = ((numtriangles + 255) & ~255) * triscale;
851 // make sure shadowelements is big enough for this volume
852 if (maxshadowtriangles < numtriangles)
854 maxshadowtriangles = numtriangles;
856 Mem_Free(shadowelements);
857 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
859 // make sure shadowvertex3f is big enough for this volume
860 if (maxshadowvertices < numvertices)
862 maxshadowvertices = numvertices;
864 Mem_Free(shadowvertex3f);
865 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
869 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
871 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
872 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
873 int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
874 int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
875 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
877 if (r_shadow_buffer_visitingleafpvs)
878 Mem_Free(r_shadow_buffer_visitingleafpvs);
879 if (r_shadow_buffer_leafpvs)
880 Mem_Free(r_shadow_buffer_leafpvs);
881 if (r_shadow_buffer_leaflist)
882 Mem_Free(r_shadow_buffer_leaflist);
883 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
884 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
885 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
886 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
888 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
890 if (r_shadow_buffer_surfacepvs)
891 Mem_Free(r_shadow_buffer_surfacepvs);
892 if (r_shadow_buffer_surfacelist)
893 Mem_Free(r_shadow_buffer_surfacelist);
894 if (r_shadow_buffer_surfacesides)
895 Mem_Free(r_shadow_buffer_surfacesides);
896 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
897 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
898 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
899 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
901 if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
903 if (r_shadow_buffer_shadowtrispvs)
904 Mem_Free(r_shadow_buffer_shadowtrispvs);
905 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
906 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
908 if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
910 if (r_shadow_buffer_lighttrispvs)
911 Mem_Free(r_shadow_buffer_lighttrispvs);
912 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
913 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
917 void R_Shadow_PrepareShadowMark(int numtris)
919 // make sure shadowmark is big enough for this volume
920 if (maxshadowmark < numtris)
922 maxshadowmark = numtris;
924 Mem_Free(shadowmark);
926 Mem_Free(shadowmarklist);
927 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
928 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
932 // if shadowmarkcount wrapped we clear the array and adjust accordingly
933 if (shadowmarkcount == 0)
936 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
941 void R_Shadow_PrepareShadowSides(int numtris)
943 if (maxshadowsides < numtris)
945 maxshadowsides = numtris;
947 Mem_Free(shadowsides);
949 Mem_Free(shadowsideslist);
950 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
951 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
956 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)
959 int outtriangles = 0, outvertices = 0;
962 float ratio, direction[3], projectvector[3];
964 if (projectdirection)
965 VectorScale(projectdirection, projectdistance, projectvector);
967 VectorClear(projectvector);
969 // create the vertices
970 if (projectdirection)
972 for (i = 0;i < numshadowmarktris;i++)
974 element = inelement3i + shadowmarktris[i] * 3;
975 for (j = 0;j < 3;j++)
977 if (vertexupdate[element[j]] != vertexupdatenum)
979 vertexupdate[element[j]] = vertexupdatenum;
980 vertexremap[element[j]] = outvertices;
981 vertex = invertex3f + element[j] * 3;
982 // project one copy of the vertex according to projectvector
983 VectorCopy(vertex, outvertex3f);
984 VectorAdd(vertex, projectvector, (outvertex3f + 3));
993 for (i = 0;i < numshadowmarktris;i++)
995 element = inelement3i + shadowmarktris[i] * 3;
996 for (j = 0;j < 3;j++)
998 if (vertexupdate[element[j]] != vertexupdatenum)
1000 vertexupdate[element[j]] = vertexupdatenum;
1001 vertexremap[element[j]] = outvertices;
1002 vertex = invertex3f + element[j] * 3;
1003 // project one copy of the vertex to the sphere radius of the light
1004 // (FIXME: would projecting it to the light box be better?)
1005 VectorSubtract(vertex, projectorigin, direction);
1006 ratio = projectdistance / VectorLength(direction);
1007 VectorCopy(vertex, outvertex3f);
1008 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1016 if (r_shadow_frontsidecasting.integer)
1018 for (i = 0;i < numshadowmarktris;i++)
1020 int remappedelement[3];
1022 const int *neighbortriangle;
1024 markindex = shadowmarktris[i] * 3;
1025 element = inelement3i + markindex;
1026 neighbortriangle = inneighbor3i + markindex;
1027 // output the front and back triangles
1028 outelement3i[0] = vertexremap[element[0]];
1029 outelement3i[1] = vertexremap[element[1]];
1030 outelement3i[2] = vertexremap[element[2]];
1031 outelement3i[3] = vertexremap[element[2]] + 1;
1032 outelement3i[4] = vertexremap[element[1]] + 1;
1033 outelement3i[5] = vertexremap[element[0]] + 1;
1037 // output the sides (facing outward from this triangle)
1038 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1040 remappedelement[0] = vertexremap[element[0]];
1041 remappedelement[1] = vertexremap[element[1]];
1042 outelement3i[0] = remappedelement[1];
1043 outelement3i[1] = remappedelement[0];
1044 outelement3i[2] = remappedelement[0] + 1;
1045 outelement3i[3] = remappedelement[1];
1046 outelement3i[4] = remappedelement[0] + 1;
1047 outelement3i[5] = remappedelement[1] + 1;
1052 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1054 remappedelement[1] = vertexremap[element[1]];
1055 remappedelement[2] = vertexremap[element[2]];
1056 outelement3i[0] = remappedelement[2];
1057 outelement3i[1] = remappedelement[1];
1058 outelement3i[2] = remappedelement[1] + 1;
1059 outelement3i[3] = remappedelement[2];
1060 outelement3i[4] = remappedelement[1] + 1;
1061 outelement3i[5] = remappedelement[2] + 1;
1066 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1068 remappedelement[0] = vertexremap[element[0]];
1069 remappedelement[2] = vertexremap[element[2]];
1070 outelement3i[0] = remappedelement[0];
1071 outelement3i[1] = remappedelement[2];
1072 outelement3i[2] = remappedelement[2] + 1;
1073 outelement3i[3] = remappedelement[0];
1074 outelement3i[4] = remappedelement[2] + 1;
1075 outelement3i[5] = remappedelement[0] + 1;
1084 for (i = 0;i < numshadowmarktris;i++)
1086 int remappedelement[3];
1088 const int *neighbortriangle;
1090 markindex = shadowmarktris[i] * 3;
1091 element = inelement3i + markindex;
1092 neighbortriangle = inneighbor3i + markindex;
1093 // output the front and back triangles
1094 outelement3i[0] = vertexremap[element[2]];
1095 outelement3i[1] = vertexremap[element[1]];
1096 outelement3i[2] = vertexremap[element[0]];
1097 outelement3i[3] = vertexremap[element[0]] + 1;
1098 outelement3i[4] = vertexremap[element[1]] + 1;
1099 outelement3i[5] = vertexremap[element[2]] + 1;
1103 // output the sides (facing outward from this triangle)
1104 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1106 remappedelement[0] = vertexremap[element[0]];
1107 remappedelement[1] = vertexremap[element[1]];
1108 outelement3i[0] = remappedelement[0];
1109 outelement3i[1] = remappedelement[1];
1110 outelement3i[2] = remappedelement[1] + 1;
1111 outelement3i[3] = remappedelement[0];
1112 outelement3i[4] = remappedelement[1] + 1;
1113 outelement3i[5] = remappedelement[0] + 1;
1118 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1120 remappedelement[1] = vertexremap[element[1]];
1121 remappedelement[2] = vertexremap[element[2]];
1122 outelement3i[0] = remappedelement[1];
1123 outelement3i[1] = remappedelement[2];
1124 outelement3i[2] = remappedelement[2] + 1;
1125 outelement3i[3] = remappedelement[1];
1126 outelement3i[4] = remappedelement[2] + 1;
1127 outelement3i[5] = remappedelement[1] + 1;
1132 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1134 remappedelement[0] = vertexremap[element[0]];
1135 remappedelement[2] = vertexremap[element[2]];
1136 outelement3i[0] = remappedelement[2];
1137 outelement3i[1] = remappedelement[0];
1138 outelement3i[2] = remappedelement[0] + 1;
1139 outelement3i[3] = remappedelement[2];
1140 outelement3i[4] = remappedelement[0] + 1;
1141 outelement3i[5] = remappedelement[2] + 1;
1149 *outnumvertices = outvertices;
1150 return outtriangles;
1153 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)
1156 int outtriangles = 0, outvertices = 0;
1158 const float *vertex;
1159 float ratio, direction[3], projectvector[3];
1162 if (projectdirection)
1163 VectorScale(projectdirection, projectdistance, projectvector);
1165 VectorClear(projectvector);
1167 for (i = 0;i < numshadowmarktris;i++)
1169 int remappedelement[3];
1171 const int *neighbortriangle;
1173 markindex = shadowmarktris[i] * 3;
1174 neighbortriangle = inneighbor3i + markindex;
1175 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1176 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1177 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1178 if (side[0] + side[1] + side[2] == 0)
1182 element = inelement3i + markindex;
1184 // create the vertices
1185 for (j = 0;j < 3;j++)
1187 if (side[j] + side[j+1] == 0)
1190 if (vertexupdate[k] != vertexupdatenum)
1192 vertexupdate[k] = vertexupdatenum;
1193 vertexremap[k] = outvertices;
1194 vertex = invertex3f + k * 3;
1195 VectorCopy(vertex, outvertex3f);
1196 if (projectdirection)
1198 // project one copy of the vertex according to projectvector
1199 VectorAdd(vertex, projectvector, (outvertex3f + 3));
1203 // project one copy of the vertex to the sphere radius of the light
1204 // (FIXME: would projecting it to the light box be better?)
1205 VectorSubtract(vertex, projectorigin, direction);
1206 ratio = projectdistance / VectorLength(direction);
1207 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1214 // output the sides (facing outward from this triangle)
1217 remappedelement[0] = vertexremap[element[0]];
1218 remappedelement[1] = vertexremap[element[1]];
1219 outelement3i[0] = remappedelement[1];
1220 outelement3i[1] = remappedelement[0];
1221 outelement3i[2] = remappedelement[0] + 1;
1222 outelement3i[3] = remappedelement[1];
1223 outelement3i[4] = remappedelement[0] + 1;
1224 outelement3i[5] = remappedelement[1] + 1;
1231 remappedelement[1] = vertexremap[element[1]];
1232 remappedelement[2] = vertexremap[element[2]];
1233 outelement3i[0] = remappedelement[2];
1234 outelement3i[1] = remappedelement[1];
1235 outelement3i[2] = remappedelement[1] + 1;
1236 outelement3i[3] = remappedelement[2];
1237 outelement3i[4] = remappedelement[1] + 1;
1238 outelement3i[5] = remappedelement[2] + 1;
1245 remappedelement[0] = vertexremap[element[0]];
1246 remappedelement[2] = vertexremap[element[2]];
1247 outelement3i[0] = remappedelement[0];
1248 outelement3i[1] = remappedelement[2];
1249 outelement3i[2] = remappedelement[2] + 1;
1250 outelement3i[3] = remappedelement[0];
1251 outelement3i[4] = remappedelement[2] + 1;
1252 outelement3i[5] = remappedelement[0] + 1;
1259 *outnumvertices = outvertices;
1260 return outtriangles;
1263 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)
1269 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1271 tend = firsttriangle + numtris;
1272 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1274 // surface box entirely inside light box, no box cull
1275 if (projectdirection)
1277 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1279 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1280 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1281 shadowmarklist[numshadowmark++] = t;
1286 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1287 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1288 shadowmarklist[numshadowmark++] = t;
1293 // surface box not entirely inside light box, cull each triangle
1294 if (projectdirection)
1296 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1298 v[0] = invertex3f + e[0] * 3;
1299 v[1] = invertex3f + e[1] * 3;
1300 v[2] = invertex3f + e[2] * 3;
1301 TriangleNormal(v[0], v[1], v[2], normal);
1302 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1303 && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1304 shadowmarklist[numshadowmark++] = t;
1309 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1311 v[0] = invertex3f + e[0] * 3;
1312 v[1] = invertex3f + e[1] * 3;
1313 v[2] = invertex3f + e[2] * 3;
1314 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1315 && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1316 shadowmarklist[numshadowmark++] = t;
1322 static qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1327 if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1329 // check if the shadow volume intersects the near plane
1331 // a ray between the eye and light origin may intersect the caster,
1332 // indicating that the shadow may touch the eye location, however we must
1333 // test the near plane (a polygon), not merely the eye location, so it is
1334 // easiest to enlarge the caster bounding shape slightly for this.
1340 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)
1342 int i, tris, outverts;
1343 if (projectdistance < 0.1)
1345 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1348 if (!numverts || !nummarktris)
1350 // make sure shadowelements is big enough for this volume
1351 if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1352 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1354 if (maxvertexupdate < numverts)
1356 maxvertexupdate = numverts;
1358 Mem_Free(vertexupdate);
1360 Mem_Free(vertexremap);
1361 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1362 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1363 vertexupdatenum = 0;
1366 if (vertexupdatenum == 0)
1368 vertexupdatenum = 1;
1369 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1370 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1373 for (i = 0;i < nummarktris;i++)
1374 shadowmark[marktris[i]] = shadowmarkcount;
1376 if (r_shadow_compilingrtlight)
1378 // if we're compiling an rtlight, capture the mesh
1379 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1380 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1381 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1382 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1384 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1386 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1387 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL, 0);
1388 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1392 // decide which type of shadow to generate and set stencil mode
1393 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1394 // generate the sides or a solid volume, depending on type
1395 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1396 tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1398 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1399 r_refdef.stats[r_stat_lights_dynamicshadowtriangles] += tris;
1400 r_refdef.stats[r_stat_lights_shadowtriangles] += tris;
1401 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1403 // increment stencil if frontface is infront of depthbuffer
1404 GL_CullFace(r_refdef.view.cullface_front);
1405 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
1406 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1407 // decrement stencil if backface is infront of depthbuffer
1408 GL_CullFace(r_refdef.view.cullface_back);
1409 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
1411 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1413 // decrement stencil if backface is behind depthbuffer
1414 GL_CullFace(r_refdef.view.cullface_front);
1415 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
1416 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1417 // increment stencil if frontface is behind depthbuffer
1418 GL_CullFace(r_refdef.view.cullface_back);
1419 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
1421 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL, 0);
1422 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1426 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1428 // p1, p2, p3 are in the cubemap's local coordinate system
1429 // bias = border/(size - border)
1432 float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1433 dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1434 dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1435 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1437 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1438 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1439 | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1440 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1442 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1443 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1444 | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1446 dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1447 dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1448 dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1449 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1451 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1452 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1453 | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1454 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1456 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1457 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1458 | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1460 dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1461 dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1462 dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1463 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1465 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1466 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1467 | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1468 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1470 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1471 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1472 | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1477 static int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1479 vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1480 float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1483 VectorSubtract(maxs, mins, radius);
1484 VectorScale(radius, 0.5f, radius);
1485 VectorAdd(mins, radius, center);
1486 Matrix4x4_Transform(worldtolight, center, lightcenter);
1487 Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1488 VectorSubtract(lightcenter, lightradius, pmin);
1489 VectorAdd(lightcenter, lightradius, pmax);
1491 dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1492 dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1493 if(ap1 > bias*an1 && ap2 > bias*an2)
1495 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1496 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1497 if(an1 > bias*ap1 && an2 > bias*ap2)
1499 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1500 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1502 dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1503 dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1504 if(ap1 > bias*an1 && ap2 > bias*an2)
1506 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1507 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1508 if(an1 > bias*ap1 && an2 > bias*ap2)
1510 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1511 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1513 dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1514 dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1515 if(ap1 > bias*an1 && ap2 > bias*an2)
1517 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1518 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1519 if(an1 > bias*ap1 && an2 > bias*ap2)
1521 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1522 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1527 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1529 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1531 // p is in the cubemap's local coordinate system
1532 // bias = border/(size - border)
1533 float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1534 float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1535 float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1537 if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1538 if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1539 if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1540 if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1541 if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1542 if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1546 static int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1550 int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1551 float scale = (size - 2*border)/size, len;
1552 float bias = border / (float)(size - border), dp, dn, ap, an;
1553 // check if cone enclosing side would cross frustum plane
1554 scale = 2 / (scale*scale + 2);
1555 Matrix4x4_OriginFromMatrix(&rtlight->matrix_lighttoworld, o);
1556 for (i = 0;i < 5;i++)
1558 if (PlaneDiff(o, &r_refdef.view.frustum[i]) > -0.03125)
1560 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1561 len = scale*VectorLength2(n);
1562 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1563 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1564 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1566 if (PlaneDiff(o, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1568 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1569 len = scale*VectorLength2(n);
1570 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1571 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1572 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1574 // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1575 // check if frustum corners/origin cross plane sides
1577 // infinite version, assumes frustum corners merely give direction and extend to infinite distance
1578 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
1579 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1580 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1581 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1582 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1583 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1584 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1585 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1586 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1587 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1588 for (i = 0;i < 4;i++)
1590 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
1591 VectorSubtract(n, p, n);
1592 dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
1593 if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
1594 if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
1595 dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
1596 if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
1597 if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
1598 dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
1599 if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
1600 if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
1603 // finite version, assumes corners are a finite distance from origin dependent on far plane
1604 for (i = 0;i < 5;i++)
1606 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1607 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1608 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1609 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1610 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1611 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1612 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1613 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1614 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1615 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1618 return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1621 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)
1629 int mask, surfacemask = 0;
1630 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1632 bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1633 tend = firsttriangle + numtris;
1634 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1636 // surface box entirely inside light box, no box cull
1637 if (projectdirection)
1639 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1641 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1642 TriangleNormal(v[0], v[1], v[2], normal);
1643 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1645 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1646 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1647 surfacemask |= mask;
1650 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;
1651 shadowsides[numshadowsides] = mask;
1652 shadowsideslist[numshadowsides++] = t;
1659 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1661 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1662 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1664 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1665 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1666 surfacemask |= mask;
1669 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;
1670 shadowsides[numshadowsides] = mask;
1671 shadowsideslist[numshadowsides++] = t;
1679 // surface box not entirely inside light box, cull each triangle
1680 if (projectdirection)
1682 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1684 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1685 TriangleNormal(v[0], v[1], v[2], normal);
1686 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1687 && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1689 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1690 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1691 surfacemask |= mask;
1694 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;
1695 shadowsides[numshadowsides] = mask;
1696 shadowsideslist[numshadowsides++] = t;
1703 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1705 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1706 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1707 && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1709 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1710 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1711 surfacemask |= mask;
1714 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;
1715 shadowsides[numshadowsides] = mask;
1716 shadowsideslist[numshadowsides++] = t;
1725 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)
1727 int i, j, outtriangles = 0;
1728 int *outelement3i[6];
1729 if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1731 outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1732 // make sure shadowelements is big enough for this mesh
1733 if (maxshadowtriangles < outtriangles)
1734 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1736 // compute the offset and size of the separate index lists for each cubemap side
1738 for (i = 0;i < 6;i++)
1740 outelement3i[i] = shadowelements + outtriangles * 3;
1741 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1742 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1743 outtriangles += sidetotals[i];
1746 // gather up the (sparse) triangles into separate index lists for each cubemap side
1747 for (i = 0;i < numsidetris;i++)
1749 const int *element = elements + sidetris[i] * 3;
1750 for (j = 0;j < 6;j++)
1752 if (sides[i] & (1 << j))
1754 outelement3i[j][0] = element[0];
1755 outelement3i[j][1] = element[1];
1756 outelement3i[j][2] = element[2];
1757 outelement3i[j] += 3;
1762 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1765 static void R_Shadow_MakeTextures_MakeCorona(void)
1769 unsigned char pixels[32][32][4];
1770 for (y = 0;y < 32;y++)
1772 dy = (y - 15.5f) * (1.0f / 16.0f);
1773 for (x = 0;x < 32;x++)
1775 dx = (x - 15.5f) * (1.0f / 16.0f);
1776 a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1777 a = bound(0, a, 255);
1778 pixels[y][x][0] = a;
1779 pixels[y][x][1] = a;
1780 pixels[y][x][2] = a;
1781 pixels[y][x][3] = 255;
1784 r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32, false);
1787 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1789 float dist = sqrt(x*x+y*y+z*z);
1790 float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1791 // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1792 return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1795 static void R_Shadow_MakeTextures(void)
1798 float intensity, dist;
1800 R_Shadow_FreeShadowMaps();
1801 R_FreeTexturePool(&r_shadow_texturepool);
1802 r_shadow_texturepool = R_AllocTexturePool();
1803 r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1804 r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1805 data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1806 // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1807 for (x = 0;x <= ATTENTABLESIZE;x++)
1809 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1810 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1811 r_shadow_attentable[x] = bound(0, intensity, 1);
1813 // 1D gradient texture
1814 for (x = 0;x < ATTEN1DSIZE;x++)
1815 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1816 r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1817 // 2D circle texture
1818 for (y = 0;y < ATTEN2DSIZE;y++)
1819 for (x = 0;x < ATTEN2DSIZE;x++)
1820 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);
1821 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1822 // 3D sphere texture
1823 if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1825 for (z = 0;z < ATTEN3DSIZE;z++)
1826 for (y = 0;y < ATTEN3DSIZE;y++)
1827 for (x = 0;x < ATTEN3DSIZE;x++)
1828 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));
1829 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1832 r_shadow_attenuation3dtexture = NULL;
1835 R_Shadow_MakeTextures_MakeCorona();
1837 // Editor light sprites
1838 r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1855 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1856 r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1873 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1874 r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1891 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1892 r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1909 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1910 r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1927 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1928 r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1945 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1948 void R_Shadow_ValidateCvars(void)
1950 if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1951 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1952 if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1953 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1954 if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1955 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1958 void R_Shadow_RenderMode_Begin(void)
1964 R_Shadow_ValidateCvars();
1966 if (!r_shadow_attenuation2dtexture
1967 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1968 || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1969 || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1970 R_Shadow_MakeTextures();
1973 R_Mesh_ResetTextureState();
1974 GL_BlendFunc(GL_ONE, GL_ZERO);
1975 GL_DepthRange(0, 1);
1976 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1978 GL_DepthMask(false);
1979 GL_Color(0, 0, 0, 1);
1980 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1982 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1984 if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1986 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1987 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1989 else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1991 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1992 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1996 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1997 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
2000 switch(vid.renderpath)
2002 case RENDERPATH_GL20:
2003 case RENDERPATH_D3D9:
2004 case RENDERPATH_D3D10:
2005 case RENDERPATH_D3D11:
2006 case RENDERPATH_SOFT:
2007 case RENDERPATH_GLES2:
2008 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
2010 case RENDERPATH_GL11:
2011 case RENDERPATH_GL13:
2012 case RENDERPATH_GLES1:
2013 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
2014 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
2015 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
2016 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
2017 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
2018 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
2020 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
2026 qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
2027 qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
2028 r_shadow_drawbuffer = drawbuffer;
2029 r_shadow_readbuffer = readbuffer;
2031 r_shadow_cullface_front = r_refdef.view.cullface_front;
2032 r_shadow_cullface_back = r_refdef.view.cullface_back;
2035 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
2037 rsurface.rtlight = rtlight;
2040 void R_Shadow_RenderMode_Reset(void)
2042 R_Mesh_ResetTextureState();
2043 R_Mesh_SetRenderTargets(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture, NULL, NULL, NULL);
2044 R_SetViewport(&r_refdef.view.viewport);
2045 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
2046 GL_DepthRange(0, 1);
2048 GL_DepthMask(false);
2049 GL_DepthFunc(GL_LEQUAL);
2050 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2051 r_refdef.view.cullface_front = r_shadow_cullface_front;
2052 r_refdef.view.cullface_back = r_shadow_cullface_back;
2053 GL_CullFace(r_refdef.view.cullface_back);
2054 GL_Color(1, 1, 1, 1);
2055 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2056 GL_BlendFunc(GL_ONE, GL_ZERO);
2057 R_SetupShader_Generic_NoTexture(false, false);
2058 r_shadow_usingshadowmap2d = false;
2059 r_shadow_usingshadowmaportho = false;
2060 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2063 void R_Shadow_ClearStencil(void)
2065 GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
2066 r_refdef.stats[r_stat_lights_clears]++;
2069 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
2071 r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
2072 if (r_shadow_rendermode == mode)
2074 R_Shadow_RenderMode_Reset();
2075 GL_DepthFunc(GL_LESS);
2076 GL_ColorMask(0, 0, 0, 0);
2077 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2078 GL_CullFace(GL_NONE);
2079 R_SetupShader_DepthOrShadow(false, false, false); // FIXME test if we have a skeletal model?
2080 r_shadow_rendermode = mode;
2085 case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2086 case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2087 R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
2089 case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2090 case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2091 R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
2096 static void R_Shadow_MakeVSDCT(void)
2098 // maps to a 2x3 texture rectangle with normalized coordinates
2103 // stores abs(dir.xy), offset.xy/2.5
2104 unsigned char data[4*6] =
2106 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2107 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2108 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2109 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2110 0, 0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2111 0, 0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2113 r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2116 static void R_Shadow_MakeShadowMap(int side, int size)
2118 switch (r_shadow_shadowmode)
2120 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2121 if (r_shadow_shadowmap2ddepthtexture) return;
2122 if (r_fb.usedepthtextures)
2124 r_shadow_shadowmap2ddepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits >= 24 ? (r_shadow_shadowmapsampler ? TEXTYPE_SHADOWMAP24_COMP : TEXTYPE_SHADOWMAP24_RAW) : (r_shadow_shadowmapsampler ? TEXTYPE_SHADOWMAP16_COMP : TEXTYPE_SHADOWMAP16_RAW), r_shadow_shadowmapsampler);
2125 r_shadow_shadowmap2ddepthbuffer = NULL;
2126 r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL);
2130 r_shadow_shadowmap2ddepthtexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2131 r_shadow_shadowmap2ddepthbuffer = R_LoadTextureRenderBuffer(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits >= 24 ? TEXTYPE_DEPTHBUFFER24 : TEXTYPE_DEPTHBUFFER16);
2132 r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL);
2140 static void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
2142 float nearclip, farclip, bias;
2143 r_viewport_t viewport;
2146 float clearcolor[4];
2147 nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2149 bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2150 r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2151 r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2152 r_shadow_shadowmapside = side;
2153 r_shadow_shadowmapsize = size;
2155 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2156 r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2157 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2158 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2160 // complex unrolled cube approach (more flexible)
2161 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2162 R_Shadow_MakeVSDCT();
2163 if (!r_shadow_shadowmap2ddepthtexture)
2164 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2165 fbo2d = r_shadow_fbo2d;
2166 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2ddepthtexture);
2167 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2ddepthtexture);
2168 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2170 R_Mesh_ResetTextureState();
2171 R_Shadow_RenderMode_Reset();
2172 if (r_shadow_shadowmap2ddepthbuffer)
2173 R_Mesh_SetRenderTargets(fbo2d, r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL);
2175 R_Mesh_SetRenderTargets(fbo2d, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL);
2176 R_SetupShader_DepthOrShadow(true, r_shadow_shadowmap2ddepthbuffer != NULL, false); // FIXME test if we have a skeletal model?
2177 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2182 R_SetViewport(&viewport);
2183 flipped = (side & 1) ^ (side >> 2);
2184 r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2185 r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2186 if (r_shadow_shadowmap2ddepthbuffer)
2188 // completely different meaning than in depthtexture approach
2189 r_shadow_shadowmap_parameters[1] = 0;
2190 r_shadow_shadowmap_parameters[3] = -bias;
2192 Vector4Set(clearcolor, 1,1,1,1);
2193 if (r_shadow_shadowmap2ddepthbuffer)
2194 GL_ColorMask(1,1,1,1);
2196 GL_ColorMask(0,0,0,0);
2197 switch(vid.renderpath)
2199 case RENDERPATH_GL11:
2200 case RENDERPATH_GL13:
2201 case RENDERPATH_GL20:
2202 case RENDERPATH_SOFT:
2203 case RENDERPATH_GLES1:
2204 case RENDERPATH_GLES2:
2205 GL_CullFace(r_refdef.view.cullface_back);
2206 // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
2207 if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
2209 // get tightest scissor rectangle that encloses all viewports in the clear mask
2210 int x1 = clear & 0x15 ? 0 : size;
2211 int x2 = clear & 0x2A ? 2 * size : size;
2212 int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
2213 int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
2214 GL_Scissor(x1, y1, x2 - x1, y2 - y1);
2217 if (r_shadow_shadowmap2ddepthbuffer)
2218 GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
2220 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
2223 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2225 case RENDERPATH_D3D9:
2226 case RENDERPATH_D3D10:
2227 case RENDERPATH_D3D11:
2228 // we invert the cull mode because we flip the projection matrix
2229 // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
2230 GL_CullFace(r_refdef.view.cullface_front);
2231 // D3D considers it an error to use a scissor larger than the viewport... clear just this view
2232 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2235 if (r_shadow_shadowmap2ddepthbuffer)
2236 GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
2238 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
2244 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2246 R_Mesh_ResetTextureState();
2249 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2250 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2251 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2252 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2254 R_Shadow_RenderMode_Reset();
2255 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2257 GL_DepthFunc(GL_EQUAL);
2258 // do global setup needed for the chosen lighting mode
2259 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2260 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2261 r_shadow_usingshadowmap2d = shadowmapping;
2262 r_shadow_rendermode = r_shadow_lightingrendermode;
2263 // only draw light where this geometry was already rendered AND the
2264 // stencil is 128 (values other than this mean shadow)
2266 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2268 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2271 static const unsigned short bboxelements[36] =
2281 static const float bboxpoints[8][3] =
2293 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2296 float vertex3f[8*3];
2297 const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2298 // do global setup needed for the chosen lighting mode
2299 R_Shadow_RenderMode_Reset();
2300 r_shadow_rendermode = r_shadow_lightingrendermode;
2301 R_EntityMatrix(&identitymatrix);
2302 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2303 // only draw light where this geometry was already rendered AND the
2304 // stencil is 128 (values other than this mean shadow)
2305 R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2306 if (rsurface.rtlight->specularscale > 0 && r_shadow_gloss.integer > 0)
2307 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
2309 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
2311 r_shadow_usingshadowmap2d = shadowmapping;
2313 // render the lighting
2314 R_SetupShader_DeferredLight(rsurface.rtlight);
2315 for (i = 0;i < 8;i++)
2316 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2317 GL_ColorMask(1,1,1,1);
2318 GL_DepthMask(false);
2319 GL_DepthRange(0, 1);
2320 GL_PolygonOffset(0, 0);
2322 GL_DepthFunc(GL_GREATER);
2323 GL_CullFace(r_refdef.view.cullface_back);
2324 R_Mesh_PrepareVertices_Vertex3f(8, vertex3f, NULL, 0);
2325 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
2328 void R_Shadow_UpdateBounceGridTexture(void)
2330 #define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576
2332 int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2334 int hitsupercontentsmask;
2343 //trace_t cliptrace2;
2344 //trace_t cliptrace3;
2345 unsigned char *pixel;
2346 unsigned char *pixels;
2349 unsigned int lightindex;
2351 unsigned int range1;
2352 unsigned int range2;
2353 unsigned int seed = (unsigned int)(realtime * 1000.0f);
2355 vec3_t baseshotcolor;
2368 vec3_t cullmins, cullmaxs;
2371 vec_t lightintensity;
2372 vec_t photonscaling;
2373 vec_t photonresidual;
2375 float texlerp[2][3];
2376 float splatcolor[32];
2377 float pixelweight[8];
2389 r_shadow_bouncegrid_settings_t settings;
2390 qboolean enable = r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel;
2391 qboolean allowdirectionalshading = false;
2392 switch(vid.renderpath)
2394 case RENDERPATH_GL20:
2395 allowdirectionalshading = true;
2396 if (!vid.support.ext_texture_3d)
2399 case RENDERPATH_GLES2:
2400 // for performance reasons, do not use directional shading on GLES devices
2401 if (!vid.support.ext_texture_3d)
2404 // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them...
2405 case RENDERPATH_GL11:
2406 case RENDERPATH_GL13:
2407 case RENDERPATH_GLES1:
2408 case RENDERPATH_SOFT:
2409 case RENDERPATH_D3D9:
2410 case RENDERPATH_D3D10:
2411 case RENDERPATH_D3D11:
2415 r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value;
2417 // see if there are really any lights to render...
2418 if (enable && r_shadow_bouncegrid_static.integer)
2421 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2422 for (lightindex = 0;lightindex < range;lightindex++)
2424 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2425 if (!light || !(light->flags & flag))
2427 rtlight = &light->rtlight;
2428 // when static, we skip styled lights because they tend to change...
2429 if (rtlight->style > 0)
2431 VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale), lightcolor);
2432 if (!VectorLength2(lightcolor))
2441 if (r_shadow_bouncegridtexture)
2443 R_FreeTexture(r_shadow_bouncegridtexture);
2444 r_shadow_bouncegridtexture = NULL;
2446 if (r_shadow_bouncegridpixels)
2447 Mem_Free(r_shadow_bouncegridpixels);
2448 r_shadow_bouncegridpixels = NULL;
2449 if (r_shadow_bouncegridhighpixels)
2450 Mem_Free(r_shadow_bouncegridhighpixels);
2451 r_shadow_bouncegridhighpixels = NULL;
2452 r_shadow_bouncegridnumpixels = 0;
2453 r_shadow_bouncegriddirectional = false;
2457 // build up a complete collection of the desired settings, so that memcmp can be used to compare parameters
2458 memset(&settings, 0, sizeof(settings));
2459 settings.staticmode = r_shadow_bouncegrid_static.integer != 0;
2460 settings.bounceanglediffuse = r_shadow_bouncegrid_bounceanglediffuse.integer != 0;
2461 settings.directionalshading = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_directionalshading.integer != 0) && allowdirectionalshading;
2462 settings.dlightparticlemultiplier = r_shadow_bouncegrid_dlightparticlemultiplier.value;
2463 settings.hitmodels = r_shadow_bouncegrid_hitmodels.integer != 0;
2464 settings.includedirectlighting = r_shadow_bouncegrid_includedirectlighting.integer != 0 || r_shadow_bouncegrid.integer == 2;
2465 settings.lightradiusscale = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_lightradiusscale.value : r_shadow_bouncegrid_lightradiusscale.value);
2466 settings.maxbounce = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_maxbounce.integer : r_shadow_bouncegrid_maxbounce.integer);
2467 settings.particlebounceintensity = r_shadow_bouncegrid_particlebounceintensity.value;
2468 settings.particleintensity = r_shadow_bouncegrid_particleintensity.value * 16384.0f * (settings.directionalshading ? 4.0f : 1.0f) / (r_shadow_bouncegrid_spacing.value * r_shadow_bouncegrid_spacing.value);
2469 settings.photons = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_photons.integer : r_shadow_bouncegrid_photons.integer;
2470 settings.spacing[0] = r_shadow_bouncegrid_spacing.value;
2471 settings.spacing[1] = r_shadow_bouncegrid_spacing.value;
2472 settings.spacing[2] = r_shadow_bouncegrid_spacing.value;
2473 settings.stablerandom = r_shadow_bouncegrid_stablerandom.integer;
2475 // bound the values for sanity
2476 settings.photons = bound(1, settings.photons, 1048576);
2477 settings.lightradiusscale = bound(0.0001f, settings.lightradiusscale, 1024.0f);
2478 settings.maxbounce = bound(0, settings.maxbounce, 16);
2479 settings.spacing[0] = bound(1, settings.spacing[0], 512);
2480 settings.spacing[1] = bound(1, settings.spacing[1], 512);
2481 settings.spacing[2] = bound(1, settings.spacing[2], 512);
2483 // get the spacing values
2484 spacing[0] = settings.spacing[0];
2485 spacing[1] = settings.spacing[1];
2486 spacing[2] = settings.spacing[2];
2487 ispacing[0] = 1.0f / spacing[0];
2488 ispacing[1] = 1.0f / spacing[1];
2489 ispacing[2] = 1.0f / spacing[2];
2491 // calculate texture size enclosing entire world bounds at the spacing
2492 VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
2493 VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
2494 VectorSubtract(maxs, mins, size);
2495 // now we can calculate the resolution we want
2496 c[0] = (int)floor(size[0] / spacing[0] + 0.5f);
2497 c[1] = (int)floor(size[1] / spacing[1] + 0.5f);
2498 c[2] = (int)floor(size[2] / spacing[2] + 0.5f);
2499 // figure out the exact texture size (honoring power of 2 if required)
2500 c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2501 c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2502 c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2503 if (vid.support.arb_texture_non_power_of_two)
2505 resolution[0] = c[0];
2506 resolution[1] = c[1];
2507 resolution[2] = c[2];
2511 for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2512 for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2513 for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2515 size[0] = spacing[0] * resolution[0];
2516 size[1] = spacing[1] * resolution[1];
2517 size[2] = spacing[2] * resolution[2];
2519 // if dynamic we may or may not want to use the world bounds
2520 // if the dynamic size is smaller than the world bounds, use it instead
2521 if (!settings.staticmode && (r_shadow_bouncegrid_x.integer * r_shadow_bouncegrid_y.integer * r_shadow_bouncegrid_z.integer < resolution[0] * resolution[1] * resolution[2]))
2523 // we know the resolution we want
2524 c[0] = r_shadow_bouncegrid_x.integer;
2525 c[1] = r_shadow_bouncegrid_y.integer;
2526 c[2] = r_shadow_bouncegrid_z.integer;
2527 // now we can calculate the texture size (power of 2 if required)
2528 c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2529 c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2530 c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2531 if (vid.support.arb_texture_non_power_of_two)
2533 resolution[0] = c[0];
2534 resolution[1] = c[1];
2535 resolution[2] = c[2];
2539 for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2540 for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2541 for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2543 size[0] = spacing[0] * resolution[0];
2544 size[1] = spacing[1] * resolution[1];
2545 size[2] = spacing[2] * resolution[2];
2546 // center the rendering on the view
2547 mins[0] = floor(r_refdef.view.origin[0] * ispacing[0] + 0.5f) * spacing[0] - 0.5f * size[0];
2548 mins[1] = floor(r_refdef.view.origin[1] * ispacing[1] + 0.5f) * spacing[1] - 0.5f * size[1];
2549 mins[2] = floor(r_refdef.view.origin[2] * ispacing[2] + 0.5f) * spacing[2] - 0.5f * size[2];
2552 // recalculate the maxs in case the resolution was not satisfactory
2553 VectorAdd(mins, size, maxs);
2555 // if all the settings seem identical to the previous update, return
2556 if (r_shadow_bouncegridtexture && (settings.staticmode || realtime < r_shadow_bouncegridtime + r_shadow_bouncegrid_updateinterval.value) && !memcmp(&r_shadow_bouncegridsettings, &settings, sizeof(settings)))
2559 // store the new settings
2560 r_shadow_bouncegridsettings = settings;
2562 pixelbands = settings.directionalshading ? 8 : 1;
2563 pixelsperband = resolution[0]*resolution[1]*resolution[2];
2564 numpixels = pixelsperband*pixelbands;
2566 // we're going to update the bouncegrid, update the matrix...
2567 memset(m, 0, sizeof(m));
2568 m[0] = 1.0f / size[0];
2569 m[3] = -mins[0] * m[0];
2570 m[5] = 1.0f / size[1];
2571 m[7] = -mins[1] * m[5];
2572 m[10] = 1.0f / size[2];
2573 m[11] = -mins[2] * m[10];
2575 Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegridmatrix, m);
2576 // reallocate pixels for this update if needed...
2577 if (r_shadow_bouncegridnumpixels != numpixels || !r_shadow_bouncegridpixels || !r_shadow_bouncegridhighpixels)
2579 if (r_shadow_bouncegridtexture)
2581 R_FreeTexture(r_shadow_bouncegridtexture);
2582 r_shadow_bouncegridtexture = NULL;
2584 r_shadow_bouncegridpixels = (unsigned char *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridpixels, numpixels * sizeof(unsigned char[4]));
2585 r_shadow_bouncegridhighpixels = (float *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridhighpixels, numpixels * sizeof(float[4]));
2587 r_shadow_bouncegridnumpixels = numpixels;
2588 pixels = r_shadow_bouncegridpixels;
2589 highpixels = r_shadow_bouncegridhighpixels;
2590 x = pixelsperband*4;
2591 for (pixelband = 0;pixelband < pixelbands;pixelband++)
2594 memset(pixels + pixelband * x, 128, x);
2596 memset(pixels + pixelband * x, 0, x);
2598 memset(highpixels, 0, numpixels * sizeof(float[4]));
2599 // figure out what we want to interact with
2600 if (settings.hitmodels)
2601 hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;// | SUPERCONTENTS_LIQUIDSMASK;
2603 hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK;
2604 maxbounce = settings.maxbounce;
2605 // clear variables that produce warnings otherwise
2606 memset(splatcolor, 0, sizeof(splatcolor));
2607 // iterate world rtlights
2608 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2609 range1 = settings.staticmode ? 0 : r_refdef.scene.numlights;
2610 range2 = range + range1;
2612 for (lightindex = 0;lightindex < range2;lightindex++)
2614 if (lightindex < range)
2616 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2619 rtlight = &light->rtlight;
2620 VectorClear(rtlight->photoncolor);
2621 rtlight->photons = 0;
2622 if (!(light->flags & flag))
2624 if (settings.staticmode)
2626 // when static, we skip styled lights because they tend to change...
2627 if (rtlight->style > 0 && r_shadow_bouncegrid.integer != 2)
2633 rtlight = r_refdef.scene.lights[lightindex - range];
2634 VectorClear(rtlight->photoncolor);
2635 rtlight->photons = 0;
2637 // draw only visible lights (major speedup)
2638 radius = rtlight->radius * settings.lightradiusscale;
2639 cullmins[0] = rtlight->shadoworigin[0] - radius;
2640 cullmins[1] = rtlight->shadoworigin[1] - radius;
2641 cullmins[2] = rtlight->shadoworigin[2] - radius;
2642 cullmaxs[0] = rtlight->shadoworigin[0] + radius;
2643 cullmaxs[1] = rtlight->shadoworigin[1] + radius;
2644 cullmaxs[2] = rtlight->shadoworigin[2] + radius;
2645 if (R_CullBox(cullmins, cullmaxs))
2647 if (r_refdef.scene.worldmodel
2648 && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs
2649 && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, cullmins, cullmaxs))
2651 w = r_shadow_lightintensityscale.value * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2652 if (w * VectorLength2(rtlight->color) == 0.0f)
2654 w *= (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1);
2655 VectorScale(rtlight->color, w, rtlight->photoncolor);
2656 //if (!VectorLength2(rtlight->photoncolor))
2658 // shoot particles from this light
2659 // use a calculation for the number of particles that will not
2660 // vary with lightstyle, otherwise we get randomized particle
2661 // distribution, the seeded random is only consistent for a
2662 // consistent number of particles on this light...
2663 s = rtlight->radius;
2664 lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2665 if (lightindex >= range)
2666 lightintensity *= settings.dlightparticlemultiplier;
2667 rtlight->photons = max(0.0f, lightintensity * s * s);
2668 photoncount += rtlight->photons;
2670 photonscaling = (float)settings.photons / max(1, photoncount);
2671 photonresidual = 0.0f;
2672 for (lightindex = 0;lightindex < range2;lightindex++)
2674 if (lightindex < range)
2676 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2679 rtlight = &light->rtlight;
2682 rtlight = r_refdef.scene.lights[lightindex - range];
2683 // skip a light with no photons
2684 if (rtlight->photons == 0.0f)
2686 // skip a light with no photon color)
2687 if (VectorLength2(rtlight->photoncolor) == 0.0f)
2689 photonresidual += rtlight->photons * photonscaling;
2690 shootparticles = (int)bound(0, photonresidual, MAXBOUNCEGRIDPARTICLESPERLIGHT);
2691 if (!shootparticles)
2693 photonresidual -= shootparticles;
2694 radius = rtlight->radius * settings.lightradiusscale;
2695 s = settings.particleintensity / shootparticles;
2696 VectorScale(rtlight->photoncolor, s, baseshotcolor);
2697 r_refdef.stats[r_stat_bouncegrid_lights]++;
2698 r_refdef.stats[r_stat_bouncegrid_particles] += shootparticles;
2699 for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
2701 if (settings.stablerandom > 0)
2702 seed = lightindex * 11937 + shotparticles;
2703 VectorCopy(baseshotcolor, shotcolor);
2704 VectorCopy(rtlight->shadoworigin, clipstart);
2705 if (settings.stablerandom < 0)
2706 VectorRandom(clipend);
2708 VectorCheeseRandom(clipend);
2709 VectorMA(clipstart, radius, clipend, clipend);
2710 for (bouncecount = 0;;bouncecount++)
2712 r_refdef.stats[r_stat_bouncegrid_traces]++;
2713 //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
2714 //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
2715 if (settings.staticmode)
2717 // static mode fires a LOT of rays but none of them are identical, so they are not cached
2718 cliptrace = CL_TraceLine(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, true, false, NULL, true, true);
2722 // dynamic mode fires many rays and most will match the cache from the previous frame
2723 cliptrace = CL_Cache_TraceLineSurfaces(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), hitsupercontentsmask);
2725 if (bouncecount > 0 || settings.includedirectlighting)
2727 // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ)
2728 // accumulate average shotcolor
2729 w = VectorLength(shotcolor);
2730 splatcolor[ 0] = shotcolor[0];
2731 splatcolor[ 1] = shotcolor[1];
2732 splatcolor[ 2] = shotcolor[2];
2733 splatcolor[ 3] = 0.0f;
2736 VectorSubtract(clipstart, cliptrace.endpos, clipdiff);
2737 VectorNormalize(clipdiff);
2738 // store bentnormal in case the shader has a use for it
2739 splatcolor[ 4] = clipdiff[0] * w;
2740 splatcolor[ 5] = clipdiff[1] * w;
2741 splatcolor[ 6] = clipdiff[2] * w;
2743 // accumulate directional contributions (+X, +Y, +Z, -X, -Y, -Z)
2744 splatcolor[ 8] = shotcolor[0] * max(0.0f, clipdiff[0]);
2745 splatcolor[ 9] = shotcolor[0] * max(0.0f, clipdiff[1]);
2746 splatcolor[10] = shotcolor[0] * max(0.0f, clipdiff[2]);
2747 splatcolor[11] = 0.0f;
2748 splatcolor[12] = shotcolor[1] * max(0.0f, clipdiff[0]);
2749 splatcolor[13] = shotcolor[1] * max(0.0f, clipdiff[1]);
2750 splatcolor[14] = shotcolor[1] * max(0.0f, clipdiff[2]);
2751 splatcolor[15] = 0.0f;
2752 splatcolor[16] = shotcolor[2] * max(0.0f, clipdiff[0]);
2753 splatcolor[17] = shotcolor[2] * max(0.0f, clipdiff[1]);
2754 splatcolor[18] = shotcolor[2] * max(0.0f, clipdiff[2]);
2755 splatcolor[19] = 0.0f;
2756 splatcolor[20] = shotcolor[0] * max(0.0f, -clipdiff[0]);
2757 splatcolor[21] = shotcolor[0] * max(0.0f, -clipdiff[1]);
2758 splatcolor[22] = shotcolor[0] * max(0.0f, -clipdiff[2]);
2759 splatcolor[23] = 0.0f;
2760 splatcolor[24] = shotcolor[1] * max(0.0f, -clipdiff[0]);
2761 splatcolor[25] = shotcolor[1] * max(0.0f, -clipdiff[1]);
2762 splatcolor[26] = shotcolor[1] * max(0.0f, -clipdiff[2]);
2763 splatcolor[27] = 0.0f;
2764 splatcolor[28] = shotcolor[2] * max(0.0f, -clipdiff[0]);
2765 splatcolor[29] = shotcolor[2] * max(0.0f, -clipdiff[1]);
2766 splatcolor[30] = shotcolor[2] * max(0.0f, -clipdiff[2]);
2767 splatcolor[31] = 0.0f;
2769 // calculate the number of steps we need to traverse this distance
2770 VectorSubtract(cliptrace.endpos, clipstart, stepdelta);
2771 numsteps = (int)(VectorLength(stepdelta) * ispacing[0]);
2772 numsteps = bound(1, numsteps, 1024);
2773 w = 1.0f / numsteps;
2774 VectorScale(stepdelta, w, stepdelta);
2775 VectorMA(clipstart, 0.5f, stepdelta, steppos);
2776 for (step = 0;step < numsteps;step++)
2778 r_refdef.stats[r_stat_bouncegrid_splats]++;
2779 // figure out which texture pixel this is in
2780 texlerp[1][0] = ((steppos[0] - mins[0]) * ispacing[0]) - 0.5f;
2781 texlerp[1][1] = ((steppos[1] - mins[1]) * ispacing[1]) - 0.5f;
2782 texlerp[1][2] = ((steppos[2] - mins[2]) * ispacing[2]) - 0.5f;
2783 tex[0] = (int)floor(texlerp[1][0]);
2784 tex[1] = (int)floor(texlerp[1][1]);
2785 tex[2] = (int)floor(texlerp[1][2]);
2786 if (tex[0] >= 1 && tex[1] >= 1 && tex[2] >= 1 && tex[0] < resolution[0] - 2 && tex[1] < resolution[1] - 2 && tex[2] < resolution[2] - 2)
2788 // it is within bounds... do the real work now
2789 // calculate the lerp factors
2790 texlerp[1][0] -= tex[0];
2791 texlerp[1][1] -= tex[1];
2792 texlerp[1][2] -= tex[2];
2793 texlerp[0][0] = 1.0f - texlerp[1][0];
2794 texlerp[0][1] = 1.0f - texlerp[1][1];
2795 texlerp[0][2] = 1.0f - texlerp[1][2];
2796 // calculate individual pixel indexes and weights
2797 pixelindex[0] = (((tex[2] )*resolution[1]+tex[1] )*resolution[0]+tex[0] );pixelweight[0] = (texlerp[0][0]*texlerp[0][1]*texlerp[0][2]);
2798 pixelindex[1] = (((tex[2] )*resolution[1]+tex[1] )*resolution[0]+tex[0]+1);pixelweight[1] = (texlerp[1][0]*texlerp[0][1]*texlerp[0][2]);
2799 pixelindex[2] = (((tex[2] )*resolution[1]+tex[1]+1)*resolution[0]+tex[0] );pixelweight[2] = (texlerp[0][0]*texlerp[1][1]*texlerp[0][2]);
2800 pixelindex[3] = (((tex[2] )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[3] = (texlerp[1][0]*texlerp[1][1]*texlerp[0][2]);
2801 pixelindex[4] = (((tex[2]+1)*resolution[1]+tex[1] )*resolution[0]+tex[0] );pixelweight[4] = (texlerp[0][0]*texlerp[0][1]*texlerp[1][2]);
2802 pixelindex[5] = (((tex[2]+1)*resolution[1]+tex[1] )*resolution[0]+tex[0]+1);pixelweight[5] = (texlerp[1][0]*texlerp[0][1]*texlerp[1][2]);
2803 pixelindex[6] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0] );pixelweight[6] = (texlerp[0][0]*texlerp[1][1]*texlerp[1][2]);
2804 pixelindex[7] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[7] = (texlerp[1][0]*texlerp[1][1]*texlerp[1][2]);
2805 // update the 8 pixels...
2806 for (pixelband = 0;pixelband < pixelbands;pixelband++)
2808 for (corner = 0;corner < 8;corner++)
2810 // calculate address for pixel
2811 w = pixelweight[corner];
2812 pixel = pixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
2813 highpixel = highpixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
2814 // add to the high precision pixel color
2815 highpixel[0] += (splatcolor[pixelband*4+0]*w);
2816 highpixel[1] += (splatcolor[pixelband*4+1]*w);
2817 highpixel[2] += (splatcolor[pixelband*4+2]*w);
2818 highpixel[3] += (splatcolor[pixelband*4+3]*w);
2819 // flag the low precision pixel as needing to be updated
2821 // advance to next band of coefficients
2822 //pixel += pixelsperband*4;
2823 //highpixel += pixelsperband*4;
2827 VectorAdd(steppos, stepdelta, steppos);
2830 if (cliptrace.fraction >= 1.0f)
2832 r_refdef.stats[r_stat_bouncegrid_hits]++;
2833 if (bouncecount >= maxbounce)
2835 // scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
2836 // also clamp the resulting color to never add energy, even if the user requests extreme values
2837 if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
2838 VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor);
2840 VectorSet(surfcolor, 0.5f, 0.5f, 0.5f);
2841 VectorScale(surfcolor, settings.particlebounceintensity, surfcolor);
2842 surfcolor[0] = min(surfcolor[0], 1.0f);
2843 surfcolor[1] = min(surfcolor[1], 1.0f);
2844 surfcolor[2] = min(surfcolor[2], 1.0f);
2845 VectorMultiply(shotcolor, surfcolor, shotcolor);
2846 if (VectorLength2(baseshotcolor) == 0.0f)
2848 r_refdef.stats[r_stat_bouncegrid_bounces]++;
2849 if (settings.bounceanglediffuse)
2851 // random direction, primarily along plane normal
2852 s = VectorDistance(cliptrace.endpos, clipend);
2853 if (settings.stablerandom < 0)
2854 VectorRandom(clipend);
2856 VectorCheeseRandom(clipend);
2857 VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend);
2858 VectorNormalize(clipend);
2859 VectorScale(clipend, s, clipend);
2863 // reflect the remaining portion of the line across plane normal
2864 VectorSubtract(clipend, cliptrace.endpos, clipdiff);
2865 VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend);
2867 // calculate the new line start and end
2868 VectorCopy(cliptrace.endpos, clipstart);
2869 VectorAdd(clipstart, clipend, clipend);
2873 // generate pixels array from highpixels array
2874 // skip first and last columns, rows, and layers as these are blank
2875 // the pixel[3] value was written above, so we can use it to detect only pixels that need to be calculated
2876 for (pixelband = 0;pixelband < pixelbands;pixelband++)
2878 for (z = 1;z < resolution[2]-1;z++)
2880 for (y = 1;y < resolution[1]-1;y++)
2882 for (x = 1, pixelindex[0] = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x, pixel = pixels + 4*pixelindex[0], highpixel = highpixels + 4*pixelindex[0];x < resolution[0]-1;x++, pixel += 4, highpixel += 4)
2884 // only convert pixels that were hit by photons
2885 if (pixel[3] == 255)
2887 // normalize the bentnormal...
2890 VectorNormalize(highpixel);
2891 c[0] = (int)(highpixel[0]*128.0f+128.0f);
2892 c[1] = (int)(highpixel[1]*128.0f+128.0f);
2893 c[2] = (int)(highpixel[2]*128.0f+128.0f);
2894 c[3] = (int)(highpixel[3]*128.0f+128.0f);
2898 c[0] = (int)(highpixel[0]*256.0f);
2899 c[1] = (int)(highpixel[1]*256.0f);
2900 c[2] = (int)(highpixel[2]*256.0f);
2901 c[3] = (int)(highpixel[3]*256.0f);
2903 pixel[2] = (unsigned char)bound(0, c[0], 255);
2904 pixel[1] = (unsigned char)bound(0, c[1], 255);
2905 pixel[0] = (unsigned char)bound(0, c[2], 255);
2906 pixel[3] = (unsigned char)bound(0, c[3], 255);
2912 if (r_shadow_bouncegridtexture && r_shadow_bouncegridresolution[0] == resolution[0] && r_shadow_bouncegridresolution[1] == resolution[1] && r_shadow_bouncegridresolution[2] == resolution[2] && r_shadow_bouncegriddirectional == settings.directionalshading)
2913 R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
2916 VectorCopy(resolution, r_shadow_bouncegridresolution);
2917 r_shadow_bouncegriddirectional = settings.directionalshading;
2918 if (r_shadow_bouncegridtexture)
2919 R_FreeTexture(r_shadow_bouncegridtexture);
2920 r_shadow_bouncegridtexture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
2922 r_shadow_bouncegridtime = realtime;
2925 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2927 R_Shadow_RenderMode_Reset();
2928 GL_BlendFunc(GL_ONE, GL_ONE);
2929 GL_DepthRange(0, 1);
2930 GL_DepthTest(r_showshadowvolumes.integer < 2);
2931 GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2932 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2933 GL_CullFace(GL_NONE);
2934 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2937 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2939 R_Shadow_RenderMode_Reset();
2940 GL_BlendFunc(GL_ONE, GL_ONE);
2941 GL_DepthRange(0, 1);
2942 GL_DepthTest(r_showlighting.integer < 2);
2943 GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2945 GL_DepthFunc(GL_EQUAL);
2946 R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2947 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2950 void R_Shadow_RenderMode_End(void)
2952 R_Shadow_RenderMode_Reset();
2953 R_Shadow_RenderMode_ActiveLight(NULL);
2955 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2956 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2959 int bboxedges[12][2] =
2978 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2980 if (!r_shadow_scissor.integer || r_shadow_usingdeferredprepass || r_trippy.integer)
2982 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2983 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2984 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2985 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2988 if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
2989 return true; // invisible
2990 if(r_shadow_lightscissor[0] != r_refdef.view.viewport.x
2991 || r_shadow_lightscissor[1] != r_refdef.view.viewport.y
2992 || r_shadow_lightscissor[2] != r_refdef.view.viewport.width
2993 || r_shadow_lightscissor[3] != r_refdef.view.viewport.height)
2994 r_refdef.stats[r_stat_lights_scissored]++;
2998 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
3001 const float *vertex3f;
3002 const float *normal3f;
3004 float dist, dot, distintensity, shadeintensity, v[3], n[3];
3005 switch (r_shadow_rendermode)
3007 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3008 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3009 if (VectorLength2(diffusecolor) > 0)
3011 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
3013 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3014 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3015 if ((dot = DotProduct(n, v)) < 0)
3017 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3018 VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
3021 VectorCopy(ambientcolor, color4f);
3022 if (r_refdef.fogenabled)
3025 f = RSurf_FogVertex(vertex3f);
3026 VectorScale(color4f, f, color4f);
3033 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3035 VectorCopy(ambientcolor, color4f);
3036 if (r_refdef.fogenabled)
3039 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3040 f = RSurf_FogVertex(vertex3f);
3041 VectorScale(color4f + 4*i, f, color4f);
3047 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3048 if (VectorLength2(diffusecolor) > 0)
3050 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
3052 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3053 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3055 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3056 if ((dot = DotProduct(n, v)) < 0)
3058 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3059 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3060 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3061 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3065 color4f[0] = ambientcolor[0] * distintensity;
3066 color4f[1] = ambientcolor[1] * distintensity;
3067 color4f[2] = ambientcolor[2] * distintensity;
3069 if (r_refdef.fogenabled)
3072 f = RSurf_FogVertex(vertex3f);
3073 VectorScale(color4f, f, color4f);
3077 VectorClear(color4f);
3083 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3085 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3086 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3088 color4f[0] = ambientcolor[0] * distintensity;
3089 color4f[1] = ambientcolor[1] * distintensity;
3090 color4f[2] = ambientcolor[2] * distintensity;
3091 if (r_refdef.fogenabled)
3094 f = RSurf_FogVertex(vertex3f);
3095 VectorScale(color4f, f, color4f);
3099 VectorClear(color4f);
3104 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3105 if (VectorLength2(diffusecolor) > 0)
3107 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
3109 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3110 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3112 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3113 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3114 if ((dot = DotProduct(n, v)) < 0)
3116 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3117 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3118 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3119 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3123 color4f[0] = ambientcolor[0] * distintensity;
3124 color4f[1] = ambientcolor[1] * distintensity;
3125 color4f[2] = ambientcolor[2] * distintensity;
3127 if (r_refdef.fogenabled)
3130 f = RSurf_FogVertex(vertex3f);
3131 VectorScale(color4f, f, color4f);
3135 VectorClear(color4f);
3141 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3143 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3144 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3146 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3147 color4f[0] = ambientcolor[0] * distintensity;
3148 color4f[1] = ambientcolor[1] * distintensity;
3149 color4f[2] = ambientcolor[2] * distintensity;
3150 if (r_refdef.fogenabled)
3153 f = RSurf_FogVertex(vertex3f);
3154 VectorScale(color4f, f, color4f);
3158 VectorClear(color4f);
3168 static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3170 // used to display how many times a surface is lit for level design purposes
3171 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3172 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
3176 static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
3178 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
3179 R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false);
3183 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
3190 int newnumtriangles;
3194 int maxtriangles = 1024;
3195 int newelements[1024*3];
3196 R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
3197 for (renders = 0;renders < 4;renders++)
3202 newnumtriangles = 0;
3204 // due to low fillrate on the cards this vertex lighting path is
3205 // designed for, we manually cull all triangles that do not
3206 // contain a lit vertex
3207 // this builds batches of triangles from multiple surfaces and
3208 // renders them at once
3209 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
3211 if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01)
3213 if (newnumtriangles)
3215 newfirstvertex = min(newfirstvertex, e[0]);
3216 newlastvertex = max(newlastvertex, e[0]);
3220 newfirstvertex = e[0];
3221 newlastvertex = e[0];
3223 newfirstvertex = min(newfirstvertex, e[1]);
3224 newlastvertex = max(newlastvertex, e[1]);
3225 newfirstvertex = min(newfirstvertex, e[2]);
3226 newlastvertex = max(newlastvertex, e[2]);
3232 if (newnumtriangles >= maxtriangles)
3234 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3235 newnumtriangles = 0;
3241 if (newnumtriangles >= 1)
3243 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3246 // if we couldn't find any lit triangles, exit early
3249 // now reduce the intensity for the next overbright pass
3250 // we have to clamp to 0 here incase the drivers have improper
3251 // handling of negative colors
3252 // (some old drivers even have improper handling of >1 color)
3254 for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
3256 if (c[0] > 1 || c[1] > 1 || c[2] > 1)
3258 c[0] = max(0, c[0] - 1);
3259 c[1] = max(0, c[1] - 1);
3260 c[2] = max(0, c[2] - 1);
3272 static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
3274 // OpenGL 1.1 path (anything)
3275 float ambientcolorbase[3], diffusecolorbase[3];
3276 float ambientcolorpants[3], diffusecolorpants[3];
3277 float ambientcolorshirt[3], diffusecolorshirt[3];
3278 const float *surfacecolor = rsurface.texture->dlightcolor;
3279 const float *surfacepants = rsurface.colormap_pantscolor;
3280 const float *surfaceshirt = rsurface.colormap_shirtcolor;
3281 rtexture_t *basetexture = rsurface.texture->basetexture;
3282 rtexture_t *pantstexture = rsurface.texture->pantstexture;
3283 rtexture_t *shirttexture = rsurface.texture->shirttexture;
3284 qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
3285 qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
3286 ambientscale *= 2 * r_refdef.view.colorscale;
3287 diffusescale *= 2 * r_refdef.view.colorscale;
3288 ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
3289 diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
3290 ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
3291 diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
3292 ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
3293 diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
3294 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3295 rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4]));
3296 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3297 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
3298 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
3299 R_Mesh_TexBind(0, basetexture);
3300 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
3301 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
3302 switch(r_shadow_rendermode)
3304 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3305 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
3306 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3307 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3308 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3310 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3311 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
3312 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
3313 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
3314 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3316 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3317 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
3318 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3319 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3320 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3322 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3327 //R_Mesh_TexBind(0, basetexture);
3328 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
3331 R_Mesh_TexBind(0, pantstexture);
3332 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
3336 R_Mesh_TexBind(0, shirttexture);
3337 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
3341 extern cvar_t gl_lightmaps;
3342 void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3344 float ambientscale, diffusescale, specularscale;
3346 float lightcolor[3];
3347 VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
3348 ambientscale = rsurface.rtlight->ambientscale + rsurface.texture->rtlightambient;
3349 diffusescale = rsurface.rtlight->diffusescale * max(0, 1.0 - rsurface.texture->rtlightambient);
3350 specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
3351 if (!r_shadow_usenormalmap.integer)
3353 ambientscale += 1.0f * diffusescale;
3357 if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
3359 negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
3362 VectorNegate(lightcolor, lightcolor);
3363 GL_BlendEquationSubtract(true);
3365 RSurf_SetupDepthAndCulling();
3366 switch (r_shadow_rendermode)
3368 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
3369 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
3370 R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
3372 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
3373 R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
3375 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3376 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3377 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3378 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3379 R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
3382 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
3386 GL_BlendEquationSubtract(false);
3389 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)
3391 matrix4x4_t tempmatrix = *matrix;
3392 Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
3394 // if this light has been compiled before, free the associated data
3395 R_RTLight_Uncompile(rtlight);
3397 // clear it completely to avoid any lingering data
3398 memset(rtlight, 0, sizeof(*rtlight));
3400 // copy the properties
3401 rtlight->matrix_lighttoworld = tempmatrix;
3402 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
3403 Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
3404 rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
3405 VectorCopy(color, rtlight->color);
3406 rtlight->cubemapname[0] = 0;
3407 if (cubemapname && cubemapname[0])
3408 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
3409 rtlight->shadow = shadow;
3410 rtlight->corona = corona;
3411 rtlight->style = style;
3412 rtlight->isstatic = isstatic;
3413 rtlight->coronasizescale = coronasizescale;
3414 rtlight->ambientscale = ambientscale;
3415 rtlight->diffusescale = diffusescale;
3416 rtlight->specularscale = specularscale;
3417 rtlight->flags = flags;
3419 // compute derived data
3420 //rtlight->cullradius = rtlight->radius;
3421 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
3422 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3423 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3424 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3425 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3426 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3427 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3430 // compiles rtlight geometry
3431 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
3432 void R_RTLight_Compile(rtlight_t *rtlight)
3435 int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
3436 int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
3437 entity_render_t *ent = r_refdef.scene.worldentity;
3438 dp_model_t *model = r_refdef.scene.worldmodel;
3439 unsigned char *data;
3442 // compile the light
3443 rtlight->compiled = true;
3444 rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
3445 rtlight->static_numleafs = 0;
3446 rtlight->static_numleafpvsbytes = 0;
3447 rtlight->static_leaflist = NULL;
3448 rtlight->static_leafpvs = NULL;
3449 rtlight->static_numsurfaces = 0;
3450 rtlight->static_surfacelist = NULL;
3451 rtlight->static_shadowmap_receivers = 0x3F;
3452 rtlight->static_shadowmap_casters = 0x3F;
3453 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3454 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3455 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3456 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3457 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3458 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3460 if (model && model->GetLightInfo)
3462 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
3463 r_shadow_compilingrtlight = rtlight;
3464 R_FrameData_SetMark();
3465 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);
3466 R_FrameData_ReturnToMark();
3467 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
3468 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
3469 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
3470 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
3471 rtlight->static_numsurfaces = numsurfaces;
3472 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
3473 rtlight->static_numleafs = numleafs;
3474 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
3475 rtlight->static_numleafpvsbytes = numleafpvsbytes;
3476 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
3477 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
3478 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
3479 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
3480 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
3481 if (rtlight->static_numsurfaces)
3482 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3483 if (rtlight->static_numleafs)
3484 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3485 if (rtlight->static_numleafpvsbytes)
3486 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3487 if (rtlight->static_numshadowtrispvsbytes)
3488 memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3489 if (rtlight->static_numlighttrispvsbytes)
3490 memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3491 R_FrameData_SetMark();
3492 switch (rtlight->shadowmode)
3494 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3495 if (model->CompileShadowMap && rtlight->shadow)
3496 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3499 if (model->CompileShadowVolume && rtlight->shadow)
3500 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3503 R_FrameData_ReturnToMark();
3504 // now we're done compiling the rtlight
3505 r_shadow_compilingrtlight = NULL;
3509 // use smallest available cullradius - box radius or light radius
3510 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3511 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3513 shadowzpasstris = 0;
3514 if (rtlight->static_meshchain_shadow_zpass)
3515 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3516 shadowzpasstris += mesh->numtriangles;
3518 shadowzfailtris = 0;
3519 if (rtlight->static_meshchain_shadow_zfail)
3520 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3521 shadowzfailtris += mesh->numtriangles;
3524 if (rtlight->static_numlighttrispvsbytes)
3525 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3526 if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3530 if (rtlight->static_numlighttrispvsbytes)
3531 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3532 if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3535 if (developer_extra.integer)
3536 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);
3539 void R_RTLight_Uncompile(rtlight_t *rtlight)
3541 if (rtlight->compiled)
3543 if (rtlight->static_meshchain_shadow_zpass)
3544 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3545 rtlight->static_meshchain_shadow_zpass = NULL;
3546 if (rtlight->static_meshchain_shadow_zfail)
3547 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3548 rtlight->static_meshchain_shadow_zfail = NULL;
3549 if (rtlight->static_meshchain_shadow_shadowmap)
3550 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3551 rtlight->static_meshchain_shadow_shadowmap = NULL;
3552 // these allocations are grouped
3553 if (rtlight->static_surfacelist)
3554 Mem_Free(rtlight->static_surfacelist);
3555 rtlight->static_numleafs = 0;
3556 rtlight->static_numleafpvsbytes = 0;
3557 rtlight->static_leaflist = NULL;
3558 rtlight->static_leafpvs = NULL;
3559 rtlight->static_numsurfaces = 0;
3560 rtlight->static_surfacelist = NULL;
3561 rtlight->static_numshadowtrispvsbytes = 0;
3562 rtlight->static_shadowtrispvs = NULL;
3563 rtlight->static_numlighttrispvsbytes = 0;
3564 rtlight->static_lighttrispvs = NULL;
3565 rtlight->compiled = false;
3569 void R_Shadow_UncompileWorldLights(void)
3573 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3574 for (lightindex = 0;lightindex < range;lightindex++)
3576 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3579 R_RTLight_Uncompile(&light->rtlight);
3583 static void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3587 // reset the count of frustum planes
3588 // see rtlight->cached_frustumplanes definition for how much this array
3590 rtlight->cached_numfrustumplanes = 0;
3592 if (r_trippy.integer)
3595 // haven't implemented a culling path for ortho rendering
3596 if (!r_refdef.view.useperspective)
3598 // check if the light is on screen and copy the 4 planes if it is
3599 for (i = 0;i < 4;i++)
3600 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3603 for (i = 0;i < 4;i++)
3604 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3609 // generate a deformed frustum that includes the light origin, this is
3610 // used to cull shadow casting surfaces that can not possibly cast a
3611 // shadow onto the visible light-receiving surfaces, which can be a
3614 // if the light origin is onscreen the result will be 4 planes exactly
3615 // if the light origin is offscreen on only one axis the result will
3616 // be exactly 5 planes (split-side case)
3617 // if the light origin is offscreen on two axes the result will be
3618 // exactly 4 planes (stretched corner case)
3619 for (i = 0;i < 4;i++)
3621 // quickly reject standard frustum planes that put the light
3622 // origin outside the frustum
3623 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3626 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3628 // if all the standard frustum planes were accepted, the light is onscreen
3629 // otherwise we need to generate some more planes below...
3630 if (rtlight->cached_numfrustumplanes < 4)
3632 // at least one of the stock frustum planes failed, so we need to
3633 // create one or two custom planes to enclose the light origin
3634 for (i = 0;i < 4;i++)
3636 // create a plane using the view origin and light origin, and a
3637 // single point from the frustum corner set
3638 TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3639 VectorNormalize(plane.normal);
3640 plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3641 // see if this plane is backwards and flip it if so
3642 for (j = 0;j < 4;j++)
3643 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3647 VectorNegate(plane.normal, plane.normal);
3649 // flipped plane, test again to see if it is now valid
3650 for (j = 0;j < 4;j++)
3651 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3653 // if the plane is still not valid, then it is dividing the
3654 // frustum and has to be rejected
3658 // we have created a valid plane, compute extra info
3659 PlaneClassify(&plane);
3661 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3663 // if we've found 5 frustum planes then we have constructed a
3664 // proper split-side case and do not need to keep searching for
3665 // planes to enclose the light origin
3666 if (rtlight->cached_numfrustumplanes == 5)
3674 for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3676 plane = rtlight->cached_frustumplanes[i];
3677 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));
3682 // now add the light-space box planes if the light box is rotated, as any
3683 // caster outside the oriented light box is irrelevant (even if it passed
3684 // the worldspace light box, which is axial)
3685 if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3687 for (i = 0;i < 6;i++)
3691 v[i >> 1] = (i & 1) ? -1 : 1;
3692 Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3693 VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3694 plane.dist = VectorNormalizeLength(plane.normal);
3695 plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3696 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3702 // add the world-space reduced box planes
3703 for (i = 0;i < 6;i++)
3705 VectorClear(plane.normal);
3706 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3707 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3708 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3717 // reduce all plane distances to tightly fit the rtlight cull box, which
3719 VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3720 VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3721 VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3722 VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3723 VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3724 VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3725 VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3726 VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3727 oldnum = rtlight->cached_numfrustumplanes;
3728 rtlight->cached_numfrustumplanes = 0;
3729 for (j = 0;j < oldnum;j++)
3731 // find the nearest point on the box to this plane
3732 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3733 for (i = 1;i < 8;i++)
3735 dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3736 if (bestdist > dist)
3739 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);
3740 // if the nearest point is near or behind the plane, we want this
3741 // plane, otherwise the plane is useless as it won't cull anything
3742 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3744 PlaneClassify(&rtlight->cached_frustumplanes[j]);
3745 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3752 static void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3756 RSurf_ActiveWorldEntity();
3758 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3761 GL_CullFace(GL_NONE);
3762 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3763 for (;mesh;mesh = mesh->next)
3765 if (!mesh->sidetotals[r_shadow_shadowmapside])
3767 r_refdef.stats[r_stat_lights_shadowtriangles] += mesh->sidetotals[r_shadow_shadowmapside];
3768 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer, mesh->vbooffset_vertex3f);
3769 R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3773 else if (r_refdef.scene.worldentity->model)
3774 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);
3776 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3779 static void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3781 qboolean zpass = false;
3784 int surfacelistindex;
3785 msurface_t *surface;
3787 // if triangle neighbors are disabled, shadowvolumes are disabled
3788 if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
3791 RSurf_ActiveWorldEntity();
3793 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3796 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3798 zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3799 R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3801 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3802 for (;mesh;mesh = mesh->next)
3804 r_refdef.stats[r_stat_lights_shadowtriangles] += mesh->numtriangles;
3805 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer, mesh->vbooffset_vertex3f);
3806 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3808 // increment stencil if frontface is infront of depthbuffer
3809 GL_CullFace(r_refdef.view.cullface_back);
3810 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
3811 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3812 // decrement stencil if backface is infront of depthbuffer
3813 GL_CullFace(r_refdef.view.cullface_front);
3814 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
3816 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3818 // decrement stencil if backface is behind depthbuffer
3819 GL_CullFace(r_refdef.view.cullface_front);
3820 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
3821 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3822 // increment stencil if frontface is behind depthbuffer
3823 GL_CullFace(r_refdef.view.cullface_back);
3824 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
3826 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3830 else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3832 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3833 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3834 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3836 surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3837 for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3838 if (CHECKPVSBIT(trispvs, t))
3839 shadowmarklist[numshadowmark++] = t;
3841 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);
3843 else if (numsurfaces)
3845 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);
3848 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3851 static void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3853 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3854 vec_t relativeshadowradius;
3855 RSurf_ActiveModelEntity(ent, false, false, false);
3856 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3857 // we need to re-init the shader for each entity because the matrix changed
3858 relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3859 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3860 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3861 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3862 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3863 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3864 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3865 switch (r_shadow_rendermode)
3867 case R_SHADOW_RENDERMODE_SHADOWMAP2D:
3868 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3871 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3874 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3877 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3879 // set up properties for rendering light onto this entity
3880 RSurf_ActiveModelEntity(ent, true, true, false);
3881 Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3882 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3883 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3884 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3887 static void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3889 if (!r_refdef.scene.worldmodel->DrawLight)
3892 // set up properties for rendering light onto this entity
3893 RSurf_ActiveWorldEntity();
3894 rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3895 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3896 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3897 VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3899 r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3901 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3904 static void R_Shadow_DrawEntityLight(entity_render_t *ent)
3906 dp_model_t *model = ent->model;
3907 if (!model->DrawLight)
3910 R_Shadow_SetupEntityLight(ent);
3912 model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3914 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3917 static void R_Shadow_PrepareLight(rtlight_t *rtlight)
3921 int numleafs, numsurfaces;
3922 int *leaflist, *surfacelist;
3923 unsigned char *leafpvs;
3924 unsigned char *shadowtrispvs;
3925 unsigned char *lighttrispvs;
3926 //unsigned char *surfacesides;
3927 int numlightentities;
3928 int numlightentities_noselfshadow;
3929 int numshadowentities;
3930 int numshadowentities_noselfshadow;
3931 static entity_render_t *lightentities[MAX_EDICTS];
3932 static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3933 static entity_render_t *shadowentities[MAX_EDICTS];
3934 static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3937 rtlight->draw = false;
3938 rtlight->cached_numlightentities = 0;
3939 rtlight->cached_numlightentities_noselfshadow = 0;
3940 rtlight->cached_numshadowentities = 0;
3941 rtlight->cached_numshadowentities_noselfshadow = 0;
3942 rtlight->cached_numsurfaces = 0;
3943 rtlight->cached_lightentities = NULL;
3944 rtlight->cached_lightentities_noselfshadow = NULL;
3945 rtlight->cached_shadowentities = NULL;
3946 rtlight->cached_shadowentities_noselfshadow = NULL;
3947 rtlight->cached_shadowtrispvs = NULL;
3948 rtlight->cached_lighttrispvs = NULL;
3949 rtlight->cached_surfacelist = NULL;
3951 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3952 // skip lights that are basically invisible (color 0 0 0)
3953 nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
3955 // loading is done before visibility checks because loading should happen
3956 // all at once at the start of a level, not when it stalls gameplay.
3957 // (especially important to benchmarks)
3959 if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3961 if (rtlight->compiled)
3962 R_RTLight_Uncompile(rtlight);
3963 R_RTLight_Compile(rtlight);
3967 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
3969 // look up the light style value at this time
3970 f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3971 VectorScale(rtlight->color, f, rtlight->currentcolor);
3973 if (rtlight->selected)
3975 f = 2 + sin(realtime * M_PI * 4.0);
3976 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3980 // if lightstyle is currently off, don't draw the light
3981 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3984 // skip processing on corona-only lights
3988 // if the light box is offscreen, skip it
3989 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3992 VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
3993 VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
3995 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3997 // don't allow lights to be drawn if using r_shadow_bouncegrid 2, except if we're using static bouncegrid where dynamic lights still need to draw
3998 if (r_shadow_bouncegrid.integer == 2 && (rtlight->isstatic || !r_shadow_bouncegrid_static.integer))
4001 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
4003 // compiled light, world available and can receive realtime lighting
4004 // retrieve leaf information
4005 numleafs = rtlight->static_numleafs;
4006 leaflist = rtlight->static_leaflist;
4007 leafpvs = rtlight->static_leafpvs;
4008 numsurfaces = rtlight->static_numsurfaces;
4009 surfacelist = rtlight->static_surfacelist;
4010 //surfacesides = NULL;
4011 shadowtrispvs = rtlight->static_shadowtrispvs;
4012 lighttrispvs = rtlight->static_lighttrispvs;
4014 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
4016 // dynamic light, world available and can receive realtime lighting
4017 // calculate lit surfaces and leafs
4018 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);
4019 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
4020 leaflist = r_shadow_buffer_leaflist;
4021 leafpvs = r_shadow_buffer_leafpvs;
4022 surfacelist = r_shadow_buffer_surfacelist;
4023 //surfacesides = r_shadow_buffer_surfacesides;
4024 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
4025 lighttrispvs = r_shadow_buffer_lighttrispvs;
4026 // if the reduced leaf bounds are offscreen, skip it
4027 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4038 //surfacesides = NULL;
4039 shadowtrispvs = NULL;
4040 lighttrispvs = NULL;
4042 // check if light is illuminating any visible leafs
4045 for (i = 0;i < numleafs;i++)
4046 if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
4052 // make a list of lit entities and shadow casting entities
4053 numlightentities = 0;
4054 numlightentities_noselfshadow = 0;
4055 numshadowentities = 0;
4056 numshadowentities_noselfshadow = 0;
4058 // add dynamic entities that are lit by the light
4059 for (i = 0;i < r_refdef.scene.numentities;i++)
4062 entity_render_t *ent = r_refdef.scene.entities[i];
4064 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4066 // skip the object entirely if it is not within the valid
4067 // shadow-casting region (which includes the lit region)
4068 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
4070 if (!(model = ent->model))
4072 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
4074 // this entity wants to receive light, is visible, and is
4075 // inside the light box
4076 // TODO: check if the surfaces in the model can receive light
4077 // so now check if it's in a leaf seen by the light
4078 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))
4080 if (ent->flags & RENDER_NOSELFSHADOW)
4081 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
4083 lightentities[numlightentities++] = ent;
4084 // since it is lit, it probably also casts a shadow...
4085 // about the VectorDistance2 - light emitting entities should not cast their own shadow
4086 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4087 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4089 // note: exterior models without the RENDER_NOSELFSHADOW
4090 // flag still create a RENDER_NOSELFSHADOW shadow but
4091 // are lit normally, this means that they are
4092 // self-shadowing but do not shadow other
4093 // RENDER_NOSELFSHADOW entities such as the gun
4094 // (very weird, but keeps the player shadow off the gun)
4095 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4096 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4098 shadowentities[numshadowentities++] = ent;
4101 else if (ent->flags & RENDER_SHADOW)
4103 // this entity is not receiving light, but may still need to
4105 // TODO: check if the surfaces in the model can cast shadow
4106 // now check if it is in a leaf seen by the light
4107 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))
4109 // about the VectorDistance2 - light emitting entities should not cast their own shadow
4110 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4111 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4113 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4114 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4116 shadowentities[numshadowentities++] = ent;
4121 // return if there's nothing at all to light
4122 if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
4125 // count this light in the r_speeds
4126 r_refdef.stats[r_stat_lights]++;
4128 // flag it as worth drawing later
4129 rtlight->draw = true;
4131 // cache all the animated entities that cast a shadow but are not visible
4132 for (i = 0;i < numshadowentities;i++)
4133 R_AnimCache_GetEntity(shadowentities[i], false, false);
4134 for (i = 0;i < numshadowentities_noselfshadow;i++)
4135 R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
4137 // allocate some temporary memory for rendering this light later in the frame
4138 // reusable buffers need to be copied, static data can be used as-is
4139 rtlight->cached_numlightentities = numlightentities;
4140 rtlight->cached_numlightentities_noselfshadow = numlightentities_noselfshadow;
4141 rtlight->cached_numshadowentities = numshadowentities;
4142 rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
4143 rtlight->cached_numsurfaces = numsurfaces;
4144 rtlight->cached_lightentities = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
4145 rtlight->cached_lightentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
4146 rtlight->cached_shadowentities = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
4147 rtlight->cached_shadowentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
4148 if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
4150 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
4151 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
4152 rtlight->cached_shadowtrispvs = (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
4153 rtlight->cached_lighttrispvs = (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
4154 rtlight->cached_surfacelist = (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
4158 // compiled light data
4159 rtlight->cached_shadowtrispvs = shadowtrispvs;
4160 rtlight->cached_lighttrispvs = lighttrispvs;
4161 rtlight->cached_surfacelist = surfacelist;
4165 static void R_Shadow_DrawLight(rtlight_t *rtlight)
4169 unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
4170 int numlightentities;
4171 int numlightentities_noselfshadow;
4172 int numshadowentities;
4173 int numshadowentities_noselfshadow;
4174 entity_render_t **lightentities;
4175 entity_render_t **lightentities_noselfshadow;
4176 entity_render_t **shadowentities;
4177 entity_render_t **shadowentities_noselfshadow;
4179 static unsigned char entitysides[MAX_EDICTS];
4180 static unsigned char entitysides_noselfshadow[MAX_EDICTS];
4181 vec3_t nearestpoint;
4183 qboolean castshadows;
4186 // check if we cached this light this frame (meaning it is worth drawing)
4190 numlightentities = rtlight->cached_numlightentities;
4191 numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
4192 numshadowentities = rtlight->cached_numshadowentities;
4193 numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
4194 numsurfaces = rtlight->cached_numsurfaces;
4195 lightentities = rtlight->cached_lightentities;
4196 lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
4197 shadowentities = rtlight->cached_shadowentities;
4198 shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
4199 shadowtrispvs = rtlight->cached_shadowtrispvs;
4200 lighttrispvs = rtlight->cached_lighttrispvs;
4201 surfacelist = rtlight->cached_surfacelist;
4203 // set up a scissor rectangle for this light
4204 if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4207 // don't let sound skip if going slow
4208 if (r_refdef.scene.extraupdate)
4211 // make this the active rtlight for rendering purposes
4212 R_Shadow_RenderMode_ActiveLight(rtlight);
4214 if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
4216 // optionally draw visible shape of the shadow volumes
4217 // for performance analysis by level designers
4218 R_Shadow_RenderMode_VisibleShadowVolumes();
4220 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4221 for (i = 0;i < numshadowentities;i++)
4222 R_Shadow_DrawEntityShadow(shadowentities[i]);
4223 for (i = 0;i < numshadowentities_noselfshadow;i++)
4224 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4225 R_Shadow_RenderMode_VisibleLighting(false, false);
4228 if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
4230 // optionally draw the illuminated areas
4231 // for performance analysis by level designers
4232 R_Shadow_RenderMode_VisibleLighting(false, false);
4234 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4235 for (i = 0;i < numlightentities;i++)
4236 R_Shadow_DrawEntityLight(lightentities[i]);
4237 for (i = 0;i < numlightentities_noselfshadow;i++)
4238 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4241 castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
4243 nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
4244 nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
4245 nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
4246 distance = VectorDistance(nearestpoint, r_refdef.view.origin);
4248 lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
4249 //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
4250 lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
4252 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4258 int receivermask = 0;
4259 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
4260 Matrix4x4_Abs(&radiustolight);
4262 r_shadow_shadowmaplod = 0;
4263 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
4264 if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
4265 r_shadow_shadowmaplod = i;
4267 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
4269 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
4271 surfacesides = NULL;
4274 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
4276 castermask = rtlight->static_shadowmap_casters;
4277 receivermask = rtlight->static_shadowmap_receivers;
4281 surfacesides = r_shadow_buffer_surfacesides;
4282 for(i = 0;i < numsurfaces;i++)
4284 msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
4285 surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4286 castermask |= surfacesides[i];
4287 receivermask |= surfacesides[i];
4291 if (receivermask < 0x3F)
4293 for (i = 0;i < numlightentities;i++)
4294 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4295 if (receivermask < 0x3F)
4296 for(i = 0; i < numlightentities_noselfshadow;i++)
4297 receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4300 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
4304 for (i = 0;i < numshadowentities;i++)
4305 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4306 for (i = 0;i < numshadowentities_noselfshadow;i++)
4307 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4310 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
4312 // render shadow casters into 6 sided depth texture
4313 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
4315 R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
4316 if (! (castermask & (1 << side))) continue;
4318 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
4319 for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
4320 R_Shadow_DrawEntityShadow(shadowentities[i]);
4323 if (numlightentities_noselfshadow)
4325 // render lighting using the depth texture as shadowmap
4326 // draw lighting in the unmasked areas
4327 R_Shadow_RenderMode_Lighting(false, false, true);
4328 for (i = 0;i < numlightentities_noselfshadow;i++)
4329 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4332 // render shadow casters into 6 sided depth texture
4333 if (numshadowentities_noselfshadow)
4335 for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
4337 R_Shadow_RenderMode_ShadowMap(side, 0, size);
4338 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
4339 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4343 // render lighting using the depth texture as shadowmap
4344 // draw lighting in the unmasked areas
4345 R_Shadow_RenderMode_Lighting(false, false, true);
4346 // draw lighting in the unmasked areas
4348 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4349 for (i = 0;i < numlightentities;i++)
4350 R_Shadow_DrawEntityLight(lightentities[i]);
4352 else if (castshadows && vid.stencil)
4354 // draw stencil shadow volumes to mask off pixels that are in shadow
4355 // so that they won't receive lighting
4356 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
4357 R_Shadow_ClearStencil();
4360 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4361 for (i = 0;i < numshadowentities;i++)
4362 R_Shadow_DrawEntityShadow(shadowentities[i]);
4364 // draw lighting in the unmasked areas
4365 R_Shadow_RenderMode_Lighting(true, false, false);
4366 for (i = 0;i < numlightentities_noselfshadow;i++)
4367 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4369 for (i = 0;i < numshadowentities_noselfshadow;i++)
4370 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4372 // draw lighting in the unmasked areas
4373 R_Shadow_RenderMode_Lighting(true, false, false);
4375 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4376 for (i = 0;i < numlightentities;i++)
4377 R_Shadow_DrawEntityLight(lightentities[i]);
4381 // draw lighting in the unmasked areas
4382 R_Shadow_RenderMode_Lighting(false, false, false);
4384 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4385 for (i = 0;i < numlightentities;i++)
4386 R_Shadow_DrawEntityLight(lightentities[i]);
4387 for (i = 0;i < numlightentities_noselfshadow;i++)
4388 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4391 if (r_shadow_usingdeferredprepass)
4393 // when rendering deferred lighting, we simply rasterize the box
4394 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4395 R_Shadow_RenderMode_DrawDeferredLight(false, true);
4396 else if (castshadows && vid.stencil)
4397 R_Shadow_RenderMode_DrawDeferredLight(true, false);
4399 R_Shadow_RenderMode_DrawDeferredLight(false, false);
4403 static void R_Shadow_FreeDeferred(void)
4405 R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
4406 r_shadow_prepassgeometryfbo = 0;
4408 R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusespecularfbo);
4409 r_shadow_prepasslightingdiffusespecularfbo = 0;
4411 R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusefbo);
4412 r_shadow_prepasslightingdiffusefbo = 0;
4414 if (r_shadow_prepassgeometrydepthbuffer)
4415 R_FreeTexture(r_shadow_prepassgeometrydepthbuffer);
4416 r_shadow_prepassgeometrydepthbuffer = NULL;
4418 if (r_shadow_prepassgeometrynormalmaptexture)
4419 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
4420 r_shadow_prepassgeometrynormalmaptexture = NULL;
4422 if (r_shadow_prepasslightingdiffusetexture)
4423 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
4424 r_shadow_prepasslightingdiffusetexture = NULL;
4426 if (r_shadow_prepasslightingspeculartexture)
4427 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
4428 r_shadow_prepasslightingspeculartexture = NULL;
4431 void R_Shadow_DrawPrepass(void)
4439 entity_render_t *ent;
4440 float clearcolor[4];
4442 R_Mesh_ResetTextureState();
4444 GL_ColorMask(1,1,1,1);
4445 GL_BlendFunc(GL_ONE, GL_ZERO);
4448 R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4449 Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
4450 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4451 if (r_timereport_active)
4452 R_TimeReport("prepasscleargeom");
4454 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
4455 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
4456 if (r_timereport_active)
4457 R_TimeReport("prepassworld");
4459 for (i = 0;i < r_refdef.scene.numentities;i++)
4461 if (!r_refdef.viewcache.entityvisible[i])
4463 ent = r_refdef.scene.entities[i];
4464 if (ent->model && ent->model->DrawPrepass != NULL)
4465 ent->model->DrawPrepass(ent);
4468 if (r_timereport_active)
4469 R_TimeReport("prepassmodels");
4471 GL_DepthMask(false);
4472 GL_ColorMask(1,1,1,1);
4475 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4476 Vector4Set(clearcolor, 0, 0, 0, 0);
4477 GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
4478 if (r_timereport_active)
4479 R_TimeReport("prepassclearlit");
4481 R_Shadow_RenderMode_Begin();
4483 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4484 if (r_shadow_debuglight.integer >= 0)
4486 lightindex = r_shadow_debuglight.integer;
4487 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4488 if (light && (light->flags & flag) && light->rtlight.draw)
4489 R_Shadow_DrawLight(&light->rtlight);
4493 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4494 for (lightindex = 0;lightindex < range;lightindex++)
4496 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4497 if (light && (light->flags & flag) && light->rtlight.draw)
4498 R_Shadow_DrawLight(&light->rtlight);
4501 if (r_refdef.scene.rtdlight)
4502 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4503 if (r_refdef.scene.lights[lnum]->draw)
4504 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4506 R_Shadow_RenderMode_End();
4508 if (r_timereport_active)
4509 R_TimeReport("prepasslights");
4512 void R_Shadow_DrawLightSprites(void);
4513 void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
4522 if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4523 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4524 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) ||
4525 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
4526 r_shadow_shadowmapshadowsampler != (vid.support.arb_shadow && r_shadow_shadowmapping_useshadowsampler.integer) ||
4527 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
4528 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16) ||
4529 r_shadow_shadowmapdepthtexture != r_fb.usedepthtextures)
4530 R_Shadow_FreeShadowMaps();
4532 r_shadow_fb_fbo = fbo;
4533 r_shadow_fb_depthtexture = depthtexture;
4534 r_shadow_fb_colortexture = colortexture;
4536 r_shadow_usingshadowmaportho = false;
4538 switch (vid.renderpath)
4540 case RENDERPATH_GL20:
4541 case RENDERPATH_D3D9:
4542 case RENDERPATH_D3D10:
4543 case RENDERPATH_D3D11:
4544 case RENDERPATH_SOFT:
4546 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
4548 r_shadow_usingdeferredprepass = false;
4549 if (r_shadow_prepass_width)
4550 R_Shadow_FreeDeferred();
4551 r_shadow_prepass_width = r_shadow_prepass_height = 0;
4555 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4557 R_Shadow_FreeDeferred();
4559 r_shadow_usingdeferredprepass = true;
4560 r_shadow_prepass_width = vid.width;
4561 r_shadow_prepass_height = vid.height;
4562 r_shadow_prepassgeometrydepthbuffer = R_LoadTextureRenderBuffer(r_shadow_texturepool, "prepassgeometrydepthbuffer", vid.width, vid.height, TEXTYPE_DEPTHBUFFER24);
4563 r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER32F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4564 r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER16F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4565 r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER16F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4567 // set up the geometry pass fbo (depth + normalmap)
4568 r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4569 R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4570 // render depth into a renderbuffer and other important properties into the normalmap texture
4572 // set up the lighting pass fbo (diffuse + specular)
4573 r_shadow_prepasslightingdiffusespecularfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4574 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4575 // render diffuse into one texture and specular into another,
4576 // with depth and normalmap bound as textures,
4577 // with depth bound as attachment as well
4579 // set up the lighting pass fbo (diffuse)
4580 r_shadow_prepasslightingdiffusefbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4581 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4582 // render diffuse into one texture,
4583 // with depth and normalmap bound as textures,
4584 // with depth bound as attachment as well
4588 case RENDERPATH_GL11:
4589 case RENDERPATH_GL13:
4590 case RENDERPATH_GLES1:
4591 case RENDERPATH_GLES2:
4592 r_shadow_usingdeferredprepass = false;
4596 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);
4598 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4599 if (r_shadow_debuglight.integer >= 0)
4601 lightindex = r_shadow_debuglight.integer;
4602 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4604 R_Shadow_PrepareLight(&light->rtlight);
4608 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4609 for (lightindex = 0;lightindex < range;lightindex++)
4611 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4612 if (light && (light->flags & flag))
4613 R_Shadow_PrepareLight(&light->rtlight);
4616 if (r_refdef.scene.rtdlight)
4618 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4619 R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4621 else if(gl_flashblend.integer)
4623 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4625 rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4626 f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4627 VectorScale(rtlight->color, f, rtlight->currentcolor);
4631 if (r_editlights.integer)
4632 R_Shadow_DrawLightSprites();
4635 void R_Shadow_DrawLights(void)
4643 R_Shadow_RenderMode_Begin();
4645 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4646 if (r_shadow_debuglight.integer >= 0)
4648 lightindex = r_shadow_debuglight.integer;
4649 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4651 R_Shadow_DrawLight(&light->rtlight);
4655 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4656 for (lightindex = 0;lightindex < range;lightindex++)
4658 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4659 if (light && (light->flags & flag))
4660 R_Shadow_DrawLight(&light->rtlight);
4663 if (r_refdef.scene.rtdlight)
4664 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4665 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4667 R_Shadow_RenderMode_End();
4670 #define MAX_MODELSHADOWS 1024
4671 static int r_shadow_nummodelshadows;
4672 static entity_render_t *r_shadow_modelshadows[MAX_MODELSHADOWS];
4674 void R_Shadow_PrepareModelShadows(void)
4677 float scale, size, radius, dot1, dot2;
4678 prvm_vec3_t prvmshadowdir, prvmshadowfocus;
4679 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
4680 entity_render_t *ent;
4682 r_shadow_nummodelshadows = 0;
4683 if (!r_refdef.scene.numentities)
4686 switch (r_shadow_shadowmode)
4688 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4689 if (r_shadows.integer >= 2)
4692 case R_SHADOW_SHADOWMODE_STENCIL:
4695 for (i = 0;i < r_refdef.scene.numentities;i++)
4697 ent = r_refdef.scene.entities[i];
4698 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4700 if (r_shadow_nummodelshadows >= MAX_MODELSHADOWS)
4702 r_shadow_modelshadows[r_shadow_nummodelshadows++] = ent;
4703 R_AnimCache_GetEntity(ent, false, false);
4711 size = 2*r_shadow_shadowmapmaxsize;
4712 scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
4713 radius = 0.5f * size / scale;
4715 Math_atov(r_shadows_throwdirection.string, prvmshadowdir);
4716 VectorCopy(prvmshadowdir, shadowdir);
4717 VectorNormalize(shadowdir);
4718 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4719 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4720 if (fabs(dot1) <= fabs(dot2))
4721 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4723 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4724 VectorNormalize(shadowforward);
4725 CrossProduct(shadowdir, shadowforward, shadowright);
4726 Math_atov(r_shadows_focus.string, prvmshadowfocus);
4727 VectorCopy(prvmshadowfocus, shadowfocus);
4728 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4729 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4730 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4731 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4732 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4734 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4736 shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4737 shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4738 shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4739 shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4740 shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4741 shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4743 for (i = 0;i < r_refdef.scene.numentities;i++)
4745 ent = r_refdef.scene.entities[i];
4746 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
4748 // cast shadows from anything of the map (submodels are optional)
4749 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4751 if (r_shadow_nummodelshadows >= MAX_MODELSHADOWS)
4753 r_shadow_modelshadows[r_shadow_nummodelshadows++] = ent;
4754 R_AnimCache_GetEntity(ent, false, false);
4759 void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
4762 float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
4763 entity_render_t *ent;
4764 vec3_t relativelightorigin;
4765 vec3_t relativelightdirection, relativeforward, relativeright;
4766 vec3_t relativeshadowmins, relativeshadowmaxs;
4767 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
4768 prvm_vec3_t prvmshadowdir, prvmshadowfocus;
4770 matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
4771 r_viewport_t viewport;
4772 GLuint shadowfbo = 0;
4773 float clearcolor[4];
4775 if (!r_shadow_nummodelshadows)
4778 switch (r_shadow_shadowmode)
4780 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4786 r_shadow_fb_fbo = fbo;
4787 r_shadow_fb_depthtexture = depthtexture;
4788 r_shadow_fb_colortexture = colortexture;
4790 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
4791 R_Shadow_RenderMode_Begin();
4792 R_Shadow_RenderMode_ActiveLight(NULL);
4794 switch (r_shadow_shadowmode)
4796 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4797 if (!r_shadow_shadowmap2ddepthtexture)
4798 R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4799 shadowfbo = r_shadow_fbo2d;
4800 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2ddepthtexture);
4801 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2ddepthtexture);
4802 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
4808 size = 2*r_shadow_shadowmapmaxsize;
4809 scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
4810 radius = 0.5f / scale;
4811 nearclip = -r_shadows_throwdistance.value;
4812 farclip = r_shadows_throwdistance.value;
4813 bias = (r_shadows_shadowmapbias.value < 0) ? r_shadow_shadowmapping_bias.value : r_shadows_shadowmapbias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
4815 r_shadow_shadowmap_parameters[0] = size;
4816 r_shadow_shadowmap_parameters[1] = size;
4817 r_shadow_shadowmap_parameters[2] = 1.0;
4818 r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
4820 Math_atov(r_shadows_throwdirection.string, prvmshadowdir);
4821 VectorCopy(prvmshadowdir, shadowdir);
4822 VectorNormalize(shadowdir);
4823 Math_atov(r_shadows_focus.string, prvmshadowfocus);
4824 VectorCopy(prvmshadowfocus, shadowfocus);
4825 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4826 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4827 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4828 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4829 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4830 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4831 if (fabs(dot1) <= fabs(dot2))
4832 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4834 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4835 VectorNormalize(shadowforward);
4836 VectorM(scale, shadowforward, &m[0]);
4837 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4839 m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
4840 CrossProduct(shadowdir, shadowforward, shadowright);
4841 VectorM(scale, shadowright, &m[4]);
4842 m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
4843 VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
4844 m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
4845 Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
4846 Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
4847 R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL);
4849 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4851 if (r_shadow_shadowmap2ddepthbuffer)
4852 R_Mesh_SetRenderTargets(shadowfbo, r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL);
4854 R_Mesh_SetRenderTargets(shadowfbo, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL);
4855 R_SetupShader_DepthOrShadow(true, r_shadow_shadowmap2ddepthbuffer != NULL, false); // FIXME test if we have a skeletal model?
4856 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
4859 R_SetViewport(&viewport);
4860 GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
4861 Vector4Set(clearcolor, 1,1,1,1);
4862 // in D3D9 we have to render to a color texture shadowmap
4863 // in GL we render directly to a depth texture only
4864 if (r_shadow_shadowmap2ddepthbuffer)
4865 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4867 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4868 // render into a slightly restricted region so that the borders of the
4869 // shadowmap area fade away, rather than streaking across everything
4870 // outside the usable area
4871 GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
4873 for (i = 0;i < r_shadow_nummodelshadows;i++)
4875 ent = r_shadow_modelshadows[i];
4876 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4877 Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
4878 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4879 Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
4880 Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
4881 relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4882 relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4883 relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4884 relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4885 relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4886 relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4887 RSurf_ActiveModelEntity(ent, false, false, false);
4888 ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4889 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4895 unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
4897 qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
4899 Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
4900 Cvar_SetValueQuick(&r_test, 0);
4905 R_Shadow_RenderMode_End();
4907 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
4908 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
4909 Matrix4x4_CreateScale3(&scalematrix, size, -size, 1);
4910 Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
4911 Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
4912 Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
4914 switch (vid.renderpath)
4916 case RENDERPATH_GL11:
4917 case RENDERPATH_GL13:
4918 case RENDERPATH_GL20:
4919 case RENDERPATH_SOFT:
4920 case RENDERPATH_GLES1:
4921 case RENDERPATH_GLES2:
4923 case RENDERPATH_D3D9:
4924 case RENDERPATH_D3D10:
4925 case RENDERPATH_D3D11:
4926 #ifdef MATRIX4x4_OPENGLORIENTATION
4927 r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
4928 r_shadow_shadowmapmatrix.m[0][1] *= -1.0f;
4929 r_shadow_shadowmapmatrix.m[0][2] *= -1.0f;
4930 r_shadow_shadowmapmatrix.m[0][3] *= -1.0f;
4932 r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
4933 r_shadow_shadowmapmatrix.m[1][0] *= -1.0f;
4934 r_shadow_shadowmapmatrix.m[2][0] *= -1.0f;
4935 r_shadow_shadowmapmatrix.m[3][0] *= -1.0f;
4940 r_shadow_usingshadowmaportho = true;
4941 switch (r_shadow_shadowmode)
4943 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4944 r_shadow_usingshadowmap2d = true;
4951 void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
4954 float relativethrowdistance;
4955 entity_render_t *ent;
4956 vec3_t relativelightorigin;
4957 vec3_t relativelightdirection;
4958 vec3_t relativeshadowmins, relativeshadowmaxs;
4959 vec3_t tmp, shadowdir;
4960 prvm_vec3_t prvmshadowdir;
4962 if (!r_shadow_nummodelshadows || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
4965 r_shadow_fb_fbo = fbo;
4966 r_shadow_fb_depthtexture = depthtexture;
4967 r_shadow_fb_colortexture = colortexture;
4969 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
4970 //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4971 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4972 R_Shadow_RenderMode_Begin();
4973 R_Shadow_RenderMode_ActiveLight(NULL);
4974 r_shadow_lightscissor[0] = r_refdef.view.x;
4975 r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4976 r_shadow_lightscissor[2] = r_refdef.view.width;
4977 r_shadow_lightscissor[3] = r_refdef.view.height;
4978 R_Shadow_RenderMode_StencilShadowVolumes(false);
4981 if (r_shadows.integer == 2)
4983 Math_atov(r_shadows_throwdirection.string, prvmshadowdir);
4984 VectorCopy(prvmshadowdir, shadowdir);
4985 VectorNormalize(shadowdir);
4988 R_Shadow_ClearStencil();
4990 for (i = 0;i < r_shadow_nummodelshadows;i++)
4992 ent = r_shadow_modelshadows[i];
4994 // cast shadows from anything of the map (submodels are optional)
4995 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4996 VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
4997 VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
4998 if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
4999 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
5002 if(ent->entitynumber != 0)
5004 if(ent->entitynumber >= MAX_EDICTS) // csqc entity
5006 // FIXME handle this
5007 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5011 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
5012 int entnum, entnum2, recursion;
5013 entnum = entnum2 = ent->entitynumber;
5014 for(recursion = 32; recursion > 0; --recursion)
5016 entnum2 = cl.entities[entnum].state_current.tagentity;
5017 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
5022 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
5024 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
5025 // transform into modelspace of OUR entity
5026 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
5027 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
5030 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5034 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5037 VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
5038 RSurf_ActiveModelEntity(ent, false, false, false);
5039 ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
5040 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
5043 // not really the right mode, but this will disable any silly stencil features
5044 R_Shadow_RenderMode_End();
5046 // set up ortho view for rendering this pass
5047 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5048 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5049 //GL_ScissorTest(true);
5050 //R_EntityMatrix(&identitymatrix);
5051 //R_Mesh_ResetTextureState();
5052 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
5054 // set up a darkening blend on shadowed areas
5055 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5056 //GL_DepthRange(0, 1);
5057 //GL_DepthTest(false);
5058 //GL_DepthMask(false);
5059 //GL_PolygonOffset(0, 0);CHECKGLERROR
5060 GL_Color(0, 0, 0, r_shadows_darken.value);
5061 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5062 //GL_DepthFunc(GL_ALWAYS);
5063 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
5065 // apply the blend to the shadowed areas
5066 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
5067 R_SetupShader_Generic_NoTexture(false, true);
5068 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5070 // restore the viewport
5071 R_SetViewport(&r_refdef.view.viewport);
5073 // restore other state to normal
5074 //R_Shadow_RenderMode_End();
5077 static void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
5080 vec3_t centerorigin;
5081 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
5084 // if it's too close, skip it
5085 if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
5087 zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
5090 if (usequery && r_numqueries + 2 <= r_maxqueries)
5092 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
5093 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
5094 // 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
5095 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
5097 switch(vid.renderpath)
5099 case RENDERPATH_GL11:
5100 case RENDERPATH_GL13:
5101 case RENDERPATH_GL20:
5102 case RENDERPATH_GLES1:
5103 case RENDERPATH_GLES2:
5104 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
5106 // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
5107 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
5108 GL_DepthFunc(GL_ALWAYS);
5109 R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5110 R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL, 0);
5111 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5112 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5113 GL_DepthFunc(GL_LEQUAL);
5114 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
5115 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5116 R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL, 0);
5117 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5118 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5122 case RENDERPATH_D3D9:
5123 Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5125 case RENDERPATH_D3D10:
5126 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5128 case RENDERPATH_D3D11:
5129 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5131 case RENDERPATH_SOFT:
5132 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5136 rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
5139 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5141 static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
5144 GLint allpixels = 0, visiblepixels = 0;
5145 // now we have to check the query result
5146 if (rtlight->corona_queryindex_visiblepixels)
5148 switch(vid.renderpath)
5150 case RENDERPATH_GL11:
5151 case RENDERPATH_GL13:
5152 case RENDERPATH_GL20:
5153 case RENDERPATH_GLES1:
5154 case RENDERPATH_GLES2:
5155 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
5157 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
5158 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
5162 case RENDERPATH_D3D9:
5163 Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5165 case RENDERPATH_D3D10:
5166 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5168 case RENDERPATH_D3D11:
5169 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5171 case RENDERPATH_SOFT:
5172 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5175 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
5176 if (visiblepixels < 1 || allpixels < 1)
5178 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
5179 cscale *= rtlight->corona_visibility;
5183 // FIXME: these traces should scan all render entities instead of cl.world
5184 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
5187 VectorScale(rtlight->currentcolor, cscale, color);
5188 if (VectorLength(color) > (1.0f / 256.0f))
5191 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
5194 VectorNegate(color, color);
5195 GL_BlendEquationSubtract(true);
5197 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5198 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);
5199 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE | MATERIALFLAG_NODEPTHTEST, 0, 4, 0, 2, false, false);
5201 GL_BlendEquationSubtract(false);
5205 void R_Shadow_DrawCoronas(void)
5208 qboolean usequery = false;
5213 if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
5215 if (r_fb.water.renderingscene)
5217 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
5218 R_EntityMatrix(&identitymatrix);
5220 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5222 // check occlusion of coronas
5223 // use GL_ARB_occlusion_query if available
5224 // otherwise use raytraces
5226 switch (vid.renderpath)
5228 case RENDERPATH_GL11:
5229 case RENDERPATH_GL13:
5230 case RENDERPATH_GL20:
5231 case RENDERPATH_GLES1:
5232 case RENDERPATH_GLES2:
5233 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
5234 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
5237 GL_ColorMask(0,0,0,0);
5238 if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
5239 if (r_maxqueries < MAX_OCCLUSION_QUERIES)
5242 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
5243 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
5245 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
5248 RSurf_ActiveWorldEntity();
5249 GL_BlendFunc(GL_ONE, GL_ZERO);
5250 GL_CullFace(GL_NONE);
5251 GL_DepthMask(false);
5252 GL_DepthRange(0, 1);
5253 GL_PolygonOffset(0, 0);
5255 R_Mesh_ResetTextureState();
5256 R_SetupShader_Generic_NoTexture(false, false);
5260 case RENDERPATH_D3D9:
5262 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5264 case RENDERPATH_D3D10:
5265 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5267 case RENDERPATH_D3D11:
5268 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5270 case RENDERPATH_SOFT:
5272 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5275 for (lightindex = 0;lightindex < range;lightindex++)
5277 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5280 rtlight = &light->rtlight;
5281 rtlight->corona_visibility = 0;
5282 rtlight->corona_queryindex_visiblepixels = 0;
5283 rtlight->corona_queryindex_allpixels = 0;
5284 if (!(rtlight->flags & flag))
5286 if (rtlight->corona <= 0)
5288 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
5290 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5292 for (i = 0;i < r_refdef.scene.numlights;i++)
5294 rtlight = r_refdef.scene.lights[i];
5295 rtlight->corona_visibility = 0;
5296 rtlight->corona_queryindex_visiblepixels = 0;
5297 rtlight->corona_queryindex_allpixels = 0;
5298 if (!(rtlight->flags & flag))
5300 if (rtlight->corona <= 0)
5302 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5305 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5307 // now draw the coronas using the query data for intensity info
5308 for (lightindex = 0;lightindex < range;lightindex++)
5310 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5313 rtlight = &light->rtlight;
5314 if (rtlight->corona_visibility <= 0)
5316 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5318 for (i = 0;i < r_refdef.scene.numlights;i++)
5320 rtlight = r_refdef.scene.lights[i];
5321 if (rtlight->corona_visibility <= 0)
5323 if (gl_flashblend.integer)
5324 R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
5326 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5332 static dlight_t *R_Shadow_NewWorldLight(void)
5334 return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
5337 static 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)
5340 // validate parameters
5341 if (style < 0 || style >= MAX_LIGHTSTYLES)
5343 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
5349 // copy to light properties
5350 VectorCopy(origin, light->origin);
5351 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
5352 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
5353 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
5355 light->color[0] = max(color[0], 0);
5356 light->color[1] = max(color[1], 0);
5357 light->color[2] = max(color[2], 0);
5359 light->color[0] = color[0];
5360 light->color[1] = color[1];
5361 light->color[2] = color[2];
5362 light->radius = max(radius, 0);
5363 light->style = style;
5364 light->shadow = shadowenable;
5365 light->corona = corona;
5366 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
5367 light->coronasizescale = coronasizescale;
5368 light->ambientscale = ambientscale;
5369 light->diffusescale = diffusescale;
5370 light->specularscale = specularscale;
5371 light->flags = flags;
5373 // update renderable light data
5374 Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
5375 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);
5378 static void R_Shadow_FreeWorldLight(dlight_t *light)
5380 if (r_shadow_selectedlight == light)
5381 r_shadow_selectedlight = NULL;
5382 R_RTLight_Uncompile(&light->rtlight);
5383 Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
5386 void R_Shadow_ClearWorldLights(void)
5390 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5391 for (lightindex = 0;lightindex < range;lightindex++)
5393 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5395 R_Shadow_FreeWorldLight(light);
5397 r_shadow_selectedlight = NULL;
5400 static void R_Shadow_SelectLight(dlight_t *light)
5402 if (r_shadow_selectedlight)
5403 r_shadow_selectedlight->selected = false;
5404 r_shadow_selectedlight = light;
5405 if (r_shadow_selectedlight)
5406 r_shadow_selectedlight->selected = true;
5409 static void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5411 // this is never batched (there can be only one)
5413 R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
5414 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5415 R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5418 static void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5423 skinframe_t *skinframe;
5426 // this is never batched (due to the ent parameter changing every time)
5427 // so numsurfaces == 1 and surfacelist[0] == lightnumber
5428 const dlight_t *light = (dlight_t *)ent;
5431 R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
5434 VectorScale(light->color, intensity, spritecolor);
5435 if (VectorLength(spritecolor) < 0.1732f)
5436 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
5437 if (VectorLength(spritecolor) > 1.0f)
5438 VectorNormalize(spritecolor);
5440 // draw light sprite
5441 if (light->cubemapname[0] && !light->shadow)
5442 skinframe = r_editlights_sprcubemapnoshadowlight;
5443 else if (light->cubemapname[0])
5444 skinframe = r_editlights_sprcubemaplight;
5445 else if (!light->shadow)
5446 skinframe = r_editlights_sprnoshadowlight;
5448 skinframe = r_editlights_sprlight;
5450 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);
5451 R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5453 // draw selection sprite if light is selected
5454 if (light->selected)
5456 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5457 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5458 // VorteX todo: add normalmode/realtime mode light overlay sprites?
5462 void R_Shadow_DrawLightSprites(void)
5466 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5467 for (lightindex = 0;lightindex < range;lightindex++)
5469 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5471 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
5473 if (!r_editlights_lockcursor)
5474 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
5477 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
5482 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
5483 if (lightindex >= range)
5485 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5488 rtlight = &light->rtlight;
5489 //if (!(rtlight->flags & flag))
5491 VectorCopy(rtlight->shadoworigin, origin);
5492 *radius = rtlight->radius;
5493 VectorCopy(rtlight->color, color);
5497 static void R_Shadow_SelectLightInView(void)
5499 float bestrating, rating, temp[3];
5503 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5507 if (r_editlights_lockcursor)
5509 for (lightindex = 0;lightindex < range;lightindex++)
5511 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5514 VectorSubtract(light->origin, r_refdef.view.origin, temp);
5515 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
5518 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
5519 if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1.0f)
5521 bestrating = rating;
5526 R_Shadow_SelectLight(best);
5529 void R_Shadow_LoadWorldLights(void)
5531 int n, a, style, shadow, flags;
5532 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
5533 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
5534 if (cl.worldmodel == NULL)
5536 Con_Print("No map loaded.\n");
5539 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5540 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5550 for (;COM_Parse(t, true) && strcmp(
5551 if (COM_Parse(t, true))
5553 if (com_token[0] == '!')
5556 origin[0] = atof(com_token+1);
5559 origin[0] = atof(com_token);
5564 while (*s && *s != '\n' && *s != '\r')
5570 // check for modifier flags
5577 #if _MSC_VER >= 1400
5578 #define sscanf sscanf_s
5580 cubemapname[sizeof(cubemapname)-1] = 0;
5581 #if MAX_QPATH != 128
5582 #error update this code if MAX_QPATH changes
5584 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
5585 #if _MSC_VER >= 1400
5586 , sizeof(cubemapname)
5588 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
5591 flags = LIGHTFLAG_REALTIMEMODE;
5599 coronasizescale = 0.25f;
5601 VectorClear(angles);
5604 if (a < 9 || !strcmp(cubemapname, "\"\""))
5606 // remove quotes on cubemapname
5607 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
5610 namelen = strlen(cubemapname) - 2;
5611 memmove(cubemapname, cubemapname + 1, namelen);
5612 cubemapname[namelen] = '\0';
5616 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);
5619 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5627 Con_Printf("invalid rtlights file \"%s\"\n", name);
5628 Mem_Free(lightsstring);
5632 void R_Shadow_SaveWorldLights(void)
5636 size_t bufchars, bufmaxchars;
5638 char name[MAX_QPATH];
5639 char line[MAX_INPUTLINE];
5640 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
5641 // I hate lines which are 3 times my screen size :( --blub
5644 if (cl.worldmodel == NULL)
5646 Con_Print("No map loaded.\n");
5649 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5650 bufchars = bufmaxchars = 0;
5652 for (lightindex = 0;lightindex < range;lightindex++)
5654 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5657 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5658 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);
5659 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5660 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]);
5662 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);
5663 if (bufchars + strlen(line) > bufmaxchars)
5665 bufmaxchars = bufchars + strlen(line) + 2048;
5667 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5671 memcpy(buf, oldbuf, bufchars);
5677 memcpy(buf + bufchars, line, strlen(line));
5678 bufchars += strlen(line);
5682 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5687 void R_Shadow_LoadLightsFile(void)
5690 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5691 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5692 if (cl.worldmodel == NULL)
5694 Con_Print("No map loaded.\n");
5697 dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
5698 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5706 while (*s && *s != '\n' && *s != '\r')
5712 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);
5716 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);
5719 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5720 radius = bound(15, radius, 4096);
5721 VectorScale(color, (2.0f / (8388608.0f)), color);
5722 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5730 Con_Printf("invalid lights file \"%s\"\n", name);
5731 Mem_Free(lightsstring);
5735 // tyrlite/hmap2 light types in the delay field
5736 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5738 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5750 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5751 char key[256], value[MAX_INPUTLINE];
5754 if (cl.worldmodel == NULL)
5756 Con_Print("No map loaded.\n");
5759 // try to load a .ent file first
5760 dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
5761 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5762 // and if that is not found, fall back to the bsp file entity string
5764 data = cl.worldmodel->brush.entities;
5767 for (entnum = 0;COM_ParseToken_Simple(&data, false, false, true) && com_token[0] == '{';entnum++)
5769 type = LIGHTTYPE_MINUSX;
5770 origin[0] = origin[1] = origin[2] = 0;
5771 originhack[0] = originhack[1] = originhack[2] = 0;
5772 angles[0] = angles[1] = angles[2] = 0;
5773 color[0] = color[1] = color[2] = 1;
5774 light[0] = light[1] = light[2] = 1;light[3] = 300;
5775 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5785 if (!COM_ParseToken_Simple(&data, false, false, true))
5787 if (com_token[0] == '}')
5788 break; // end of entity
5789 if (com_token[0] == '_')
5790 strlcpy(key, com_token + 1, sizeof(key));
5792 strlcpy(key, com_token, sizeof(key));
5793 while (key[strlen(key)-1] == ' ') // remove trailing spaces
5794 key[strlen(key)-1] = 0;
5795 if (!COM_ParseToken_Simple(&data, false, false, true))
5797 strlcpy(value, com_token, sizeof(value));
5799 // now that we have the key pair worked out...
5800 if (!strcmp("light", key))
5802 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5806 light[0] = vec[0] * (1.0f / 256.0f);
5807 light[1] = vec[0] * (1.0f / 256.0f);
5808 light[2] = vec[0] * (1.0f / 256.0f);
5814 light[0] = vec[0] * (1.0f / 255.0f);
5815 light[1] = vec[1] * (1.0f / 255.0f);
5816 light[2] = vec[2] * (1.0f / 255.0f);
5820 else if (!strcmp("delay", key))
5822 else if (!strcmp("origin", key))
5823 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5824 else if (!strcmp("angle", key))
5825 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5826 else if (!strcmp("angles", key))
5827 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5828 else if (!strcmp("color", key))
5829 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5830 else if (!strcmp("wait", key))
5831 fadescale = atof(value);
5832 else if (!strcmp("classname", key))
5834 if (!strncmp(value, "light", 5))
5837 if (!strcmp(value, "light_fluoro"))
5842 overridecolor[0] = 1;
5843 overridecolor[1] = 1;
5844 overridecolor[2] = 1;
5846 if (!strcmp(value, "light_fluorospark"))
5851 overridecolor[0] = 1;
5852 overridecolor[1] = 1;
5853 overridecolor[2] = 1;
5855 if (!strcmp(value, "light_globe"))
5860 overridecolor[0] = 1;
5861 overridecolor[1] = 0.8;
5862 overridecolor[2] = 0.4;
5864 if (!strcmp(value, "light_flame_large_yellow"))
5869 overridecolor[0] = 1;
5870 overridecolor[1] = 0.5;
5871 overridecolor[2] = 0.1;
5873 if (!strcmp(value, "light_flame_small_yellow"))
5878 overridecolor[0] = 1;
5879 overridecolor[1] = 0.5;
5880 overridecolor[2] = 0.1;
5882 if (!strcmp(value, "light_torch_small_white"))
5887 overridecolor[0] = 1;
5888 overridecolor[1] = 0.5;
5889 overridecolor[2] = 0.1;
5891 if (!strcmp(value, "light_torch_small_walltorch"))
5896 overridecolor[0] = 1;
5897 overridecolor[1] = 0.5;
5898 overridecolor[2] = 0.1;
5902 else if (!strcmp("style", key))
5903 style = atoi(value);
5904 else if (!strcmp("skin", key))
5905 skin = (int)atof(value);
5906 else if (!strcmp("pflags", key))
5907 pflags = (int)atof(value);
5908 //else if (!strcmp("effects", key))
5909 // effects = (int)atof(value);
5910 else if (cl.worldmodel->type == mod_brushq3)
5912 if (!strcmp("scale", key))
5913 lightscale = atof(value);
5914 if (!strcmp("fade", key))
5915 fadescale = atof(value);
5920 if (lightscale <= 0)
5924 if (color[0] == color[1] && color[0] == color[2])
5926 color[0] *= overridecolor[0];
5927 color[1] *= overridecolor[1];
5928 color[2] *= overridecolor[2];
5930 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5931 color[0] = color[0] * light[0];
5932 color[1] = color[1] * light[1];
5933 color[2] = color[2] * light[2];
5936 case LIGHTTYPE_MINUSX:
5938 case LIGHTTYPE_RECIPX:
5940 VectorScale(color, (1.0f / 16.0f), color);
5942 case LIGHTTYPE_RECIPXX:
5944 VectorScale(color, (1.0f / 16.0f), color);
5947 case LIGHTTYPE_NONE:
5951 case LIGHTTYPE_MINUSXX:
5954 VectorAdd(origin, originhack, origin);
5956 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va(vabuf, sizeof(vabuf), "cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5959 Mem_Free(entfiledata);
5963 static void R_Shadow_SetCursorLocationForView(void)
5966 vec3_t dest, endpos;
5968 VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5969 trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true);
5970 if (trace.fraction < 1)
5972 dist = trace.fraction * r_editlights_cursordistance.value;
5973 push = r_editlights_cursorpushback.value;
5977 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
5978 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
5982 VectorClear( endpos );
5984 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5985 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5986 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5989 void R_Shadow_UpdateWorldLightSelection(void)
5991 if (r_editlights.integer)
5993 R_Shadow_SetCursorLocationForView();
5994 R_Shadow_SelectLightInView();
5997 R_Shadow_SelectLight(NULL);
6000 static void R_Shadow_EditLights_Clear_f(void)
6002 R_Shadow_ClearWorldLights();
6005 void R_Shadow_EditLights_Reload_f(void)
6009 strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
6010 R_Shadow_ClearWorldLights();
6011 R_Shadow_LoadWorldLights();
6012 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6014 R_Shadow_LoadLightsFile();
6015 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6016 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6020 static void R_Shadow_EditLights_Save_f(void)
6024 R_Shadow_SaveWorldLights();
6027 static void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
6029 R_Shadow_ClearWorldLights();
6030 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6033 static void R_Shadow_EditLights_ImportLightsFile_f(void)
6035 R_Shadow_ClearWorldLights();
6036 R_Shadow_LoadLightsFile();
6039 static void R_Shadow_EditLights_Spawn_f(void)
6042 if (!r_editlights.integer)
6044 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6047 if (Cmd_Argc() != 1)
6049 Con_Print("r_editlights_spawn does not take parameters\n");
6052 color[0] = color[1] = color[2] = 1;
6053 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
6056 static void R_Shadow_EditLights_Edit_f(void)
6058 vec3_t origin, angles, color;
6059 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
6060 int style, shadows, flags, normalmode, realtimemode;
6061 char cubemapname[MAX_INPUTLINE];
6062 if (!r_editlights.integer)
6064 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6067 if (!r_shadow_selectedlight)
6069 Con_Print("No selected light.\n");
6072 VectorCopy(r_shadow_selectedlight->origin, origin);
6073 VectorCopy(r_shadow_selectedlight->angles, angles);
6074 VectorCopy(r_shadow_selectedlight->color, color);
6075 radius = r_shadow_selectedlight->radius;
6076 style = r_shadow_selectedlight->style;
6077 if (r_shadow_selectedlight->cubemapname)
6078 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
6081 shadows = r_shadow_selectedlight->shadow;
6082 corona = r_shadow_selectedlight->corona;
6083 coronasizescale = r_shadow_selectedlight->coronasizescale;
6084 ambientscale = r_shadow_selectedlight->ambientscale;
6085 diffusescale = r_shadow_selectedlight->diffusescale;
6086 specularscale = r_shadow_selectedlight->specularscale;
6087 flags = r_shadow_selectedlight->flags;
6088 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
6089 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
6090 if (!strcmp(Cmd_Argv(1), "origin"))
6092 if (Cmd_Argc() != 5)
6094 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6097 origin[0] = atof(Cmd_Argv(2));
6098 origin[1] = atof(Cmd_Argv(3));
6099 origin[2] = atof(Cmd_Argv(4));
6101 else if (!strcmp(Cmd_Argv(1), "originscale"))
6103 if (Cmd_Argc() != 5)
6105 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6108 origin[0] *= atof(Cmd_Argv(2));
6109 origin[1] *= atof(Cmd_Argv(3));
6110 origin[2] *= atof(Cmd_Argv(4));
6112 else if (!strcmp(Cmd_Argv(1), "originx"))
6114 if (Cmd_Argc() != 3)
6116 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6119 origin[0] = atof(Cmd_Argv(2));
6121 else if (!strcmp(Cmd_Argv(1), "originy"))
6123 if (Cmd_Argc() != 3)
6125 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6128 origin[1] = atof(Cmd_Argv(2));
6130 else if (!strcmp(Cmd_Argv(1), "originz"))
6132 if (Cmd_Argc() != 3)
6134 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6137 origin[2] = atof(Cmd_Argv(2));
6139 else if (!strcmp(Cmd_Argv(1), "move"))
6141 if (Cmd_Argc() != 5)
6143 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6146 origin[0] += atof(Cmd_Argv(2));
6147 origin[1] += atof(Cmd_Argv(3));
6148 origin[2] += atof(Cmd_Argv(4));
6150 else if (!strcmp(Cmd_Argv(1), "movex"))
6152 if (Cmd_Argc() != 3)
6154 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6157 origin[0] += atof(Cmd_Argv(2));
6159 else if (!strcmp(Cmd_Argv(1), "movey"))
6161 if (Cmd_Argc() != 3)
6163 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6166 origin[1] += atof(Cmd_Argv(2));
6168 else if (!strcmp(Cmd_Argv(1), "movez"))
6170 if (Cmd_Argc() != 3)
6172 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6175 origin[2] += atof(Cmd_Argv(2));
6177 else if (!strcmp(Cmd_Argv(1), "angles"))
6179 if (Cmd_Argc() != 5)
6181 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6184 angles[0] = atof(Cmd_Argv(2));
6185 angles[1] = atof(Cmd_Argv(3));
6186 angles[2] = atof(Cmd_Argv(4));
6188 else if (!strcmp(Cmd_Argv(1), "anglesx"))
6190 if (Cmd_Argc() != 3)
6192 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6195 angles[0] = atof(Cmd_Argv(2));
6197 else if (!strcmp(Cmd_Argv(1), "anglesy"))
6199 if (Cmd_Argc() != 3)
6201 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6204 angles[1] = atof(Cmd_Argv(2));
6206 else if (!strcmp(Cmd_Argv(1), "anglesz"))
6208 if (Cmd_Argc() != 3)
6210 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6213 angles[2] = atof(Cmd_Argv(2));
6215 else if (!strcmp(Cmd_Argv(1), "color"))
6217 if (Cmd_Argc() != 5)
6219 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
6222 color[0] = atof(Cmd_Argv(2));
6223 color[1] = atof(Cmd_Argv(3));
6224 color[2] = atof(Cmd_Argv(4));
6226 else if (!strcmp(Cmd_Argv(1), "radius"))
6228 if (Cmd_Argc() != 3)
6230 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6233 radius = atof(Cmd_Argv(2));
6235 else if (!strcmp(Cmd_Argv(1), "colorscale"))
6237 if (Cmd_Argc() == 3)
6239 double scale = atof(Cmd_Argv(2));
6246 if (Cmd_Argc() != 5)
6248 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
6251 color[0] *= atof(Cmd_Argv(2));
6252 color[1] *= atof(Cmd_Argv(3));
6253 color[2] *= atof(Cmd_Argv(4));
6256 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
6258 if (Cmd_Argc() != 3)
6260 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6263 radius *= atof(Cmd_Argv(2));
6265 else if (!strcmp(Cmd_Argv(1), "style"))
6267 if (Cmd_Argc() != 3)
6269 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6272 style = atoi(Cmd_Argv(2));
6274 else if (!strcmp(Cmd_Argv(1), "cubemap"))
6278 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6281 if (Cmd_Argc() == 3)
6282 strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
6286 else if (!strcmp(Cmd_Argv(1), "shadows"))
6288 if (Cmd_Argc() != 3)
6290 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6293 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6295 else if (!strcmp(Cmd_Argv(1), "corona"))
6297 if (Cmd_Argc() != 3)
6299 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6302 corona = atof(Cmd_Argv(2));
6304 else if (!strcmp(Cmd_Argv(1), "coronasize"))
6306 if (Cmd_Argc() != 3)
6308 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6311 coronasizescale = atof(Cmd_Argv(2));
6313 else if (!strcmp(Cmd_Argv(1), "ambient"))
6315 if (Cmd_Argc() != 3)
6317 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6320 ambientscale = atof(Cmd_Argv(2));
6322 else if (!strcmp(Cmd_Argv(1), "diffuse"))
6324 if (Cmd_Argc() != 3)
6326 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6329 diffusescale = atof(Cmd_Argv(2));
6331 else if (!strcmp(Cmd_Argv(1), "specular"))
6333 if (Cmd_Argc() != 3)
6335 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6338 specularscale = atof(Cmd_Argv(2));
6340 else if (!strcmp(Cmd_Argv(1), "normalmode"))
6342 if (Cmd_Argc() != 3)
6344 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6347 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6349 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
6351 if (Cmd_Argc() != 3)
6353 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6356 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6360 Con_Print("usage: r_editlights_edit [property] [value]\n");
6361 Con_Print("Selected light's properties:\n");
6362 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
6363 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
6364 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
6365 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
6366 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
6367 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
6368 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
6369 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
6370 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
6371 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
6372 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
6373 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
6374 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
6375 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
6378 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
6379 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
6382 static void R_Shadow_EditLights_EditAll_f(void)
6385 dlight_t *light, *oldselected;
6388 if (!r_editlights.integer)
6390 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
6394 oldselected = r_shadow_selectedlight;
6395 // EditLights doesn't seem to have a "remove" command or something so:
6396 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6397 for (lightindex = 0;lightindex < range;lightindex++)
6399 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6402 R_Shadow_SelectLight(light);
6403 R_Shadow_EditLights_Edit_f();
6405 // return to old selected (to not mess editing once selection is locked)
6406 R_Shadow_SelectLight(oldselected);
6409 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
6411 int lightnumber, lightcount;
6412 size_t lightindex, range;
6417 if (!r_editlights.integer)
6420 // update cvars so QC can query them
6421 if (r_shadow_selectedlight)
6423 dpsnprintf(temp, sizeof(temp), "%f %f %f", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
6424 Cvar_SetQuick(&r_editlights_current_origin, temp);
6425 dpsnprintf(temp, sizeof(temp), "%f %f %f", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
6426 Cvar_SetQuick(&r_editlights_current_angles, temp);
6427 dpsnprintf(temp, sizeof(temp), "%f %f %f", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
6428 Cvar_SetQuick(&r_editlights_current_color, temp);
6429 Cvar_SetValueQuick(&r_editlights_current_radius, r_shadow_selectedlight->radius);
6430 Cvar_SetValueQuick(&r_editlights_current_corona, r_shadow_selectedlight->corona);
6431 Cvar_SetValueQuick(&r_editlights_current_coronasize, r_shadow_selectedlight->coronasizescale);
6432 Cvar_SetValueQuick(&r_editlights_current_style, r_shadow_selectedlight->style);
6433 Cvar_SetValueQuick(&r_editlights_current_shadows, r_shadow_selectedlight->shadow);
6434 Cvar_SetQuick(&r_editlights_current_cubemap, r_shadow_selectedlight->cubemapname);
6435 Cvar_SetValueQuick(&r_editlights_current_ambient, r_shadow_selectedlight->ambientscale);
6436 Cvar_SetValueQuick(&r_editlights_current_diffuse, r_shadow_selectedlight->diffusescale);
6437 Cvar_SetValueQuick(&r_editlights_current_specular, r_shadow_selectedlight->specularscale);
6438 Cvar_SetValueQuick(&r_editlights_current_normalmode, (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? 1 : 0);
6439 Cvar_SetValueQuick(&r_editlights_current_realtimemode, (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? 1 : 0);
6442 // draw properties on screen
6443 if (!r_editlights_drawproperties.integer)
6445 x = vid_conwidth.value - 240;
6447 DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
6450 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6451 for (lightindex = 0;lightindex < range;lightindex++)
6453 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6456 if (light == r_shadow_selectedlight)
6457 lightnumber = lightindex;
6460 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;
6461 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;
6463 if (r_shadow_selectedlight == NULL)
6465 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;
6466 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;
6467 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;
6468 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;
6469 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;
6470 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;
6471 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;
6472 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;
6473 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;
6474 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;
6475 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;
6476 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;
6477 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;
6478 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;
6479 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;
6482 static void R_Shadow_EditLights_ToggleShadow_f(void)
6484 if (!r_editlights.integer)
6486 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6489 if (!r_shadow_selectedlight)
6491 Con_Print("No selected light.\n");
6494 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);
6497 static void R_Shadow_EditLights_ToggleCorona_f(void)
6499 if (!r_editlights.integer)
6501 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6504 if (!r_shadow_selectedlight)
6506 Con_Print("No selected light.\n");
6509 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);
6512 static void R_Shadow_EditLights_Remove_f(void)
6514 if (!r_editlights.integer)
6516 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
6519 if (!r_shadow_selectedlight)
6521 Con_Print("No selected light.\n");
6524 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
6525 r_shadow_selectedlight = NULL;
6528 static void R_Shadow_EditLights_Help_f(void)
6531 "Documentation on r_editlights system:\n"
6533 "r_editlights : enable/disable editing mode\n"
6534 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
6535 "r_editlights_cursorpushback : push back cursor this far from surface\n"
6536 "r_editlights_cursorpushoff : push cursor off surface this far\n"
6537 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
6538 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
6540 "r_editlights_help : this help\n"
6541 "r_editlights_clear : remove all lights\n"
6542 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
6543 "r_editlights_lock : lock selection to current light, if already locked - unlock\n"
6544 "r_editlights_save : save to .rtlights file\n"
6545 "r_editlights_spawn : create a light with default settings\n"
6546 "r_editlights_edit command : edit selected light - more documentation below\n"
6547 "r_editlights_remove : remove selected light\n"
6548 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
6549 "r_editlights_importlightentitiesfrommap : reload light entities\n"
6550 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
6552 "origin x y z : set light location\n"
6553 "originx x: set x component of light location\n"
6554 "originy y: set y component of light location\n"
6555 "originz z: set z component of light location\n"
6556 "move x y z : adjust light location\n"
6557 "movex x: adjust x component of light location\n"
6558 "movey y: adjust y component of light location\n"
6559 "movez z: adjust z component of light location\n"
6560 "angles x y z : set light angles\n"
6561 "anglesx x: set x component of light angles\n"
6562 "anglesy y: set y component of light angles\n"
6563 "anglesz z: set z component of light angles\n"
6564 "color r g b : set color of light (can be brighter than 1 1 1)\n"
6565 "radius radius : set radius (size) of light\n"
6566 "colorscale grey : multiply color of light (1 does nothing)\n"
6567 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
6568 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
6569 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
6570 "originscale x y z : multiply origin of light (1 1 1 does nothing)\n"
6571 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
6572 "cubemap basename : set filter cubemap of light\n"
6573 "shadows 1/0 : turn on/off shadows\n"
6574 "corona n : set corona intensity\n"
6575 "coronasize n : set corona size (0-1)\n"
6576 "ambient n : set ambient intensity (0-1)\n"
6577 "diffuse n : set diffuse intensity (0-1)\n"
6578 "specular n : set specular intensity (0-1)\n"
6579 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
6580 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
6581 "<nothing> : print light properties to console\n"
6585 static void R_Shadow_EditLights_CopyInfo_f(void)
6587 if (!r_editlights.integer)
6589 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
6592 if (!r_shadow_selectedlight)
6594 Con_Print("No selected light.\n");
6597 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
6598 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
6599 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
6600 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
6601 if (r_shadow_selectedlight->cubemapname)
6602 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
6604 r_shadow_bufferlight.cubemapname[0] = 0;
6605 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
6606 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
6607 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
6608 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
6609 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
6610 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
6611 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
6614 static void R_Shadow_EditLights_PasteInfo_f(void)
6616 if (!r_editlights.integer)
6618 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
6621 if (!r_shadow_selectedlight)
6623 Con_Print("No selected light.\n");
6626 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);
6629 static void R_Shadow_EditLights_Lock_f(void)
6631 if (!r_editlights.integer)
6633 Con_Print("Cannot lock on light when not in editing mode. Set r_editlights to 1.\n");
6636 if (r_editlights_lockcursor)
6638 r_editlights_lockcursor = false;
6641 if (!r_shadow_selectedlight)
6643 Con_Print("No selected light to lock on.\n");
6646 r_editlights_lockcursor = true;
6649 static void R_Shadow_EditLights_Init(void)
6651 Cvar_RegisterVariable(&r_editlights);
6652 Cvar_RegisterVariable(&r_editlights_cursordistance);
6653 Cvar_RegisterVariable(&r_editlights_cursorpushback);
6654 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
6655 Cvar_RegisterVariable(&r_editlights_cursorgrid);
6656 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
6657 Cvar_RegisterVariable(&r_editlights_drawproperties);
6658 Cvar_RegisterVariable(&r_editlights_current_origin);
6659 Cvar_RegisterVariable(&r_editlights_current_angles);
6660 Cvar_RegisterVariable(&r_editlights_current_color);
6661 Cvar_RegisterVariable(&r_editlights_current_radius);
6662 Cvar_RegisterVariable(&r_editlights_current_corona);
6663 Cvar_RegisterVariable(&r_editlights_current_coronasize);
6664 Cvar_RegisterVariable(&r_editlights_current_style);
6665 Cvar_RegisterVariable(&r_editlights_current_shadows);
6666 Cvar_RegisterVariable(&r_editlights_current_cubemap);
6667 Cvar_RegisterVariable(&r_editlights_current_ambient);
6668 Cvar_RegisterVariable(&r_editlights_current_diffuse);
6669 Cvar_RegisterVariable(&r_editlights_current_specular);
6670 Cvar_RegisterVariable(&r_editlights_current_normalmode);
6671 Cvar_RegisterVariable(&r_editlights_current_realtimemode);
6672 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
6673 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
6674 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)");
6675 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
6676 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
6677 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
6678 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)");
6679 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
6680 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
6681 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
6682 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
6683 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
6684 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
6685 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)");
6686 Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
6692 =============================================================================
6696 =============================================================================
6699 void R_LightPoint(float *color, const vec3_t p, const int flags)
6701 int i, numlights, flag;
6702 float f, relativepoint[3], dist, dist2, lightradius2;
6707 if (r_fullbright.integer)
6709 VectorSet(color, 1, 1, 1);
6715 if (flags & LP_LIGHTMAP)
6717 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6719 VectorClear(diffuse);
6720 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n);
6721 VectorAdd(color, diffuse, color);
6724 VectorSet(color, 1, 1, 1);
6725 color[0] += r_refdef.scene.ambient;
6726 color[1] += r_refdef.scene.ambient;
6727 color[2] += r_refdef.scene.ambient;
6730 if (flags & LP_RTWORLD)
6732 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6733 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6734 for (i = 0; i < numlights; i++)
6736 dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6739 light = &dlight->rtlight;
6740 if (!(light->flags & flag))
6743 lightradius2 = light->radius * light->radius;
6744 VectorSubtract(light->shadoworigin, p, relativepoint);
6745 dist2 = VectorLength2(relativepoint);
6746 if (dist2 >= lightradius2)
6748 dist = sqrt(dist2) / light->radius;
6749 f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6752 // todo: add to both ambient and diffuse
6753 if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6754 VectorMA(color, f, light->currentcolor, color);
6757 if (flags & LP_DYNLIGHT)
6760 for (i = 0;i < r_refdef.scene.numlights;i++)
6762 light = r_refdef.scene.lights[i];
6764 lightradius2 = light->radius * light->radius;
6765 VectorSubtract(light->shadoworigin, p, relativepoint);
6766 dist2 = VectorLength2(relativepoint);
6767 if (dist2 >= lightradius2)
6769 dist = sqrt(dist2) / light->radius;
6770 f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6773 // todo: add to both ambient and diffuse
6774 if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6775 VectorMA(color, f, light->color, color);
6780 void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
6782 int i, numlights, flag;
6785 float relativepoint[3];
6794 if (r_fullbright.integer)
6796 VectorSet(ambient, 1, 1, 1);
6797 VectorClear(diffuse);
6798 VectorClear(lightdir);
6802 if (flags == LP_LIGHTMAP)
6804 VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6805 VectorClear(diffuse);
6806 VectorClear(lightdir);
6807 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6808 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
6810 VectorSet(ambient, 1, 1, 1);
6814 memset(sample, 0, sizeof(sample));
6815 VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6817 if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6820 VectorClear(tempambient);
6822 VectorClear(relativepoint);
6823 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
6824 VectorScale(tempambient, r_refdef.lightmapintensity, tempambient);
6825 VectorScale(color, r_refdef.lightmapintensity, color);
6826 VectorAdd(sample, tempambient, sample);
6827 VectorMA(sample , 0.5f , color, sample );
6828 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6829 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6830 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6831 // calculate a weighted average light direction as well
6832 intensity = VectorLength(color);
6833 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6836 if (flags & LP_RTWORLD)
6838 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6839 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6840 for (i = 0; i < numlights; i++)
6842 dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6845 light = &dlight->rtlight;
6846 if (!(light->flags & flag))
6849 lightradius2 = light->radius * light->radius;
6850 VectorSubtract(light->shadoworigin, p, relativepoint);
6851 dist2 = VectorLength2(relativepoint);
6852 if (dist2 >= lightradius2)
6854 dist = sqrt(dist2) / light->radius;
6855 intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
6856 if (intensity <= 0.0f)
6858 if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6860 // scale down intensity to add to both ambient and diffuse
6861 //intensity *= 0.5f;
6862 VectorNormalize(relativepoint);
6863 VectorScale(light->currentcolor, intensity, color);
6864 VectorMA(sample , 0.5f , color, sample );
6865 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6866 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6867 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6868 // calculate a weighted average light direction as well
6869 intensity *= VectorLength(color);
6870 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6872 // FIXME: sample bouncegrid too!
6875 if (flags & LP_DYNLIGHT)
6878 for (i = 0;i < r_refdef.scene.numlights;i++)
6880 light = r_refdef.scene.lights[i];
6882 lightradius2 = light->radius * light->radius;
6883 VectorSubtract(light->shadoworigin, p, relativepoint);
6884 dist2 = VectorLength2(relativepoint);
6885 if (dist2 >= lightradius2)
6887 dist = sqrt(dist2) / light->radius;
6888 intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
6889 if (intensity <= 0.0f)
6891 if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6893 // scale down intensity to add to both ambient and diffuse
6894 //intensity *= 0.5f;
6895 VectorNormalize(relativepoint);
6896 VectorScale(light->currentcolor, intensity, color);
6897 VectorMA(sample , 0.5f , color, sample );
6898 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6899 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6900 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6901 // calculate a weighted average light direction as well
6902 intensity *= VectorLength(color);
6903 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6907 // calculate the direction we'll use to reduce the sample to a directional light source
6908 VectorCopy(sample + 12, dir);
6909 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
6910 VectorNormalize(dir);
6911 // extract the diffuse color along the chosen direction and scale it
6912 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
6913 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
6914 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
6915 // subtract some of diffuse from ambient
6916 VectorMA(sample, -0.333f, diffuse, ambient);
6917 // store the normalized lightdir
6918 VectorCopy(dir, lightdir);