3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however. Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light. This technique is used heavily in many games (Doom3 does not support
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
143 extern void R_Shadow_EditLights_Init(void);
145 typedef enum r_shadow_rendermode_e
147 R_SHADOW_RENDERMODE_NONE,
148 R_SHADOW_RENDERMODE_STENCIL,
149 R_SHADOW_RENDERMODE_STENCILTWOSIDE,
150 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
151 R_SHADOW_RENDERMODE_LIGHT_DOT3,
152 R_SHADOW_RENDERMODE_LIGHT_GLSL,
153 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
154 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
156 r_shadow_rendermode_t;
158 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
159 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
160 r_shadow_rendermode_t r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_NONE;
162 mempool_t *r_shadow_mempool;
164 int maxshadowelements;
178 int r_shadow_buffer_numleafpvsbytes;
179 unsigned char *r_shadow_buffer_leafpvs;
180 int *r_shadow_buffer_leaflist;
182 int r_shadow_buffer_numsurfacepvsbytes;
183 unsigned char *r_shadow_buffer_surfacepvs;
184 int *r_shadow_buffer_surfacelist;
186 rtexturepool_t *r_shadow_texturepool;
187 rtexture_t *r_shadow_attenuation2dtexture;
188 rtexture_t *r_shadow_attenuation3dtexture;
190 // lights are reloaded when this changes
191 char r_shadow_mapname[MAX_QPATH];
193 // used only for light filters (cubemaps)
194 rtexturepool_t *r_shadow_filters_texturepool;
196 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"};
197 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"};
198 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
199 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)"};
200 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
201 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
202 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5", "changes attenuation texture generation (does not affect r_shadow_glsl lighting)"};
203 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1", "changes attenuation texture generation (does not affect r_shadow_glsl lighting)"};
204 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
205 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
206 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
207 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
208 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
209 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal culling optimizations on dynamic lights (slow! you probably don't want this!)"};
210 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)"};
211 cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1", "enables shadows from dynamic lights when using full world lighting"};
212 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"};
213 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
214 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
215 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"};
216 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)"};
217 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
218 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_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)"};
219 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_shadow_glsl lighting)"};
220 cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
221 cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "0", "enables offset mapping effect (also known as parallax mapping or sometimes as virtual displacement mapping, not as good as relief mapping or silohuette mapping but much faster), can cause strange artifacts on many textures, requires bumpmaps for depth information (normalmaps can have depth information as alpha channel, but most do not)"};
222 cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "-0.04", "how deep the offset mapping effect is, and whether it is inward or outward"};
223 cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "0.04", "pushes the effect closer/further"};
224 cvar_t r_shadow_glsl_usehalffloat = {0, "r_shadow_glsl_usehalffloat", "0", "use half and hvec variables in GLSL shader for a speed gain (NVIDIA only)"};
225 cvar_t r_shadow_glsl_surfacenormalize = {0, "r_shadow_glsl_surfacenormalize", "1", "normalize bumpmap texels in GLSL shader, produces a more rounded look on small bumps and dents"};
226 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
227 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
228 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
229 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
230 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
231 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
232 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
234 float r_shadow_attenpower, r_shadow_attenscale;
236 rtlight_t *r_shadow_compilingrtlight;
237 dlight_t *r_shadow_worldlightchain;
238 dlight_t *r_shadow_selectedlight;
239 dlight_t r_shadow_bufferlight;
240 vec3_t r_editlights_cursorlocation;
242 rtexture_t *lighttextures[5];
244 extern int con_vislines;
246 typedef struct cubemapinfo_s
253 #define MAX_CUBEMAPS 256
254 static int numcubemaps;
255 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
257 #define SHADERPERMUTATION_COLORMAPPING (1<<0)
258 #define SHADERPERMUTATION_SPECULAR (1<<1)
259 #define SHADERPERMUTATION_FOG (1<<2)
260 #define SHADERPERMUTATION_CUBEFILTER (1<<3)
261 #define SHADERPERMUTATION_OFFSETMAPPING (1<<4)
262 #define SHADERPERMUTATION_SURFACENORMALIZE (1<<5)
263 #define SHADERPERMUTATION_GEFORCEFX (1<<6)
264 #define SHADERPERMUTATION_COUNT (1<<7)
266 // indicates if we have tried compiling this shader permutation yet
267 qboolean r_shadow_program_compiledlight[SHADERPERMUTATION_COUNT];
268 // GLSL program object number, or 0 if compile failed
269 GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT];
271 void R_Shadow_UncompileWorldLights(void);
272 void R_Shadow_ClearWorldLights(void);
273 void R_Shadow_SaveWorldLights(void);
274 void R_Shadow_LoadWorldLights(void);
275 void R_Shadow_LoadLightsFile(void);
276 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
277 void R_Shadow_EditLights_Reload_f(void);
278 void R_Shadow_ValidateCvars(void);
279 static void R_Shadow_MakeTextures(void);
280 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
282 const char *builtinshader_light_vert =
283 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
284 "// written by Forest 'LordHavoc' Hale\n"
286 "// use half floats if available for math performance\n"
288 "#define myhalf half\n"
289 "#define myhvec2 hvec2\n"
290 "#define myhvec3 hvec3\n"
291 "#define myhvec4 hvec4\n"
293 "#define myhalf float\n"
294 "#define myhvec2 vec2\n"
295 "#define myhvec3 vec3\n"
296 "#define myhvec4 vec4\n"
299 "uniform vec3 LightPosition;\n"
301 "varying vec2 TexCoord;\n"
302 "varying myhvec3 CubeVector;\n"
303 "varying vec3 LightVector;\n"
305 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
306 "uniform vec3 EyePosition;\n"
307 "varying vec3 EyeVector;\n"
310 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
314 " // copy the surface texcoord\n"
315 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
317 " // transform vertex position into light attenuation/cubemap space\n"
318 " // (-1 to +1 across the light box)\n"
319 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
321 " // transform unnormalized light direction into tangent space\n"
322 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
323 " // normalize it per pixel)\n"
324 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
325 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
326 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
327 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
329 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
330 " // transform unnormalized eye direction into tangent space\n"
331 " vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
332 " EyeVector.x = dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
333 " EyeVector.y = dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
334 " EyeVector.z = dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
337 " // transform vertex to camera space, using ftransform to match non-VS\n"
339 " gl_Position = ftransform();\n"
343 const char *builtinshader_light_frag =
344 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
345 "// written by Forest 'LordHavoc' Hale\n"
347 "// use half floats if available for math performance\n"
349 "#define myhalf half\n"
350 "#define myhvec2 hvec2\n"
351 "#define myhvec3 hvec3\n"
352 "#define myhvec4 hvec4\n"
354 "#define myhalf float\n"
355 "#define myhvec2 vec2\n"
356 "#define myhvec3 vec3\n"
357 "#define myhvec4 vec4\n"
360 "uniform myhvec3 LightColor;\n"
361 "#ifdef USEOFFSETMAPPING\n"
362 "uniform myhalf OffsetMapping_Scale;\n"
363 "uniform myhalf OffsetMapping_Bias;\n"
365 "#ifdef USESPECULAR\n"
366 "uniform myhalf SpecularPower;\n"
369 "uniform myhalf FogRangeRecip;\n"
371 "uniform myhalf AmbientScale;\n"
372 "uniform myhalf DiffuseScale;\n"
373 "#ifdef USESPECULAR\n"
374 "uniform myhalf SpecularScale;\n"
377 "#ifdef USECOLORMAPPING\n"
378 "uniform myhvec3 Color_Pants;\n"
379 "uniform myhvec3 Color_Shirt;\n"
382 "uniform sampler2D Texture_Normal;\n"
383 "uniform sampler2D Texture_Color;\n"
384 "uniform sampler2D Texture_Pants;\n"
385 "uniform sampler2D Texture_Shirt;\n"
386 "#ifdef USESPECULAR\n"
387 "uniform sampler2D Texture_Gloss;\n"
389 "#ifdef USECUBEFILTER\n"
390 "uniform samplerCube Texture_Cube;\n"
393 "uniform sampler2D Texture_FogMask;\n"
396 "varying vec2 TexCoord;\n"
397 "varying myhvec3 CubeVector;\n"
398 "varying vec3 LightVector;\n"
399 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
400 "varying vec3 EyeVector;\n"
407 " // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
408 " // center and sharp falloff at the edge, this is about the most efficient\n"
409 " // we can get away with as far as providing illumination.\n"
411 " // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
412 " // provide significant illumination, large = slow = pain.\n"
413 " myhalf colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
417 " colorscale *= texture2D(Texture_FogMask, myhvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
420 "#ifdef USEOFFSETMAPPING\n"
421 " // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
422 " myhvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
423 " myhvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
424 " TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
425 " TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
426 "#define TexCoord TexCoordOffset\n"
429 " // get the surface normal\n"
430 "#ifdef SURFACENORMALIZE\n"
431 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
433 " myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
436 " // calculate shading\n"
437 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
438 " myhvec4 texturecolor = myhvec4(texture2D(Texture_Color, TexCoord));\n"
439 " colorscale *= texturecolor.a;\n"
440 " myhvec3 color = myhvec3(texturecolor);\n"
441 "#ifdef USECOLORMAPPING\n"
442 " color += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
444 " color *= (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
445 "#ifdef USESPECULAR\n"
446 " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
447 " color += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
450 "#ifdef USECUBEFILTER\n"
451 " // apply light cubemap filter\n"
452 " color *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
455 " // calculate fragment color (apply light color and attenuation/fog scaling)\n"
456 " gl_FragColor = myhvec4(color * LightColor * colorscale, 1);\n"
460 int R_Shadow_CompileShaderPermutation(int permutation)
462 if (r_shadow_program_compiledlight[permutation])
463 return r_shadow_program_light[permutation];
464 r_shadow_program_compiledlight[permutation] = true;
465 char *vertstring, *fragstring;
466 int vertstrings_count;
467 int fragstrings_count;
468 const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
469 const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
470 char permutationname[256];
471 vertstring = (char *)FS_LoadFile("glsl/light.vert", tempmempool, false, NULL);
472 fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false, NULL);
473 vertstrings_count = 0;
474 fragstrings_count = 0;
475 permutationname[0] = 0;
476 if (permutation & SHADERPERMUTATION_COLORMAPPING)
478 vertstrings_list[vertstrings_count++] = "#define USECOLORMAPPING\n";
479 fragstrings_list[fragstrings_count++] = "#define USECOLORMAPPING\n";
480 strlcat(permutationname, " colormapping", sizeof(permutationname));
482 if (permutation & SHADERPERMUTATION_SPECULAR)
484 vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
485 fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
486 strlcat(permutationname, " specular", sizeof(permutationname));
488 if (permutation & SHADERPERMUTATION_FOG)
490 vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
491 fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
492 strlcat(permutationname, " fog", sizeof(permutationname));
494 if (permutation & SHADERPERMUTATION_CUBEFILTER)
496 vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
497 fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
498 strlcat(permutationname, " cubefilter", sizeof(permutationname));
500 if (permutation & SHADERPERMUTATION_OFFSETMAPPING)
502 vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
503 fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
504 strlcat(permutationname, " offsetmapping", sizeof(permutationname));
506 if (permutation & SHADERPERMUTATION_SURFACENORMALIZE)
508 vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
509 fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
510 strlcat(permutationname, " surfacenormalize", sizeof(permutationname));
512 if (permutation & SHADERPERMUTATION_GEFORCEFX)
514 vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
515 fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
516 strlcat(permutationname, " halffloat", sizeof(permutationname));
518 vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
519 fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
520 r_shadow_program_light[permutation] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
521 if (r_shadow_program_light[permutation])
523 qglUseProgramObjectARB(r_shadow_program_light[permutation]);
524 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[permutation], "Texture_Normal"), 0);CHECKGLERROR
525 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[permutation], "Texture_Color"), 1);CHECKGLERROR
526 if (permutation & SHADERPERMUTATION_SPECULAR)
528 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[permutation], "Texture_Gloss"), 2);CHECKGLERROR
530 if (permutation & SHADERPERMUTATION_CUBEFILTER)
532 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[permutation], "Texture_Cube"), 3);CHECKGLERROR
534 if (permutation & SHADERPERMUTATION_FOG)
536 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[permutation], "Texture_FogMask"), 4);CHECKGLERROR
538 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[permutation], "Texture_Pants"), 5);CHECKGLERROR
539 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[permutation], "Texture_Shirt"), 6);CHECKGLERROR
540 qglUseProgramObjectARB(0);
543 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/light");
545 Mem_Free(fragstring);
547 Mem_Free(vertstring);
548 return r_shadow_program_light[permutation];
551 void r_shadow_start(void)
554 // use half float math where available (speed gain on NVIDIA GFFX and GF6)
555 if (gl_support_half_float)
556 Cvar_SetValue("r_shadow_glsl_usehalffloat", 1);
557 // allocate vertex processing arrays
559 r_shadow_attenuation2dtexture = NULL;
560 r_shadow_attenuation3dtexture = NULL;
561 r_shadow_texturepool = NULL;
562 r_shadow_filters_texturepool = NULL;
563 R_Shadow_ValidateCvars();
564 R_Shadow_MakeTextures();
565 maxshadowelements = 0;
566 shadowelements = NULL;
574 shadowmarklist = NULL;
576 r_shadow_buffer_numleafpvsbytes = 0;
577 r_shadow_buffer_leafpvs = NULL;
578 r_shadow_buffer_leaflist = NULL;
579 r_shadow_buffer_numsurfacepvsbytes = 0;
580 r_shadow_buffer_surfacepvs = NULL;
581 r_shadow_buffer_surfacelist = NULL;
582 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
584 r_shadow_program_compiledlight[i] = false;
585 r_shadow_program_light[i] = 0;
589 void r_shadow_shutdown(void)
592 R_Shadow_UncompileWorldLights();
593 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
595 if (r_shadow_program_light[i])
597 GL_Backend_FreeProgram(r_shadow_program_light[i]);
598 r_shadow_program_light[i] = 0;
602 r_shadow_attenuation2dtexture = NULL;
603 r_shadow_attenuation3dtexture = NULL;
604 R_FreeTexturePool(&r_shadow_texturepool);
605 R_FreeTexturePool(&r_shadow_filters_texturepool);
606 maxshadowelements = 0;
608 Mem_Free(shadowelements);
609 shadowelements = NULL;
612 Mem_Free(vertexupdate);
615 Mem_Free(vertexremap);
621 Mem_Free(shadowmark);
624 Mem_Free(shadowmarklist);
625 shadowmarklist = NULL;
627 r_shadow_buffer_numleafpvsbytes = 0;
628 if (r_shadow_buffer_leafpvs)
629 Mem_Free(r_shadow_buffer_leafpvs);
630 r_shadow_buffer_leafpvs = NULL;
631 if (r_shadow_buffer_leaflist)
632 Mem_Free(r_shadow_buffer_leaflist);
633 r_shadow_buffer_leaflist = NULL;
634 r_shadow_buffer_numsurfacepvsbytes = 0;
635 if (r_shadow_buffer_surfacepvs)
636 Mem_Free(r_shadow_buffer_surfacepvs);
637 r_shadow_buffer_surfacepvs = NULL;
638 if (r_shadow_buffer_surfacelist)
639 Mem_Free(r_shadow_buffer_surfacelist);
640 r_shadow_buffer_surfacelist = NULL;
643 void r_shadow_newmap(void)
647 void R_Shadow_Help_f(void)
650 "Documentation on r_shadow system:\n"
652 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
653 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
654 "r_shadow_debuglight : render only this light number (-1 = all)\n"
655 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
656 "r_shadow_gloss2intensity : brightness of forced gloss\n"
657 "r_shadow_glossintensity : brightness of textured gloss\n"
658 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
659 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
660 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
661 "r_shadow_portallight : use portal visibility for static light precomputation\n"
662 "r_shadow_projectdistance : shadow volume projection distance\n"
663 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
664 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
665 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
666 "r_shadow_realtime_world : use high quality world lighting mode\n"
667 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
668 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
669 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
670 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
671 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
672 "r_shadow_glsl : use OpenGL Shading Language for lighting\n"
673 "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
674 "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
675 "r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
676 "r_shadow_glsl_usehalffloat : use lower quality lighting\n"
677 "r_shadow_glsl_surfacenormalize : makes bumpmapping slightly higher quality\n"
678 "r_shadow_scissor : use scissor optimization\n"
679 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
680 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
681 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
682 "r_showlighting : useful for performance testing; bright = slow!\n"
683 "r_showshadowvolumes : useful for performance testing; bright = slow!\n"
685 "r_shadow_help : this help\n"
689 void R_Shadow_Init(void)
691 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
692 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
693 Cvar_RegisterVariable(&r_shadow_debuglight);
694 Cvar_RegisterVariable(&r_shadow_gloss);
695 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
696 Cvar_RegisterVariable(&r_shadow_glossintensity);
697 Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
698 Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
699 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
700 Cvar_RegisterVariable(&r_shadow_portallight);
701 Cvar_RegisterVariable(&r_shadow_projectdistance);
702 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
703 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
704 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
705 Cvar_RegisterVariable(&r_shadow_realtime_world);
706 Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
707 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
708 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
709 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
710 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
711 Cvar_RegisterVariable(&r_shadow_scissor);
712 Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
713 Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
714 Cvar_RegisterVariable(&r_shadow_texture3d);
715 Cvar_RegisterVariable(&r_shadow_glsl);
716 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
717 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
718 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
719 Cvar_RegisterVariable(&r_shadow_glsl_usehalffloat);
720 Cvar_RegisterVariable(&r_shadow_glsl_surfacenormalize);
721 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
722 if (gamemode == GAME_TENEBRAE)
724 Cvar_SetValue("r_shadow_gloss", 2);
725 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
727 Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system");
728 R_Shadow_EditLights_Init();
729 r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL);
730 r_shadow_worldlightchain = NULL;
731 maxshadowelements = 0;
732 shadowelements = NULL;
740 shadowmarklist = NULL;
742 r_shadow_buffer_numleafpvsbytes = 0;
743 r_shadow_buffer_leafpvs = NULL;
744 r_shadow_buffer_leaflist = NULL;
745 r_shadow_buffer_numsurfacepvsbytes = 0;
746 r_shadow_buffer_surfacepvs = NULL;
747 r_shadow_buffer_surfacelist = NULL;
748 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
751 matrix4x4_t matrix_attenuationxyz =
754 {0.5, 0.0, 0.0, 0.5},
755 {0.0, 0.5, 0.0, 0.5},
756 {0.0, 0.0, 0.5, 0.5},
761 matrix4x4_t matrix_attenuationz =
764 {0.0, 0.0, 0.5, 0.5},
765 {0.0, 0.0, 0.0, 0.5},
766 {0.0, 0.0, 0.0, 0.5},
771 int *R_Shadow_ResizeShadowElements(int numtris)
773 // make sure shadowelements is big enough for this volume
774 if (maxshadowelements < numtris * 24)
776 maxshadowelements = numtris * 24;
778 Mem_Free(shadowelements);
779 shadowelements = (int *)Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
781 return shadowelements;
784 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
786 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
787 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
788 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
790 if (r_shadow_buffer_leafpvs)
791 Mem_Free(r_shadow_buffer_leafpvs);
792 if (r_shadow_buffer_leaflist)
793 Mem_Free(r_shadow_buffer_leaflist);
794 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
795 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
796 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
798 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
800 if (r_shadow_buffer_surfacepvs)
801 Mem_Free(r_shadow_buffer_surfacepvs);
802 if (r_shadow_buffer_surfacelist)
803 Mem_Free(r_shadow_buffer_surfacelist);
804 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
805 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
806 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
810 void R_Shadow_PrepareShadowMark(int numtris)
812 // make sure shadowmark is big enough for this volume
813 if (maxshadowmark < numtris)
815 maxshadowmark = numtris;
817 Mem_Free(shadowmark);
819 Mem_Free(shadowmarklist);
820 shadowmark = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
821 shadowmarklist = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
825 // if shadowmarkcount wrapped we clear the array and adjust accordingly
826 if (shadowmarkcount == 0)
829 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
834 int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
837 int outtriangles = 0, outvertices = 0;
841 if (maxvertexupdate < innumvertices)
843 maxvertexupdate = innumvertices;
845 Mem_Free(vertexupdate);
847 Mem_Free(vertexremap);
848 vertexupdate = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
849 vertexremap = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
853 if (vertexupdatenum == 0)
856 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
857 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
860 for (i = 0;i < numshadowmarktris;i++)
861 shadowmark[shadowmarktris[i]] = shadowmarkcount;
863 for (i = 0;i < numshadowmarktris;i++)
865 element = inelement3i + shadowmarktris[i] * 3;
866 // make sure the vertices are created
867 for (j = 0;j < 3;j++)
869 if (vertexupdate[element[j]] != vertexupdatenum)
871 float ratio, direction[3];
872 vertexupdate[element[j]] = vertexupdatenum;
873 vertexremap[element[j]] = outvertices;
874 vertex = invertex3f + element[j] * 3;
875 // project one copy of the vertex to the sphere radius of the light
876 // (FIXME: would projecting it to the light box be better?)
877 VectorSubtract(vertex, projectorigin, direction);
878 ratio = projectdistance / VectorLength(direction);
879 VectorCopy(vertex, outvertex3f);
880 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
887 for (i = 0;i < numshadowmarktris;i++)
889 int remappedelement[3];
891 const int *neighbortriangle;
893 markindex = shadowmarktris[i] * 3;
894 element = inelement3i + markindex;
895 neighbortriangle = inneighbor3i + markindex;
896 // output the front and back triangles
897 outelement3i[0] = vertexremap[element[0]];
898 outelement3i[1] = vertexremap[element[1]];
899 outelement3i[2] = vertexremap[element[2]];
900 outelement3i[3] = vertexremap[element[2]] + 1;
901 outelement3i[4] = vertexremap[element[1]] + 1;
902 outelement3i[5] = vertexremap[element[0]] + 1;
906 // output the sides (facing outward from this triangle)
907 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
909 remappedelement[0] = vertexremap[element[0]];
910 remappedelement[1] = vertexremap[element[1]];
911 outelement3i[0] = remappedelement[1];
912 outelement3i[1] = remappedelement[0];
913 outelement3i[2] = remappedelement[0] + 1;
914 outelement3i[3] = remappedelement[1];
915 outelement3i[4] = remappedelement[0] + 1;
916 outelement3i[5] = remappedelement[1] + 1;
921 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
923 remappedelement[1] = vertexremap[element[1]];
924 remappedelement[2] = vertexremap[element[2]];
925 outelement3i[0] = remappedelement[2];
926 outelement3i[1] = remappedelement[1];
927 outelement3i[2] = remappedelement[1] + 1;
928 outelement3i[3] = remappedelement[2];
929 outelement3i[4] = remappedelement[1] + 1;
930 outelement3i[5] = remappedelement[2] + 1;
935 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
937 remappedelement[0] = vertexremap[element[0]];
938 remappedelement[2] = vertexremap[element[2]];
939 outelement3i[0] = remappedelement[0];
940 outelement3i[1] = remappedelement[2];
941 outelement3i[2] = remappedelement[2] + 1;
942 outelement3i[3] = remappedelement[0];
943 outelement3i[4] = remappedelement[2] + 1;
944 outelement3i[5] = remappedelement[0] + 1;
951 *outnumvertices = outvertices;
955 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
958 if (projectdistance < 0.1)
960 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
963 if (!numverts || !nummarktris)
965 // make sure shadowelements is big enough for this volume
966 if (maxshadowelements < nummarktris * 24)
967 R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
968 tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
969 renderstats.lights_dynamicshadowtriangles += tris;
970 R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
973 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
978 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
980 tend = firsttriangle + numtris;
981 if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
982 && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
983 && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
985 // surface box entirely inside light box, no box cull
986 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
987 if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
988 shadowmarklist[numshadowmark++] = t;
992 // surface box not entirely inside light box, cull each triangle
993 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
995 v[0] = invertex3f + e[0] * 3;
996 v[1] = invertex3f + e[1] * 3;
997 v[2] = invertex3f + e[2] * 3;
998 if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
999 && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
1000 && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
1001 && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
1002 && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
1003 && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
1004 && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
1005 shadowmarklist[numshadowmark++] = t;
1010 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
1013 if (r_shadow_compilingrtlight)
1015 // if we're compiling an rtlight, capture the mesh
1016 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
1019 renderstats.lights_shadowtriangles += numtriangles;
1020 memset(&m, 0, sizeof(m));
1021 m.pointer_vertex = vertex3f;
1023 GL_LockArrays(0, numvertices);
1024 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
1026 // decrement stencil if backface is behind depthbuffer
1027 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
1028 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1029 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
1030 // increment stencil if frontface is behind depthbuffer
1031 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1032 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1034 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
1035 GL_LockArrays(0, 0);
1038 static void R_Shadow_MakeTextures(void)
1041 float v[3], intensity;
1042 unsigned char *data;
1043 R_FreeTexturePool(&r_shadow_texturepool);
1044 r_shadow_texturepool = R_AllocTexturePool();
1045 r_shadow_attenpower = r_shadow_lightattenuationpower.value;
1046 r_shadow_attenscale = r_shadow_lightattenuationscale.value;
1047 #define ATTEN2DSIZE 64
1048 #define ATTEN3DSIZE 32
1049 data = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
1050 for (y = 0;y < ATTEN2DSIZE;y++)
1052 for (x = 0;x < ATTEN2DSIZE;x++)
1054 v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1055 v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1057 intensity = 1.0f - sqrt(DotProduct(v, v));
1059 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1060 d = bound(0, intensity, 255);
1061 data[(y*ATTEN2DSIZE+x)*4+0] = d;
1062 data[(y*ATTEN2DSIZE+x)*4+1] = d;
1063 data[(y*ATTEN2DSIZE+x)*4+2] = d;
1064 data[(y*ATTEN2DSIZE+x)*4+3] = d;
1067 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1068 if (r_shadow_texture3d.integer)
1070 for (z = 0;z < ATTEN3DSIZE;z++)
1072 for (y = 0;y < ATTEN3DSIZE;y++)
1074 for (x = 0;x < ATTEN3DSIZE;x++)
1076 v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1077 v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1078 v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1079 intensity = 1.0f - sqrt(DotProduct(v, v));
1081 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1082 d = bound(0, intensity, 255);
1083 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
1084 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
1085 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
1086 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
1090 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1095 void R_Shadow_ValidateCvars(void)
1097 if (r_shadow_texture3d.integer && !gl_texture3d)
1098 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1099 if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1100 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1103 // light currently being rendered
1104 rtlight_t *r_shadow_rtlight;
1106 // this is the location of the eye in entity space
1107 vec3_t r_shadow_entityeyeorigin;
1108 // this is the location of the light in entity space
1109 vec3_t r_shadow_entitylightorigin;
1110 // this transforms entity coordinates to light filter cubemap coordinates
1111 // (also often used for other purposes)
1112 matrix4x4_t r_shadow_entitytolight;
1113 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
1114 // of attenuation texturing in full 3D (Z result often ignored)
1115 matrix4x4_t r_shadow_entitytoattenuationxyz;
1116 // this transforms only the Z to S, and T is always 0.5
1117 matrix4x4_t r_shadow_entitytoattenuationz;
1119 static int r_shadow_lightpermutation;
1120 static int r_shadow_lightprog;
1122 void R_Shadow_RenderMode_Begin(void)
1126 R_Shadow_ValidateCvars();
1128 if (!r_shadow_attenuation2dtexture
1129 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1130 || r_shadow_lightattenuationpower.value != r_shadow_attenpower
1131 || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
1132 R_Shadow_MakeTextures();
1134 memset(&m, 0, sizeof(m));
1136 GL_BlendFunc(GL_ONE, GL_ZERO);
1137 GL_DepthMask(false);
1139 GL_Color(0, 0, 0, 1);
1140 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1141 qglEnable(GL_CULL_FACE);
1142 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1144 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1146 if (gl_ext_stenciltwoside.integer)
1147 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
1149 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
1151 if (r_shadow_glsl.integer && gl_support_fragment_shader)
1152 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1153 else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1154 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
1156 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1159 void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight)
1161 r_shadow_rtlight = rtlight;
1164 void R_Shadow_RenderMode_Reset(void)
1167 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1169 qglUseProgramObjectARB(0);
1170 // HACK HACK HACK: work around for bug in NVIDIAI 6xxx drivers that causes GL_OUT_OF_MEMORY and/or software rendering
1171 qglBegin(GL_TRIANGLES);
1175 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
1176 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1177 memset(&m, 0, sizeof(m));
1181 void R_Shadow_RenderMode_StencilShadowVolumes(void)
1183 R_Shadow_RenderMode_Reset();
1184 GL_Color(1, 1, 1, 1);
1185 GL_ColorMask(0, 0, 0, 0);
1186 GL_BlendFunc(GL_ONE, GL_ZERO);
1187 GL_DepthMask(false);
1189 if (!r_showtrispass)
1190 qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1191 //if (r_shadow_shadow_polygonoffset.value != 0)
1193 // qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1194 // qglEnable(GL_POLYGON_OFFSET_FILL);
1197 // qglDisable(GL_POLYGON_OFFSET_FILL);
1198 qglDepthFunc(GL_LESS);
1199 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1200 qglEnable(GL_STENCIL_TEST);
1201 qglStencilFunc(GL_ALWAYS, 128, ~0);
1202 r_shadow_rendermode = r_shadow_shadowingrendermode;
1203 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
1205 qglDisable(GL_CULL_FACE);
1206 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1207 qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
1209 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1210 qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
1212 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1216 qglEnable(GL_CULL_FACE);
1218 // this is changed by every shadow render so its value here is unimportant
1219 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1221 GL_Clear(GL_STENCIL_BUFFER_BIT);
1222 renderstats.lights_clears++;
1225 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
1227 R_Shadow_RenderMode_Reset();
1228 GL_BlendFunc(GL_ONE, GL_ONE);
1229 GL_DepthMask(false);
1231 if (!r_showtrispass)
1232 qglPolygonOffset(0, 0);
1233 //qglDisable(GL_POLYGON_OFFSET_FILL);
1234 GL_Color(1, 1, 1, 1);
1235 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1237 qglDepthFunc(GL_LEQUAL);
1239 qglDepthFunc(GL_EQUAL);
1240 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1241 qglEnable(GL_CULL_FACE);
1243 qglEnable(GL_STENCIL_TEST);
1245 qglDisable(GL_STENCIL_TEST);
1247 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1248 // only draw light where this geometry was already rendered AND the
1249 // stencil is 128 (values other than this mean shadow)
1250 qglStencilFunc(GL_EQUAL, 128, ~0);
1251 r_shadow_rendermode = r_shadow_lightingrendermode;
1252 // do global setup needed for the chosen lighting mode
1253 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1255 R_Mesh_VertexPointer(varray_vertex3f);
1256 R_Mesh_TexCoordPointer(0, 2, varray_texcoord2f[0]);
1257 R_Mesh_TexCoordPointer(1, 3, varray_svector3f);
1258 R_Mesh_TexCoordPointer(2, 3, varray_tvector3f);
1259 R_Mesh_TexCoordPointer(3, 3, varray_normal3f);
1260 R_Mesh_TexBind(0, R_GetTexture(r_texture_blanknormalmap)); // normal
1261 R_Mesh_TexBind(1, R_GetTexture(r_texture_white)); // diffuse
1262 R_Mesh_TexBind(2, R_GetTexture(r_texture_white)); // gloss
1263 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); // light filter
1264 R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog
1265 R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants
1266 R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt
1267 //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix
1268 GL_BlendFunc(GL_ONE, GL_ONE);
1269 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1274 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
1276 R_Shadow_RenderMode_Reset();
1277 GL_BlendFunc(GL_ONE, GL_ONE);
1278 GL_DepthMask(false);
1279 GL_DepthTest(!r_showdisabledepthtest.integer);
1280 if (!r_showtrispass)
1281 qglPolygonOffset(0, 0);
1282 GL_Color(0.0, 0.0125, 0.1, 1);
1283 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1284 qglDepthFunc(GL_GEQUAL);
1285 qglCullFace(GL_FRONT); // this culls back
1286 qglDisable(GL_CULL_FACE);
1287 qglDisable(GL_STENCIL_TEST);
1288 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
1291 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
1293 R_Shadow_RenderMode_Reset();
1294 GL_BlendFunc(GL_ONE, GL_ONE);
1295 GL_DepthMask(false);
1296 GL_DepthTest(!r_showdisabledepthtest.integer);
1297 if (!r_showtrispass)
1298 qglPolygonOffset(0, 0);
1299 GL_Color(0.1, 0.0125, 0, 1);
1300 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1302 qglDepthFunc(GL_LEQUAL);
1304 qglDepthFunc(GL_EQUAL);
1305 qglCullFace(GL_FRONT); // this culls back
1306 qglEnable(GL_CULL_FACE);
1308 qglEnable(GL_STENCIL_TEST);
1310 qglDisable(GL_STENCIL_TEST);
1311 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
1314 void R_Shadow_RenderMode_End(void)
1316 R_Shadow_RenderMode_Reset();
1317 R_Shadow_RenderMode_ActiveLight(NULL);
1318 GL_BlendFunc(GL_ONE, GL_ZERO);
1321 if (!r_showtrispass)
1322 qglPolygonOffset(0, 0);
1323 //qglDisable(GL_POLYGON_OFFSET_FILL);
1324 GL_Color(1, 1, 1, 1);
1325 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1326 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1327 qglDepthFunc(GL_LEQUAL);
1328 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1329 qglEnable(GL_CULL_FACE);
1330 qglDisable(GL_STENCIL_TEST);
1331 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1332 if (gl_support_stenciltwoside)
1333 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1335 qglStencilFunc(GL_ALWAYS, 128, ~0);
1336 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1339 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1341 int i, ix1, iy1, ix2, iy2;
1342 float x1, y1, x2, y2;
1345 mplane_t planes[11];
1346 float vertex3f[256*3];
1348 // if view is inside the light box, just say yes it's visible
1349 if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1351 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1355 // create a temporary brush describing the area the light can affect in worldspace
1356 VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
1357 VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
1358 VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
1359 VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
1360 VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
1361 VectorSet (planes[ 5].normal, 1, 0, 0); planes[ 5].dist = maxs[0];
1362 VectorSet (planes[ 6].normal, -1, 0, 0); planes[ 6].dist = -mins[0];
1363 VectorSet (planes[ 7].normal, 0, 1, 0); planes[ 7].dist = maxs[1];
1364 VectorSet (planes[ 8].normal, 0, -1, 0); planes[ 8].dist = -mins[1];
1365 VectorSet (planes[ 9].normal, 0, 0, 1); planes[ 9].dist = maxs[2];
1366 VectorSet (planes[10].normal, 0, 0, -1); planes[10].dist = -mins[2];
1368 // turn the brush into a mesh
1369 memset(&mesh, 0, sizeof(rmesh_t));
1370 mesh.maxvertices = 256;
1371 mesh.vertex3f = vertex3f;
1372 mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1373 R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1375 // if that mesh is empty, the light is not visible at all
1376 if (!mesh.numvertices)
1379 if (!r_shadow_scissor.integer)
1382 // if that mesh is not empty, check what area of the screen it covers
1383 x1 = y1 = x2 = y2 = 0;
1385 for (i = 0;i < mesh.numvertices;i++)
1387 VectorCopy(mesh.vertex3f + i * 3, v);
1388 GL_TransformToScreen(v, v2);
1389 //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
1392 if (x1 > v2[0]) x1 = v2[0];
1393 if (x2 < v2[0]) x2 = v2[0];
1394 if (y1 > v2[1]) y1 = v2[1];
1395 if (y2 < v2[1]) y2 = v2[1];
1404 // now convert the scissor rectangle to integer screen coordinates
1409 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1411 // clamp it to the screen
1412 if (ix1 < r_view_x) ix1 = r_view_x;
1413 if (iy1 < r_view_y) iy1 = r_view_y;
1414 if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1415 if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1417 // if it is inside out, it's not visible
1418 if (ix2 <= ix1 || iy2 <= iy1)
1421 // the light area is visible, set up the scissor rectangle
1422 GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1423 //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1424 //qglEnable(GL_SCISSOR_TEST);
1425 renderstats.lights_scissored++;
1429 extern float *rsurface_vertex3f;
1430 extern float *rsurface_svector3f;
1431 extern float *rsurface_tvector3f;
1432 extern float *rsurface_normal3f;
1433 extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
1435 static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor)
1437 int numverts = surface->num_vertices;
1438 float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1439 float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1440 float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1441 float dist, dot, distintensity, shadeintensity, v[3], n[3];
1442 if (r_textureunits.integer >= 3)
1444 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1446 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1447 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1448 if ((dot = DotProduct(n, v)) < 0)
1450 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1451 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]);
1452 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]);
1453 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]);
1456 float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1457 VectorScale(color4f, f, color4f);
1461 VectorClear(color4f);
1465 else if (r_textureunits.integer >= 2)
1467 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1469 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1470 if ((dist = fabs(v[2])) < 1)
1472 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1473 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1474 if ((dot = DotProduct(n, v)) < 0)
1476 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1477 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1478 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1479 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1483 color4f[0] = ambientcolor[0] * distintensity;
1484 color4f[1] = ambientcolor[1] * distintensity;
1485 color4f[2] = ambientcolor[2] * distintensity;
1489 float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1490 VectorScale(color4f, f, color4f);
1494 VectorClear(color4f);
1500 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1502 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1503 if ((dist = DotProduct(v, v)) < 1)
1506 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1507 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1508 if ((dot = DotProduct(n, v)) < 0)
1510 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1511 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1512 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1513 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1517 color4f[0] = ambientcolor[0] * distintensity;
1518 color4f[1] = ambientcolor[1] * distintensity;
1519 color4f[2] = ambientcolor[2] * distintensity;
1523 float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1524 VectorScale(color4f, f, color4f);
1528 VectorClear(color4f);
1534 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1535 #define USETEXMATRIX
1537 #ifndef USETEXMATRIX
1538 // this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
1539 // if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
1540 static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1544 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1545 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1546 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1553 static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1557 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1558 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1566 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
1570 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1572 VectorSubtract(relativelightorigin, vertex3f, lightdir);
1573 // the cubemap normalizes this for us
1574 out3f[0] = DotProduct(svector3f, lightdir);
1575 out3f[1] = DotProduct(tvector3f, lightdir);
1576 out3f[2] = DotProduct(normal3f, lightdir);
1580 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
1583 float lightdir[3], eyedir[3], halfdir[3];
1584 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1586 VectorSubtract(relativelightorigin, vertex3f, lightdir);
1587 VectorNormalize(lightdir);
1588 VectorSubtract(relativeeyeorigin, vertex3f, eyedir);
1589 VectorNormalize(eyedir);
1590 VectorAdd(lightdir, eyedir, halfdir);
1591 // the cubemap normalizes this for us
1592 out3f[0] = DotProduct(svector3f, halfdir);
1593 out3f[1] = DotProduct(tvector3f, halfdir);
1594 out3f[2] = DotProduct(normal3f, halfdir);
1598 static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1600 // used to display how many times a surface is lit for level design purposes
1601 int surfacelistindex;
1603 GL_Color(0.1, 0.025, 0, 1);
1604 memset(&m, 0, sizeof(m));
1606 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1608 const msurface_t *surface = surfacelist[surfacelistindex];
1609 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
1610 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1611 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle);
1612 GL_LockArrays(0, 0);
1616 static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1618 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1619 int surfacelistindex;
1620 // select a permutation of the lighting shader appropriate to this
1621 // combination of texture, entity, light source, and fogging, only use the
1622 // minimum features necessary to avoid wasting rendering time in the
1623 // fragment shader on features that are not being used
1624 r_shadow_lightpermutation = 0;
1626 r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
1627 if ((dopants || doshirt))
1628 r_shadow_lightpermutation |= SHADERPERMUTATION_COLORMAPPING;
1629 if (specularscale > 0)
1630 r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
1631 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1632 r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
1633 if (r_shadow_glsl_offsetmapping.integer)
1634 r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
1635 if (r_shadow_glsl_surfacenormalize.integer)
1636 r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
1637 if (r_shadow_glsl_usehalffloat.integer)
1638 r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
1639 r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
1640 if (!r_shadow_lightprog)
1642 if (!r_shadow_program_compiledlight[r_shadow_lightpermutation])
1643 r_shadow_lightprog = R_Shadow_CompileShaderPermutation(r_shadow_lightpermutation);
1644 if (!r_shadow_lightprog)
1646 // remove features until we find a valid permutation
1648 for (i = SHADERPERMUTATION_COUNT-1;;i>>=1)
1650 // reduce i more quickly whenever it would not remove any bits
1651 if (r_shadow_lightpermutation < i)
1653 r_shadow_lightpermutation &= i;
1654 if (!r_shadow_program_compiledlight[r_shadow_lightpermutation])
1655 R_Shadow_CompileShaderPermutation(r_shadow_lightpermutation);
1656 r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
1657 if (r_shadow_lightprog)
1660 return; // utterly failed
1664 qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
1665 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
1666 R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
1667 R_Mesh_TexBind(0, R_GetTexture(normalmaptexture));
1668 R_Mesh_TexBind(1, R_GetTexture(basetexture));
1669 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR
1670 if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
1672 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR
1674 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1675 if (r_shadow_lightpermutation & SHADERPERMUTATION_COLORMAPPING)
1677 R_Mesh_TexBind(5, R_GetTexture(pantstexture));
1678 R_Mesh_TexBind(6, R_GetTexture(shirttexture));
1679 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "Color_Pants"), ent->colormap_pantscolor[0], ent->colormap_pantscolor[1], ent->colormap_pantscolor[2]);CHECKGLERROR
1680 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "Color_Shirt"), ent->colormap_shirtcolor[0], ent->colormap_shirtcolor[1], ent->colormap_shirtcolor[2]);CHECKGLERROR
1682 if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
1684 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), fograngerecip);CHECKGLERROR
1686 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
1687 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
1688 if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1690 R_Mesh_TexBind(2, R_GetTexture(glosstexture));
1691 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR
1692 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
1694 if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING)
1696 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
1697 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
1699 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1701 const msurface_t *surface = surfacelist[surfacelistindex];
1702 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1703 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
1704 if (!rsurface_svector3f)
1706 rsurface_svector3f = varray_svector3f;
1707 rsurface_tvector3f = varray_tvector3f;
1708 rsurface_normal3f = varray_normal3f;
1709 Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
1711 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
1712 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1713 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1714 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1715 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1716 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1717 GL_LockArrays(0, 0);
1721 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
1726 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1728 // colorscale accounts for how much we multiply the brightness
1731 // mult is how many times the final pass of the lighting will be
1732 // performed to get more brightness than otherwise possible.
1734 // Limit mult to 64 for sanity sake.
1735 if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1737 // 3 3D combine path (Geforce3, Radeon 8500)
1738 memset(&m, 0, sizeof(m));
1739 m.pointer_vertex = rsurface_vertex3f;
1740 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1742 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1743 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1745 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1746 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1748 m.tex[1] = R_GetTexture(basetexture);
1749 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1750 m.texmatrix[1] = texture->currenttexmatrix;
1751 m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1753 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1754 m.texmatrix[2] = r_shadow_entitytolight;
1756 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1757 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1759 GL_BlendFunc(GL_ONE, GL_ONE);
1761 else if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1763 // 2 3D combine path (Geforce3, original Radeon)
1764 memset(&m, 0, sizeof(m));
1765 m.pointer_vertex = rsurface_vertex3f;
1766 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1768 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1769 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1771 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1772 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1774 m.tex[1] = R_GetTexture(basetexture);
1775 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1776 m.texmatrix[1] = texture->currenttexmatrix;
1777 GL_BlendFunc(GL_ONE, GL_ONE);
1779 else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1781 // 4 2D combine path (Geforce3, Radeon 8500)
1782 memset(&m, 0, sizeof(m));
1783 m.pointer_vertex = rsurface_vertex3f;
1784 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1786 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1787 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1789 m.pointer_texcoord[0] = varray_texcoord2f[0];
1790 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1792 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1794 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1795 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1797 m.pointer_texcoord[1] = varray_texcoord2f[1];
1798 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1800 m.tex[2] = R_GetTexture(basetexture);
1801 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1802 m.texmatrix[2] = texture->currenttexmatrix;
1803 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1805 m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1807 m.pointer_texcoord3f[3] = rsurface_vertex3f;
1808 m.texmatrix[3] = r_shadow_entitytolight;
1810 m.pointer_texcoord3f[3] = varray_texcoord3f[3];
1811 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1814 GL_BlendFunc(GL_ONE, GL_ONE);
1816 else if (r_textureunits.integer >= 3 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1818 // 3 2D combine path (Geforce3, original Radeon)
1819 memset(&m, 0, sizeof(m));
1820 m.pointer_vertex = rsurface_vertex3f;
1821 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1823 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1824 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1826 m.pointer_texcoord[0] = varray_texcoord2f[0];
1827 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1829 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1831 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1832 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1834 m.pointer_texcoord[1] = varray_texcoord2f[1];
1835 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1837 m.tex[2] = R_GetTexture(basetexture);
1838 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1839 m.texmatrix[2] = texture->currenttexmatrix;
1840 GL_BlendFunc(GL_ONE, GL_ONE);
1844 // 2/2/2 2D combine path (any dot3 card)
1845 memset(&m, 0, sizeof(m));
1846 m.pointer_vertex = rsurface_vertex3f;
1847 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1849 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1850 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1852 m.pointer_texcoord[0] = varray_texcoord2f[0];
1853 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1855 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1857 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1858 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1860 m.pointer_texcoord[1] = varray_texcoord2f[1];
1861 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1864 GL_ColorMask(0,0,0,1);
1865 GL_BlendFunc(GL_ONE, GL_ZERO);
1866 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1867 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1868 GL_LockArrays(0, 0);
1870 memset(&m, 0, sizeof(m));
1871 m.pointer_vertex = rsurface_vertex3f;
1872 m.tex[0] = R_GetTexture(basetexture);
1873 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1874 m.texmatrix[0] = texture->currenttexmatrix;
1875 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1877 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1879 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1880 m.texmatrix[1] = r_shadow_entitytolight;
1882 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1883 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1886 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1888 // this final code is shared
1890 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1891 VectorScale(lightcolorbase, colorscale, color2);
1892 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1893 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1895 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1896 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1898 GL_LockArrays(0, 0);
1901 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
1906 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1908 // colorscale accounts for how much we multiply the brightness
1911 // mult is how many times the final pass of the lighting will be
1912 // performed to get more brightness than otherwise possible.
1914 // Limit mult to 64 for sanity sake.
1915 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1917 // 3/2 3D combine path (Geforce3, Radeon 8500)
1918 memset(&m, 0, sizeof(m));
1919 m.pointer_vertex = rsurface_vertex3f;
1920 m.tex[0] = R_GetTexture(normalmaptexture);
1921 m.texcombinergb[0] = GL_REPLACE;
1922 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1923 m.texmatrix[0] = texture->currenttexmatrix;
1924 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1925 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1926 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1927 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1928 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1930 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1931 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1933 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1934 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1937 GL_ColorMask(0,0,0,1);
1938 GL_BlendFunc(GL_ONE, GL_ZERO);
1939 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1940 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1941 GL_LockArrays(0, 0);
1943 memset(&m, 0, sizeof(m));
1944 m.pointer_vertex = rsurface_vertex3f;
1945 m.tex[0] = R_GetTexture(basetexture);
1946 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1947 m.texmatrix[0] = texture->currenttexmatrix;
1948 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1950 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1952 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1953 m.texmatrix[1] = r_shadow_entitytolight;
1955 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1956 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1959 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1961 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1963 // 1/2/2 3D combine path (original Radeon)
1964 memset(&m, 0, sizeof(m));
1965 m.pointer_vertex = rsurface_vertex3f;
1966 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1968 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1969 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1971 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1972 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1975 GL_ColorMask(0,0,0,1);
1976 GL_BlendFunc(GL_ONE, GL_ZERO);
1977 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1978 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1979 GL_LockArrays(0, 0);
1981 memset(&m, 0, sizeof(m));
1982 m.pointer_vertex = rsurface_vertex3f;
1983 m.tex[0] = R_GetTexture(normalmaptexture);
1984 m.texcombinergb[0] = GL_REPLACE;
1985 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1986 m.texmatrix[0] = texture->currenttexmatrix;
1987 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1988 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1989 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1990 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1992 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1993 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1994 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1995 GL_LockArrays(0, 0);
1997 memset(&m, 0, sizeof(m));
1998 m.pointer_vertex = rsurface_vertex3f;
1999 m.tex[0] = R_GetTexture(basetexture);
2000 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2001 m.texmatrix[0] = texture->currenttexmatrix;
2002 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2004 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2006 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2007 m.texmatrix[1] = r_shadow_entitytolight;
2009 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2010 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2013 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2015 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
2017 // 2/2 3D combine path (original Radeon)
2018 memset(&m, 0, sizeof(m));
2019 m.pointer_vertex = rsurface_vertex3f;
2020 m.tex[0] = R_GetTexture(normalmaptexture);
2021 m.texcombinergb[0] = GL_REPLACE;
2022 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2023 m.texmatrix[0] = texture->currenttexmatrix;
2024 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2025 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2026 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2027 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2029 GL_ColorMask(0,0,0,1);
2030 GL_BlendFunc(GL_ONE, GL_ZERO);
2031 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2032 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2033 GL_LockArrays(0, 0);
2035 memset(&m, 0, sizeof(m));
2036 m.pointer_vertex = rsurface_vertex3f;
2037 m.tex[0] = R_GetTexture(basetexture);
2038 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2039 m.texmatrix[0] = texture->currenttexmatrix;
2040 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2042 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2043 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2045 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2046 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2048 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2050 else if (r_textureunits.integer >= 4)
2052 // 4/2 2D combine path (Geforce3, Radeon 8500)
2053 memset(&m, 0, sizeof(m));
2054 m.pointer_vertex = rsurface_vertex3f;
2055 m.tex[0] = R_GetTexture(normalmaptexture);
2056 m.texcombinergb[0] = GL_REPLACE;
2057 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2058 m.texmatrix[0] = texture->currenttexmatrix;
2059 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2060 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2061 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2062 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2063 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2065 m.pointer_texcoord3f[2] = rsurface_vertex3f;
2066 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
2068 m.pointer_texcoord[2] = varray_texcoord2f[2];
2069 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2071 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
2073 m.pointer_texcoord3f[3] = rsurface_vertex3f;
2074 m.texmatrix[3] = r_shadow_entitytoattenuationz;
2076 m.pointer_texcoord[3] = varray_texcoord2f[3];
2077 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2080 GL_ColorMask(0,0,0,1);
2081 GL_BlendFunc(GL_ONE, GL_ZERO);
2082 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2083 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2084 GL_LockArrays(0, 0);
2086 memset(&m, 0, sizeof(m));
2087 m.pointer_vertex = rsurface_vertex3f;
2088 m.tex[0] = R_GetTexture(basetexture);
2089 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2090 m.texmatrix[0] = texture->currenttexmatrix;
2091 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2093 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2095 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2096 m.texmatrix[1] = r_shadow_entitytolight;
2098 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2099 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2102 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2106 // 2/2/2 2D combine path (any dot3 card)
2107 memset(&m, 0, sizeof(m));
2108 m.pointer_vertex = rsurface_vertex3f;
2109 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2111 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2112 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2114 m.pointer_texcoord[0] = varray_texcoord2f[0];
2115 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2117 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2119 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2120 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2122 m.pointer_texcoord[1] = varray_texcoord2f[1];
2123 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2126 GL_ColorMask(0,0,0,1);
2127 GL_BlendFunc(GL_ONE, GL_ZERO);
2128 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2129 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2130 GL_LockArrays(0, 0);
2132 memset(&m, 0, sizeof(m));
2133 m.pointer_vertex = rsurface_vertex3f;
2134 m.tex[0] = R_GetTexture(normalmaptexture);
2135 m.texcombinergb[0] = GL_REPLACE;
2136 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2137 m.texmatrix[0] = texture->currenttexmatrix;
2138 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2139 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2140 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2141 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2143 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2144 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2145 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2146 GL_LockArrays(0, 0);
2148 memset(&m, 0, sizeof(m));
2149 m.pointer_vertex = rsurface_vertex3f;
2150 m.tex[0] = R_GetTexture(basetexture);
2151 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2152 m.texmatrix[0] = texture->currenttexmatrix;
2153 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2155 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2157 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2158 m.texmatrix[1] = r_shadow_entitytolight;
2160 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2161 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2164 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2166 // this final code is shared
2168 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2169 VectorScale(lightcolorbase, colorscale, color2);
2170 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2171 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2173 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2174 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2176 GL_LockArrays(0, 0);
2179 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
2184 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
2185 // FIXME: detect blendsquare!
2186 //if (!gl_support_blendsquare)
2189 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2191 // 2/0/0/1/2 3D combine blendsquare path
2192 memset(&m, 0, sizeof(m));
2193 m.pointer_vertex = rsurface_vertex3f;
2194 m.tex[0] = R_GetTexture(normalmaptexture);
2195 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2196 m.texmatrix[0] = texture->currenttexmatrix;
2197 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2198 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2199 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2200 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2202 GL_ColorMask(0,0,0,1);
2203 // this squares the result
2204 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2205 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2206 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2207 GL_LockArrays(0, 0);
2209 memset(&m, 0, sizeof(m));
2210 m.pointer_vertex = rsurface_vertex3f;
2212 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2213 // square alpha in framebuffer a few times to make it shiny
2214 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2215 // these comments are a test run through this math for intensity 0.5
2216 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2217 // 0.25 * 0.25 = 0.0625 (this is another pass)
2218 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2219 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2220 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2221 GL_LockArrays(0, 0);
2223 memset(&m, 0, sizeof(m));
2224 m.pointer_vertex = rsurface_vertex3f;
2225 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2227 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2228 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2230 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
2231 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2234 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2235 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2236 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2237 GL_LockArrays(0, 0);
2239 memset(&m, 0, sizeof(m));
2240 m.pointer_vertex = rsurface_vertex3f;
2241 m.tex[0] = R_GetTexture(glosstexture);
2242 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2243 m.texmatrix[0] = texture->currenttexmatrix;
2244 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2246 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2248 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2249 m.texmatrix[1] = r_shadow_entitytolight;
2251 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2252 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2255 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2257 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2259 // 2/0/0/2 3D combine blendsquare path
2260 memset(&m, 0, sizeof(m));
2261 m.pointer_vertex = rsurface_vertex3f;
2262 m.tex[0] = R_GetTexture(normalmaptexture);
2263 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2264 m.texmatrix[0] = texture->currenttexmatrix;
2265 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2266 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2267 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2268 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2270 GL_ColorMask(0,0,0,1);
2271 // this squares the result
2272 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2273 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2274 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2275 GL_LockArrays(0, 0);
2277 memset(&m, 0, sizeof(m));
2278 m.pointer_vertex = rsurface_vertex3f;
2280 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2281 // square alpha in framebuffer a few times to make it shiny
2282 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2283 // these comments are a test run through this math for intensity 0.5
2284 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2285 // 0.25 * 0.25 = 0.0625 (this is another pass)
2286 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2287 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2288 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2289 GL_LockArrays(0, 0);
2291 memset(&m, 0, sizeof(m));
2292 m.pointer_vertex = rsurface_vertex3f;
2293 m.tex[0] = R_GetTexture(glosstexture);
2294 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2295 m.texmatrix[0] = texture->currenttexmatrix;
2296 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2298 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2299 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2301 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2302 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2304 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2308 // 2/0/0/2/2 2D combine blendsquare path
2309 memset(&m, 0, sizeof(m));
2310 m.pointer_vertex = rsurface_vertex3f;
2311 m.tex[0] = R_GetTexture(normalmaptexture);
2312 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2313 m.texmatrix[0] = texture->currenttexmatrix;
2314 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2315 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2316 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2317 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2319 GL_ColorMask(0,0,0,1);
2320 // this squares the result
2321 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2322 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2323 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2324 GL_LockArrays(0, 0);
2326 memset(&m, 0, sizeof(m));
2327 m.pointer_vertex = rsurface_vertex3f;
2329 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2330 // square alpha in framebuffer a few times to make it shiny
2331 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2332 // these comments are a test run through this math for intensity 0.5
2333 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2334 // 0.25 * 0.25 = 0.0625 (this is another pass)
2335 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2336 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2337 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2338 GL_LockArrays(0, 0);
2340 memset(&m, 0, sizeof(m));
2341 m.pointer_vertex = rsurface_vertex3f;
2342 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2344 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2345 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2347 m.pointer_texcoord[0] = varray_texcoord2f[0];
2348 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2350 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2352 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2353 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2355 m.pointer_texcoord[1] = varray_texcoord2f[1];
2356 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2359 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2360 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2361 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2362 GL_LockArrays(0, 0);
2364 memset(&m, 0, sizeof(m));
2365 m.pointer_vertex = rsurface_vertex3f;
2366 m.tex[0] = R_GetTexture(glosstexture);
2367 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2368 m.texmatrix[0] = texture->currenttexmatrix;
2369 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2371 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2373 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2374 m.texmatrix[1] = r_shadow_entitytolight;
2376 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2377 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2380 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2383 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2384 VectorScale(lightcolorbase, colorscale, color2);
2385 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2386 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2388 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2389 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2391 GL_LockArrays(0, 0);
2394 static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
2396 // ARB path (any Geforce, any Radeon)
2397 int surfacelistindex;
2398 qboolean doambient = r_shadow_rtlight->ambientscale > 0;
2399 qboolean dodiffuse = r_shadow_rtlight->diffusescale > 0;
2400 qboolean dospecular = specularscale > 0;
2401 if (!doambient && !dodiffuse && !dospecular)
2403 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2405 const msurface_t *surface = surfacelist[surfacelistindex];
2406 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
2407 if (!rsurface_svector3f)
2409 rsurface_svector3f = varray_svector3f;
2410 rsurface_tvector3f = varray_tvector3f;
2411 rsurface_normal3f = varray_normal3f;
2412 Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
2415 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale);
2417 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale);
2421 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale);
2423 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale);
2428 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale);
2430 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale);
2433 R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(ent, texture, surface, lightcolorbase, glosstexture, normalmaptexture, specularscale);
2437 void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const msurface_t *surface, vec3_t diffusecolor2, vec3_t ambientcolor2)
2440 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
2441 R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2);
2442 for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
2447 // due to low fillrate on the cards this vertex lighting path is
2448 // designed for, we manually cull all triangles that do not
2449 // contain a lit vertex
2452 int newnumtriangles;
2454 int newelements[3072];
2456 newnumtriangles = 0;
2458 for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
2460 if (newnumtriangles >= 1024)
2462 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2463 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
2464 GL_LockArrays(0, 0);
2465 newnumtriangles = 0;
2468 if (VectorLength2(varray_color4f + e[0] * 4) + VectorLength2(varray_color4f + e[1] * 4) + VectorLength2(varray_color4f + e[2] * 4) >= 0.01)
2478 if (newnumtriangles >= 1)
2480 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2481 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
2482 GL_LockArrays(0, 0);
2488 for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2489 if (VectorLength2(c))
2493 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2494 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2495 GL_LockArrays(0, 0);
2497 // now reduce the intensity for the next overbright pass
2498 for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2500 c[0] = max(0, c[0] - 1);
2501 c[1] = max(0, c[1] - 1);
2502 c[2] = max(0, c[2] - 1);
2507 static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
2509 int surfacelistindex;
2510 float ambientcolorbase[3], diffusecolorbase[3];
2511 float ambientcolorpants[3], diffusecolorpants[3];
2512 float ambientcolorshirt[3], diffusecolorshirt[3];
2514 VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale * 2, ambientcolorbase);
2515 VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale * 2, diffusecolorbase);
2516 VectorScale(lightcolorpants, r_shadow_rtlight->ambientscale * 2, ambientcolorpants);
2517 VectorScale(lightcolorpants, r_shadow_rtlight->diffusescale * 2, diffusecolorpants);
2518 VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2, ambientcolorshirt);
2519 VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2, diffusecolorshirt);
2520 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2521 memset(&m, 0, sizeof(m));
2522 m.tex[0] = R_GetTexture(basetexture);
2523 if (r_textureunits.integer >= 2)
2526 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2528 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2530 m.pointer_texcoord[1] = varray_texcoord2f[1];
2531 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2533 if (r_textureunits.integer >= 3)
2535 // Geforce3/Radeon class but not using dot3
2536 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2538 m.texmatrix[2] = r_shadow_entitytoattenuationz;
2540 m.pointer_texcoord[2] = varray_texcoord2f[2];
2541 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2545 m.pointer_color = varray_color4f;
2547 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2549 const msurface_t *surface = surfacelist[surfacelistindex];
2550 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
2551 if (!rsurface_svector3f)
2553 rsurface_svector3f = varray_svector3f;
2554 rsurface_tvector3f = varray_tvector3f;
2555 rsurface_normal3f = varray_normal3f;
2556 Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
2558 // OpenGL 1.1 path (anything)
2559 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
2560 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
2561 if (r_textureunits.integer >= 2)
2565 R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f);
2567 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2569 if (r_textureunits.integer >= 3)
2571 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
2573 R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f);
2575 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2579 R_Mesh_TexBind(0, R_GetTexture(basetexture));
2580 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorbase, ambientcolorbase);
2583 R_Mesh_TexBind(0, R_GetTexture(pantstexture));
2584 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorpants, ambientcolorpants);
2588 R_Mesh_TexBind(0, R_GetTexture(shirttexture));
2589 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorshirt, ambientcolorshirt);
2594 void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist)
2596 // FIXME: support MATERIALFLAG_NODEPTHTEST
2597 vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
2598 rtexture_t *basetexture;
2599 rtexture_t *pantstexture;
2600 rtexture_t *shirttexture;
2601 rtexture_t *glosstexture;
2602 float specularscale;
2603 qboolean dopants, doshirt;
2604 glosstexture = r_texture_black;
2606 if (r_shadow_gloss.integer > 0)
2608 if (texture->skin.gloss)
2610 if (r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
2612 glosstexture = texture->skin.gloss;
2613 specularscale = r_shadow_rtlight->specularscale * r_shadow_glossintensity.value;
2618 if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
2620 glosstexture = r_texture_white;
2621 specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value;
2625 // calculate colors to render this texture with
2626 lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * ent->colormod[0] * texture->currentalpha;
2627 lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * ent->colormod[1] * texture->currentalpha;
2628 lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * ent->colormod[2] * texture->currentalpha;
2629 if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
2631 if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
2632 qglDisable(GL_CULL_FACE);
2634 qglEnable(GL_CULL_FACE);
2635 dopants = texture->skin.pants != NULL && VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f);
2636 doshirt = texture->skin.shirt != NULL && VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
2637 if (dopants + doshirt)
2641 lightcolorpants[0] = lightcolorbase[0] * ent->colormap_pantscolor[0];
2642 lightcolorpants[1] = lightcolorbase[1] * ent->colormap_pantscolor[1];
2643 lightcolorpants[2] = lightcolorbase[2] * ent->colormap_pantscolor[2];
2647 pantstexture = r_texture_black;
2648 VectorClear(lightcolorpants);
2652 shirttexture = texture->skin.shirt;
2653 lightcolorshirt[0] = lightcolorbase[0] * ent->colormap_shirtcolor[0];
2654 lightcolorshirt[1] = lightcolorbase[1] * ent->colormap_shirtcolor[1];
2655 lightcolorshirt[2] = lightcolorbase[2] * ent->colormap_shirtcolor[2];
2659 shirttexture = r_texture_black;
2660 VectorClear(lightcolorshirt);
2662 switch (r_shadow_rendermode)
2664 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2665 R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, dopants, doshirt);
2667 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2668 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, dopants, doshirt);
2670 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2671 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, dopants, doshirt);
2673 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2674 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, dopants, doshirt);
2677 Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2683 basetexture = texture->skin.merged ? texture->skin.merged : texture->skin.base;
2684 switch (r_shadow_rendermode)
2686 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2687 R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale, false, false);
2689 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2690 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale, false, false);
2692 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2693 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale, false, false);
2695 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2696 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale, false, false);
2699 Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2705 void R_RTLight_Update(dlight_t *light, int isstatic)
2709 rtlight_t *rtlight = &light->rtlight;
2710 R_RTLight_Uncompile(rtlight);
2711 memset(rtlight, 0, sizeof(*rtlight));
2713 VectorCopy(light->origin, rtlight->shadoworigin);
2714 VectorCopy(light->color, rtlight->color);
2715 rtlight->radius = light->radius;
2716 //rtlight->cullradius = rtlight->radius;
2717 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2718 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2719 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2720 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2721 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2722 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2723 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2724 rtlight->cubemapname[0] = 0;
2725 if (light->cubemapname[0])
2726 strcpy(rtlight->cubemapname, light->cubemapname);
2727 else if (light->cubemapnum > 0)
2728 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2729 rtlight->shadow = light->shadow;
2730 rtlight->corona = light->corona;
2731 rtlight->style = light->style;
2732 rtlight->isstatic = isstatic;
2733 rtlight->coronasizescale = light->coronasizescale;
2734 rtlight->ambientscale = light->ambientscale;
2735 rtlight->diffusescale = light->diffusescale;
2736 rtlight->specularscale = light->specularscale;
2737 rtlight->flags = light->flags;
2738 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2739 // ConcatScale won't work here because this needs to scale rotate and
2740 // translate, not just rotate
2741 scale = 1.0f / rtlight->radius;
2742 for (k = 0;k < 3;k++)
2743 for (j = 0;j < 4;j++)
2744 rtlight->matrix_worldtolight.m[k][j] *= scale;
2746 rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
2747 rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
2748 VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
2749 rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
2752 // compiles rtlight geometry
2753 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2754 void R_RTLight_Compile(rtlight_t *rtlight)
2756 int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2757 entity_render_t *ent = r_refdef.worldentity;
2758 model_t *model = r_refdef.worldmodel;
2759 unsigned char *data;
2761 // compile the light
2762 rtlight->compiled = true;
2763 rtlight->static_numleafs = 0;
2764 rtlight->static_numleafpvsbytes = 0;
2765 rtlight->static_leaflist = NULL;
2766 rtlight->static_leafpvs = NULL;
2767 rtlight->static_numsurfaces = 0;
2768 rtlight->static_surfacelist = NULL;
2769 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2770 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2771 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2772 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2773 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2774 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2776 if (model && model->GetLightInfo)
2778 // this variable must be set for the CompileShadowVolume code
2779 r_shadow_compilingrtlight = rtlight;
2780 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2781 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);
2782 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2783 data = (unsigned char *)Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2784 rtlight->static_numleafs = numleafs;
2785 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2786 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2787 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2788 rtlight->static_numsurfaces = numsurfaces;
2789 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2791 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2792 if (numleafpvsbytes)
2793 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2795 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2796 if (model->CompileShadowVolume && rtlight->shadow)
2797 model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2798 // now we're done compiling the rtlight
2799 r_shadow_compilingrtlight = NULL;
2803 // use smallest available cullradius - box radius or light radius
2804 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2805 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2809 if (rtlight->static_meshchain_shadow)
2812 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2815 shadowtris += mesh->numtriangles;
2819 Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes);
2822 void R_RTLight_Uncompile(rtlight_t *rtlight)
2824 if (rtlight->compiled)
2826 if (rtlight->static_meshchain_shadow)
2827 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2828 rtlight->static_meshchain_shadow = NULL;
2829 // these allocations are grouped
2830 if (rtlight->static_leaflist)
2831 Mem_Free(rtlight->static_leaflist);
2832 rtlight->static_numleafs = 0;
2833 rtlight->static_numleafpvsbytes = 0;
2834 rtlight->static_leaflist = NULL;
2835 rtlight->static_leafpvs = NULL;
2836 rtlight->static_numsurfaces = 0;
2837 rtlight->static_surfacelist = NULL;
2838 rtlight->compiled = false;
2842 void R_Shadow_UncompileWorldLights(void)
2845 for (light = r_shadow_worldlightchain;light;light = light->next)
2846 R_RTLight_Uncompile(&light->rtlight);
2849 void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfacelist)
2851 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2852 vec_t relativeshadowradius;
2853 if (ent == r_refdef.worldentity)
2855 if (r_shadow_rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2858 R_Mesh_Matrix(&ent->matrix);
2859 for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2861 renderstats.lights_shadowtriangles += mesh->numtriangles;
2862 R_Mesh_VertexPointer(mesh->vertex3f);
2863 GL_LockArrays(0, mesh->numverts);
2864 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
2866 // decrement stencil if backface is behind depthbuffer
2867 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2868 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2869 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2870 // increment stencil if frontface is behind depthbuffer
2871 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2872 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2874 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2875 GL_LockArrays(0, 0);
2878 else if (numsurfaces)
2880 R_Mesh_Matrix(&ent->matrix);
2881 ent->model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight->cullmins, r_shadow_rtlight->cullmaxs);
2886 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin);
2887 relativeshadowradius = r_shadow_rtlight->radius / ent->scale;
2888 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2889 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2890 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2891 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2892 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2893 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2894 R_Mesh_Matrix(&ent->matrix);
2895 ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2899 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
2901 // set up properties for rendering light onto this entity
2902 Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_rtlight->matrix_worldtolight, &ent->matrix);
2903 Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2904 Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2905 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin);
2906 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
2907 R_Mesh_Matrix(&ent->matrix);
2910 void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)
2912 R_Shadow_SetupEntityLight(ent);
2913 if (ent == r_refdef.worldentity)
2914 ent->model->DrawLight(ent, numsurfaces, surfacelist);
2916 ent->model->DrawLight(ent, ent->model->nummodelsurfaces, ent->model->surfacelist);
2919 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2923 int numleafs, numsurfaces;
2924 int *leaflist, *surfacelist;
2925 unsigned char *leafpvs;
2926 int numlightentities;
2927 int numshadowentities;
2928 entity_render_t *lightentities[MAX_EDICTS];
2929 entity_render_t *shadowentities[MAX_EDICTS];
2931 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
2932 // skip lights that are basically invisible (color 0 0 0)
2933 if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
2936 // loading is done before visibility checks because loading should happen
2937 // all at once at the start of a level, not when it stalls gameplay.
2938 // (especially important to benchmarks)
2940 if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2941 R_RTLight_Compile(rtlight);
2943 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2945 // look up the light style value at this time
2946 f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2947 VectorScale(rtlight->color, f, rtlight->currentcolor);
2949 if (rtlight->selected)
2951 f = 2 + sin(realtime * M_PI * 4.0);
2952 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
2956 // if lightstyle is currently off, don't draw the light
2957 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
2960 // if the light box is offscreen, skip it
2961 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2964 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2966 // compiled light, world available and can receive realtime lighting
2967 // retrieve leaf information
2968 numleafs = rtlight->static_numleafs;
2969 leaflist = rtlight->static_leaflist;
2970 leafpvs = rtlight->static_leafpvs;
2971 numsurfaces = rtlight->static_numsurfaces;
2972 surfacelist = rtlight->static_surfacelist;
2974 else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2976 // dynamic light, world available and can receive realtime lighting
2977 // calculate lit surfaces and leafs
2978 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2979 r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
2980 leaflist = r_shadow_buffer_leaflist;
2981 leafpvs = r_shadow_buffer_leafpvs;
2982 surfacelist = r_shadow_buffer_surfacelist;
2983 // if the reduced leaf bounds are offscreen, skip it
2984 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2996 // check if light is illuminating any visible leafs
2999 for (i = 0;i < numleafs;i++)
3000 if (r_worldleafvisible[leaflist[i]])
3005 // set up a scissor rectangle for this light
3006 if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
3009 // make a list of lit entities and shadow casting entities
3010 numlightentities = 0;
3011 numshadowentities = 0;
3012 // don't count the world unless some surfaces are actually lit
3015 lightentities[numlightentities++] = r_refdef.worldentity;
3016 shadowentities[numshadowentities++] = r_refdef.worldentity;
3018 // add dynamic entities that are lit by the light
3019 if (r_drawentities.integer)
3021 for (i = 0;i < r_refdef.numentities;i++)
3023 entity_render_t *ent = r_refdef.entities[i];
3024 if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
3026 && !(ent->flags & RENDER_TRANSPARENT)
3027 && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
3029 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3030 if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
3031 shadowentities[numshadowentities++] = ent;
3032 if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight)
3033 lightentities[numlightentities++] = ent;
3038 // return if there's nothing at all to light
3039 if (!numlightentities)
3042 // don't let sound skip if going slow
3043 if (r_refdef.extraupdate)
3046 // make this the active rtlight for rendering purposes
3047 R_Shadow_RenderMode_ActiveLight(rtlight);
3048 // count this light in the r_speeds
3049 renderstats.lights++;
3052 if (numshadowentities && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
3054 // draw stencil shadow volumes to mask off pixels that are in shadow
3055 // so that they won't receive lighting
3059 R_Shadow_RenderMode_StencilShadowVolumes();
3060 for (i = 0;i < numshadowentities;i++)
3061 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
3064 // optionally draw visible shape of the shadow volumes
3065 // for performance analysis by level designers
3066 if (r_showshadowvolumes.integer)
3068 R_Shadow_RenderMode_VisibleShadowVolumes();
3069 for (i = 0;i < numshadowentities;i++)
3070 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
3074 if (numlightentities)
3076 // draw lighting in the unmasked areas
3077 R_Shadow_RenderMode_Lighting(usestencil, false);
3078 for (i = 0;i < numlightentities;i++)
3079 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
3081 // optionally draw the illuminated areas
3082 // for performance analysis by level designers
3083 if (r_showlighting.integer)
3085 R_Shadow_RenderMode_VisibleLighting(usestencil && !r_showdisabledepthtest.integer, false);
3086 for (i = 0;i < numlightentities;i++)
3087 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
3092 void R_ShadowVolumeLighting(qboolean visible)
3097 if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
3098 R_Shadow_EditLights_Reload_f();
3100 R_Shadow_RenderMode_Begin();
3102 flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3103 if (r_shadow_debuglight.integer >= 0)
3105 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
3106 if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
3107 R_DrawRTLight(&light->rtlight, visible);
3110 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
3111 if (light->flags & flag)
3112 R_DrawRTLight(&light->rtlight, visible);
3114 for (lnum = 0;lnum < r_refdef.numlights;lnum++)
3115 R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible);
3117 R_Shadow_RenderMode_End();
3120 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3121 typedef struct suffixinfo_s
3124 qboolean flipx, flipy, flipdiagonal;
3127 static suffixinfo_t suffix[3][6] =
3130 {"px", false, false, false},
3131 {"nx", false, false, false},
3132 {"py", false, false, false},
3133 {"ny", false, false, false},
3134 {"pz", false, false, false},
3135 {"nz", false, false, false}
3138 {"posx", false, false, false},
3139 {"negx", false, false, false},
3140 {"posy", false, false, false},
3141 {"negy", false, false, false},
3142 {"posz", false, false, false},
3143 {"negz", false, false, false}
3146 {"rt", true, false, true},
3147 {"lf", false, true, true},
3148 {"ft", true, true, false},
3149 {"bk", false, false, false},
3150 {"up", true, false, true},
3151 {"dn", true, false, true}
3155 static int componentorder[4] = {0, 1, 2, 3};
3157 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
3159 int i, j, cubemapsize;
3160 unsigned char *cubemappixels, *image_rgba;
3161 rtexture_t *cubemaptexture;
3163 // must start 0 so the first loadimagepixels has no requested width/height
3165 cubemappixels = NULL;
3166 cubemaptexture = NULL;
3167 // keep trying different suffix groups (posx, px, rt) until one loads
3168 for (j = 0;j < 3 && !cubemappixels;j++)
3170 // load the 6 images in the suffix group
3171 for (i = 0;i < 6;i++)
3173 // generate an image name based on the base and and suffix
3174 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3176 if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
3178 // an image loaded, make sure width and height are equal
3179 if (image_width == image_height)
3181 // if this is the first image to load successfully, allocate the cubemap memory
3182 if (!cubemappixels && image_width >= 1)
3184 cubemapsize = image_width;
3185 // note this clears to black, so unavailable sides are black
3186 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3188 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3190 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3193 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3195 Mem_Free(image_rgba);
3199 // if a cubemap loaded, upload it
3202 if (!r_shadow_filters_texturepool)
3203 r_shadow_filters_texturepool = R_AllocTexturePool();
3204 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
3205 Mem_Free(cubemappixels);
3209 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
3210 for (j = 0;j < 3;j++)
3211 for (i = 0;i < 6;i++)
3212 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3213 Con_Print(" and was unable to find any of them.\n");
3215 return cubemaptexture;
3218 rtexture_t *R_Shadow_Cubemap(const char *basename)
3221 for (i = 0;i < numcubemaps;i++)
3222 if (!strcasecmp(cubemaps[i].basename, basename))
3223 return cubemaps[i].texture;
3224 if (i >= MAX_CUBEMAPS)
3225 return r_texture_whitecube;
3227 strcpy(cubemaps[i].basename, basename);
3228 cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
3229 if (!cubemaps[i].texture)
3230 cubemaps[i].texture = r_texture_whitecube;
3231 return cubemaps[i].texture;
3234 void R_Shadow_FreeCubemaps(void)
3237 R_FreeTexturePool(&r_shadow_filters_texturepool);
3240 dlight_t *R_Shadow_NewWorldLight(void)
3243 light = (dlight_t *)Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
3244 light->next = r_shadow_worldlightchain;
3245 r_shadow_worldlightchain = light;
3249 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)
3251 VectorCopy(origin, light->origin);
3252 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
3253 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
3254 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
3255 light->color[0] = max(color[0], 0);
3256 light->color[1] = max(color[1], 0);
3257 light->color[2] = max(color[2], 0);
3258 light->radius = max(radius, 0);
3259 light->style = style;
3260 if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
3262 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
3265 light->shadow = shadowenable;
3266 light->corona = corona;
3269 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
3270 light->coronasizescale = coronasizescale;
3271 light->ambientscale = ambientscale;
3272 light->diffusescale = diffusescale;
3273 light->specularscale = specularscale;
3274 light->flags = flags;
3275 Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
3277 R_RTLight_Update(light, true);
3280 void R_Shadow_FreeWorldLight(dlight_t *light)
3282 dlight_t **lightpointer;
3283 R_RTLight_Uncompile(&light->rtlight);
3284 for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
3285 if (*lightpointer != light)
3286 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain");
3287 *lightpointer = light->next;
3291 void R_Shadow_ClearWorldLights(void)
3293 while (r_shadow_worldlightchain)
3294 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
3295 r_shadow_selectedlight = NULL;
3296 R_Shadow_FreeCubemaps();
3299 void R_Shadow_SelectLight(dlight_t *light)
3301 if (r_shadow_selectedlight)
3302 r_shadow_selectedlight->selected = false;
3303 r_shadow_selectedlight = light;
3304 if (r_shadow_selectedlight)
3305 r_shadow_selectedlight->selected = true;
3308 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
3310 float scale = r_editlights_cursorgrid.value * 0.5f;
3311 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], NULL, false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
3314 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
3317 const dlight_t *light = (dlight_t *)ent;
3319 if (light->selected)
3320 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
3323 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[surfacenumber], NULL, false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
3326 void R_Shadow_DrawLightSprites(void)
3332 for (i = 0;i < 5;i++)
3334 lighttextures[i] = NULL;
3335 if ((pic = Draw_CachePic(va("gfx/crosshair%i", i + 1), true)))
3336 lighttextures[i] = pic->tex;
3339 for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
3340 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, i % 5, &light->rtlight);
3341 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
3344 void R_Shadow_SelectLightInView(void)
3346 float bestrating, rating, temp[3];
3347 dlight_t *best, *light;
3350 for (light = r_shadow_worldlightchain;light;light = light->next)
3352 VectorSubtract(light->origin, r_vieworigin, temp);
3353 rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
3356 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
3357 if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
3359 bestrating = rating;
3364 R_Shadow_SelectLight(best);
3367 void R_Shadow_LoadWorldLights(void)
3369 int n, a, style, shadow, flags;
3370 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
3371 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
3372 if (r_refdef.worldmodel == NULL)
3374 Con_Print("No map loaded.\n");
3377 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3378 strlcat (name, ".rtlights", sizeof (name));
3379 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
3389 for (;COM_Parse(t, true) && strcmp(
3390 if (COM_Parse(t, true))
3392 if (com_token[0] == '!')
3395 origin[0] = atof(com_token+1);
3398 origin[0] = atof(com_token);
3403 while (*s && *s != '\n' && *s != '\r')
3409 // check for modifier flags
3416 a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
3419 flags = LIGHTFLAG_REALTIMEMODE;
3427 coronasizescale = 0.25f;
3429 VectorClear(angles);
3432 if (a < 9 || !strcmp(cubemapname, "\"\""))
3434 // remove quotes on cubemapname
3435 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
3437 cubemapname[strlen(cubemapname)-1] = 0;
3438 strcpy(cubemapname, cubemapname + 1);
3442 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);
3445 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3453 Con_Printf("invalid rtlights file \"%s\"\n", name);
3454 Mem_Free(lightsstring);
3458 void R_Shadow_SaveWorldLights(void)
3461 size_t bufchars, bufmaxchars;
3463 char name[MAX_QPATH];
3464 char line[MAX_INPUTLINE];
3465 if (!r_shadow_worldlightchain)
3467 if (r_refdef.worldmodel == NULL)
3469 Con_Print("No map loaded.\n");
3472 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3473 strlcat (name, ".rtlights", sizeof (name));
3474 bufchars = bufmaxchars = 0;
3476 for (light = r_shadow_worldlightchain;light;light = light->next)
3478 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
3479 sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
3480 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
3481 sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
3483 sprintf(line, "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
3484 if (bufchars + strlen(line) > bufmaxchars)
3486 bufmaxchars = bufchars + strlen(line) + 2048;
3488 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
3492 memcpy(buf, oldbuf, bufchars);
3498 memcpy(buf + bufchars, line, strlen(line));
3499 bufchars += strlen(line);
3503 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
3508 void R_Shadow_LoadLightsFile(void)
3511 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
3512 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
3513 if (r_refdef.worldmodel == NULL)
3515 Con_Print("No map loaded.\n");
3518 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3519 strlcat (name, ".lights", sizeof (name));
3520 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
3528 while (*s && *s != '\n' && *s != '\r')
3534 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);
3538 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);
3541 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
3542 radius = bound(15, radius, 4096);
3543 VectorScale(color, (2.0f / (8388608.0f)), color);
3544 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3552 Con_Printf("invalid lights file \"%s\"\n", name);
3553 Mem_Free(lightsstring);
3557 // tyrlite/hmap2 light types in the delay field
3558 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
3560 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
3562 int entnum, style, islight, skin, pflags, effects, type, n;
3565 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
3566 char key[256], value[MAX_INPUTLINE];
3568 if (r_refdef.worldmodel == NULL)
3570 Con_Print("No map loaded.\n");
3573 // try to load a .ent file first
3574 FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
3575 strlcat (key, ".ent", sizeof (key));
3576 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
3577 // and if that is not found, fall back to the bsp file entity string
3579 data = r_refdef.worldmodel->brush.entities;
3582 for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
3584 type = LIGHTTYPE_MINUSX;
3585 origin[0] = origin[1] = origin[2] = 0;
3586 originhack[0] = originhack[1] = originhack[2] = 0;
3587 angles[0] = angles[1] = angles[2] = 0;
3588 color[0] = color[1] = color[2] = 1;
3589 light[0] = light[1] = light[2] = 1;light[3] = 300;
3590 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
3600 if (!COM_ParseToken(&data, false))
3602 if (com_token[0] == '}')
3603 break; // end of entity
3604 if (com_token[0] == '_')
3605 strcpy(key, com_token + 1);
3607 strcpy(key, com_token);
3608 while (key[strlen(key)-1] == ' ') // remove trailing spaces
3609 key[strlen(key)-1] = 0;
3610 if (!COM_ParseToken(&data, false))
3612 strcpy(value, com_token);
3614 // now that we have the key pair worked out...
3615 if (!strcmp("light", key))
3617 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
3621 light[0] = vec[0] * (1.0f / 256.0f);
3622 light[1] = vec[0] * (1.0f / 256.0f);
3623 light[2] = vec[0] * (1.0f / 256.0f);
3629 light[0] = vec[0] * (1.0f / 255.0f);
3630 light[1] = vec[1] * (1.0f / 255.0f);
3631 light[2] = vec[2] * (1.0f / 255.0f);
3635 else if (!strcmp("delay", key))
3637 else if (!strcmp("origin", key))
3638 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
3639 else if (!strcmp("angle", key))
3640 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
3641 else if (!strcmp("angles", key))
3642 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
3643 else if (!strcmp("color", key))
3644 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
3645 else if (!strcmp("wait", key))
3646 fadescale = atof(value);
3647 else if (!strcmp("classname", key))
3649 if (!strncmp(value, "light", 5))
3652 if (!strcmp(value, "light_fluoro"))
3657 overridecolor[0] = 1;
3658 overridecolor[1] = 1;
3659 overridecolor[2] = 1;
3661 if (!strcmp(value, "light_fluorospark"))
3666 overridecolor[0] = 1;
3667 overridecolor[1] = 1;
3668 overridecolor[2] = 1;
3670 if (!strcmp(value, "light_globe"))
3675 overridecolor[0] = 1;
3676 overridecolor[1] = 0.8;
3677 overridecolor[2] = 0.4;
3679 if (!strcmp(value, "light_flame_large_yellow"))
3684 overridecolor[0] = 1;
3685 overridecolor[1] = 0.5;
3686 overridecolor[2] = 0.1;
3688 if (!strcmp(value, "light_flame_small_yellow"))
3693 overridecolor[0] = 1;
3694 overridecolor[1] = 0.5;
3695 overridecolor[2] = 0.1;
3697 if (!strcmp(value, "light_torch_small_white"))
3702 overridecolor[0] = 1;
3703 overridecolor[1] = 0.5;
3704 overridecolor[2] = 0.1;
3706 if (!strcmp(value, "light_torch_small_walltorch"))
3711 overridecolor[0] = 1;
3712 overridecolor[1] = 0.5;
3713 overridecolor[2] = 0.1;
3717 else if (!strcmp("style", key))
3718 style = atoi(value);
3719 else if (!strcmp("skin", key))
3720 skin = (int)atof(value);
3721 else if (!strcmp("pflags", key))
3722 pflags = (int)atof(value);
3723 else if (!strcmp("effects", key))
3724 effects = (int)atof(value);
3725 else if (r_refdef.worldmodel->type == mod_brushq3)
3727 if (!strcmp("scale", key))
3728 lightscale = atof(value);
3729 if (!strcmp("fade", key))
3730 fadescale = atof(value);
3735 if (lightscale <= 0)
3739 if (color[0] == color[1] && color[0] == color[2])
3741 color[0] *= overridecolor[0];
3742 color[1] *= overridecolor[1];
3743 color[2] *= overridecolor[2];
3745 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3746 color[0] = color[0] * light[0];
3747 color[1] = color[1] * light[1];
3748 color[2] = color[2] * light[2];
3751 case LIGHTTYPE_MINUSX:
3753 case LIGHTTYPE_RECIPX:
3755 VectorScale(color, (1.0f / 16.0f), color);
3757 case LIGHTTYPE_RECIPXX:
3759 VectorScale(color, (1.0f / 16.0f), color);
3762 case LIGHTTYPE_NONE:
3766 case LIGHTTYPE_MINUSXX:
3769 VectorAdd(origin, originhack, origin);
3771 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3774 Mem_Free(entfiledata);
3778 void R_Shadow_SetCursorLocationForView(void)
3781 vec3_t dest, endpos;
3783 VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
3784 trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
3785 if (trace.fraction < 1)
3787 dist = trace.fraction * r_editlights_cursordistance.value;
3788 push = r_editlights_cursorpushback.value;
3792 VectorMA(trace.endpos, push, r_viewforward, endpos);
3793 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
3797 VectorClear( endpos );
3799 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3800 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3801 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3804 void R_Shadow_UpdateWorldLightSelection(void)
3806 if (r_editlights.integer)
3808 R_Shadow_SetCursorLocationForView();
3809 R_Shadow_SelectLightInView();
3810 R_Shadow_DrawLightSprites();
3813 R_Shadow_SelectLight(NULL);
3816 void R_Shadow_EditLights_Clear_f(void)
3818 R_Shadow_ClearWorldLights();
3821 void R_Shadow_EditLights_Reload_f(void)
3823 if (!r_refdef.worldmodel)
3825 strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
3826 R_Shadow_ClearWorldLights();
3827 R_Shadow_LoadWorldLights();
3828 if (r_shadow_worldlightchain == NULL)
3830 R_Shadow_LoadLightsFile();
3831 if (r_shadow_worldlightchain == NULL)
3832 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3836 void R_Shadow_EditLights_Save_f(void)
3838 if (!r_refdef.worldmodel)
3840 R_Shadow_SaveWorldLights();
3843 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
3845 R_Shadow_ClearWorldLights();
3846 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3849 void R_Shadow_EditLights_ImportLightsFile_f(void)
3851 R_Shadow_ClearWorldLights();
3852 R_Shadow_LoadLightsFile();
3855 void R_Shadow_EditLights_Spawn_f(void)
3858 if (!r_editlights.integer)
3860 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3863 if (Cmd_Argc() != 1)
3865 Con_Print("r_editlights_spawn does not take parameters\n");
3868 color[0] = color[1] = color[2] = 1;
3869 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3872 void R_Shadow_EditLights_Edit_f(void)
3874 vec3_t origin, angles, color;
3875 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
3876 int style, shadows, flags, normalmode, realtimemode;
3877 char cubemapname[MAX_INPUTLINE];
3878 if (!r_editlights.integer)
3880 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3883 if (!r_shadow_selectedlight)
3885 Con_Print("No selected light.\n");
3888 VectorCopy(r_shadow_selectedlight->origin, origin);
3889 VectorCopy(r_shadow_selectedlight->angles, angles);
3890 VectorCopy(r_shadow_selectedlight->color, color);
3891 radius = r_shadow_selectedlight->radius;
3892 style = r_shadow_selectedlight->style;
3893 if (r_shadow_selectedlight->cubemapname)
3894 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
3897 shadows = r_shadow_selectedlight->shadow;
3898 corona = r_shadow_selectedlight->corona;
3899 coronasizescale = r_shadow_selectedlight->coronasizescale;
3900 ambientscale = r_shadow_selectedlight->ambientscale;
3901 diffusescale = r_shadow_selectedlight->diffusescale;
3902 specularscale = r_shadow_selectedlight->specularscale;
3903 flags = r_shadow_selectedlight->flags;
3904 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
3905 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
3906 if (!strcmp(Cmd_Argv(1), "origin"))
3908 if (Cmd_Argc() != 5)
3910 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3913 origin[0] = atof(Cmd_Argv(2));
3914 origin[1] = atof(Cmd_Argv(3));
3915 origin[2] = atof(Cmd_Argv(4));
3917 else if (!strcmp(Cmd_Argv(1), "originx"))
3919 if (Cmd_Argc() != 3)
3921 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3924 origin[0] = atof(Cmd_Argv(2));
3926 else if (!strcmp(Cmd_Argv(1), "originy"))
3928 if (Cmd_Argc() != 3)
3930 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3933 origin[1] = atof(Cmd_Argv(2));
3935 else if (!strcmp(Cmd_Argv(1), "originz"))
3937 if (Cmd_Argc() != 3)
3939 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3942 origin[2] = atof(Cmd_Argv(2));
3944 else if (!strcmp(Cmd_Argv(1), "move"))
3946 if (Cmd_Argc() != 5)
3948 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3951 origin[0] += atof(Cmd_Argv(2));
3952 origin[1] += atof(Cmd_Argv(3));
3953 origin[2] += atof(Cmd_Argv(4));
3955 else if (!strcmp(Cmd_Argv(1), "movex"))
3957 if (Cmd_Argc() != 3)
3959 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3962 origin[0] += atof(Cmd_Argv(2));
3964 else if (!strcmp(Cmd_Argv(1), "movey"))
3966 if (Cmd_Argc() != 3)
3968 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3971 origin[1] += atof(Cmd_Argv(2));
3973 else if (!strcmp(Cmd_Argv(1), "movez"))
3975 if (Cmd_Argc() != 3)
3977 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3980 origin[2] += atof(Cmd_Argv(2));
3982 else if (!strcmp(Cmd_Argv(1), "angles"))
3984 if (Cmd_Argc() != 5)
3986 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3989 angles[0] = atof(Cmd_Argv(2));
3990 angles[1] = atof(Cmd_Argv(3));
3991 angles[2] = atof(Cmd_Argv(4));
3993 else if (!strcmp(Cmd_Argv(1), "anglesx"))
3995 if (Cmd_Argc() != 3)
3997 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4000 angles[0] = atof(Cmd_Argv(2));
4002 else if (!strcmp(Cmd_Argv(1), "anglesy"))
4004 if (Cmd_Argc() != 3)
4006 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4009 angles[1] = atof(Cmd_Argv(2));
4011 else if (!strcmp(Cmd_Argv(1), "anglesz"))
4013 if (Cmd_Argc() != 3)
4015 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4018 angles[2] = atof(Cmd_Argv(2));
4020 else if (!strcmp(Cmd_Argv(1), "color"))
4022 if (Cmd_Argc() != 5)
4024 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
4027 color[0] = atof(Cmd_Argv(2));
4028 color[1] = atof(Cmd_Argv(3));
4029 color[2] = atof(Cmd_Argv(4));
4031 else if (!strcmp(Cmd_Argv(1), "radius"))
4033 if (Cmd_Argc() != 3)
4035 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4038 radius = atof(Cmd_Argv(2));
4040 else if (!strcmp(Cmd_Argv(1), "colorscale"))
4042 if (Cmd_Argc() == 3)
4044 double scale = atof(Cmd_Argv(2));
4051 if (Cmd_Argc() != 5)
4053 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
4056 color[0] *= atof(Cmd_Argv(2));
4057 color[1] *= atof(Cmd_Argv(3));
4058 color[2] *= atof(Cmd_Argv(4));
4061 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
4063 if (Cmd_Argc() != 3)
4065 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4068 radius *= atof(Cmd_Argv(2));
4070 else if (!strcmp(Cmd_Argv(1), "style"))
4072 if (Cmd_Argc() != 3)
4074 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4077 style = atoi(Cmd_Argv(2));
4079 else if (!strcmp(Cmd_Argv(1), "cubemap"))
4083 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4086 if (Cmd_Argc() == 3)
4087 strcpy(cubemapname, Cmd_Argv(2));
4091 else if (!strcmp(Cmd_Argv(1), "shadows"))
4093 if (Cmd_Argc() != 3)
4095 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4098 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4100 else if (!strcmp(Cmd_Argv(1), "corona"))
4102 if (Cmd_Argc() != 3)
4104 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4107 corona = atof(Cmd_Argv(2));
4109 else if (!strcmp(Cmd_Argv(1), "coronasize"))
4111 if (Cmd_Argc() != 3)
4113 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4116 coronasizescale = atof(Cmd_Argv(2));
4118 else if (!strcmp(Cmd_Argv(1), "ambient"))
4120 if (Cmd_Argc() != 3)
4122 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4125 ambientscale = atof(Cmd_Argv(2));
4127 else if (!strcmp(Cmd_Argv(1), "diffuse"))
4129 if (Cmd_Argc() != 3)
4131 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4134 diffusescale = atof(Cmd_Argv(2));
4136 else if (!strcmp(Cmd_Argv(1), "specular"))
4138 if (Cmd_Argc() != 3)
4140 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4143 specularscale = atof(Cmd_Argv(2));
4145 else if (!strcmp(Cmd_Argv(1), "normalmode"))
4147 if (Cmd_Argc() != 3)
4149 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4152 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4154 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
4156 if (Cmd_Argc() != 3)
4158 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4161 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4165 Con_Print("usage: r_editlights_edit [property] [value]\n");
4166 Con_Print("Selected light's properties:\n");
4167 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
4168 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
4169 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
4170 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
4171 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
4172 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
4173 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
4174 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
4175 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
4176 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
4177 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
4178 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
4179 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
4180 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
4183 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
4184 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4187 void R_Shadow_EditLights_EditAll_f(void)
4191 if (!r_editlights.integer)
4193 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
4197 for (light = r_shadow_worldlightchain;light;light = light->next)
4199 R_Shadow_SelectLight(light);
4200 R_Shadow_EditLights_Edit_f();
4204 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
4206 int lightnumber, lightcount;
4210 if (!r_editlights.integer)
4216 for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
4217 if (light == r_shadow_selectedlight)
4218 lightnumber = lightcount;
4219 sprintf(temp, "Cursor %f %f %f Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4220 if (r_shadow_selectedlight == NULL)
4222 sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4223 sprintf(temp, "Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4224 sprintf(temp, "Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4225 sprintf(temp, "Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4226 sprintf(temp, "Radius : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4227 sprintf(temp, "Corona : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4228 sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4229 sprintf(temp, "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4230 sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4231 sprintf(temp, "CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4232 sprintf(temp, "Ambient : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4233 sprintf(temp, "Diffuse : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4234 sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4235 sprintf(temp, "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4236 sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4239 void R_Shadow_EditLights_ToggleShadow_f(void)
4241 if (!r_editlights.integer)
4243 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
4246 if (!r_shadow_selectedlight)
4248 Con_Print("No selected light.\n");
4251 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);
4254 void R_Shadow_EditLights_ToggleCorona_f(void)
4256 if (!r_editlights.integer)
4258 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
4261 if (!r_shadow_selectedlight)
4263 Con_Print("No selected light.\n");
4266 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);
4269 void R_Shadow_EditLights_Remove_f(void)
4271 if (!r_editlights.integer)
4273 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
4276 if (!r_shadow_selectedlight)
4278 Con_Print("No selected light.\n");
4281 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
4282 r_shadow_selectedlight = NULL;
4285 void R_Shadow_EditLights_Help_f(void)
4288 "Documentation on r_editlights system:\n"
4290 "r_editlights : enable/disable editing mode\n"
4291 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
4292 "r_editlights_cursorpushback : push back cursor this far from surface\n"
4293 "r_editlights_cursorpushoff : push cursor off surface this far\n"
4294 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
4295 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
4297 "r_editlights_help : this help\n"
4298 "r_editlights_clear : remove all lights\n"
4299 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
4300 "r_editlights_save : save to .rtlights file\n"
4301 "r_editlights_spawn : create a light with default settings\n"
4302 "r_editlights_edit command : edit selected light - more documentation below\n"
4303 "r_editlights_remove : remove selected light\n"
4304 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
4305 "r_editlights_importlightentitiesfrommap : reload light entities\n"
4306 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
4308 "origin x y z : set light location\n"
4309 "originx x: set x component of light location\n"
4310 "originy y: set y component of light location\n"
4311 "originz z: set z component of light location\n"
4312 "move x y z : adjust light location\n"
4313 "movex x: adjust x component of light location\n"
4314 "movey y: adjust y component of light location\n"
4315 "movez z: adjust z component of light location\n"
4316 "angles x y z : set light angles\n"
4317 "anglesx x: set x component of light angles\n"
4318 "anglesy y: set y component of light angles\n"
4319 "anglesz z: set z component of light angles\n"
4320 "color r g b : set color of light (can be brighter than 1 1 1)\n"
4321 "radius radius : set radius (size) of light\n"
4322 "colorscale grey : multiply color of light (1 does nothing)\n"
4323 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
4324 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
4325 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
4326 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
4327 "cubemap basename : set filter cubemap of light (not yet supported)\n"
4328 "shadows 1/0 : turn on/off shadows\n"
4329 "corona n : set corona intensity\n"
4330 "coronasize n : set corona size (0-1)\n"
4331 "ambient n : set ambient intensity (0-1)\n"
4332 "diffuse n : set diffuse intensity (0-1)\n"
4333 "specular n : set specular intensity (0-1)\n"
4334 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
4335 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
4336 "<nothing> : print light properties to console\n"
4340 void R_Shadow_EditLights_CopyInfo_f(void)
4342 if (!r_editlights.integer)
4344 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
4347 if (!r_shadow_selectedlight)
4349 Con_Print("No selected light.\n");
4352 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
4353 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
4354 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
4355 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
4356 if (r_shadow_selectedlight->cubemapname)
4357 strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname);
4359 r_shadow_bufferlight.cubemapname[0] = 0;
4360 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
4361 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
4362 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
4363 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
4364 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
4365 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
4366 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
4369 void R_Shadow_EditLights_PasteInfo_f(void)
4371 if (!r_editlights.integer)
4373 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
4376 if (!r_shadow_selectedlight)
4378 Con_Print("No selected light.\n");
4381 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);
4384 void R_Shadow_EditLights_Init(void)
4386 Cvar_RegisterVariable(&r_editlights);
4387 Cvar_RegisterVariable(&r_editlights_cursordistance);
4388 Cvar_RegisterVariable(&r_editlights_cursorpushback);
4389 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
4390 Cvar_RegisterVariable(&r_editlights_cursorgrid);
4391 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
4392 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
4393 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
4394 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)");
4395 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
4396 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
4397 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
4398 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)");
4399 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
4400 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
4401 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
4402 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
4403 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
4404 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
4405 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)");