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 int maxshadowtriangles;
165 int maxshadowvertices;
166 float *shadowvertex3f;
179 int r_shadow_buffer_numleafpvsbytes;
180 unsigned char *r_shadow_buffer_leafpvs;
181 int *r_shadow_buffer_leaflist;
183 int r_shadow_buffer_numsurfacepvsbytes;
184 unsigned char *r_shadow_buffer_surfacepvs;
185 int *r_shadow_buffer_surfacelist;
187 rtexturepool_t *r_shadow_texturepool;
188 rtexture_t *r_shadow_attenuation2dtexture;
189 rtexture_t *r_shadow_attenuation3dtexture;
191 // lights are reloaded when this changes
192 char r_shadow_mapname[MAX_QPATH];
194 // used only for light filters (cubemaps)
195 rtexturepool_t *r_shadow_filters_texturepool;
197 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"};
198 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"};
199 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
200 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)"};
201 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"};
202 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
203 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5", "changes attenuation texture generation (does not affect r_glsl lighting)"};
204 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1", "changes attenuation texture generation (does not affect r_glsl lighting)"};
205 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
206 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
207 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
208 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
209 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
210 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!)"};
211 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)"};
212 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"};
213 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"};
214 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
215 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
216 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"};
217 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)"};
218 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
219 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)"};
220 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)"};
221 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
222 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
223 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
224 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
225 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
226 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
227 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
229 float r_shadow_attenpower, r_shadow_attenscale;
231 rtlight_t *r_shadow_compilingrtlight;
232 dlight_t *r_shadow_worldlightchain;
233 dlight_t *r_shadow_selectedlight;
234 dlight_t r_shadow_bufferlight;
235 vec3_t r_editlights_cursorlocation;
237 extern int con_vislines;
239 typedef struct cubemapinfo_s
246 #define MAX_CUBEMAPS 256
247 static int numcubemaps;
248 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
250 void R_Shadow_UncompileWorldLights(void);
251 void R_Shadow_ClearWorldLights(void);
252 void R_Shadow_SaveWorldLights(void);
253 void R_Shadow_LoadWorldLights(void);
254 void R_Shadow_LoadLightsFile(void);
255 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
256 void R_Shadow_EditLights_Reload_f(void);
257 void R_Shadow_ValidateCvars(void);
258 static void R_Shadow_MakeTextures(void);
259 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
261 void r_shadow_start(void)
263 // allocate vertex processing arrays
265 r_shadow_attenuation2dtexture = NULL;
266 r_shadow_attenuation3dtexture = NULL;
267 r_shadow_texturepool = NULL;
268 r_shadow_filters_texturepool = NULL;
269 R_Shadow_ValidateCvars();
270 R_Shadow_MakeTextures();
271 maxshadowtriangles = 0;
272 shadowelements = NULL;
273 maxshadowvertices = 0;
274 shadowvertex3f = NULL;
282 shadowmarklist = NULL;
284 r_shadow_buffer_numleafpvsbytes = 0;
285 r_shadow_buffer_leafpvs = NULL;
286 r_shadow_buffer_leaflist = NULL;
287 r_shadow_buffer_numsurfacepvsbytes = 0;
288 r_shadow_buffer_surfacepvs = NULL;
289 r_shadow_buffer_surfacelist = NULL;
292 void r_shadow_shutdown(void)
294 R_Shadow_UncompileWorldLights();
296 r_shadow_attenuation2dtexture = NULL;
297 r_shadow_attenuation3dtexture = NULL;
298 R_FreeTexturePool(&r_shadow_texturepool);
299 R_FreeTexturePool(&r_shadow_filters_texturepool);
300 maxshadowtriangles = 0;
302 Mem_Free(shadowelements);
303 shadowelements = NULL;
305 Mem_Free(shadowvertex3f);
306 shadowvertex3f = NULL;
309 Mem_Free(vertexupdate);
312 Mem_Free(vertexremap);
318 Mem_Free(shadowmark);
321 Mem_Free(shadowmarklist);
322 shadowmarklist = NULL;
324 r_shadow_buffer_numleafpvsbytes = 0;
325 if (r_shadow_buffer_leafpvs)
326 Mem_Free(r_shadow_buffer_leafpvs);
327 r_shadow_buffer_leafpvs = NULL;
328 if (r_shadow_buffer_leaflist)
329 Mem_Free(r_shadow_buffer_leaflist);
330 r_shadow_buffer_leaflist = NULL;
331 r_shadow_buffer_numsurfacepvsbytes = 0;
332 if (r_shadow_buffer_surfacepvs)
333 Mem_Free(r_shadow_buffer_surfacepvs);
334 r_shadow_buffer_surfacepvs = NULL;
335 if (r_shadow_buffer_surfacelist)
336 Mem_Free(r_shadow_buffer_surfacelist);
337 r_shadow_buffer_surfacelist = NULL;
340 void r_shadow_newmap(void)
344 void R_Shadow_Help_f(void)
347 "Documentation on r_shadow system:\n"
349 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
350 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
351 "r_shadow_debuglight : render only this light number (-1 = all)\n"
352 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
353 "r_shadow_gloss2intensity : brightness of forced gloss\n"
354 "r_shadow_glossintensity : brightness of textured gloss\n"
355 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
356 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
357 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
358 "r_shadow_portallight : use portal visibility for static light precomputation\n"
359 "r_shadow_projectdistance : shadow volume projection distance\n"
360 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
361 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
362 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
363 "r_shadow_realtime_world : use high quality world lighting mode\n"
364 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
365 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
366 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
367 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
368 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
369 "r_shadow_scissor : use scissor optimization\n"
370 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
371 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
372 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
373 "r_showlighting : useful for performance testing; bright = slow!\n"
374 "r_showshadowvolumes : useful for performance testing; bright = slow!\n"
376 "r_shadow_help : this help\n"
380 void R_Shadow_Init(void)
382 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
383 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
384 Cvar_RegisterVariable(&r_shadow_debuglight);
385 Cvar_RegisterVariable(&r_shadow_gloss);
386 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
387 Cvar_RegisterVariable(&r_shadow_glossintensity);
388 Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
389 Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
390 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
391 Cvar_RegisterVariable(&r_shadow_portallight);
392 Cvar_RegisterVariable(&r_shadow_projectdistance);
393 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
394 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
395 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
396 Cvar_RegisterVariable(&r_shadow_realtime_world);
397 Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
398 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
399 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
400 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
401 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
402 Cvar_RegisterVariable(&r_shadow_scissor);
403 Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
404 Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
405 Cvar_RegisterVariable(&r_shadow_texture3d);
406 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
407 if (gamemode == GAME_TENEBRAE)
409 Cvar_SetValue("r_shadow_gloss", 2);
410 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
412 Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system");
413 R_Shadow_EditLights_Init();
414 r_shadow_worldlightchain = NULL;
415 maxshadowtriangles = 0;
416 shadowelements = NULL;
417 maxshadowvertices = 0;
418 shadowvertex3f = NULL;
426 shadowmarklist = NULL;
428 r_shadow_buffer_numleafpvsbytes = 0;
429 r_shadow_buffer_leafpvs = NULL;
430 r_shadow_buffer_leaflist = NULL;
431 r_shadow_buffer_numsurfacepvsbytes = 0;
432 r_shadow_buffer_surfacepvs = NULL;
433 r_shadow_buffer_surfacelist = NULL;
434 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
437 matrix4x4_t matrix_attenuationxyz =
440 {0.5, 0.0, 0.0, 0.5},
441 {0.0, 0.5, 0.0, 0.5},
442 {0.0, 0.0, 0.5, 0.5},
447 matrix4x4_t matrix_attenuationz =
450 {0.0, 0.0, 0.5, 0.5},
451 {0.0, 0.0, 0.0, 0.5},
452 {0.0, 0.0, 0.0, 0.5},
457 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles)
459 // make sure shadowelements is big enough for this volume
460 if (maxshadowtriangles < numtriangles)
462 maxshadowtriangles = numtriangles;
464 Mem_Free(shadowelements);
465 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[24]));
467 // make sure shadowvertex3f is big enough for this volume
468 if (maxshadowvertices < numvertices)
470 maxshadowvertices = numvertices;
472 Mem_Free(shadowvertex3f);
473 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[6]));
477 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
479 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
480 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
481 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
483 if (r_shadow_buffer_leafpvs)
484 Mem_Free(r_shadow_buffer_leafpvs);
485 if (r_shadow_buffer_leaflist)
486 Mem_Free(r_shadow_buffer_leaflist);
487 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
488 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
489 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
491 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
493 if (r_shadow_buffer_surfacepvs)
494 Mem_Free(r_shadow_buffer_surfacepvs);
495 if (r_shadow_buffer_surfacelist)
496 Mem_Free(r_shadow_buffer_surfacelist);
497 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
498 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
499 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
503 void R_Shadow_PrepareShadowMark(int numtris)
505 // make sure shadowmark is big enough for this volume
506 if (maxshadowmark < numtris)
508 maxshadowmark = numtris;
510 Mem_Free(shadowmark);
512 Mem_Free(shadowmarklist);
513 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
514 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
518 // if shadowmarkcount wrapped we clear the array and adjust accordingly
519 if (shadowmarkcount == 0)
522 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
527 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)
530 int outtriangles = 0, outvertices = 0;
534 if (maxvertexupdate < innumvertices)
536 maxvertexupdate = innumvertices;
538 Mem_Free(vertexupdate);
540 Mem_Free(vertexremap);
541 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
542 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
546 if (vertexupdatenum == 0)
549 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
550 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
553 for (i = 0;i < numshadowmarktris;i++)
554 shadowmark[shadowmarktris[i]] = shadowmarkcount;
556 for (i = 0;i < numshadowmarktris;i++)
558 element = inelement3i + shadowmarktris[i] * 3;
559 // make sure the vertices are created
560 for (j = 0;j < 3;j++)
562 if (vertexupdate[element[j]] != vertexupdatenum)
564 float ratio, direction[3];
565 vertexupdate[element[j]] = vertexupdatenum;
566 vertexremap[element[j]] = outvertices;
567 vertex = invertex3f + element[j] * 3;
568 // project one copy of the vertex to the sphere radius of the light
569 // (FIXME: would projecting it to the light box be better?)
570 VectorSubtract(vertex, projectorigin, direction);
571 ratio = projectdistance / VectorLength(direction);
572 VectorCopy(vertex, outvertex3f);
573 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
580 for (i = 0;i < numshadowmarktris;i++)
582 int remappedelement[3];
584 const int *neighbortriangle;
586 markindex = shadowmarktris[i] * 3;
587 element = inelement3i + markindex;
588 neighbortriangle = inneighbor3i + markindex;
589 // output the front and back triangles
590 outelement3i[0] = vertexremap[element[0]];
591 outelement3i[1] = vertexremap[element[1]];
592 outelement3i[2] = vertexremap[element[2]];
593 outelement3i[3] = vertexremap[element[2]] + 1;
594 outelement3i[4] = vertexremap[element[1]] + 1;
595 outelement3i[5] = vertexremap[element[0]] + 1;
599 // output the sides (facing outward from this triangle)
600 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
602 remappedelement[0] = vertexremap[element[0]];
603 remappedelement[1] = vertexremap[element[1]];
604 outelement3i[0] = remappedelement[1];
605 outelement3i[1] = remappedelement[0];
606 outelement3i[2] = remappedelement[0] + 1;
607 outelement3i[3] = remappedelement[1];
608 outelement3i[4] = remappedelement[0] + 1;
609 outelement3i[5] = remappedelement[1] + 1;
614 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
616 remappedelement[1] = vertexremap[element[1]];
617 remappedelement[2] = vertexremap[element[2]];
618 outelement3i[0] = remappedelement[2];
619 outelement3i[1] = remappedelement[1];
620 outelement3i[2] = remappedelement[1] + 1;
621 outelement3i[3] = remappedelement[2];
622 outelement3i[4] = remappedelement[1] + 1;
623 outelement3i[5] = remappedelement[2] + 1;
628 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
630 remappedelement[0] = vertexremap[element[0]];
631 remappedelement[2] = vertexremap[element[2]];
632 outelement3i[0] = remappedelement[0];
633 outelement3i[1] = remappedelement[2];
634 outelement3i[2] = remappedelement[2] + 1;
635 outelement3i[3] = remappedelement[0];
636 outelement3i[4] = remappedelement[2] + 1;
637 outelement3i[5] = remappedelement[0] + 1;
644 *outnumvertices = outvertices;
648 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)
651 if (projectdistance < 0.1)
653 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
656 if (!numverts || !nummarktris)
658 // make sure shadowelements is big enough for this volume
659 if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts)
660 R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255);
661 tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdistance, nummarktris, marktris);
662 renderstats.lights_dynamicshadowtriangles += tris;
663 R_Shadow_RenderVolume(outverts, tris, shadowvertex3f, shadowelements);
666 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)
671 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
673 tend = firsttriangle + numtris;
674 if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
675 && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
676 && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
678 // surface box entirely inside light box, no box cull
679 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
680 if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
681 shadowmarklist[numshadowmark++] = t;
685 // surface box not entirely inside light box, cull each triangle
686 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
688 v[0] = invertex3f + e[0] * 3;
689 v[1] = invertex3f + e[1] * 3;
690 v[2] = invertex3f + e[2] * 3;
691 if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
692 && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
693 && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
694 && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
695 && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
696 && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
697 && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
698 shadowmarklist[numshadowmark++] = t;
703 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
706 if (r_shadow_compilingrtlight)
708 // if we're compiling an rtlight, capture the mesh
709 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
712 renderstats.lights_shadowtriangles += numtriangles;
713 memset(&m, 0, sizeof(m));
714 m.pointer_vertex = vertex3f;
716 GL_LockArrays(0, numvertices);
717 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
719 // decrement stencil if backface is behind depthbuffer
720 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
721 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
722 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
723 // increment stencil if frontface is behind depthbuffer
724 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
725 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
727 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
731 static void R_Shadow_MakeTextures(void)
734 float v[3], intensity;
736 R_FreeTexturePool(&r_shadow_texturepool);
737 r_shadow_texturepool = R_AllocTexturePool();
738 r_shadow_attenpower = r_shadow_lightattenuationpower.value;
739 r_shadow_attenscale = r_shadow_lightattenuationscale.value;
740 #define ATTEN2DSIZE 64
741 #define ATTEN3DSIZE 32
742 data = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
743 for (y = 0;y < ATTEN2DSIZE;y++)
745 for (x = 0;x < ATTEN2DSIZE;x++)
747 v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
748 v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
750 intensity = 1.0f - sqrt(DotProduct(v, v));
752 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
753 d = bound(0, intensity, 255);
754 data[(y*ATTEN2DSIZE+x)*4+0] = d;
755 data[(y*ATTEN2DSIZE+x)*4+1] = d;
756 data[(y*ATTEN2DSIZE+x)*4+2] = d;
757 data[(y*ATTEN2DSIZE+x)*4+3] = d;
760 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
761 if (r_shadow_texture3d.integer)
763 for (z = 0;z < ATTEN3DSIZE;z++)
765 for (y = 0;y < ATTEN3DSIZE;y++)
767 for (x = 0;x < ATTEN3DSIZE;x++)
769 v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
770 v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
771 v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
772 intensity = 1.0f - sqrt(DotProduct(v, v));
774 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
775 d = bound(0, intensity, 255);
776 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
777 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
778 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
779 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
783 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
788 void R_Shadow_ValidateCvars(void)
790 if (r_shadow_texture3d.integer && !gl_texture3d)
791 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
792 if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
793 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
796 // light currently being rendered
797 rtlight_t *r_shadow_rtlight;
799 // this is the location of the eye in entity space
800 vec3_t r_shadow_entityeyeorigin;
801 // this is the location of the light in entity space
802 vec3_t r_shadow_entitylightorigin;
803 // this transforms entity coordinates to light filter cubemap coordinates
804 // (also often used for other purposes)
805 matrix4x4_t r_shadow_entitytolight;
806 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
807 // of attenuation texturing in full 3D (Z result often ignored)
808 matrix4x4_t r_shadow_entitytoattenuationxyz;
809 // this transforms only the Z to S, and T is always 0.5
810 matrix4x4_t r_shadow_entitytoattenuationz;
812 void R_Shadow_RenderMode_Begin(void)
816 R_Shadow_ValidateCvars();
818 if (!r_shadow_attenuation2dtexture
819 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
820 || r_shadow_lightattenuationpower.value != r_shadow_attenpower
821 || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
822 R_Shadow_MakeTextures();
824 memset(&m, 0, sizeof(m));
826 GL_BlendFunc(GL_ONE, GL_ZERO);
829 GL_Color(0, 0, 0, 1);
830 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
831 qglEnable(GL_CULL_FACE);
832 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
834 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
836 if (gl_ext_stenciltwoside.integer)
837 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
839 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
841 if (r_glsl.integer && gl_support_fragment_shader)
842 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
843 else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
844 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
846 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
849 void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight)
851 r_shadow_rtlight = rtlight;
854 void R_Shadow_RenderMode_Reset(void)
857 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
859 qglUseProgramObjectARB(0);
860 // HACK HACK HACK: work around for bug in NVIDIAI 6xxx drivers that causes GL_OUT_OF_MEMORY and/or software rendering
861 qglBegin(GL_TRIANGLES);
865 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
866 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
867 memset(&m, 0, sizeof(m));
871 void R_Shadow_RenderMode_StencilShadowVolumes(void)
873 R_Shadow_RenderMode_Reset();
874 GL_Color(1, 1, 1, 1);
875 GL_ColorMask(0, 0, 0, 0);
876 GL_BlendFunc(GL_ONE, GL_ZERO);
880 qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
881 //if (r_shadow_shadow_polygonoffset.value != 0)
883 // qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
884 // qglEnable(GL_POLYGON_OFFSET_FILL);
887 // qglDisable(GL_POLYGON_OFFSET_FILL);
888 qglDepthFunc(GL_LESS);
889 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
890 qglEnable(GL_STENCIL_TEST);
891 qglStencilFunc(GL_ALWAYS, 128, ~0);
892 r_shadow_rendermode = r_shadow_shadowingrendermode;
893 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
895 qglDisable(GL_CULL_FACE);
896 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
897 qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
899 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
900 qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
902 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
906 qglEnable(GL_CULL_FACE);
908 // this is changed by every shadow render so its value here is unimportant
909 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
911 GL_Clear(GL_STENCIL_BUFFER_BIT);
912 renderstats.lights_clears++;
915 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
917 R_Shadow_RenderMode_Reset();
918 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
922 qglPolygonOffset(0, 0);
923 //qglDisable(GL_POLYGON_OFFSET_FILL);
924 GL_Color(1, 1, 1, 1);
925 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
927 qglDepthFunc(GL_LEQUAL);
929 qglDepthFunc(GL_EQUAL);
930 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
931 qglEnable(GL_CULL_FACE);
933 qglEnable(GL_STENCIL_TEST);
935 qglDisable(GL_STENCIL_TEST);
937 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
938 // only draw light where this geometry was already rendered AND the
939 // stencil is 128 (values other than this mean shadow)
940 qglStencilFunc(GL_EQUAL, 128, ~0);
941 r_shadow_rendermode = r_shadow_lightingrendermode;
942 // do global setup needed for the chosen lighting mode
943 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
945 R_Mesh_TexBind(0, R_GetTexture(r_texture_blanknormalmap)); // normal
946 R_Mesh_TexBind(1, R_GetTexture(r_texture_white)); // diffuse
947 R_Mesh_TexBind(2, R_GetTexture(r_texture_white)); // gloss
948 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); // light filter
949 R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog
950 R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants
951 R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt
952 //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix
953 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
954 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
959 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
961 R_Shadow_RenderMode_Reset();
962 GL_BlendFunc(GL_ONE, GL_ONE);
964 GL_DepthTest(!r_showdisabledepthtest.integer);
966 qglPolygonOffset(0, 0);
967 GL_Color(0.0, 0.0125, 0.1, 1);
968 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
969 qglDepthFunc(GL_GEQUAL);
970 qglCullFace(GL_FRONT); // this culls back
971 qglDisable(GL_CULL_FACE);
972 qglDisable(GL_STENCIL_TEST);
973 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
976 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
978 R_Shadow_RenderMode_Reset();
979 GL_BlendFunc(GL_ONE, GL_ONE);
981 GL_DepthTest(!r_showdisabledepthtest.integer);
983 qglPolygonOffset(0, 0);
984 GL_Color(0.1, 0.0125, 0, 1);
985 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
987 qglDepthFunc(GL_LEQUAL);
989 qglDepthFunc(GL_EQUAL);
990 qglCullFace(GL_FRONT); // this culls back
991 qglEnable(GL_CULL_FACE);
993 qglEnable(GL_STENCIL_TEST);
995 qglDisable(GL_STENCIL_TEST);
996 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
999 void R_Shadow_RenderMode_End(void)
1001 R_Shadow_RenderMode_Reset();
1002 R_Shadow_RenderMode_ActiveLight(NULL);
1003 GL_BlendFunc(GL_ONE, GL_ZERO);
1006 if (!r_showtrispass)
1007 qglPolygonOffset(0, 0);
1008 //qglDisable(GL_POLYGON_OFFSET_FILL);
1009 GL_Color(1, 1, 1, 1);
1010 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1011 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1012 qglDepthFunc(GL_LEQUAL);
1013 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1014 qglEnable(GL_CULL_FACE);
1015 qglDisable(GL_STENCIL_TEST);
1016 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1017 if (gl_support_stenciltwoside)
1018 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1020 qglStencilFunc(GL_ALWAYS, 128, ~0);
1021 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1024 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1026 int i, ix1, iy1, ix2, iy2;
1027 float x1, y1, x2, y2;
1030 mplane_t planes[11];
1031 float vertex3f[256*3];
1033 // if view is inside the light box, just say yes it's visible
1034 if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1036 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1040 // create a temporary brush describing the area the light can affect in worldspace
1041 VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
1042 VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
1043 VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
1044 VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
1045 VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
1046 VectorSet (planes[ 5].normal, 1, 0, 0); planes[ 5].dist = maxs[0];
1047 VectorSet (planes[ 6].normal, -1, 0, 0); planes[ 6].dist = -mins[0];
1048 VectorSet (planes[ 7].normal, 0, 1, 0); planes[ 7].dist = maxs[1];
1049 VectorSet (planes[ 8].normal, 0, -1, 0); planes[ 8].dist = -mins[1];
1050 VectorSet (planes[ 9].normal, 0, 0, 1); planes[ 9].dist = maxs[2];
1051 VectorSet (planes[10].normal, 0, 0, -1); planes[10].dist = -mins[2];
1053 // turn the brush into a mesh
1054 memset(&mesh, 0, sizeof(rmesh_t));
1055 mesh.maxvertices = 256;
1056 mesh.vertex3f = vertex3f;
1057 mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1058 R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1060 // if that mesh is empty, the light is not visible at all
1061 if (!mesh.numvertices)
1064 if (!r_shadow_scissor.integer)
1067 // if that mesh is not empty, check what area of the screen it covers
1068 x1 = y1 = x2 = y2 = 0;
1070 for (i = 0;i < mesh.numvertices;i++)
1072 VectorCopy(mesh.vertex3f + i * 3, v);
1073 GL_TransformToScreen(v, v2);
1074 //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]);
1077 if (x1 > v2[0]) x1 = v2[0];
1078 if (x2 < v2[0]) x2 = v2[0];
1079 if (y1 > v2[1]) y1 = v2[1];
1080 if (y2 < v2[1]) y2 = v2[1];
1089 // now convert the scissor rectangle to integer screen coordinates
1094 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1096 // clamp it to the screen
1097 if (ix1 < r_view_x) ix1 = r_view_x;
1098 if (iy1 < r_view_y) iy1 = r_view_y;
1099 if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1100 if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1102 // if it is inside out, it's not visible
1103 if (ix2 <= ix1 || iy2 <= iy1)
1106 // the light area is visible, set up the scissor rectangle
1107 GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1108 //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1109 //qglEnable(GL_SCISSOR_TEST);
1110 renderstats.lights_scissored++;
1114 extern float *rsurface_vertex3f;
1115 extern float *rsurface_svector3f;
1116 extern float *rsurface_tvector3f;
1117 extern float *rsurface_normal3f;
1118 extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg, qboolean generatenormals, qboolean generatetangents);
1120 static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor)
1122 int numverts = surface->num_vertices;
1123 float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1124 float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1125 float *color4f = rsurface_array_color4f + 4 * surface->num_firstvertex;
1126 float dist, dot, distintensity, shadeintensity, v[3], n[3];
1127 if (r_textureunits.integer >= 3)
1129 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1131 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1132 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1133 if ((dot = DotProduct(n, v)) < 0)
1135 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1136 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]);
1137 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]);
1138 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]);
1141 float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1142 VectorScale(color4f, f, color4f);
1146 VectorClear(color4f);
1150 else if (r_textureunits.integer >= 2)
1152 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1154 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1155 if ((dist = fabs(v[2])) < 1)
1157 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1158 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1159 if ((dot = DotProduct(n, v)) < 0)
1161 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1162 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1163 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1164 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1168 color4f[0] = ambientcolor[0] * distintensity;
1169 color4f[1] = ambientcolor[1] * distintensity;
1170 color4f[2] = ambientcolor[2] * distintensity;
1174 float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1175 VectorScale(color4f, f, color4f);
1179 VectorClear(color4f);
1185 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1187 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1188 if ((dist = DotProduct(v, v)) < 1)
1191 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1192 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1193 if ((dot = DotProduct(n, v)) < 0)
1195 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1196 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1197 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1198 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1202 color4f[0] = ambientcolor[0] * distintensity;
1203 color4f[1] = ambientcolor[1] * distintensity;
1204 color4f[2] = ambientcolor[2] * distintensity;
1208 float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1209 VectorScale(color4f, f, color4f);
1213 VectorClear(color4f);
1219 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1221 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)
1225 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1227 VectorSubtract(relativelightorigin, vertex3f, lightdir);
1228 // the cubemap normalizes this for us
1229 out3f[0] = DotProduct(svector3f, lightdir);
1230 out3f[1] = DotProduct(tvector3f, lightdir);
1231 out3f[2] = DotProduct(normal3f, lightdir);
1235 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)
1238 float lightdir[3], eyedir[3], halfdir[3];
1239 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1241 VectorSubtract(relativelightorigin, vertex3f, lightdir);
1242 VectorNormalize(lightdir);
1243 VectorSubtract(relativeeyeorigin, vertex3f, eyedir);
1244 VectorNormalize(eyedir);
1245 VectorAdd(lightdir, eyedir, halfdir);
1246 // the cubemap normalizes this for us
1247 out3f[0] = DotProduct(svector3f, halfdir);
1248 out3f[1] = DotProduct(tvector3f, halfdir);
1249 out3f[2] = DotProduct(normal3f, halfdir);
1253 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)
1255 // used to display how many times a surface is lit for level design purposes
1256 int surfacelistindex;
1258 GL_Color(0.1, 0.025, 0, 1);
1259 memset(&m, 0, sizeof(m));
1261 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1263 const msurface_t *surface = surfacelist[surfacelistindex];
1264 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin, false, false);
1265 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1266 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle);
1267 GL_LockArrays(0, 0);
1271 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)
1273 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1274 int surfacelistindex;
1275 R_SetupSurfaceShader(ent, texture, r_shadow_entityeyeorigin, lightcolorbase, false);
1276 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1278 const msurface_t *surface = surfacelist[surfacelistindex];
1279 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1280 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin, false, true);
1281 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
1282 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1283 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1284 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1285 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1286 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1287 GL_LockArrays(0, 0);
1291 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)
1296 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1298 // colorscale accounts for how much we multiply the brightness
1301 // mult is how many times the final pass of the lighting will be
1302 // performed to get more brightness than otherwise possible.
1304 // Limit mult to 64 for sanity sake.
1305 if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1307 // 3 3D combine path (Geforce3, Radeon 8500)
1308 memset(&m, 0, sizeof(m));
1309 m.pointer_vertex = rsurface_vertex3f;
1310 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1311 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1312 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1313 m.tex[1] = R_GetTexture(basetexture);
1314 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1315 m.texmatrix[1] = texture->currenttexmatrix;
1316 m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1317 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1318 m.texmatrix[2] = r_shadow_entitytolight;
1319 GL_BlendFunc(GL_ONE, GL_ONE);
1321 else if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1323 // 2 3D combine path (Geforce3, original Radeon)
1324 memset(&m, 0, sizeof(m));
1325 m.pointer_vertex = rsurface_vertex3f;
1326 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1327 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1328 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1329 m.tex[1] = R_GetTexture(basetexture);
1330 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1331 m.texmatrix[1] = texture->currenttexmatrix;
1332 GL_BlendFunc(GL_ONE, GL_ONE);
1334 else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1336 // 4 2D combine path (Geforce3, Radeon 8500)
1337 memset(&m, 0, sizeof(m));
1338 m.pointer_vertex = rsurface_vertex3f;
1339 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1340 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1341 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1342 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1343 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1344 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1345 m.tex[2] = R_GetTexture(basetexture);
1346 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1347 m.texmatrix[2] = texture->currenttexmatrix;
1348 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1350 m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1351 m.pointer_texcoord3f[3] = rsurface_vertex3f;
1352 m.texmatrix[3] = r_shadow_entitytolight;
1354 GL_BlendFunc(GL_ONE, GL_ONE);
1356 else if (r_textureunits.integer >= 3 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1358 // 3 2D combine path (Geforce3, original Radeon)
1359 memset(&m, 0, sizeof(m));
1360 m.pointer_vertex = rsurface_vertex3f;
1361 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1362 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1363 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1364 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1365 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1366 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1367 m.tex[2] = R_GetTexture(basetexture);
1368 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1369 m.texmatrix[2] = texture->currenttexmatrix;
1370 GL_BlendFunc(GL_ONE, GL_ONE);
1374 // 2/2/2 2D combine path (any dot3 card)
1375 memset(&m, 0, sizeof(m));
1376 m.pointer_vertex = rsurface_vertex3f;
1377 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1378 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1379 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1380 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1381 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1382 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1384 GL_ColorMask(0,0,0,1);
1385 GL_BlendFunc(GL_ONE, GL_ZERO);
1386 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1387 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1388 GL_LockArrays(0, 0);
1390 memset(&m, 0, sizeof(m));
1391 m.pointer_vertex = rsurface_vertex3f;
1392 m.tex[0] = R_GetTexture(basetexture);
1393 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1394 m.texmatrix[0] = texture->currenttexmatrix;
1395 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1397 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1398 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1399 m.texmatrix[1] = r_shadow_entitytolight;
1401 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1403 // this final code is shared
1405 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1406 VectorScale(lightcolorbase, colorscale, color2);
1407 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1408 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1410 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1411 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1413 GL_LockArrays(0, 0);
1416 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)
1421 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1423 // colorscale accounts for how much we multiply the brightness
1426 // mult is how many times the final pass of the lighting will be
1427 // performed to get more brightness than otherwise possible.
1429 // Limit mult to 64 for sanity sake.
1430 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1432 // 3/2 3D combine path (Geforce3, Radeon 8500)
1433 memset(&m, 0, sizeof(m));
1434 m.pointer_vertex = rsurface_vertex3f;
1435 m.tex[0] = R_GetTexture(normalmaptexture);
1436 m.texcombinergb[0] = GL_REPLACE;
1437 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1438 m.texmatrix[0] = texture->currenttexmatrix;
1439 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1440 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1441 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1442 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 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);
1443 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1444 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1445 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1447 GL_ColorMask(0,0,0,1);
1448 GL_BlendFunc(GL_ONE, GL_ZERO);
1449 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1450 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1451 GL_LockArrays(0, 0);
1453 memset(&m, 0, sizeof(m));
1454 m.pointer_vertex = rsurface_vertex3f;
1455 m.tex[0] = R_GetTexture(basetexture);
1456 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1457 m.texmatrix[0] = texture->currenttexmatrix;
1458 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1460 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1461 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1462 m.texmatrix[1] = r_shadow_entitytolight;
1464 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1466 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1468 // 1/2/2 3D combine path (original Radeon)
1469 memset(&m, 0, sizeof(m));
1470 m.pointer_vertex = rsurface_vertex3f;
1471 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1472 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1473 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1475 GL_ColorMask(0,0,0,1);
1476 GL_BlendFunc(GL_ONE, GL_ZERO);
1477 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1478 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1479 GL_LockArrays(0, 0);
1481 memset(&m, 0, sizeof(m));
1482 m.pointer_vertex = rsurface_vertex3f;
1483 m.tex[0] = R_GetTexture(normalmaptexture);
1484 m.texcombinergb[0] = GL_REPLACE;
1485 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1486 m.texmatrix[0] = texture->currenttexmatrix;
1487 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1488 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1489 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1490 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 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);
1492 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1493 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1494 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1495 GL_LockArrays(0, 0);
1497 memset(&m, 0, sizeof(m));
1498 m.pointer_vertex = rsurface_vertex3f;
1499 m.tex[0] = R_GetTexture(basetexture);
1500 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1501 m.texmatrix[0] = texture->currenttexmatrix;
1502 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1504 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1505 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1506 m.texmatrix[1] = r_shadow_entitytolight;
1508 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1510 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1512 // 2/2 3D combine path (original Radeon)
1513 memset(&m, 0, sizeof(m));
1514 m.pointer_vertex = rsurface_vertex3f;
1515 m.tex[0] = R_GetTexture(normalmaptexture);
1516 m.texcombinergb[0] = GL_REPLACE;
1517 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1518 m.texmatrix[0] = texture->currenttexmatrix;
1519 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1520 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1521 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1522 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 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);
1524 GL_ColorMask(0,0,0,1);
1525 GL_BlendFunc(GL_ONE, GL_ZERO);
1526 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1527 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1528 GL_LockArrays(0, 0);
1530 memset(&m, 0, sizeof(m));
1531 m.pointer_vertex = rsurface_vertex3f;
1532 m.tex[0] = R_GetTexture(basetexture);
1533 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1534 m.texmatrix[0] = texture->currenttexmatrix;
1535 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1536 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1537 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
1538 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1540 else if (r_textureunits.integer >= 4)
1542 // 4/2 2D combine path (Geforce3, Radeon 8500)
1543 memset(&m, 0, sizeof(m));
1544 m.pointer_vertex = rsurface_vertex3f;
1545 m.tex[0] = R_GetTexture(normalmaptexture);
1546 m.texcombinergb[0] = GL_REPLACE;
1547 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1548 m.texmatrix[0] = texture->currenttexmatrix;
1549 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1550 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1551 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1552 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 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);
1553 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
1554 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1555 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1556 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
1557 m.pointer_texcoord3f[3] = rsurface_vertex3f;
1558 m.texmatrix[3] = r_shadow_entitytoattenuationz;
1560 GL_ColorMask(0,0,0,1);
1561 GL_BlendFunc(GL_ONE, GL_ZERO);
1562 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1563 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1564 GL_LockArrays(0, 0);
1566 memset(&m, 0, sizeof(m));
1567 m.pointer_vertex = rsurface_vertex3f;
1568 m.tex[0] = R_GetTexture(basetexture);
1569 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1570 m.texmatrix[0] = texture->currenttexmatrix;
1571 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1573 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1574 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1575 m.texmatrix[1] = r_shadow_entitytolight;
1577 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1581 // 2/2/2 2D combine path (any dot3 card)
1582 memset(&m, 0, sizeof(m));
1583 m.pointer_vertex = rsurface_vertex3f;
1584 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1585 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1586 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1587 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1588 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1589 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1591 GL_ColorMask(0,0,0,1);
1592 GL_BlendFunc(GL_ONE, GL_ZERO);
1593 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1594 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1595 GL_LockArrays(0, 0);
1597 memset(&m, 0, sizeof(m));
1598 m.pointer_vertex = rsurface_vertex3f;
1599 m.tex[0] = R_GetTexture(normalmaptexture);
1600 m.texcombinergb[0] = GL_REPLACE;
1601 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1602 m.texmatrix[0] = texture->currenttexmatrix;
1603 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1604 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1605 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1606 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 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);
1608 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1609 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1610 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1611 GL_LockArrays(0, 0);
1613 memset(&m, 0, sizeof(m));
1614 m.pointer_vertex = rsurface_vertex3f;
1615 m.tex[0] = R_GetTexture(basetexture);
1616 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1617 m.texmatrix[0] = texture->currenttexmatrix;
1618 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1620 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1621 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1622 m.texmatrix[1] = r_shadow_entitytolight;
1624 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1626 // this final code is shared
1628 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1629 VectorScale(lightcolorbase, colorscale, color2);
1630 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1631 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1633 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1634 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1636 GL_LockArrays(0, 0);
1639 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)
1644 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1645 // FIXME: detect blendsquare!
1646 //if (!gl_support_blendsquare)
1649 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
1651 // 2/0/0/1/2 3D combine blendsquare path
1652 memset(&m, 0, sizeof(m));
1653 m.pointer_vertex = rsurface_vertex3f;
1654 m.tex[0] = R_GetTexture(normalmaptexture);
1655 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1656 m.texmatrix[0] = texture->currenttexmatrix;
1657 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1658 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1659 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1660 R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 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);
1662 GL_ColorMask(0,0,0,1);
1663 // this squares the result
1664 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1665 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1666 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1667 GL_LockArrays(0, 0);
1669 memset(&m, 0, sizeof(m));
1670 m.pointer_vertex = rsurface_vertex3f;
1672 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1673 // square alpha in framebuffer a few times to make it shiny
1674 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1675 // these comments are a test run through this math for intensity 0.5
1676 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1677 // 0.25 * 0.25 = 0.0625 (this is another pass)
1678 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1679 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1680 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1681 GL_LockArrays(0, 0);
1683 memset(&m, 0, sizeof(m));
1684 m.pointer_vertex = rsurface_vertex3f;
1685 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1686 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1687 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1689 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1690 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1691 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1692 GL_LockArrays(0, 0);
1694 memset(&m, 0, sizeof(m));
1695 m.pointer_vertex = rsurface_vertex3f;
1696 m.tex[0] = R_GetTexture(glosstexture);
1697 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1698 m.texmatrix[0] = texture->currenttexmatrix;
1699 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1701 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1702 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1703 m.texmatrix[1] = r_shadow_entitytolight;
1705 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1707 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
1709 // 2/0/0/2 3D combine blendsquare path
1710 memset(&m, 0, sizeof(m));
1711 m.pointer_vertex = rsurface_vertex3f;
1712 m.tex[0] = R_GetTexture(normalmaptexture);
1713 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1714 m.texmatrix[0] = texture->currenttexmatrix;
1715 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1716 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1717 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1718 R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 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);
1720 GL_ColorMask(0,0,0,1);
1721 // this squares the result
1722 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1723 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1724 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1725 GL_LockArrays(0, 0);
1727 memset(&m, 0, sizeof(m));
1728 m.pointer_vertex = rsurface_vertex3f;
1730 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1731 // square alpha in framebuffer a few times to make it shiny
1732 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1733 // these comments are a test run through this math for intensity 0.5
1734 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1735 // 0.25 * 0.25 = 0.0625 (this is another pass)
1736 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1737 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1738 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1739 GL_LockArrays(0, 0);
1741 memset(&m, 0, sizeof(m));
1742 m.pointer_vertex = rsurface_vertex3f;
1743 m.tex[0] = R_GetTexture(glosstexture);
1744 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1745 m.texmatrix[0] = texture->currenttexmatrix;
1746 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1747 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1748 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
1749 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1753 // 2/0/0/2/2 2D combine blendsquare path
1754 memset(&m, 0, sizeof(m));
1755 m.pointer_vertex = rsurface_vertex3f;
1756 m.tex[0] = R_GetTexture(normalmaptexture);
1757 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1758 m.texmatrix[0] = texture->currenttexmatrix;
1759 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1760 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1761 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1762 R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 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);
1764 GL_ColorMask(0,0,0,1);
1765 // this squares the result
1766 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1767 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1768 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1769 GL_LockArrays(0, 0);
1771 memset(&m, 0, sizeof(m));
1772 m.pointer_vertex = rsurface_vertex3f;
1774 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1775 // square alpha in framebuffer a few times to make it shiny
1776 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1777 // these comments are a test run through this math for intensity 0.5
1778 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1779 // 0.25 * 0.25 = 0.0625 (this is another pass)
1780 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1781 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1782 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1783 GL_LockArrays(0, 0);
1785 memset(&m, 0, sizeof(m));
1786 m.pointer_vertex = rsurface_vertex3f;
1787 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1788 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1789 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1790 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1791 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1792 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1794 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1795 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1796 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1797 GL_LockArrays(0, 0);
1799 memset(&m, 0, sizeof(m));
1800 m.pointer_vertex = rsurface_vertex3f;
1801 m.tex[0] = R_GetTexture(glosstexture);
1802 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1803 m.texmatrix[0] = texture->currenttexmatrix;
1804 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1806 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1807 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1808 m.texmatrix[1] = r_shadow_entitytolight;
1810 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1813 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1814 VectorScale(lightcolorbase, colorscale, color2);
1815 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1816 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1818 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1819 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1821 GL_LockArrays(0, 0);
1824 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)
1826 // ARB path (any Geforce, any Radeon)
1827 int surfacelistindex;
1828 qboolean doambient = r_shadow_rtlight->ambientscale > 0;
1829 qboolean dodiffuse = r_shadow_rtlight->diffusescale > 0;
1830 qboolean dospecular = specularscale > 0;
1831 if (!doambient && !dodiffuse && !dospecular)
1833 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1835 const msurface_t *surface = surfacelist[surfacelistindex];
1836 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin, false, true);
1838 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale);
1840 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale);
1844 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale);
1846 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale);
1851 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale);
1853 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale);
1856 R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(ent, texture, surface, lightcolorbase, glosstexture, normalmaptexture, specularscale);
1860 void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const msurface_t *surface, vec3_t diffusecolor2, vec3_t ambientcolor2)
1863 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1864 R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2);
1865 for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
1870 // due to low fillrate on the cards this vertex lighting path is
1871 // designed for, we manually cull all triangles that do not
1872 // contain a lit vertex
1875 int newnumtriangles;
1877 int newelements[3072];
1879 newnumtriangles = 0;
1881 for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
1883 if (newnumtriangles >= 1024)
1885 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1886 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
1887 GL_LockArrays(0, 0);
1888 newnumtriangles = 0;
1891 if (VectorLength2(rsurface_array_color4f + e[0] * 4) + VectorLength2(rsurface_array_color4f + e[1] * 4) + VectorLength2(rsurface_array_color4f + e[2] * 4) >= 0.01)
1901 if (newnumtriangles >= 1)
1903 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1904 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
1905 GL_LockArrays(0, 0);
1911 for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
1912 if (VectorLength2(c))
1916 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1917 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1918 GL_LockArrays(0, 0);
1920 // now reduce the intensity for the next overbright pass
1921 for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
1923 c[0] = max(0, c[0] - 1);
1924 c[1] = max(0, c[1] - 1);
1925 c[2] = max(0, c[2] - 1);
1930 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)
1932 int surfacelistindex;
1933 float ambientcolorbase[3], diffusecolorbase[3];
1934 float ambientcolorpants[3], diffusecolorpants[3];
1935 float ambientcolorshirt[3], diffusecolorshirt[3];
1937 VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale * 2, ambientcolorbase);
1938 VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale * 2, diffusecolorbase);
1939 VectorScale(lightcolorpants, r_shadow_rtlight->ambientscale * 2, ambientcolorpants);
1940 VectorScale(lightcolorpants, r_shadow_rtlight->diffusescale * 2, diffusecolorpants);
1941 VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2, ambientcolorshirt);
1942 VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2, diffusecolorshirt);
1943 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1944 memset(&m, 0, sizeof(m));
1945 m.tex[0] = R_GetTexture(basetexture);
1946 if (r_textureunits.integer >= 2)
1949 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1950 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
1951 if (r_textureunits.integer >= 3)
1953 // Geforce3/Radeon class but not using dot3
1954 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
1955 m.texmatrix[2] = r_shadow_entitytoattenuationz;
1958 m.pointer_color = rsurface_array_color4f;
1960 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1962 const msurface_t *surface = surfacelist[surfacelistindex];
1963 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin, true, false);
1964 // OpenGL 1.1 path (anything)
1965 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
1966 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
1967 if (r_textureunits.integer >= 2)
1970 R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f);
1971 if (r_textureunits.integer >= 3)
1973 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
1974 R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f);
1977 R_Mesh_TexBind(0, R_GetTexture(basetexture));
1978 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorbase, ambientcolorbase);
1981 R_Mesh_TexBind(0, R_GetTexture(pantstexture));
1982 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorpants, ambientcolorpants);
1986 R_Mesh_TexBind(0, R_GetTexture(shirttexture));
1987 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorshirt, ambientcolorshirt);
1992 void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist)
1994 // FIXME: support MATERIALFLAG_NODEPTHTEST
1995 vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
1996 // calculate colors to render this texture with
1997 lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * ent->colormod[0] * texture->currentalpha;
1998 lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * ent->colormod[1] * texture->currentalpha;
1999 lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * ent->colormod[2] * texture->currentalpha;
2000 if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + (r_shadow_rtlight->specularscale * texture->specularscale) * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
2002 if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
2003 qglDisable(GL_CULL_FACE);
2005 qglEnable(GL_CULL_FACE);
2006 if (texture->colormapping)
2008 qboolean dopants = texture->skin.pants != NULL && VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f);
2009 qboolean doshirt = texture->skin.shirt != NULL && VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
2012 lightcolorpants[0] = lightcolorbase[0] * ent->colormap_pantscolor[0];
2013 lightcolorpants[1] = lightcolorbase[1] * ent->colormap_pantscolor[1];
2014 lightcolorpants[2] = lightcolorbase[2] * ent->colormap_pantscolor[2];
2017 VectorClear(lightcolorpants);
2020 lightcolorshirt[0] = lightcolorbase[0] * ent->colormap_shirtcolor[0];
2021 lightcolorshirt[1] = lightcolorbase[1] * ent->colormap_shirtcolor[1];
2022 lightcolorshirt[2] = lightcolorbase[2] * ent->colormap_shirtcolor[2];
2025 VectorClear(lightcolorshirt);
2026 switch (r_shadow_rendermode)
2028 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2029 R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt);
2031 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2032 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt);
2034 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2035 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt);
2037 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2038 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt);
2041 Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2047 switch (r_shadow_rendermode)
2049 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2050 R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false);
2052 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2053 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false);
2055 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2056 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false);
2058 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2059 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false);
2062 Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2068 void R_RTLight_Update(dlight_t *light, int isstatic)
2072 rtlight_t *rtlight = &light->rtlight;
2073 R_RTLight_Uncompile(rtlight);
2074 memset(rtlight, 0, sizeof(*rtlight));
2076 VectorCopy(light->origin, rtlight->shadoworigin);
2077 VectorCopy(light->color, rtlight->color);
2078 rtlight->radius = light->radius;
2079 //rtlight->cullradius = rtlight->radius;
2080 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2081 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2082 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2083 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2084 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2085 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2086 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2087 rtlight->cubemapname[0] = 0;
2088 if (light->cubemapname[0])
2089 strcpy(rtlight->cubemapname, light->cubemapname);
2090 else if (light->cubemapnum > 0)
2091 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2092 rtlight->shadow = light->shadow;
2093 rtlight->corona = light->corona;
2094 rtlight->style = light->style;
2095 rtlight->isstatic = isstatic;
2096 rtlight->coronasizescale = light->coronasizescale;
2097 rtlight->ambientscale = light->ambientscale;
2098 rtlight->diffusescale = light->diffusescale;
2099 rtlight->specularscale = light->specularscale;
2100 rtlight->flags = light->flags;
2101 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2102 // ConcatScale won't work here because this needs to scale rotate and
2103 // translate, not just rotate
2104 scale = 1.0f / rtlight->radius;
2105 for (k = 0;k < 3;k++)
2106 for (j = 0;j < 4;j++)
2107 rtlight->matrix_worldtolight.m[k][j] *= scale;
2110 // compiles rtlight geometry
2111 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2112 void R_RTLight_Compile(rtlight_t *rtlight)
2114 int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2115 entity_render_t *ent = r_refdef.worldentity;
2116 model_t *model = r_refdef.worldmodel;
2117 unsigned char *data;
2119 // compile the light
2120 rtlight->compiled = true;
2121 rtlight->static_numleafs = 0;
2122 rtlight->static_numleafpvsbytes = 0;
2123 rtlight->static_leaflist = NULL;
2124 rtlight->static_leafpvs = NULL;
2125 rtlight->static_numsurfaces = 0;
2126 rtlight->static_surfacelist = NULL;
2127 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2128 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2129 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2130 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2131 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2132 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2134 if (model && model->GetLightInfo)
2136 // this variable must be set for the CompileShadowVolume code
2137 r_shadow_compilingrtlight = rtlight;
2138 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2139 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);
2140 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2141 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2142 rtlight->static_numleafs = numleafs;
2143 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2144 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2145 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2146 rtlight->static_numsurfaces = numsurfaces;
2147 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2149 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2150 if (numleafpvsbytes)
2151 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2153 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2154 if (model->CompileShadowVolume && rtlight->shadow)
2155 model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2156 // now we're done compiling the rtlight
2157 r_shadow_compilingrtlight = NULL;
2161 // use smallest available cullradius - box radius or light radius
2162 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2163 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2167 if (rtlight->static_meshchain_shadow)
2170 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2173 shadowtris += mesh->numtriangles;
2177 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);
2180 void R_RTLight_Uncompile(rtlight_t *rtlight)
2182 if (rtlight->compiled)
2184 if (rtlight->static_meshchain_shadow)
2185 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2186 rtlight->static_meshchain_shadow = NULL;
2187 // these allocations are grouped
2188 if (rtlight->static_leaflist)
2189 Mem_Free(rtlight->static_leaflist);
2190 rtlight->static_numleafs = 0;
2191 rtlight->static_numleafpvsbytes = 0;
2192 rtlight->static_leaflist = NULL;
2193 rtlight->static_leafpvs = NULL;
2194 rtlight->static_numsurfaces = 0;
2195 rtlight->static_surfacelist = NULL;
2196 rtlight->compiled = false;
2200 void R_Shadow_UncompileWorldLights(void)
2203 for (light = r_shadow_worldlightchain;light;light = light->next)
2204 R_RTLight_Uncompile(&light->rtlight);
2207 void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfacelist)
2209 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2210 vec_t relativeshadowradius;
2211 if (ent == r_refdef.worldentity)
2213 if (r_shadow_rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2216 R_Mesh_Matrix(&ent->matrix);
2217 for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2219 renderstats.lights_shadowtriangles += mesh->numtriangles;
2220 R_Mesh_VertexPointer(mesh->vertex3f);
2221 GL_LockArrays(0, mesh->numverts);
2222 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
2224 // decrement stencil if backface is behind depthbuffer
2225 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2226 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2227 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2228 // increment stencil if frontface is behind depthbuffer
2229 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2230 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2232 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2233 GL_LockArrays(0, 0);
2236 else if (numsurfaces)
2238 R_Mesh_Matrix(&ent->matrix);
2239 ent->model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight->cullmins, r_shadow_rtlight->cullmaxs);
2244 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin);
2245 relativeshadowradius = r_shadow_rtlight->radius / ent->scale;
2246 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2247 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2248 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2249 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2250 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2251 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2252 R_Mesh_Matrix(&ent->matrix);
2253 ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2257 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
2259 // set up properties for rendering light onto this entity
2260 Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_rtlight->matrix_worldtolight, &ent->matrix);
2261 Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2262 Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2263 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin);
2264 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
2265 R_Mesh_Matrix(&ent->matrix);
2268 void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)
2270 R_Shadow_SetupEntityLight(ent);
2271 if (ent == r_refdef.worldentity)
2272 ent->model->DrawLight(ent, numsurfaces, surfacelist);
2274 ent->model->DrawLight(ent, ent->model->nummodelsurfaces, ent->model->surfacelist);
2277 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2281 int numleafs, numsurfaces;
2282 int *leaflist, *surfacelist;
2283 unsigned char *leafpvs;
2284 int numlightentities;
2285 int numshadowentities;
2286 entity_render_t *lightentities[MAX_EDICTS];
2287 entity_render_t *shadowentities[MAX_EDICTS];
2289 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
2290 // skip lights that are basically invisible (color 0 0 0)
2291 if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
2294 // loading is done before visibility checks because loading should happen
2295 // all at once at the start of a level, not when it stalls gameplay.
2296 // (especially important to benchmarks)
2298 if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2299 R_RTLight_Compile(rtlight);
2301 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2303 // look up the light style value at this time
2304 f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2305 VectorScale(rtlight->color, f, rtlight->currentcolor);
2307 if (rtlight->selected)
2309 f = 2 + sin(realtime * M_PI * 4.0);
2310 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
2314 // if lightstyle is currently off, don't draw the light
2315 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
2318 // if the light box is offscreen, skip it
2319 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2322 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2324 // compiled light, world available and can receive realtime lighting
2325 // retrieve leaf information
2326 numleafs = rtlight->static_numleafs;
2327 leaflist = rtlight->static_leaflist;
2328 leafpvs = rtlight->static_leafpvs;
2329 numsurfaces = rtlight->static_numsurfaces;
2330 surfacelist = rtlight->static_surfacelist;
2332 else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2334 // dynamic light, world available and can receive realtime lighting
2335 // calculate lit surfaces and leafs
2336 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2337 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);
2338 leaflist = r_shadow_buffer_leaflist;
2339 leafpvs = r_shadow_buffer_leafpvs;
2340 surfacelist = r_shadow_buffer_surfacelist;
2341 // if the reduced leaf bounds are offscreen, skip it
2342 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2354 // check if light is illuminating any visible leafs
2357 for (i = 0;i < numleafs;i++)
2358 if (r_worldleafvisible[leaflist[i]])
2363 // set up a scissor rectangle for this light
2364 if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2367 // make a list of lit entities and shadow casting entities
2368 numlightentities = 0;
2369 numshadowentities = 0;
2370 // don't count the world unless some surfaces are actually lit
2373 lightentities[numlightentities++] = r_refdef.worldentity;
2374 shadowentities[numshadowentities++] = r_refdef.worldentity;
2376 // add dynamic entities that are lit by the light
2377 if (r_drawentities.integer)
2379 for (i = 0;i < r_refdef.numentities;i++)
2381 entity_render_t *ent = r_refdef.entities[i];
2382 if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
2384 && !(ent->flags & RENDER_TRANSPARENT)
2385 && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
2387 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2388 if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
2389 shadowentities[numshadowentities++] = ent;
2390 if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight)
2391 lightentities[numlightentities++] = ent;
2396 // return if there's nothing at all to light
2397 if (!numlightentities)
2400 // don't let sound skip if going slow
2401 if (r_refdef.extraupdate)
2404 // make this the active rtlight for rendering purposes
2405 R_Shadow_RenderMode_ActiveLight(rtlight);
2406 // count this light in the r_speeds
2407 renderstats.lights++;
2410 if (numshadowentities && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2412 // draw stencil shadow volumes to mask off pixels that are in shadow
2413 // so that they won't receive lighting
2417 R_Shadow_RenderMode_StencilShadowVolumes();
2418 for (i = 0;i < numshadowentities;i++)
2419 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
2422 // optionally draw visible shape of the shadow volumes
2423 // for performance analysis by level designers
2424 if (r_showshadowvolumes.integer)
2426 R_Shadow_RenderMode_VisibleShadowVolumes();
2427 for (i = 0;i < numshadowentities;i++)
2428 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
2432 if (numlightentities)
2434 // draw lighting in the unmasked areas
2435 R_Shadow_RenderMode_Lighting(usestencil, false);
2436 for (i = 0;i < numlightentities;i++)
2437 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
2439 // optionally draw the illuminated areas
2440 // for performance analysis by level designers
2441 if (r_showlighting.integer)
2443 R_Shadow_RenderMode_VisibleLighting(usestencil && !r_showdisabledepthtest.integer, false);
2444 for (i = 0;i < numlightentities;i++)
2445 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
2450 void R_ShadowVolumeLighting(qboolean visible)
2455 if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
2456 R_Shadow_EditLights_Reload_f();
2458 R_Shadow_RenderMode_Begin();
2460 flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2461 if (r_shadow_debuglight.integer >= 0)
2463 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2464 if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
2465 R_DrawRTLight(&light->rtlight, visible);
2468 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2469 if (light->flags & flag)
2470 R_DrawRTLight(&light->rtlight, visible);
2472 for (lnum = 0;lnum < r_refdef.numlights;lnum++)
2473 R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible);
2475 R_Shadow_RenderMode_End();
2478 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2479 typedef struct suffixinfo_s
2482 qboolean flipx, flipy, flipdiagonal;
2485 static suffixinfo_t suffix[3][6] =
2488 {"px", false, false, false},
2489 {"nx", false, false, false},
2490 {"py", false, false, false},
2491 {"ny", false, false, false},
2492 {"pz", false, false, false},
2493 {"nz", false, false, false}
2496 {"posx", false, false, false},
2497 {"negx", false, false, false},
2498 {"posy", false, false, false},
2499 {"negy", false, false, false},
2500 {"posz", false, false, false},
2501 {"negz", false, false, false}
2504 {"rt", true, false, true},
2505 {"lf", false, true, true},
2506 {"ft", true, true, false},
2507 {"bk", false, false, false},
2508 {"up", true, false, true},
2509 {"dn", true, false, true}
2513 static int componentorder[4] = {0, 1, 2, 3};
2515 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
2517 int i, j, cubemapsize;
2518 unsigned char *cubemappixels, *image_rgba;
2519 rtexture_t *cubemaptexture;
2521 // must start 0 so the first loadimagepixels has no requested width/height
2523 cubemappixels = NULL;
2524 cubemaptexture = NULL;
2525 // keep trying different suffix groups (posx, px, rt) until one loads
2526 for (j = 0;j < 3 && !cubemappixels;j++)
2528 // load the 6 images in the suffix group
2529 for (i = 0;i < 6;i++)
2531 // generate an image name based on the base and and suffix
2532 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2534 if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
2536 // an image loaded, make sure width and height are equal
2537 if (image_width == image_height)
2539 // if this is the first image to load successfully, allocate the cubemap memory
2540 if (!cubemappixels && image_width >= 1)
2542 cubemapsize = image_width;
2543 // note this clears to black, so unavailable sides are black
2544 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2546 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2548 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);
2551 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2553 Mem_Free(image_rgba);
2557 // if a cubemap loaded, upload it
2560 if (!r_shadow_filters_texturepool)
2561 r_shadow_filters_texturepool = R_AllocTexturePool();
2562 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
2563 Mem_Free(cubemappixels);
2567 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
2568 for (j = 0;j < 3;j++)
2569 for (i = 0;i < 6;i++)
2570 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2571 Con_Print(" and was unable to find any of them.\n");
2573 return cubemaptexture;
2576 rtexture_t *R_Shadow_Cubemap(const char *basename)
2579 for (i = 0;i < numcubemaps;i++)
2580 if (!strcasecmp(cubemaps[i].basename, basename))
2581 return cubemaps[i].texture;
2582 if (i >= MAX_CUBEMAPS)
2583 return r_texture_whitecube;
2585 strcpy(cubemaps[i].basename, basename);
2586 cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
2587 if (!cubemaps[i].texture)
2588 cubemaps[i].texture = r_texture_whitecube;
2589 return cubemaps[i].texture;
2592 void R_Shadow_FreeCubemaps(void)
2595 R_FreeTexturePool(&r_shadow_filters_texturepool);
2598 dlight_t *R_Shadow_NewWorldLight(void)
2601 light = (dlight_t *)Mem_Alloc(r_main_mempool, sizeof(dlight_t));
2602 light->next = r_shadow_worldlightchain;
2603 r_shadow_worldlightchain = light;
2607 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)
2609 VectorCopy(origin, light->origin);
2610 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
2611 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
2612 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
2613 light->color[0] = max(color[0], 0);
2614 light->color[1] = max(color[1], 0);
2615 light->color[2] = max(color[2], 0);
2616 light->radius = max(radius, 0);
2617 light->style = style;
2618 if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
2620 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
2623 light->shadow = shadowenable;
2624 light->corona = corona;
2627 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
2628 light->coronasizescale = coronasizescale;
2629 light->ambientscale = ambientscale;
2630 light->diffusescale = diffusescale;
2631 light->specularscale = specularscale;
2632 light->flags = flags;
2633 Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
2635 R_RTLight_Update(light, true);
2638 void R_Shadow_FreeWorldLight(dlight_t *light)
2640 dlight_t **lightpointer;
2641 R_RTLight_Uncompile(&light->rtlight);
2642 for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
2643 if (*lightpointer != light)
2644 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain");
2645 *lightpointer = light->next;
2649 void R_Shadow_ClearWorldLights(void)
2651 while (r_shadow_worldlightchain)
2652 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
2653 r_shadow_selectedlight = NULL;
2654 R_Shadow_FreeCubemaps();
2657 void R_Shadow_SelectLight(dlight_t *light)
2659 if (r_shadow_selectedlight)
2660 r_shadow_selectedlight->selected = false;
2661 r_shadow_selectedlight = light;
2662 if (r_shadow_selectedlight)
2663 r_shadow_selectedlight->selected = true;
2666 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
2668 float scale = r_editlights_cursorgrid.value * 0.5f;
2669 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[1]->tex, NULL, false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
2672 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
2675 const dlight_t *light = (dlight_t *)ent;
2677 if (light->selected)
2678 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
2681 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[surfacenumber]->tex, NULL, false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
2684 void R_Shadow_DrawLightSprites(void)
2689 for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
2690 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 1+(i % 5), &light->rtlight);
2691 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
2694 void R_Shadow_SelectLightInView(void)
2696 float bestrating, rating, temp[3];
2697 dlight_t *best, *light;
2700 for (light = r_shadow_worldlightchain;light;light = light->next)
2702 VectorSubtract(light->origin, r_vieworigin, temp);
2703 rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
2706 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
2707 if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
2709 bestrating = rating;
2714 R_Shadow_SelectLight(best);
2717 void R_Shadow_LoadWorldLights(void)
2719 int n, a, style, shadow, flags;
2720 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
2721 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
2722 if (r_refdef.worldmodel == NULL)
2724 Con_Print("No map loaded.\n");
2727 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
2728 strlcat (name, ".rtlights", sizeof (name));
2729 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
2739 for (;COM_Parse(t, true) && strcmp(
2740 if (COM_Parse(t, true))
2742 if (com_token[0] == '!')
2745 origin[0] = atof(com_token+1);
2748 origin[0] = atof(com_token);
2753 while (*s && *s != '\n' && *s != '\r')
2759 // check for modifier flags
2766 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);
2769 flags = LIGHTFLAG_REALTIMEMODE;
2777 coronasizescale = 0.25f;
2779 VectorClear(angles);
2782 if (a < 9 || !strcmp(cubemapname, "\"\""))
2784 // remove quotes on cubemapname
2785 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
2787 cubemapname[strlen(cubemapname)-1] = 0;
2788 strcpy(cubemapname, cubemapname + 1);
2792 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);
2795 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
2803 Con_Printf("invalid rtlights file \"%s\"\n", name);
2804 Mem_Free(lightsstring);
2808 void R_Shadow_SaveWorldLights(void)
2811 size_t bufchars, bufmaxchars;
2813 char name[MAX_QPATH];
2814 char line[MAX_INPUTLINE];
2815 if (!r_shadow_worldlightchain)
2817 if (r_refdef.worldmodel == NULL)
2819 Con_Print("No map loaded.\n");
2822 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
2823 strlcat (name, ".rtlights", sizeof (name));
2824 bufchars = bufmaxchars = 0;
2826 for (light = r_shadow_worldlightchain;light;light = light->next)
2828 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
2829 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);
2830 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
2831 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]);
2833 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);
2834 if (bufchars + strlen(line) > bufmaxchars)
2836 bufmaxchars = bufchars + strlen(line) + 2048;
2838 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
2842 memcpy(buf, oldbuf, bufchars);
2848 memcpy(buf + bufchars, line, strlen(line));
2849 bufchars += strlen(line);
2853 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
2858 void R_Shadow_LoadLightsFile(void)
2861 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
2862 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
2863 if (r_refdef.worldmodel == NULL)
2865 Con_Print("No map loaded.\n");
2868 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
2869 strlcat (name, ".lights", sizeof (name));
2870 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
2878 while (*s && *s != '\n' && *s != '\r')
2884 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);
2888 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);
2891 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
2892 radius = bound(15, radius, 4096);
2893 VectorScale(color, (2.0f / (8388608.0f)), color);
2894 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
2902 Con_Printf("invalid lights file \"%s\"\n", name);
2903 Mem_Free(lightsstring);
2907 // tyrlite/hmap2 light types in the delay field
2908 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
2910 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
2912 int entnum, style, islight, skin, pflags, effects, type, n;
2915 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
2916 char key[256], value[MAX_INPUTLINE];
2918 if (r_refdef.worldmodel == NULL)
2920 Con_Print("No map loaded.\n");
2923 // try to load a .ent file first
2924 FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
2925 strlcat (key, ".ent", sizeof (key));
2926 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
2927 // and if that is not found, fall back to the bsp file entity string
2929 data = r_refdef.worldmodel->brush.entities;
2932 for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
2934 type = LIGHTTYPE_MINUSX;
2935 origin[0] = origin[1] = origin[2] = 0;
2936 originhack[0] = originhack[1] = originhack[2] = 0;
2937 angles[0] = angles[1] = angles[2] = 0;
2938 color[0] = color[1] = color[2] = 1;
2939 light[0] = light[1] = light[2] = 1;light[3] = 300;
2940 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
2950 if (!COM_ParseToken(&data, false))
2952 if (com_token[0] == '}')
2953 break; // end of entity
2954 if (com_token[0] == '_')
2955 strcpy(key, com_token + 1);
2957 strcpy(key, com_token);
2958 while (key[strlen(key)-1] == ' ') // remove trailing spaces
2959 key[strlen(key)-1] = 0;
2960 if (!COM_ParseToken(&data, false))
2962 strcpy(value, com_token);
2964 // now that we have the key pair worked out...
2965 if (!strcmp("light", key))
2967 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
2971 light[0] = vec[0] * (1.0f / 256.0f);
2972 light[1] = vec[0] * (1.0f / 256.0f);
2973 light[2] = vec[0] * (1.0f / 256.0f);
2979 light[0] = vec[0] * (1.0f / 255.0f);
2980 light[1] = vec[1] * (1.0f / 255.0f);
2981 light[2] = vec[2] * (1.0f / 255.0f);
2985 else if (!strcmp("delay", key))
2987 else if (!strcmp("origin", key))
2988 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
2989 else if (!strcmp("angle", key))
2990 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
2991 else if (!strcmp("angles", key))
2992 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
2993 else if (!strcmp("color", key))
2994 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
2995 else if (!strcmp("wait", key))
2996 fadescale = atof(value);
2997 else if (!strcmp("classname", key))
2999 if (!strncmp(value, "light", 5))
3002 if (!strcmp(value, "light_fluoro"))
3007 overridecolor[0] = 1;
3008 overridecolor[1] = 1;
3009 overridecolor[2] = 1;
3011 if (!strcmp(value, "light_fluorospark"))
3016 overridecolor[0] = 1;
3017 overridecolor[1] = 1;
3018 overridecolor[2] = 1;
3020 if (!strcmp(value, "light_globe"))
3025 overridecolor[0] = 1;
3026 overridecolor[1] = 0.8;
3027 overridecolor[2] = 0.4;
3029 if (!strcmp(value, "light_flame_large_yellow"))
3034 overridecolor[0] = 1;
3035 overridecolor[1] = 0.5;
3036 overridecolor[2] = 0.1;
3038 if (!strcmp(value, "light_flame_small_yellow"))
3043 overridecolor[0] = 1;
3044 overridecolor[1] = 0.5;
3045 overridecolor[2] = 0.1;
3047 if (!strcmp(value, "light_torch_small_white"))
3052 overridecolor[0] = 1;
3053 overridecolor[1] = 0.5;
3054 overridecolor[2] = 0.1;
3056 if (!strcmp(value, "light_torch_small_walltorch"))
3061 overridecolor[0] = 1;
3062 overridecolor[1] = 0.5;
3063 overridecolor[2] = 0.1;
3067 else if (!strcmp("style", key))
3068 style = atoi(value);
3069 else if (!strcmp("skin", key))
3070 skin = (int)atof(value);
3071 else if (!strcmp("pflags", key))
3072 pflags = (int)atof(value);
3073 else if (!strcmp("effects", key))
3074 effects = (int)atof(value);
3075 else if (r_refdef.worldmodel->type == mod_brushq3)
3077 if (!strcmp("scale", key))
3078 lightscale = atof(value);
3079 if (!strcmp("fade", key))
3080 fadescale = atof(value);
3085 if (lightscale <= 0)
3089 if (color[0] == color[1] && color[0] == color[2])
3091 color[0] *= overridecolor[0];
3092 color[1] *= overridecolor[1];
3093 color[2] *= overridecolor[2];
3095 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3096 color[0] = color[0] * light[0];
3097 color[1] = color[1] * light[1];
3098 color[2] = color[2] * light[2];
3101 case LIGHTTYPE_MINUSX:
3103 case LIGHTTYPE_RECIPX:
3105 VectorScale(color, (1.0f / 16.0f), color);
3107 case LIGHTTYPE_RECIPXX:
3109 VectorScale(color, (1.0f / 16.0f), color);
3112 case LIGHTTYPE_NONE:
3116 case LIGHTTYPE_MINUSXX:
3119 VectorAdd(origin, originhack, origin);
3121 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);
3124 Mem_Free(entfiledata);
3128 void R_Shadow_SetCursorLocationForView(void)
3131 vec3_t dest, endpos;
3133 VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
3134 trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
3135 if (trace.fraction < 1)
3137 dist = trace.fraction * r_editlights_cursordistance.value;
3138 push = r_editlights_cursorpushback.value;
3142 VectorMA(trace.endpos, push, r_viewforward, endpos);
3143 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
3147 VectorClear( endpos );
3149 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3150 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3151 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3154 void R_Shadow_UpdateWorldLightSelection(void)
3156 if (r_editlights.integer)
3158 R_Shadow_SetCursorLocationForView();
3159 R_Shadow_SelectLightInView();
3160 R_Shadow_DrawLightSprites();
3163 R_Shadow_SelectLight(NULL);
3166 void R_Shadow_EditLights_Clear_f(void)
3168 R_Shadow_ClearWorldLights();
3171 void R_Shadow_EditLights_Reload_f(void)
3173 if (!r_refdef.worldmodel)
3175 strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
3176 R_Shadow_ClearWorldLights();
3177 R_Shadow_LoadWorldLights();
3178 if (r_shadow_worldlightchain == NULL)
3180 R_Shadow_LoadLightsFile();
3181 if (r_shadow_worldlightchain == NULL)
3182 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3186 void R_Shadow_EditLights_Save_f(void)
3188 if (!r_refdef.worldmodel)
3190 R_Shadow_SaveWorldLights();
3193 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
3195 R_Shadow_ClearWorldLights();
3196 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3199 void R_Shadow_EditLights_ImportLightsFile_f(void)
3201 R_Shadow_ClearWorldLights();
3202 R_Shadow_LoadLightsFile();
3205 void R_Shadow_EditLights_Spawn_f(void)
3208 if (!r_editlights.integer)
3210 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3213 if (Cmd_Argc() != 1)
3215 Con_Print("r_editlights_spawn does not take parameters\n");
3218 color[0] = color[1] = color[2] = 1;
3219 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3222 void R_Shadow_EditLights_Edit_f(void)
3224 vec3_t origin, angles, color;
3225 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
3226 int style, shadows, flags, normalmode, realtimemode;
3227 char cubemapname[MAX_INPUTLINE];
3228 if (!r_editlights.integer)
3230 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3233 if (!r_shadow_selectedlight)
3235 Con_Print("No selected light.\n");
3238 VectorCopy(r_shadow_selectedlight->origin, origin);
3239 VectorCopy(r_shadow_selectedlight->angles, angles);
3240 VectorCopy(r_shadow_selectedlight->color, color);
3241 radius = r_shadow_selectedlight->radius;
3242 style = r_shadow_selectedlight->style;
3243 if (r_shadow_selectedlight->cubemapname)
3244 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
3247 shadows = r_shadow_selectedlight->shadow;
3248 corona = r_shadow_selectedlight->corona;
3249 coronasizescale = r_shadow_selectedlight->coronasizescale;
3250 ambientscale = r_shadow_selectedlight->ambientscale;
3251 diffusescale = r_shadow_selectedlight->diffusescale;
3252 specularscale = r_shadow_selectedlight->specularscale;
3253 flags = r_shadow_selectedlight->flags;
3254 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
3255 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
3256 if (!strcmp(Cmd_Argv(1), "origin"))
3258 if (Cmd_Argc() != 5)
3260 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3263 origin[0] = atof(Cmd_Argv(2));
3264 origin[1] = atof(Cmd_Argv(3));
3265 origin[2] = atof(Cmd_Argv(4));
3267 else if (!strcmp(Cmd_Argv(1), "originx"))
3269 if (Cmd_Argc() != 3)
3271 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3274 origin[0] = atof(Cmd_Argv(2));
3276 else if (!strcmp(Cmd_Argv(1), "originy"))
3278 if (Cmd_Argc() != 3)
3280 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3283 origin[1] = atof(Cmd_Argv(2));
3285 else if (!strcmp(Cmd_Argv(1), "originz"))
3287 if (Cmd_Argc() != 3)
3289 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3292 origin[2] = atof(Cmd_Argv(2));
3294 else if (!strcmp(Cmd_Argv(1), "move"))
3296 if (Cmd_Argc() != 5)
3298 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3301 origin[0] += atof(Cmd_Argv(2));
3302 origin[1] += atof(Cmd_Argv(3));
3303 origin[2] += atof(Cmd_Argv(4));
3305 else if (!strcmp(Cmd_Argv(1), "movex"))
3307 if (Cmd_Argc() != 3)
3309 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3312 origin[0] += atof(Cmd_Argv(2));
3314 else if (!strcmp(Cmd_Argv(1), "movey"))
3316 if (Cmd_Argc() != 3)
3318 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3321 origin[1] += atof(Cmd_Argv(2));
3323 else if (!strcmp(Cmd_Argv(1), "movez"))
3325 if (Cmd_Argc() != 3)
3327 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3330 origin[2] += atof(Cmd_Argv(2));
3332 else if (!strcmp(Cmd_Argv(1), "angles"))
3334 if (Cmd_Argc() != 5)
3336 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3339 angles[0] = atof(Cmd_Argv(2));
3340 angles[1] = atof(Cmd_Argv(3));
3341 angles[2] = atof(Cmd_Argv(4));
3343 else if (!strcmp(Cmd_Argv(1), "anglesx"))
3345 if (Cmd_Argc() != 3)
3347 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3350 angles[0] = atof(Cmd_Argv(2));
3352 else if (!strcmp(Cmd_Argv(1), "anglesy"))
3354 if (Cmd_Argc() != 3)
3356 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3359 angles[1] = atof(Cmd_Argv(2));
3361 else if (!strcmp(Cmd_Argv(1), "anglesz"))
3363 if (Cmd_Argc() != 3)
3365 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3368 angles[2] = atof(Cmd_Argv(2));
3370 else if (!strcmp(Cmd_Argv(1), "color"))
3372 if (Cmd_Argc() != 5)
3374 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
3377 color[0] = atof(Cmd_Argv(2));
3378 color[1] = atof(Cmd_Argv(3));
3379 color[2] = atof(Cmd_Argv(4));
3381 else if (!strcmp(Cmd_Argv(1), "radius"))
3383 if (Cmd_Argc() != 3)
3385 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3388 radius = atof(Cmd_Argv(2));
3390 else if (!strcmp(Cmd_Argv(1), "colorscale"))
3392 if (Cmd_Argc() == 3)
3394 double scale = atof(Cmd_Argv(2));
3401 if (Cmd_Argc() != 5)
3403 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
3406 color[0] *= atof(Cmd_Argv(2));
3407 color[1] *= atof(Cmd_Argv(3));
3408 color[2] *= atof(Cmd_Argv(4));
3411 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
3413 if (Cmd_Argc() != 3)
3415 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3418 radius *= atof(Cmd_Argv(2));
3420 else if (!strcmp(Cmd_Argv(1), "style"))
3422 if (Cmd_Argc() != 3)
3424 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3427 style = atoi(Cmd_Argv(2));
3429 else if (!strcmp(Cmd_Argv(1), "cubemap"))
3433 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3436 if (Cmd_Argc() == 3)
3437 strcpy(cubemapname, Cmd_Argv(2));
3441 else if (!strcmp(Cmd_Argv(1), "shadows"))
3443 if (Cmd_Argc() != 3)
3445 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3448 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3450 else if (!strcmp(Cmd_Argv(1), "corona"))
3452 if (Cmd_Argc() != 3)
3454 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3457 corona = atof(Cmd_Argv(2));
3459 else if (!strcmp(Cmd_Argv(1), "coronasize"))
3461 if (Cmd_Argc() != 3)
3463 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3466 coronasizescale = atof(Cmd_Argv(2));
3468 else if (!strcmp(Cmd_Argv(1), "ambient"))
3470 if (Cmd_Argc() != 3)
3472 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3475 ambientscale = atof(Cmd_Argv(2));
3477 else if (!strcmp(Cmd_Argv(1), "diffuse"))
3479 if (Cmd_Argc() != 3)
3481 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3484 diffusescale = atof(Cmd_Argv(2));
3486 else if (!strcmp(Cmd_Argv(1), "specular"))
3488 if (Cmd_Argc() != 3)
3490 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3493 specularscale = atof(Cmd_Argv(2));
3495 else if (!strcmp(Cmd_Argv(1), "normalmode"))
3497 if (Cmd_Argc() != 3)
3499 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3502 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3504 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
3506 if (Cmd_Argc() != 3)
3508 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3511 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3515 Con_Print("usage: r_editlights_edit [property] [value]\n");
3516 Con_Print("Selected light's properties:\n");
3517 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
3518 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
3519 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
3520 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
3521 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
3522 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
3523 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
3524 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
3525 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
3526 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
3527 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
3528 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
3529 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
3530 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
3533 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
3534 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3537 void R_Shadow_EditLights_EditAll_f(void)
3541 if (!r_editlights.integer)
3543 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
3547 for (light = r_shadow_worldlightchain;light;light = light->next)
3549 R_Shadow_SelectLight(light);
3550 R_Shadow_EditLights_Edit_f();
3554 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
3556 int lightnumber, lightcount;
3560 if (!r_editlights.integer)
3566 for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
3567 if (light == r_shadow_selectedlight)
3568 lightnumber = lightcount;
3569 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;
3570 if (r_shadow_selectedlight == NULL)
3572 sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3573 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;
3574 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;
3575 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;
3576 sprintf(temp, "Radius : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3577 sprintf(temp, "Corona : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3578 sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3579 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;
3580 sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3581 sprintf(temp, "CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3582 sprintf(temp, "Ambient : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3583 sprintf(temp, "Diffuse : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3584 sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3585 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;
3586 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;
3589 void R_Shadow_EditLights_ToggleShadow_f(void)
3591 if (!r_editlights.integer)
3593 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3596 if (!r_shadow_selectedlight)
3598 Con_Print("No selected light.\n");
3601 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);
3604 void R_Shadow_EditLights_ToggleCorona_f(void)
3606 if (!r_editlights.integer)
3608 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3611 if (!r_shadow_selectedlight)
3613 Con_Print("No selected light.\n");
3616 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);
3619 void R_Shadow_EditLights_Remove_f(void)
3621 if (!r_editlights.integer)
3623 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
3626 if (!r_shadow_selectedlight)
3628 Con_Print("No selected light.\n");
3631 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
3632 r_shadow_selectedlight = NULL;
3635 void R_Shadow_EditLights_Help_f(void)
3638 "Documentation on r_editlights system:\n"
3640 "r_editlights : enable/disable editing mode\n"
3641 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
3642 "r_editlights_cursorpushback : push back cursor this far from surface\n"
3643 "r_editlights_cursorpushoff : push cursor off surface this far\n"
3644 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
3645 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
3647 "r_editlights_help : this help\n"
3648 "r_editlights_clear : remove all lights\n"
3649 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
3650 "r_editlights_save : save to .rtlights file\n"
3651 "r_editlights_spawn : create a light with default settings\n"
3652 "r_editlights_edit command : edit selected light - more documentation below\n"
3653 "r_editlights_remove : remove selected light\n"
3654 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
3655 "r_editlights_importlightentitiesfrommap : reload light entities\n"
3656 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
3658 "origin x y z : set light location\n"
3659 "originx x: set x component of light location\n"
3660 "originy y: set y component of light location\n"
3661 "originz z: set z component of light location\n"
3662 "move x y z : adjust light location\n"
3663 "movex x: adjust x component of light location\n"
3664 "movey y: adjust y component of light location\n"
3665 "movez z: adjust z component of light location\n"
3666 "angles x y z : set light angles\n"
3667 "anglesx x: set x component of light angles\n"
3668 "anglesy y: set y component of light angles\n"
3669 "anglesz z: set z component of light angles\n"
3670 "color r g b : set color of light (can be brighter than 1 1 1)\n"
3671 "radius radius : set radius (size) of light\n"
3672 "colorscale grey : multiply color of light (1 does nothing)\n"
3673 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
3674 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
3675 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
3676 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
3677 "cubemap basename : set filter cubemap of light (not yet supported)\n"
3678 "shadows 1/0 : turn on/off shadows\n"
3679 "corona n : set corona intensity\n"
3680 "coronasize n : set corona size (0-1)\n"
3681 "ambient n : set ambient intensity (0-1)\n"
3682 "diffuse n : set diffuse intensity (0-1)\n"
3683 "specular n : set specular intensity (0-1)\n"
3684 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
3685 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
3686 "<nothing> : print light properties to console\n"
3690 void R_Shadow_EditLights_CopyInfo_f(void)
3692 if (!r_editlights.integer)
3694 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
3697 if (!r_shadow_selectedlight)
3699 Con_Print("No selected light.\n");
3702 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
3703 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
3704 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
3705 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
3706 if (r_shadow_selectedlight->cubemapname)
3707 strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname);
3709 r_shadow_bufferlight.cubemapname[0] = 0;
3710 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
3711 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
3712 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
3713 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
3714 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
3715 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
3716 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
3719 void R_Shadow_EditLights_PasteInfo_f(void)
3721 if (!r_editlights.integer)
3723 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
3726 if (!r_shadow_selectedlight)
3728 Con_Print("No selected light.\n");
3731 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);
3734 void R_Shadow_EditLights_Init(void)
3736 Cvar_RegisterVariable(&r_editlights);
3737 Cvar_RegisterVariable(&r_editlights_cursordistance);
3738 Cvar_RegisterVariable(&r_editlights_cursorpushback);
3739 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
3740 Cvar_RegisterVariable(&r_editlights_cursorgrid);
3741 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
3742 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
3743 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
3744 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)");
3745 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
3746 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
3747 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
3748 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)");
3749 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
3750 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
3751 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
3752 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
3753 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
3754 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
3755 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)");