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_SEPARATESTENCIL,
150 R_SHADOW_RENDERMODE_STENCILTWOSIDE,
151 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
152 R_SHADOW_RENDERMODE_LIGHT_DOT3,
153 R_SHADOW_RENDERMODE_LIGHT_GLSL,
154 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
155 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
157 r_shadow_rendermode_t;
159 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
160 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
161 r_shadow_rendermode_t r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_NONE;
163 int maxshadowtriangles;
166 int maxshadowvertices;
167 float *shadowvertex3f;
180 int r_shadow_buffer_numleafpvsbytes;
181 unsigned char *r_shadow_buffer_leafpvs;
182 int *r_shadow_buffer_leaflist;
184 int r_shadow_buffer_numsurfacepvsbytes;
185 unsigned char *r_shadow_buffer_surfacepvs;
186 int *r_shadow_buffer_surfacelist;
188 int r_shadow_buffer_numshadowtrispvsbytes;
189 unsigned char *r_shadow_buffer_shadowtrispvs;
190 int r_shadow_buffer_numlighttrispvsbytes;
191 unsigned char *r_shadow_buffer_lighttrispvs;
193 rtexturepool_t *r_shadow_texturepool;
194 rtexture_t *r_shadow_attenuationgradienttexture;
195 rtexture_t *r_shadow_attenuation2dtexture;
196 rtexture_t *r_shadow_attenuation3dtexture;
197 rtexture_t *r_shadow_lightcorona;
199 // lights are reloaded when this changes
200 char r_shadow_mapname[MAX_QPATH];
202 // used only for light filters (cubemaps)
203 rtexturepool_t *r_shadow_filters_texturepool;
205 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"};
206 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"};
207 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
208 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
209 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)"};
210 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
211 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
212 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
213 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
214 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
215 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
216 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
217 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
218 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
219 cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
220 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
221 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
222 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
223 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
224 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)"};
225 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"};
226 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
227 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
228 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"};
229 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation"};
230 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation"};
231 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)"};
232 cvar_t r_shadow_culltriangles = {0, "r_shadow_culltriangles", "1", "performs more expensive tests to remove unnecessary triangles of lit surfaces"};
233 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
234 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
235 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)"};
236 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
237 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
238 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
239 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
240 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
241 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
242 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
243 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
244 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
245 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
247 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
248 #define ATTENTABLESIZE 256
249 // 1D gradient, 2D circle and 3D sphere attenuation textures
250 #define ATTEN1DSIZE 32
251 #define ATTEN2DSIZE 64
252 #define ATTEN3DSIZE 32
254 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
255 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
256 static float r_shadow_attentable[ATTENTABLESIZE+1];
258 rtlight_t *r_shadow_compilingrtlight;
259 static memexpandablearray_t r_shadow_worldlightsarray;
260 dlight_t *r_shadow_selectedlight;
261 dlight_t r_shadow_bufferlight;
262 vec3_t r_editlights_cursorlocation;
264 extern int con_vislines;
266 typedef struct cubemapinfo_s
273 #define MAX_CUBEMAPS 256
274 static int numcubemaps;
275 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
277 void R_Shadow_UncompileWorldLights(void);
278 void R_Shadow_ClearWorldLights(void);
279 void R_Shadow_SaveWorldLights(void);
280 void R_Shadow_LoadWorldLights(void);
281 void R_Shadow_LoadLightsFile(void);
282 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
283 void R_Shadow_EditLights_Reload_f(void);
284 void R_Shadow_ValidateCvars(void);
285 static void R_Shadow_MakeTextures(void);
287 // VorteX: custom editor light sprites
288 #define EDLIGHTSPRSIZE 8
289 cachepic_t *r_editlights_sprcursor;
290 cachepic_t *r_editlights_sprlight;
291 cachepic_t *r_editlights_sprnoshadowlight;
292 cachepic_t *r_editlights_sprcubemaplight;
293 cachepic_t *r_editlights_sprcubemapnoshadowlight;
294 cachepic_t *r_editlights_sprselection;
296 void r_shadow_start(void)
298 // allocate vertex processing arrays
300 r_shadow_attenuationgradienttexture = NULL;
301 r_shadow_attenuation2dtexture = NULL;
302 r_shadow_attenuation3dtexture = NULL;
303 r_shadow_texturepool = NULL;
304 r_shadow_filters_texturepool = NULL;
305 R_Shadow_ValidateCvars();
306 R_Shadow_MakeTextures();
307 maxshadowtriangles = 0;
308 shadowelements = NULL;
309 maxshadowvertices = 0;
310 shadowvertex3f = NULL;
318 shadowmarklist = NULL;
320 r_shadow_buffer_numleafpvsbytes = 0;
321 r_shadow_buffer_leafpvs = NULL;
322 r_shadow_buffer_leaflist = NULL;
323 r_shadow_buffer_numsurfacepvsbytes = 0;
324 r_shadow_buffer_surfacepvs = NULL;
325 r_shadow_buffer_surfacelist = NULL;
326 r_shadow_buffer_numshadowtrispvsbytes = 0;
327 r_shadow_buffer_shadowtrispvs = NULL;
328 r_shadow_buffer_numlighttrispvsbytes = 0;
329 r_shadow_buffer_lighttrispvs = NULL;
332 void r_shadow_shutdown(void)
334 R_Shadow_UncompileWorldLights();
336 r_shadow_attenuationgradienttexture = NULL;
337 r_shadow_attenuation2dtexture = NULL;
338 r_shadow_attenuation3dtexture = NULL;
339 R_FreeTexturePool(&r_shadow_texturepool);
340 R_FreeTexturePool(&r_shadow_filters_texturepool);
341 maxshadowtriangles = 0;
343 Mem_Free(shadowelements);
344 shadowelements = NULL;
346 Mem_Free(shadowvertex3f);
347 shadowvertex3f = NULL;
350 Mem_Free(vertexupdate);
353 Mem_Free(vertexremap);
359 Mem_Free(shadowmark);
362 Mem_Free(shadowmarklist);
363 shadowmarklist = NULL;
365 r_shadow_buffer_numleafpvsbytes = 0;
366 if (r_shadow_buffer_leafpvs)
367 Mem_Free(r_shadow_buffer_leafpvs);
368 r_shadow_buffer_leafpvs = NULL;
369 if (r_shadow_buffer_leaflist)
370 Mem_Free(r_shadow_buffer_leaflist);
371 r_shadow_buffer_leaflist = NULL;
372 r_shadow_buffer_numsurfacepvsbytes = 0;
373 if (r_shadow_buffer_surfacepvs)
374 Mem_Free(r_shadow_buffer_surfacepvs);
375 r_shadow_buffer_surfacepvs = NULL;
376 if (r_shadow_buffer_surfacelist)
377 Mem_Free(r_shadow_buffer_surfacelist);
378 r_shadow_buffer_surfacelist = NULL;
379 r_shadow_buffer_numshadowtrispvsbytes = 0;
380 if (r_shadow_buffer_shadowtrispvs)
381 Mem_Free(r_shadow_buffer_shadowtrispvs);
382 r_shadow_buffer_numlighttrispvsbytes = 0;
383 if (r_shadow_buffer_lighttrispvs)
384 Mem_Free(r_shadow_buffer_lighttrispvs);
387 void r_shadow_newmap(void)
389 if (cl.worldmodel && strncmp(cl.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
390 R_Shadow_EditLights_Reload_f();
393 void R_Shadow_Help_f(void)
396 "Documentation on r_shadow system:\n"
398 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
399 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
400 "r_shadow_debuglight : render only this light number (-1 = all)\n"
401 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
402 "r_shadow_gloss2intensity : brightness of forced gloss\n"
403 "r_shadow_glossintensity : brightness of textured gloss\n"
404 "r_shadow_lightattenuationlinearscale : used to generate attenuation texture\n"
405 "r_shadow_lightattenuationdividebias : used to generate attenuation texture\n"
406 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
407 "r_shadow_lightradiusscale : scale rendering radius of all lights\n"
408 "r_shadow_portallight : use portal visibility for static light precomputation\n"
409 "r_shadow_projectdistance : shadow volume projection distance\n"
410 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
411 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
412 "r_shadow_realtime_world : use high quality world lighting mode\n"
413 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
414 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
415 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
416 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
417 "r_shadow_scissor : use scissor optimization\n"
418 "r_shadow_polygonfactor : nudge shadow volumes closer/further\n"
419 "r_shadow_polygonoffset : nudge shadow volumes closer/further\n"
420 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
421 "r_showlighting : useful for performance testing; bright = slow!\n"
422 "r_showshadowvolumes : useful for performance testing; bright = slow!\n"
424 "r_shadow_help : this help\n"
428 void R_Shadow_Init(void)
430 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
431 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
432 Cvar_RegisterVariable(&r_shadow_usenormalmap);
433 Cvar_RegisterVariable(&r_shadow_debuglight);
434 Cvar_RegisterVariable(&r_shadow_gloss);
435 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
436 Cvar_RegisterVariable(&r_shadow_glossintensity);
437 Cvar_RegisterVariable(&r_shadow_glossexponent);
438 Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
439 Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
440 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
441 Cvar_RegisterVariable(&r_shadow_lightradiusscale);
442 Cvar_RegisterVariable(&r_shadow_portallight);
443 Cvar_RegisterVariable(&r_shadow_projectdistance);
444 Cvar_RegisterVariable(&r_shadow_frontsidecasting);
445 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
446 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
447 Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
448 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
449 Cvar_RegisterVariable(&r_shadow_realtime_world);
450 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
451 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
452 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
453 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
454 Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
455 Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
456 Cvar_RegisterVariable(&r_shadow_scissor);
457 Cvar_RegisterVariable(&r_shadow_culltriangles);
458 Cvar_RegisterVariable(&r_shadow_polygonfactor);
459 Cvar_RegisterVariable(&r_shadow_polygonoffset);
460 Cvar_RegisterVariable(&r_shadow_texture3d);
461 Cvar_RegisterVariable(&r_coronas);
462 Cvar_RegisterVariable(&gl_flashblend);
463 Cvar_RegisterVariable(&gl_ext_separatestencil);
464 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
465 if (gamemode == GAME_TENEBRAE)
467 Cvar_SetValue("r_shadow_gloss", 2);
468 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
470 Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system");
471 R_Shadow_EditLights_Init();
472 Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
473 maxshadowtriangles = 0;
474 shadowelements = NULL;
475 maxshadowvertices = 0;
476 shadowvertex3f = NULL;
484 shadowmarklist = NULL;
486 r_shadow_buffer_numleafpvsbytes = 0;
487 r_shadow_buffer_leafpvs = NULL;
488 r_shadow_buffer_leaflist = NULL;
489 r_shadow_buffer_numsurfacepvsbytes = 0;
490 r_shadow_buffer_surfacepvs = NULL;
491 r_shadow_buffer_surfacelist = NULL;
492 r_shadow_buffer_shadowtrispvs = NULL;
493 r_shadow_buffer_lighttrispvs = NULL;
494 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
497 matrix4x4_t matrix_attenuationxyz =
500 {0.5, 0.0, 0.0, 0.5},
501 {0.0, 0.5, 0.0, 0.5},
502 {0.0, 0.0, 0.5, 0.5},
507 matrix4x4_t matrix_attenuationz =
510 {0.0, 0.0, 0.5, 0.5},
511 {0.0, 0.0, 0.0, 0.5},
512 {0.0, 0.0, 0.0, 0.5},
517 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles)
519 // make sure shadowelements is big enough for this volume
520 if (maxshadowtriangles < numtriangles)
522 maxshadowtriangles = numtriangles;
524 Mem_Free(shadowelements);
525 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[24]));
527 // make sure shadowvertex3f is big enough for this volume
528 if (maxshadowvertices < numvertices)
530 maxshadowvertices = numvertices;
532 Mem_Free(shadowvertex3f);
533 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[6]));
537 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
539 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
540 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
541 int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
542 int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
543 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
545 if (r_shadow_buffer_leafpvs)
546 Mem_Free(r_shadow_buffer_leafpvs);
547 if (r_shadow_buffer_leaflist)
548 Mem_Free(r_shadow_buffer_leaflist);
549 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
550 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
551 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
553 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
555 if (r_shadow_buffer_surfacepvs)
556 Mem_Free(r_shadow_buffer_surfacepvs);
557 if (r_shadow_buffer_surfacelist)
558 Mem_Free(r_shadow_buffer_surfacelist);
559 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
560 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
561 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
563 if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
565 if (r_shadow_buffer_shadowtrispvs)
566 Mem_Free(r_shadow_buffer_shadowtrispvs);
567 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
568 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
570 if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
572 if (r_shadow_buffer_lighttrispvs)
573 Mem_Free(r_shadow_buffer_lighttrispvs);
574 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
575 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
579 void R_Shadow_PrepareShadowMark(int numtris)
581 // make sure shadowmark is big enough for this volume
582 if (maxshadowmark < numtris)
584 maxshadowmark = numtris;
586 Mem_Free(shadowmark);
588 Mem_Free(shadowmarklist);
589 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
590 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
594 // if shadowmarkcount wrapped we clear the array and adjust accordingly
595 if (shadowmarkcount == 0)
598 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
603 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, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
606 int outtriangles = 0, outvertices = 0;
609 float ratio, direction[3], projectvector[3];
611 if (projectdirection)
612 VectorScale(projectdirection, projectdistance, projectvector);
614 VectorClear(projectvector);
616 if (maxvertexupdate < innumvertices)
618 maxvertexupdate = innumvertices;
620 Mem_Free(vertexupdate);
622 Mem_Free(vertexremap);
623 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
624 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
628 if (vertexupdatenum == 0)
631 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
632 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
635 for (i = 0;i < numshadowmarktris;i++)
636 shadowmark[shadowmarktris[i]] = shadowmarkcount;
638 // create the vertices
639 if (projectdirection)
641 for (i = 0;i < numshadowmarktris;i++)
643 element = inelement3i + shadowmarktris[i] * 3;
644 for (j = 0;j < 3;j++)
646 if (vertexupdate[element[j]] != vertexupdatenum)
648 vertexupdate[element[j]] = vertexupdatenum;
649 vertexremap[element[j]] = outvertices;
650 vertex = invertex3f + element[j] * 3;
651 // project one copy of the vertex according to projectvector
652 VectorCopy(vertex, outvertex3f);
653 VectorAdd(vertex, projectvector, (outvertex3f + 3));
662 for (i = 0;i < numshadowmarktris;i++)
664 element = inelement3i + shadowmarktris[i] * 3;
665 for (j = 0;j < 3;j++)
667 if (vertexupdate[element[j]] != vertexupdatenum)
669 vertexupdate[element[j]] = vertexupdatenum;
670 vertexremap[element[j]] = outvertices;
671 vertex = invertex3f + element[j] * 3;
672 // project one copy of the vertex to the sphere radius of the light
673 // (FIXME: would projecting it to the light box be better?)
674 VectorSubtract(vertex, projectorigin, direction);
675 ratio = projectdistance / VectorLength(direction);
676 VectorCopy(vertex, outvertex3f);
677 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
685 if (r_shadow_frontsidecasting.integer)
687 for (i = 0;i < numshadowmarktris;i++)
689 int remappedelement[3];
691 const int *neighbortriangle;
693 markindex = shadowmarktris[i] * 3;
694 element = inelement3i + markindex;
695 neighbortriangle = inneighbor3i + markindex;
696 // output the front and back triangles
697 outelement3i[0] = vertexremap[element[0]];
698 outelement3i[1] = vertexremap[element[1]];
699 outelement3i[2] = vertexremap[element[2]];
700 outelement3i[3] = vertexremap[element[2]] + 1;
701 outelement3i[4] = vertexremap[element[1]] + 1;
702 outelement3i[5] = vertexremap[element[0]] + 1;
706 // output the sides (facing outward from this triangle)
707 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
709 remappedelement[0] = vertexremap[element[0]];
710 remappedelement[1] = vertexremap[element[1]];
711 outelement3i[0] = remappedelement[1];
712 outelement3i[1] = remappedelement[0];
713 outelement3i[2] = remappedelement[0] + 1;
714 outelement3i[3] = remappedelement[1];
715 outelement3i[4] = remappedelement[0] + 1;
716 outelement3i[5] = remappedelement[1] + 1;
721 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
723 remappedelement[1] = vertexremap[element[1]];
724 remappedelement[2] = vertexremap[element[2]];
725 outelement3i[0] = remappedelement[2];
726 outelement3i[1] = remappedelement[1];
727 outelement3i[2] = remappedelement[1] + 1;
728 outelement3i[3] = remappedelement[2];
729 outelement3i[4] = remappedelement[1] + 1;
730 outelement3i[5] = remappedelement[2] + 1;
735 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
737 remappedelement[0] = vertexremap[element[0]];
738 remappedelement[2] = vertexremap[element[2]];
739 outelement3i[0] = remappedelement[0];
740 outelement3i[1] = remappedelement[2];
741 outelement3i[2] = remappedelement[2] + 1;
742 outelement3i[3] = remappedelement[0];
743 outelement3i[4] = remappedelement[2] + 1;
744 outelement3i[5] = remappedelement[0] + 1;
753 for (i = 0;i < numshadowmarktris;i++)
755 int remappedelement[3];
757 const int *neighbortriangle;
759 markindex = shadowmarktris[i] * 3;
760 element = inelement3i + markindex;
761 neighbortriangle = inneighbor3i + markindex;
762 // output the front and back triangles
763 outelement3i[0] = vertexremap[element[2]];
764 outelement3i[1] = vertexremap[element[1]];
765 outelement3i[2] = vertexremap[element[0]];
766 outelement3i[3] = vertexremap[element[0]] + 1;
767 outelement3i[4] = vertexremap[element[1]] + 1;
768 outelement3i[5] = vertexremap[element[2]] + 1;
772 // output the sides (facing outward from this triangle)
773 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
775 remappedelement[0] = vertexremap[element[0]];
776 remappedelement[1] = vertexremap[element[1]];
777 outelement3i[0] = remappedelement[0];
778 outelement3i[1] = remappedelement[1];
779 outelement3i[2] = remappedelement[1] + 1;
780 outelement3i[3] = remappedelement[0];
781 outelement3i[4] = remappedelement[1] + 1;
782 outelement3i[5] = remappedelement[0] + 1;
787 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
789 remappedelement[1] = vertexremap[element[1]];
790 remappedelement[2] = vertexremap[element[2]];
791 outelement3i[0] = remappedelement[1];
792 outelement3i[1] = remappedelement[2];
793 outelement3i[2] = remappedelement[2] + 1;
794 outelement3i[3] = remappedelement[1];
795 outelement3i[4] = remappedelement[2] + 1;
796 outelement3i[5] = remappedelement[1] + 1;
801 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
803 remappedelement[0] = vertexremap[element[0]];
804 remappedelement[2] = vertexremap[element[2]];
805 outelement3i[0] = remappedelement[2];
806 outelement3i[1] = remappedelement[0];
807 outelement3i[2] = remappedelement[0] + 1;
808 outelement3i[3] = remappedelement[2];
809 outelement3i[4] = remappedelement[0] + 1;
810 outelement3i[5] = remappedelement[2] + 1;
818 *outnumvertices = outvertices;
822 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
828 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
830 tend = firsttriangle + numtris;
831 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
833 // surface box entirely inside light box, no box cull
834 if (projectdirection)
836 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
838 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
839 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
840 shadowmarklist[numshadowmark++] = t;
845 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
846 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
847 shadowmarklist[numshadowmark++] = t;
852 // surface box not entirely inside light box, cull each triangle
853 if (projectdirection)
855 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
857 v[0] = invertex3f + e[0] * 3;
858 v[1] = invertex3f + e[1] * 3;
859 v[2] = invertex3f + e[2] * 3;
860 TriangleNormal(v[0], v[1], v[2], normal);
861 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
862 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
863 shadowmarklist[numshadowmark++] = t;
868 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
870 v[0] = invertex3f + e[0] * 3;
871 v[1] = invertex3f + e[1] * 3;
872 v[2] = invertex3f + e[2] * 3;
873 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
874 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
875 shadowmarklist[numshadowmark++] = t;
881 static void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
883 if (r_shadow_compilingrtlight)
885 // if we're compiling an rtlight, capture the mesh
886 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
889 r_refdef.stats.lights_shadowtriangles += numtriangles;
891 R_Mesh_VertexPointer(vertex3f, 0, 0);
892 GL_LockArrays(0, numvertices);
893 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
895 // decrement stencil if backface is behind depthbuffer
896 GL_CullFace(r_refdef.view.cullface_front);
897 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
898 R_Mesh_Draw(0, numvertices, 0, numtriangles, element3i, NULL, 0, 0);
899 // increment stencil if frontface is behind depthbuffer
900 GL_CullFace(r_refdef.view.cullface_back);
901 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
903 R_Mesh_Draw(0, numvertices, 0, numtriangles, element3i, NULL, 0, 0);
908 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris)
911 if (projectdistance < 0.1)
913 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
916 if (!numverts || !nummarktris)
918 // make sure shadowelements is big enough for this volume
919 if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts)
920 R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255);
921 tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
922 r_refdef.stats.lights_dynamicshadowtriangles += tris;
923 R_Shadow_RenderVolume(outverts, tris, shadowvertex3f, shadowelements);
926 static void R_Shadow_MakeTextures_MakeCorona(void)
930 unsigned char pixels[32][32][4];
931 for (y = 0;y < 32;y++)
933 dy = (y - 15.5f) * (1.0f / 16.0f);
934 for (x = 0;x < 32;x++)
936 dx = (x - 15.5f) * (1.0f / 16.0f);
937 a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
938 a = bound(0, a, 255);
942 pixels[y][x][3] = 255;
945 r_shadow_lightcorona = R_LoadTexture2D(r_shadow_texturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE, NULL);
948 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
950 float dist = sqrt(x*x+y*y+z*z);
951 float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
952 // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
953 return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
956 static void R_Shadow_MakeTextures(void)
959 float intensity, dist;
961 R_FreeTexturePool(&r_shadow_texturepool);
962 r_shadow_texturepool = R_AllocTexturePool();
963 r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
964 r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
965 data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
966 // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
967 for (x = 0;x <= ATTENTABLESIZE;x++)
969 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
970 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
971 r_shadow_attentable[x] = bound(0, intensity, 1);
973 // 1D gradient texture
974 for (x = 0;x < ATTEN1DSIZE;x++)
975 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
976 r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
978 for (y = 0;y < ATTEN2DSIZE;y++)
979 for (x = 0;x < ATTEN2DSIZE;x++)
980 data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
981 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
983 if (r_shadow_texture3d.integer && gl_texture3d)
985 for (z = 0;z < ATTEN3DSIZE;z++)
986 for (y = 0;y < ATTEN3DSIZE;y++)
987 for (x = 0;x < ATTEN3DSIZE;x++)
988 data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
989 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
992 r_shadow_attenuation3dtexture = NULL;
995 R_Shadow_MakeTextures_MakeCorona();
997 // Editor light sprites
998 r_editlights_sprcursor = Draw_CachePic ("gfx/editlights/cursor");
999 r_editlights_sprlight = Draw_CachePic ("gfx/editlights/light");
1000 r_editlights_sprnoshadowlight = Draw_CachePic ("gfx/editlights/noshadow");
1001 r_editlights_sprcubemaplight = Draw_CachePic ("gfx/editlights/cubemaplight");
1002 r_editlights_sprcubemapnoshadowlight = Draw_CachePic ("gfx/editlights/cubemapnoshadowlight");
1003 r_editlights_sprselection = Draw_CachePic ("gfx/editlights/selection");
1006 void R_Shadow_ValidateCvars(void)
1008 if (r_shadow_texture3d.integer && !gl_texture3d)
1009 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1010 if (gl_ext_separatestencil.integer && !gl_support_separatestencil)
1011 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1012 if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1013 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1016 void R_Shadow_RenderMode_Begin(void)
1018 R_Shadow_ValidateCvars();
1020 if (!r_shadow_attenuation2dtexture
1021 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1022 || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1023 || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1024 R_Shadow_MakeTextures();
1027 R_Mesh_ColorPointer(NULL, 0, 0);
1028 R_Mesh_ResetTextureState();
1029 GL_BlendFunc(GL_ONE, GL_ZERO);
1030 GL_DepthRange(0, 1);
1031 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1033 GL_DepthMask(false);
1034 GL_Color(0, 0, 0, 1);
1035 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
1037 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1039 if (gl_ext_separatestencil.integer)
1040 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_SEPARATESTENCIL;
1041 else if (gl_ext_stenciltwoside.integer)
1042 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
1044 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
1046 if (r_glsl.integer && gl_support_fragment_shader)
1047 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1048 else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1049 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
1051 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1054 void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight)
1056 rsurface.rtlight = rtlight;
1059 void R_Shadow_RenderMode_Reset(void)
1062 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
1064 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1066 R_Mesh_ColorPointer(NULL, 0, 0);
1067 R_Mesh_ResetTextureState();
1068 GL_DepthRange(0, 1);
1070 GL_DepthMask(false);
1071 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1072 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1073 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1074 qglStencilMask(~0);CHECKGLERROR
1075 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1076 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1077 GL_CullFace(r_refdef.view.cullface_back);
1078 GL_Color(1, 1, 1, 1);
1079 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
1080 GL_BlendFunc(GL_ONE, GL_ZERO);
1081 R_SetupGenericShader(false);
1084 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean clearstencil)
1087 R_Shadow_RenderMode_Reset();
1088 GL_ColorMask(0, 0, 0, 0);
1089 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
1090 R_SetupDepthOrShadowShader();
1091 qglDepthFunc(GL_LESS);CHECKGLERROR
1092 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1093 r_shadow_rendermode = r_shadow_shadowingrendermode;
1094 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SEPARATESTENCIL)
1096 GL_CullFace(GL_NONE);
1097 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1098 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1100 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
1102 GL_CullFace(GL_NONE);
1103 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1104 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
1105 qglStencilMask(~0);CHECKGLERROR
1106 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1107 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
1108 qglStencilMask(~0);CHECKGLERROR
1109 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1112 GL_Clear(GL_STENCIL_BUFFER_BIT);
1113 r_refdef.stats.lights_clears++;
1116 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
1119 R_Shadow_RenderMode_Reset();
1120 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1123 qglDepthFunc(GL_EQUAL);CHECKGLERROR
1127 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1128 // only draw light where this geometry was already rendered AND the
1129 // stencil is 128 (values other than this mean shadow)
1130 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
1132 r_shadow_rendermode = r_shadow_lightingrendermode;
1133 // do global setup needed for the chosen lighting mode
1134 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1136 R_Mesh_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap)); // light filter
1137 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
1139 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_VERTEX)
1140 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
1141 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1144 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
1147 R_Shadow_RenderMode_Reset();
1148 GL_BlendFunc(GL_ONE, GL_ONE);
1149 GL_DepthRange(0, 1);
1150 GL_DepthTest(r_showshadowvolumes.integer < 2);
1151 GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
1152 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
1153 GL_CullFace(GL_NONE);
1154 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
1157 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
1160 R_Shadow_RenderMode_Reset();
1161 GL_BlendFunc(GL_ONE, GL_ONE);
1162 GL_DepthRange(0, 1);
1163 GL_DepthTest(r_showlighting.integer < 2);
1164 GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
1167 qglDepthFunc(GL_EQUAL);CHECKGLERROR
1171 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1172 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
1174 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
1177 void R_Shadow_RenderMode_End(void)
1180 R_Shadow_RenderMode_Reset();
1181 R_Shadow_RenderMode_ActiveLight(NULL);
1183 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
1184 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1187 int bboxedges[12][2] =
1206 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1208 int i, ix1, iy1, ix2, iy2;
1209 float x1, y1, x2, y2;
1211 float vertex[20][3];
1220 if (!r_shadow_scissor.integer)
1223 // if view is inside the light box, just say yes it's visible
1224 if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
1226 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
1230 x1 = y1 = x2 = y2 = 0;
1232 // transform all corners that are infront of the nearclip plane
1233 VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
1234 plane4f[3] = r_refdef.view.frustum[4].dist;
1236 for (i = 0;i < 8;i++)
1238 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
1239 dist[i] = DotProduct4(corner[i], plane4f);
1240 sign[i] = dist[i] > 0;
1243 VectorCopy(corner[i], vertex[numvertices]);
1247 // if some points are behind the nearclip, add clipped edge points to make
1248 // sure that the scissor boundary is complete
1249 if (numvertices > 0 && numvertices < 8)
1251 // add clipped edge points
1252 for (i = 0;i < 12;i++)
1254 j = bboxedges[i][0];
1255 k = bboxedges[i][1];
1256 if (sign[j] != sign[k])
1258 f = dist[j] / (dist[j] - dist[k]);
1259 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
1265 // if we have no points to check, the light is behind the view plane
1269 // if we have some points to transform, check what screen area is covered
1270 x1 = y1 = x2 = y2 = 0;
1272 //Con_Printf("%i vertices to transform...\n", numvertices);
1273 for (i = 0;i < numvertices;i++)
1275 VectorCopy(vertex[i], v);
1276 GL_TransformToScreen(v, v2);
1277 //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]);
1280 if (x1 > v2[0]) x1 = v2[0];
1281 if (x2 < v2[0]) x2 = v2[0];
1282 if (y1 > v2[1]) y1 = v2[1];
1283 if (y2 < v2[1]) y2 = v2[1];
1292 // now convert the scissor rectangle to integer screen coordinates
1293 ix1 = (int)(x1 - 1.0f);
1294 iy1 = (int)(y1 - 1.0f);
1295 ix2 = (int)(x2 + 1.0f);
1296 iy2 = (int)(y2 + 1.0f);
1297 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1299 // clamp it to the screen
1300 if (ix1 < r_refdef.view.x) ix1 = r_refdef.view.x;
1301 if (iy1 < r_refdef.view.y) iy1 = r_refdef.view.y;
1302 if (ix2 > r_refdef.view.x + r_refdef.view.width) ix2 = r_refdef.view.x + r_refdef.view.width;
1303 if (iy2 > r_refdef.view.y + r_refdef.view.height) iy2 = r_refdef.view.y + r_refdef.view.height;
1305 // if it is inside out, it's not visible
1306 if (ix2 <= ix1 || iy2 <= iy1)
1309 // the light area is visible, set up the scissor rectangle
1310 GL_Scissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1311 //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);CHECKGLERROR
1312 //qglEnable(GL_SCISSOR_TEST);CHECKGLERROR
1313 r_refdef.stats.lights_scissored++;
1317 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
1319 float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
1320 float *normal3f = rsurface.normal3f + 3 * firstvertex;
1321 float *color4f = rsurface.array_color4f + 4 * firstvertex;
1322 float dist, dot, distintensity, shadeintensity, v[3], n[3];
1323 if (r_textureunits.integer >= 3)
1325 if (VectorLength2(diffusecolor) > 0)
1327 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1329 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
1330 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
1331 if ((dot = DotProduct(n, v)) < 0)
1333 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1334 VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
1337 VectorCopy(ambientcolor, color4f);
1338 if (r_refdef.fogenabled)
1341 f = FogPoint_Model(vertex3f);
1342 VectorScale(color4f, f, color4f);
1349 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
1351 VectorCopy(ambientcolor, color4f);
1352 if (r_refdef.fogenabled)
1355 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
1356 f = FogPoint_Model(vertex3f);
1357 VectorScale(color4f, f, color4f);
1363 else if (r_textureunits.integer >= 2)
1365 if (VectorLength2(diffusecolor) > 0)
1367 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1369 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
1370 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
1372 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
1373 if ((dot = DotProduct(n, v)) < 0)
1375 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1376 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1377 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1378 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1382 color4f[0] = ambientcolor[0] * distintensity;
1383 color4f[1] = ambientcolor[1] * distintensity;
1384 color4f[2] = ambientcolor[2] * distintensity;
1386 if (r_refdef.fogenabled)
1389 f = FogPoint_Model(vertex3f);
1390 VectorScale(color4f, f, color4f);
1394 VectorClear(color4f);
1400 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
1402 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
1403 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
1405 color4f[0] = ambientcolor[0] * distintensity;
1406 color4f[1] = ambientcolor[1] * distintensity;
1407 color4f[2] = ambientcolor[2] * distintensity;
1408 if (r_refdef.fogenabled)
1411 f = FogPoint_Model(vertex3f);
1412 VectorScale(color4f, f, color4f);
1416 VectorClear(color4f);
1423 if (VectorLength2(diffusecolor) > 0)
1425 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1427 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
1428 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
1430 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
1431 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
1432 if ((dot = DotProduct(n, v)) < 0)
1434 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1435 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1436 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1437 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1441 color4f[0] = ambientcolor[0] * distintensity;
1442 color4f[1] = ambientcolor[1] * distintensity;
1443 color4f[2] = ambientcolor[2] * distintensity;
1445 if (r_refdef.fogenabled)
1448 f = FogPoint_Model(vertex3f);
1449 VectorScale(color4f, f, color4f);
1453 VectorClear(color4f);
1459 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
1461 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
1462 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
1464 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
1465 color4f[0] = ambientcolor[0] * distintensity;
1466 color4f[1] = ambientcolor[1] * distintensity;
1467 color4f[2] = ambientcolor[2] * distintensity;
1468 if (r_refdef.fogenabled)
1471 f = FogPoint_Model(vertex3f);
1472 VectorScale(color4f, f, color4f);
1476 VectorClear(color4f);
1483 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1485 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i)
1488 float *out3f = rsurface.array_texcoord3f + 3 * firstvertex;
1489 const float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
1490 const float *svector3f = rsurface.svector3f + 3 * firstvertex;
1491 const float *tvector3f = rsurface.tvector3f + 3 * firstvertex;
1492 const float *normal3f = rsurface.normal3f + 3 * firstvertex;
1494 for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1496 VectorSubtract(rsurface.entitylightorigin, vertex3f, lightdir);
1497 // the cubemap normalizes this for us
1498 out3f[0] = DotProduct(svector3f, lightdir);
1499 out3f[1] = DotProduct(tvector3f, lightdir);
1500 out3f[2] = DotProduct(normal3f, lightdir);
1504 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i)
1507 float *out3f = rsurface.array_texcoord3f + 3 * firstvertex;
1508 const float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
1509 const float *svector3f = rsurface.svector3f + 3 * firstvertex;
1510 const float *tvector3f = rsurface.tvector3f + 3 * firstvertex;
1511 const float *normal3f = rsurface.normal3f + 3 * firstvertex;
1512 float lightdir[3], eyedir[3], halfdir[3];
1513 for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1515 VectorSubtract(rsurface.entitylightorigin, vertex3f, lightdir);
1516 VectorNormalize(lightdir);
1517 VectorSubtract(rsurface.modelorg, vertex3f, eyedir);
1518 VectorNormalize(eyedir);
1519 VectorAdd(lightdir, eyedir, halfdir);
1520 // the cubemap normalizes this for us
1521 out3f[0] = DotProduct(svector3f, halfdir);
1522 out3f[1] = DotProduct(tvector3f, halfdir);
1523 out3f[2] = DotProduct(normal3f, halfdir);
1527 static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, 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 ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
1529 // used to display how many times a surface is lit for level design purposes
1530 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
1533 static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t 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 ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
1535 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1536 R_SetupSurfaceShader(lightcolorbase, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
1537 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
1538 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
1540 R_Mesh_ColorPointer(NULL, 0, 0);
1541 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
1542 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
1543 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
1544 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
1545 if (rsurface.texture->backgroundcurrentskinframe)
1547 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
1548 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
1549 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
1551 //R_Mesh_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap));
1552 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
1553 if(rsurface.texture->colormapping)
1555 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
1556 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
1558 R_Mesh_TexBind(GL20TU_ATTENUATION, R_GetTexture(r_shadow_attenuationgradienttexture));
1559 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
1560 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
1561 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
1562 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
1563 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1565 qglDepthFunc(GL_EQUAL);CHECKGLERROR
1567 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
1568 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1570 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1574 static void R_Shadow_RenderLighting_Light_Dot3_Finalize(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, float r, float g, float b)
1576 // shared final code for all the dot3 layers
1578 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
1579 for (renders = 0;renders < 64 && (r > 0 || g > 0 || b > 0);renders++, r--, g--, b--)
1581 GL_Color(bound(0, r, 1), bound(0, g, 1), bound(0, b, 1), 1);
1582 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
1586 static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
1589 // colorscale accounts for how much we multiply the brightness
1592 // mult is how many times the final pass of the lighting will be
1593 // performed to get more brightness than otherwise possible.
1595 // Limit mult to 64 for sanity sake.
1597 if (r_shadow_texture3d.integer && rsurface.rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1599 // 3 3D combine path (Geforce3, Radeon 8500)
1600 memset(&m, 0, sizeof(m));
1601 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1602 m.pointer_texcoord3f[0] = rsurface.vertex3f;
1603 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
1604 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
1605 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
1606 m.tex[1] = R_GetTexture(basetexture);
1607 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
1608 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
1609 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
1610 m.texmatrix[1] = rsurface.texture->currenttexmatrix;
1611 m.texcubemap[2] = R_GetTexture(rsurface.rtlight->currentcubemap);
1612 m.pointer_texcoord3f[2] = rsurface.vertex3f;
1613 m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
1614 m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
1615 m.texmatrix[2] = rsurface.entitytolight;
1616 GL_BlendFunc(GL_ONE, GL_ONE);
1618 else if (r_shadow_texture3d.integer && rsurface.rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1620 // 2 3D combine path (Geforce3, original Radeon)
1621 memset(&m, 0, sizeof(m));
1622 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1623 m.pointer_texcoord3f[0] = rsurface.vertex3f;
1624 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
1625 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
1626 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
1627 m.tex[1] = R_GetTexture(basetexture);
1628 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
1629 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
1630 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
1631 m.texmatrix[1] = rsurface.texture->currenttexmatrix;
1632 GL_BlendFunc(GL_ONE, GL_ONE);
1634 else if (r_textureunits.integer >= 4 && rsurface.rtlight->currentcubemap != r_texture_whitecube)
1636 // 4 2D combine path (Geforce3, Radeon 8500)
1637 memset(&m, 0, sizeof(m));
1638 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1639 m.pointer_texcoord3f[0] = rsurface.vertex3f;
1640 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
1641 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
1642 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
1643 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1644 m.pointer_texcoord3f[1] = rsurface.vertex3f;
1645 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
1646 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
1647 m.texmatrix[1] = rsurface.entitytoattenuationz;
1648 m.tex[2] = R_GetTexture(basetexture);
1649 m.pointer_texcoord[2] = rsurface.texcoordtexture2f;
1650 m.pointer_texcoord_bufferobject[2] = rsurface.texcoordtexture2f_bufferobject;
1651 m.pointer_texcoord_bufferoffset[2] = rsurface.texcoordtexture2f_bufferoffset;
1652 m.texmatrix[2] = rsurface.texture->currenttexmatrix;
1653 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1655 m.texcubemap[3] = R_GetTexture(rsurface.rtlight->currentcubemap);
1656 m.pointer_texcoord3f[3] = rsurface.vertex3f;
1657 m.pointer_texcoord_bufferobject[3] = rsurface.vertex3f_bufferobject;
1658 m.pointer_texcoord_bufferoffset[3] = rsurface.vertex3f_bufferoffset;
1659 m.texmatrix[3] = rsurface.entitytolight;
1661 GL_BlendFunc(GL_ONE, GL_ONE);
1663 else if (r_textureunits.integer >= 3 && rsurface.rtlight->currentcubemap == r_texture_whitecube)
1665 // 3 2D combine path (Geforce3, original Radeon)
1666 memset(&m, 0, sizeof(m));
1667 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1668 m.pointer_texcoord3f[0] = rsurface.vertex3f;
1669 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
1670 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
1671 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
1672 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1673 m.pointer_texcoord3f[1] = rsurface.vertex3f;
1674 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
1675 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
1676 m.texmatrix[1] = rsurface.entitytoattenuationz;
1677 m.tex[2] = R_GetTexture(basetexture);
1678 m.pointer_texcoord[2] = rsurface.texcoordtexture2f;
1679 m.pointer_texcoord_bufferobject[2] = rsurface.texcoordtexture2f_bufferobject;
1680 m.pointer_texcoord_bufferoffset[2] = rsurface.texcoordtexture2f_bufferoffset;
1681 m.texmatrix[2] = rsurface.texture->currenttexmatrix;
1682 GL_BlendFunc(GL_ONE, GL_ONE);
1686 // 2/2/2 2D combine path (any dot3 card)
1687 memset(&m, 0, sizeof(m));
1688 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1689 m.pointer_texcoord3f[0] = rsurface.vertex3f;
1690 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
1691 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
1692 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
1693 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1694 m.pointer_texcoord3f[1] = rsurface.vertex3f;
1695 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
1696 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
1697 m.texmatrix[1] = rsurface.entitytoattenuationz;
1698 R_Mesh_TextureState(&m);
1699 GL_ColorMask(0,0,0,1);
1700 GL_BlendFunc(GL_ONE, GL_ZERO);
1701 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
1704 memset(&m, 0, sizeof(m));
1705 m.tex[0] = R_GetTexture(basetexture);
1706 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
1707 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
1708 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
1709 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
1710 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1712 m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
1713 m.pointer_texcoord3f[1] = rsurface.vertex3f;
1714 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
1715 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
1716 m.texmatrix[1] = rsurface.entitytolight;
1718 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1720 // this final code is shared
1721 R_Mesh_TextureState(&m);
1722 R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
1725 static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
1728 // colorscale accounts for how much we multiply the brightness
1731 // mult is how many times the final pass of the lighting will be
1732 // performed to get more brightness than otherwise possible.
1734 // Limit mult to 64 for sanity sake.
1736 // generate normalization cubemap texcoords
1737 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(firstvertex, numvertices, numtriangles, element3i);
1738 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1740 // 3/2 3D combine path (Geforce3, Radeon 8500)
1741 memset(&m, 0, sizeof(m));
1742 m.tex[0] = R_GetTexture(normalmaptexture);
1743 m.texcombinergb[0] = GL_REPLACE;
1744 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
1745 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
1746 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
1747 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
1748 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1749 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1750 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
1751 m.pointer_texcoord_bufferobject[1] = 0;
1752 m.pointer_texcoord_bufferoffset[1] = 0;
1753 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1754 m.pointer_texcoord3f[2] = rsurface.vertex3f;
1755 m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
1756 m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
1757 m.texmatrix[2] = rsurface.entitytoattenuationxyz;
1758 R_Mesh_TextureState(&m);
1759 GL_ColorMask(0,0,0,1);
1760 GL_BlendFunc(GL_ONE, GL_ZERO);
1761 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
1764 memset(&m, 0, sizeof(m));
1765 m.tex[0] = R_GetTexture(basetexture);
1766 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
1767 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
1768 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
1769 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
1770 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1772 m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
1773 m.pointer_texcoord3f[1] = rsurface.vertex3f;
1774 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
1775 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
1776 m.texmatrix[1] = rsurface.entitytolight;
1778 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1780 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap != r_texture_whitecube)
1782 // 1/2/2 3D combine path (original Radeon)
1783 memset(&m, 0, sizeof(m));
1784 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1785 m.pointer_texcoord3f[0] = rsurface.vertex3f;
1786 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
1787 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
1788 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
1789 R_Mesh_TextureState(&m);
1790 GL_ColorMask(0,0,0,1);
1791 GL_BlendFunc(GL_ONE, GL_ZERO);
1792 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
1795 memset(&m, 0, sizeof(m));
1796 m.tex[0] = R_GetTexture(normalmaptexture);
1797 m.texcombinergb[0] = GL_REPLACE;
1798 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
1799 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
1800 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
1801 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
1802 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1803 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1804 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
1805 m.pointer_texcoord_bufferobject[1] = 0;
1806 m.pointer_texcoord_bufferoffset[1] = 0;
1807 R_Mesh_TextureState(&m);
1808 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1809 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
1812 memset(&m, 0, sizeof(m));
1813 m.tex[0] = R_GetTexture(basetexture);
1814 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
1815 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
1816 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
1817 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
1818 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1820 m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
1821 m.pointer_texcoord3f[1] = rsurface.vertex3f;
1822 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
1823 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
1824 m.texmatrix[1] = rsurface.entitytolight;
1826 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1828 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap == r_texture_whitecube)
1830 // 2/2 3D combine path (original Radeon)
1831 memset(&m, 0, sizeof(m));
1832 m.tex[0] = R_GetTexture(normalmaptexture);
1833 m.texcombinergb[0] = GL_REPLACE;
1834 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
1835 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
1836 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
1837 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
1838 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1839 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1840 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
1841 m.pointer_texcoord_bufferobject[1] = 0;
1842 m.pointer_texcoord_bufferoffset[1] = 0;
1843 R_Mesh_TextureState(&m);
1844 GL_ColorMask(0,0,0,1);
1845 GL_BlendFunc(GL_ONE, GL_ZERO);
1846 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
1849 memset(&m, 0, sizeof(m));
1850 m.tex[0] = R_GetTexture(basetexture);
1851 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
1852 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
1853 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
1854 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
1855 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1856 m.pointer_texcoord3f[1] = rsurface.vertex3f;
1857 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
1858 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
1859 m.texmatrix[1] = rsurface.entitytoattenuationxyz;
1860 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1862 else if (r_textureunits.integer >= 4)
1864 // 4/2 2D combine path (Geforce3, Radeon 8500)
1865 memset(&m, 0, sizeof(m));
1866 m.tex[0] = R_GetTexture(normalmaptexture);
1867 m.texcombinergb[0] = GL_REPLACE;
1868 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
1869 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
1870 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
1871 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
1872 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1873 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1874 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
1875 m.pointer_texcoord_bufferobject[1] = 0;
1876 m.pointer_texcoord_bufferoffset[1] = 0;
1877 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
1878 m.pointer_texcoord3f[2] = rsurface.vertex3f;
1879 m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
1880 m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
1881 m.texmatrix[2] = rsurface.entitytoattenuationxyz;
1882 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
1883 m.pointer_texcoord3f[3] = rsurface.vertex3f;
1884 m.pointer_texcoord_bufferobject[3] = rsurface.vertex3f_bufferobject;
1885 m.pointer_texcoord_bufferoffset[3] = rsurface.vertex3f_bufferoffset;
1886 m.texmatrix[3] = rsurface.entitytoattenuationz;
1887 R_Mesh_TextureState(&m);
1888 GL_ColorMask(0,0,0,1);
1889 GL_BlendFunc(GL_ONE, GL_ZERO);
1890 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
1893 memset(&m, 0, sizeof(m));
1894 m.tex[0] = R_GetTexture(basetexture);
1895 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
1896 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
1897 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
1898 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
1899 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1901 m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
1902 m.pointer_texcoord3f[1] = rsurface.vertex3f;
1903 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
1904 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
1905 m.texmatrix[1] = rsurface.entitytolight;
1907 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1911 // 2/2/2 2D combine path (any dot3 card)
1912 memset(&m, 0, sizeof(m));
1913 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1914 m.pointer_texcoord3f[0] = rsurface.vertex3f;
1915 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
1916 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
1917 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
1918 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1919 m.pointer_texcoord3f[1] = rsurface.vertex3f;
1920 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
1921 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
1922 m.texmatrix[1] = rsurface.entitytoattenuationz;
1923 R_Mesh_TextureState(&m);
1924 GL_ColorMask(0,0,0,1);
1925 GL_BlendFunc(GL_ONE, GL_ZERO);
1926 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
1929 memset(&m, 0, sizeof(m));
1930 m.tex[0] = R_GetTexture(normalmaptexture);
1931 m.texcombinergb[0] = GL_REPLACE;
1932 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
1933 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
1934 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
1935 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
1936 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1937 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1938 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
1939 m.pointer_texcoord_bufferobject[1] = 0;
1940 m.pointer_texcoord_bufferoffset[1] = 0;
1941 R_Mesh_TextureState(&m);
1942 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1943 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
1946 memset(&m, 0, sizeof(m));
1947 m.tex[0] = R_GetTexture(basetexture);
1948 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
1949 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
1950 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
1951 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
1952 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1954 m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
1955 m.pointer_texcoord3f[1] = rsurface.vertex3f;
1956 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
1957 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
1958 m.texmatrix[1] = rsurface.entitytolight;
1960 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1962 // this final code is shared
1963 R_Mesh_TextureState(&m);
1964 R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
1967 static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
1969 float glossexponent;
1971 // FIXME: detect blendsquare!
1972 //if (!gl_support_blendsquare)
1975 // generate normalization cubemap texcoords
1976 R_Shadow_GenTexCoords_Specular_NormalCubeMap(firstvertex, numvertices, numtriangles, element3i);
1977 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap != r_texture_whitecube)
1979 // 2/0/0/1/2 3D combine blendsquare path
1980 memset(&m, 0, sizeof(m));
1981 m.tex[0] = R_GetTexture(normalmaptexture);
1982 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
1983 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
1984 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
1985 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
1986 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1987 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1988 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
1989 m.pointer_texcoord_bufferobject[1] = 0;
1990 m.pointer_texcoord_bufferoffset[1] = 0;
1991 R_Mesh_TextureState(&m);
1992 GL_ColorMask(0,0,0,1);
1993 // this squares the result
1994 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1995 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
1997 // second and third pass
1998 R_Mesh_ResetTextureState();
1999 // square alpha in framebuffer a few times to make it shiny
2000 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2001 for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
2002 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2005 memset(&m, 0, sizeof(m));
2006 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2007 m.pointer_texcoord3f[0] = rsurface.vertex3f;
2008 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2009 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2010 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
2011 R_Mesh_TextureState(&m);
2012 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2013 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2016 memset(&m, 0, sizeof(m));
2017 m.tex[0] = R_GetTexture(glosstexture);
2018 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2019 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2020 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2021 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2022 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2024 m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
2025 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2026 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2027 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2028 m.texmatrix[1] = rsurface.entitytolight;
2030 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2032 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2034 // 2/0/0/2 3D combine blendsquare path
2035 memset(&m, 0, sizeof(m));
2036 m.tex[0] = R_GetTexture(normalmaptexture);
2037 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2038 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2039 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2040 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2041 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2042 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2043 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2044 m.pointer_texcoord_bufferobject[1] = 0;
2045 m.pointer_texcoord_bufferoffset[1] = 0;
2046 R_Mesh_TextureState(&m);
2047 GL_ColorMask(0,0,0,1);
2048 // this squares the result
2049 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2050 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2052 // second and third pass
2053 R_Mesh_ResetTextureState();
2054 // square alpha in framebuffer a few times to make it shiny
2055 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2056 for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
2057 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2060 memset(&m, 0, sizeof(m));
2061 m.tex[0] = R_GetTexture(glosstexture);
2062 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2063 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2064 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2065 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2066 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2067 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2068 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2069 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2070 m.texmatrix[1] = rsurface.entitytoattenuationxyz;
2071 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2075 // 2/0/0/2/2 2D combine blendsquare path
2076 memset(&m, 0, sizeof(m));
2077 m.tex[0] = R_GetTexture(normalmaptexture);
2078 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2079 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2080 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2081 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2082 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2083 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2084 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2085 m.pointer_texcoord_bufferobject[1] = 0;
2086 m.pointer_texcoord_bufferoffset[1] = 0;
2087 R_Mesh_TextureState(&m);
2088 GL_ColorMask(0,0,0,1);
2089 // this squares the result
2090 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2091 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2093 // second and third pass
2094 R_Mesh_ResetTextureState();
2095 // square alpha in framebuffer a few times to make it shiny
2096 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2097 for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
2098 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2101 memset(&m, 0, sizeof(m));
2102 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2103 m.pointer_texcoord3f[0] = rsurface.vertex3f;
2104 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2105 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2106 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
2107 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2108 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2109 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2110 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2111 m.texmatrix[1] = rsurface.entitytoattenuationz;
2112 R_Mesh_TextureState(&m);
2113 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2114 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2117 memset(&m, 0, sizeof(m));
2118 m.tex[0] = R_GetTexture(glosstexture);
2119 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2120 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2121 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2122 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2123 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2125 m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
2126 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2127 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2128 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2129 m.texmatrix[1] = rsurface.entitytolight;
2131 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2133 // this final code is shared
2134 R_Mesh_TextureState(&m);
2135 R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
2138 static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, 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 ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
2140 // ARB path (any Geforce, any Radeon)
2141 qboolean doambient = ambientscale > 0;
2142 qboolean dodiffuse = diffusescale > 0;
2143 qboolean dospecular = specularscale > 0;
2144 if (!doambient && !dodiffuse && !dospecular)
2146 R_Mesh_ColorPointer(NULL, 0, 0);
2148 R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, basetexture, ambientscale * r_refdef.view.colorscale);
2150 R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, basetexture, normalmaptexture, diffusescale * r_refdef.view.colorscale);
2154 R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorpants, pantstexture, ambientscale * r_refdef.view.colorscale);
2156 R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorpants, pantstexture, normalmaptexture, diffusescale * r_refdef.view.colorscale);
2161 R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorshirt, shirttexture, ambientscale * r_refdef.view.colorscale);
2163 R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorshirt, shirttexture, normalmaptexture, diffusescale * r_refdef.view.colorscale);
2166 R_Shadow_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_refdef.view.colorscale);
2169 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
2176 int newnumtriangles;
2180 int maxtriangles = 4096;
2181 int newelements[4096*3];
2182 R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
2183 for (renders = 0;renders < 64;renders++)
2188 newnumtriangles = 0;
2190 // due to low fillrate on the cards this vertex lighting path is
2191 // designed for, we manually cull all triangles that do not
2192 // contain a lit vertex
2193 // this builds batches of triangles from multiple surfaces and
2194 // renders them at once
2195 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
2197 if (VectorLength2(rsurface.array_color4f + e[0] * 4) + VectorLength2(rsurface.array_color4f + e[1] * 4) + VectorLength2(rsurface.array_color4f + e[2] * 4) >= 0.01)
2199 if (newnumtriangles)
2201 newfirstvertex = min(newfirstvertex, e[0]);
2202 newlastvertex = max(newlastvertex, e[0]);
2206 newfirstvertex = e[0];
2207 newlastvertex = e[0];
2209 newfirstvertex = min(newfirstvertex, e[1]);
2210 newlastvertex = max(newlastvertex, e[1]);
2211 newfirstvertex = min(newfirstvertex, e[2]);
2212 newlastvertex = max(newlastvertex, e[2]);
2218 if (newnumtriangles >= maxtriangles)
2220 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2221 newnumtriangles = 0;
2227 if (newnumtriangles >= 1)
2229 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2232 // if we couldn't find any lit triangles, exit early
2235 // now reduce the intensity for the next overbright pass
2236 // we have to clamp to 0 here incase the drivers have improper
2237 // handling of negative colors
2238 // (some old drivers even have improper handling of >1 color)
2240 for (i = 0, c = rsurface.array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
2242 if (c[0] > 1 || c[1] > 1 || c[2] > 1)
2244 c[0] = max(0, c[0] - 1);
2245 c[1] = max(0, c[1] - 1);
2246 c[2] = max(0, c[2] - 1);
2258 static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, 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 ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
2260 // OpenGL 1.1 path (anything)
2261 float ambientcolorbase[3], diffusecolorbase[3];
2262 float ambientcolorpants[3], diffusecolorpants[3];
2263 float ambientcolorshirt[3], diffusecolorshirt[3];
2265 VectorScale(lightcolorbase, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorbase);
2266 VectorScale(lightcolorbase, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorbase);
2267 VectorScale(lightcolorpants, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorpants);
2268 VectorScale(lightcolorpants, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorpants);
2269 VectorScale(lightcolorshirt, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorshirt);
2270 VectorScale(lightcolorshirt, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorshirt);
2271 memset(&m, 0, sizeof(m));
2272 m.tex[0] = R_GetTexture(basetexture);
2273 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2274 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2275 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2276 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2277 if (r_textureunits.integer >= 2)
2280 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2281 m.texmatrix[1] = rsurface.entitytoattenuationxyz;
2282 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2283 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2284 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2285 if (r_textureunits.integer >= 3)
2287 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
2288 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2289 m.texmatrix[2] = rsurface.entitytoattenuationz;
2290 m.pointer_texcoord3f[2] = rsurface.vertex3f;
2291 m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
2292 m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
2295 R_Mesh_TextureState(&m);
2296 //R_Mesh_TexBind(0, R_GetTexture(basetexture));
2297 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
2300 R_Mesh_TexBind(0, R_GetTexture(pantstexture));
2301 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants);
2305 R_Mesh_TexBind(0, R_GetTexture(shirttexture));
2306 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt);
2310 extern cvar_t gl_lightmaps;
2311 void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
2313 float ambientscale, diffusescale, specularscale;
2314 vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
2316 // calculate colors to render this texture with
2317 lightcolorbase[0] = rsurface.rtlight->currentcolor[0] * rsurface.texture->dlightcolor[0];
2318 lightcolorbase[1] = rsurface.rtlight->currentcolor[1] * rsurface.texture->dlightcolor[1];
2319 lightcolorbase[2] = rsurface.rtlight->currentcolor[2] * rsurface.texture->dlightcolor[2];
2320 ambientscale = rsurface.rtlight->ambientscale;
2321 diffusescale = rsurface.rtlight->diffusescale;
2322 specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
2323 if (!r_shadow_usenormalmap.integer)
2325 ambientscale += 1.0f * diffusescale;
2329 if ((ambientscale + diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
2331 RSurf_SetupDepthAndCulling();
2332 nmap = rsurface.texture->currentskinframe->nmap;
2333 if (gl_lightmaps.integer)
2334 nmap = r_texture_blanknormalmap;
2335 if (rsurface.texture->colormapping && !gl_lightmaps.integer)
2337 qboolean dopants = rsurface.texture->currentskinframe->pants != NULL && VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f);
2338 qboolean doshirt = rsurface.texture->currentskinframe->shirt != NULL && VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
2341 lightcolorpants[0] = lightcolorbase[0] * rsurface.colormap_pantscolor[0];
2342 lightcolorpants[1] = lightcolorbase[1] * rsurface.colormap_pantscolor[1];
2343 lightcolorpants[2] = lightcolorbase[2] * rsurface.colormap_pantscolor[2];
2346 VectorClear(lightcolorpants);
2349 lightcolorshirt[0] = lightcolorbase[0] * rsurface.colormap_shirtcolor[0];
2350 lightcolorshirt[1] = lightcolorbase[1] * rsurface.colormap_shirtcolor[1];
2351 lightcolorshirt[2] = lightcolorbase[2] * rsurface.colormap_shirtcolor[2];
2354 VectorClear(lightcolorshirt);
2355 switch (r_shadow_rendermode)
2357 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2358 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2359 R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
2361 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2362 R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
2364 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2365 R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
2367 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2368 R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
2371 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2377 switch (r_shadow_rendermode)
2379 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2380 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2381 R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
2383 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2384 R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
2386 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2387 R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
2389 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2390 R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
2393 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2399 void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, qboolean shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
2401 matrix4x4_t tempmatrix = *matrix;
2402 Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
2404 // if this light has been compiled before, free the associated data
2405 R_RTLight_Uncompile(rtlight);
2407 // clear it completely to avoid any lingering data
2408 memset(rtlight, 0, sizeof(*rtlight));
2410 // copy the properties
2411 rtlight->matrix_lighttoworld = tempmatrix;
2412 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
2413 Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
2414 rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
2415 VectorCopy(color, rtlight->color);
2416 rtlight->cubemapname[0] = 0;
2417 if (cubemapname && cubemapname[0])
2418 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
2419 rtlight->shadow = shadow;
2420 rtlight->corona = corona;
2421 rtlight->style = style;
2422 rtlight->isstatic = isstatic;
2423 rtlight->coronasizescale = coronasizescale;
2424 rtlight->ambientscale = ambientscale;
2425 rtlight->diffusescale = diffusescale;
2426 rtlight->specularscale = specularscale;
2427 rtlight->flags = flags;
2429 // compute derived data
2430 //rtlight->cullradius = rtlight->radius;
2431 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2432 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2433 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2434 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2435 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2436 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2437 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2440 // compiles rtlight geometry
2441 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2442 void R_RTLight_Compile(rtlight_t *rtlight)
2445 int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
2446 int lighttris, shadowtris, shadowmeshes, shadowmeshtris;
2447 entity_render_t *ent = r_refdef.scene.worldentity;
2448 dp_model_t *model = r_refdef.scene.worldmodel;
2449 unsigned char *data;
2451 // compile the light
2452 rtlight->compiled = true;
2453 rtlight->static_numleafs = 0;
2454 rtlight->static_numleafpvsbytes = 0;
2455 rtlight->static_leaflist = NULL;
2456 rtlight->static_leafpvs = NULL;
2457 rtlight->static_numsurfaces = 0;
2458 rtlight->static_surfacelist = NULL;
2459 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2460 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2461 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2462 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2463 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2464 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2466 if (model && model->GetLightInfo)
2468 // this variable must be set for the CompileShadowVolume code
2469 r_shadow_compilingrtlight = rtlight;
2470 R_Shadow_EnlargeLeafSurfaceTrisBuffer(model->brush.num_leafs, model->num_surfaces, model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles, model->surfmesh.num_triangles);
2471 model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs);
2472 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2473 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
2474 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
2475 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
2476 rtlight->static_numsurfaces = numsurfaces;
2477 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2478 rtlight->static_numleafs = numleafs;
2479 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2480 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2481 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2482 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
2483 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
2484 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
2485 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
2486 if (rtlight->static_numsurfaces)
2487 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2488 if (rtlight->static_numleafs)
2489 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2490 if (rtlight->static_numleafpvsbytes)
2491 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2492 if (rtlight->static_numshadowtrispvsbytes)
2493 memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
2494 if (rtlight->static_numlighttrispvsbytes)
2495 memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
2496 if (model->CompileShadowVolume && rtlight->shadow)
2497 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2498 // now we're done compiling the rtlight
2499 r_shadow_compilingrtlight = NULL;
2503 // use smallest available cullradius - box radius or light radius
2504 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2505 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2509 if (rtlight->static_meshchain_shadow)
2512 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2515 shadowmeshtris += mesh->numtriangles;
2520 if (rtlight->static_numlighttrispvsbytes)
2521 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
2522 if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
2526 if (rtlight->static_numlighttrispvsbytes)
2527 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
2528 if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
2531 if (developer.integer >= 10)
2532 Con_Printf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i compiled 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], lighttris, shadowtris, shadowmeshtris, shadowmeshes);
2535 void R_RTLight_Uncompile(rtlight_t *rtlight)
2537 if (rtlight->compiled)
2539 if (rtlight->static_meshchain_shadow)
2540 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2541 rtlight->static_meshchain_shadow = NULL;
2542 // these allocations are grouped
2543 if (rtlight->static_surfacelist)
2544 Mem_Free(rtlight->static_surfacelist);
2545 rtlight->static_numleafs = 0;
2546 rtlight->static_numleafpvsbytes = 0;
2547 rtlight->static_leaflist = NULL;
2548 rtlight->static_leafpvs = NULL;
2549 rtlight->static_numsurfaces = 0;
2550 rtlight->static_surfacelist = NULL;
2551 rtlight->static_numshadowtrispvsbytes = 0;
2552 rtlight->static_shadowtrispvs = NULL;
2553 rtlight->static_numlighttrispvsbytes = 0;
2554 rtlight->static_lighttrispvs = NULL;
2555 rtlight->compiled = false;
2559 void R_Shadow_UncompileWorldLights(void)
2563 for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
2565 light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2568 R_RTLight_Uncompile(&light->rtlight);
2572 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
2576 // reset the count of frustum planes
2577 // see rsurface.rtlight_frustumplanes definition for how much this array
2579 rsurface.rtlight_numfrustumplanes = 0;
2581 // haven't implemented a culling path for ortho rendering
2582 if (!r_refdef.view.useperspective)
2584 // check if the light is on screen and copy the 4 planes if it is
2585 for (i = 0;i < 4;i++)
2586 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
2589 for (i = 0;i < 4;i++)
2590 rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_refdef.view.frustum[i];
2595 // generate a deformed frustum that includes the light origin, this is
2596 // used to cull shadow casting surfaces that can not possibly cast a
2597 // shadow onto the visible light-receiving surfaces, which can be a
2600 // if the light origin is onscreen the result will be 4 planes exactly
2601 // if the light origin is offscreen on only one axis the result will
2602 // be exactly 5 planes (split-side case)
2603 // if the light origin is offscreen on two axes the result will be
2604 // exactly 4 planes (stretched corner case)
2605 for (i = 0;i < 4;i++)
2607 // quickly reject standard frustum planes that put the light
2608 // origin outside the frustum
2609 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
2612 rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_refdef.view.frustum[i];
2614 // if all the standard frustum planes were accepted, the light is onscreen
2615 // otherwise we need to generate some more planes below...
2616 if (rsurface.rtlight_numfrustumplanes < 4)
2618 // at least one of the stock frustum planes failed, so we need to
2619 // create one or two custom planes to enclose the light origin
2620 for (i = 0;i < 4;i++)
2622 // create a plane using the view origin and light origin, and a
2623 // single point from the frustum corner set
2624 TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
2625 VectorNormalize(plane.normal);
2626 plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
2627 // see if this plane is backwards and flip it if so
2628 for (j = 0;j < 4;j++)
2629 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
2633 VectorNegate(plane.normal, plane.normal);
2635 // flipped plane, test again to see if it is now valid
2636 for (j = 0;j < 4;j++)
2637 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
2639 // if the plane is still not valid, then it is dividing the
2640 // frustum and has to be rejected
2644 // we have created a valid plane, compute extra info
2645 PlaneClassify(&plane);
2647 rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
2649 // if we've found 5 frustum planes then we have constructed a
2650 // proper split-side case and do not need to keep searching for
2651 // planes to enclose the light origin
2652 if (rsurface.rtlight_numfrustumplanes == 5)
2660 for (i = 0;i < rsurface.rtlight_numfrustumplanes;i++)
2662 plane = rsurface.rtlight_frustumplanes[i];
2663 Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_refdef.view.frustumcorner[0], &plane), PlaneDiff(r_refdef.view.frustumcorner[1], &plane), PlaneDiff(r_refdef.view.frustumcorner[2], &plane), PlaneDiff(r_refdef.view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane));
2668 // now add the light-space box planes if the light box is rotated, as any
2669 // caster outside the oriented light box is irrelevant (even if it passed
2670 // the worldspace light box, which is axial)
2671 if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
2673 for (i = 0;i < 6;i++)
2677 v[i >> 1] = (i & 1) ? -1 : 1;
2678 Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
2679 VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
2680 plane.dist = VectorNormalizeLength(plane.normal);
2681 plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
2682 rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
2688 // add the world-space reduced box planes
2689 for (i = 0;i < 6;i++)
2691 VectorClear(plane.normal);
2692 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
2693 plane.dist = (i & 1) ? -rsurface.rtlight_cullmaxs[i >> 1] : rsurface.rtlight_cullmins[i >> 1];
2694 rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
2703 // reduce all plane distances to tightly fit the rtlight cull box, which
2705 VectorSet(points[0], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmins[2]);
2706 VectorSet(points[1], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmins[2]);
2707 VectorSet(points[2], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmins[2]);
2708 VectorSet(points[3], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmins[2]);
2709 VectorSet(points[4], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmaxs[2]);
2710 VectorSet(points[5], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmaxs[2]);
2711 VectorSet(points[6], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmaxs[2]);
2712 VectorSet(points[7], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmaxs[2]);
2713 oldnum = rsurface.rtlight_numfrustumplanes;
2714 rsurface.rtlight_numfrustumplanes = 0;
2715 for (j = 0;j < oldnum;j++)
2717 // find the nearest point on the box to this plane
2718 bestdist = DotProduct(rsurface.rtlight_frustumplanes[j].normal, points[0]);
2719 for (i = 1;i < 8;i++)
2721 dist = DotProduct(rsurface.rtlight_frustumplanes[j].normal, points[i]);
2722 if (bestdist > dist)
2725 Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rsurface.rtlight_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rsurface.rtlight_frustumplanes[j].normal[0], rsurface.rtlight_frustumplanes[j].normal[1], rsurface.rtlight_frustumplanes[j].normal[2], rsurface.rtlight_frustumplanes[j].dist, bestdist);
2726 // if the nearest point is near or behind the plane, we want this
2727 // plane, otherwise the plane is useless as it won't cull anything
2728 if (rsurface.rtlight_frustumplanes[j].dist < bestdist + 0.03125)
2730 PlaneClassify(&rsurface.rtlight_frustumplanes[j]);
2731 rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = rsurface.rtlight_frustumplanes[j];
2738 void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
2740 RSurf_ActiveWorldEntity();
2741 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2745 for (mesh = rsurface.rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2747 r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
2748 R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
2749 GL_LockArrays(0, mesh->numverts);
2750 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
2752 // decrement stencil if backface is behind depthbuffer
2753 GL_CullFace(r_refdef.view.cullface_front);
2754 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2755 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
2756 // increment stencil if frontface is behind depthbuffer
2757 GL_CullFace(r_refdef.view.cullface_back);
2758 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2760 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
2761 GL_LockArrays(0, 0);
2765 else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh && r_shadow_culltriangles.integer)
2768 int surfacelistindex;
2769 msurface_t *surface;
2770 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
2771 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2773 surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
2774 for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
2775 if (CHECKPVSBIT(trispvs, t))
2776 shadowmarklist[numshadowmark++] = t;
2778 R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
2780 else if (numsurfaces)
2781 r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs);
2784 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
2786 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2787 vec_t relativeshadowradius;
2788 RSurf_ActiveModelEntity(ent, false, false);
2789 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
2790 relativeshadowradius = rsurface.rtlight->radius / ent->scale;
2791 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2792 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2793 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2794 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2795 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2796 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2797 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2800 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
2802 // set up properties for rendering light onto this entity
2803 RSurf_ActiveModelEntity(ent, true, true);
2804 GL_AlphaTest(false);
2805 Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
2806 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
2807 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
2808 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
2809 if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2810 R_Mesh_TexMatrix(3, &rsurface.entitytolight);
2813 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
2815 if (!r_refdef.scene.worldmodel->DrawLight)
2818 // set up properties for rendering light onto this entity
2819 RSurf_ActiveWorldEntity();
2820 GL_AlphaTest(false);
2821 rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
2822 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
2823 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
2824 VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
2825 if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2826 R_Mesh_TexMatrix(3, &rsurface.entitytolight);
2828 r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, trispvs);
2831 void R_Shadow_DrawEntityLight(entity_render_t *ent)
2833 dp_model_t *model = ent->model;
2834 if (!model->DrawLight)
2837 R_Shadow_SetupEntityLight(ent);
2839 model->DrawLight(ent, model->nummodelsurfaces, model->surfacelist, NULL);
2842 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2846 int numleafs, numsurfaces;
2847 int *leaflist, *surfacelist;
2848 unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs;
2849 int numlightentities;
2850 int numlightentities_noselfshadow;
2851 int numshadowentities;
2852 int numshadowentities_noselfshadow;
2853 entity_render_t *lightentities[MAX_EDICTS];
2854 entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
2855 entity_render_t *shadowentities[MAX_EDICTS];
2856 entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
2858 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
2859 // skip lights that are basically invisible (color 0 0 0)
2860 if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
2863 // loading is done before visibility checks because loading should happen
2864 // all at once at the start of a level, not when it stalls gameplay.
2865 // (especially important to benchmarks)
2867 if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2868 R_RTLight_Compile(rtlight);
2870 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2872 // look up the light style value at this time
2873 f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
2874 VectorScale(rtlight->color, f, rtlight->currentcolor);
2876 if (rtlight->selected)
2878 f = 2 + sin(realtime * M_PI * 4.0);
2879 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
2883 // if lightstyle is currently off, don't draw the light
2884 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
2887 // if the light box is offscreen, skip it
2888 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2891 VectorCopy(rtlight->cullmins, rsurface.rtlight_cullmins);
2892 VectorCopy(rtlight->cullmaxs, rsurface.rtlight_cullmaxs);
2894 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2896 // compiled light, world available and can receive realtime lighting
2897 // retrieve leaf information
2898 numleafs = rtlight->static_numleafs;
2899 leaflist = rtlight->static_leaflist;
2900 leafpvs = rtlight->static_leafpvs;
2901 numsurfaces = rtlight->static_numsurfaces;
2902 surfacelist = rtlight->static_surfacelist;
2903 shadowtrispvs = rtlight->static_shadowtrispvs;
2904 lighttrispvs = rtlight->static_lighttrispvs;
2906 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
2908 // dynamic light, world available and can receive realtime lighting
2909 // calculate lit surfaces and leafs
2910 R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles);
2911 r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs);
2912 leaflist = r_shadow_buffer_leaflist;
2913 leafpvs = r_shadow_buffer_leafpvs;
2914 surfacelist = r_shadow_buffer_surfacelist;
2915 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
2916 lighttrispvs = r_shadow_buffer_lighttrispvs;
2917 // if the reduced leaf bounds are offscreen, skip it
2918 if (R_CullBox(rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
2929 shadowtrispvs = NULL;
2930 lighttrispvs = NULL;
2932 // check if light is illuminating any visible leafs
2935 for (i = 0;i < numleafs;i++)
2936 if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
2941 // set up a scissor rectangle for this light
2942 if (R_Shadow_ScissorForBBox(rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
2945 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
2947 // make a list of lit entities and shadow casting entities
2948 numlightentities = 0;
2949 numlightentities_noselfshadow = 0;
2950 numshadowentities = 0;
2951 numshadowentities_noselfshadow = 0;
2952 // add dynamic entities that are lit by the light
2953 if (r_drawentities.integer)
2955 for (i = 0;i < r_refdef.scene.numentities;i++)
2958 entity_render_t *ent = r_refdef.scene.entities[i];
2960 if (!BoxesOverlap(ent->mins, ent->maxs, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
2962 // skip the object entirely if it is not within the valid
2963 // shadow-casting region (which includes the lit region)
2964 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes))
2966 if (!(model = ent->model))
2968 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
2970 // this entity wants to receive light, is visible, and is
2971 // inside the light box
2972 // TODO: check if the surfaces in the model can receive light
2973 // so now check if it's in a leaf seen by the light
2974 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
2976 if (ent->flags & RENDER_NOSELFSHADOW)
2977 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
2979 lightentities[numlightentities++] = ent;
2980 // since it is lit, it probably also casts a shadow...
2981 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2982 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2983 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
2985 // note: exterior models without the RENDER_NOSELFSHADOW
2986 // flag still create a RENDER_NOSELFSHADOW shadow but
2987 // are lit normally, this means that they are
2988 // self-shadowing but do not shadow other
2989 // RENDER_NOSELFSHADOW entities such as the gun
2990 // (very weird, but keeps the player shadow off the gun)
2991 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
2992 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
2994 shadowentities[numshadowentities++] = ent;
2997 else if (ent->flags & RENDER_SHADOW)
2999 // this entity is not receiving light, but may still need to
3001 // TODO: check if the surfaces in the model can cast shadow
3002 // now check if it is in a leaf seen by the light
3003 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
3005 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3006 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3007 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3009 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3010 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3012 shadowentities[numshadowentities++] = ent;
3018 // return if there's nothing at all to light
3019 if (!numlightentities && !numsurfaces)
3022 // don't let sound skip if going slow
3023 if (r_refdef.scene.extraupdate)
3026 // make this the active rtlight for rendering purposes
3027 R_Shadow_RenderMode_ActiveLight(rtlight);
3028 // count this light in the r_speeds
3029 r_refdef.stats.lights++;
3031 if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
3033 // optionally draw visible shape of the shadow volumes
3034 // for performance analysis by level designers
3035 R_Shadow_RenderMode_VisibleShadowVolumes();
3037 R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
3038 for (i = 0;i < numshadowentities;i++)
3039 R_Shadow_DrawEntityShadow(shadowentities[i]);
3040 for (i = 0;i < numshadowentities_noselfshadow;i++)
3041 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3044 if (gl_stencil && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
3046 // draw stencil shadow volumes to mask off pixels that are in shadow
3047 // so that they won't receive lighting
3048 R_Shadow_RenderMode_StencilShadowVolumes(true);
3050 R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
3051 for (i = 0;i < numshadowentities;i++)
3052 R_Shadow_DrawEntityShadow(shadowentities[i]);
3053 if (numlightentities_noselfshadow)
3055 // draw lighting in the unmasked areas
3056 R_Shadow_RenderMode_Lighting(true, false);
3057 for (i = 0;i < numlightentities_noselfshadow;i++)
3058 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3060 // optionally draw the illuminated areas
3061 // for performance analysis by level designers
3062 if (r_showlighting.integer && r_refdef.view.showdebug)
3064 R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
3065 for (i = 0;i < numlightentities_noselfshadow;i++)
3066 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3069 R_Shadow_RenderMode_StencilShadowVolumes(false);
3071 for (i = 0;i < numshadowentities_noselfshadow;i++)
3072 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3074 if (numsurfaces + numlightentities)
3076 // draw lighting in the unmasked areas
3077 R_Shadow_RenderMode_Lighting(true, false);
3079 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3080 for (i = 0;i < numlightentities;i++)
3081 R_Shadow_DrawEntityLight(lightentities[i]);
3083 // optionally draw the illuminated areas
3084 // for performance analysis by level designers
3085 if (r_showlighting.integer && r_refdef.view.showdebug)
3087 R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
3089 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3090 for (i = 0;i < numlightentities;i++)
3091 R_Shadow_DrawEntityLight(lightentities[i]);
3097 if (numsurfaces + numlightentities)
3099 // draw lighting in the unmasked areas
3100 R_Shadow_RenderMode_Lighting(false, false);
3102 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3103 for (i = 0;i < numlightentities;i++)
3104 R_Shadow_DrawEntityLight(lightentities[i]);
3105 for (i = 0;i < numlightentities_noselfshadow;i++)
3106 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3108 // optionally draw the illuminated areas
3109 // for performance analysis by level designers
3110 if (r_showlighting.integer && r_refdef.view.showdebug)
3112 R_Shadow_RenderMode_VisibleLighting(false, false);
3114 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3115 for (i = 0;i < numlightentities;i++)
3116 R_Shadow_DrawEntityLight(lightentities[i]);
3117 for (i = 0;i < numlightentities_noselfshadow;i++)
3118 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3124 void R_Shadow_DrawLightSprites(void);
3125 void R_ShadowVolumeLighting(qboolean visible)
3132 if (r_editlights.integer)
3133 R_Shadow_DrawLightSprites();
3135 R_Shadow_RenderMode_Begin();
3137 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3138 if (r_shadow_debuglight.integer >= 0)
3140 lightindex = r_shadow_debuglight.integer;
3141 light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3142 if (light && (light->flags & flag))
3143 R_DrawRTLight(&light->rtlight, visible);
3147 for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
3149 light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3150 if (light && (light->flags & flag))
3151 R_DrawRTLight(&light->rtlight, visible);
3154 if (r_refdef.scene.rtdlight)
3155 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
3156 R_DrawRTLight(&r_refdef.scene.lights[lnum], visible);
3158 R_Shadow_RenderMode_End();
3161 extern void R_SetupView(qboolean allowwaterclippingplane);
3162 extern cvar_t r_shadows_throwdistance;
3163 void R_DrawModelShadows(void)
3166 float relativethrowdistance;
3167 entity_render_t *ent;
3168 vec3_t relativelightorigin;
3169 vec3_t relativelightdirection;
3170 vec3_t relativeshadowmins, relativeshadowmaxs;
3173 if (!r_drawentities.integer || !gl_stencil)
3177 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
3179 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
3181 if (gl_ext_separatestencil.integer)
3182 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_SEPARATESTENCIL;
3183 else if (gl_ext_stenciltwoside.integer)
3184 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
3186 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
3188 R_Shadow_RenderMode_StencilShadowVolumes(true);
3190 for (i = 0;i < r_refdef.scene.numentities;i++)
3192 ent = r_refdef.scene.entities[i];
3193 // cast shadows from anything that is not a submodel of the map
3194 if (ent->model && ent->model->DrawShadowVolume != NULL && !ent->model->brush.submodel && (ent->flags & RENDER_SHADOW))
3196 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
3197 VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
3198 VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
3199 VectorNegate(ent->modellight_lightdir, relativelightdirection);
3200 VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
3201 RSurf_ActiveModelEntity(ent, false, false);
3202 ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
3206 // not really the right mode, but this will disable any silly stencil features
3207 R_Shadow_RenderMode_VisibleLighting(true, true);
3209 // vertex coordinates for a quad that covers the screen exactly
3210 vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0;
3211 vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0;
3212 vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0;
3213 vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0;
3215 // set up ortho view for rendering this pass
3216 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
3217 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
3218 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3219 GL_ScissorTest(true);
3220 R_Mesh_Matrix(&identitymatrix);
3221 R_Mesh_ResetTextureState();
3222 R_Mesh_VertexPointer(vertex3f, 0, 0);
3223 R_Mesh_ColorPointer(NULL, 0, 0);
3225 // set up a 50% darkening blend on shadowed areas
3226 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3227 GL_DepthRange(0, 1);
3228 GL_DepthTest(false);
3229 GL_DepthMask(false);
3230 GL_PolygonOffset(0, 0);CHECKGLERROR
3231 GL_Color(0, 0, 0, 0.5);
3232 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3233 qglDepthFunc(GL_ALWAYS);CHECKGLERROR
3234 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
3235 qglStencilMask(~0);CHECKGLERROR
3236 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3237 qglStencilFunc(GL_NOTEQUAL, 128, ~0);CHECKGLERROR
3239 // apply the blend to the shadowed areas
3240 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3242 // restoring the perspective view is done by R_RenderScene
3243 //R_SetupView(true);
3245 // restore other state to normal
3246 R_Shadow_RenderMode_End();
3249 void R_DrawCoronas(void)
3252 float cscale, scale;
3256 if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
3258 R_Mesh_Matrix(&identitymatrix);
3259 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3260 // FIXME: these traces should scan all render entities instead of cl.world
3261 for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
3263 light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3266 rtlight = &light->rtlight;
3267 if (!(rtlight->flags & flag))
3269 if (rtlight->corona * r_coronas.value <= 0)
3271 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
3273 cscale = rtlight->corona * r_coronas.value* 0.25f;
3274 scale = rtlight->radius * rtlight->coronasizescale;
3275 if (VectorDistance2(rtlight->shadoworigin, r_refdef.view.origin) < 16.0f * 16.0f)
3277 if (CL_Move(r_refdef.view.origin, vec3_origin, vec3_origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
3279 R_DrawSprite(GL_ONE, GL_ONE, r_shadow_lightcorona, NULL, true, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, rtlight->color[0] * cscale, rtlight->color[1] * cscale, rtlight->color[2] * cscale, 1);
3281 for (i = 0;i < r_refdef.scene.numlights;i++)
3283 rtlight = &r_refdef.scene.lights[i];
3284 if (!(rtlight->flags & flag))
3286 if (rtlight->corona <= 0)
3288 if (VectorDistance2(rtlight->shadoworigin, r_refdef.view.origin) < 32.0f * 32.0f)
3290 if (gl_flashblend.integer)
3292 cscale = rtlight->corona * 1.0f;
3293 scale = rtlight->radius * rtlight->coronasizescale * 2.0f;
3297 cscale = rtlight->corona * r_coronas.value* 0.25f;
3298 scale = rtlight->radius * rtlight->coronasizescale;
3300 if (VectorLength(rtlight->color) * cscale < (1.0f / 256.0f))
3302 if (CL_Move(r_refdef.view.origin, vec3_origin, vec3_origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
3304 R_DrawSprite(GL_ONE, GL_ONE, r_shadow_lightcorona, NULL, true, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, rtlight->color[0] * cscale, rtlight->color[1] * cscale, rtlight->color[2] * cscale, 1);
3310 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3311 typedef struct suffixinfo_s
3314 qboolean flipx, flipy, flipdiagonal;
3317 static suffixinfo_t suffix[3][6] =
3320 {"px", false, false, false},
3321 {"nx", false, false, false},
3322 {"py", false, false, false},
3323 {"ny", false, false, false},
3324 {"pz", false, false, false},
3325 {"nz", false, false, false}
3328 {"posx", false, false, false},
3329 {"negx", false, false, false},
3330 {"posy", false, false, false},
3331 {"negy", false, false, false},
3332 {"posz", false, false, false},
3333 {"negz", false, false, false}
3336 {"rt", true, false, true},
3337 {"lf", false, true, true},
3338 {"ft", true, true, false},
3339 {"bk", false, false, false},
3340 {"up", true, false, true},
3341 {"dn", true, false, true}
3345 static int componentorder[4] = {0, 1, 2, 3};
3347 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
3349 int i, j, cubemapsize;
3350 unsigned char *cubemappixels, *image_buffer;
3351 rtexture_t *cubemaptexture;
3353 // must start 0 so the first loadimagepixels has no requested width/height
3355 cubemappixels = NULL;
3356 cubemaptexture = NULL;
3357 // keep trying different suffix groups (posx, px, rt) until one loads
3358 for (j = 0;j < 3 && !cubemappixels;j++)
3360 // load the 6 images in the suffix group
3361 for (i = 0;i < 6;i++)
3363 // generate an image name based on the base and and suffix
3364 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3366 if ((image_buffer = loadimagepixelsbgra(name, false, false)))
3368 // an image loaded, make sure width and height are equal
3369 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3371 // if this is the first image to load successfully, allocate the cubemap memory
3372 if (!cubemappixels && image_width >= 1)
3374 cubemapsize = image_width;
3375 // note this clears to black, so unavailable sides are black
3376 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3378 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3380 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3383 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3385 Mem_Free(image_buffer);
3389 // if a cubemap loaded, upload it
3392 if (developer_loading.integer)
3393 Con_Printf("loading cubemap \"%s\"\n", basename);
3395 if (!r_shadow_filters_texturepool)
3396 r_shadow_filters_texturepool = R_AllocTexturePool();
3397 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, TEXF_PRECACHE | (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0), NULL);
3398 Mem_Free(cubemappixels);
3402 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3403 if (developer_loading.integer)
3405 Con_Printf("(tried tried images ");
3406 for (j = 0;j < 3;j++)
3407 for (i = 0;i < 6;i++)
3408 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3409 Con_Print(" and was unable to find any of them).\n");
3412 return cubemaptexture;
3415 rtexture_t *R_Shadow_Cubemap(const char *basename)
3418 for (i = 0;i < numcubemaps;i++)
3419 if (!strcasecmp(cubemaps[i].basename, basename))
3420 return cubemaps[i].texture ? cubemaps[i].texture : r_texture_whitecube;
3421 if (i >= MAX_CUBEMAPS)
3422 return r_texture_whitecube;
3424 strlcpy(cubemaps[i].basename, basename, sizeof(cubemaps[i].basename));
3425 cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
3426 return cubemaps[i].texture;
3429 void R_Shadow_FreeCubemaps(void)
3432 for (i = 0;i < numcubemaps;i++)
3434 if (developer_loading.integer)
3435 Con_Printf("unloading cubemap \"%s\"\n", cubemaps[i].basename);
3436 if (cubemaps[i].texture)
3437 R_FreeTexture(cubemaps[i].texture);
3441 R_FreeTexturePool(&r_shadow_filters_texturepool);
3444 dlight_t *R_Shadow_NewWorldLight(void)
3446 return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
3449 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)
3452 // validate parameters
3453 if (style < 0 || style >= MAX_LIGHTSTYLES)
3455 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
3461 // copy to light properties
3462 VectorCopy(origin, light->origin);
3463 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
3464 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
3465 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
3466 light->color[0] = max(color[0], 0);
3467 light->color[1] = max(color[1], 0);
3468 light->color[2] = max(color[2], 0);
3469 light->radius = max(radius, 0);
3470 light->style = style;
3471 light->shadow = shadowenable;
3472 light->corona = corona;
3473 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
3474 light->coronasizescale = coronasizescale;
3475 light->ambientscale = ambientscale;
3476 light->diffusescale = diffusescale;
3477 light->specularscale = specularscale;
3478 light->flags = flags;
3480 // update renderable light data
3481 Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
3482 R_RTLight_Update(&light->rtlight, true, &matrix, light->color, light->style, light->cubemapname[0] ? light->cubemapname : NULL, light->shadow, light->corona, light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
3485 void R_Shadow_FreeWorldLight(dlight_t *light)
3487 if (r_shadow_selectedlight == light)
3488 r_shadow_selectedlight = NULL;
3489 R_RTLight_Uncompile(&light->rtlight);
3490 Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
3493 void R_Shadow_ClearWorldLights(void)
3497 for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
3499 light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3501 R_Shadow_FreeWorldLight(light);
3503 r_shadow_selectedlight = NULL;
3504 R_Shadow_FreeCubemaps();
3507 void R_Shadow_SelectLight(dlight_t *light)
3509 if (r_shadow_selectedlight)
3510 r_shadow_selectedlight->selected = false;
3511 r_shadow_selectedlight = light;
3512 if (r_shadow_selectedlight)
3513 r_shadow_selectedlight->selected = true;
3516 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3518 // this is never batched (there can be only one)
3519 R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, r_editlights_sprcursor->tex, r_editlights_sprcursor->tex, false, false, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE, 1, 1, 1, 1);
3522 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3529 // this is never batched (due to the ent parameter changing every time)
3530 // so numsurfaces == 1 and surfacelist[0] == lightnumber
3531 const dlight_t *light = (dlight_t *)ent;
3534 VectorScale(light->color, intensity, spritecolor);
3535 if (VectorLength(spritecolor) < 0.1732f)
3536 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
3537 if (VectorLength(spritecolor) > 1.0f)
3538 VectorNormalize(spritecolor);
3540 // draw light sprite
3541 if (light->cubemapname[0] && !light->shadow)
3542 pic = r_editlights_sprcubemapnoshadowlight;
3543 else if (light->cubemapname[0])
3544 pic = r_editlights_sprcubemaplight;
3545 else if (!light->shadow)
3546 pic = r_editlights_sprnoshadowlight;
3548 pic = r_editlights_sprlight;
3549 R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, pic->tex, pic->tex, false, false, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s, spritecolor[0], spritecolor[1], spritecolor[2], 1);
3550 // draw selection sprite if light is selected
3551 if (light->selected)
3552 R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, r_editlights_sprselection->tex, r_editlights_sprselection->tex, false, false, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s, 1, 1, 1, 1);
3553 // VorteX todo: add normalmode/realtime mode light overlay sprites?
3556 void R_Shadow_DrawLightSprites(void)
3560 for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
3562 light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3564 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
3566 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
3569 void R_Shadow_SelectLightInView(void)
3571 float bestrating, rating, temp[3];
3577 for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
3579 light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3582 VectorSubtract(light->origin, r_refdef.view.origin, temp);
3583 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
3586 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
3587 if (bestrating < rating && CL_Move(light->origin, vec3_origin, vec3_origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
3589 bestrating = rating;
3594 R_Shadow_SelectLight(best);
3597 void R_Shadow_LoadWorldLights(void)
3599 int n, a, style, shadow, flags;
3600 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
3601 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
3602 if (cl.worldmodel == NULL)
3604 Con_Print("No map loaded.\n");
3607 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
3608 strlcat (name, ".rtlights", sizeof (name));
3609 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
3619 for (;COM_Parse(t, true) && strcmp(
3620 if (COM_Parse(t, true))
3622 if (com_token[0] == '!')
3625 origin[0] = atof(com_token+1);
3628 origin[0] = atof(com_token);
3633 while (*s && *s != '\n' && *s != '\r')
3639 // check for modifier flags
3646 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);
3649 flags = LIGHTFLAG_REALTIMEMODE;
3657 coronasizescale = 0.25f;
3659 VectorClear(angles);
3662 if (a < 9 || !strcmp(cubemapname, "\"\""))
3664 // remove quotes on cubemapname
3665 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
3668 namelen = strlen(cubemapname) - 2;
3669 memmove(cubemapname, cubemapname + 1, namelen);
3670 cubemapname[namelen] = '\0';
3674 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);
3677 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3685 Con_Printf("invalid rtlights file \"%s\"\n", name);
3686 Mem_Free(lightsstring);
3690 void R_Shadow_SaveWorldLights(void)
3694 size_t bufchars, bufmaxchars;
3696 char name[MAX_QPATH];
3697 char line[MAX_INPUTLINE];
3698 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
3700 if (cl.worldmodel == NULL)
3702 Con_Print("No map loaded.\n");
3705 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
3706 strlcat (name, ".rtlights", sizeof (name));
3707 bufchars = bufmaxchars = 0;
3709 for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
3711 light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3714 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
3715 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);
3716 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
3717 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]);
3719 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);
3720 if (bufchars + strlen(line) > bufmaxchars)
3722 bufmaxchars = bufchars + strlen(line) + 2048;
3724 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
3728 memcpy(buf, oldbuf, bufchars);
3734 memcpy(buf + bufchars, line, strlen(line));
3735 bufchars += strlen(line);
3739 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
3744 void R_Shadow_LoadLightsFile(void)
3747 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
3748 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
3749 if (cl.worldmodel == NULL)
3751 Con_Print("No map loaded.\n");
3754 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
3755 strlcat (name, ".lights", sizeof (name));
3756 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
3764 while (*s && *s != '\n' && *s != '\r')
3770 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);
3774 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);
3777 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
3778 radius = bound(15, radius, 4096);
3779 VectorScale(color, (2.0f / (8388608.0f)), color);
3780 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3788 Con_Printf("invalid lights file \"%s\"\n", name);
3789 Mem_Free(lightsstring);
3793 // tyrlite/hmap2 light types in the delay field
3794 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
3796 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
3798 int entnum, style, islight, skin, pflags, effects, type, n;
3801 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
3802 char key[256], value[MAX_INPUTLINE];
3804 if (cl.worldmodel == NULL)
3806 Con_Print("No map loaded.\n");
3809 // try to load a .ent file first
3810 FS_StripExtension (cl.worldmodel->name, key, sizeof (key));
3811 strlcat (key, ".ent", sizeof (key));
3812 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
3813 // and if that is not found, fall back to the bsp file entity string
3815 data = cl.worldmodel->brush.entities;
3818 for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
3820 type = LIGHTTYPE_MINUSX;
3821 origin[0] = origin[1] = origin[2] = 0;
3822 originhack[0] = originhack[1] = originhack[2] = 0;
3823 angles[0] = angles[1] = angles[2] = 0;
3824 color[0] = color[1] = color[2] = 1;
3825 light[0] = light[1] = light[2] = 1;light[3] = 300;
3826 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
3836 if (!COM_ParseToken_Simple(&data, false, false))
3838 if (com_token[0] == '}')
3839 break; // end of entity
3840 if (com_token[0] == '_')
3841 strlcpy(key, com_token + 1, sizeof(key));
3843 strlcpy(key, com_token, sizeof(key));
3844 while (key[strlen(key)-1] == ' ') // remove trailing spaces
3845 key[strlen(key)-1] = 0;
3846 if (!COM_ParseToken_Simple(&data, false, false))
3848 strlcpy(value, com_token, sizeof(value));
3850 // now that we have the key pair worked out...
3851 if (!strcmp("light", key))
3853 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
3857 light[0] = vec[0] * (1.0f / 256.0f);
3858 light[1] = vec[0] * (1.0f / 256.0f);
3859 light[2] = vec[0] * (1.0f / 256.0f);
3865 light[0] = vec[0] * (1.0f / 255.0f);
3866 light[1] = vec[1] * (1.0f / 255.0f);
3867 light[2] = vec[2] * (1.0f / 255.0f);
3871 else if (!strcmp("delay", key))
3873 else if (!strcmp("origin", key))
3874 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
3875 else if (!strcmp("angle", key))
3876 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
3877 else if (!strcmp("angles", key))
3878 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
3879 else if (!strcmp("color", key))
3880 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
3881 else if (!strcmp("wait", key))
3882 fadescale = atof(value);
3883 else if (!strcmp("classname", key))
3885 if (!strncmp(value, "light", 5))
3888 if (!strcmp(value, "light_fluoro"))
3893 overridecolor[0] = 1;
3894 overridecolor[1] = 1;
3895 overridecolor[2] = 1;
3897 if (!strcmp(value, "light_fluorospark"))
3902 overridecolor[0] = 1;
3903 overridecolor[1] = 1;
3904 overridecolor[2] = 1;
3906 if (!strcmp(value, "light_globe"))
3911 overridecolor[0] = 1;
3912 overridecolor[1] = 0.8;
3913 overridecolor[2] = 0.4;
3915 if (!strcmp(value, "light_flame_large_yellow"))
3920 overridecolor[0] = 1;
3921 overridecolor[1] = 0.5;
3922 overridecolor[2] = 0.1;
3924 if (!strcmp(value, "light_flame_small_yellow"))
3929 overridecolor[0] = 1;
3930 overridecolor[1] = 0.5;
3931 overridecolor[2] = 0.1;
3933 if (!strcmp(value, "light_torch_small_white"))
3938 overridecolor[0] = 1;
3939 overridecolor[1] = 0.5;
3940 overridecolor[2] = 0.1;
3942 if (!strcmp(value, "light_torch_small_walltorch"))
3947 overridecolor[0] = 1;
3948 overridecolor[1] = 0.5;
3949 overridecolor[2] = 0.1;
3953 else if (!strcmp("style", key))
3954 style = atoi(value);
3955 else if (!strcmp("skin", key))
3956 skin = (int)atof(value);
3957 else if (!strcmp("pflags", key))
3958 pflags = (int)atof(value);
3959 else if (!strcmp("effects", key))
3960 effects = (int)atof(value);
3961 else if (cl.worldmodel->type == mod_brushq3)
3963 if (!strcmp("scale", key))
3964 lightscale = atof(value);
3965 if (!strcmp("fade", key))
3966 fadescale = atof(value);
3971 if (lightscale <= 0)
3975 if (color[0] == color[1] && color[0] == color[2])
3977 color[0] *= overridecolor[0];
3978 color[1] *= overridecolor[1];
3979 color[2] *= overridecolor[2];
3981 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3982 color[0] = color[0] * light[0];
3983 color[1] = color[1] * light[1];
3984 color[2] = color[2] * light[2];
3987 case LIGHTTYPE_MINUSX:
3989 case LIGHTTYPE_RECIPX:
3991 VectorScale(color, (1.0f / 16.0f), color);
3993 case LIGHTTYPE_RECIPXX:
3995 VectorScale(color, (1.0f / 16.0f), color);
3998 case LIGHTTYPE_NONE:
4002 case LIGHTTYPE_MINUSXX:
4005 VectorAdd(origin, originhack, origin);
4007 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);
4010 Mem_Free(entfiledata);
4014 void R_Shadow_SetCursorLocationForView(void)
4017 vec3_t dest, endpos;
4019 VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
4020 trace = CL_Move(r_refdef.view.origin, vec3_origin, vec3_origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
4021 if (trace.fraction < 1)
4023 dist = trace.fraction * r_editlights_cursordistance.value;
4024 push = r_editlights_cursorpushback.value;
4028 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
4029 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
4033 VectorClear( endpos );
4035 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
4036 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
4037 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
4040 void R_Shadow_UpdateWorldLightSelection(void)
4042 if (r_editlights.integer)
4044 R_Shadow_SetCursorLocationForView();
4045 R_Shadow_SelectLightInView();
4048 R_Shadow_SelectLight(NULL);
4051 void R_Shadow_EditLights_Clear_f(void)
4053 R_Shadow_ClearWorldLights();
4056 void R_Shadow_EditLights_Reload_f(void)
4060 strlcpy(r_shadow_mapname, cl.worldmodel->name, sizeof(r_shadow_mapname));
4061 R_Shadow_ClearWorldLights();
4062 R_Shadow_LoadWorldLights();
4063 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
4065 R_Shadow_LoadLightsFile();
4066 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
4067 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
4071 void R_Shadow_EditLights_Save_f(void)
4075 R_Shadow_SaveWorldLights();
4078 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
4080 R_Shadow_ClearWorldLights();
4081 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
4084 void R_Shadow_EditLights_ImportLightsFile_f(void)
4086 R_Shadow_ClearWorldLights();
4087 R_Shadow_LoadLightsFile();
4090 void R_Shadow_EditLights_Spawn_f(void)
4093 if (!r_editlights.integer)
4095 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
4098 if (Cmd_Argc() != 1)
4100 Con_Print("r_editlights_spawn does not take parameters\n");
4103 color[0] = color[1] = color[2] = 1;
4104 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
4107 void R_Shadow_EditLights_Edit_f(void)
4109 vec3_t origin, angles, color;
4110 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
4111 int style, shadows, flags, normalmode, realtimemode;
4112 char cubemapname[MAX_INPUTLINE];
4113 if (!r_editlights.integer)
4115 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
4118 if (!r_shadow_selectedlight)
4120 Con_Print("No selected light.\n");
4123 VectorCopy(r_shadow_selectedlight->origin, origin);
4124 VectorCopy(r_shadow_selectedlight->angles, angles);
4125 VectorCopy(r_shadow_selectedlight->color, color);
4126 radius = r_shadow_selectedlight->radius;
4127 style = r_shadow_selectedlight->style;
4128 if (r_shadow_selectedlight->cubemapname)
4129 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
4132 shadows = r_shadow_selectedlight->shadow;
4133 corona = r_shadow_selectedlight->corona;
4134 coronasizescale = r_shadow_selectedlight->coronasizescale;
4135 ambientscale = r_shadow_selectedlight->ambientscale;
4136 diffusescale = r_shadow_selectedlight->diffusescale;
4137 specularscale = r_shadow_selectedlight->specularscale;
4138 flags = r_shadow_selectedlight->flags;
4139 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
4140 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
4141 if (!strcmp(Cmd_Argv(1), "origin"))
4143 if (Cmd_Argc() != 5)
4145 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
4148 origin[0] = atof(Cmd_Argv(2));
4149 origin[1] = atof(Cmd_Argv(3));
4150 origin[2] = atof(Cmd_Argv(4));
4152 else if (!strcmp(Cmd_Argv(1), "originx"))
4154 if (Cmd_Argc() != 3)
4156 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4159 origin[0] = atof(Cmd_Argv(2));
4161 else if (!strcmp(Cmd_Argv(1), "originy"))
4163 if (Cmd_Argc() != 3)
4165 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4168 origin[1] = atof(Cmd_Argv(2));
4170 else if (!strcmp(Cmd_Argv(1), "originz"))
4172 if (Cmd_Argc() != 3)
4174 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4177 origin[2] = atof(Cmd_Argv(2));
4179 else if (!strcmp(Cmd_Argv(1), "move"))
4181 if (Cmd_Argc() != 5)
4183 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
4186 origin[0] += atof(Cmd_Argv(2));
4187 origin[1] += atof(Cmd_Argv(3));
4188 origin[2] += atof(Cmd_Argv(4));
4190 else if (!strcmp(Cmd_Argv(1), "movex"))
4192 if (Cmd_Argc() != 3)
4194 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4197 origin[0] += atof(Cmd_Argv(2));
4199 else if (!strcmp(Cmd_Argv(1), "movey"))
4201 if (Cmd_Argc() != 3)
4203 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4206 origin[1] += atof(Cmd_Argv(2));
4208 else if (!strcmp(Cmd_Argv(1), "movez"))
4210 if (Cmd_Argc() != 3)
4212 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4215 origin[2] += atof(Cmd_Argv(2));
4217 else if (!strcmp(Cmd_Argv(1), "angles"))
4219 if (Cmd_Argc() != 5)
4221 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
4224 angles[0] = atof(Cmd_Argv(2));
4225 angles[1] = atof(Cmd_Argv(3));
4226 angles[2] = atof(Cmd_Argv(4));
4228 else if (!strcmp(Cmd_Argv(1), "anglesx"))
4230 if (Cmd_Argc() != 3)
4232 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4235 angles[0] = atof(Cmd_Argv(2));
4237 else if (!strcmp(Cmd_Argv(1), "anglesy"))
4239 if (Cmd_Argc() != 3)
4241 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4244 angles[1] = atof(Cmd_Argv(2));
4246 else if (!strcmp(Cmd_Argv(1), "anglesz"))
4248 if (Cmd_Argc() != 3)
4250 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4253 angles[2] = atof(Cmd_Argv(2));
4255 else if (!strcmp(Cmd_Argv(1), "color"))
4257 if (Cmd_Argc() != 5)
4259 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
4262 color[0] = atof(Cmd_Argv(2));
4263 color[1] = atof(Cmd_Argv(3));
4264 color[2] = atof(Cmd_Argv(4));
4266 else if (!strcmp(Cmd_Argv(1), "radius"))
4268 if (Cmd_Argc() != 3)
4270 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4273 radius = atof(Cmd_Argv(2));
4275 else if (!strcmp(Cmd_Argv(1), "colorscale"))
4277 if (Cmd_Argc() == 3)
4279 double scale = atof(Cmd_Argv(2));
4286 if (Cmd_Argc() != 5)
4288 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
4291 color[0] *= atof(Cmd_Argv(2));
4292 color[1] *= atof(Cmd_Argv(3));
4293 color[2] *= atof(Cmd_Argv(4));
4296 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
4298 if (Cmd_Argc() != 3)
4300 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4303 radius *= atof(Cmd_Argv(2));
4305 else if (!strcmp(Cmd_Argv(1), "style"))
4307 if (Cmd_Argc() != 3)
4309 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4312 style = atoi(Cmd_Argv(2));
4314 else if (!strcmp(Cmd_Argv(1), "cubemap"))
4318 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4321 if (Cmd_Argc() == 3)
4322 strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
4326 else if (!strcmp(Cmd_Argv(1), "shadows"))
4328 if (Cmd_Argc() != 3)
4330 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4333 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4335 else if (!strcmp(Cmd_Argv(1), "corona"))
4337 if (Cmd_Argc() != 3)
4339 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4342 corona = atof(Cmd_Argv(2));
4344 else if (!strcmp(Cmd_Argv(1), "coronasize"))
4346 if (Cmd_Argc() != 3)
4348 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4351 coronasizescale = atof(Cmd_Argv(2));
4353 else if (!strcmp(Cmd_Argv(1), "ambient"))
4355 if (Cmd_Argc() != 3)
4357 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4360 ambientscale = atof(Cmd_Argv(2));
4362 else if (!strcmp(Cmd_Argv(1), "diffuse"))
4364 if (Cmd_Argc() != 3)
4366 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4369 diffusescale = atof(Cmd_Argv(2));
4371 else if (!strcmp(Cmd_Argv(1), "specular"))
4373 if (Cmd_Argc() != 3)
4375 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4378 specularscale = atof(Cmd_Argv(2));
4380 else if (!strcmp(Cmd_Argv(1), "normalmode"))
4382 if (Cmd_Argc() != 3)
4384 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4387 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4389 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
4391 if (Cmd_Argc() != 3)
4393 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4396 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4400 Con_Print("usage: r_editlights_edit [property] [value]\n");
4401 Con_Print("Selected light's properties:\n");
4402 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
4403 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
4404 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
4405 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
4406 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
4407 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
4408 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
4409 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
4410 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
4411 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
4412 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
4413 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
4414 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
4415 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
4418 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
4419 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4422 void R_Shadow_EditLights_EditAll_f(void)
4427 if (!r_editlights.integer)
4429 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
4433 for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
4435 light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4438 R_Shadow_SelectLight(light);
4439 R_Shadow_EditLights_Edit_f();
4443 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
4445 int lightnumber, lightcount;
4450 if (!r_editlights.integer)
4452 x = vid_conwidth.value - 240;
4454 DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
4457 for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
4459 light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4462 if (light == r_shadow_selectedlight)
4463 lightnumber = lightindex;
4466 sprintf(temp, "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8;
4467 sprintf(temp, "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8;
4469 if (r_shadow_selectedlight == NULL)
4471 sprintf(temp, "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4472 sprintf(temp, "Origin : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4473 sprintf(temp, "Angles : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4474 sprintf(temp, "Color : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4475 sprintf(temp, "Radius : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4476 sprintf(temp, "Corona : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4477 sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4478 sprintf(temp, "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4479 sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4480 sprintf(temp, "CoronaSize : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4481 sprintf(temp, "Ambient : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4482 sprintf(temp, "Diffuse : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4483 sprintf(temp, "Specular : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4484 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, NULL, true);y += 8;
4485 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, NULL, true);y += 8;
4488 void R_Shadow_EditLights_ToggleShadow_f(void)
4490 if (!r_editlights.integer)
4492 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
4495 if (!r_shadow_selectedlight)
4497 Con_Print("No selected light.\n");
4500 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);
4503 void R_Shadow_EditLights_ToggleCorona_f(void)
4505 if (!r_editlights.integer)
4507 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
4510 if (!r_shadow_selectedlight)
4512 Con_Print("No selected light.\n");
4515 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);
4518 void R_Shadow_EditLights_Remove_f(void)
4520 if (!r_editlights.integer)
4522 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
4525 if (!r_shadow_selectedlight)
4527 Con_Print("No selected light.\n");
4530 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
4531 r_shadow_selectedlight = NULL;
4534 void R_Shadow_EditLights_Help_f(void)
4537 "Documentation on r_editlights system:\n"
4539 "r_editlights : enable/disable editing mode\n"
4540 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
4541 "r_editlights_cursorpushback : push back cursor this far from surface\n"
4542 "r_editlights_cursorpushoff : push cursor off surface this far\n"
4543 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
4544 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
4546 "r_editlights_help : this help\n"
4547 "r_editlights_clear : remove all lights\n"
4548 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
4549 "r_editlights_save : save to .rtlights file\n"
4550 "r_editlights_spawn : create a light with default settings\n"
4551 "r_editlights_edit command : edit selected light - more documentation below\n"
4552 "r_editlights_remove : remove selected light\n"
4553 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
4554 "r_editlights_importlightentitiesfrommap : reload light entities\n"
4555 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
4557 "origin x y z : set light location\n"
4558 "originx x: set x component of light location\n"
4559 "originy y: set y component of light location\n"
4560 "originz z: set z component of light location\n"
4561 "move x y z : adjust light location\n"
4562 "movex x: adjust x component of light location\n"
4563 "movey y: adjust y component of light location\n"
4564 "movez z: adjust z component of light location\n"
4565 "angles x y z : set light angles\n"
4566 "anglesx x: set x component of light angles\n"
4567 "anglesy y: set y component of light angles\n"
4568 "anglesz z: set z component of light angles\n"
4569 "color r g b : set color of light (can be brighter than 1 1 1)\n"
4570 "radius radius : set radius (size) of light\n"
4571 "colorscale grey : multiply color of light (1 does nothing)\n"
4572 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
4573 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
4574 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
4575 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
4576 "cubemap basename : set filter cubemap of light (not yet supported)\n"
4577 "shadows 1/0 : turn on/off shadows\n"
4578 "corona n : set corona intensity\n"
4579 "coronasize n : set corona size (0-1)\n"
4580 "ambient n : set ambient intensity (0-1)\n"
4581 "diffuse n : set diffuse intensity (0-1)\n"
4582 "specular n : set specular intensity (0-1)\n"
4583 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
4584 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
4585 "<nothing> : print light properties to console\n"
4589 void R_Shadow_EditLights_CopyInfo_f(void)
4591 if (!r_editlights.integer)
4593 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
4596 if (!r_shadow_selectedlight)
4598 Con_Print("No selected light.\n");
4601 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
4602 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
4603 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
4604 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
4605 if (r_shadow_selectedlight->cubemapname)
4606 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
4608 r_shadow_bufferlight.cubemapname[0] = 0;
4609 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
4610 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
4611 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
4612 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
4613 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
4614 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
4615 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
4618 void R_Shadow_EditLights_PasteInfo_f(void)
4620 if (!r_editlights.integer)
4622 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
4625 if (!r_shadow_selectedlight)
4627 Con_Print("No selected light.\n");
4630 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);
4633 void R_Shadow_EditLights_Init(void)
4635 Cvar_RegisterVariable(&r_editlights);
4636 Cvar_RegisterVariable(&r_editlights_cursordistance);
4637 Cvar_RegisterVariable(&r_editlights_cursorpushback);
4638 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
4639 Cvar_RegisterVariable(&r_editlights_cursorgrid);
4640 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
4641 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
4642 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
4643 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)");
4644 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
4645 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
4646 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
4647 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)");
4648 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
4649 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
4650 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
4651 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
4652 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
4653 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
4654 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)");
4660 =============================================================================
4664 =============================================================================
4667 void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic)
4669 VectorClear(diffusecolor);
4670 VectorClear(diffusenormal);
4672 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
4674 ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient * (2.0f / 128.0f);
4675 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
4678 VectorSet(ambientcolor, 1, 1, 1);
4685 for (i = 0;i < r_refdef.scene.numlights;i++)
4687 light = &r_refdef.scene.lights[i];
4688 Matrix4x4_Transform(&light->matrix_worldtolight, p, v);
4689 f = 1 - VectorLength2(v);
4690 if (f > 0 && CL_Move(p, vec3_origin, vec3_origin, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
4691 VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);