3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however. Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light. This technique is used heavily in many games (Doom3 does not support
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
142 #include "dpsoftrast.h"
146 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
149 static void R_Shadow_EditLights_Init(void);
151 typedef enum r_shadow_rendermode_e
153 R_SHADOW_RENDERMODE_NONE,
154 R_SHADOW_RENDERMODE_ZPASS_STENCIL,
155 R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
156 R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
157 R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
158 R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
159 R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
160 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
161 R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
162 R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
163 R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
164 R_SHADOW_RENDERMODE_LIGHT_GLSL,
165 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
166 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
167 R_SHADOW_RENDERMODE_SHADOWMAP2D
169 r_shadow_rendermode_t;
171 typedef enum r_shadow_shadowmode_e
173 R_SHADOW_SHADOWMODE_STENCIL,
174 R_SHADOW_SHADOWMODE_SHADOWMAP2D
176 r_shadow_shadowmode_t;
178 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
180 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
181 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
182 qboolean r_shadow_usingshadowmap2d;
183 qboolean r_shadow_usingshadowmaportho;
184 int r_shadow_shadowmapside;
185 float r_shadow_shadowmap_texturescale[2];
186 float r_shadow_shadowmap_parameters[4];
188 int r_shadow_drawbuffer;
189 int r_shadow_readbuffer;
191 int r_shadow_cullface_front, r_shadow_cullface_back;
192 GLuint r_shadow_fbo2d;
193 r_shadow_shadowmode_t r_shadow_shadowmode;
194 int r_shadow_shadowmapfilterquality;
195 int r_shadow_shadowmapdepthbits;
196 int r_shadow_shadowmapmaxsize;
197 qboolean r_shadow_shadowmapvsdct;
198 qboolean r_shadow_shadowmapsampler;
199 qboolean r_shadow_shadowmapshadowsampler;
200 int r_shadow_shadowmappcf;
201 int r_shadow_shadowmapborder;
202 matrix4x4_t r_shadow_shadowmapmatrix;
203 int r_shadow_lightscissor[4];
204 qboolean r_shadow_usingdeferredprepass;
206 int maxshadowtriangles;
209 int maxshadowvertices;
210 float *shadowvertex3f;
220 unsigned char *shadowsides;
221 int *shadowsideslist;
228 int r_shadow_buffer_numleafpvsbytes;
229 unsigned char *r_shadow_buffer_visitingleafpvs;
230 unsigned char *r_shadow_buffer_leafpvs;
231 int *r_shadow_buffer_leaflist;
233 int r_shadow_buffer_numsurfacepvsbytes;
234 unsigned char *r_shadow_buffer_surfacepvs;
235 int *r_shadow_buffer_surfacelist;
236 unsigned char *r_shadow_buffer_surfacesides;
238 int r_shadow_buffer_numshadowtrispvsbytes;
239 unsigned char *r_shadow_buffer_shadowtrispvs;
240 int r_shadow_buffer_numlighttrispvsbytes;
241 unsigned char *r_shadow_buffer_lighttrispvs;
243 rtexturepool_t *r_shadow_texturepool;
244 rtexture_t *r_shadow_attenuationgradienttexture;
245 rtexture_t *r_shadow_attenuation2dtexture;
246 rtexture_t *r_shadow_attenuation3dtexture;
247 skinframe_t *r_shadow_lightcorona;
248 rtexture_t *r_shadow_shadowmap2ddepthbuffer;
249 rtexture_t *r_shadow_shadowmap2ddepthtexture;
250 rtexture_t *r_shadow_shadowmapvsdcttexture;
251 int r_shadow_shadowmapsize; // changes for each light based on distance
252 int r_shadow_shadowmaplod; // changes for each light based on distance
254 GLuint r_shadow_prepassgeometryfbo;
255 GLuint r_shadow_prepasslightingdiffusespecularfbo;
256 GLuint r_shadow_prepasslightingdiffusefbo;
257 int r_shadow_prepass_width;
258 int r_shadow_prepass_height;
259 rtexture_t *r_shadow_prepassgeometrydepthbuffer;
260 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
261 rtexture_t *r_shadow_prepasslightingdiffusetexture;
262 rtexture_t *r_shadow_prepasslightingspeculartexture;
264 // keep track of the provided framebuffer info
265 static int r_shadow_fb_fbo;
266 static rtexture_t *r_shadow_fb_depthtexture;
267 static rtexture_t *r_shadow_fb_colortexture;
269 // lights are reloaded when this changes
270 char r_shadow_mapname[MAX_QPATH];
272 // used only for light filters (cubemaps)
273 rtexturepool_t *r_shadow_filters_texturepool;
275 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
276 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
277 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
278 cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
279 cvar_t r_shadow_usebihculling = {0, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"};
280 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
281 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
282 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
283 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
284 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
285 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
286 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
287 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
288 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
289 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
290 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
291 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
292 cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
293 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
294 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
295 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
296 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
297 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
298 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
299 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
300 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
301 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
302 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
303 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
304 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
305 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
306 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
307 cvar_t r_shadow_shadowmapping_useshadowsampler = {CVAR_SAVE, "r_shadow_shadowmapping_useshadowsampler", "1", "whether to use sampler2DShadow if available"};
308 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
309 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
310 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
311 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
312 cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
313 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
314 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
315 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
316 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
317 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
318 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
319 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
320 cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
321 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
322 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
323 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
324 cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"};
325 cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"};
326 cvar_t r_shadow_bouncegrid_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"};
327 cvar_t r_shadow_bouncegrid_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dlightparticlemultiplier", "0", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
328 cvar_t r_shadow_bouncegrid_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
329 cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_SAVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"};
330 cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
331 cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "4", "particles stop at this fraction of light radius (can be more than 1)"};
332 cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "2", "maximum number of bounces for a particle (minimum is 0)"};
333 cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "1", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
334 cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "1", "brightness of particles contributing to bouncegrid texture"};
335 cvar_t r_shadow_bouncegrid_photons = {CVAR_SAVE, "r_shadow_bouncegrid_photons", "2000", "total photons to shoot per update, divided proportionately between lights"};
336 cvar_t r_shadow_bouncegrid_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_spacing", "64", "unit size of bouncegrid pixel"};
337 cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"};
338 cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
339 cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"};
340 cvar_t r_shadow_bouncegrid_static_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_static_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1) when in static mode"};
341 cvar_t r_shadow_bouncegrid_static_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_static_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0) in static mode"};
342 cvar_t r_shadow_bouncegrid_static_photons = {CVAR_SAVE, "r_shadow_bouncegrid_static_photons", "25000", "photons value to use when in static mode"};
343 cvar_t r_shadow_bouncegrid_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"};
344 cvar_t r_shadow_bouncegrid_x = {CVAR_SAVE, "r_shadow_bouncegrid_x", "64", "maximum texture size of bouncegrid on X axis"};
345 cvar_t r_shadow_bouncegrid_y = {CVAR_SAVE, "r_shadow_bouncegrid_y", "64", "maximum texture size of bouncegrid on Y axis"};
346 cvar_t r_shadow_bouncegrid_z = {CVAR_SAVE, "r_shadow_bouncegrid_z", "32", "maximum texture size of bouncegrid on Z axis"};
347 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
348 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"};
349 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
350 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
351 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
352 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
353 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
354 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
355 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
356 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
357 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
358 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
359 cvar_t r_editlights_drawproperties = {0, "r_editlights_drawproperties", "1", "draw properties of currently selected light"};
360 cvar_t r_editlights_current_origin = {0, "r_editlights_current_origin", "0 0 0", "origin of selected light"};
361 cvar_t r_editlights_current_angles = {0, "r_editlights_current_angles", "0 0 0", "angles of selected light"};
362 cvar_t r_editlights_current_color = {0, "r_editlights_current_color", "1 1 1", "color of selected light"};
363 cvar_t r_editlights_current_radius = {0, "r_editlights_current_radius", "0", "radius of selected light"};
364 cvar_t r_editlights_current_corona = {0, "r_editlights_current_corona", "0", "corona intensity of selected light"};
365 cvar_t r_editlights_current_coronasize = {0, "r_editlights_current_coronasize", "0", "corona size of selected light"};
366 cvar_t r_editlights_current_style = {0, "r_editlights_current_style", "0", "style of selected light"};
367 cvar_t r_editlights_current_shadows = {0, "r_editlights_current_shadows", "0", "shadows flag of selected light"};
368 cvar_t r_editlights_current_cubemap = {0, "r_editlights_current_cubemap", "0", "cubemap of selected light"};
369 cvar_t r_editlights_current_ambient = {0, "r_editlights_current_ambient", "0", "ambient intensity of selected light"};
370 cvar_t r_editlights_current_diffuse = {0, "r_editlights_current_diffuse", "1", "diffuse intensity of selected light"};
371 cvar_t r_editlights_current_specular = {0, "r_editlights_current_specular", "1", "specular intensity of selected light"};
372 cvar_t r_editlights_current_normalmode = {0, "r_editlights_current_normalmode", "0", "normalmode flag of selected light"};
373 cvar_t r_editlights_current_realtimemode = {0, "r_editlights_current_realtimemode", "0", "realtimemode flag of selected light"};
376 typedef struct r_shadow_bouncegrid_settings_s
379 qboolean bounceanglediffuse;
380 qboolean directionalshading;
381 qboolean includedirectlighting;
382 float dlightparticlemultiplier;
384 float lightradiusscale;
386 float particlebounceintensity;
387 float particleintensity;
392 r_shadow_bouncegrid_settings_t;
394 r_shadow_bouncegrid_settings_t r_shadow_bouncegridsettings;
395 rtexture_t *r_shadow_bouncegridtexture;
396 matrix4x4_t r_shadow_bouncegridmatrix;
397 vec_t r_shadow_bouncegridintensity;
398 qboolean r_shadow_bouncegriddirectional;
399 static double r_shadow_bouncegridtime;
400 static int r_shadow_bouncegridresolution[3];
401 static int r_shadow_bouncegridnumpixels;
402 static unsigned char *r_shadow_bouncegridpixels;
403 static float *r_shadow_bouncegridhighpixels;
405 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
406 #define ATTENTABLESIZE 256
407 // 1D gradient, 2D circle and 3D sphere attenuation textures
408 #define ATTEN1DSIZE 32
409 #define ATTEN2DSIZE 64
410 #define ATTEN3DSIZE 32
412 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
413 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
414 static float r_shadow_attentable[ATTENTABLESIZE+1];
416 rtlight_t *r_shadow_compilingrtlight;
417 static memexpandablearray_t r_shadow_worldlightsarray;
418 dlight_t *r_shadow_selectedlight;
419 dlight_t r_shadow_bufferlight;
420 vec3_t r_editlights_cursorlocation;
421 qboolean r_editlights_lockcursor;
423 extern int con_vislines;
425 void R_Shadow_UncompileWorldLights(void);
426 void R_Shadow_ClearWorldLights(void);
427 void R_Shadow_SaveWorldLights(void);
428 void R_Shadow_LoadWorldLights(void);
429 void R_Shadow_LoadLightsFile(void);
430 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
431 void R_Shadow_EditLights_Reload_f(void);
432 void R_Shadow_ValidateCvars(void);
433 static void R_Shadow_MakeTextures(void);
435 #define EDLIGHTSPRSIZE 8
436 skinframe_t *r_editlights_sprcursor;
437 skinframe_t *r_editlights_sprlight;
438 skinframe_t *r_editlights_sprnoshadowlight;
439 skinframe_t *r_editlights_sprcubemaplight;
440 skinframe_t *r_editlights_sprcubemapnoshadowlight;
441 skinframe_t *r_editlights_sprselection;
443 static void R_Shadow_SetShadowMode(void)
445 r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
446 r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
447 r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
448 r_shadow_shadowmapshadowsampler = r_shadow_shadowmapping_useshadowsampler.integer != 0;
449 r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
450 r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
451 r_shadow_shadowmaplod = -1;
452 r_shadow_shadowmapsize = 0;
453 r_shadow_shadowmapsampler = false;
454 r_shadow_shadowmappcf = 0;
455 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
456 if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
458 switch(vid.renderpath)
460 case RENDERPATH_GL20:
461 if(r_shadow_shadowmapfilterquality < 0)
463 if (!r_fb.usedepthtextures)
464 r_shadow_shadowmappcf = 1;
465 else if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
466 r_shadow_shadowmappcf = 1;
467 else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD"))
469 r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
470 r_shadow_shadowmappcf = 1;
472 else if((strstr(gl_vendor, "ATI") || strstr(gl_vendor, "Advanced Micro Devices")) && !strstr(gl_renderer, "Mesa") && !strstr(gl_version, "Mesa"))
473 r_shadow_shadowmappcf = 1;
475 r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
479 switch (r_shadow_shadowmapfilterquality)
482 r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
485 r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
486 r_shadow_shadowmappcf = 1;
489 r_shadow_shadowmappcf = 1;
492 r_shadow_shadowmappcf = 2;
496 if (!r_fb.usedepthtextures)
497 r_shadow_shadowmapsampler = false;
498 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
500 case RENDERPATH_D3D9:
501 case RENDERPATH_D3D10:
502 case RENDERPATH_D3D11:
503 case RENDERPATH_SOFT:
504 r_shadow_shadowmapsampler = false;
505 r_shadow_shadowmappcf = 1;
506 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
508 case RENDERPATH_GL11:
509 case RENDERPATH_GL13:
510 case RENDERPATH_GLES1:
511 case RENDERPATH_GLES2:
516 if(R_CompileShader_CheckStaticParms())
520 qboolean R_Shadow_ShadowMappingEnabled(void)
522 switch (r_shadow_shadowmode)
524 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
531 static void R_Shadow_FreeShadowMaps(void)
533 R_Shadow_SetShadowMode();
535 R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
539 if (r_shadow_shadowmap2ddepthtexture)
540 R_FreeTexture(r_shadow_shadowmap2ddepthtexture);
541 r_shadow_shadowmap2ddepthtexture = NULL;
543 if (r_shadow_shadowmap2ddepthbuffer)
544 R_FreeTexture(r_shadow_shadowmap2ddepthbuffer);
545 r_shadow_shadowmap2ddepthbuffer = NULL;
547 if (r_shadow_shadowmapvsdcttexture)
548 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
549 r_shadow_shadowmapvsdcttexture = NULL;
552 static void r_shadow_start(void)
554 // allocate vertex processing arrays
555 r_shadow_bouncegridpixels = NULL;
556 r_shadow_bouncegridhighpixels = NULL;
557 r_shadow_bouncegridnumpixels = 0;
558 r_shadow_bouncegridtexture = NULL;
559 r_shadow_bouncegriddirectional = false;
560 r_shadow_attenuationgradienttexture = NULL;
561 r_shadow_attenuation2dtexture = NULL;
562 r_shadow_attenuation3dtexture = NULL;
563 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
564 r_shadow_shadowmap2ddepthtexture = NULL;
565 r_shadow_shadowmap2ddepthbuffer = NULL;
566 r_shadow_shadowmapvsdcttexture = NULL;
567 r_shadow_shadowmapmaxsize = 0;
568 r_shadow_shadowmapsize = 0;
569 r_shadow_shadowmaplod = 0;
570 r_shadow_shadowmapfilterquality = -1;
571 r_shadow_shadowmapdepthbits = 0;
572 r_shadow_shadowmapvsdct = false;
573 r_shadow_shadowmapsampler = false;
574 r_shadow_shadowmappcf = 0;
577 R_Shadow_FreeShadowMaps();
579 r_shadow_texturepool = NULL;
580 r_shadow_filters_texturepool = NULL;
581 R_Shadow_ValidateCvars();
582 R_Shadow_MakeTextures();
583 maxshadowtriangles = 0;
584 shadowelements = NULL;
585 maxshadowvertices = 0;
586 shadowvertex3f = NULL;
594 shadowmarklist = NULL;
599 shadowsideslist = NULL;
600 r_shadow_buffer_numleafpvsbytes = 0;
601 r_shadow_buffer_visitingleafpvs = NULL;
602 r_shadow_buffer_leafpvs = NULL;
603 r_shadow_buffer_leaflist = NULL;
604 r_shadow_buffer_numsurfacepvsbytes = 0;
605 r_shadow_buffer_surfacepvs = NULL;
606 r_shadow_buffer_surfacelist = NULL;
607 r_shadow_buffer_surfacesides = NULL;
608 r_shadow_buffer_numshadowtrispvsbytes = 0;
609 r_shadow_buffer_shadowtrispvs = NULL;
610 r_shadow_buffer_numlighttrispvsbytes = 0;
611 r_shadow_buffer_lighttrispvs = NULL;
613 r_shadow_usingdeferredprepass = false;
614 r_shadow_prepass_width = r_shadow_prepass_height = 0;
617 static void R_Shadow_FreeDeferred(void);
618 static void r_shadow_shutdown(void)
621 R_Shadow_UncompileWorldLights();
623 R_Shadow_FreeShadowMaps();
625 r_shadow_usingdeferredprepass = false;
626 if (r_shadow_prepass_width)
627 R_Shadow_FreeDeferred();
628 r_shadow_prepass_width = r_shadow_prepass_height = 0;
631 r_shadow_bouncegridtexture = NULL;
632 r_shadow_bouncegridpixels = NULL;
633 r_shadow_bouncegridhighpixels = NULL;
634 r_shadow_bouncegridnumpixels = 0;
635 r_shadow_bouncegriddirectional = false;
636 r_shadow_attenuationgradienttexture = NULL;
637 r_shadow_attenuation2dtexture = NULL;
638 r_shadow_attenuation3dtexture = NULL;
639 R_FreeTexturePool(&r_shadow_texturepool);
640 R_FreeTexturePool(&r_shadow_filters_texturepool);
641 maxshadowtriangles = 0;
643 Mem_Free(shadowelements);
644 shadowelements = NULL;
646 Mem_Free(shadowvertex3f);
647 shadowvertex3f = NULL;
650 Mem_Free(vertexupdate);
653 Mem_Free(vertexremap);
659 Mem_Free(shadowmark);
662 Mem_Free(shadowmarklist);
663 shadowmarklist = NULL;
668 Mem_Free(shadowsides);
671 Mem_Free(shadowsideslist);
672 shadowsideslist = NULL;
673 r_shadow_buffer_numleafpvsbytes = 0;
674 if (r_shadow_buffer_visitingleafpvs)
675 Mem_Free(r_shadow_buffer_visitingleafpvs);
676 r_shadow_buffer_visitingleafpvs = NULL;
677 if (r_shadow_buffer_leafpvs)
678 Mem_Free(r_shadow_buffer_leafpvs);
679 r_shadow_buffer_leafpvs = NULL;
680 if (r_shadow_buffer_leaflist)
681 Mem_Free(r_shadow_buffer_leaflist);
682 r_shadow_buffer_leaflist = NULL;
683 r_shadow_buffer_numsurfacepvsbytes = 0;
684 if (r_shadow_buffer_surfacepvs)
685 Mem_Free(r_shadow_buffer_surfacepvs);
686 r_shadow_buffer_surfacepvs = NULL;
687 if (r_shadow_buffer_surfacelist)
688 Mem_Free(r_shadow_buffer_surfacelist);
689 r_shadow_buffer_surfacelist = NULL;
690 if (r_shadow_buffer_surfacesides)
691 Mem_Free(r_shadow_buffer_surfacesides);
692 r_shadow_buffer_surfacesides = NULL;
693 r_shadow_buffer_numshadowtrispvsbytes = 0;
694 if (r_shadow_buffer_shadowtrispvs)
695 Mem_Free(r_shadow_buffer_shadowtrispvs);
696 r_shadow_buffer_numlighttrispvsbytes = 0;
697 if (r_shadow_buffer_lighttrispvs)
698 Mem_Free(r_shadow_buffer_lighttrispvs);
701 static void r_shadow_newmap(void)
703 if (r_shadow_bouncegridtexture) R_FreeTexture(r_shadow_bouncegridtexture);r_shadow_bouncegridtexture = NULL;
704 if (r_shadow_lightcorona) R_SkinFrame_MarkUsed(r_shadow_lightcorona);
705 if (r_editlights_sprcursor) R_SkinFrame_MarkUsed(r_editlights_sprcursor);
706 if (r_editlights_sprlight) R_SkinFrame_MarkUsed(r_editlights_sprlight);
707 if (r_editlights_sprnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
708 if (r_editlights_sprcubemaplight) R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
709 if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
710 if (r_editlights_sprselection) R_SkinFrame_MarkUsed(r_editlights_sprselection);
711 if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
712 R_Shadow_EditLights_Reload_f();
715 void R_Shadow_Init(void)
717 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
718 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
719 Cvar_RegisterVariable(&r_shadow_usebihculling);
720 Cvar_RegisterVariable(&r_shadow_usenormalmap);
721 Cvar_RegisterVariable(&r_shadow_debuglight);
722 Cvar_RegisterVariable(&r_shadow_deferred);
723 Cvar_RegisterVariable(&r_shadow_gloss);
724 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
725 Cvar_RegisterVariable(&r_shadow_glossintensity);
726 Cvar_RegisterVariable(&r_shadow_glossexponent);
727 Cvar_RegisterVariable(&r_shadow_gloss2exponent);
728 Cvar_RegisterVariable(&r_shadow_glossexact);
729 Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
730 Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
731 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
732 Cvar_RegisterVariable(&r_shadow_lightradiusscale);
733 Cvar_RegisterVariable(&r_shadow_projectdistance);
734 Cvar_RegisterVariable(&r_shadow_frontsidecasting);
735 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
736 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
737 Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
738 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
739 Cvar_RegisterVariable(&r_shadow_realtime_world);
740 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
741 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
742 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
743 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
744 Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
745 Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
746 Cvar_RegisterVariable(&r_shadow_scissor);
747 Cvar_RegisterVariable(&r_shadow_shadowmapping);
748 Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
749 Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
750 Cvar_RegisterVariable(&r_shadow_shadowmapping_useshadowsampler);
751 Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
752 Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
753 Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
754 Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
755 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
756 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
757 Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
758 Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
759 Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
760 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
761 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
762 Cvar_RegisterVariable(&r_shadow_sortsurfaces);
763 Cvar_RegisterVariable(&r_shadow_polygonfactor);
764 Cvar_RegisterVariable(&r_shadow_polygonoffset);
765 Cvar_RegisterVariable(&r_shadow_texture3d);
766 Cvar_RegisterVariable(&r_shadow_bouncegrid);
767 Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
768 Cvar_RegisterVariable(&r_shadow_bouncegrid_directionalshading);
769 Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier);
770 Cvar_RegisterVariable(&r_shadow_bouncegrid_hitmodels);
771 Cvar_RegisterVariable(&r_shadow_bouncegrid_includedirectlighting);
772 Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
773 Cvar_RegisterVariable(&r_shadow_bouncegrid_lightradiusscale);
774 Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce);
775 Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
776 Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
777 Cvar_RegisterVariable(&r_shadow_bouncegrid_photons);
778 Cvar_RegisterVariable(&r_shadow_bouncegrid_spacing);
779 Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom);
780 Cvar_RegisterVariable(&r_shadow_bouncegrid_static);
781 Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading);
782 Cvar_RegisterVariable(&r_shadow_bouncegrid_static_lightradiusscale);
783 Cvar_RegisterVariable(&r_shadow_bouncegrid_static_maxbounce);
784 Cvar_RegisterVariable(&r_shadow_bouncegrid_static_photons);
785 Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval);
786 Cvar_RegisterVariable(&r_shadow_bouncegrid_x);
787 Cvar_RegisterVariable(&r_shadow_bouncegrid_y);
788 Cvar_RegisterVariable(&r_shadow_bouncegrid_z);
789 Cvar_RegisterVariable(&r_coronas);
790 Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
791 Cvar_RegisterVariable(&r_coronas_occlusionquery);
792 Cvar_RegisterVariable(&gl_flashblend);
793 Cvar_RegisterVariable(&gl_ext_separatestencil);
794 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
795 R_Shadow_EditLights_Init();
796 Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
797 maxshadowtriangles = 0;
798 shadowelements = NULL;
799 maxshadowvertices = 0;
800 shadowvertex3f = NULL;
808 shadowmarklist = NULL;
813 shadowsideslist = NULL;
814 r_shadow_buffer_numleafpvsbytes = 0;
815 r_shadow_buffer_visitingleafpvs = NULL;
816 r_shadow_buffer_leafpvs = NULL;
817 r_shadow_buffer_leaflist = NULL;
818 r_shadow_buffer_numsurfacepvsbytes = 0;
819 r_shadow_buffer_surfacepvs = NULL;
820 r_shadow_buffer_surfacelist = NULL;
821 r_shadow_buffer_surfacesides = NULL;
822 r_shadow_buffer_shadowtrispvs = NULL;
823 r_shadow_buffer_lighttrispvs = NULL;
824 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
827 matrix4x4_t matrix_attenuationxyz =
830 {0.5, 0.0, 0.0, 0.5},
831 {0.0, 0.5, 0.0, 0.5},
832 {0.0, 0.0, 0.5, 0.5},
837 matrix4x4_t matrix_attenuationz =
840 {0.0, 0.0, 0.5, 0.5},
841 {0.0, 0.0, 0.0, 0.5},
842 {0.0, 0.0, 0.0, 0.5},
847 static void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
849 numvertices = ((numvertices + 255) & ~255) * vertscale;
850 numtriangles = ((numtriangles + 255) & ~255) * triscale;
851 // make sure shadowelements is big enough for this volume
852 if (maxshadowtriangles < numtriangles)
854 maxshadowtriangles = numtriangles;
856 Mem_Free(shadowelements);
857 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
859 // make sure shadowvertex3f is big enough for this volume
860 if (maxshadowvertices < numvertices)
862 maxshadowvertices = numvertices;
864 Mem_Free(shadowvertex3f);
865 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
869 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
871 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
872 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
873 int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
874 int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
875 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
877 if (r_shadow_buffer_visitingleafpvs)
878 Mem_Free(r_shadow_buffer_visitingleafpvs);
879 if (r_shadow_buffer_leafpvs)
880 Mem_Free(r_shadow_buffer_leafpvs);
881 if (r_shadow_buffer_leaflist)
882 Mem_Free(r_shadow_buffer_leaflist);
883 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
884 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
885 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
886 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
888 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
890 if (r_shadow_buffer_surfacepvs)
891 Mem_Free(r_shadow_buffer_surfacepvs);
892 if (r_shadow_buffer_surfacelist)
893 Mem_Free(r_shadow_buffer_surfacelist);
894 if (r_shadow_buffer_surfacesides)
895 Mem_Free(r_shadow_buffer_surfacesides);
896 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
897 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
898 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
899 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
901 if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
903 if (r_shadow_buffer_shadowtrispvs)
904 Mem_Free(r_shadow_buffer_shadowtrispvs);
905 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
906 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
908 if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
910 if (r_shadow_buffer_lighttrispvs)
911 Mem_Free(r_shadow_buffer_lighttrispvs);
912 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
913 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
917 void R_Shadow_PrepareShadowMark(int numtris)
919 // make sure shadowmark is big enough for this volume
920 if (maxshadowmark < numtris)
922 maxshadowmark = numtris;
924 Mem_Free(shadowmark);
926 Mem_Free(shadowmarklist);
927 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
928 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
932 // if shadowmarkcount wrapped we clear the array and adjust accordingly
933 if (shadowmarkcount == 0)
936 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
941 void R_Shadow_PrepareShadowSides(int numtris)
943 if (maxshadowsides < numtris)
945 maxshadowsides = numtris;
947 Mem_Free(shadowsides);
949 Mem_Free(shadowsideslist);
950 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
951 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
956 static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
959 int outtriangles = 0, outvertices = 0;
962 float ratio, direction[3], projectvector[3];
964 if (projectdirection)
965 VectorScale(projectdirection, projectdistance, projectvector);
967 VectorClear(projectvector);
969 // create the vertices
970 if (projectdirection)
972 for (i = 0;i < numshadowmarktris;i++)
974 element = inelement3i + shadowmarktris[i] * 3;
975 for (j = 0;j < 3;j++)
977 if (vertexupdate[element[j]] != vertexupdatenum)
979 vertexupdate[element[j]] = vertexupdatenum;
980 vertexremap[element[j]] = outvertices;
981 vertex = invertex3f + element[j] * 3;
982 // project one copy of the vertex according to projectvector
983 VectorCopy(vertex, outvertex3f);
984 VectorAdd(vertex, projectvector, (outvertex3f + 3));
993 for (i = 0;i < numshadowmarktris;i++)
995 element = inelement3i + shadowmarktris[i] * 3;
996 for (j = 0;j < 3;j++)
998 if (vertexupdate[element[j]] != vertexupdatenum)
1000 vertexupdate[element[j]] = vertexupdatenum;
1001 vertexremap[element[j]] = outvertices;
1002 vertex = invertex3f + element[j] * 3;
1003 // project one copy of the vertex to the sphere radius of the light
1004 // (FIXME: would projecting it to the light box be better?)
1005 VectorSubtract(vertex, projectorigin, direction);
1006 ratio = projectdistance / VectorLength(direction);
1007 VectorCopy(vertex, outvertex3f);
1008 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1016 if (r_shadow_frontsidecasting.integer)
1018 for (i = 0;i < numshadowmarktris;i++)
1020 int remappedelement[3];
1022 const int *neighbortriangle;
1024 markindex = shadowmarktris[i] * 3;
1025 element = inelement3i + markindex;
1026 neighbortriangle = inneighbor3i + markindex;
1027 // output the front and back triangles
1028 outelement3i[0] = vertexremap[element[0]];
1029 outelement3i[1] = vertexremap[element[1]];
1030 outelement3i[2] = vertexremap[element[2]];
1031 outelement3i[3] = vertexremap[element[2]] + 1;
1032 outelement3i[4] = vertexremap[element[1]] + 1;
1033 outelement3i[5] = vertexremap[element[0]] + 1;
1037 // output the sides (facing outward from this triangle)
1038 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1040 remappedelement[0] = vertexremap[element[0]];
1041 remappedelement[1] = vertexremap[element[1]];
1042 outelement3i[0] = remappedelement[1];
1043 outelement3i[1] = remappedelement[0];
1044 outelement3i[2] = remappedelement[0] + 1;
1045 outelement3i[3] = remappedelement[1];
1046 outelement3i[4] = remappedelement[0] + 1;
1047 outelement3i[5] = remappedelement[1] + 1;
1052 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1054 remappedelement[1] = vertexremap[element[1]];
1055 remappedelement[2] = vertexremap[element[2]];
1056 outelement3i[0] = remappedelement[2];
1057 outelement3i[1] = remappedelement[1];
1058 outelement3i[2] = remappedelement[1] + 1;
1059 outelement3i[3] = remappedelement[2];
1060 outelement3i[4] = remappedelement[1] + 1;
1061 outelement3i[5] = remappedelement[2] + 1;
1066 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1068 remappedelement[0] = vertexremap[element[0]];
1069 remappedelement[2] = vertexremap[element[2]];
1070 outelement3i[0] = remappedelement[0];
1071 outelement3i[1] = remappedelement[2];
1072 outelement3i[2] = remappedelement[2] + 1;
1073 outelement3i[3] = remappedelement[0];
1074 outelement3i[4] = remappedelement[2] + 1;
1075 outelement3i[5] = remappedelement[0] + 1;
1084 for (i = 0;i < numshadowmarktris;i++)
1086 int remappedelement[3];
1088 const int *neighbortriangle;
1090 markindex = shadowmarktris[i] * 3;
1091 element = inelement3i + markindex;
1092 neighbortriangle = inneighbor3i + markindex;
1093 // output the front and back triangles
1094 outelement3i[0] = vertexremap[element[2]];
1095 outelement3i[1] = vertexremap[element[1]];
1096 outelement3i[2] = vertexremap[element[0]];
1097 outelement3i[3] = vertexremap[element[0]] + 1;
1098 outelement3i[4] = vertexremap[element[1]] + 1;
1099 outelement3i[5] = vertexremap[element[2]] + 1;
1103 // output the sides (facing outward from this triangle)
1104 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1106 remappedelement[0] = vertexremap[element[0]];
1107 remappedelement[1] = vertexremap[element[1]];
1108 outelement3i[0] = remappedelement[0];
1109 outelement3i[1] = remappedelement[1];
1110 outelement3i[2] = remappedelement[1] + 1;
1111 outelement3i[3] = remappedelement[0];
1112 outelement3i[4] = remappedelement[1] + 1;
1113 outelement3i[5] = remappedelement[0] + 1;
1118 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1120 remappedelement[1] = vertexremap[element[1]];
1121 remappedelement[2] = vertexremap[element[2]];
1122 outelement3i[0] = remappedelement[1];
1123 outelement3i[1] = remappedelement[2];
1124 outelement3i[2] = remappedelement[2] + 1;
1125 outelement3i[3] = remappedelement[1];
1126 outelement3i[4] = remappedelement[2] + 1;
1127 outelement3i[5] = remappedelement[1] + 1;
1132 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1134 remappedelement[0] = vertexremap[element[0]];
1135 remappedelement[2] = vertexremap[element[2]];
1136 outelement3i[0] = remappedelement[2];
1137 outelement3i[1] = remappedelement[0];
1138 outelement3i[2] = remappedelement[0] + 1;
1139 outelement3i[3] = remappedelement[2];
1140 outelement3i[4] = remappedelement[0] + 1;
1141 outelement3i[5] = remappedelement[2] + 1;
1149 *outnumvertices = outvertices;
1150 return outtriangles;
1153 static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
1156 int outtriangles = 0, outvertices = 0;
1158 const float *vertex;
1159 float ratio, direction[3], projectvector[3];
1162 if (projectdirection)
1163 VectorScale(projectdirection, projectdistance, projectvector);
1165 VectorClear(projectvector);
1167 for (i = 0;i < numshadowmarktris;i++)
1169 int remappedelement[3];
1171 const int *neighbortriangle;
1173 markindex = shadowmarktris[i] * 3;
1174 neighbortriangle = inneighbor3i + markindex;
1175 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1176 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1177 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1178 if (side[0] + side[1] + side[2] == 0)
1182 element = inelement3i + markindex;
1184 // create the vertices
1185 for (j = 0;j < 3;j++)
1187 if (side[j] + side[j+1] == 0)
1190 if (vertexupdate[k] != vertexupdatenum)
1192 vertexupdate[k] = vertexupdatenum;
1193 vertexremap[k] = outvertices;
1194 vertex = invertex3f + k * 3;
1195 VectorCopy(vertex, outvertex3f);
1196 if (projectdirection)
1198 // project one copy of the vertex according to projectvector
1199 VectorAdd(vertex, projectvector, (outvertex3f + 3));
1203 // project one copy of the vertex to the sphere radius of the light
1204 // (FIXME: would projecting it to the light box be better?)
1205 VectorSubtract(vertex, projectorigin, direction);
1206 ratio = projectdistance / VectorLength(direction);
1207 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1214 // output the sides (facing outward from this triangle)
1217 remappedelement[0] = vertexremap[element[0]];
1218 remappedelement[1] = vertexremap[element[1]];
1219 outelement3i[0] = remappedelement[1];
1220 outelement3i[1] = remappedelement[0];
1221 outelement3i[2] = remappedelement[0] + 1;
1222 outelement3i[3] = remappedelement[1];
1223 outelement3i[4] = remappedelement[0] + 1;
1224 outelement3i[5] = remappedelement[1] + 1;
1231 remappedelement[1] = vertexremap[element[1]];
1232 remappedelement[2] = vertexremap[element[2]];
1233 outelement3i[0] = remappedelement[2];
1234 outelement3i[1] = remappedelement[1];
1235 outelement3i[2] = remappedelement[1] + 1;
1236 outelement3i[3] = remappedelement[2];
1237 outelement3i[4] = remappedelement[1] + 1;
1238 outelement3i[5] = remappedelement[2] + 1;
1245 remappedelement[0] = vertexremap[element[0]];
1246 remappedelement[2] = vertexremap[element[2]];
1247 outelement3i[0] = remappedelement[0];
1248 outelement3i[1] = remappedelement[2];
1249 outelement3i[2] = remappedelement[2] + 1;
1250 outelement3i[3] = remappedelement[0];
1251 outelement3i[4] = remappedelement[2] + 1;
1252 outelement3i[5] = remappedelement[0] + 1;
1259 *outnumvertices = outvertices;
1260 return outtriangles;
1263 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
1269 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1271 tend = firsttriangle + numtris;
1272 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1274 // surface box entirely inside light box, no box cull
1275 if (projectdirection)
1277 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1279 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1280 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1281 shadowmarklist[numshadowmark++] = t;
1286 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1287 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1288 shadowmarklist[numshadowmark++] = t;
1293 // surface box not entirely inside light box, cull each triangle
1294 if (projectdirection)
1296 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1298 v[0] = invertex3f + e[0] * 3;
1299 v[1] = invertex3f + e[1] * 3;
1300 v[2] = invertex3f + e[2] * 3;
1301 TriangleNormal(v[0], v[1], v[2], normal);
1302 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1303 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1304 shadowmarklist[numshadowmark++] = t;
1309 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1311 v[0] = invertex3f + e[0] * 3;
1312 v[1] = invertex3f + e[1] * 3;
1313 v[2] = invertex3f + e[2] * 3;
1314 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1315 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1316 shadowmarklist[numshadowmark++] = t;
1322 static qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1327 if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1329 // check if the shadow volume intersects the near plane
1331 // a ray between the eye and light origin may intersect the caster,
1332 // indicating that the shadow may touch the eye location, however we must
1333 // test the near plane (a polygon), not merely the eye location, so it is
1334 // easiest to enlarge the caster bounding shape slightly for this.
1340 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs)
1342 int i, tris, outverts;
1343 if (projectdistance < 0.1)
1345 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1348 if (!numverts || !nummarktris)
1350 // make sure shadowelements is big enough for this volume
1351 if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1352 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1354 if (maxvertexupdate < numverts)
1356 maxvertexupdate = numverts;
1358 Mem_Free(vertexupdate);
1360 Mem_Free(vertexremap);
1361 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1362 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1363 vertexupdatenum = 0;
1366 if (vertexupdatenum == 0)
1368 vertexupdatenum = 1;
1369 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1370 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1373 for (i = 0;i < nummarktris;i++)
1374 shadowmark[marktris[i]] = shadowmarkcount;
1376 if (r_shadow_compilingrtlight)
1378 // if we're compiling an rtlight, capture the mesh
1379 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1380 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1381 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1382 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1384 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1386 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1387 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1388 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1392 // decide which type of shadow to generate and set stencil mode
1393 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1394 // generate the sides or a solid volume, depending on type
1395 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1396 tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1398 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1399 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1400 r_refdef.stats.lights_shadowtriangles += tris;
1401 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1403 // increment stencil if frontface is infront of depthbuffer
1404 GL_CullFace(r_refdef.view.cullface_front);
1405 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
1406 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1407 // decrement stencil if backface is infront of depthbuffer
1408 GL_CullFace(r_refdef.view.cullface_back);
1409 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
1411 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1413 // decrement stencil if backface is behind depthbuffer
1414 GL_CullFace(r_refdef.view.cullface_front);
1415 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
1416 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1417 // increment stencil if frontface is behind depthbuffer
1418 GL_CullFace(r_refdef.view.cullface_back);
1419 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
1421 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1422 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1426 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1428 // p1, p2, p3 are in the cubemap's local coordinate system
1429 // bias = border/(size - border)
1432 float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1433 dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1434 dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1435 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1437 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1438 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1439 | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1440 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1442 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1443 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1444 | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1446 dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1447 dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1448 dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1449 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1451 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1452 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1453 | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1454 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1456 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1457 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1458 | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1460 dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1461 dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1462 dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1463 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1465 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1466 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1467 | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1468 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1470 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1471 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1472 | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1477 static int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1479 vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1480 float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1483 VectorSubtract(maxs, mins, radius);
1484 VectorScale(radius, 0.5f, radius);
1485 VectorAdd(mins, radius, center);
1486 Matrix4x4_Transform(worldtolight, center, lightcenter);
1487 Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1488 VectorSubtract(lightcenter, lightradius, pmin);
1489 VectorAdd(lightcenter, lightradius, pmax);
1491 dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1492 dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1493 if(ap1 > bias*an1 && ap2 > bias*an2)
1495 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1496 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1497 if(an1 > bias*ap1 && an2 > bias*ap2)
1499 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1500 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1502 dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1503 dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1504 if(ap1 > bias*an1 && ap2 > bias*an2)
1506 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1507 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1508 if(an1 > bias*ap1 && an2 > bias*ap2)
1510 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1511 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1513 dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1514 dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1515 if(ap1 > bias*an1 && ap2 > bias*an2)
1517 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1518 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1519 if(an1 > bias*ap1 && an2 > bias*ap2)
1521 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1522 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1527 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1529 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1531 // p is in the cubemap's local coordinate system
1532 // bias = border/(size - border)
1533 float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1534 float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1535 float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1537 if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1538 if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1539 if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1540 if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1541 if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1542 if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1546 static int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1550 int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1551 float scale = (size - 2*border)/size, len;
1552 float bias = border / (float)(size - border), dp, dn, ap, an;
1553 // check if cone enclosing side would cross frustum plane
1554 scale = 2 / (scale*scale + 2);
1555 for (i = 0;i < 5;i++)
1557 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1559 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1560 len = scale*VectorLength2(n);
1561 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1562 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1563 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1565 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1567 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1568 len = scale*VectorLength(n);
1569 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1570 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1571 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1573 // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1574 // check if frustum corners/origin cross plane sides
1576 // infinite version, assumes frustum corners merely give direction and extend to infinite distance
1577 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
1578 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1579 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1580 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1581 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1582 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1583 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1584 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1585 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1586 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1587 for (i = 0;i < 4;i++)
1589 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
1590 VectorSubtract(n, p, n);
1591 dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
1592 if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
1593 if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
1594 dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
1595 if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
1596 if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
1597 dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
1598 if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
1599 if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
1602 // finite version, assumes corners are a finite distance from origin dependent on far plane
1603 for (i = 0;i < 5;i++)
1605 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1606 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1607 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1608 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1609 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1610 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1611 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1612 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1613 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1614 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1617 return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1620 int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals)
1628 int mask, surfacemask = 0;
1629 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1631 bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1632 tend = firsttriangle + numtris;
1633 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1635 // surface box entirely inside light box, no box cull
1636 if (projectdirection)
1638 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1640 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1641 TriangleNormal(v[0], v[1], v[2], normal);
1642 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1644 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1645 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1646 surfacemask |= mask;
1649 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1650 shadowsides[numshadowsides] = mask;
1651 shadowsideslist[numshadowsides++] = t;
1658 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1660 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1661 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1663 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1664 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1665 surfacemask |= mask;
1668 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1669 shadowsides[numshadowsides] = mask;
1670 shadowsideslist[numshadowsides++] = t;
1678 // surface box not entirely inside light box, cull each triangle
1679 if (projectdirection)
1681 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1683 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1684 TriangleNormal(v[0], v[1], v[2], normal);
1685 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1686 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1688 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1689 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1690 surfacemask |= mask;
1693 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1694 shadowsides[numshadowsides] = mask;
1695 shadowsideslist[numshadowsides++] = t;
1702 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1704 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1705 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1706 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1708 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1709 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1710 surfacemask |= mask;
1713 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1714 shadowsides[numshadowsides] = mask;
1715 shadowsideslist[numshadowsides++] = t;
1724 void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris)
1726 int i, j, outtriangles = 0;
1727 int *outelement3i[6];
1728 if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1730 outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1731 // make sure shadowelements is big enough for this mesh
1732 if (maxshadowtriangles < outtriangles)
1733 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1735 // compute the offset and size of the separate index lists for each cubemap side
1737 for (i = 0;i < 6;i++)
1739 outelement3i[i] = shadowelements + outtriangles * 3;
1740 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1741 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1742 outtriangles += sidetotals[i];
1745 // gather up the (sparse) triangles into separate index lists for each cubemap side
1746 for (i = 0;i < numsidetris;i++)
1748 const int *element = elements + sidetris[i] * 3;
1749 for (j = 0;j < 6;j++)
1751 if (sides[i] & (1 << j))
1753 outelement3i[j][0] = element[0];
1754 outelement3i[j][1] = element[1];
1755 outelement3i[j][2] = element[2];
1756 outelement3i[j] += 3;
1761 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1764 static void R_Shadow_MakeTextures_MakeCorona(void)
1768 unsigned char pixels[32][32][4];
1769 for (y = 0;y < 32;y++)
1771 dy = (y - 15.5f) * (1.0f / 16.0f);
1772 for (x = 0;x < 32;x++)
1774 dx = (x - 15.5f) * (1.0f / 16.0f);
1775 a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1776 a = bound(0, a, 255);
1777 pixels[y][x][0] = a;
1778 pixels[y][x][1] = a;
1779 pixels[y][x][2] = a;
1780 pixels[y][x][3] = 255;
1783 r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32, false);
1786 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1788 float dist = sqrt(x*x+y*y+z*z);
1789 float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1790 // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1791 return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1794 static void R_Shadow_MakeTextures(void)
1797 float intensity, dist;
1799 R_Shadow_FreeShadowMaps();
1800 R_FreeTexturePool(&r_shadow_texturepool);
1801 r_shadow_texturepool = R_AllocTexturePool();
1802 r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1803 r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1804 data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1805 // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1806 for (x = 0;x <= ATTENTABLESIZE;x++)
1808 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1809 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1810 r_shadow_attentable[x] = bound(0, intensity, 1);
1812 // 1D gradient texture
1813 for (x = 0;x < ATTEN1DSIZE;x++)
1814 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1815 r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1816 // 2D circle texture
1817 for (y = 0;y < ATTEN2DSIZE;y++)
1818 for (x = 0;x < ATTEN2DSIZE;x++)
1819 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);
1820 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1821 // 3D sphere texture
1822 if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1824 for (z = 0;z < ATTEN3DSIZE;z++)
1825 for (y = 0;y < ATTEN3DSIZE;y++)
1826 for (x = 0;x < ATTEN3DSIZE;x++)
1827 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));
1828 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1831 r_shadow_attenuation3dtexture = NULL;
1834 R_Shadow_MakeTextures_MakeCorona();
1836 // Editor light sprites
1837 r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1854 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1855 r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1872 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1873 r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1890 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1891 r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1908 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1909 r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1926 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1927 r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1944 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1947 void R_Shadow_ValidateCvars(void)
1949 if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1950 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1951 if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1952 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1953 if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1954 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1957 void R_Shadow_RenderMode_Begin(void)
1963 R_Shadow_ValidateCvars();
1965 if (!r_shadow_attenuation2dtexture
1966 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1967 || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1968 || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1969 R_Shadow_MakeTextures();
1972 R_Mesh_ResetTextureState();
1973 GL_BlendFunc(GL_ONE, GL_ZERO);
1974 GL_DepthRange(0, 1);
1975 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1977 GL_DepthMask(false);
1978 GL_Color(0, 0, 0, 1);
1979 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1981 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1983 if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1985 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1986 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1988 else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1990 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1991 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1995 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1996 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1999 switch(vid.renderpath)
2001 case RENDERPATH_GL20:
2002 case RENDERPATH_D3D9:
2003 case RENDERPATH_D3D10:
2004 case RENDERPATH_D3D11:
2005 case RENDERPATH_SOFT:
2006 case RENDERPATH_GLES2:
2007 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
2009 case RENDERPATH_GL11:
2010 case RENDERPATH_GL13:
2011 case RENDERPATH_GLES1:
2012 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
2013 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
2014 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
2015 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
2016 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
2017 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
2019 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
2025 qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
2026 qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
2027 r_shadow_drawbuffer = drawbuffer;
2028 r_shadow_readbuffer = readbuffer;
2030 r_shadow_cullface_front = r_refdef.view.cullface_front;
2031 r_shadow_cullface_back = r_refdef.view.cullface_back;
2034 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
2036 rsurface.rtlight = rtlight;
2039 void R_Shadow_RenderMode_Reset(void)
2041 R_Mesh_ResetTextureState();
2042 R_Mesh_SetRenderTargets(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture, NULL, NULL, NULL);
2043 R_SetViewport(&r_refdef.view.viewport);
2044 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
2045 GL_DepthRange(0, 1);
2047 GL_DepthMask(false);
2048 GL_DepthFunc(GL_LEQUAL);
2049 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2050 r_refdef.view.cullface_front = r_shadow_cullface_front;
2051 r_refdef.view.cullface_back = r_shadow_cullface_back;
2052 GL_CullFace(r_refdef.view.cullface_back);
2053 GL_Color(1, 1, 1, 1);
2054 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2055 GL_BlendFunc(GL_ONE, GL_ZERO);
2056 R_SetupShader_Generic_NoTexture(false, false);
2057 r_shadow_usingshadowmap2d = false;
2058 r_shadow_usingshadowmaportho = false;
2059 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2062 void R_Shadow_ClearStencil(void)
2064 GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
2065 r_refdef.stats.lights_clears++;
2068 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
2070 r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
2071 if (r_shadow_rendermode == mode)
2073 R_Shadow_RenderMode_Reset();
2074 GL_DepthFunc(GL_LESS);
2075 GL_ColorMask(0, 0, 0, 0);
2076 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2077 GL_CullFace(GL_NONE);
2078 R_SetupShader_DepthOrShadow(false, false);
2079 r_shadow_rendermode = mode;
2084 case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2085 case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2086 R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
2088 case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2089 case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2090 R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
2095 static void R_Shadow_MakeVSDCT(void)
2097 // maps to a 2x3 texture rectangle with normalized coordinates
2102 // stores abs(dir.xy), offset.xy/2.5
2103 unsigned char data[4*6] =
2105 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2106 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2107 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2108 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2109 0, 0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2110 0, 0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2112 r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2115 static void R_Shadow_MakeShadowMap(int side, int size)
2117 switch (r_shadow_shadowmode)
2119 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2120 if (r_shadow_shadowmap2ddepthtexture) return;
2121 if (r_fb.usedepthtextures)
2123 r_shadow_shadowmap2ddepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits >= 24 ? (r_shadow_shadowmapsampler ? TEXTYPE_SHADOWMAP24_COMP : TEXTYPE_SHADOWMAP24_RAW) : (r_shadow_shadowmapsampler ? TEXTYPE_SHADOWMAP16_COMP : TEXTYPE_SHADOWMAP16_RAW), r_shadow_shadowmapsampler);
2124 r_shadow_shadowmap2ddepthbuffer = NULL;
2125 r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL);
2129 r_shadow_shadowmap2ddepthtexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2130 r_shadow_shadowmap2ddepthbuffer = R_LoadTextureRenderBuffer(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits >= 24 ? TEXTYPE_DEPTHBUFFER24 : TEXTYPE_DEPTHBUFFER16);
2131 r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL);
2139 static void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
2141 float nearclip, farclip, bias;
2142 r_viewport_t viewport;
2145 float clearcolor[4];
2146 nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2148 bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2149 r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2150 r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2151 r_shadow_shadowmapside = side;
2152 r_shadow_shadowmapsize = size;
2154 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2155 r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2156 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2157 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2159 // complex unrolled cube approach (more flexible)
2160 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2161 R_Shadow_MakeVSDCT();
2162 if (!r_shadow_shadowmap2ddepthtexture)
2163 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2164 fbo2d = r_shadow_fbo2d;
2165 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2ddepthtexture);
2166 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2ddepthtexture);
2167 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2169 R_Mesh_ResetTextureState();
2170 R_Shadow_RenderMode_Reset();
2171 if (r_shadow_shadowmap2ddepthbuffer)
2172 R_Mesh_SetRenderTargets(fbo2d, r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL);
2174 R_Mesh_SetRenderTargets(fbo2d, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL);
2175 R_SetupShader_DepthOrShadow(true, r_shadow_shadowmap2ddepthbuffer != NULL);
2176 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2181 R_SetViewport(&viewport);
2182 flipped = (side & 1) ^ (side >> 2);
2183 r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2184 r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2185 if (r_shadow_shadowmap2ddepthbuffer)
2187 // completely different meaning than in depthtexture approach
2188 r_shadow_shadowmap_parameters[1] = 0;
2189 r_shadow_shadowmap_parameters[3] = -bias;
2191 Vector4Set(clearcolor, 1,1,1,1);
2192 if (r_shadow_shadowmap2ddepthbuffer)
2193 GL_ColorMask(1,1,1,1);
2195 GL_ColorMask(0,0,0,0);
2196 switch(vid.renderpath)
2198 case RENDERPATH_GL11:
2199 case RENDERPATH_GL13:
2200 case RENDERPATH_GL20:
2201 case RENDERPATH_SOFT:
2202 case RENDERPATH_GLES1:
2203 case RENDERPATH_GLES2:
2204 GL_CullFace(r_refdef.view.cullface_back);
2205 // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
2206 if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
2208 // get tightest scissor rectangle that encloses all viewports in the clear mask
2209 int x1 = clear & 0x15 ? 0 : size;
2210 int x2 = clear & 0x2A ? 2 * size : size;
2211 int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
2212 int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
2213 GL_Scissor(x1, y1, x2 - x1, y2 - y1);
2216 if (r_shadow_shadowmap2ddepthbuffer)
2217 GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
2219 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
2222 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2224 case RENDERPATH_D3D9:
2225 case RENDERPATH_D3D10:
2226 case RENDERPATH_D3D11:
2227 // we invert the cull mode because we flip the projection matrix
2228 // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
2229 GL_CullFace(r_refdef.view.cullface_front);
2230 // D3D considers it an error to use a scissor larger than the viewport... clear just this view
2231 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2234 if (r_shadow_shadowmap2ddepthbuffer)
2235 GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
2237 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
2243 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2245 R_Mesh_ResetTextureState();
2248 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2249 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2250 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2251 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2253 R_Shadow_RenderMode_Reset();
2254 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2256 GL_DepthFunc(GL_EQUAL);
2257 // do global setup needed for the chosen lighting mode
2258 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2259 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2260 r_shadow_usingshadowmap2d = shadowmapping;
2261 r_shadow_rendermode = r_shadow_lightingrendermode;
2262 // only draw light where this geometry was already rendered AND the
2263 // stencil is 128 (values other than this mean shadow)
2265 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2267 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2270 static const unsigned short bboxelements[36] =
2280 static const float bboxpoints[8][3] =
2292 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2295 float vertex3f[8*3];
2296 const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2297 // do global setup needed for the chosen lighting mode
2298 R_Shadow_RenderMode_Reset();
2299 r_shadow_rendermode = r_shadow_lightingrendermode;
2300 R_EntityMatrix(&identitymatrix);
2301 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2302 // only draw light where this geometry was already rendered AND the
2303 // stencil is 128 (values other than this mean shadow)
2304 R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2305 if (rsurface.rtlight->specularscale > 0 && r_shadow_gloss.integer > 0)
2306 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
2308 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
2310 r_shadow_usingshadowmap2d = shadowmapping;
2312 // render the lighting
2313 R_SetupShader_DeferredLight(rsurface.rtlight);
2314 for (i = 0;i < 8;i++)
2315 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2316 GL_ColorMask(1,1,1,1);
2317 GL_DepthMask(false);
2318 GL_DepthRange(0, 1);
2319 GL_PolygonOffset(0, 0);
2321 GL_DepthFunc(GL_GREATER);
2322 GL_CullFace(r_refdef.view.cullface_back);
2323 R_Mesh_PrepareVertices_Vertex3f(8, vertex3f, NULL);
2324 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
2327 void R_Shadow_UpdateBounceGridTexture(void)
2329 #define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576
2331 int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2333 int hitsupercontentsmask;
2342 //trace_t cliptrace2;
2343 //trace_t cliptrace3;
2344 unsigned char *pixel;
2345 unsigned char *pixels;
2348 unsigned int lightindex;
2350 unsigned int range1;
2351 unsigned int range2;
2352 unsigned int seed = (unsigned int)(realtime * 1000.0f);
2354 vec3_t baseshotcolor;
2367 vec3_t cullmins, cullmaxs;
2370 vec_t lightintensity;
2371 vec_t photonscaling;
2372 vec_t photonresidual;
2374 float texlerp[2][3];
2375 float splatcolor[32];
2376 float pixelweight[8];
2388 r_shadow_bouncegrid_settings_t settings;
2389 qboolean enable = r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel;
2390 qboolean allowdirectionalshading = false;
2391 switch(vid.renderpath)
2393 case RENDERPATH_GL20:
2394 allowdirectionalshading = true;
2395 if (!vid.support.ext_texture_3d)
2398 case RENDERPATH_GLES2:
2399 // for performance reasons, do not use directional shading on GLES devices
2400 if (!vid.support.ext_texture_3d)
2403 // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them...
2404 case RENDERPATH_GL11:
2405 case RENDERPATH_GL13:
2406 case RENDERPATH_GLES1:
2407 case RENDERPATH_SOFT:
2408 case RENDERPATH_D3D9:
2409 case RENDERPATH_D3D10:
2410 case RENDERPATH_D3D11:
2414 r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value;
2416 // see if there are really any lights to render...
2417 if (enable && r_shadow_bouncegrid_static.integer)
2420 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2421 for (lightindex = 0;lightindex < range;lightindex++)
2423 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2424 if (!light || !(light->flags & flag))
2426 rtlight = &light->rtlight;
2427 // when static, we skip styled lights because they tend to change...
2428 if (rtlight->style > 0)
2430 VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale), lightcolor);
2431 if (!VectorLength2(lightcolor))
2440 if (r_shadow_bouncegridtexture)
2442 R_FreeTexture(r_shadow_bouncegridtexture);
2443 r_shadow_bouncegridtexture = NULL;
2445 if (r_shadow_bouncegridpixels)
2446 Mem_Free(r_shadow_bouncegridpixels);
2447 r_shadow_bouncegridpixels = NULL;
2448 if (r_shadow_bouncegridhighpixels)
2449 Mem_Free(r_shadow_bouncegridhighpixels);
2450 r_shadow_bouncegridhighpixels = NULL;
2451 r_shadow_bouncegridnumpixels = 0;
2452 r_shadow_bouncegriddirectional = false;
2456 // build up a complete collection of the desired settings, so that memcmp can be used to compare parameters
2457 memset(&settings, 0, sizeof(settings));
2458 settings.staticmode = r_shadow_bouncegrid_static.integer != 0;
2459 settings.bounceanglediffuse = r_shadow_bouncegrid_bounceanglediffuse.integer != 0;
2460 settings.directionalshading = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_directionalshading.integer != 0) && allowdirectionalshading;
2461 settings.dlightparticlemultiplier = r_shadow_bouncegrid_dlightparticlemultiplier.value;
2462 settings.hitmodels = r_shadow_bouncegrid_hitmodels.integer != 0;
2463 settings.includedirectlighting = r_shadow_bouncegrid_includedirectlighting.integer != 0 || r_shadow_bouncegrid.integer == 2;
2464 settings.lightradiusscale = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_lightradiusscale.value : r_shadow_bouncegrid_lightradiusscale.value);
2465 settings.maxbounce = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_maxbounce.integer : r_shadow_bouncegrid_maxbounce.integer);
2466 settings.particlebounceintensity = r_shadow_bouncegrid_particlebounceintensity.value;
2467 settings.particleintensity = r_shadow_bouncegrid_particleintensity.value * 16384.0f * (settings.directionalshading ? 4.0f : 1.0f) / (r_shadow_bouncegrid_spacing.value * r_shadow_bouncegrid_spacing.value);
2468 settings.photons = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_photons.integer : r_shadow_bouncegrid_photons.integer;
2469 settings.spacing[0] = r_shadow_bouncegrid_spacing.value;
2470 settings.spacing[1] = r_shadow_bouncegrid_spacing.value;
2471 settings.spacing[2] = r_shadow_bouncegrid_spacing.value;
2472 settings.stablerandom = r_shadow_bouncegrid_stablerandom.integer;
2474 // bound the values for sanity
2475 settings.photons = bound(1, settings.photons, 1048576);
2476 settings.lightradiusscale = bound(0.0001f, settings.lightradiusscale, 1024.0f);
2477 settings.maxbounce = bound(0, settings.maxbounce, 16);
2478 settings.spacing[0] = bound(1, settings.spacing[0], 512);
2479 settings.spacing[1] = bound(1, settings.spacing[1], 512);
2480 settings.spacing[2] = bound(1, settings.spacing[2], 512);
2482 // get the spacing values
2483 spacing[0] = settings.spacing[0];
2484 spacing[1] = settings.spacing[1];
2485 spacing[2] = settings.spacing[2];
2486 ispacing[0] = 1.0f / spacing[0];
2487 ispacing[1] = 1.0f / spacing[1];
2488 ispacing[2] = 1.0f / spacing[2];
2490 // calculate texture size enclosing entire world bounds at the spacing
2491 VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
2492 VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
2493 VectorSubtract(maxs, mins, size);
2494 // now we can calculate the resolution we want
2495 c[0] = (int)floor(size[0] / spacing[0] + 0.5f);
2496 c[1] = (int)floor(size[1] / spacing[1] + 0.5f);
2497 c[2] = (int)floor(size[2] / spacing[2] + 0.5f);
2498 // figure out the exact texture size (honoring power of 2 if required)
2499 c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2500 c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2501 c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2502 if (vid.support.arb_texture_non_power_of_two)
2504 resolution[0] = c[0];
2505 resolution[1] = c[1];
2506 resolution[2] = c[2];
2510 for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2511 for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2512 for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2514 size[0] = spacing[0] * resolution[0];
2515 size[1] = spacing[1] * resolution[1];
2516 size[2] = spacing[2] * resolution[2];
2518 // if dynamic we may or may not want to use the world bounds
2519 // if the dynamic size is smaller than the world bounds, use it instead
2520 if (!settings.staticmode && (r_shadow_bouncegrid_x.integer * r_shadow_bouncegrid_y.integer * r_shadow_bouncegrid_z.integer < resolution[0] * resolution[1] * resolution[2]))
2522 // we know the resolution we want
2523 c[0] = r_shadow_bouncegrid_x.integer;
2524 c[1] = r_shadow_bouncegrid_y.integer;
2525 c[2] = r_shadow_bouncegrid_z.integer;
2526 // now we can calculate the texture size (power of 2 if required)
2527 c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2528 c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2529 c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2530 if (vid.support.arb_texture_non_power_of_two)
2532 resolution[0] = c[0];
2533 resolution[1] = c[1];
2534 resolution[2] = c[2];
2538 for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2539 for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2540 for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2542 size[0] = spacing[0] * resolution[0];
2543 size[1] = spacing[1] * resolution[1];
2544 size[2] = spacing[2] * resolution[2];
2545 // center the rendering on the view
2546 mins[0] = floor(r_refdef.view.origin[0] * ispacing[0] + 0.5f) * spacing[0] - 0.5f * size[0];
2547 mins[1] = floor(r_refdef.view.origin[1] * ispacing[1] + 0.5f) * spacing[1] - 0.5f * size[1];
2548 mins[2] = floor(r_refdef.view.origin[2] * ispacing[2] + 0.5f) * spacing[2] - 0.5f * size[2];
2551 // recalculate the maxs in case the resolution was not satisfactory
2552 VectorAdd(mins, size, maxs);
2554 // if all the settings seem identical to the previous update, return
2555 if (r_shadow_bouncegridtexture && (settings.staticmode || realtime < r_shadow_bouncegridtime + r_shadow_bouncegrid_updateinterval.value) && !memcmp(&r_shadow_bouncegridsettings, &settings, sizeof(settings)))
2558 // store the new settings
2559 r_shadow_bouncegridsettings = settings;
2561 pixelbands = settings.directionalshading ? 8 : 1;
2562 pixelsperband = resolution[0]*resolution[1]*resolution[2];
2563 numpixels = pixelsperband*pixelbands;
2565 // we're going to update the bouncegrid, update the matrix...
2566 memset(m, 0, sizeof(m));
2567 m[0] = 1.0f / size[0];
2568 m[3] = -mins[0] * m[0];
2569 m[5] = 1.0f / size[1];
2570 m[7] = -mins[1] * m[5];
2571 m[10] = 1.0f / size[2];
2572 m[11] = -mins[2] * m[10];
2574 Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegridmatrix, m);
2575 // reallocate pixels for this update if needed...
2576 if (r_shadow_bouncegridnumpixels != numpixels || !r_shadow_bouncegridpixels || !r_shadow_bouncegridhighpixels)
2578 if (r_shadow_bouncegridtexture)
2580 R_FreeTexture(r_shadow_bouncegridtexture);
2581 r_shadow_bouncegridtexture = NULL;
2583 r_shadow_bouncegridpixels = (unsigned char *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridpixels, numpixels * sizeof(unsigned char[4]));
2584 r_shadow_bouncegridhighpixels = (float *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridhighpixels, numpixels * sizeof(float[4]));
2586 r_shadow_bouncegridnumpixels = numpixels;
2587 pixels = r_shadow_bouncegridpixels;
2588 highpixels = r_shadow_bouncegridhighpixels;
2589 x = pixelsperband*4;
2590 for (pixelband = 0;pixelband < pixelbands;pixelband++)
2593 memset(pixels + pixelband * x, 128, x);
2595 memset(pixels + pixelband * x, 0, x);
2597 memset(highpixels, 0, numpixels * sizeof(float[4]));
2598 // figure out what we want to interact with
2599 if (settings.hitmodels)
2600 hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;// | SUPERCONTENTS_LIQUIDSMASK;
2602 hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK;
2603 maxbounce = settings.maxbounce;
2604 // clear variables that produce warnings otherwise
2605 memset(splatcolor, 0, sizeof(splatcolor));
2606 // iterate world rtlights
2607 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2608 range1 = settings.staticmode ? 0 : r_refdef.scene.numlights;
2609 range2 = range + range1;
2611 for (lightindex = 0;lightindex < range2;lightindex++)
2613 if (lightindex < range)
2615 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2618 rtlight = &light->rtlight;
2619 VectorClear(rtlight->photoncolor);
2620 rtlight->photons = 0;
2621 if (!(light->flags & flag))
2623 if (settings.staticmode)
2625 // when static, we skip styled lights because they tend to change...
2626 if (rtlight->style > 0 && r_shadow_bouncegrid.integer != 2)
2632 rtlight = r_refdef.scene.lights[lightindex - range];
2633 VectorClear(rtlight->photoncolor);
2634 rtlight->photons = 0;
2636 // draw only visible lights (major speedup)
2637 radius = rtlight->radius * settings.lightradiusscale;
2638 cullmins[0] = rtlight->shadoworigin[0] - radius;
2639 cullmins[1] = rtlight->shadoworigin[1] - radius;
2640 cullmins[2] = rtlight->shadoworigin[2] - radius;
2641 cullmaxs[0] = rtlight->shadoworigin[0] + radius;
2642 cullmaxs[1] = rtlight->shadoworigin[1] + radius;
2643 cullmaxs[2] = rtlight->shadoworigin[2] + radius;
2644 if (R_CullBox(cullmins, cullmaxs))
2646 if (r_refdef.scene.worldmodel
2647 && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs
2648 && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, cullmins, cullmaxs))
2650 w = r_shadow_lightintensityscale.value * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2651 if (w * VectorLength2(rtlight->color) == 0.0f)
2653 w *= (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1);
2654 VectorScale(rtlight->color, w, rtlight->photoncolor);
2655 //if (!VectorLength2(rtlight->photoncolor))
2657 // shoot particles from this light
2658 // use a calculation for the number of particles that will not
2659 // vary with lightstyle, otherwise we get randomized particle
2660 // distribution, the seeded random is only consistent for a
2661 // consistent number of particles on this light...
2662 s = rtlight->radius;
2663 lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2664 if (lightindex >= range)
2665 lightintensity *= settings.dlightparticlemultiplier;
2666 rtlight->photons = max(0.0f, lightintensity * s * s);
2667 photoncount += rtlight->photons;
2669 photonscaling = (float)settings.photons / max(1, photoncount);
2670 photonresidual = 0.0f;
2671 for (lightindex = 0;lightindex < range2;lightindex++)
2673 if (lightindex < range)
2675 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2678 rtlight = &light->rtlight;
2681 rtlight = r_refdef.scene.lights[lightindex - range];
2682 // skip a light with no photons
2683 if (rtlight->photons == 0.0f)
2685 // skip a light with no photon color)
2686 if (VectorLength2(rtlight->photoncolor) == 0.0f)
2688 photonresidual += rtlight->photons * photonscaling;
2689 shootparticles = (int)bound(0, photonresidual, MAXBOUNCEGRIDPARTICLESPERLIGHT);
2690 if (!shootparticles)
2692 photonresidual -= shootparticles;
2693 radius = rtlight->radius * settings.lightradiusscale;
2694 s = settings.particleintensity / shootparticles;
2695 VectorScale(rtlight->photoncolor, s, baseshotcolor);
2696 r_refdef.stats.bouncegrid_lights++;
2697 r_refdef.stats.bouncegrid_particles += shootparticles;
2698 for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
2700 if (settings.stablerandom > 0)
2701 seed = lightindex * 11937 + shotparticles;
2702 VectorCopy(baseshotcolor, shotcolor);
2703 VectorCopy(rtlight->shadoworigin, clipstart);
2704 if (settings.stablerandom < 0)
2705 VectorRandom(clipend);
2707 VectorCheeseRandom(clipend);
2708 VectorMA(clipstart, radius, clipend, clipend);
2709 for (bouncecount = 0;;bouncecount++)
2711 r_refdef.stats.bouncegrid_traces++;
2712 //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
2713 //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
2714 if (settings.staticmode)
2716 // static mode fires a LOT of rays but none of them are identical, so they are not cached
2717 cliptrace = CL_TraceLine(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, true, false, NULL, true, true);
2721 // dynamic mode fires many rays and most will match the cache from the previous frame
2722 cliptrace = CL_Cache_TraceLineSurfaces(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), hitsupercontentsmask);
2724 if (bouncecount > 0 || settings.includedirectlighting)
2726 // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ)
2727 // accumulate average shotcolor
2728 w = VectorLength(shotcolor);
2729 splatcolor[ 0] = shotcolor[0];
2730 splatcolor[ 1] = shotcolor[1];
2731 splatcolor[ 2] = shotcolor[2];
2732 splatcolor[ 3] = 0.0f;
2735 VectorSubtract(clipstart, cliptrace.endpos, clipdiff);
2736 VectorNormalize(clipdiff);
2737 // store bentnormal in case the shader has a use for it
2738 splatcolor[ 4] = clipdiff[0] * w;
2739 splatcolor[ 5] = clipdiff[1] * w;
2740 splatcolor[ 6] = clipdiff[2] * w;
2742 // accumulate directional contributions (+X, +Y, +Z, -X, -Y, -Z)
2743 splatcolor[ 8] = shotcolor[0] * max(0.0f, clipdiff[0]);
2744 splatcolor[ 9] = shotcolor[0] * max(0.0f, clipdiff[1]);
2745 splatcolor[10] = shotcolor[0] * max(0.0f, clipdiff[2]);
2746 splatcolor[11] = 0.0f;
2747 splatcolor[12] = shotcolor[1] * max(0.0f, clipdiff[0]);
2748 splatcolor[13] = shotcolor[1] * max(0.0f, clipdiff[1]);
2749 splatcolor[14] = shotcolor[1] * max(0.0f, clipdiff[2]);
2750 splatcolor[15] = 0.0f;
2751 splatcolor[16] = shotcolor[2] * max(0.0f, clipdiff[0]);
2752 splatcolor[17] = shotcolor[2] * max(0.0f, clipdiff[1]);
2753 splatcolor[18] = shotcolor[2] * max(0.0f, clipdiff[2]);
2754 splatcolor[19] = 0.0f;
2755 splatcolor[20] = shotcolor[0] * max(0.0f, -clipdiff[0]);
2756 splatcolor[21] = shotcolor[0] * max(0.0f, -clipdiff[1]);
2757 splatcolor[22] = shotcolor[0] * max(0.0f, -clipdiff[2]);
2758 splatcolor[23] = 0.0f;
2759 splatcolor[24] = shotcolor[1] * max(0.0f, -clipdiff[0]);
2760 splatcolor[25] = shotcolor[1] * max(0.0f, -clipdiff[1]);
2761 splatcolor[26] = shotcolor[1] * max(0.0f, -clipdiff[2]);
2762 splatcolor[27] = 0.0f;
2763 splatcolor[28] = shotcolor[2] * max(0.0f, -clipdiff[0]);
2764 splatcolor[29] = shotcolor[2] * max(0.0f, -clipdiff[1]);
2765 splatcolor[30] = shotcolor[2] * max(0.0f, -clipdiff[2]);
2766 splatcolor[31] = 0.0f;
2768 // calculate the number of steps we need to traverse this distance
2769 VectorSubtract(cliptrace.endpos, clipstart, stepdelta);
2770 numsteps = (int)(VectorLength(stepdelta) * ispacing[0]);
2771 numsteps = bound(1, numsteps, 1024);
2772 w = 1.0f / numsteps;
2773 VectorScale(stepdelta, w, stepdelta);
2774 VectorMA(clipstart, 0.5f, stepdelta, steppos);
2775 for (step = 0;step < numsteps;step++)
2777 r_refdef.stats.bouncegrid_splats++;
2778 // figure out which texture pixel this is in
2779 texlerp[1][0] = ((steppos[0] - mins[0]) * ispacing[0]) - 0.5f;
2780 texlerp[1][1] = ((steppos[1] - mins[1]) * ispacing[1]) - 0.5f;
2781 texlerp[1][2] = ((steppos[2] - mins[2]) * ispacing[2]) - 0.5f;
2782 tex[0] = (int)floor(texlerp[1][0]);
2783 tex[1] = (int)floor(texlerp[1][1]);
2784 tex[2] = (int)floor(texlerp[1][2]);
2785 if (tex[0] >= 1 && tex[1] >= 1 && tex[2] >= 1 && tex[0] < resolution[0] - 2 && tex[1] < resolution[1] - 2 && tex[2] < resolution[2] - 2)
2787 // it is within bounds... do the real work now
2788 // calculate the lerp factors
2789 texlerp[1][0] -= tex[0];
2790 texlerp[1][1] -= tex[1];
2791 texlerp[1][2] -= tex[2];
2792 texlerp[0][0] = 1.0f - texlerp[1][0];
2793 texlerp[0][1] = 1.0f - texlerp[1][1];
2794 texlerp[0][2] = 1.0f - texlerp[1][2];
2795 // calculate individual pixel indexes and weights
2796 pixelindex[0] = (((tex[2] )*resolution[1]+tex[1] )*resolution[0]+tex[0] );pixelweight[0] = (texlerp[0][0]*texlerp[0][1]*texlerp[0][2]);
2797 pixelindex[1] = (((tex[2] )*resolution[1]+tex[1] )*resolution[0]+tex[0]+1);pixelweight[1] = (texlerp[1][0]*texlerp[0][1]*texlerp[0][2]);
2798 pixelindex[2] = (((tex[2] )*resolution[1]+tex[1]+1)*resolution[0]+tex[0] );pixelweight[2] = (texlerp[0][0]*texlerp[1][1]*texlerp[0][2]);
2799 pixelindex[3] = (((tex[2] )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[3] = (texlerp[1][0]*texlerp[1][1]*texlerp[0][2]);
2800 pixelindex[4] = (((tex[2]+1)*resolution[1]+tex[1] )*resolution[0]+tex[0] );pixelweight[4] = (texlerp[0][0]*texlerp[0][1]*texlerp[1][2]);
2801 pixelindex[5] = (((tex[2]+1)*resolution[1]+tex[1] )*resolution[0]+tex[0]+1);pixelweight[5] = (texlerp[1][0]*texlerp[0][1]*texlerp[1][2]);
2802 pixelindex[6] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0] );pixelweight[6] = (texlerp[0][0]*texlerp[1][1]*texlerp[1][2]);
2803 pixelindex[7] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[7] = (texlerp[1][0]*texlerp[1][1]*texlerp[1][2]);
2804 // update the 8 pixels...
2805 for (pixelband = 0;pixelband < pixelbands;pixelband++)
2807 for (corner = 0;corner < 8;corner++)
2809 // calculate address for pixel
2810 w = pixelweight[corner];
2811 pixel = pixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
2812 highpixel = highpixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
2813 // add to the high precision pixel color
2814 highpixel[0] += (splatcolor[pixelband*4+0]*w);
2815 highpixel[1] += (splatcolor[pixelband*4+1]*w);
2816 highpixel[2] += (splatcolor[pixelband*4+2]*w);
2817 highpixel[3] += (splatcolor[pixelband*4+3]*w);
2818 // flag the low precision pixel as needing to be updated
2820 // advance to next band of coefficients
2821 //pixel += pixelsperband*4;
2822 //highpixel += pixelsperband*4;
2826 VectorAdd(steppos, stepdelta, steppos);
2829 if (cliptrace.fraction >= 1.0f)
2831 r_refdef.stats.bouncegrid_hits++;
2832 if (bouncecount >= maxbounce)
2834 // scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
2835 // also clamp the resulting color to never add energy, even if the user requests extreme values
2836 if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
2837 VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor);
2839 VectorSet(surfcolor, 0.5f, 0.5f, 0.5f);
2840 VectorScale(surfcolor, settings.particlebounceintensity, surfcolor);
2841 surfcolor[0] = min(surfcolor[0], 1.0f);
2842 surfcolor[1] = min(surfcolor[1], 1.0f);
2843 surfcolor[2] = min(surfcolor[2], 1.0f);
2844 VectorMultiply(shotcolor, surfcolor, shotcolor);
2845 if (VectorLength2(baseshotcolor) == 0.0f)
2847 r_refdef.stats.bouncegrid_bounces++;
2848 if (settings.bounceanglediffuse)
2850 // random direction, primarily along plane normal
2851 s = VectorDistance(cliptrace.endpos, clipend);
2852 if (settings.stablerandom < 0)
2853 VectorRandom(clipend);
2855 VectorCheeseRandom(clipend);
2856 VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend);
2857 VectorNormalize(clipend);
2858 VectorScale(clipend, s, clipend);
2862 // reflect the remaining portion of the line across plane normal
2863 VectorSubtract(clipend, cliptrace.endpos, clipdiff);
2864 VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend);
2866 // calculate the new line start and end
2867 VectorCopy(cliptrace.endpos, clipstart);
2868 VectorAdd(clipstart, clipend, clipend);
2872 // generate pixels array from highpixels array
2873 // skip first and last columns, rows, and layers as these are blank
2874 // the pixel[3] value was written above, so we can use it to detect only pixels that need to be calculated
2875 for (pixelband = 0;pixelband < pixelbands;pixelband++)
2877 for (z = 1;z < resolution[2]-1;z++)
2879 for (y = 1;y < resolution[1]-1;y++)
2881 for (x = 1, pixelindex[0] = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x, pixel = pixels + 4*pixelindex[0], highpixel = highpixels + 4*pixelindex[0];x < resolution[0]-1;x++, pixel += 4, highpixel += 4)
2883 // only convert pixels that were hit by photons
2884 if (pixel[3] == 255)
2886 // normalize the bentnormal...
2889 VectorNormalize(highpixel);
2890 c[0] = (int)(highpixel[0]*128.0f+128.0f);
2891 c[1] = (int)(highpixel[1]*128.0f+128.0f);
2892 c[2] = (int)(highpixel[2]*128.0f+128.0f);
2893 c[3] = (int)(highpixel[3]*128.0f+128.0f);
2897 c[0] = (int)(highpixel[0]*256.0f);
2898 c[1] = (int)(highpixel[1]*256.0f);
2899 c[2] = (int)(highpixel[2]*256.0f);
2900 c[3] = (int)(highpixel[3]*256.0f);
2902 pixel[2] = (unsigned char)bound(0, c[0], 255);
2903 pixel[1] = (unsigned char)bound(0, c[1], 255);
2904 pixel[0] = (unsigned char)bound(0, c[2], 255);
2905 pixel[3] = (unsigned char)bound(0, c[3], 255);
2911 if (r_shadow_bouncegridtexture && r_shadow_bouncegridresolution[0] == resolution[0] && r_shadow_bouncegridresolution[1] == resolution[1] && r_shadow_bouncegridresolution[2] == resolution[2] && r_shadow_bouncegriddirectional == settings.directionalshading)
2912 R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
2915 VectorCopy(resolution, r_shadow_bouncegridresolution);
2916 r_shadow_bouncegriddirectional = settings.directionalshading;
2917 if (r_shadow_bouncegridtexture)
2918 R_FreeTexture(r_shadow_bouncegridtexture);
2919 r_shadow_bouncegridtexture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
2921 r_shadow_bouncegridtime = realtime;
2924 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2926 R_Shadow_RenderMode_Reset();
2927 GL_BlendFunc(GL_ONE, GL_ONE);
2928 GL_DepthRange(0, 1);
2929 GL_DepthTest(r_showshadowvolumes.integer < 2);
2930 GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2931 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2932 GL_CullFace(GL_NONE);
2933 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2936 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2938 R_Shadow_RenderMode_Reset();
2939 GL_BlendFunc(GL_ONE, GL_ONE);
2940 GL_DepthRange(0, 1);
2941 GL_DepthTest(r_showlighting.integer < 2);
2942 GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2944 GL_DepthFunc(GL_EQUAL);
2945 R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2946 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2949 void R_Shadow_RenderMode_End(void)
2951 R_Shadow_RenderMode_Reset();
2952 R_Shadow_RenderMode_ActiveLight(NULL);
2954 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2955 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2958 int bboxedges[12][2] =
2977 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2979 if (!r_shadow_scissor.integer || r_shadow_usingdeferredprepass || r_trippy.integer)
2981 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2982 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2983 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2984 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2987 if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
2988 return true; // invisible
2989 if(r_shadow_lightscissor[0] != r_refdef.view.viewport.x
2990 || r_shadow_lightscissor[1] != r_refdef.view.viewport.y
2991 || r_shadow_lightscissor[2] != r_refdef.view.viewport.width
2992 || r_shadow_lightscissor[3] != r_refdef.view.viewport.height)
2993 r_refdef.stats.lights_scissored++;
2997 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
3000 const float *vertex3f;
3001 const float *normal3f;
3003 float dist, dot, distintensity, shadeintensity, v[3], n[3];
3004 switch (r_shadow_rendermode)
3006 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3007 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3008 if (VectorLength2(diffusecolor) > 0)
3010 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
3012 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3013 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3014 if ((dot = DotProduct(n, v)) < 0)
3016 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3017 VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
3020 VectorCopy(ambientcolor, color4f);
3021 if (r_refdef.fogenabled)
3024 f = RSurf_FogVertex(vertex3f);
3025 VectorScale(color4f, f, color4f);
3032 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3034 VectorCopy(ambientcolor, color4f);
3035 if (r_refdef.fogenabled)
3038 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3039 f = RSurf_FogVertex(vertex3f);
3040 VectorScale(color4f + 4*i, f, color4f);
3046 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3047 if (VectorLength2(diffusecolor) > 0)
3049 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
3051 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3052 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3054 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3055 if ((dot = DotProduct(n, v)) < 0)
3057 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3058 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3059 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3060 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3064 color4f[0] = ambientcolor[0] * distintensity;
3065 color4f[1] = ambientcolor[1] * distintensity;
3066 color4f[2] = ambientcolor[2] * distintensity;
3068 if (r_refdef.fogenabled)
3071 f = RSurf_FogVertex(vertex3f);
3072 VectorScale(color4f, f, color4f);
3076 VectorClear(color4f);
3082 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3084 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3085 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3087 color4f[0] = ambientcolor[0] * distintensity;
3088 color4f[1] = ambientcolor[1] * distintensity;
3089 color4f[2] = ambientcolor[2] * distintensity;
3090 if (r_refdef.fogenabled)
3093 f = RSurf_FogVertex(vertex3f);
3094 VectorScale(color4f, f, color4f);
3098 VectorClear(color4f);
3103 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3104 if (VectorLength2(diffusecolor) > 0)
3106 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
3108 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3109 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3111 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3112 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3113 if ((dot = DotProduct(n, v)) < 0)
3115 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3116 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3117 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3118 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3122 color4f[0] = ambientcolor[0] * distintensity;
3123 color4f[1] = ambientcolor[1] * distintensity;
3124 color4f[2] = ambientcolor[2] * distintensity;
3126 if (r_refdef.fogenabled)
3129 f = RSurf_FogVertex(vertex3f);
3130 VectorScale(color4f, f, color4f);
3134 VectorClear(color4f);
3140 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3142 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3143 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3145 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3146 color4f[0] = ambientcolor[0] * distintensity;
3147 color4f[1] = ambientcolor[1] * distintensity;
3148 color4f[2] = ambientcolor[2] * distintensity;
3149 if (r_refdef.fogenabled)
3152 f = RSurf_FogVertex(vertex3f);
3153 VectorScale(color4f, f, color4f);
3157 VectorClear(color4f);
3167 static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3169 // used to display how many times a surface is lit for level design purposes
3170 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3171 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
3175 static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
3177 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
3178 R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false);
3182 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
3189 int newnumtriangles;
3193 int maxtriangles = 1024;
3194 int newelements[1024*3];
3195 R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
3196 for (renders = 0;renders < 4;renders++)
3201 newnumtriangles = 0;
3203 // due to low fillrate on the cards this vertex lighting path is
3204 // designed for, we manually cull all triangles that do not
3205 // contain a lit vertex
3206 // this builds batches of triangles from multiple surfaces and
3207 // renders them at once
3208 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
3210 if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01)
3212 if (newnumtriangles)
3214 newfirstvertex = min(newfirstvertex, e[0]);
3215 newlastvertex = max(newlastvertex, e[0]);
3219 newfirstvertex = e[0];
3220 newlastvertex = e[0];
3222 newfirstvertex = min(newfirstvertex, e[1]);
3223 newlastvertex = max(newlastvertex, e[1]);
3224 newfirstvertex = min(newfirstvertex, e[2]);
3225 newlastvertex = max(newlastvertex, e[2]);
3231 if (newnumtriangles >= maxtriangles)
3233 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3234 newnumtriangles = 0;
3240 if (newnumtriangles >= 1)
3242 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3245 // if we couldn't find any lit triangles, exit early
3248 // now reduce the intensity for the next overbright pass
3249 // we have to clamp to 0 here incase the drivers have improper
3250 // handling of negative colors
3251 // (some old drivers even have improper handling of >1 color)
3253 for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
3255 if (c[0] > 1 || c[1] > 1 || c[2] > 1)
3257 c[0] = max(0, c[0] - 1);
3258 c[1] = max(0, c[1] - 1);
3259 c[2] = max(0, c[2] - 1);
3271 static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
3273 // OpenGL 1.1 path (anything)
3274 float ambientcolorbase[3], diffusecolorbase[3];
3275 float ambientcolorpants[3], diffusecolorpants[3];
3276 float ambientcolorshirt[3], diffusecolorshirt[3];
3277 const float *surfacecolor = rsurface.texture->dlightcolor;
3278 const float *surfacepants = rsurface.colormap_pantscolor;
3279 const float *surfaceshirt = rsurface.colormap_shirtcolor;
3280 rtexture_t *basetexture = rsurface.texture->basetexture;
3281 rtexture_t *pantstexture = rsurface.texture->pantstexture;
3282 rtexture_t *shirttexture = rsurface.texture->shirttexture;
3283 qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
3284 qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
3285 ambientscale *= 2 * r_refdef.view.colorscale;
3286 diffusescale *= 2 * r_refdef.view.colorscale;
3287 ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
3288 diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
3289 ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
3290 diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
3291 ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
3292 diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
3293 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3294 rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4]));
3295 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3296 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
3297 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
3298 R_Mesh_TexBind(0, basetexture);
3299 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
3300 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
3301 switch(r_shadow_rendermode)
3303 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3304 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
3305 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3306 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3307 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3309 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3310 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
3311 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
3312 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
3313 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3315 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3316 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
3317 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3318 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3319 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3321 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3326 //R_Mesh_TexBind(0, basetexture);
3327 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
3330 R_Mesh_TexBind(0, pantstexture);
3331 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
3335 R_Mesh_TexBind(0, shirttexture);
3336 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
3340 extern cvar_t gl_lightmaps;
3341 void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3343 float ambientscale, diffusescale, specularscale;
3345 float lightcolor[3];
3346 VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
3347 ambientscale = rsurface.rtlight->ambientscale + rsurface.texture->rtlightambient;
3348 diffusescale = rsurface.rtlight->diffusescale * max(0, 1.0 - rsurface.texture->rtlightambient);
3349 specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
3350 if (!r_shadow_usenormalmap.integer)
3352 ambientscale += 1.0f * diffusescale;
3356 if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
3358 negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
3361 VectorNegate(lightcolor, lightcolor);
3362 GL_BlendEquationSubtract(true);
3364 RSurf_SetupDepthAndCulling();
3365 switch (r_shadow_rendermode)
3367 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
3368 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
3369 R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
3371 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
3372 R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
3374 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3375 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3376 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3377 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3378 R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
3381 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
3385 GL_BlendEquationSubtract(false);
3388 void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
3390 matrix4x4_t tempmatrix = *matrix;
3391 Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
3393 // if this light has been compiled before, free the associated data
3394 R_RTLight_Uncompile(rtlight);
3396 // clear it completely to avoid any lingering data
3397 memset(rtlight, 0, sizeof(*rtlight));
3399 // copy the properties
3400 rtlight->matrix_lighttoworld = tempmatrix;
3401 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
3402 Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
3403 rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
3404 VectorCopy(color, rtlight->color);
3405 rtlight->cubemapname[0] = 0;
3406 if (cubemapname && cubemapname[0])
3407 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
3408 rtlight->shadow = shadow;
3409 rtlight->corona = corona;
3410 rtlight->style = style;
3411 rtlight->isstatic = isstatic;
3412 rtlight->coronasizescale = coronasizescale;
3413 rtlight->ambientscale = ambientscale;
3414 rtlight->diffusescale = diffusescale;
3415 rtlight->specularscale = specularscale;
3416 rtlight->flags = flags;
3418 // compute derived data
3419 //rtlight->cullradius = rtlight->radius;
3420 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
3421 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3422 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3423 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3424 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3425 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3426 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3429 // compiles rtlight geometry
3430 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
3431 void R_RTLight_Compile(rtlight_t *rtlight)
3434 int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
3435 int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
3436 entity_render_t *ent = r_refdef.scene.worldentity;
3437 dp_model_t *model = r_refdef.scene.worldmodel;
3438 unsigned char *data;
3441 // compile the light
3442 rtlight->compiled = true;
3443 rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
3444 rtlight->static_numleafs = 0;
3445 rtlight->static_numleafpvsbytes = 0;
3446 rtlight->static_leaflist = NULL;
3447 rtlight->static_leafpvs = NULL;
3448 rtlight->static_numsurfaces = 0;
3449 rtlight->static_surfacelist = NULL;
3450 rtlight->static_shadowmap_receivers = 0x3F;
3451 rtlight->static_shadowmap_casters = 0x3F;
3452 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3453 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3454 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3455 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3456 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3457 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3459 if (model && model->GetLightInfo)
3461 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
3462 r_shadow_compilingrtlight = rtlight;
3463 R_FrameData_SetMark();
3464 model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL);
3465 R_FrameData_ReturnToMark();
3466 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
3467 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
3468 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
3469 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
3470 rtlight->static_numsurfaces = numsurfaces;
3471 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
3472 rtlight->static_numleafs = numleafs;
3473 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
3474 rtlight->static_numleafpvsbytes = numleafpvsbytes;
3475 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
3476 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
3477 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
3478 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
3479 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
3480 if (rtlight->static_numsurfaces)
3481 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3482 if (rtlight->static_numleafs)
3483 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3484 if (rtlight->static_numleafpvsbytes)
3485 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3486 if (rtlight->static_numshadowtrispvsbytes)
3487 memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3488 if (rtlight->static_numlighttrispvsbytes)
3489 memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3490 R_FrameData_SetMark();
3491 switch (rtlight->shadowmode)
3493 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3494 if (model->CompileShadowMap && rtlight->shadow)
3495 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3498 if (model->CompileShadowVolume && rtlight->shadow)
3499 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3502 R_FrameData_ReturnToMark();
3503 // now we're done compiling the rtlight
3504 r_shadow_compilingrtlight = NULL;
3508 // use smallest available cullradius - box radius or light radius
3509 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3510 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3512 shadowzpasstris = 0;
3513 if (rtlight->static_meshchain_shadow_zpass)
3514 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3515 shadowzpasstris += mesh->numtriangles;
3517 shadowzfailtris = 0;
3518 if (rtlight->static_meshchain_shadow_zfail)
3519 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3520 shadowzfailtris += mesh->numtriangles;
3523 if (rtlight->static_numlighttrispvsbytes)
3524 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3525 if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3529 if (rtlight->static_numlighttrispvsbytes)
3530 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3531 if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3534 if (developer_extra.integer)
3535 Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris);
3538 void R_RTLight_Uncompile(rtlight_t *rtlight)
3540 if (rtlight->compiled)
3542 if (rtlight->static_meshchain_shadow_zpass)
3543 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3544 rtlight->static_meshchain_shadow_zpass = NULL;
3545 if (rtlight->static_meshchain_shadow_zfail)
3546 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3547 rtlight->static_meshchain_shadow_zfail = NULL;
3548 if (rtlight->static_meshchain_shadow_shadowmap)
3549 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3550 rtlight->static_meshchain_shadow_shadowmap = NULL;
3551 // these allocations are grouped
3552 if (rtlight->static_surfacelist)
3553 Mem_Free(rtlight->static_surfacelist);
3554 rtlight->static_numleafs = 0;
3555 rtlight->static_numleafpvsbytes = 0;
3556 rtlight->static_leaflist = NULL;
3557 rtlight->static_leafpvs = NULL;
3558 rtlight->static_numsurfaces = 0;
3559 rtlight->static_surfacelist = NULL;
3560 rtlight->static_numshadowtrispvsbytes = 0;
3561 rtlight->static_shadowtrispvs = NULL;
3562 rtlight->static_numlighttrispvsbytes = 0;
3563 rtlight->static_lighttrispvs = NULL;
3564 rtlight->compiled = false;
3568 void R_Shadow_UncompileWorldLights(void)
3572 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3573 for (lightindex = 0;lightindex < range;lightindex++)
3575 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3578 R_RTLight_Uncompile(&light->rtlight);
3582 static void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3586 // reset the count of frustum planes
3587 // see rtlight->cached_frustumplanes definition for how much this array
3589 rtlight->cached_numfrustumplanes = 0;
3591 if (r_trippy.integer)
3594 // haven't implemented a culling path for ortho rendering
3595 if (!r_refdef.view.useperspective)
3597 // check if the light is on screen and copy the 4 planes if it is
3598 for (i = 0;i < 4;i++)
3599 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3602 for (i = 0;i < 4;i++)
3603 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3608 // generate a deformed frustum that includes the light origin, this is
3609 // used to cull shadow casting surfaces that can not possibly cast a
3610 // shadow onto the visible light-receiving surfaces, which can be a
3613 // if the light origin is onscreen the result will be 4 planes exactly
3614 // if the light origin is offscreen on only one axis the result will
3615 // be exactly 5 planes (split-side case)
3616 // if the light origin is offscreen on two axes the result will be
3617 // exactly 4 planes (stretched corner case)
3618 for (i = 0;i < 4;i++)
3620 // quickly reject standard frustum planes that put the light
3621 // origin outside the frustum
3622 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3625 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3627 // if all the standard frustum planes were accepted, the light is onscreen
3628 // otherwise we need to generate some more planes below...
3629 if (rtlight->cached_numfrustumplanes < 4)
3631 // at least one of the stock frustum planes failed, so we need to
3632 // create one or two custom planes to enclose the light origin
3633 for (i = 0;i < 4;i++)
3635 // create a plane using the view origin and light origin, and a
3636 // single point from the frustum corner set
3637 TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3638 VectorNormalize(plane.normal);
3639 plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3640 // see if this plane is backwards and flip it if so
3641 for (j = 0;j < 4;j++)
3642 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3646 VectorNegate(plane.normal, plane.normal);
3648 // flipped plane, test again to see if it is now valid
3649 for (j = 0;j < 4;j++)
3650 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3652 // if the plane is still not valid, then it is dividing the
3653 // frustum and has to be rejected
3657 // we have created a valid plane, compute extra info
3658 PlaneClassify(&plane);
3660 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3662 // if we've found 5 frustum planes then we have constructed a
3663 // proper split-side case and do not need to keep searching for
3664 // planes to enclose the light origin
3665 if (rtlight->cached_numfrustumplanes == 5)
3673 for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3675 plane = rtlight->cached_frustumplanes[i];
3676 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));
3681 // now add the light-space box planes if the light box is rotated, as any
3682 // caster outside the oriented light box is irrelevant (even if it passed
3683 // the worldspace light box, which is axial)
3684 if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3686 for (i = 0;i < 6;i++)
3690 v[i >> 1] = (i & 1) ? -1 : 1;
3691 Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3692 VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3693 plane.dist = VectorNormalizeLength(plane.normal);
3694 plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3695 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3701 // add the world-space reduced box planes
3702 for (i = 0;i < 6;i++)
3704 VectorClear(plane.normal);
3705 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3706 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3707 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3716 // reduce all plane distances to tightly fit the rtlight cull box, which
3718 VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3719 VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3720 VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3721 VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3722 VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3723 VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3724 VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3725 VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3726 oldnum = rtlight->cached_numfrustumplanes;
3727 rtlight->cached_numfrustumplanes = 0;
3728 for (j = 0;j < oldnum;j++)
3730 // find the nearest point on the box to this plane
3731 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3732 for (i = 1;i < 8;i++)
3734 dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3735 if (bestdist > dist)
3738 Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rtlight->cached_frustumplanes[j].normal[0], rtlight->cached_frustumplanes[j].normal[1], rtlight->cached_frustumplanes[j].normal[2], rtlight->cached_frustumplanes[j].dist, bestdist);
3739 // if the nearest point is near or behind the plane, we want this
3740 // plane, otherwise the plane is useless as it won't cull anything
3741 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3743 PlaneClassify(&rtlight->cached_frustumplanes[j]);
3744 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3751 static void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3755 RSurf_ActiveWorldEntity();
3757 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3760 GL_CullFace(GL_NONE);
3761 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3762 for (;mesh;mesh = mesh->next)
3764 if (!mesh->sidetotals[r_shadow_shadowmapside])
3766 r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3767 if (mesh->vertex3fbuffer)
3768 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3770 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3771 R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3775 else if (r_refdef.scene.worldentity->model)
3776 r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3778 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3781 static void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3783 qboolean zpass = false;
3786 int surfacelistindex;
3787 msurface_t *surface;
3789 // if triangle neighbors are disabled, shadowvolumes are disabled
3790 if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
3793 RSurf_ActiveWorldEntity();
3795 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3798 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3800 zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3801 R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3803 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3804 for (;mesh;mesh = mesh->next)
3806 r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3807 if (mesh->vertex3fbuffer)
3808 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3810 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3811 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3813 // increment stencil if frontface is infront of depthbuffer
3814 GL_CullFace(r_refdef.view.cullface_back);
3815 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
3816 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3817 // decrement stencil if backface is infront of depthbuffer
3818 GL_CullFace(r_refdef.view.cullface_front);
3819 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
3821 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3823 // decrement stencil if backface is behind depthbuffer
3824 GL_CullFace(r_refdef.view.cullface_front);
3825 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
3826 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3827 // increment stencil if frontface is behind depthbuffer
3828 GL_CullFace(r_refdef.view.cullface_back);
3829 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
3831 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3835 else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3837 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3838 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3839 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3841 surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3842 for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3843 if (CHECKPVSBIT(trispvs, t))
3844 shadowmarklist[numshadowmark++] = t;
3846 R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3848 else if (numsurfaces)
3850 r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3853 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3856 static void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3858 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3859 vec_t relativeshadowradius;
3860 RSurf_ActiveModelEntity(ent, false, false, false);
3861 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3862 // we need to re-init the shader for each entity because the matrix changed
3863 relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3864 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3865 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3866 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3867 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3868 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3869 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3870 switch (r_shadow_rendermode)
3872 case R_SHADOW_RENDERMODE_SHADOWMAP2D:
3873 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3876 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3879 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3882 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3884 // set up properties for rendering light onto this entity
3885 RSurf_ActiveModelEntity(ent, true, true, false);
3886 Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3887 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3888 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3889 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3892 static void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3894 if (!r_refdef.scene.worldmodel->DrawLight)
3897 // set up properties for rendering light onto this entity
3898 RSurf_ActiveWorldEntity();
3899 rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3900 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3901 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3902 VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3904 r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3906 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3909 static void R_Shadow_DrawEntityLight(entity_render_t *ent)
3911 dp_model_t *model = ent->model;
3912 if (!model->DrawLight)
3915 R_Shadow_SetupEntityLight(ent);
3917 model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3919 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3922 static void R_Shadow_PrepareLight(rtlight_t *rtlight)
3926 int numleafs, numsurfaces;
3927 int *leaflist, *surfacelist;
3928 unsigned char *leafpvs;
3929 unsigned char *shadowtrispvs;
3930 unsigned char *lighttrispvs;
3931 //unsigned char *surfacesides;
3932 int numlightentities;
3933 int numlightentities_noselfshadow;
3934 int numshadowentities;
3935 int numshadowentities_noselfshadow;
3936 static entity_render_t *lightentities[MAX_EDICTS];
3937 static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3938 static entity_render_t *shadowentities[MAX_EDICTS];
3939 static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3942 rtlight->draw = false;
3943 rtlight->cached_numlightentities = 0;
3944 rtlight->cached_numlightentities_noselfshadow = 0;
3945 rtlight->cached_numshadowentities = 0;
3946 rtlight->cached_numshadowentities_noselfshadow = 0;
3947 rtlight->cached_numsurfaces = 0;
3948 rtlight->cached_lightentities = NULL;
3949 rtlight->cached_lightentities_noselfshadow = NULL;
3950 rtlight->cached_shadowentities = NULL;
3951 rtlight->cached_shadowentities_noselfshadow = NULL;
3952 rtlight->cached_shadowtrispvs = NULL;
3953 rtlight->cached_lighttrispvs = NULL;
3954 rtlight->cached_surfacelist = NULL;
3956 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3957 // skip lights that are basically invisible (color 0 0 0)
3958 nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
3960 // loading is done before visibility checks because loading should happen
3961 // all at once at the start of a level, not when it stalls gameplay.
3962 // (especially important to benchmarks)
3964 if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3966 if (rtlight->compiled)
3967 R_RTLight_Uncompile(rtlight);
3968 R_RTLight_Compile(rtlight);
3972 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
3974 // look up the light style value at this time
3975 f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3976 VectorScale(rtlight->color, f, rtlight->currentcolor);
3978 if (rtlight->selected)
3980 f = 2 + sin(realtime * M_PI * 4.0);
3981 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3985 // if lightstyle is currently off, don't draw the light
3986 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3989 // skip processing on corona-only lights
3993 // if the light box is offscreen, skip it
3994 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3997 VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
3998 VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
4000 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
4002 // don't allow lights to be drawn if using r_shadow_bouncegrid 2, except if we're using static bouncegrid where dynamic lights still need to draw
4003 if (r_shadow_bouncegrid.integer == 2 && (rtlight->isstatic || !r_shadow_bouncegrid_static.integer))
4006 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
4008 // compiled light, world available and can receive realtime lighting
4009 // retrieve leaf information
4010 numleafs = rtlight->static_numleafs;
4011 leaflist = rtlight->static_leaflist;
4012 leafpvs = rtlight->static_leafpvs;
4013 numsurfaces = rtlight->static_numsurfaces;
4014 surfacelist = rtlight->static_surfacelist;
4015 //surfacesides = NULL;
4016 shadowtrispvs = rtlight->static_shadowtrispvs;
4017 lighttrispvs = rtlight->static_lighttrispvs;
4019 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
4021 // dynamic light, world available and can receive realtime lighting
4022 // calculate lit surfaces and leafs
4023 r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes);
4024 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
4025 leaflist = r_shadow_buffer_leaflist;
4026 leafpvs = r_shadow_buffer_leafpvs;
4027 surfacelist = r_shadow_buffer_surfacelist;
4028 //surfacesides = r_shadow_buffer_surfacesides;
4029 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
4030 lighttrispvs = r_shadow_buffer_lighttrispvs;
4031 // if the reduced leaf bounds are offscreen, skip it
4032 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4043 //surfacesides = NULL;
4044 shadowtrispvs = NULL;
4045 lighttrispvs = NULL;
4047 // check if light is illuminating any visible leafs
4050 for (i = 0;i < numleafs;i++)
4051 if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
4057 // make a list of lit entities and shadow casting entities
4058 numlightentities = 0;
4059 numlightentities_noselfshadow = 0;
4060 numshadowentities = 0;
4061 numshadowentities_noselfshadow = 0;
4063 // add dynamic entities that are lit by the light
4064 for (i = 0;i < r_refdef.scene.numentities;i++)
4067 entity_render_t *ent = r_refdef.scene.entities[i];
4069 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4071 // skip the object entirely if it is not within the valid
4072 // shadow-casting region (which includes the lit region)
4073 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
4075 if (!(model = ent->model))
4077 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
4079 // this entity wants to receive light, is visible, and is
4080 // inside the light box
4081 // TODO: check if the surfaces in the model can receive light
4082 // so now check if it's in a leaf seen by the light
4083 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))
4085 if (ent->flags & RENDER_NOSELFSHADOW)
4086 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
4088 lightentities[numlightentities++] = ent;
4089 // since it is lit, it probably also casts a shadow...
4090 // about the VectorDistance2 - light emitting entities should not cast their own shadow
4091 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4092 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4094 // note: exterior models without the RENDER_NOSELFSHADOW
4095 // flag still create a RENDER_NOSELFSHADOW shadow but
4096 // are lit normally, this means that they are
4097 // self-shadowing but do not shadow other
4098 // RENDER_NOSELFSHADOW entities such as the gun
4099 // (very weird, but keeps the player shadow off the gun)
4100 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4101 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4103 shadowentities[numshadowentities++] = ent;
4106 else if (ent->flags & RENDER_SHADOW)
4108 // this entity is not receiving light, but may still need to
4110 // TODO: check if the surfaces in the model can cast shadow
4111 // now check if it is in a leaf seen by the light
4112 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))
4114 // about the VectorDistance2 - light emitting entities should not cast their own shadow
4115 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4116 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4118 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4119 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4121 shadowentities[numshadowentities++] = ent;
4126 // return if there's nothing at all to light
4127 if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
4130 // count this light in the r_speeds
4131 r_refdef.stats.lights++;
4133 // flag it as worth drawing later
4134 rtlight->draw = true;
4136 // cache all the animated entities that cast a shadow but are not visible
4137 for (i = 0;i < numshadowentities;i++)
4138 if (!shadowentities[i]->animcache_vertex3f)
4139 R_AnimCache_GetEntity(shadowentities[i], false, false);
4140 for (i = 0;i < numshadowentities_noselfshadow;i++)
4141 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
4142 R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
4144 // allocate some temporary memory for rendering this light later in the frame
4145 // reusable buffers need to be copied, static data can be used as-is
4146 rtlight->cached_numlightentities = numlightentities;
4147 rtlight->cached_numlightentities_noselfshadow = numlightentities_noselfshadow;
4148 rtlight->cached_numshadowentities = numshadowentities;
4149 rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
4150 rtlight->cached_numsurfaces = numsurfaces;
4151 rtlight->cached_lightentities = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
4152 rtlight->cached_lightentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
4153 rtlight->cached_shadowentities = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
4154 rtlight->cached_shadowentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
4155 if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
4157 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
4158 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
4159 rtlight->cached_shadowtrispvs = (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
4160 rtlight->cached_lighttrispvs = (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
4161 rtlight->cached_surfacelist = (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
4165 // compiled light data
4166 rtlight->cached_shadowtrispvs = shadowtrispvs;
4167 rtlight->cached_lighttrispvs = lighttrispvs;
4168 rtlight->cached_surfacelist = surfacelist;
4172 static void R_Shadow_DrawLight(rtlight_t *rtlight)
4176 unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
4177 int numlightentities;
4178 int numlightentities_noselfshadow;
4179 int numshadowentities;
4180 int numshadowentities_noselfshadow;
4181 entity_render_t **lightentities;
4182 entity_render_t **lightentities_noselfshadow;
4183 entity_render_t **shadowentities;
4184 entity_render_t **shadowentities_noselfshadow;
4186 static unsigned char entitysides[MAX_EDICTS];
4187 static unsigned char entitysides_noselfshadow[MAX_EDICTS];
4188 vec3_t nearestpoint;
4190 qboolean castshadows;
4193 // check if we cached this light this frame (meaning it is worth drawing)
4197 numlightentities = rtlight->cached_numlightentities;
4198 numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
4199 numshadowentities = rtlight->cached_numshadowentities;
4200 numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
4201 numsurfaces = rtlight->cached_numsurfaces;
4202 lightentities = rtlight->cached_lightentities;
4203 lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
4204 shadowentities = rtlight->cached_shadowentities;
4205 shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
4206 shadowtrispvs = rtlight->cached_shadowtrispvs;
4207 lighttrispvs = rtlight->cached_lighttrispvs;
4208 surfacelist = rtlight->cached_surfacelist;
4210 // set up a scissor rectangle for this light
4211 if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4214 // don't let sound skip if going slow
4215 if (r_refdef.scene.extraupdate)
4218 // make this the active rtlight for rendering purposes
4219 R_Shadow_RenderMode_ActiveLight(rtlight);
4221 if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
4223 // optionally draw visible shape of the shadow volumes
4224 // for performance analysis by level designers
4225 R_Shadow_RenderMode_VisibleShadowVolumes();
4227 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4228 for (i = 0;i < numshadowentities;i++)
4229 R_Shadow_DrawEntityShadow(shadowentities[i]);
4230 for (i = 0;i < numshadowentities_noselfshadow;i++)
4231 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4232 R_Shadow_RenderMode_VisibleLighting(false, false);
4235 if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
4237 // optionally draw the illuminated areas
4238 // for performance analysis by level designers
4239 R_Shadow_RenderMode_VisibleLighting(false, false);
4241 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4242 for (i = 0;i < numlightentities;i++)
4243 R_Shadow_DrawEntityLight(lightentities[i]);
4244 for (i = 0;i < numlightentities_noselfshadow;i++)
4245 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4248 castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
4250 nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
4251 nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
4252 nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
4253 distance = VectorDistance(nearestpoint, r_refdef.view.origin);
4255 lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
4256 //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
4257 lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
4259 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4265 int receivermask = 0;
4266 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
4267 Matrix4x4_Abs(&radiustolight);
4269 r_shadow_shadowmaplod = 0;
4270 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
4271 if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
4272 r_shadow_shadowmaplod = i;
4274 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
4276 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
4278 surfacesides = NULL;
4281 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
4283 castermask = rtlight->static_shadowmap_casters;
4284 receivermask = rtlight->static_shadowmap_receivers;
4288 surfacesides = r_shadow_buffer_surfacesides;
4289 for(i = 0;i < numsurfaces;i++)
4291 msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
4292 surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4293 castermask |= surfacesides[i];
4294 receivermask |= surfacesides[i];
4298 if (receivermask < 0x3F)
4300 for (i = 0;i < numlightentities;i++)
4301 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4302 if (receivermask < 0x3F)
4303 for(i = 0; i < numlightentities_noselfshadow;i++)
4304 receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4307 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
4311 for (i = 0;i < numshadowentities;i++)
4312 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4313 for (i = 0;i < numshadowentities_noselfshadow;i++)
4314 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4317 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
4319 // render shadow casters into 6 sided depth texture
4320 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
4322 R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
4323 if (! (castermask & (1 << side))) continue;
4325 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
4326 for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
4327 R_Shadow_DrawEntityShadow(shadowentities[i]);
4330 if (numlightentities_noselfshadow)
4332 // render lighting using the depth texture as shadowmap
4333 // draw lighting in the unmasked areas
4334 R_Shadow_RenderMode_Lighting(false, false, true);
4335 for (i = 0;i < numlightentities_noselfshadow;i++)
4336 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4339 // render shadow casters into 6 sided depth texture
4340 if (numshadowentities_noselfshadow)
4342 for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
4344 R_Shadow_RenderMode_ShadowMap(side, 0, size);
4345 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
4346 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4350 // render lighting using the depth texture as shadowmap
4351 // draw lighting in the unmasked areas
4352 R_Shadow_RenderMode_Lighting(false, false, true);
4353 // draw lighting in the unmasked areas
4355 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4356 for (i = 0;i < numlightentities;i++)
4357 R_Shadow_DrawEntityLight(lightentities[i]);
4359 else if (castshadows && vid.stencil)
4361 // draw stencil shadow volumes to mask off pixels that are in shadow
4362 // so that they won't receive lighting
4363 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
4364 R_Shadow_ClearStencil();
4367 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4368 for (i = 0;i < numshadowentities;i++)
4369 R_Shadow_DrawEntityShadow(shadowentities[i]);
4371 // draw lighting in the unmasked areas
4372 R_Shadow_RenderMode_Lighting(true, false, false);
4373 for (i = 0;i < numlightentities_noselfshadow;i++)
4374 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4376 for (i = 0;i < numshadowentities_noselfshadow;i++)
4377 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4379 // draw lighting in the unmasked areas
4380 R_Shadow_RenderMode_Lighting(true, false, false);
4382 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4383 for (i = 0;i < numlightentities;i++)
4384 R_Shadow_DrawEntityLight(lightentities[i]);
4388 // draw lighting in the unmasked areas
4389 R_Shadow_RenderMode_Lighting(false, false, false);
4391 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4392 for (i = 0;i < numlightentities;i++)
4393 R_Shadow_DrawEntityLight(lightentities[i]);
4394 for (i = 0;i < numlightentities_noselfshadow;i++)
4395 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4398 if (r_shadow_usingdeferredprepass)
4400 // when rendering deferred lighting, we simply rasterize the box
4401 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4402 R_Shadow_RenderMode_DrawDeferredLight(false, true);
4403 else if (castshadows && vid.stencil)
4404 R_Shadow_RenderMode_DrawDeferredLight(true, false);
4406 R_Shadow_RenderMode_DrawDeferredLight(false, false);
4410 static void R_Shadow_FreeDeferred(void)
4412 R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
4413 r_shadow_prepassgeometryfbo = 0;
4415 R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusespecularfbo);
4416 r_shadow_prepasslightingdiffusespecularfbo = 0;
4418 R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusefbo);
4419 r_shadow_prepasslightingdiffusefbo = 0;
4421 if (r_shadow_prepassgeometrydepthbuffer)
4422 R_FreeTexture(r_shadow_prepassgeometrydepthbuffer);
4423 r_shadow_prepassgeometrydepthbuffer = NULL;
4425 if (r_shadow_prepassgeometrynormalmaptexture)
4426 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
4427 r_shadow_prepassgeometrynormalmaptexture = NULL;
4429 if (r_shadow_prepasslightingdiffusetexture)
4430 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
4431 r_shadow_prepasslightingdiffusetexture = NULL;
4433 if (r_shadow_prepasslightingspeculartexture)
4434 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
4435 r_shadow_prepasslightingspeculartexture = NULL;
4438 void R_Shadow_DrawPrepass(void)
4446 entity_render_t *ent;
4447 float clearcolor[4];
4449 R_Mesh_ResetTextureState();
4451 GL_ColorMask(1,1,1,1);
4452 GL_BlendFunc(GL_ONE, GL_ZERO);
4455 R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4456 Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
4457 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4458 if (r_timereport_active)
4459 R_TimeReport("prepasscleargeom");
4461 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
4462 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
4463 if (r_timereport_active)
4464 R_TimeReport("prepassworld");
4466 for (i = 0;i < r_refdef.scene.numentities;i++)
4468 if (!r_refdef.viewcache.entityvisible[i])
4470 ent = r_refdef.scene.entities[i];
4471 if (ent->model && ent->model->DrawPrepass != NULL)
4472 ent->model->DrawPrepass(ent);
4475 if (r_timereport_active)
4476 R_TimeReport("prepassmodels");
4478 GL_DepthMask(false);
4479 GL_ColorMask(1,1,1,1);
4482 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4483 Vector4Set(clearcolor, 0, 0, 0, 0);
4484 GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
4485 if (r_timereport_active)
4486 R_TimeReport("prepassclearlit");
4488 R_Shadow_RenderMode_Begin();
4490 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4491 if (r_shadow_debuglight.integer >= 0)
4493 lightindex = r_shadow_debuglight.integer;
4494 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4495 if (light && (light->flags & flag) && light->rtlight.draw)
4496 R_Shadow_DrawLight(&light->rtlight);
4500 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4501 for (lightindex = 0;lightindex < range;lightindex++)
4503 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4504 if (light && (light->flags & flag) && light->rtlight.draw)
4505 R_Shadow_DrawLight(&light->rtlight);
4508 if (r_refdef.scene.rtdlight)
4509 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4510 if (r_refdef.scene.lights[lnum]->draw)
4511 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4513 R_Shadow_RenderMode_End();
4515 if (r_timereport_active)
4516 R_TimeReport("prepasslights");
4519 void R_Shadow_DrawLightSprites(void);
4520 void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
4529 if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4530 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4531 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) ||
4532 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
4533 r_shadow_shadowmapshadowsampler != (vid.support.arb_shadow && r_shadow_shadowmapping_useshadowsampler.integer) ||
4534 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
4535 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
4536 R_Shadow_FreeShadowMaps();
4538 r_shadow_fb_fbo = fbo;
4539 r_shadow_fb_depthtexture = depthtexture;
4540 r_shadow_fb_colortexture = colortexture;
4542 r_shadow_usingshadowmaportho = false;
4544 switch (vid.renderpath)
4546 case RENDERPATH_GL20:
4547 case RENDERPATH_D3D9:
4548 case RENDERPATH_D3D10:
4549 case RENDERPATH_D3D11:
4550 case RENDERPATH_SOFT:
4552 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
4554 r_shadow_usingdeferredprepass = false;
4555 if (r_shadow_prepass_width)
4556 R_Shadow_FreeDeferred();
4557 r_shadow_prepass_width = r_shadow_prepass_height = 0;
4561 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4563 R_Shadow_FreeDeferred();
4565 r_shadow_usingdeferredprepass = true;
4566 r_shadow_prepass_width = vid.width;
4567 r_shadow_prepass_height = vid.height;
4568 r_shadow_prepassgeometrydepthbuffer = R_LoadTextureRenderBuffer(r_shadow_texturepool, "prepassgeometrydepthbuffer", vid.width, vid.height, TEXTYPE_DEPTHBUFFER24);
4569 r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER32F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4570 r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER16F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4571 r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER16F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4573 // set up the geometry pass fbo (depth + normalmap)
4574 r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4575 R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4576 // render depth into a renderbuffer and other important properties into the normalmap texture
4578 // set up the lighting pass fbo (diffuse + specular)
4579 r_shadow_prepasslightingdiffusespecularfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4580 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4581 // render diffuse into one texture and specular into another,
4582 // with depth and normalmap bound as textures,
4583 // with depth bound as attachment as well
4585 // set up the lighting pass fbo (diffuse)
4586 r_shadow_prepasslightingdiffusefbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4587 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4588 // render diffuse into one texture,
4589 // with depth and normalmap bound as textures,
4590 // with depth bound as attachment as well
4594 case RENDERPATH_GL11:
4595 case RENDERPATH_GL13:
4596 case RENDERPATH_GLES1:
4597 case RENDERPATH_GLES2:
4598 r_shadow_usingdeferredprepass = false;
4602 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);
4604 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4605 if (r_shadow_debuglight.integer >= 0)
4607 lightindex = r_shadow_debuglight.integer;
4608 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4610 R_Shadow_PrepareLight(&light->rtlight);
4614 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4615 for (lightindex = 0;lightindex < range;lightindex++)
4617 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4618 if (light && (light->flags & flag))
4619 R_Shadow_PrepareLight(&light->rtlight);
4622 if (r_refdef.scene.rtdlight)
4624 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4625 R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4627 else if(gl_flashblend.integer)
4629 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4631 rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4632 f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4633 VectorScale(rtlight->color, f, rtlight->currentcolor);
4637 if (r_editlights.integer)
4638 R_Shadow_DrawLightSprites();
4641 void R_Shadow_DrawLights(void)
4649 R_Shadow_RenderMode_Begin();
4651 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4652 if (r_shadow_debuglight.integer >= 0)
4654 lightindex = r_shadow_debuglight.integer;
4655 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4657 R_Shadow_DrawLight(&light->rtlight);
4661 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4662 for (lightindex = 0;lightindex < range;lightindex++)
4664 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4665 if (light && (light->flags & flag))
4666 R_Shadow_DrawLight(&light->rtlight);
4669 if (r_refdef.scene.rtdlight)
4670 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4671 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4673 R_Shadow_RenderMode_End();
4676 void R_Shadow_PrepareModelShadows(void)
4679 float scale, size, radius, dot1, dot2;
4680 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
4681 entity_render_t *ent;
4683 if (!r_refdef.scene.numentities)
4686 switch (r_shadow_shadowmode)
4688 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4689 if (r_shadows.integer >= 2)
4692 case R_SHADOW_SHADOWMODE_STENCIL:
4693 for (i = 0;i < r_refdef.scene.numentities;i++)
4695 ent = r_refdef.scene.entities[i];
4696 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4697 R_AnimCache_GetEntity(ent, false, false);
4704 size = 2*r_shadow_shadowmapmaxsize;
4705 scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
4706 radius = 0.5f * size / scale;
4708 Math_atov(r_shadows_throwdirection.string, shadowdir);
4709 VectorNormalize(shadowdir);
4710 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4711 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4712 if (fabs(dot1) <= fabs(dot2))
4713 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4715 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4716 VectorNormalize(shadowforward);
4717 CrossProduct(shadowdir, shadowforward, shadowright);
4718 Math_atov(r_shadows_focus.string, shadowfocus);
4719 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4720 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4721 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4722 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4723 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4725 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4727 shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4728 shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4729 shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4730 shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4731 shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4732 shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4734 for (i = 0;i < r_refdef.scene.numentities;i++)
4736 ent = r_refdef.scene.entities[i];
4737 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
4739 // cast shadows from anything of the map (submodels are optional)
4740 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4741 R_AnimCache_GetEntity(ent, false, false);
4745 void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
4748 float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
4749 entity_render_t *ent;
4750 vec3_t relativelightorigin;
4751 vec3_t relativelightdirection, relativeforward, relativeright;
4752 vec3_t relativeshadowmins, relativeshadowmaxs;
4753 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
4755 matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
4756 r_viewport_t viewport;
4757 GLuint shadowfbo = 0;
4758 float clearcolor[4];
4760 if (!r_refdef.scene.numentities)
4763 switch (r_shadow_shadowmode)
4765 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4771 r_shadow_fb_fbo = fbo;
4772 r_shadow_fb_depthtexture = depthtexture;
4773 r_shadow_fb_colortexture = colortexture;
4775 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
4776 R_Shadow_RenderMode_Begin();
4777 R_Shadow_RenderMode_ActiveLight(NULL);
4779 switch (r_shadow_shadowmode)
4781 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4782 if (!r_shadow_shadowmap2ddepthtexture)
4783 R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4784 shadowfbo = r_shadow_fbo2d;
4785 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2ddepthtexture);
4786 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2ddepthtexture);
4787 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
4793 size = 2*r_shadow_shadowmapmaxsize;
4794 scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
4795 radius = 0.5f / scale;
4796 nearclip = -r_shadows_throwdistance.value;
4797 farclip = r_shadows_throwdistance.value;
4798 bias = r_shadow_shadowmapping_bias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
4800 r_shadow_shadowmap_parameters[0] = size;
4801 r_shadow_shadowmap_parameters[1] = size;
4802 r_shadow_shadowmap_parameters[2] = 1.0;
4803 r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
4805 Math_atov(r_shadows_throwdirection.string, shadowdir);
4806 VectorNormalize(shadowdir);
4807 Math_atov(r_shadows_focus.string, shadowfocus);
4808 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4809 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4810 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4811 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4812 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4813 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4814 if (fabs(dot1) <= fabs(dot2))
4815 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4817 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4818 VectorNormalize(shadowforward);
4819 VectorM(scale, shadowforward, &m[0]);
4820 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4822 m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
4823 CrossProduct(shadowdir, shadowforward, shadowright);
4824 VectorM(scale, shadowright, &m[4]);
4825 m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
4826 VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
4827 m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
4828 Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
4829 Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
4830 R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL);
4832 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4834 if (r_shadow_shadowmap2ddepthbuffer)
4835 R_Mesh_SetRenderTargets(shadowfbo, r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL);
4837 R_Mesh_SetRenderTargets(shadowfbo, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL);
4838 R_SetupShader_DepthOrShadow(true, r_shadow_shadowmap2ddepthbuffer != NULL);
4839 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
4842 R_SetViewport(&viewport);
4843 GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
4844 Vector4Set(clearcolor, 1,1,1,1);
4845 // in D3D9 we have to render to a color texture shadowmap
4846 // in GL we render directly to a depth texture only
4847 if (r_shadow_shadowmap2ddepthbuffer)
4848 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4850 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4851 // render into a slightly restricted region so that the borders of the
4852 // shadowmap area fade away, rather than streaking across everything
4853 // outside the usable area
4854 GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
4858 R_Mesh_SetRenderTargets(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture, NULL, NULL, NULL);
4859 R_SetupShader_ShowDepth(true);
4860 GL_ColorMask(1,1,1,1);
4861 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4864 for (i = 0;i < r_refdef.scene.numentities;i++)
4866 ent = r_refdef.scene.entities[i];
4868 // cast shadows from anything of the map (submodels are optional)
4869 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4871 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4872 Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
4873 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4874 Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
4875 Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
4876 relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4877 relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4878 relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4879 relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4880 relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4881 relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4882 RSurf_ActiveModelEntity(ent, false, false, false);
4883 ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4884 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4891 unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
4893 qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
4895 Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
4896 Cvar_SetValueQuick(&r_test, 0);
4901 R_Shadow_RenderMode_End();
4903 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
4904 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
4905 Matrix4x4_CreateScale3(&scalematrix, size, -size, 1);
4906 Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
4907 Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
4908 Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
4910 switch (vid.renderpath)
4912 case RENDERPATH_GL11:
4913 case RENDERPATH_GL13:
4914 case RENDERPATH_GL20:
4915 case RENDERPATH_SOFT:
4916 case RENDERPATH_GLES1:
4917 case RENDERPATH_GLES2:
4919 case RENDERPATH_D3D9:
4920 case RENDERPATH_D3D10:
4921 case RENDERPATH_D3D11:
4922 #ifdef OPENGL_ORIENTATION
4923 r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
4924 r_shadow_shadowmapmatrix.m[0][1] *= -1.0f;
4925 r_shadow_shadowmapmatrix.m[0][2] *= -1.0f;
4926 r_shadow_shadowmapmatrix.m[0][3] *= -1.0f;
4928 r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
4929 r_shadow_shadowmapmatrix.m[1][0] *= -1.0f;
4930 r_shadow_shadowmapmatrix.m[2][0] *= -1.0f;
4931 r_shadow_shadowmapmatrix.m[3][0] *= -1.0f;
4936 r_shadow_usingshadowmaportho = true;
4937 switch (r_shadow_shadowmode)
4939 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4940 r_shadow_usingshadowmap2d = true;
4947 void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
4950 float relativethrowdistance;
4951 entity_render_t *ent;
4952 vec3_t relativelightorigin;
4953 vec3_t relativelightdirection;
4954 vec3_t relativeshadowmins, relativeshadowmaxs;
4955 vec3_t tmp, shadowdir;
4957 if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
4960 r_shadow_fb_fbo = fbo;
4961 r_shadow_fb_depthtexture = depthtexture;
4962 r_shadow_fb_colortexture = colortexture;
4964 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
4965 //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4966 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4967 R_Shadow_RenderMode_Begin();
4968 R_Shadow_RenderMode_ActiveLight(NULL);
4969 r_shadow_lightscissor[0] = r_refdef.view.x;
4970 r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4971 r_shadow_lightscissor[2] = r_refdef.view.width;
4972 r_shadow_lightscissor[3] = r_refdef.view.height;
4973 R_Shadow_RenderMode_StencilShadowVolumes(false);
4976 if (r_shadows.integer == 2)
4978 Math_atov(r_shadows_throwdirection.string, shadowdir);
4979 VectorNormalize(shadowdir);
4982 R_Shadow_ClearStencil();
4984 for (i = 0;i < r_refdef.scene.numentities;i++)
4986 ent = r_refdef.scene.entities[i];
4988 // cast shadows from anything of the map (submodels are optional)
4989 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4991 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4992 VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
4993 VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
4994 if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
4995 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4998 if(ent->entitynumber != 0)
5000 if(ent->entitynumber >= MAX_EDICTS) // csqc entity
5002 // FIXME handle this
5003 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5007 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
5008 int entnum, entnum2, recursion;
5009 entnum = entnum2 = ent->entitynumber;
5010 for(recursion = 32; recursion > 0; --recursion)
5012 entnum2 = cl.entities[entnum].state_current.tagentity;
5013 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
5018 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
5020 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
5021 // transform into modelspace of OUR entity
5022 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
5023 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
5026 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5030 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5033 VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
5034 RSurf_ActiveModelEntity(ent, false, false, false);
5035 ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
5036 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
5040 // not really the right mode, but this will disable any silly stencil features
5041 R_Shadow_RenderMode_End();
5043 // set up ortho view for rendering this pass
5044 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5045 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5046 //GL_ScissorTest(true);
5047 //R_EntityMatrix(&identitymatrix);
5048 //R_Mesh_ResetTextureState();
5049 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
5051 // set up a darkening blend on shadowed areas
5052 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5053 //GL_DepthRange(0, 1);
5054 //GL_DepthTest(false);
5055 //GL_DepthMask(false);
5056 //GL_PolygonOffset(0, 0);CHECKGLERROR
5057 GL_Color(0, 0, 0, r_shadows_darken.value);
5058 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5059 //GL_DepthFunc(GL_ALWAYS);
5060 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
5062 // apply the blend to the shadowed areas
5063 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
5064 R_SetupShader_Generic_NoTexture(false, true);
5065 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5067 // restore the viewport
5068 R_SetViewport(&r_refdef.view.viewport);
5070 // restore other state to normal
5071 //R_Shadow_RenderMode_End();
5074 static void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
5077 vec3_t centerorigin;
5079 // if it's too close, skip it
5080 if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
5082 zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
5085 if (usequery && r_numqueries + 2 <= r_maxqueries)
5087 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
5088 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
5089 // we count potential samples in the middle of the screen, we count actual samples at the light location, this allows counting potential samples of off-screen lights
5090 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
5092 switch(vid.renderpath)
5094 case RENDERPATH_GL11:
5095 case RENDERPATH_GL13:
5096 case RENDERPATH_GL20:
5097 case RENDERPATH_GLES1:
5098 case RENDERPATH_GLES2:
5099 #ifdef GL_SAMPLES_PASSED_ARB
5101 // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
5102 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
5103 GL_DepthFunc(GL_ALWAYS);
5104 R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5105 R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5106 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5107 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5108 GL_DepthFunc(GL_LEQUAL);
5109 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
5110 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5111 R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5112 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5113 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5117 case RENDERPATH_D3D9:
5118 Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5120 case RENDERPATH_D3D10:
5121 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5123 case RENDERPATH_D3D11:
5124 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5126 case RENDERPATH_SOFT:
5127 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5131 rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
5134 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5136 static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
5139 GLint allpixels = 0, visiblepixels = 0;
5140 // now we have to check the query result
5141 if (rtlight->corona_queryindex_visiblepixels)
5143 switch(vid.renderpath)
5145 case RENDERPATH_GL11:
5146 case RENDERPATH_GL13:
5147 case RENDERPATH_GL20:
5148 case RENDERPATH_GLES1:
5149 case RENDERPATH_GLES2:
5150 #ifdef GL_SAMPLES_PASSED_ARB
5152 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
5153 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
5157 case RENDERPATH_D3D9:
5158 Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5160 case RENDERPATH_D3D10:
5161 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5163 case RENDERPATH_D3D11:
5164 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5166 case RENDERPATH_SOFT:
5167 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5170 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
5171 if (visiblepixels < 1 || allpixels < 1)
5173 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
5174 cscale *= rtlight->corona_visibility;
5178 // FIXME: these traces should scan all render entities instead of cl.world
5179 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
5182 VectorScale(rtlight->currentcolor, cscale, color);
5183 if (VectorLength(color) > (1.0f / 256.0f))
5186 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
5189 VectorNegate(color, color);
5190 GL_BlendEquationSubtract(true);
5192 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5193 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5194 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5196 GL_BlendEquationSubtract(false);
5200 void R_Shadow_DrawCoronas(void)
5203 qboolean usequery = false;
5208 if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
5210 if (r_fb.water.renderingscene)
5212 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
5213 R_EntityMatrix(&identitymatrix);
5215 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5217 // check occlusion of coronas
5218 // use GL_ARB_occlusion_query if available
5219 // otherwise use raytraces
5221 switch (vid.renderpath)
5223 case RENDERPATH_GL11:
5224 case RENDERPATH_GL13:
5225 case RENDERPATH_GL20:
5226 case RENDERPATH_GLES1:
5227 case RENDERPATH_GLES2:
5228 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
5229 #ifdef GL_SAMPLES_PASSED_ARB
5232 GL_ColorMask(0,0,0,0);
5233 if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
5234 if (r_maxqueries < MAX_OCCLUSION_QUERIES)
5237 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
5238 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
5240 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
5243 RSurf_ActiveWorldEntity();
5244 GL_BlendFunc(GL_ONE, GL_ZERO);
5245 GL_CullFace(GL_NONE);
5246 GL_DepthMask(false);
5247 GL_DepthRange(0, 1);
5248 GL_PolygonOffset(0, 0);
5250 R_Mesh_ResetTextureState();
5251 R_SetupShader_Generic_NoTexture(false, false);
5255 case RENDERPATH_D3D9:
5257 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5259 case RENDERPATH_D3D10:
5260 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5262 case RENDERPATH_D3D11:
5263 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5265 case RENDERPATH_SOFT:
5267 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5270 for (lightindex = 0;lightindex < range;lightindex++)
5272 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5275 rtlight = &light->rtlight;
5276 rtlight->corona_visibility = 0;
5277 rtlight->corona_queryindex_visiblepixels = 0;
5278 rtlight->corona_queryindex_allpixels = 0;
5279 if (!(rtlight->flags & flag))
5281 if (rtlight->corona <= 0)
5283 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
5285 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5287 for (i = 0;i < r_refdef.scene.numlights;i++)
5289 rtlight = r_refdef.scene.lights[i];
5290 rtlight->corona_visibility = 0;
5291 rtlight->corona_queryindex_visiblepixels = 0;
5292 rtlight->corona_queryindex_allpixels = 0;
5293 if (!(rtlight->flags & flag))
5295 if (rtlight->corona <= 0)
5297 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5300 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5302 // now draw the coronas using the query data for intensity info
5303 for (lightindex = 0;lightindex < range;lightindex++)
5305 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5308 rtlight = &light->rtlight;
5309 if (rtlight->corona_visibility <= 0)
5311 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5313 for (i = 0;i < r_refdef.scene.numlights;i++)
5315 rtlight = r_refdef.scene.lights[i];
5316 if (rtlight->corona_visibility <= 0)
5318 if (gl_flashblend.integer)
5319 R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
5321 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5327 static dlight_t *R_Shadow_NewWorldLight(void)
5329 return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
5332 static void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
5335 // validate parameters
5336 if (style < 0 || style >= MAX_LIGHTSTYLES)
5338 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
5344 // copy to light properties
5345 VectorCopy(origin, light->origin);
5346 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
5347 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
5348 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
5350 light->color[0] = max(color[0], 0);
5351 light->color[1] = max(color[1], 0);
5352 light->color[2] = max(color[2], 0);
5354 light->color[0] = color[0];
5355 light->color[1] = color[1];
5356 light->color[2] = color[2];
5357 light->radius = max(radius, 0);
5358 light->style = style;
5359 light->shadow = shadowenable;
5360 light->corona = corona;
5361 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
5362 light->coronasizescale = coronasizescale;
5363 light->ambientscale = ambientscale;
5364 light->diffusescale = diffusescale;
5365 light->specularscale = specularscale;
5366 light->flags = flags;
5368 // update renderable light data
5369 Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
5370 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);
5373 static void R_Shadow_FreeWorldLight(dlight_t *light)
5375 if (r_shadow_selectedlight == light)
5376 r_shadow_selectedlight = NULL;
5377 R_RTLight_Uncompile(&light->rtlight);
5378 Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
5381 void R_Shadow_ClearWorldLights(void)
5385 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5386 for (lightindex = 0;lightindex < range;lightindex++)
5388 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5390 R_Shadow_FreeWorldLight(light);
5392 r_shadow_selectedlight = NULL;
5395 static void R_Shadow_SelectLight(dlight_t *light)
5397 if (r_shadow_selectedlight)
5398 r_shadow_selectedlight->selected = false;
5399 r_shadow_selectedlight = light;
5400 if (r_shadow_selectedlight)
5401 r_shadow_selectedlight->selected = true;
5404 static void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5406 // this is never batched (there can be only one)
5408 R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
5409 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5410 R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5413 static void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5418 skinframe_t *skinframe;
5421 // this is never batched (due to the ent parameter changing every time)
5422 // so numsurfaces == 1 and surfacelist[0] == lightnumber
5423 const dlight_t *light = (dlight_t *)ent;
5426 R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
5429 VectorScale(light->color, intensity, spritecolor);
5430 if (VectorLength(spritecolor) < 0.1732f)
5431 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
5432 if (VectorLength(spritecolor) > 1.0f)
5433 VectorNormalize(spritecolor);
5435 // draw light sprite
5436 if (light->cubemapname[0] && !light->shadow)
5437 skinframe = r_editlights_sprcubemapnoshadowlight;
5438 else if (light->cubemapname[0])
5439 skinframe = r_editlights_sprcubemaplight;
5440 else if (!light->shadow)
5441 skinframe = r_editlights_sprnoshadowlight;
5443 skinframe = r_editlights_sprlight;
5445 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, spritecolor[0], spritecolor[1], spritecolor[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5446 R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5448 // draw selection sprite if light is selected
5449 if (light->selected)
5451 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5452 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5453 // VorteX todo: add normalmode/realtime mode light overlay sprites?
5457 void R_Shadow_DrawLightSprites(void)
5461 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5462 for (lightindex = 0;lightindex < range;lightindex++)
5464 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5466 R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
5468 if (!r_editlights_lockcursor)
5469 R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
5472 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
5477 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
5478 if (lightindex >= range)
5480 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5483 rtlight = &light->rtlight;
5484 //if (!(rtlight->flags & flag))
5486 VectorCopy(rtlight->shadoworigin, origin);
5487 *radius = rtlight->radius;
5488 VectorCopy(rtlight->color, color);
5492 static void R_Shadow_SelectLightInView(void)
5494 float bestrating, rating, temp[3];
5498 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5502 if (r_editlights_lockcursor)
5504 for (lightindex = 0;lightindex < range;lightindex++)
5506 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5509 VectorSubtract(light->origin, r_refdef.view.origin, temp);
5510 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
5513 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
5514 if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1.0f)
5516 bestrating = rating;
5521 R_Shadow_SelectLight(best);
5524 void R_Shadow_LoadWorldLights(void)
5526 int n, a, style, shadow, flags;
5527 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
5528 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
5529 if (cl.worldmodel == NULL)
5531 Con_Print("No map loaded.\n");
5534 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5535 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5545 for (;COM_Parse(t, true) && strcmp(
5546 if (COM_Parse(t, true))
5548 if (com_token[0] == '!')
5551 origin[0] = atof(com_token+1);
5554 origin[0] = atof(com_token);
5559 while (*s && *s != '\n' && *s != '\r')
5565 // check for modifier flags
5572 #if _MSC_VER >= 1400
5573 #define sscanf sscanf_s
5575 cubemapname[sizeof(cubemapname)-1] = 0;
5576 #if MAX_QPATH != 128
5577 #error update this code if MAX_QPATH changes
5579 a = sscanf(t, "%f %f %f %f %f %f %f %d %127s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname
5580 #if _MSC_VER >= 1400
5581 , sizeof(cubemapname)
5583 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
5586 flags = LIGHTFLAG_REALTIMEMODE;
5594 coronasizescale = 0.25f;
5596 VectorClear(angles);
5599 if (a < 9 || !strcmp(cubemapname, "\"\""))
5601 // remove quotes on cubemapname
5602 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
5605 namelen = strlen(cubemapname) - 2;
5606 memmove(cubemapname, cubemapname + 1, namelen);
5607 cubemapname[namelen] = '\0';
5611 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);
5614 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5622 Con_Printf("invalid rtlights file \"%s\"\n", name);
5623 Mem_Free(lightsstring);
5627 void R_Shadow_SaveWorldLights(void)
5631 size_t bufchars, bufmaxchars;
5633 char name[MAX_QPATH];
5634 char line[MAX_INPUTLINE];
5635 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
5636 // I hate lines which are 3 times my screen size :( --blub
5639 if (cl.worldmodel == NULL)
5641 Con_Print("No map loaded.\n");
5644 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5645 bufchars = bufmaxchars = 0;
5647 for (lightindex = 0;lightindex < range;lightindex++)
5649 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5652 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5653 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
5654 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5655 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
5657 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
5658 if (bufchars + strlen(line) > bufmaxchars)
5660 bufmaxchars = bufchars + strlen(line) + 2048;
5662 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5666 memcpy(buf, oldbuf, bufchars);
5672 memcpy(buf + bufchars, line, strlen(line));
5673 bufchars += strlen(line);
5677 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5682 void R_Shadow_LoadLightsFile(void)
5685 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5686 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5687 if (cl.worldmodel == NULL)
5689 Con_Print("No map loaded.\n");
5692 dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
5693 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5701 while (*s && *s != '\n' && *s != '\r')
5707 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);
5711 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);
5714 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5715 radius = bound(15, radius, 4096);
5716 VectorScale(color, (2.0f / (8388608.0f)), color);
5717 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5725 Con_Printf("invalid lights file \"%s\"\n", name);
5726 Mem_Free(lightsstring);
5730 // tyrlite/hmap2 light types in the delay field
5731 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5733 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5745 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5746 char key[256], value[MAX_INPUTLINE];
5749 if (cl.worldmodel == NULL)
5751 Con_Print("No map loaded.\n");
5754 // try to load a .ent file first
5755 dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
5756 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5757 // and if that is not found, fall back to the bsp file entity string
5759 data = cl.worldmodel->brush.entities;
5762 for (entnum = 0;COM_ParseToken_Simple(&data, false, false, true) && com_token[0] == '{';entnum++)
5764 type = LIGHTTYPE_MINUSX;
5765 origin[0] = origin[1] = origin[2] = 0;
5766 originhack[0] = originhack[1] = originhack[2] = 0;
5767 angles[0] = angles[1] = angles[2] = 0;
5768 color[0] = color[1] = color[2] = 1;
5769 light[0] = light[1] = light[2] = 1;light[3] = 300;
5770 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5780 if (!COM_ParseToken_Simple(&data, false, false, true))
5782 if (com_token[0] == '}')
5783 break; // end of entity
5784 if (com_token[0] == '_')
5785 strlcpy(key, com_token + 1, sizeof(key));
5787 strlcpy(key, com_token, sizeof(key));
5788 while (key[strlen(key)-1] == ' ') // remove trailing spaces
5789 key[strlen(key)-1] = 0;
5790 if (!COM_ParseToken_Simple(&data, false, false, true))
5792 strlcpy(value, com_token, sizeof(value));
5794 // now that we have the key pair worked out...
5795 if (!strcmp("light", key))
5797 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5801 light[0] = vec[0] * (1.0f / 256.0f);
5802 light[1] = vec[0] * (1.0f / 256.0f);
5803 light[2] = vec[0] * (1.0f / 256.0f);
5809 light[0] = vec[0] * (1.0f / 255.0f);
5810 light[1] = vec[1] * (1.0f / 255.0f);
5811 light[2] = vec[2] * (1.0f / 255.0f);
5815 else if (!strcmp("delay", key))
5817 else if (!strcmp("origin", key))
5818 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5819 else if (!strcmp("angle", key))
5820 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5821 else if (!strcmp("angles", key))
5822 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5823 else if (!strcmp("color", key))
5824 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5825 else if (!strcmp("wait", key))
5826 fadescale = atof(value);
5827 else if (!strcmp("classname", key))
5829 if (!strncmp(value, "light", 5))
5832 if (!strcmp(value, "light_fluoro"))
5837 overridecolor[0] = 1;
5838 overridecolor[1] = 1;
5839 overridecolor[2] = 1;
5841 if (!strcmp(value, "light_fluorospark"))
5846 overridecolor[0] = 1;
5847 overridecolor[1] = 1;
5848 overridecolor[2] = 1;
5850 if (!strcmp(value, "light_globe"))
5855 overridecolor[0] = 1;
5856 overridecolor[1] = 0.8;
5857 overridecolor[2] = 0.4;
5859 if (!strcmp(value, "light_flame_large_yellow"))
5864 overridecolor[0] = 1;
5865 overridecolor[1] = 0.5;
5866 overridecolor[2] = 0.1;
5868 if (!strcmp(value, "light_flame_small_yellow"))
5873 overridecolor[0] = 1;
5874 overridecolor[1] = 0.5;
5875 overridecolor[2] = 0.1;
5877 if (!strcmp(value, "light_torch_small_white"))
5882 overridecolor[0] = 1;
5883 overridecolor[1] = 0.5;
5884 overridecolor[2] = 0.1;
5886 if (!strcmp(value, "light_torch_small_walltorch"))
5891 overridecolor[0] = 1;
5892 overridecolor[1] = 0.5;
5893 overridecolor[2] = 0.1;
5897 else if (!strcmp("style", key))
5898 style = atoi(value);
5899 else if (!strcmp("skin", key))
5900 skin = (int)atof(value);
5901 else if (!strcmp("pflags", key))
5902 pflags = (int)atof(value);
5903 //else if (!strcmp("effects", key))
5904 // effects = (int)atof(value);
5905 else if (cl.worldmodel->type == mod_brushq3)
5907 if (!strcmp("scale", key))
5908 lightscale = atof(value);
5909 if (!strcmp("fade", key))
5910 fadescale = atof(value);
5915 if (lightscale <= 0)
5919 if (color[0] == color[1] && color[0] == color[2])
5921 color[0] *= overridecolor[0];
5922 color[1] *= overridecolor[1];
5923 color[2] *= overridecolor[2];
5925 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5926 color[0] = color[0] * light[0];
5927 color[1] = color[1] * light[1];
5928 color[2] = color[2] * light[2];
5931 case LIGHTTYPE_MINUSX:
5933 case LIGHTTYPE_RECIPX:
5935 VectorScale(color, (1.0f / 16.0f), color);
5937 case LIGHTTYPE_RECIPXX:
5939 VectorScale(color, (1.0f / 16.0f), color);
5942 case LIGHTTYPE_NONE:
5946 case LIGHTTYPE_MINUSXX:
5949 VectorAdd(origin, originhack, origin);
5951 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va(vabuf, sizeof(vabuf), "cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5954 Mem_Free(entfiledata);
5958 static void R_Shadow_SetCursorLocationForView(void)
5961 vec3_t dest, endpos;
5963 VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5964 trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true);
5965 if (trace.fraction < 1)
5967 dist = trace.fraction * r_editlights_cursordistance.value;
5968 push = r_editlights_cursorpushback.value;
5972 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
5973 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
5977 VectorClear( endpos );
5979 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5980 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5981 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5984 void R_Shadow_UpdateWorldLightSelection(void)
5986 if (r_editlights.integer)
5988 R_Shadow_SetCursorLocationForView();
5989 R_Shadow_SelectLightInView();
5992 R_Shadow_SelectLight(NULL);
5995 static void R_Shadow_EditLights_Clear_f(void)
5997 R_Shadow_ClearWorldLights();
6000 void R_Shadow_EditLights_Reload_f(void)
6004 strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
6005 R_Shadow_ClearWorldLights();
6006 R_Shadow_LoadWorldLights();
6007 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6009 R_Shadow_LoadLightsFile();
6010 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6011 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6015 static void R_Shadow_EditLights_Save_f(void)
6019 R_Shadow_SaveWorldLights();
6022 static void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
6024 R_Shadow_ClearWorldLights();
6025 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6028 static void R_Shadow_EditLights_ImportLightsFile_f(void)
6030 R_Shadow_ClearWorldLights();
6031 R_Shadow_LoadLightsFile();
6034 static void R_Shadow_EditLights_Spawn_f(void)
6037 if (!r_editlights.integer)
6039 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6042 if (Cmd_Argc() != 1)
6044 Con_Print("r_editlights_spawn does not take parameters\n");
6047 color[0] = color[1] = color[2] = 1;
6048 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
6051 static void R_Shadow_EditLights_Edit_f(void)
6053 vec3_t origin, angles, color;
6054 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
6055 int style, shadows, flags, normalmode, realtimemode;
6056 char cubemapname[MAX_INPUTLINE];
6057 if (!r_editlights.integer)
6059 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6062 if (!r_shadow_selectedlight)
6064 Con_Print("No selected light.\n");
6067 VectorCopy(r_shadow_selectedlight->origin, origin);
6068 VectorCopy(r_shadow_selectedlight->angles, angles);
6069 VectorCopy(r_shadow_selectedlight->color, color);
6070 radius = r_shadow_selectedlight->radius;
6071 style = r_shadow_selectedlight->style;
6072 if (r_shadow_selectedlight->cubemapname)
6073 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
6076 shadows = r_shadow_selectedlight->shadow;
6077 corona = r_shadow_selectedlight->corona;
6078 coronasizescale = r_shadow_selectedlight->coronasizescale;
6079 ambientscale = r_shadow_selectedlight->ambientscale;
6080 diffusescale = r_shadow_selectedlight->diffusescale;
6081 specularscale = r_shadow_selectedlight->specularscale;
6082 flags = r_shadow_selectedlight->flags;
6083 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
6084 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
6085 if (!strcmp(Cmd_Argv(1), "origin"))
6087 if (Cmd_Argc() != 5)
6089 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6092 origin[0] = atof(Cmd_Argv(2));
6093 origin[1] = atof(Cmd_Argv(3));
6094 origin[2] = atof(Cmd_Argv(4));
6096 else if (!strcmp(Cmd_Argv(1), "originscale"))
6098 if (Cmd_Argc() != 5)
6100 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6103 origin[0] *= atof(Cmd_Argv(2));
6104 origin[1] *= atof(Cmd_Argv(3));
6105 origin[2] *= atof(Cmd_Argv(4));
6107 else if (!strcmp(Cmd_Argv(1), "originx"))
6109 if (Cmd_Argc() != 3)
6111 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6114 origin[0] = atof(Cmd_Argv(2));
6116 else if (!strcmp(Cmd_Argv(1), "originy"))
6118 if (Cmd_Argc() != 3)
6120 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6123 origin[1] = atof(Cmd_Argv(2));
6125 else if (!strcmp(Cmd_Argv(1), "originz"))
6127 if (Cmd_Argc() != 3)
6129 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6132 origin[2] = atof(Cmd_Argv(2));
6134 else if (!strcmp(Cmd_Argv(1), "move"))
6136 if (Cmd_Argc() != 5)
6138 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6141 origin[0] += atof(Cmd_Argv(2));
6142 origin[1] += atof(Cmd_Argv(3));
6143 origin[2] += atof(Cmd_Argv(4));
6145 else if (!strcmp(Cmd_Argv(1), "movex"))
6147 if (Cmd_Argc() != 3)
6149 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6152 origin[0] += atof(Cmd_Argv(2));
6154 else if (!strcmp(Cmd_Argv(1), "movey"))
6156 if (Cmd_Argc() != 3)
6158 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6161 origin[1] += atof(Cmd_Argv(2));
6163 else if (!strcmp(Cmd_Argv(1), "movez"))
6165 if (Cmd_Argc() != 3)
6167 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6170 origin[2] += atof(Cmd_Argv(2));
6172 else if (!strcmp(Cmd_Argv(1), "angles"))
6174 if (Cmd_Argc() != 5)
6176 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6179 angles[0] = atof(Cmd_Argv(2));
6180 angles[1] = atof(Cmd_Argv(3));
6181 angles[2] = atof(Cmd_Argv(4));
6183 else if (!strcmp(Cmd_Argv(1), "anglesx"))
6185 if (Cmd_Argc() != 3)
6187 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6190 angles[0] = atof(Cmd_Argv(2));
6192 else if (!strcmp(Cmd_Argv(1), "anglesy"))
6194 if (Cmd_Argc() != 3)
6196 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6199 angles[1] = atof(Cmd_Argv(2));
6201 else if (!strcmp(Cmd_Argv(1), "anglesz"))
6203 if (Cmd_Argc() != 3)
6205 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6208 angles[2] = atof(Cmd_Argv(2));
6210 else if (!strcmp(Cmd_Argv(1), "color"))
6212 if (Cmd_Argc() != 5)
6214 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
6217 color[0] = atof(Cmd_Argv(2));
6218 color[1] = atof(Cmd_Argv(3));
6219 color[2] = atof(Cmd_Argv(4));
6221 else if (!strcmp(Cmd_Argv(1), "radius"))
6223 if (Cmd_Argc() != 3)
6225 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6228 radius = atof(Cmd_Argv(2));
6230 else if (!strcmp(Cmd_Argv(1), "colorscale"))
6232 if (Cmd_Argc() == 3)
6234 double scale = atof(Cmd_Argv(2));
6241 if (Cmd_Argc() != 5)
6243 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
6246 color[0] *= atof(Cmd_Argv(2));
6247 color[1] *= atof(Cmd_Argv(3));
6248 color[2] *= atof(Cmd_Argv(4));
6251 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
6253 if (Cmd_Argc() != 3)
6255 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6258 radius *= atof(Cmd_Argv(2));
6260 else if (!strcmp(Cmd_Argv(1), "style"))
6262 if (Cmd_Argc() != 3)
6264 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6267 style = atoi(Cmd_Argv(2));
6269 else if (!strcmp(Cmd_Argv(1), "cubemap"))
6273 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6276 if (Cmd_Argc() == 3)
6277 strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
6281 else if (!strcmp(Cmd_Argv(1), "shadows"))
6283 if (Cmd_Argc() != 3)
6285 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6288 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6290 else if (!strcmp(Cmd_Argv(1), "corona"))
6292 if (Cmd_Argc() != 3)
6294 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6297 corona = atof(Cmd_Argv(2));
6299 else if (!strcmp(Cmd_Argv(1), "coronasize"))
6301 if (Cmd_Argc() != 3)
6303 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6306 coronasizescale = atof(Cmd_Argv(2));
6308 else if (!strcmp(Cmd_Argv(1), "ambient"))
6310 if (Cmd_Argc() != 3)
6312 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6315 ambientscale = atof(Cmd_Argv(2));
6317 else if (!strcmp(Cmd_Argv(1), "diffuse"))
6319 if (Cmd_Argc() != 3)
6321 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6324 diffusescale = atof(Cmd_Argv(2));
6326 else if (!strcmp(Cmd_Argv(1), "specular"))
6328 if (Cmd_Argc() != 3)
6330 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6333 specularscale = atof(Cmd_Argv(2));
6335 else if (!strcmp(Cmd_Argv(1), "normalmode"))
6337 if (Cmd_Argc() != 3)
6339 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6342 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6344 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
6346 if (Cmd_Argc() != 3)
6348 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6351 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6355 Con_Print("usage: r_editlights_edit [property] [value]\n");
6356 Con_Print("Selected light's properties:\n");
6357 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
6358 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
6359 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
6360 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
6361 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
6362 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
6363 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
6364 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
6365 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
6366 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
6367 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
6368 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
6369 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
6370 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
6373 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
6374 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
6377 static void R_Shadow_EditLights_EditAll_f(void)
6380 dlight_t *light, *oldselected;
6383 if (!r_editlights.integer)
6385 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
6389 oldselected = r_shadow_selectedlight;
6390 // EditLights doesn't seem to have a "remove" command or something so:
6391 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6392 for (lightindex = 0;lightindex < range;lightindex++)
6394 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6397 R_Shadow_SelectLight(light);
6398 R_Shadow_EditLights_Edit_f();
6400 // return to old selected (to not mess editing once selection is locked)
6401 R_Shadow_SelectLight(oldselected);
6404 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
6406 int lightnumber, lightcount;
6407 size_t lightindex, range;
6412 if (!r_editlights.integer)
6415 // update cvars so QC can query them
6416 if (r_shadow_selectedlight)
6418 dpsnprintf(temp, sizeof(temp), "%f %f %f", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
6419 Cvar_SetQuick(&r_editlights_current_origin, temp);
6420 dpsnprintf(temp, sizeof(temp), "%f %f %f", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
6421 Cvar_SetQuick(&r_editlights_current_angles, temp);
6422 dpsnprintf(temp, sizeof(temp), "%f %f %f", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
6423 Cvar_SetQuick(&r_editlights_current_color, temp);
6424 Cvar_SetValueQuick(&r_editlights_current_radius, r_shadow_selectedlight->radius);
6425 Cvar_SetValueQuick(&r_editlights_current_corona, r_shadow_selectedlight->corona);
6426 Cvar_SetValueQuick(&r_editlights_current_coronasize, r_shadow_selectedlight->coronasizescale);
6427 Cvar_SetValueQuick(&r_editlights_current_style, r_shadow_selectedlight->style);
6428 Cvar_SetValueQuick(&r_editlights_current_shadows, r_shadow_selectedlight->shadow);
6429 Cvar_SetQuick(&r_editlights_current_cubemap, r_shadow_selectedlight->cubemapname);
6430 Cvar_SetValueQuick(&r_editlights_current_ambient, r_shadow_selectedlight->ambientscale);
6431 Cvar_SetValueQuick(&r_editlights_current_diffuse, r_shadow_selectedlight->diffusescale);
6432 Cvar_SetValueQuick(&r_editlights_current_specular, r_shadow_selectedlight->specularscale);
6433 Cvar_SetValueQuick(&r_editlights_current_normalmode, (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? 1 : 0);
6434 Cvar_SetValueQuick(&r_editlights_current_realtimemode, (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? 1 : 0);
6437 // draw properties on screen
6438 if (!r_editlights_drawproperties.integer)
6440 x = vid_conwidth.value - 240;
6442 DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
6445 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6446 for (lightindex = 0;lightindex < range;lightindex++)
6448 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6451 if (light == r_shadow_selectedlight)
6452 lightnumber = lightindex;
6455 dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
6456 dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
6458 if (r_shadow_selectedlight == NULL)
6460 dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6461 dpsnprintf(temp, sizeof(temp), "Origin : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6462 dpsnprintf(temp, sizeof(temp), "Angles : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6463 dpsnprintf(temp, sizeof(temp), "Color : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6464 dpsnprintf(temp, sizeof(temp), "Radius : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6465 dpsnprintf(temp, sizeof(temp), "Corona : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6466 dpsnprintf(temp, sizeof(temp), "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6467 dpsnprintf(temp, sizeof(temp), "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6468 dpsnprintf(temp, sizeof(temp), "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6469 dpsnprintf(temp, sizeof(temp), "CoronaSize : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6470 dpsnprintf(temp, sizeof(temp), "Ambient : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6471 dpsnprintf(temp, sizeof(temp), "Diffuse : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6472 dpsnprintf(temp, sizeof(temp), "Specular : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6473 dpsnprintf(temp, sizeof(temp), "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6474 dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6477 static void R_Shadow_EditLights_ToggleShadow_f(void)
6479 if (!r_editlights.integer)
6481 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6484 if (!r_shadow_selectedlight)
6486 Con_Print("No selected light.\n");
6489 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);
6492 static void R_Shadow_EditLights_ToggleCorona_f(void)
6494 if (!r_editlights.integer)
6496 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6499 if (!r_shadow_selectedlight)
6501 Con_Print("No selected light.\n");
6504 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);
6507 static void R_Shadow_EditLights_Remove_f(void)
6509 if (!r_editlights.integer)
6511 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
6514 if (!r_shadow_selectedlight)
6516 Con_Print("No selected light.\n");
6519 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
6520 r_shadow_selectedlight = NULL;
6523 static void R_Shadow_EditLights_Help_f(void)
6526 "Documentation on r_editlights system:\n"
6528 "r_editlights : enable/disable editing mode\n"
6529 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
6530 "r_editlights_cursorpushback : push back cursor this far from surface\n"
6531 "r_editlights_cursorpushoff : push cursor off surface this far\n"
6532 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
6533 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
6535 "r_editlights_help : this help\n"
6536 "r_editlights_clear : remove all lights\n"
6537 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
6538 "r_editlights_lock : lock selection to current light, if already locked - unlock\n"
6539 "r_editlights_save : save to .rtlights file\n"
6540 "r_editlights_spawn : create a light with default settings\n"
6541 "r_editlights_edit command : edit selected light - more documentation below\n"
6542 "r_editlights_remove : remove selected light\n"
6543 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
6544 "r_editlights_importlightentitiesfrommap : reload light entities\n"
6545 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
6547 "origin x y z : set light location\n"
6548 "originx x: set x component of light location\n"
6549 "originy y: set y component of light location\n"
6550 "originz z: set z component of light location\n"
6551 "move x y z : adjust light location\n"
6552 "movex x: adjust x component of light location\n"
6553 "movey y: adjust y component of light location\n"
6554 "movez z: adjust z component of light location\n"
6555 "angles x y z : set light angles\n"
6556 "anglesx x: set x component of light angles\n"
6557 "anglesy y: set y component of light angles\n"
6558 "anglesz z: set z component of light angles\n"
6559 "color r g b : set color of light (can be brighter than 1 1 1)\n"
6560 "radius radius : set radius (size) of light\n"
6561 "colorscale grey : multiply color of light (1 does nothing)\n"
6562 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
6563 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
6564 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
6565 "originscale x y z : multiply origin of light (1 1 1 does nothing)\n"
6566 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
6567 "cubemap basename : set filter cubemap of light\n"
6568 "shadows 1/0 : turn on/off shadows\n"
6569 "corona n : set corona intensity\n"
6570 "coronasize n : set corona size (0-1)\n"
6571 "ambient n : set ambient intensity (0-1)\n"
6572 "diffuse n : set diffuse intensity (0-1)\n"
6573 "specular n : set specular intensity (0-1)\n"
6574 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
6575 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
6576 "<nothing> : print light properties to console\n"
6580 static void R_Shadow_EditLights_CopyInfo_f(void)
6582 if (!r_editlights.integer)
6584 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
6587 if (!r_shadow_selectedlight)
6589 Con_Print("No selected light.\n");
6592 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
6593 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
6594 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
6595 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
6596 if (r_shadow_selectedlight->cubemapname)
6597 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
6599 r_shadow_bufferlight.cubemapname[0] = 0;
6600 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
6601 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
6602 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
6603 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
6604 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
6605 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
6606 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
6609 static void R_Shadow_EditLights_PasteInfo_f(void)
6611 if (!r_editlights.integer)
6613 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
6616 if (!r_shadow_selectedlight)
6618 Con_Print("No selected light.\n");
6621 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);
6624 static void R_Shadow_EditLights_Lock_f(void)
6626 if (!r_editlights.integer)
6628 Con_Print("Cannot lock on light when not in editing mode. Set r_editlights to 1.\n");
6631 if (r_editlights_lockcursor)
6633 r_editlights_lockcursor = false;
6636 if (!r_shadow_selectedlight)
6638 Con_Print("No selected light to lock on.\n");
6641 r_editlights_lockcursor = true;
6644 static void R_Shadow_EditLights_Init(void)
6646 Cvar_RegisterVariable(&r_editlights);
6647 Cvar_RegisterVariable(&r_editlights_cursordistance);
6648 Cvar_RegisterVariable(&r_editlights_cursorpushback);
6649 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
6650 Cvar_RegisterVariable(&r_editlights_cursorgrid);
6651 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
6652 Cvar_RegisterVariable(&r_editlights_drawproperties);
6653 Cvar_RegisterVariable(&r_editlights_current_origin);
6654 Cvar_RegisterVariable(&r_editlights_current_angles);
6655 Cvar_RegisterVariable(&r_editlights_current_color);
6656 Cvar_RegisterVariable(&r_editlights_current_radius);
6657 Cvar_RegisterVariable(&r_editlights_current_corona);
6658 Cvar_RegisterVariable(&r_editlights_current_coronasize);
6659 Cvar_RegisterVariable(&r_editlights_current_style);
6660 Cvar_RegisterVariable(&r_editlights_current_shadows);
6661 Cvar_RegisterVariable(&r_editlights_current_cubemap);
6662 Cvar_RegisterVariable(&r_editlights_current_ambient);
6663 Cvar_RegisterVariable(&r_editlights_current_diffuse);
6664 Cvar_RegisterVariable(&r_editlights_current_specular);
6665 Cvar_RegisterVariable(&r_editlights_current_normalmode);
6666 Cvar_RegisterVariable(&r_editlights_current_realtimemode);
6667 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
6668 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
6669 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)");
6670 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
6671 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
6672 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
6673 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)");
6674 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
6675 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
6676 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
6677 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
6678 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
6679 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
6680 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)");
6681 Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
6687 =============================================================================
6691 =============================================================================
6694 void R_LightPoint(vec3_t color, const vec3_t p, const int flags)
6696 int i, numlights, flag;
6697 float f, relativepoint[3], dist, dist2, lightradius2;
6702 if (r_fullbright.integer)
6704 VectorSet(color, 1, 1, 1);
6710 if (flags & LP_LIGHTMAP)
6712 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6714 VectorClear(diffuse);
6715 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n);
6716 VectorAdd(color, diffuse, color);
6719 VectorSet(color, 1, 1, 1);
6720 color[0] += r_refdef.scene.ambient;
6721 color[1] += r_refdef.scene.ambient;
6722 color[2] += r_refdef.scene.ambient;
6725 if (flags & LP_RTWORLD)
6727 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6728 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6729 for (i = 0; i < numlights; i++)
6731 dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6734 light = &dlight->rtlight;
6735 if (!(light->flags & flag))
6738 lightradius2 = light->radius * light->radius;
6739 VectorSubtract(light->shadoworigin, p, relativepoint);
6740 dist2 = VectorLength2(relativepoint);
6741 if (dist2 >= lightradius2)
6743 dist = sqrt(dist2) / light->radius;
6744 f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6747 // todo: add to both ambient and diffuse
6748 if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6749 VectorMA(color, f, light->currentcolor, color);
6752 if (flags & LP_DYNLIGHT)
6755 for (i = 0;i < r_refdef.scene.numlights;i++)
6757 light = r_refdef.scene.lights[i];
6759 lightradius2 = light->radius * light->radius;
6760 VectorSubtract(light->shadoworigin, p, relativepoint);
6761 dist2 = VectorLength2(relativepoint);
6762 if (dist2 >= lightradius2)
6764 dist = sqrt(dist2) / light->radius;
6765 f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6768 // todo: add to both ambient and diffuse
6769 if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6770 VectorMA(color, f, light->color, color);
6775 void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
6777 int i, numlights, flag;
6780 float relativepoint[3];
6789 if (r_fullbright.integer)
6791 VectorSet(ambient, 1, 1, 1);
6792 VectorClear(diffuse);
6793 VectorClear(lightdir);
6797 if (flags == LP_LIGHTMAP)
6799 VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6800 VectorClear(diffuse);
6801 VectorClear(lightdir);
6802 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6803 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
6805 VectorSet(ambient, 1, 1, 1);
6809 memset(sample, 0, sizeof(sample));
6810 VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6812 if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6815 VectorClear(tempambient);
6817 VectorClear(relativepoint);
6818 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
6819 VectorScale(tempambient, r_refdef.lightmapintensity, tempambient);
6820 VectorScale(color, r_refdef.lightmapintensity, color);
6821 VectorAdd(sample, tempambient, sample);
6822 VectorMA(sample , 0.5f , color, sample );
6823 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6824 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6825 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6826 // calculate a weighted average light direction as well
6827 intensity = VectorLength(color);
6828 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6831 if (flags & LP_RTWORLD)
6833 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6834 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6835 for (i = 0; i < numlights; i++)
6837 dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6840 light = &dlight->rtlight;
6841 if (!(light->flags & flag))
6844 lightradius2 = light->radius * light->radius;
6845 VectorSubtract(light->shadoworigin, p, relativepoint);
6846 dist2 = VectorLength2(relativepoint);
6847 if (dist2 >= lightradius2)
6849 dist = sqrt(dist2) / light->radius;
6850 intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
6851 if (intensity <= 0.0f)
6853 if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6855 // scale down intensity to add to both ambient and diffuse
6856 //intensity *= 0.5f;
6857 VectorNormalize(relativepoint);
6858 VectorScale(light->currentcolor, intensity, color);
6859 VectorMA(sample , 0.5f , color, sample );
6860 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6861 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6862 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6863 // calculate a weighted average light direction as well
6864 intensity *= VectorLength(color);
6865 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6867 // FIXME: sample bouncegrid too!
6870 if (flags & LP_DYNLIGHT)
6873 for (i = 0;i < r_refdef.scene.numlights;i++)
6875 light = r_refdef.scene.lights[i];
6877 lightradius2 = light->radius * light->radius;
6878 VectorSubtract(light->shadoworigin, p, relativepoint);
6879 dist2 = VectorLength2(relativepoint);
6880 if (dist2 >= lightradius2)
6882 dist = sqrt(dist2) / light->radius;
6883 intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
6884 if (intensity <= 0.0f)
6886 if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6888 // scale down intensity to add to both ambient and diffuse
6889 //intensity *= 0.5f;
6890 VectorNormalize(relativepoint);
6891 VectorScale(light->currentcolor, intensity, color);
6892 VectorMA(sample , 0.5f , color, sample );
6893 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6894 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6895 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6896 // calculate a weighted average light direction as well
6897 intensity *= VectorLength(color);
6898 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6902 // calculate the direction we'll use to reduce the sample to a directional light source
6903 VectorCopy(sample + 12, dir);
6904 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
6905 VectorNormalize(dir);
6906 // extract the diffuse color along the chosen direction and scale it
6907 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
6908 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
6909 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
6910 // subtract some of diffuse from ambient
6911 VectorMA(sample, -0.333f, diffuse, ambient);
6912 // store the normalized lightdir
6913 VectorCopy(dir, lightdir);