3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however. Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light. This technique is used heavily in many games (Doom3 does not support
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
143 extern void R_Shadow_EditLights_Init(void);
145 typedef enum r_shadow_rendermode_e
147 R_SHADOW_RENDERMODE_NONE,
148 R_SHADOW_RENDERMODE_ZPASS_STENCIL,
149 R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
150 R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
151 R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
152 R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
153 R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
154 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
155 R_SHADOW_RENDERMODE_LIGHT_DOT3,
156 R_SHADOW_RENDERMODE_LIGHT_GLSL,
157 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
158 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
160 r_shadow_rendermode_t;
162 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
163 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
164 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
165 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
167 int maxshadowtriangles;
170 int maxshadowvertices;
171 float *shadowvertex3f;
184 int r_shadow_buffer_numleafpvsbytes;
185 unsigned char *r_shadow_buffer_visitingleafpvs;
186 unsigned char *r_shadow_buffer_leafpvs;
187 int *r_shadow_buffer_leaflist;
189 int r_shadow_buffer_numsurfacepvsbytes;
190 unsigned char *r_shadow_buffer_surfacepvs;
191 int *r_shadow_buffer_surfacelist;
193 int r_shadow_buffer_numshadowtrispvsbytes;
194 unsigned char *r_shadow_buffer_shadowtrispvs;
195 int r_shadow_buffer_numlighttrispvsbytes;
196 unsigned char *r_shadow_buffer_lighttrispvs;
198 rtexturepool_t *r_shadow_texturepool;
199 rtexture_t *r_shadow_attenuationgradienttexture;
200 rtexture_t *r_shadow_attenuation2dtexture;
201 rtexture_t *r_shadow_attenuation3dtexture;
202 rtexture_t *r_shadow_lightcorona;
204 // lights are reloaded when this changes
205 char r_shadow_mapname[MAX_QPATH];
207 // used only for light filters (cubemaps)
208 rtexturepool_t *r_shadow_filters_texturepool;
210 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"};
211 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"};
212 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
213 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
214 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)"};
215 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"};
216 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
217 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
218 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "1", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
219 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
220 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
221 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
222 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
223 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
224 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
225 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)"};
226 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
227 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
228 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
229 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
230 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)"};
231 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"};
232 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
233 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
234 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"};
235 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation"};
236 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation"};
237 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)"};
238 cvar_t r_shadow_culltriangles = {0, "r_shadow_culltriangles", "1", "performs more expensive tests to remove unnecessary triangles of lit surfaces"};
239 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
240 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)"};
241 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)"};
242 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
243 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksm the proportion of hidden pixels controls corona intensity"};
244 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
245 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
246 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
247 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
248 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
249 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
250 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
251 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
252 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
253 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
255 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
256 #define ATTENTABLESIZE 256
257 // 1D gradient, 2D circle and 3D sphere attenuation textures
258 #define ATTEN1DSIZE 32
259 #define ATTEN2DSIZE 64
260 #define ATTEN3DSIZE 32
262 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
263 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
264 static float r_shadow_attentable[ATTENTABLESIZE+1];
266 rtlight_t *r_shadow_compilingrtlight;
267 static memexpandablearray_t r_shadow_worldlightsarray;
268 dlight_t *r_shadow_selectedlight;
269 dlight_t r_shadow_bufferlight;
270 vec3_t r_editlights_cursorlocation;
272 extern int con_vislines;
274 typedef struct cubemapinfo_s
281 #define MAX_CUBEMAPS 256
282 static int numcubemaps;
283 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
285 void R_Shadow_UncompileWorldLights(void);
286 void R_Shadow_ClearWorldLights(void);
287 void R_Shadow_SaveWorldLights(void);
288 void R_Shadow_LoadWorldLights(void);
289 void R_Shadow_LoadLightsFile(void);
290 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
291 void R_Shadow_EditLights_Reload_f(void);
292 void R_Shadow_ValidateCvars(void);
293 static void R_Shadow_MakeTextures(void);
295 // VorteX: custom editor light sprites
296 #define EDLIGHTSPRSIZE 8
297 cachepic_t *r_editlights_sprcursor;
298 cachepic_t *r_editlights_sprlight;
299 cachepic_t *r_editlights_sprnoshadowlight;
300 cachepic_t *r_editlights_sprcubemaplight;
301 cachepic_t *r_editlights_sprcubemapnoshadowlight;
302 cachepic_t *r_editlights_sprselection;
304 void r_shadow_start(void)
306 // allocate vertex processing arrays
308 r_shadow_attenuationgradienttexture = NULL;
309 r_shadow_attenuation2dtexture = NULL;
310 r_shadow_attenuation3dtexture = NULL;
311 r_shadow_texturepool = NULL;
312 r_shadow_filters_texturepool = NULL;
313 R_Shadow_ValidateCvars();
314 R_Shadow_MakeTextures();
315 maxshadowtriangles = 0;
316 shadowelements = NULL;
317 maxshadowvertices = 0;
318 shadowvertex3f = NULL;
326 shadowmarklist = NULL;
328 r_shadow_buffer_numleafpvsbytes = 0;
329 r_shadow_buffer_visitingleafpvs = NULL;
330 r_shadow_buffer_leafpvs = NULL;
331 r_shadow_buffer_leaflist = NULL;
332 r_shadow_buffer_numsurfacepvsbytes = 0;
333 r_shadow_buffer_surfacepvs = NULL;
334 r_shadow_buffer_surfacelist = NULL;
335 r_shadow_buffer_numshadowtrispvsbytes = 0;
336 r_shadow_buffer_shadowtrispvs = NULL;
337 r_shadow_buffer_numlighttrispvsbytes = 0;
338 r_shadow_buffer_lighttrispvs = NULL;
341 void r_shadow_shutdown(void)
343 R_Shadow_UncompileWorldLights();
345 r_shadow_attenuationgradienttexture = NULL;
346 r_shadow_attenuation2dtexture = NULL;
347 r_shadow_attenuation3dtexture = NULL;
348 R_FreeTexturePool(&r_shadow_texturepool);
349 R_FreeTexturePool(&r_shadow_filters_texturepool);
350 maxshadowtriangles = 0;
352 Mem_Free(shadowelements);
353 shadowelements = NULL;
355 Mem_Free(shadowvertex3f);
356 shadowvertex3f = NULL;
359 Mem_Free(vertexupdate);
362 Mem_Free(vertexremap);
368 Mem_Free(shadowmark);
371 Mem_Free(shadowmarklist);
372 shadowmarklist = NULL;
374 r_shadow_buffer_numleafpvsbytes = 0;
375 if (r_shadow_buffer_visitingleafpvs)
376 Mem_Free(r_shadow_buffer_visitingleafpvs);
377 r_shadow_buffer_visitingleafpvs = NULL;
378 if (r_shadow_buffer_leafpvs)
379 Mem_Free(r_shadow_buffer_leafpvs);
380 r_shadow_buffer_leafpvs = NULL;
381 if (r_shadow_buffer_leaflist)
382 Mem_Free(r_shadow_buffer_leaflist);
383 r_shadow_buffer_leaflist = NULL;
384 r_shadow_buffer_numsurfacepvsbytes = 0;
385 if (r_shadow_buffer_surfacepvs)
386 Mem_Free(r_shadow_buffer_surfacepvs);
387 r_shadow_buffer_surfacepvs = NULL;
388 if (r_shadow_buffer_surfacelist)
389 Mem_Free(r_shadow_buffer_surfacelist);
390 r_shadow_buffer_surfacelist = NULL;
391 r_shadow_buffer_numshadowtrispvsbytes = 0;
392 if (r_shadow_buffer_shadowtrispvs)
393 Mem_Free(r_shadow_buffer_shadowtrispvs);
394 r_shadow_buffer_numlighttrispvsbytes = 0;
395 if (r_shadow_buffer_lighttrispvs)
396 Mem_Free(r_shadow_buffer_lighttrispvs);
399 void r_shadow_newmap(void)
401 if (cl.worldmodel && strncmp(cl.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
402 R_Shadow_EditLights_Reload_f();
405 void R_Shadow_Help_f(void)
408 "Documentation on r_shadow system:\n"
410 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
411 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
412 "r_shadow_debuglight : render only this light number (-1 = all)\n"
413 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
414 "r_shadow_gloss2intensity : brightness of forced gloss\n"
415 "r_shadow_glossintensity : brightness of textured gloss\n"
416 "r_shadow_lightattenuationlinearscale : used to generate attenuation texture\n"
417 "r_shadow_lightattenuationdividebias : used to generate attenuation texture\n"
418 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
419 "r_shadow_lightradiusscale : scale rendering radius of all lights\n"
420 "r_shadow_portallight : use portal visibility for static light precomputation\n"
421 "r_shadow_projectdistance : shadow volume projection distance\n"
422 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
423 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
424 "r_shadow_realtime_world : use high quality world lighting mode\n"
425 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
426 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
427 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
428 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
429 "r_shadow_scissor : use scissor optimization\n"
430 "r_shadow_polygonfactor : nudge shadow volumes closer/further\n"
431 "r_shadow_polygonoffset : nudge shadow volumes closer/further\n"
432 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
433 "r_showlighting : useful for performance testing; bright = slow!\n"
434 "r_showshadowvolumes : useful for performance testing; bright = slow!\n"
436 "r_shadow_help : this help\n"
440 void R_Shadow_Init(void)
442 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
443 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
444 Cvar_RegisterVariable(&r_shadow_usenormalmap);
445 Cvar_RegisterVariable(&r_shadow_debuglight);
446 Cvar_RegisterVariable(&r_shadow_gloss);
447 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
448 Cvar_RegisterVariable(&r_shadow_glossintensity);
449 Cvar_RegisterVariable(&r_shadow_glossexponent);
450 Cvar_RegisterVariable(&r_shadow_glossexact);
451 Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
452 Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
453 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
454 Cvar_RegisterVariable(&r_shadow_lightradiusscale);
455 Cvar_RegisterVariable(&r_shadow_portallight);
456 Cvar_RegisterVariable(&r_shadow_projectdistance);
457 Cvar_RegisterVariable(&r_shadow_frontsidecasting);
458 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
459 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
460 Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
461 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
462 Cvar_RegisterVariable(&r_shadow_realtime_world);
463 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
464 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
465 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
466 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
467 Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
468 Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
469 Cvar_RegisterVariable(&r_shadow_scissor);
470 Cvar_RegisterVariable(&r_shadow_culltriangles);
471 Cvar_RegisterVariable(&r_shadow_polygonfactor);
472 Cvar_RegisterVariable(&r_shadow_polygonoffset);
473 Cvar_RegisterVariable(&r_shadow_texture3d);
474 Cvar_RegisterVariable(&r_coronas);
475 Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
476 Cvar_RegisterVariable(&r_coronas_occlusionquery);
477 Cvar_RegisterVariable(&gl_flashblend);
478 Cvar_RegisterVariable(&gl_ext_separatestencil);
479 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
480 if (gamemode == GAME_TENEBRAE)
482 Cvar_SetValue("r_shadow_gloss", 2);
483 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
485 Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system");
486 R_Shadow_EditLights_Init();
487 Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
488 maxshadowtriangles = 0;
489 shadowelements = NULL;
490 maxshadowvertices = 0;
491 shadowvertex3f = NULL;
499 shadowmarklist = NULL;
501 r_shadow_buffer_numleafpvsbytes = 0;
502 r_shadow_buffer_visitingleafpvs = NULL;
503 r_shadow_buffer_leafpvs = NULL;
504 r_shadow_buffer_leaflist = NULL;
505 r_shadow_buffer_numsurfacepvsbytes = 0;
506 r_shadow_buffer_surfacepvs = NULL;
507 r_shadow_buffer_surfacelist = NULL;
508 r_shadow_buffer_shadowtrispvs = NULL;
509 r_shadow_buffer_lighttrispvs = NULL;
510 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
513 matrix4x4_t matrix_attenuationxyz =
516 {0.5, 0.0, 0.0, 0.5},
517 {0.0, 0.5, 0.0, 0.5},
518 {0.0, 0.0, 0.5, 0.5},
523 matrix4x4_t matrix_attenuationz =
526 {0.0, 0.0, 0.5, 0.5},
527 {0.0, 0.0, 0.0, 0.5},
528 {0.0, 0.0, 0.0, 0.5},
533 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles)
535 // make sure shadowelements is big enough for this volume
536 if (maxshadowtriangles < numtriangles)
538 maxshadowtriangles = numtriangles;
540 Mem_Free(shadowelements);
541 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[24]));
543 // make sure shadowvertex3f is big enough for this volume
544 if (maxshadowvertices < numvertices)
546 maxshadowvertices = numvertices;
548 Mem_Free(shadowvertex3f);
549 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[6]));
553 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
555 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
556 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
557 int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
558 int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
559 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
561 if (r_shadow_buffer_visitingleafpvs)
562 Mem_Free(r_shadow_buffer_visitingleafpvs);
563 if (r_shadow_buffer_leafpvs)
564 Mem_Free(r_shadow_buffer_leafpvs);
565 if (r_shadow_buffer_leaflist)
566 Mem_Free(r_shadow_buffer_leaflist);
567 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
568 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
569 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
570 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
572 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
574 if (r_shadow_buffer_surfacepvs)
575 Mem_Free(r_shadow_buffer_surfacepvs);
576 if (r_shadow_buffer_surfacelist)
577 Mem_Free(r_shadow_buffer_surfacelist);
578 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
579 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
580 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
582 if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
584 if (r_shadow_buffer_shadowtrispvs)
585 Mem_Free(r_shadow_buffer_shadowtrispvs);
586 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
587 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
589 if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
591 if (r_shadow_buffer_lighttrispvs)
592 Mem_Free(r_shadow_buffer_lighttrispvs);
593 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
594 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
598 void R_Shadow_PrepareShadowMark(int numtris)
600 // make sure shadowmark is big enough for this volume
601 if (maxshadowmark < numtris)
603 maxshadowmark = numtris;
605 Mem_Free(shadowmark);
607 Mem_Free(shadowmarklist);
608 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
609 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
613 // if shadowmarkcount wrapped we clear the array and adjust accordingly
614 if (shadowmarkcount == 0)
617 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
622 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)
625 int outtriangles = 0, outvertices = 0;
628 float ratio, direction[3], projectvector[3];
630 if (projectdirection)
631 VectorScale(projectdirection, projectdistance, projectvector);
633 VectorClear(projectvector);
635 // create the vertices
636 if (projectdirection)
638 for (i = 0;i < numshadowmarktris;i++)
640 element = inelement3i + shadowmarktris[i] * 3;
641 for (j = 0;j < 3;j++)
643 if (vertexupdate[element[j]] != vertexupdatenum)
645 vertexupdate[element[j]] = vertexupdatenum;
646 vertexremap[element[j]] = outvertices;
647 vertex = invertex3f + element[j] * 3;
648 // project one copy of the vertex according to projectvector
649 VectorCopy(vertex, outvertex3f);
650 VectorAdd(vertex, projectvector, (outvertex3f + 3));
659 for (i = 0;i < numshadowmarktris;i++)
661 element = inelement3i + shadowmarktris[i] * 3;
662 for (j = 0;j < 3;j++)
664 if (vertexupdate[element[j]] != vertexupdatenum)
666 vertexupdate[element[j]] = vertexupdatenum;
667 vertexremap[element[j]] = outvertices;
668 vertex = invertex3f + element[j] * 3;
669 // project one copy of the vertex to the sphere radius of the light
670 // (FIXME: would projecting it to the light box be better?)
671 VectorSubtract(vertex, projectorigin, direction);
672 ratio = projectdistance / VectorLength(direction);
673 VectorCopy(vertex, outvertex3f);
674 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
682 if (r_shadow_frontsidecasting.integer)
684 for (i = 0;i < numshadowmarktris;i++)
686 int remappedelement[3];
688 const int *neighbortriangle;
690 markindex = shadowmarktris[i] * 3;
691 element = inelement3i + markindex;
692 neighbortriangle = inneighbor3i + markindex;
693 // output the front and back triangles
694 outelement3i[0] = vertexremap[element[0]];
695 outelement3i[1] = vertexremap[element[1]];
696 outelement3i[2] = vertexremap[element[2]];
697 outelement3i[3] = vertexremap[element[2]] + 1;
698 outelement3i[4] = vertexremap[element[1]] + 1;
699 outelement3i[5] = vertexremap[element[0]] + 1;
703 // output the sides (facing outward from this triangle)
704 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
706 remappedelement[0] = vertexremap[element[0]];
707 remappedelement[1] = vertexremap[element[1]];
708 outelement3i[0] = remappedelement[1];
709 outelement3i[1] = remappedelement[0];
710 outelement3i[2] = remappedelement[0] + 1;
711 outelement3i[3] = remappedelement[1];
712 outelement3i[4] = remappedelement[0] + 1;
713 outelement3i[5] = remappedelement[1] + 1;
718 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
720 remappedelement[1] = vertexremap[element[1]];
721 remappedelement[2] = vertexremap[element[2]];
722 outelement3i[0] = remappedelement[2];
723 outelement3i[1] = remappedelement[1];
724 outelement3i[2] = remappedelement[1] + 1;
725 outelement3i[3] = remappedelement[2];
726 outelement3i[4] = remappedelement[1] + 1;
727 outelement3i[5] = remappedelement[2] + 1;
732 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
734 remappedelement[0] = vertexremap[element[0]];
735 remappedelement[2] = vertexremap[element[2]];
736 outelement3i[0] = remappedelement[0];
737 outelement3i[1] = remappedelement[2];
738 outelement3i[2] = remappedelement[2] + 1;
739 outelement3i[3] = remappedelement[0];
740 outelement3i[4] = remappedelement[2] + 1;
741 outelement3i[5] = remappedelement[0] + 1;
750 for (i = 0;i < numshadowmarktris;i++)
752 int remappedelement[3];
754 const int *neighbortriangle;
756 markindex = shadowmarktris[i] * 3;
757 element = inelement3i + markindex;
758 neighbortriangle = inneighbor3i + markindex;
759 // output the front and back triangles
760 outelement3i[0] = vertexremap[element[2]];
761 outelement3i[1] = vertexremap[element[1]];
762 outelement3i[2] = vertexremap[element[0]];
763 outelement3i[3] = vertexremap[element[0]] + 1;
764 outelement3i[4] = vertexremap[element[1]] + 1;
765 outelement3i[5] = vertexremap[element[2]] + 1;
769 // output the sides (facing outward from this triangle)
770 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
772 remappedelement[0] = vertexremap[element[0]];
773 remappedelement[1] = vertexremap[element[1]];
774 outelement3i[0] = remappedelement[0];
775 outelement3i[1] = remappedelement[1];
776 outelement3i[2] = remappedelement[1] + 1;
777 outelement3i[3] = remappedelement[0];
778 outelement3i[4] = remappedelement[1] + 1;
779 outelement3i[5] = remappedelement[0] + 1;
784 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
786 remappedelement[1] = vertexremap[element[1]];
787 remappedelement[2] = vertexremap[element[2]];
788 outelement3i[0] = remappedelement[1];
789 outelement3i[1] = remappedelement[2];
790 outelement3i[2] = remappedelement[2] + 1;
791 outelement3i[3] = remappedelement[1];
792 outelement3i[4] = remappedelement[2] + 1;
793 outelement3i[5] = remappedelement[1] + 1;
798 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
800 remappedelement[0] = vertexremap[element[0]];
801 remappedelement[2] = vertexremap[element[2]];
802 outelement3i[0] = remappedelement[2];
803 outelement3i[1] = remappedelement[0];
804 outelement3i[2] = remappedelement[0] + 1;
805 outelement3i[3] = remappedelement[2];
806 outelement3i[4] = remappedelement[0] + 1;
807 outelement3i[5] = remappedelement[2] + 1;
815 *outnumvertices = outvertices;
819 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)
822 int outtriangles = 0, outvertices = 0;
825 float ratio, direction[3], projectvector[3];
828 if (projectdirection)
829 VectorScale(projectdirection, projectdistance, projectvector);
831 VectorClear(projectvector);
833 for (i = 0;i < numshadowmarktris;i++)
835 int remappedelement[3];
837 const int *neighbortriangle;
839 markindex = shadowmarktris[i] * 3;
840 neighbortriangle = inneighbor3i + markindex;
841 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
842 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
843 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
844 if (side[0] + side[1] + side[2] == 0)
848 element = inelement3i + markindex;
850 // create the vertices
851 for (j = 0;j < 3;j++)
853 if (side[j] + side[j+1] == 0)
856 if (vertexupdate[k] != vertexupdatenum)
858 vertexupdate[k] = vertexupdatenum;
859 vertexremap[k] = outvertices;
860 vertex = invertex3f + k * 3;
861 VectorCopy(vertex, outvertex3f);
862 if (projectdirection)
864 // project one copy of the vertex according to projectvector
865 VectorAdd(vertex, projectvector, (outvertex3f + 3));
869 // project one copy of the vertex to the sphere radius of the light
870 // (FIXME: would projecting it to the light box be better?)
871 VectorSubtract(vertex, projectorigin, direction);
872 ratio = projectdistance / VectorLength(direction);
873 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
880 // output the sides (facing outward from this triangle)
883 remappedelement[0] = vertexremap[element[0]];
884 remappedelement[1] = vertexremap[element[1]];
885 outelement3i[0] = remappedelement[1];
886 outelement3i[1] = remappedelement[0];
887 outelement3i[2] = remappedelement[0] + 1;
888 outelement3i[3] = remappedelement[1];
889 outelement3i[4] = remappedelement[0] + 1;
890 outelement3i[5] = remappedelement[1] + 1;
897 remappedelement[1] = vertexremap[element[1]];
898 remappedelement[2] = vertexremap[element[2]];
899 outelement3i[0] = remappedelement[2];
900 outelement3i[1] = remappedelement[1];
901 outelement3i[2] = remappedelement[1] + 1;
902 outelement3i[3] = remappedelement[2];
903 outelement3i[4] = remappedelement[1] + 1;
904 outelement3i[5] = remappedelement[2] + 1;
911 remappedelement[0] = vertexremap[element[0]];
912 remappedelement[2] = vertexremap[element[2]];
913 outelement3i[0] = remappedelement[0];
914 outelement3i[1] = remappedelement[2];
915 outelement3i[2] = remappedelement[2] + 1;
916 outelement3i[3] = remappedelement[0];
917 outelement3i[4] = remappedelement[2] + 1;
918 outelement3i[5] = remappedelement[0] + 1;
925 *outnumvertices = outvertices;
929 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)
935 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
937 tend = firsttriangle + numtris;
938 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
940 // surface box entirely inside light box, no box cull
941 if (projectdirection)
943 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
945 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
946 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
947 shadowmarklist[numshadowmark++] = t;
952 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
953 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
954 shadowmarklist[numshadowmark++] = t;
959 // surface box not entirely inside light box, cull each triangle
960 if (projectdirection)
962 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
964 v[0] = invertex3f + e[0] * 3;
965 v[1] = invertex3f + e[1] * 3;
966 v[2] = invertex3f + e[2] * 3;
967 TriangleNormal(v[0], v[1], v[2], normal);
968 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
969 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
970 shadowmarklist[numshadowmark++] = t;
975 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
977 v[0] = invertex3f + e[0] * 3;
978 v[1] = invertex3f + e[1] * 3;
979 v[2] = invertex3f + e[2] * 3;
980 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
981 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
982 shadowmarklist[numshadowmark++] = t;
988 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
993 if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
995 // check if the shadow volume intersects the near plane
997 // a ray between the eye and light origin may intersect the caster,
998 // indicating that the shadow may touch the eye location, however we must
999 // test the near plane (a polygon), not merely the eye location, so it is
1000 // easiest to enlarge the caster bounding shape slightly for this.
1006 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)
1008 int i, tris, outverts;
1009 if (projectdistance < 0.1)
1011 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1014 if (!numverts || !nummarktris)
1016 // make sure shadowelements is big enough for this volume
1017 if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts)
1018 R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255);
1020 if (maxvertexupdate < numverts)
1022 maxvertexupdate = numverts;
1024 Mem_Free(vertexupdate);
1026 Mem_Free(vertexremap);
1027 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1028 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1029 vertexupdatenum = 0;
1032 if (vertexupdatenum == 0)
1034 vertexupdatenum = 1;
1035 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1036 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1039 for (i = 0;i < nummarktris;i++)
1040 shadowmark[marktris[i]] = shadowmarkcount;
1042 if (r_shadow_compilingrtlight)
1044 // if we're compiling an rtlight, capture the mesh
1045 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1046 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1047 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1048 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1052 // decide which type of shadow to generate and set stencil mode
1053 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1054 // generate the sides or a solid volume, depending on type
1055 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1056 tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1058 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1059 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1060 r_refdef.stats.lights_shadowtriangles += tris;
1062 R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
1063 GL_LockArrays(0, outverts);
1064 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1066 // increment stencil if frontface is infront of depthbuffer
1067 GL_CullFace(r_refdef.view.cullface_front);
1068 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
1069 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1070 // decrement stencil if backface is infront of depthbuffer
1071 GL_CullFace(r_refdef.view.cullface_back);
1072 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
1074 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1076 // decrement stencil if backface is behind depthbuffer
1077 GL_CullFace(r_refdef.view.cullface_front);
1078 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1079 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1080 // increment stencil if frontface is behind depthbuffer
1081 GL_CullFace(r_refdef.view.cullface_back);
1082 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1084 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1085 GL_LockArrays(0, 0);
1090 static void R_Shadow_MakeTextures_MakeCorona(void)
1094 unsigned char pixels[32][32][4];
1095 for (y = 0;y < 32;y++)
1097 dy = (y - 15.5f) * (1.0f / 16.0f);
1098 for (x = 0;x < 32;x++)
1100 dx = (x - 15.5f) * (1.0f / 16.0f);
1101 a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1102 a = bound(0, a, 255);
1103 pixels[y][x][0] = a;
1104 pixels[y][x][1] = a;
1105 pixels[y][x][2] = a;
1106 pixels[y][x][3] = 255;
1109 r_shadow_lightcorona = R_LoadTexture2D(r_shadow_texturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR, NULL);
1112 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1114 float dist = sqrt(x*x+y*y+z*z);
1115 float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1116 // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1117 return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1120 static void R_Shadow_MakeTextures(void)
1123 float intensity, dist;
1125 R_FreeTexturePool(&r_shadow_texturepool);
1126 r_shadow_texturepool = R_AllocTexturePool();
1127 r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1128 r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1129 data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1130 // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1131 for (x = 0;x <= ATTENTABLESIZE;x++)
1133 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1134 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1135 r_shadow_attentable[x] = bound(0, intensity, 1);
1137 // 1D gradient texture
1138 for (x = 0;x < ATTEN1DSIZE;x++)
1139 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1140 r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1141 // 2D circle texture
1142 for (y = 0;y < ATTEN2DSIZE;y++)
1143 for (x = 0;x < ATTEN2DSIZE;x++)
1144 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);
1145 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1146 // 3D sphere texture
1147 if (r_shadow_texture3d.integer && gl_texture3d)
1149 for (z = 0;z < ATTEN3DSIZE;z++)
1150 for (y = 0;y < ATTEN3DSIZE;y++)
1151 for (x = 0;x < ATTEN3DSIZE;x++)
1152 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));
1153 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1156 r_shadow_attenuation3dtexture = NULL;
1159 R_Shadow_MakeTextures_MakeCorona();
1161 // Editor light sprites
1162 r_editlights_sprcursor = Draw_CachePic ("gfx/editlights/cursor");
1163 r_editlights_sprlight = Draw_CachePic ("gfx/editlights/light");
1164 r_editlights_sprnoshadowlight = Draw_CachePic ("gfx/editlights/noshadow");
1165 r_editlights_sprcubemaplight = Draw_CachePic ("gfx/editlights/cubemaplight");
1166 r_editlights_sprcubemapnoshadowlight = Draw_CachePic ("gfx/editlights/cubemapnoshadowlight");
1167 r_editlights_sprselection = Draw_CachePic ("gfx/editlights/selection");
1170 void R_Shadow_ValidateCvars(void)
1172 if (r_shadow_texture3d.integer && !gl_texture3d)
1173 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1174 if (gl_ext_separatestencil.integer && !gl_support_separatestencil)
1175 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1176 if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1177 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1180 void R_Shadow_RenderMode_Begin(void)
1182 R_Shadow_ValidateCvars();
1184 if (!r_shadow_attenuation2dtexture
1185 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1186 || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1187 || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1188 R_Shadow_MakeTextures();
1191 R_Mesh_ColorPointer(NULL, 0, 0);
1192 R_Mesh_ResetTextureState();
1193 GL_BlendFunc(GL_ONE, GL_ZERO);
1194 GL_DepthRange(0, 1);
1195 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1197 GL_DepthMask(false);
1198 GL_Color(0, 0, 0, 1);
1199 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
1201 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1203 if (gl_ext_separatestencil.integer)
1205 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1206 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1208 else if (gl_ext_stenciltwoside.integer)
1210 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1211 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1215 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1216 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1219 if (r_glsl.integer && gl_support_fragment_shader)
1220 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1221 else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1222 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
1224 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1227 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
1229 rsurface.rtlight = rtlight;
1232 void R_Shadow_RenderMode_Reset(void)
1235 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE)
1237 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1239 R_Mesh_ColorPointer(NULL, 0, 0);
1240 R_Mesh_ResetTextureState();
1241 GL_DepthRange(0, 1);
1243 GL_DepthMask(false);
1244 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1245 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1246 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1247 qglStencilMask(~0);CHECKGLERROR
1248 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1249 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1250 GL_CullFace(r_refdef.view.cullface_back);
1251 GL_Color(1, 1, 1, 1);
1252 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
1253 GL_BlendFunc(GL_ONE, GL_ZERO);
1254 R_SetupGenericShader(false);
1257 void R_Shadow_ClearStencil(void)
1260 GL_Clear(GL_STENCIL_BUFFER_BIT);
1261 r_refdef.stats.lights_clears++;
1264 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
1266 r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
1267 if (r_shadow_rendermode == mode)
1270 R_Shadow_RenderMode_Reset();
1271 GL_ColorMask(0, 0, 0, 0);
1272 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
1273 R_SetupDepthOrShadowShader();
1274 qglDepthFunc(GL_LESS);CHECKGLERROR
1275 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1276 r_shadow_rendermode = mode;
1281 case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
1282 GL_CullFace(GL_NONE);
1283 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
1284 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
1286 case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
1287 GL_CullFace(GL_NONE);
1288 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1289 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1291 case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
1292 GL_CullFace(GL_NONE);
1293 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1294 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
1295 qglStencilMask(~0);CHECKGLERROR
1296 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
1297 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
1298 qglStencilMask(~0);CHECKGLERROR
1299 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
1301 case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
1302 GL_CullFace(GL_NONE);
1303 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1304 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
1305 qglStencilMask(~0);CHECKGLERROR
1306 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1307 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
1308 qglStencilMask(~0);CHECKGLERROR
1309 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1314 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
1317 R_Shadow_RenderMode_Reset();
1318 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1321 qglDepthFunc(GL_EQUAL);CHECKGLERROR
1325 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1326 // only draw light where this geometry was already rendered AND the
1327 // stencil is 128 (values other than this mean shadow)
1328 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
1330 r_shadow_rendermode = r_shadow_lightingrendermode;
1331 // do global setup needed for the chosen lighting mode
1332 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1334 R_Mesh_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap)); // light filter
1335 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
1337 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_VERTEX)
1338 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
1339 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1342 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
1345 R_Shadow_RenderMode_Reset();
1346 GL_BlendFunc(GL_ONE, GL_ONE);
1347 GL_DepthRange(0, 1);
1348 GL_DepthTest(r_showshadowvolumes.integer < 2);
1349 GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
1350 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
1351 GL_CullFace(GL_NONE);
1352 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
1355 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
1358 R_Shadow_RenderMode_Reset();
1359 GL_BlendFunc(GL_ONE, GL_ONE);
1360 GL_DepthRange(0, 1);
1361 GL_DepthTest(r_showlighting.integer < 2);
1362 GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
1365 qglDepthFunc(GL_EQUAL);CHECKGLERROR
1369 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1370 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
1372 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
1375 void R_Shadow_RenderMode_End(void)
1378 R_Shadow_RenderMode_Reset();
1379 R_Shadow_RenderMode_ActiveLight(NULL);
1381 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
1382 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1385 int bboxedges[12][2] =
1404 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1406 int i, ix1, iy1, ix2, iy2;
1407 float x1, y1, x2, y2;
1409 float vertex[20][3];
1418 if (!r_shadow_scissor.integer)
1421 // if view is inside the light box, just say yes it's visible
1422 if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
1424 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
1428 x1 = y1 = x2 = y2 = 0;
1430 // transform all corners that are infront of the nearclip plane
1431 VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
1432 plane4f[3] = r_refdef.view.frustum[4].dist;
1434 for (i = 0;i < 8;i++)
1436 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
1437 dist[i] = DotProduct4(corner[i], plane4f);
1438 sign[i] = dist[i] > 0;
1441 VectorCopy(corner[i], vertex[numvertices]);
1445 // if some points are behind the nearclip, add clipped edge points to make
1446 // sure that the scissor boundary is complete
1447 if (numvertices > 0 && numvertices < 8)
1449 // add clipped edge points
1450 for (i = 0;i < 12;i++)
1452 j = bboxedges[i][0];
1453 k = bboxedges[i][1];
1454 if (sign[j] != sign[k])
1456 f = dist[j] / (dist[j] - dist[k]);
1457 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
1463 // if we have no points to check, the light is behind the view plane
1467 // if we have some points to transform, check what screen area is covered
1468 x1 = y1 = x2 = y2 = 0;
1470 //Con_Printf("%i vertices to transform...\n", numvertices);
1471 for (i = 0;i < numvertices;i++)
1473 VectorCopy(vertex[i], v);
1474 GL_TransformToScreen(v, v2);
1475 //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
1478 if (x1 > v2[0]) x1 = v2[0];
1479 if (x2 < v2[0]) x2 = v2[0];
1480 if (y1 > v2[1]) y1 = v2[1];
1481 if (y2 < v2[1]) y2 = v2[1];
1490 // now convert the scissor rectangle to integer screen coordinates
1491 ix1 = (int)(x1 - 1.0f);
1492 iy1 = (int)(y1 - 1.0f);
1493 ix2 = (int)(x2 + 1.0f);
1494 iy2 = (int)(y2 + 1.0f);
1495 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1497 // clamp it to the screen
1498 if (ix1 < r_refdef.view.x) ix1 = r_refdef.view.x;
1499 if (iy1 < r_refdef.view.y) iy1 = r_refdef.view.y;
1500 if (ix2 > r_refdef.view.x + r_refdef.view.width) ix2 = r_refdef.view.x + r_refdef.view.width;
1501 if (iy2 > r_refdef.view.y + r_refdef.view.height) iy2 = r_refdef.view.y + r_refdef.view.height;
1503 // if it is inside out, it's not visible
1504 if (ix2 <= ix1 || iy2 <= iy1)
1507 // the light area is visible, set up the scissor rectangle
1508 GL_Scissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1509 //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);CHECKGLERROR
1510 //qglEnable(GL_SCISSOR_TEST);CHECKGLERROR
1511 r_refdef.stats.lights_scissored++;
1515 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
1517 float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
1518 float *normal3f = rsurface.normal3f + 3 * firstvertex;
1519 float *color4f = rsurface.array_color4f + 4 * firstvertex;
1520 float dist, dot, distintensity, shadeintensity, v[3], n[3];
1521 if (r_textureunits.integer >= 3)
1523 if (VectorLength2(diffusecolor) > 0)
1525 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1527 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
1528 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
1529 if ((dot = DotProduct(n, v)) < 0)
1531 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1532 VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
1535 VectorCopy(ambientcolor, color4f);
1536 if (r_refdef.fogenabled)
1539 f = FogPoint_Model(vertex3f);
1540 VectorScale(color4f, f, color4f);
1547 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
1549 VectorCopy(ambientcolor, color4f);
1550 if (r_refdef.fogenabled)
1553 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
1554 f = FogPoint_Model(vertex3f);
1555 VectorScale(color4f, f, color4f);
1561 else if (r_textureunits.integer >= 2)
1563 if (VectorLength2(diffusecolor) > 0)
1565 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1567 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
1568 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
1570 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
1571 if ((dot = DotProduct(n, v)) < 0)
1573 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1574 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1575 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1576 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1580 color4f[0] = ambientcolor[0] * distintensity;
1581 color4f[1] = ambientcolor[1] * distintensity;
1582 color4f[2] = ambientcolor[2] * distintensity;
1584 if (r_refdef.fogenabled)
1587 f = FogPoint_Model(vertex3f);
1588 VectorScale(color4f, f, color4f);
1592 VectorClear(color4f);
1598 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
1600 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
1601 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
1603 color4f[0] = ambientcolor[0] * distintensity;
1604 color4f[1] = ambientcolor[1] * distintensity;
1605 color4f[2] = ambientcolor[2] * distintensity;
1606 if (r_refdef.fogenabled)
1609 f = FogPoint_Model(vertex3f);
1610 VectorScale(color4f, f, color4f);
1614 VectorClear(color4f);
1621 if (VectorLength2(diffusecolor) > 0)
1623 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1625 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
1626 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
1628 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
1629 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
1630 if ((dot = DotProduct(n, v)) < 0)
1632 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1633 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1634 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1635 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1639 color4f[0] = ambientcolor[0] * distintensity;
1640 color4f[1] = ambientcolor[1] * distintensity;
1641 color4f[2] = ambientcolor[2] * distintensity;
1643 if (r_refdef.fogenabled)
1646 f = FogPoint_Model(vertex3f);
1647 VectorScale(color4f, f, color4f);
1651 VectorClear(color4f);
1657 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
1659 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
1660 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
1662 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
1663 color4f[0] = ambientcolor[0] * distintensity;
1664 color4f[1] = ambientcolor[1] * distintensity;
1665 color4f[2] = ambientcolor[2] * distintensity;
1666 if (r_refdef.fogenabled)
1669 f = FogPoint_Model(vertex3f);
1670 VectorScale(color4f, f, color4f);
1674 VectorClear(color4f);
1681 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1683 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i)
1686 float *out3f = rsurface.array_texcoord3f + 3 * firstvertex;
1687 const float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
1688 const float *svector3f = rsurface.svector3f + 3 * firstvertex;
1689 const float *tvector3f = rsurface.tvector3f + 3 * firstvertex;
1690 const float *normal3f = rsurface.normal3f + 3 * firstvertex;
1692 for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1694 VectorSubtract(rsurface.entitylightorigin, vertex3f, lightdir);
1695 // the cubemap normalizes this for us
1696 out3f[0] = DotProduct(svector3f, lightdir);
1697 out3f[1] = DotProduct(tvector3f, lightdir);
1698 out3f[2] = DotProduct(normal3f, lightdir);
1702 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i)
1705 float *out3f = rsurface.array_texcoord3f + 3 * firstvertex;
1706 const float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
1707 const float *svector3f = rsurface.svector3f + 3 * firstvertex;
1708 const float *tvector3f = rsurface.tvector3f + 3 * firstvertex;
1709 const float *normal3f = rsurface.normal3f + 3 * firstvertex;
1710 float lightdir[3], eyedir[3], halfdir[3];
1711 for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1713 VectorSubtract(rsurface.entitylightorigin, vertex3f, lightdir);
1714 VectorNormalize(lightdir);
1715 VectorSubtract(rsurface.modelorg, vertex3f, eyedir);
1716 VectorNormalize(eyedir);
1717 VectorAdd(lightdir, eyedir, halfdir);
1718 // the cubemap normalizes this for us
1719 out3f[0] = DotProduct(svector3f, halfdir);
1720 out3f[1] = DotProduct(tvector3f, halfdir);
1721 out3f[2] = DotProduct(normal3f, halfdir);
1725 static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
1727 // used to display how many times a surface is lit for level design purposes
1728 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
1731 static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
1733 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1734 R_SetupSurfaceShader(lightcolorbase, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
1735 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
1736 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
1738 R_Mesh_ColorPointer(NULL, 0, 0);
1739 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
1740 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
1741 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
1742 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
1743 if (rsurface.texture->backgroundcurrentskinframe)
1745 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
1746 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
1747 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
1749 //R_Mesh_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap));
1750 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
1751 if(rsurface.texture->colormapping)
1753 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
1754 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
1756 R_Mesh_TexBind(GL20TU_ATTENUATION, R_GetTexture(r_shadow_attenuationgradienttexture));
1757 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
1758 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
1759 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
1760 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
1761 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1763 qglDepthFunc(GL_EQUAL);CHECKGLERROR
1765 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
1766 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1768 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1772 static void R_Shadow_RenderLighting_Light_Dot3_Finalize(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, float r, float g, float b)
1774 // shared final code for all the dot3 layers
1776 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
1777 for (renders = 0;renders < 64 && (r > 0 || g > 0 || b > 0);renders++, r--, g--, b--)
1779 GL_Color(bound(0, r, 1), bound(0, g, 1), bound(0, b, 1), 1);
1780 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
1784 static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
1787 // colorscale accounts for how much we multiply the brightness
1790 // mult is how many times the final pass of the lighting will be
1791 // performed to get more brightness than otherwise possible.
1793 // Limit mult to 64 for sanity sake.
1795 if (r_shadow_texture3d.integer && rsurface.rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1797 // 3 3D combine path (Geforce3, Radeon 8500)
1798 memset(&m, 0, sizeof(m));
1799 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1800 m.pointer_texcoord3f[0] = rsurface.vertex3f;
1801 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
1802 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
1803 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
1804 m.tex[1] = R_GetTexture(basetexture);
1805 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
1806 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
1807 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
1808 m.texmatrix[1] = rsurface.texture->currenttexmatrix;
1809 m.texcubemap[2] = R_GetTexture(rsurface.rtlight->currentcubemap);
1810 m.pointer_texcoord3f[2] = rsurface.vertex3f;
1811 m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
1812 m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
1813 m.texmatrix[2] = rsurface.entitytolight;
1814 GL_BlendFunc(GL_ONE, GL_ONE);
1816 else if (r_shadow_texture3d.integer && rsurface.rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1818 // 2 3D combine path (Geforce3, original Radeon)
1819 memset(&m, 0, sizeof(m));
1820 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1821 m.pointer_texcoord3f[0] = rsurface.vertex3f;
1822 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
1823 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
1824 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
1825 m.tex[1] = R_GetTexture(basetexture);
1826 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
1827 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
1828 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
1829 m.texmatrix[1] = rsurface.texture->currenttexmatrix;
1830 GL_BlendFunc(GL_ONE, GL_ONE);
1832 else if (r_textureunits.integer >= 4 && rsurface.rtlight->currentcubemap != r_texture_whitecube)
1834 // 4 2D combine path (Geforce3, Radeon 8500)
1835 memset(&m, 0, sizeof(m));
1836 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1837 m.pointer_texcoord3f[0] = rsurface.vertex3f;
1838 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
1839 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
1840 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
1841 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1842 m.pointer_texcoord3f[1] = rsurface.vertex3f;
1843 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
1844 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
1845 m.texmatrix[1] = rsurface.entitytoattenuationz;
1846 m.tex[2] = R_GetTexture(basetexture);
1847 m.pointer_texcoord[2] = rsurface.texcoordtexture2f;
1848 m.pointer_texcoord_bufferobject[2] = rsurface.texcoordtexture2f_bufferobject;
1849 m.pointer_texcoord_bufferoffset[2] = rsurface.texcoordtexture2f_bufferoffset;
1850 m.texmatrix[2] = rsurface.texture->currenttexmatrix;
1851 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1853 m.texcubemap[3] = R_GetTexture(rsurface.rtlight->currentcubemap);
1854 m.pointer_texcoord3f[3] = rsurface.vertex3f;
1855 m.pointer_texcoord_bufferobject[3] = rsurface.vertex3f_bufferobject;
1856 m.pointer_texcoord_bufferoffset[3] = rsurface.vertex3f_bufferoffset;
1857 m.texmatrix[3] = rsurface.entitytolight;
1859 GL_BlendFunc(GL_ONE, GL_ONE);
1861 else if (r_textureunits.integer >= 3 && rsurface.rtlight->currentcubemap == r_texture_whitecube)
1863 // 3 2D combine path (Geforce3, original Radeon)
1864 memset(&m, 0, sizeof(m));
1865 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1866 m.pointer_texcoord3f[0] = rsurface.vertex3f;
1867 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
1868 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
1869 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
1870 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1871 m.pointer_texcoord3f[1] = rsurface.vertex3f;
1872 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
1873 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
1874 m.texmatrix[1] = rsurface.entitytoattenuationz;
1875 m.tex[2] = R_GetTexture(basetexture);
1876 m.pointer_texcoord[2] = rsurface.texcoordtexture2f;
1877 m.pointer_texcoord_bufferobject[2] = rsurface.texcoordtexture2f_bufferobject;
1878 m.pointer_texcoord_bufferoffset[2] = rsurface.texcoordtexture2f_bufferoffset;
1879 m.texmatrix[2] = rsurface.texture->currenttexmatrix;
1880 GL_BlendFunc(GL_ONE, GL_ONE);
1884 // 2/2/2 2D combine path (any dot3 card)
1885 memset(&m, 0, sizeof(m));
1886 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1887 m.pointer_texcoord3f[0] = rsurface.vertex3f;
1888 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
1889 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
1890 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
1891 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1892 m.pointer_texcoord3f[1] = rsurface.vertex3f;
1893 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
1894 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
1895 m.texmatrix[1] = rsurface.entitytoattenuationz;
1896 R_Mesh_TextureState(&m);
1897 GL_ColorMask(0,0,0,1);
1898 GL_BlendFunc(GL_ONE, GL_ZERO);
1899 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
1902 memset(&m, 0, sizeof(m));
1903 m.tex[0] = R_GetTexture(basetexture);
1904 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
1905 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
1906 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
1907 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
1908 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1910 m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
1911 m.pointer_texcoord3f[1] = rsurface.vertex3f;
1912 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
1913 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
1914 m.texmatrix[1] = rsurface.entitytolight;
1916 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1918 // this final code is shared
1919 R_Mesh_TextureState(&m);
1920 R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
1923 static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
1926 // colorscale accounts for how much we multiply the brightness
1929 // mult is how many times the final pass of the lighting will be
1930 // performed to get more brightness than otherwise possible.
1932 // Limit mult to 64 for sanity sake.
1934 // generate normalization cubemap texcoords
1935 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(firstvertex, numvertices, numtriangles, element3i);
1936 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1938 // 3/2 3D combine path (Geforce3, Radeon 8500)
1939 memset(&m, 0, sizeof(m));
1940 m.tex[0] = R_GetTexture(normalmaptexture);
1941 m.texcombinergb[0] = GL_REPLACE;
1942 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
1943 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
1944 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
1945 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
1946 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1947 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1948 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
1949 m.pointer_texcoord_bufferobject[1] = 0;
1950 m.pointer_texcoord_bufferoffset[1] = 0;
1951 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1952 m.pointer_texcoord3f[2] = rsurface.vertex3f;
1953 m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
1954 m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
1955 m.texmatrix[2] = rsurface.entitytoattenuationxyz;
1956 R_Mesh_TextureState(&m);
1957 GL_ColorMask(0,0,0,1);
1958 GL_BlendFunc(GL_ONE, GL_ZERO);
1959 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
1962 memset(&m, 0, sizeof(m));
1963 m.tex[0] = R_GetTexture(basetexture);
1964 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
1965 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
1966 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
1967 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
1968 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1970 m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
1971 m.pointer_texcoord3f[1] = rsurface.vertex3f;
1972 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
1973 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
1974 m.texmatrix[1] = rsurface.entitytolight;
1976 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1978 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap != r_texture_whitecube)
1980 // 1/2/2 3D combine path (original Radeon)
1981 memset(&m, 0, sizeof(m));
1982 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1983 m.pointer_texcoord3f[0] = rsurface.vertex3f;
1984 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
1985 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
1986 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
1987 R_Mesh_TextureState(&m);
1988 GL_ColorMask(0,0,0,1);
1989 GL_BlendFunc(GL_ONE, GL_ZERO);
1990 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
1993 memset(&m, 0, sizeof(m));
1994 m.tex[0] = R_GetTexture(normalmaptexture);
1995 m.texcombinergb[0] = GL_REPLACE;
1996 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
1997 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
1998 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
1999 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2000 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2001 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2002 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2003 m.pointer_texcoord_bufferobject[1] = 0;
2004 m.pointer_texcoord_bufferoffset[1] = 0;
2005 R_Mesh_TextureState(&m);
2006 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2007 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2010 memset(&m, 0, sizeof(m));
2011 m.tex[0] = R_GetTexture(basetexture);
2012 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2013 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2014 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2015 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2016 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2018 m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
2019 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2020 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2021 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2022 m.texmatrix[1] = rsurface.entitytolight;
2024 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2026 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap == r_texture_whitecube)
2028 // 2/2 3D combine path (original Radeon)
2029 memset(&m, 0, sizeof(m));
2030 m.tex[0] = R_GetTexture(normalmaptexture);
2031 m.texcombinergb[0] = GL_REPLACE;
2032 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2033 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2034 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2035 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2036 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2037 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2038 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2039 m.pointer_texcoord_bufferobject[1] = 0;
2040 m.pointer_texcoord_bufferoffset[1] = 0;
2041 R_Mesh_TextureState(&m);
2042 GL_ColorMask(0,0,0,1);
2043 GL_BlendFunc(GL_ONE, GL_ZERO);
2044 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2047 memset(&m, 0, sizeof(m));
2048 m.tex[0] = R_GetTexture(basetexture);
2049 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2050 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2051 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2052 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2053 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2054 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2055 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2056 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2057 m.texmatrix[1] = rsurface.entitytoattenuationxyz;
2058 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2060 else if (r_textureunits.integer >= 4)
2062 // 4/2 2D combine path (Geforce3, Radeon 8500)
2063 memset(&m, 0, sizeof(m));
2064 m.tex[0] = R_GetTexture(normalmaptexture);
2065 m.texcombinergb[0] = GL_REPLACE;
2066 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2067 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2068 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2069 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2070 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2071 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2072 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2073 m.pointer_texcoord_bufferobject[1] = 0;
2074 m.pointer_texcoord_bufferoffset[1] = 0;
2075 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2076 m.pointer_texcoord3f[2] = rsurface.vertex3f;
2077 m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
2078 m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
2079 m.texmatrix[2] = rsurface.entitytoattenuationxyz;
2080 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
2081 m.pointer_texcoord3f[3] = rsurface.vertex3f;
2082 m.pointer_texcoord_bufferobject[3] = rsurface.vertex3f_bufferobject;
2083 m.pointer_texcoord_bufferoffset[3] = rsurface.vertex3f_bufferoffset;
2084 m.texmatrix[3] = rsurface.entitytoattenuationz;
2085 R_Mesh_TextureState(&m);
2086 GL_ColorMask(0,0,0,1);
2087 GL_BlendFunc(GL_ONE, GL_ZERO);
2088 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2091 memset(&m, 0, sizeof(m));
2092 m.tex[0] = R_GetTexture(basetexture);
2093 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2094 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2095 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2096 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2097 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2099 m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
2100 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2101 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2102 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2103 m.texmatrix[1] = rsurface.entitytolight;
2105 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2109 // 2/2/2 2D combine path (any dot3 card)
2110 memset(&m, 0, sizeof(m));
2111 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2112 m.pointer_texcoord3f[0] = rsurface.vertex3f;
2113 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2114 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2115 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
2116 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2117 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2118 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2119 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2120 m.texmatrix[1] = rsurface.entitytoattenuationz;
2121 R_Mesh_TextureState(&m);
2122 GL_ColorMask(0,0,0,1);
2123 GL_BlendFunc(GL_ONE, GL_ZERO);
2124 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2127 memset(&m, 0, sizeof(m));
2128 m.tex[0] = R_GetTexture(normalmaptexture);
2129 m.texcombinergb[0] = GL_REPLACE;
2130 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2131 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2132 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2133 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2134 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2135 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2136 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2137 m.pointer_texcoord_bufferobject[1] = 0;
2138 m.pointer_texcoord_bufferoffset[1] = 0;
2139 R_Mesh_TextureState(&m);
2140 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2141 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2144 memset(&m, 0, sizeof(m));
2145 m.tex[0] = R_GetTexture(basetexture);
2146 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2147 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2148 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2149 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2150 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2152 m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
2153 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2154 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2155 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2156 m.texmatrix[1] = rsurface.entitytolight;
2158 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2160 // this final code is shared
2161 R_Mesh_TextureState(&m);
2162 R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
2165 static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
2167 float glossexponent;
2169 // FIXME: detect blendsquare!
2170 //if (!gl_support_blendsquare)
2173 // generate normalization cubemap texcoords
2174 R_Shadow_GenTexCoords_Specular_NormalCubeMap(firstvertex, numvertices, numtriangles, element3i);
2175 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap != r_texture_whitecube)
2177 // 2/0/0/1/2 3D combine blendsquare path
2178 memset(&m, 0, sizeof(m));
2179 m.tex[0] = R_GetTexture(normalmaptexture);
2180 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2181 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2182 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2183 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2184 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2185 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2186 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2187 m.pointer_texcoord_bufferobject[1] = 0;
2188 m.pointer_texcoord_bufferoffset[1] = 0;
2189 R_Mesh_TextureState(&m);
2190 GL_ColorMask(0,0,0,1);
2191 // this squares the result
2192 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2193 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2195 // second and third pass
2196 R_Mesh_ResetTextureState();
2197 // square alpha in framebuffer a few times to make it shiny
2198 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2199 for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
2200 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2203 memset(&m, 0, sizeof(m));
2204 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2205 m.pointer_texcoord3f[0] = rsurface.vertex3f;
2206 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2207 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2208 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
2209 R_Mesh_TextureState(&m);
2210 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2211 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2214 memset(&m, 0, sizeof(m));
2215 m.tex[0] = R_GetTexture(glosstexture);
2216 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2217 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2218 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2219 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2220 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2222 m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
2223 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2224 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2225 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2226 m.texmatrix[1] = rsurface.entitytolight;
2228 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2230 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2232 // 2/0/0/2 3D combine blendsquare path
2233 memset(&m, 0, sizeof(m));
2234 m.tex[0] = R_GetTexture(normalmaptexture);
2235 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2236 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2237 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2238 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2239 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2240 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2241 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2242 m.pointer_texcoord_bufferobject[1] = 0;
2243 m.pointer_texcoord_bufferoffset[1] = 0;
2244 R_Mesh_TextureState(&m);
2245 GL_ColorMask(0,0,0,1);
2246 // this squares the result
2247 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2248 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2250 // second and third pass
2251 R_Mesh_ResetTextureState();
2252 // square alpha in framebuffer a few times to make it shiny
2253 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2254 for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
2255 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2258 memset(&m, 0, sizeof(m));
2259 m.tex[0] = R_GetTexture(glosstexture);
2260 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2261 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2262 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2263 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2264 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2265 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2266 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2267 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2268 m.texmatrix[1] = rsurface.entitytoattenuationxyz;
2269 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2273 // 2/0/0/2/2 2D combine blendsquare path
2274 memset(&m, 0, sizeof(m));
2275 m.tex[0] = R_GetTexture(normalmaptexture);
2276 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2277 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2278 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2279 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2280 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2281 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2282 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2283 m.pointer_texcoord_bufferobject[1] = 0;
2284 m.pointer_texcoord_bufferoffset[1] = 0;
2285 R_Mesh_TextureState(&m);
2286 GL_ColorMask(0,0,0,1);
2287 // this squares the result
2288 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2289 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2291 // second and third pass
2292 R_Mesh_ResetTextureState();
2293 // square alpha in framebuffer a few times to make it shiny
2294 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2295 for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
2296 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2299 memset(&m, 0, sizeof(m));
2300 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2301 m.pointer_texcoord3f[0] = rsurface.vertex3f;
2302 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2303 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2304 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
2305 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2306 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2307 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2308 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2309 m.texmatrix[1] = rsurface.entitytoattenuationz;
2310 R_Mesh_TextureState(&m);
2311 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2312 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2315 memset(&m, 0, sizeof(m));
2316 m.tex[0] = R_GetTexture(glosstexture);
2317 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2318 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2319 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2320 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2321 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2323 m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
2324 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2325 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2326 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2327 m.texmatrix[1] = rsurface.entitytolight;
2329 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2331 // this final code is shared
2332 R_Mesh_TextureState(&m);
2333 R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
2336 static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
2338 // ARB path (any Geforce, any Radeon)
2339 qboolean doambient = ambientscale > 0;
2340 qboolean dodiffuse = diffusescale > 0;
2341 qboolean dospecular = specularscale > 0;
2342 if (!doambient && !dodiffuse && !dospecular)
2344 R_Mesh_ColorPointer(NULL, 0, 0);
2346 R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, basetexture, ambientscale * r_refdef.view.colorscale);
2348 R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, basetexture, normalmaptexture, diffusescale * r_refdef.view.colorscale);
2352 R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorpants, pantstexture, ambientscale * r_refdef.view.colorscale);
2354 R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorpants, pantstexture, normalmaptexture, diffusescale * r_refdef.view.colorscale);
2359 R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorshirt, shirttexture, ambientscale * r_refdef.view.colorscale);
2361 R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorshirt, shirttexture, normalmaptexture, diffusescale * r_refdef.view.colorscale);
2364 R_Shadow_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_refdef.view.colorscale);
2367 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
2374 int newnumtriangles;
2378 int maxtriangles = 4096;
2379 int newelements[4096*3];
2380 R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
2381 for (renders = 0;renders < 64;renders++)
2386 newnumtriangles = 0;
2388 // due to low fillrate on the cards this vertex lighting path is
2389 // designed for, we manually cull all triangles that do not
2390 // contain a lit vertex
2391 // this builds batches of triangles from multiple surfaces and
2392 // renders them at once
2393 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
2395 if (VectorLength2(rsurface.array_color4f + e[0] * 4) + VectorLength2(rsurface.array_color4f + e[1] * 4) + VectorLength2(rsurface.array_color4f + e[2] * 4) >= 0.01)
2397 if (newnumtriangles)
2399 newfirstvertex = min(newfirstvertex, e[0]);
2400 newlastvertex = max(newlastvertex, e[0]);
2404 newfirstvertex = e[0];
2405 newlastvertex = e[0];
2407 newfirstvertex = min(newfirstvertex, e[1]);
2408 newlastvertex = max(newlastvertex, e[1]);
2409 newfirstvertex = min(newfirstvertex, e[2]);
2410 newlastvertex = max(newlastvertex, e[2]);
2416 if (newnumtriangles >= maxtriangles)
2418 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2419 newnumtriangles = 0;
2425 if (newnumtriangles >= 1)
2427 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2430 // if we couldn't find any lit triangles, exit early
2433 // now reduce the intensity for the next overbright pass
2434 // we have to clamp to 0 here incase the drivers have improper
2435 // handling of negative colors
2436 // (some old drivers even have improper handling of >1 color)
2438 for (i = 0, c = rsurface.array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
2440 if (c[0] > 1 || c[1] > 1 || c[2] > 1)
2442 c[0] = max(0, c[0] - 1);
2443 c[1] = max(0, c[1] - 1);
2444 c[2] = max(0, c[2] - 1);
2456 static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
2458 // OpenGL 1.1 path (anything)
2459 float ambientcolorbase[3], diffusecolorbase[3];
2460 float ambientcolorpants[3], diffusecolorpants[3];
2461 float ambientcolorshirt[3], diffusecolorshirt[3];
2463 VectorScale(lightcolorbase, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorbase);
2464 VectorScale(lightcolorbase, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorbase);
2465 VectorScale(lightcolorpants, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorpants);
2466 VectorScale(lightcolorpants, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorpants);
2467 VectorScale(lightcolorshirt, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorshirt);
2468 VectorScale(lightcolorshirt, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorshirt);
2469 memset(&m, 0, sizeof(m));
2470 m.tex[0] = R_GetTexture(basetexture);
2471 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2472 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2473 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2474 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2475 if (r_textureunits.integer >= 2)
2478 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2479 m.texmatrix[1] = rsurface.entitytoattenuationxyz;
2480 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2481 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2482 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2483 if (r_textureunits.integer >= 3)
2485 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
2486 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2487 m.texmatrix[2] = rsurface.entitytoattenuationz;
2488 m.pointer_texcoord3f[2] = rsurface.vertex3f;
2489 m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
2490 m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
2493 R_Mesh_TextureState(&m);
2494 //R_Mesh_TexBind(0, R_GetTexture(basetexture));
2495 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
2498 R_Mesh_TexBind(0, R_GetTexture(pantstexture));
2499 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants);
2503 R_Mesh_TexBind(0, R_GetTexture(shirttexture));
2504 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt);
2508 extern cvar_t gl_lightmaps;
2509 void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
2511 float ambientscale, diffusescale, specularscale;
2512 vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
2514 // calculate colors to render this texture with
2515 lightcolorbase[0] = rsurface.rtlight->currentcolor[0] * rsurface.texture->dlightcolor[0];
2516 lightcolorbase[1] = rsurface.rtlight->currentcolor[1] * rsurface.texture->dlightcolor[1];
2517 lightcolorbase[2] = rsurface.rtlight->currentcolor[2] * rsurface.texture->dlightcolor[2];
2518 ambientscale = rsurface.rtlight->ambientscale;
2519 diffusescale = rsurface.rtlight->diffusescale;
2520 specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
2521 if (!r_shadow_usenormalmap.integer)
2523 ambientscale += 1.0f * diffusescale;
2527 if ((ambientscale + diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
2529 RSurf_SetupDepthAndCulling();
2530 nmap = rsurface.texture->currentskinframe->nmap;
2531 if (gl_lightmaps.integer)
2532 nmap = r_texture_blanknormalmap;
2533 if (rsurface.texture->colormapping && !gl_lightmaps.integer)
2535 qboolean dopants = rsurface.texture->currentskinframe->pants != NULL && VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f);
2536 qboolean doshirt = rsurface.texture->currentskinframe->shirt != NULL && VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
2539 lightcolorpants[0] = lightcolorbase[0] * rsurface.colormap_pantscolor[0];
2540 lightcolorpants[1] = lightcolorbase[1] * rsurface.colormap_pantscolor[1];
2541 lightcolorpants[2] = lightcolorbase[2] * rsurface.colormap_pantscolor[2];
2544 VectorClear(lightcolorpants);
2547 lightcolorshirt[0] = lightcolorbase[0] * rsurface.colormap_shirtcolor[0];
2548 lightcolorshirt[1] = lightcolorbase[1] * rsurface.colormap_shirtcolor[1];
2549 lightcolorshirt[2] = lightcolorbase[2] * rsurface.colormap_shirtcolor[2];
2552 VectorClear(lightcolorshirt);
2553 switch (r_shadow_rendermode)
2555 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2556 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2557 R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
2559 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2560 R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
2562 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2563 R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
2565 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2566 R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
2569 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2575 switch (r_shadow_rendermode)
2577 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2578 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2579 R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
2581 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2582 R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
2584 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2585 R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
2587 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2588 R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
2591 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2597 void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, qboolean shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
2599 matrix4x4_t tempmatrix = *matrix;
2600 Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
2602 // if this light has been compiled before, free the associated data
2603 R_RTLight_Uncompile(rtlight);
2605 // clear it completely to avoid any lingering data
2606 memset(rtlight, 0, sizeof(*rtlight));
2608 // copy the properties
2609 rtlight->matrix_lighttoworld = tempmatrix;
2610 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
2611 Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
2612 rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
2613 VectorCopy(color, rtlight->color);
2614 rtlight->cubemapname[0] = 0;
2615 if (cubemapname && cubemapname[0])
2616 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
2617 rtlight->shadow = shadow;
2618 rtlight->corona = corona;
2619 rtlight->style = style;
2620 rtlight->isstatic = isstatic;
2621 rtlight->coronasizescale = coronasizescale;
2622 rtlight->ambientscale = ambientscale;
2623 rtlight->diffusescale = diffusescale;
2624 rtlight->specularscale = specularscale;
2625 rtlight->flags = flags;
2627 // compute derived data
2628 //rtlight->cullradius = rtlight->radius;
2629 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2630 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2631 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2632 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2633 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2634 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2635 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2638 // compiles rtlight geometry
2639 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2640 void R_RTLight_Compile(rtlight_t *rtlight)
2643 int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
2644 int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
2645 entity_render_t *ent = r_refdef.scene.worldentity;
2646 dp_model_t *model = r_refdef.scene.worldmodel;
2647 unsigned char *data;
2650 // compile the light
2651 rtlight->compiled = true;
2652 rtlight->static_numleafs = 0;
2653 rtlight->static_numleafpvsbytes = 0;
2654 rtlight->static_leaflist = NULL;
2655 rtlight->static_leafpvs = NULL;
2656 rtlight->static_numsurfaces = 0;
2657 rtlight->static_surfacelist = NULL;
2658 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2659 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2660 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2661 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2662 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2663 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2665 if (model && model->GetLightInfo)
2667 // this variable must be set for the CompileShadowVolume code
2668 r_shadow_compilingrtlight = rtlight;
2669 R_Shadow_EnlargeLeafSurfaceTrisBuffer(model->brush.num_leafs, model->num_surfaces, model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles, model->surfmesh.num_triangles);
2670 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);
2671 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2672 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
2673 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
2674 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
2675 rtlight->static_numsurfaces = numsurfaces;
2676 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2677 rtlight->static_numleafs = numleafs;
2678 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2679 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2680 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2681 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
2682 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
2683 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
2684 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
2685 if (rtlight->static_numsurfaces)
2686 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2687 if (rtlight->static_numleafs)
2688 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2689 if (rtlight->static_numleafpvsbytes)
2690 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2691 if (rtlight->static_numshadowtrispvsbytes)
2692 memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
2693 if (rtlight->static_numlighttrispvsbytes)
2694 memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
2695 if (model->CompileShadowVolume && rtlight->shadow)
2696 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2697 // now we're done compiling the rtlight
2698 r_shadow_compilingrtlight = NULL;
2702 // use smallest available cullradius - box radius or light radius
2703 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2704 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2706 shadowzpasstris = 0;
2707 if (rtlight->static_meshchain_shadow_zpass)
2708 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
2709 shadowzpasstris += mesh->numtriangles;
2711 shadowzfailtris = 0;
2712 if (rtlight->static_meshchain_shadow_zfail)
2713 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
2714 shadowzfailtris += mesh->numtriangles;
2717 if (rtlight->static_numlighttrispvsbytes)
2718 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
2719 if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
2723 if (rtlight->static_numlighttrispvsbytes)
2724 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
2725 if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
2728 if (developer.integer >= 10)
2729 Con_Printf("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);
2732 void R_RTLight_Uncompile(rtlight_t *rtlight)
2734 if (rtlight->compiled)
2736 if (rtlight->static_meshchain_shadow_zpass)
2737 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
2738 rtlight->static_meshchain_shadow_zpass = NULL;
2739 if (rtlight->static_meshchain_shadow_zfail)
2740 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
2741 rtlight->static_meshchain_shadow_zfail = NULL;
2742 // these allocations are grouped
2743 if (rtlight->static_surfacelist)
2744 Mem_Free(rtlight->static_surfacelist);
2745 rtlight->static_numleafs = 0;
2746 rtlight->static_numleafpvsbytes = 0;
2747 rtlight->static_leaflist = NULL;
2748 rtlight->static_leafpvs = NULL;
2749 rtlight->static_numsurfaces = 0;
2750 rtlight->static_surfacelist = NULL;
2751 rtlight->static_numshadowtrispvsbytes = 0;
2752 rtlight->static_shadowtrispvs = NULL;
2753 rtlight->static_numlighttrispvsbytes = 0;
2754 rtlight->static_lighttrispvs = NULL;
2755 rtlight->compiled = false;
2759 void R_Shadow_UncompileWorldLights(void)
2763 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2764 for (lightindex = 0;lightindex < range;lightindex++)
2766 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2769 R_RTLight_Uncompile(&light->rtlight);
2773 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
2777 // reset the count of frustum planes
2778 // see rsurface.rtlight_frustumplanes definition for how much this array
2780 rsurface.rtlight_numfrustumplanes = 0;
2782 // haven't implemented a culling path for ortho rendering
2783 if (!r_refdef.view.useperspective)
2785 // check if the light is on screen and copy the 4 planes if it is
2786 for (i = 0;i < 4;i++)
2787 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
2790 for (i = 0;i < 4;i++)
2791 rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_refdef.view.frustum[i];
2796 // generate a deformed frustum that includes the light origin, this is
2797 // used to cull shadow casting surfaces that can not possibly cast a
2798 // shadow onto the visible light-receiving surfaces, which can be a
2801 // if the light origin is onscreen the result will be 4 planes exactly
2802 // if the light origin is offscreen on only one axis the result will
2803 // be exactly 5 planes (split-side case)
2804 // if the light origin is offscreen on two axes the result will be
2805 // exactly 4 planes (stretched corner case)
2806 for (i = 0;i < 4;i++)
2808 // quickly reject standard frustum planes that put the light
2809 // origin outside the frustum
2810 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
2813 rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_refdef.view.frustum[i];
2815 // if all the standard frustum planes were accepted, the light is onscreen
2816 // otherwise we need to generate some more planes below...
2817 if (rsurface.rtlight_numfrustumplanes < 4)
2819 // at least one of the stock frustum planes failed, so we need to
2820 // create one or two custom planes to enclose the light origin
2821 for (i = 0;i < 4;i++)
2823 // create a plane using the view origin and light origin, and a
2824 // single point from the frustum corner set
2825 TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
2826 VectorNormalize(plane.normal);
2827 plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
2828 // see if this plane is backwards and flip it if so
2829 for (j = 0;j < 4;j++)
2830 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
2834 VectorNegate(plane.normal, plane.normal);
2836 // flipped plane, test again to see if it is now valid
2837 for (j = 0;j < 4;j++)
2838 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
2840 // if the plane is still not valid, then it is dividing the
2841 // frustum and has to be rejected
2845 // we have created a valid plane, compute extra info
2846 PlaneClassify(&plane);
2848 rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
2850 // if we've found 5 frustum planes then we have constructed a
2851 // proper split-side case and do not need to keep searching for
2852 // planes to enclose the light origin
2853 if (rsurface.rtlight_numfrustumplanes == 5)
2861 for (i = 0;i < rsurface.rtlight_numfrustumplanes;i++)
2863 plane = rsurface.rtlight_frustumplanes[i];
2864 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));
2869 // now add the light-space box planes if the light box is rotated, as any
2870 // caster outside the oriented light box is irrelevant (even if it passed
2871 // the worldspace light box, which is axial)
2872 if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
2874 for (i = 0;i < 6;i++)
2878 v[i >> 1] = (i & 1) ? -1 : 1;
2879 Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
2880 VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
2881 plane.dist = VectorNormalizeLength(plane.normal);
2882 plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
2883 rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
2889 // add the world-space reduced box planes
2890 for (i = 0;i < 6;i++)
2892 VectorClear(plane.normal);
2893 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
2894 plane.dist = (i & 1) ? -rsurface.rtlight_cullmaxs[i >> 1] : rsurface.rtlight_cullmins[i >> 1];
2895 rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
2904 // reduce all plane distances to tightly fit the rtlight cull box, which
2906 VectorSet(points[0], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmins[2]);
2907 VectorSet(points[1], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmins[2]);
2908 VectorSet(points[2], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmins[2]);
2909 VectorSet(points[3], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmins[2]);
2910 VectorSet(points[4], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmaxs[2]);
2911 VectorSet(points[5], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmaxs[2]);
2912 VectorSet(points[6], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmaxs[2]);
2913 VectorSet(points[7], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmaxs[2]);
2914 oldnum = rsurface.rtlight_numfrustumplanes;
2915 rsurface.rtlight_numfrustumplanes = 0;
2916 for (j = 0;j < oldnum;j++)
2918 // find the nearest point on the box to this plane
2919 bestdist = DotProduct(rsurface.rtlight_frustumplanes[j].normal, points[0]);
2920 for (i = 1;i < 8;i++)
2922 dist = DotProduct(rsurface.rtlight_frustumplanes[j].normal, points[i]);
2923 if (bestdist > dist)
2926 Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rsurface.rtlight_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rsurface.rtlight_frustumplanes[j].normal[0], rsurface.rtlight_frustumplanes[j].normal[1], rsurface.rtlight_frustumplanes[j].normal[2], rsurface.rtlight_frustumplanes[j].dist, bestdist);
2927 // if the nearest point is near or behind the plane, we want this
2928 // plane, otherwise the plane is useless as it won't cull anything
2929 if (rsurface.rtlight_frustumplanes[j].dist < bestdist + 0.03125)
2931 PlaneClassify(&rsurface.rtlight_frustumplanes[j]);
2932 rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = rsurface.rtlight_frustumplanes[j];
2939 void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
2944 int surfacelistindex;
2945 msurface_t *surface;
2947 RSurf_ActiveWorldEntity();
2948 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2951 zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
2952 R_Shadow_RenderMode_StencilShadowVolumes(zpass);
2953 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
2954 for (;mesh;mesh = mesh->next)
2956 r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
2957 R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
2958 GL_LockArrays(0, mesh->numverts);
2959 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
2961 // increment stencil if frontface is infront of depthbuffer
2962 GL_CullFace(r_refdef.view.cullface_back);
2963 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
2964 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
2965 // decrement stencil if backface is infront of depthbuffer
2966 GL_CullFace(r_refdef.view.cullface_front);
2967 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
2969 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
2971 // decrement stencil if backface is behind depthbuffer
2972 GL_CullFace(r_refdef.view.cullface_front);
2973 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2974 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
2975 // increment stencil if frontface is behind depthbuffer
2976 GL_CullFace(r_refdef.view.cullface_back);
2977 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2979 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
2980 GL_LockArrays(0, 0);
2984 else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh && r_shadow_culltriangles.integer)
2986 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
2987 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2989 surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
2990 for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
2991 if (CHECKPVSBIT(trispvs, t))
2992 shadowmarklist[numshadowmark++] = t;
2994 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);
2996 else if (numsurfaces)
2997 r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs);
3000 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3002 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3003 vec_t relativeshadowradius;
3004 RSurf_ActiveModelEntity(ent, false, false);
3005 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3006 relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3007 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3008 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3009 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3010 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3011 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3012 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3013 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
3016 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3018 // set up properties for rendering light onto this entity
3019 RSurf_ActiveModelEntity(ent, true, true);
3020 GL_AlphaTest(false);
3021 Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3022 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3023 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3024 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3025 if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
3026 R_Mesh_TexMatrix(3, &rsurface.entitytolight);
3029 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3031 if (!r_refdef.scene.worldmodel->DrawLight)
3034 // set up properties for rendering light onto this entity
3035 RSurf_ActiveWorldEntity();
3036 GL_AlphaTest(false);
3037 rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3038 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3039 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3040 VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3041 if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
3042 R_Mesh_TexMatrix(3, &rsurface.entitytolight);
3044 r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, trispvs);
3047 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3049 dp_model_t *model = ent->model;
3050 if (!model->DrawLight)
3053 R_Shadow_SetupEntityLight(ent);
3055 model->DrawLight(ent, model->nummodelsurfaces, model->surfacelist, NULL);
3058 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
3062 int numleafs, numsurfaces;
3063 int *leaflist, *surfacelist;
3064 unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs;
3065 int numlightentities;
3066 int numlightentities_noselfshadow;
3067 int numshadowentities;
3068 int numshadowentities_noselfshadow;
3069 static entity_render_t *lightentities[MAX_EDICTS];
3070 static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3071 static entity_render_t *shadowentities[MAX_EDICTS];
3072 static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3074 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3075 // skip lights that are basically invisible (color 0 0 0)
3076 if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
3079 // loading is done before visibility checks because loading should happen
3080 // all at once at the start of a level, not when it stalls gameplay.
3081 // (especially important to benchmarks)
3083 if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
3084 R_RTLight_Compile(rtlight);
3086 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
3088 // look up the light style value at this time
3089 f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3090 VectorScale(rtlight->color, f, rtlight->currentcolor);
3092 if (rtlight->selected)
3094 f = 2 + sin(realtime * M_PI * 4.0);
3095 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3099 // if lightstyle is currently off, don't draw the light
3100 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3103 // if the light box is offscreen, skip it
3104 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3107 VectorCopy(rtlight->cullmins, rsurface.rtlight_cullmins);
3108 VectorCopy(rtlight->cullmaxs, rsurface.rtlight_cullmaxs);
3110 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
3112 // compiled light, world available and can receive realtime lighting
3113 // retrieve leaf information
3114 numleafs = rtlight->static_numleafs;
3115 leaflist = rtlight->static_leaflist;
3116 leafpvs = rtlight->static_leafpvs;
3117 numsurfaces = rtlight->static_numsurfaces;
3118 surfacelist = rtlight->static_surfacelist;
3119 shadowtrispvs = rtlight->static_shadowtrispvs;
3120 lighttrispvs = rtlight->static_lighttrispvs;
3122 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
3124 // dynamic light, world available and can receive realtime lighting
3125 // calculate lit surfaces and leafs
3126 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);
3127 r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs);
3128 leaflist = r_shadow_buffer_leaflist;
3129 leafpvs = r_shadow_buffer_leafpvs;
3130 surfacelist = r_shadow_buffer_surfacelist;
3131 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
3132 lighttrispvs = r_shadow_buffer_lighttrispvs;
3133 // if the reduced leaf bounds are offscreen, skip it
3134 if (R_CullBox(rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
3145 shadowtrispvs = NULL;
3146 lighttrispvs = NULL;
3148 // check if light is illuminating any visible leafs
3151 for (i = 0;i < numleafs;i++)
3152 if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
3157 // set up a scissor rectangle for this light
3158 if (R_Shadow_ScissorForBBox(rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
3161 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3163 // make a list of lit entities and shadow casting entities
3164 numlightentities = 0;
3165 numlightentities_noselfshadow = 0;
3166 numshadowentities = 0;
3167 numshadowentities_noselfshadow = 0;
3168 // add dynamic entities that are lit by the light
3169 if (r_drawentities.integer)
3171 for (i = 0;i < r_refdef.scene.numentities;i++)
3174 entity_render_t *ent = r_refdef.scene.entities[i];
3176 if (!BoxesOverlap(ent->mins, ent->maxs, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
3178 // skip the object entirely if it is not within the valid
3179 // shadow-casting region (which includes the lit region)
3180 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes))
3182 if (!(model = ent->model))
3184 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
3186 // this entity wants to receive light, is visible, and is
3187 // inside the light box
3188 // TODO: check if the surfaces in the model can receive light
3189 // so now check if it's in a leaf seen by the light
3190 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))
3192 if (ent->flags & RENDER_NOSELFSHADOW)
3193 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
3195 lightentities[numlightentities++] = ent;
3196 // since it is lit, it probably also casts a shadow...
3197 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3198 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3199 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3201 // note: exterior models without the RENDER_NOSELFSHADOW
3202 // flag still create a RENDER_NOSELFSHADOW shadow but
3203 // are lit normally, this means that they are
3204 // self-shadowing but do not shadow other
3205 // RENDER_NOSELFSHADOW entities such as the gun
3206 // (very weird, but keeps the player shadow off the gun)
3207 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3208 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3210 shadowentities[numshadowentities++] = ent;
3213 else if (ent->flags & RENDER_SHADOW)
3215 // this entity is not receiving light, but may still need to
3217 // TODO: check if the surfaces in the model can cast shadow
3218 // now check if it is in a leaf seen by the light
3219 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))
3221 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3222 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3223 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3225 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3226 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3228 shadowentities[numshadowentities++] = ent;
3234 // return if there's nothing at all to light
3235 if (!numlightentities && !numsurfaces)
3238 // don't let sound skip if going slow
3239 if (r_refdef.scene.extraupdate)
3242 // make this the active rtlight for rendering purposes
3243 R_Shadow_RenderMode_ActiveLight(rtlight);
3244 // count this light in the r_speeds
3245 r_refdef.stats.lights++;
3247 if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
3249 // optionally draw visible shape of the shadow volumes
3250 // for performance analysis by level designers
3251 R_Shadow_RenderMode_VisibleShadowVolumes();
3253 R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
3254 for (i = 0;i < numshadowentities;i++)
3255 R_Shadow_DrawEntityShadow(shadowentities[i]);
3256 for (i = 0;i < numshadowentities_noselfshadow;i++)
3257 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3260 if (gl_stencil && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
3262 // draw stencil shadow volumes to mask off pixels that are in shadow
3263 // so that they won't receive lighting
3264 R_Shadow_ClearStencil();
3266 R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
3267 for (i = 0;i < numshadowentities;i++)
3268 R_Shadow_DrawEntityShadow(shadowentities[i]);
3269 if (numlightentities_noselfshadow)
3271 // draw lighting in the unmasked areas
3272 R_Shadow_RenderMode_Lighting(true, false);
3273 for (i = 0;i < numlightentities_noselfshadow;i++)
3274 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3276 // optionally draw the illuminated areas
3277 // for performance analysis by level designers
3278 if (r_showlighting.integer && r_refdef.view.showdebug)
3280 R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
3281 for (i = 0;i < numlightentities_noselfshadow;i++)
3282 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3285 for (i = 0;i < numshadowentities_noselfshadow;i++)
3286 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3288 if (numsurfaces + numlightentities)
3290 // draw lighting in the unmasked areas
3291 R_Shadow_RenderMode_Lighting(true, false);
3293 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3294 for (i = 0;i < numlightentities;i++)
3295 R_Shadow_DrawEntityLight(lightentities[i]);
3297 // optionally draw the illuminated areas
3298 // for performance analysis by level designers
3299 if (r_showlighting.integer && r_refdef.view.showdebug)
3301 R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
3303 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3304 for (i = 0;i < numlightentities;i++)
3305 R_Shadow_DrawEntityLight(lightentities[i]);
3311 if (numsurfaces + numlightentities)
3313 // draw lighting in the unmasked areas
3314 R_Shadow_RenderMode_Lighting(false, false);
3316 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3317 for (i = 0;i < numlightentities;i++)
3318 R_Shadow_DrawEntityLight(lightentities[i]);
3319 for (i = 0;i < numlightentities_noselfshadow;i++)
3320 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3322 // optionally draw the illuminated areas
3323 // for performance analysis by level designers
3324 if (r_showlighting.integer && r_refdef.view.showdebug)
3326 R_Shadow_RenderMode_VisibleLighting(false, false);
3328 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3329 for (i = 0;i < numlightentities;i++)
3330 R_Shadow_DrawEntityLight(lightentities[i]);
3331 for (i = 0;i < numlightentities_noselfshadow;i++)
3332 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3338 void R_Shadow_DrawLightSprites(void);
3339 void R_ShadowVolumeLighting(qboolean visible)
3347 if (r_editlights.integer)
3348 R_Shadow_DrawLightSprites();
3350 R_Shadow_RenderMode_Begin();
3352 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3353 if (r_shadow_debuglight.integer >= 0)
3355 lightindex = r_shadow_debuglight.integer;
3356 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3357 if (light && (light->flags & flag))
3358 R_DrawRTLight(&light->rtlight, visible);
3362 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3363 for (lightindex = 0;lightindex < range;lightindex++)
3365 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3366 if (light && (light->flags & flag))
3367 R_DrawRTLight(&light->rtlight, visible);
3370 if (r_refdef.scene.rtdlight)
3371 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
3372 R_DrawRTLight(r_refdef.scene.lights[lnum], visible);
3374 R_Shadow_RenderMode_End();
3377 extern void R_SetupView(qboolean allowwaterclippingplane);
3378 extern cvar_t r_shadows;
3379 extern cvar_t r_shadows_throwdistance;
3380 void R_DrawModelShadows(void)
3383 float relativethrowdistance;
3384 entity_render_t *ent;
3385 vec3_t relativelightorigin;
3386 vec3_t relativelightdirection;
3387 vec3_t relativeshadowmins, relativeshadowmaxs;
3391 if (!r_drawentities.integer || !gl_stencil)
3395 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
3397 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
3399 if (gl_ext_separatestencil.integer)
3401 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
3402 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
3404 else if (gl_ext_stenciltwoside.integer)
3406 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
3407 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
3411 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
3412 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
3415 R_Shadow_ClearStencil();
3417 for (i = 0;i < r_refdef.scene.numentities;i++)
3419 ent = r_refdef.scene.entities[i];
3420 // cast shadows from anything that is not a submodel of the map
3421 if (ent->model && ent->model->DrawShadowVolume != NULL && !ent->model->brush.submodel && (ent->flags & RENDER_SHADOW))
3423 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
3424 VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
3425 VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
3427 if(r_shadows.integer == 2)
3429 // 2: simpler mode, throw shadows always DOWN
3430 VectorSet(tmp, 0, 0, -1);
3431 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
3435 if(ent->entitynumber != 0)
3437 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
3438 int entnum, entnum2, recursion;
3439 entnum = entnum2 = ent->entitynumber;
3440 for(recursion = 32; recursion > 0; --recursion)
3442 entnum2 = cl.entities[entnum].state_current.tagentity;
3443 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
3448 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
3450 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
3451 // transform into modelspace of OUR entity
3452 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
3453 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
3456 VectorNegate(ent->modellight_lightdir, relativelightdirection);
3459 VectorNegate(ent->modellight_lightdir, relativelightdirection);
3462 VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
3463 RSurf_ActiveModelEntity(ent, false, false);
3464 ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
3468 // not really the right mode, but this will disable any silly stencil features
3469 R_Shadow_RenderMode_VisibleLighting(true, true);
3471 // vertex coordinates for a quad that covers the screen exactly
3472 vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0;
3473 vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0;
3474 vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0;
3475 vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0;
3477 // set up ortho view for rendering this pass
3478 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
3479 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
3480 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3481 GL_ScissorTest(true);
3482 R_Mesh_Matrix(&identitymatrix);
3483 R_Mesh_ResetTextureState();
3484 R_Mesh_VertexPointer(vertex3f, 0, 0);
3485 R_Mesh_ColorPointer(NULL, 0, 0);
3487 // set up a 50% darkening blend on shadowed areas
3488 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3489 GL_DepthRange(0, 1);
3490 GL_DepthTest(false);
3491 GL_DepthMask(false);
3492 GL_PolygonOffset(0, 0);CHECKGLERROR
3493 GL_Color(0, 0, 0, 0.5);
3494 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3495 qglDepthFunc(GL_ALWAYS);CHECKGLERROR
3496 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
3497 qglStencilMask(~0);CHECKGLERROR
3498 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3499 qglStencilFunc(GL_NOTEQUAL, 128, ~0);CHECKGLERROR
3501 // apply the blend to the shadowed areas
3502 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3504 // restoring the perspective view is done by R_RenderScene
3505 //R_SetupView(true);
3507 // restore other state to normal
3508 R_Shadow_RenderMode_End();
3511 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
3513 // if it's too close, skip it
3514 if (VectorLength(rtlight->color) < (1.0f / 256.0f))
3516 if (VectorDistance2(rtlight->shadoworigin, r_refdef.view.origin) < 32.0f * 32.0f)
3518 if (usequery && r_numqueries + 2 <= r_maxqueries)
3520 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
3521 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
3523 // NOTE: we can't disable depth testing using R_DrawSprite's depthdisable argument, which calls GL_DepthTest, as that's broken in the ATI drivers
3524 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
3525 qglDepthFunc(GL_ALWAYS);
3526 R_DrawSprite(GL_ONE, GL_ZERO, r_shadow_lightcorona, NULL, false, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, 1, 1, 1, 1);
3527 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
3528 qglDepthFunc(GL_LEQUAL);
3529 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
3530 R_DrawSprite(GL_ONE, GL_ZERO, r_shadow_lightcorona, NULL, false, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, 1, 1, 1, 1);
3531 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
3534 rtlight->corona_visibility = 1;
3537 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
3540 GLint allpixels = 0, visiblepixels = 0;
3541 // now we have to check the query result
3542 if (rtlight->corona_queryindex_visiblepixels)
3545 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
3546 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
3548 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
3549 if (visiblepixels < 1 || allpixels < 1)
3551 rtlight->corona_visibility *= (float)visiblepixels / (float)allpixels;
3552 cscale *= rtlight->corona_visibility;
3556 // FIXME: these traces should scan all render entities instead of cl.world
3557 if (CL_Move(r_refdef.view.origin, vec3_origin, vec3_origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
3560 VectorScale(rtlight->color, cscale, color);
3561 if (VectorLength(color) > (1.0f / 256.0f))
3562 R_DrawSprite(GL_ONE, GL_ONE, r_shadow_lightcorona, NULL, true, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, color[0], color[1], color[2], 1);
3565 void R_DrawCoronas(void)
3573 if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
3575 if (r_waterstate.renderingscene)
3577 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3578 R_Mesh_Matrix(&identitymatrix);
3580 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3582 // check occlusion of coronas
3583 // use GL_ARB_occlusion_query if available
3584 // otherwise use raytraces
3586 usequery = gl_support_arb_occlusion_query && r_coronas_occlusionquery.integer;
3589 GL_ColorMask(0,0,0,0);
3590 if (r_maxqueries < range + r_refdef.scene.numlights)
3591 if (r_maxqueries < R_MAX_OCCLUSION_QUERIES)
3594 r_maxqueries = (range + r_refdef.scene.numlights) * 2;
3595 r_maxqueries = min(r_maxqueries, R_MAX_OCCLUSION_QUERIES);
3597 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
3601 for (lightindex = 0;lightindex < range;lightindex++)
3603 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3606 rtlight = &light->rtlight;
3607 rtlight->corona_visibility = 0;
3608 rtlight->corona_queryindex_visiblepixels = 0;
3609 rtlight->corona_queryindex_allpixels = 0;
3610 if (!(rtlight->flags & flag))
3612 if (rtlight->corona <= 0)
3614 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
3616 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
3618 for (i = 0;i < r_refdef.scene.numlights;i++)
3620 rtlight = r_refdef.scene.lights[i];
3621 rtlight->corona_visibility = 0;
3622 rtlight->corona_queryindex_visiblepixels = 0;
3623 rtlight->corona_queryindex_allpixels = 0;
3624 if (!(rtlight->flags & flag))
3626 if (rtlight->corona <= 0)
3628 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
3631 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3633 // now draw the coronas using the query data for intensity info
3634 for (lightindex = 0;lightindex < range;lightindex++)
3636 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3639 rtlight = &light->rtlight;
3640 if (rtlight->corona_visibility <= 0)
3642 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
3644 for (i = 0;i < r_refdef.scene.numlights;i++)
3646 rtlight = r_refdef.scene.lights[i];
3647 if (rtlight->corona_visibility <= 0)
3649 if (gl_flashblend.integer)
3650 R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
3652 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
3658 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3659 typedef struct suffixinfo_s
3662 qboolean flipx, flipy, flipdiagonal;
3665 static suffixinfo_t suffix[3][6] =
3668 {"px", false, false, false},
3669 {"nx", false, false, false},
3670 {"py", false, false, false},
3671 {"ny", false, false, false},
3672 {"pz", false, false, false},
3673 {"nz", false, false, false}
3676 {"posx", false, false, false},
3677 {"negx", false, false, false},
3678 {"posy", false, false, false},
3679 {"negy", false, false, false},
3680 {"posz", false, false, false},
3681 {"negz", false, false, false}
3684 {"rt", true, false, true},
3685 {"lf", false, true, true},
3686 {"ft", true, true, false},
3687 {"bk", false, false, false},
3688 {"up", true, false, true},
3689 {"dn", true, false, true}
3693 static int componentorder[4] = {0, 1, 2, 3};
3695 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
3697 int i, j, cubemapsize;
3698 unsigned char *cubemappixels, *image_buffer;
3699 rtexture_t *cubemaptexture;
3701 // must start 0 so the first loadimagepixels has no requested width/height
3703 cubemappixels = NULL;
3704 cubemaptexture = NULL;
3705 // keep trying different suffix groups (posx, px, rt) until one loads
3706 for (j = 0;j < 3 && !cubemappixels;j++)
3708 // load the 6 images in the suffix group
3709 for (i = 0;i < 6;i++)
3711 // generate an image name based on the base and and suffix
3712 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3714 if ((image_buffer = loadimagepixelsbgra(name, false, false)))
3716 // an image loaded, make sure width and height are equal
3717 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3719 // if this is the first image to load successfully, allocate the cubemap memory
3720 if (!cubemappixels && image_width >= 1)
3722 cubemapsize = image_width;
3723 // note this clears to black, so unavailable sides are black
3724 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3726 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3728 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3731 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3733 Mem_Free(image_buffer);
3737 // if a cubemap loaded, upload it
3740 if (developer_loading.integer)
3741 Con_Printf("loading cubemap \"%s\"\n", basename);
3743 if (!r_shadow_filters_texturepool)
3744 r_shadow_filters_texturepool = R_AllocTexturePool();
3745 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, TEXF_PRECACHE | (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
3746 Mem_Free(cubemappixels);
3750 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3751 if (developer_loading.integer)
3753 Con_Printf("(tried tried images ");
3754 for (j = 0;j < 3;j++)
3755 for (i = 0;i < 6;i++)
3756 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3757 Con_Print(" and was unable to find any of them).\n");
3760 return cubemaptexture;
3763 rtexture_t *R_Shadow_Cubemap(const char *basename)
3766 for (i = 0;i < numcubemaps;i++)
3767 if (!strcasecmp(cubemaps[i].basename, basename))
3768 return cubemaps[i].texture ? cubemaps[i].texture : r_texture_whitecube;
3769 if (i >= MAX_CUBEMAPS)
3770 return r_texture_whitecube;
3772 strlcpy(cubemaps[i].basename, basename, sizeof(cubemaps[i].basename));
3773 cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
3774 return cubemaps[i].texture;
3777 void R_Shadow_FreeCubemaps(void)
3780 for (i = 0;i < numcubemaps;i++)
3782 if (developer_loading.integer)
3783 Con_Printf("unloading cubemap \"%s\"\n", cubemaps[i].basename);
3784 if (cubemaps[i].texture)
3785 R_FreeTexture(cubemaps[i].texture);
3789 R_FreeTexturePool(&r_shadow_filters_texturepool);
3792 dlight_t *R_Shadow_NewWorldLight(void)
3794 return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
3797 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)
3800 // validate parameters
3801 if (style < 0 || style >= MAX_LIGHTSTYLES)
3803 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
3809 // copy to light properties
3810 VectorCopy(origin, light->origin);
3811 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
3812 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
3813 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
3814 light->color[0] = max(color[0], 0);
3815 light->color[1] = max(color[1], 0);
3816 light->color[2] = max(color[2], 0);
3817 light->radius = max(radius, 0);
3818 light->style = style;
3819 light->shadow = shadowenable;
3820 light->corona = corona;
3821 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
3822 light->coronasizescale = coronasizescale;
3823 light->ambientscale = ambientscale;
3824 light->diffusescale = diffusescale;
3825 light->specularscale = specularscale;
3826 light->flags = flags;
3828 // update renderable light data
3829 Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
3830 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);
3833 void R_Shadow_FreeWorldLight(dlight_t *light)
3835 if (r_shadow_selectedlight == light)
3836 r_shadow_selectedlight = NULL;
3837 R_RTLight_Uncompile(&light->rtlight);
3838 Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
3841 void R_Shadow_ClearWorldLights(void)
3845 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3846 for (lightindex = 0;lightindex < range;lightindex++)
3848 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3850 R_Shadow_FreeWorldLight(light);
3852 r_shadow_selectedlight = NULL;
3853 R_Shadow_FreeCubemaps();
3856 void R_Shadow_SelectLight(dlight_t *light)
3858 if (r_shadow_selectedlight)
3859 r_shadow_selectedlight->selected = false;
3860 r_shadow_selectedlight = light;
3861 if (r_shadow_selectedlight)
3862 r_shadow_selectedlight->selected = true;
3865 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3867 // this is never batched (there can be only one)
3868 R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, r_editlights_sprcursor->tex, r_editlights_sprcursor->tex, false, false, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE, 1, 1, 1, 1);
3871 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3878 // this is never batched (due to the ent parameter changing every time)
3879 // so numsurfaces == 1 and surfacelist[0] == lightnumber
3880 const dlight_t *light = (dlight_t *)ent;
3883 VectorScale(light->color, intensity, spritecolor);
3884 if (VectorLength(spritecolor) < 0.1732f)
3885 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
3886 if (VectorLength(spritecolor) > 1.0f)
3887 VectorNormalize(spritecolor);
3889 // draw light sprite
3890 if (light->cubemapname[0] && !light->shadow)
3891 pic = r_editlights_sprcubemapnoshadowlight;
3892 else if (light->cubemapname[0])
3893 pic = r_editlights_sprcubemaplight;
3894 else if (!light->shadow)
3895 pic = r_editlights_sprnoshadowlight;
3897 pic = r_editlights_sprlight;
3898 R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, pic->tex, pic->tex, false, false, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s, spritecolor[0], spritecolor[1], spritecolor[2], 1);
3899 // draw selection sprite if light is selected
3900 if (light->selected)
3901 R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, r_editlights_sprselection->tex, r_editlights_sprselection->tex, false, false, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s, 1, 1, 1, 1);
3902 // VorteX todo: add normalmode/realtime mode light overlay sprites?
3905 void R_Shadow_DrawLightSprites(void)
3909 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3910 for (lightindex = 0;lightindex < range;lightindex++)
3912 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3914 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
3916 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
3919 void R_Shadow_SelectLightInView(void)
3921 float bestrating, rating, temp[3];
3925 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3928 for (lightindex = 0;lightindex < range;lightindex++)
3930 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3933 VectorSubtract(light->origin, r_refdef.view.origin, temp);
3934 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
3937 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
3938 if (bestrating < rating && CL_Move(light->origin, vec3_origin, vec3_origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
3940 bestrating = rating;
3945 R_Shadow_SelectLight(best);
3948 void R_Shadow_LoadWorldLights(void)
3950 int n, a, style, shadow, flags;
3951 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
3952 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
3953 if (cl.worldmodel == NULL)
3955 Con_Print("No map loaded.\n");
3958 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
3959 strlcat (name, ".rtlights", sizeof (name));
3960 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
3970 for (;COM_Parse(t, true) && strcmp(
3971 if (COM_Parse(t, true))
3973 if (com_token[0] == '!')
3976 origin[0] = atof(com_token+1);
3979 origin[0] = atof(com_token);
3984 while (*s && *s != '\n' && *s != '\r')
3990 // check for modifier flags
3997 #if _MSC_VER >= 1400
3998 #define sscanf sscanf_s
4000 cubemapname[sizeof(cubemapname)-1] = 0;
4001 #if MAX_QPATH != 128
4002 #error update this code if MAX_QPATH changes
4004 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
4005 #if _MSC_VER >= 1400
4006 , sizeof(cubemapname)
4008 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
4011 flags = LIGHTFLAG_REALTIMEMODE;
4019 coronasizescale = 0.25f;
4021 VectorClear(angles);
4024 if (a < 9 || !strcmp(cubemapname, "\"\""))
4026 // remove quotes on cubemapname
4027 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
4030 namelen = strlen(cubemapname) - 2;
4031 memmove(cubemapname, cubemapname + 1, namelen);
4032 cubemapname[namelen] = '\0';
4036 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);
4039 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4047 Con_Printf("invalid rtlights file \"%s\"\n", name);
4048 Mem_Free(lightsstring);
4052 void R_Shadow_SaveWorldLights(void)
4056 size_t bufchars, bufmaxchars;
4058 char name[MAX_QPATH];
4059 char line[MAX_INPUTLINE];
4060 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
4061 // I hate lines which are 3 times my screen size :( --blub
4064 if (cl.worldmodel == NULL)
4066 Con_Print("No map loaded.\n");
4069 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
4070 strlcat (name, ".rtlights", sizeof (name));
4071 bufchars = bufmaxchars = 0;
4073 for (lightindex = 0;lightindex < range;lightindex++)
4075 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4078 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
4079 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);
4080 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
4081 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]);
4083 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);
4084 if (bufchars + strlen(line) > bufmaxchars)
4086 bufmaxchars = bufchars + strlen(line) + 2048;
4088 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
4092 memcpy(buf, oldbuf, bufchars);
4098 memcpy(buf + bufchars, line, strlen(line));
4099 bufchars += strlen(line);
4103 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
4108 void R_Shadow_LoadLightsFile(void)
4111 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
4112 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
4113 if (cl.worldmodel == NULL)
4115 Con_Print("No map loaded.\n");
4118 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
4119 strlcat (name, ".lights", sizeof (name));
4120 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
4128 while (*s && *s != '\n' && *s != '\r')
4134 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);
4138 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);
4141 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
4142 radius = bound(15, radius, 4096);
4143 VectorScale(color, (2.0f / (8388608.0f)), color);
4144 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
4152 Con_Printf("invalid lights file \"%s\"\n", name);
4153 Mem_Free(lightsstring);
4157 // tyrlite/hmap2 light types in the delay field
4158 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
4160 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
4162 int entnum, style, islight, skin, pflags, effects, type, n;
4165 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
4166 char key[256], value[MAX_INPUTLINE];
4168 if (cl.worldmodel == NULL)
4170 Con_Print("No map loaded.\n");
4173 // try to load a .ent file first
4174 FS_StripExtension (cl.worldmodel->name, key, sizeof (key));
4175 strlcat (key, ".ent", sizeof (key));
4176 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
4177 // and if that is not found, fall back to the bsp file entity string
4179 data = cl.worldmodel->brush.entities;
4182 for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
4184 type = LIGHTTYPE_MINUSX;
4185 origin[0] = origin[1] = origin[2] = 0;
4186 originhack[0] = originhack[1] = originhack[2] = 0;
4187 angles[0] = angles[1] = angles[2] = 0;
4188 color[0] = color[1] = color[2] = 1;
4189 light[0] = light[1] = light[2] = 1;light[3] = 300;
4190 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
4200 if (!COM_ParseToken_Simple(&data, false, false))
4202 if (com_token[0] == '}')
4203 break; // end of entity
4204 if (com_token[0] == '_')
4205 strlcpy(key, com_token + 1, sizeof(key));
4207 strlcpy(key, com_token, sizeof(key));
4208 while (key[strlen(key)-1] == ' ') // remove trailing spaces
4209 key[strlen(key)-1] = 0;
4210 if (!COM_ParseToken_Simple(&data, false, false))
4212 strlcpy(value, com_token, sizeof(value));
4214 // now that we have the key pair worked out...
4215 if (!strcmp("light", key))
4217 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
4221 light[0] = vec[0] * (1.0f / 256.0f);
4222 light[1] = vec[0] * (1.0f / 256.0f);
4223 light[2] = vec[0] * (1.0f / 256.0f);
4229 light[0] = vec[0] * (1.0f / 255.0f);
4230 light[1] = vec[1] * (1.0f / 255.0f);
4231 light[2] = vec[2] * (1.0f / 255.0f);
4235 else if (!strcmp("delay", key))
4237 else if (!strcmp("origin", key))
4238 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
4239 else if (!strcmp("angle", key))
4240 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
4241 else if (!strcmp("angles", key))
4242 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
4243 else if (!strcmp("color", key))
4244 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
4245 else if (!strcmp("wait", key))
4246 fadescale = atof(value);
4247 else if (!strcmp("classname", key))
4249 if (!strncmp(value, "light", 5))
4252 if (!strcmp(value, "light_fluoro"))
4257 overridecolor[0] = 1;
4258 overridecolor[1] = 1;
4259 overridecolor[2] = 1;
4261 if (!strcmp(value, "light_fluorospark"))
4266 overridecolor[0] = 1;
4267 overridecolor[1] = 1;
4268 overridecolor[2] = 1;
4270 if (!strcmp(value, "light_globe"))
4275 overridecolor[0] = 1;
4276 overridecolor[1] = 0.8;
4277 overridecolor[2] = 0.4;
4279 if (!strcmp(value, "light_flame_large_yellow"))
4284 overridecolor[0] = 1;
4285 overridecolor[1] = 0.5;
4286 overridecolor[2] = 0.1;
4288 if (!strcmp(value, "light_flame_small_yellow"))
4293 overridecolor[0] = 1;
4294 overridecolor[1] = 0.5;
4295 overridecolor[2] = 0.1;
4297 if (!strcmp(value, "light_torch_small_white"))
4302 overridecolor[0] = 1;
4303 overridecolor[1] = 0.5;
4304 overridecolor[2] = 0.1;
4306 if (!strcmp(value, "light_torch_small_walltorch"))
4311 overridecolor[0] = 1;
4312 overridecolor[1] = 0.5;
4313 overridecolor[2] = 0.1;
4317 else if (!strcmp("style", key))
4318 style = atoi(value);
4319 else if (!strcmp("skin", key))
4320 skin = (int)atof(value);
4321 else if (!strcmp("pflags", key))
4322 pflags = (int)atof(value);
4323 else if (!strcmp("effects", key))
4324 effects = (int)atof(value);
4325 else if (cl.worldmodel->type == mod_brushq3)
4327 if (!strcmp("scale", key))
4328 lightscale = atof(value);
4329 if (!strcmp("fade", key))
4330 fadescale = atof(value);
4335 if (lightscale <= 0)
4339 if (color[0] == color[1] && color[0] == color[2])
4341 color[0] *= overridecolor[0];
4342 color[1] *= overridecolor[1];
4343 color[2] *= overridecolor[2];
4345 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
4346 color[0] = color[0] * light[0];
4347 color[1] = color[1] * light[1];
4348 color[2] = color[2] * light[2];
4351 case LIGHTTYPE_MINUSX:
4353 case LIGHTTYPE_RECIPX:
4355 VectorScale(color, (1.0f / 16.0f), color);
4357 case LIGHTTYPE_RECIPXX:
4359 VectorScale(color, (1.0f / 16.0f), color);
4362 case LIGHTTYPE_NONE:
4366 case LIGHTTYPE_MINUSXX:
4369 VectorAdd(origin, originhack, origin);
4371 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
4374 Mem_Free(entfiledata);
4378 void R_Shadow_SetCursorLocationForView(void)
4381 vec3_t dest, endpos;
4383 VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
4384 trace = CL_Move(r_refdef.view.origin, vec3_origin, vec3_origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
4385 if (trace.fraction < 1)
4387 dist = trace.fraction * r_editlights_cursordistance.value;
4388 push = r_editlights_cursorpushback.value;
4392 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
4393 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
4397 VectorClear( endpos );
4399 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
4400 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
4401 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
4404 void R_Shadow_UpdateWorldLightSelection(void)
4406 if (r_editlights.integer)
4408 R_Shadow_SetCursorLocationForView();
4409 R_Shadow_SelectLightInView();
4412 R_Shadow_SelectLight(NULL);
4415 void R_Shadow_EditLights_Clear_f(void)
4417 R_Shadow_ClearWorldLights();
4420 void R_Shadow_EditLights_Reload_f(void)
4424 strlcpy(r_shadow_mapname, cl.worldmodel->name, sizeof(r_shadow_mapname));
4425 R_Shadow_ClearWorldLights();
4426 R_Shadow_LoadWorldLights();
4427 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
4429 R_Shadow_LoadLightsFile();
4430 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
4431 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
4435 void R_Shadow_EditLights_Save_f(void)
4439 R_Shadow_SaveWorldLights();
4442 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
4444 R_Shadow_ClearWorldLights();
4445 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
4448 void R_Shadow_EditLights_ImportLightsFile_f(void)
4450 R_Shadow_ClearWorldLights();
4451 R_Shadow_LoadLightsFile();
4454 void R_Shadow_EditLights_Spawn_f(void)
4457 if (!r_editlights.integer)
4459 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
4462 if (Cmd_Argc() != 1)
4464 Con_Print("r_editlights_spawn does not take parameters\n");
4467 color[0] = color[1] = color[2] = 1;
4468 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
4471 void R_Shadow_EditLights_Edit_f(void)
4473 vec3_t origin, angles, color;
4474 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
4475 int style, shadows, flags, normalmode, realtimemode;
4476 char cubemapname[MAX_INPUTLINE];
4477 if (!r_editlights.integer)
4479 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
4482 if (!r_shadow_selectedlight)
4484 Con_Print("No selected light.\n");
4487 VectorCopy(r_shadow_selectedlight->origin, origin);
4488 VectorCopy(r_shadow_selectedlight->angles, angles);
4489 VectorCopy(r_shadow_selectedlight->color, color);
4490 radius = r_shadow_selectedlight->radius;
4491 style = r_shadow_selectedlight->style;
4492 if (r_shadow_selectedlight->cubemapname)
4493 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
4496 shadows = r_shadow_selectedlight->shadow;
4497 corona = r_shadow_selectedlight->corona;
4498 coronasizescale = r_shadow_selectedlight->coronasizescale;
4499 ambientscale = r_shadow_selectedlight->ambientscale;
4500 diffusescale = r_shadow_selectedlight->diffusescale;
4501 specularscale = r_shadow_selectedlight->specularscale;
4502 flags = r_shadow_selectedlight->flags;
4503 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
4504 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
4505 if (!strcmp(Cmd_Argv(1), "origin"))
4507 if (Cmd_Argc() != 5)
4509 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
4512 origin[0] = atof(Cmd_Argv(2));
4513 origin[1] = atof(Cmd_Argv(3));
4514 origin[2] = atof(Cmd_Argv(4));
4516 else if (!strcmp(Cmd_Argv(1), "originx"))
4518 if (Cmd_Argc() != 3)
4520 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4523 origin[0] = atof(Cmd_Argv(2));
4525 else if (!strcmp(Cmd_Argv(1), "originy"))
4527 if (Cmd_Argc() != 3)
4529 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4532 origin[1] = atof(Cmd_Argv(2));
4534 else if (!strcmp(Cmd_Argv(1), "originz"))
4536 if (Cmd_Argc() != 3)
4538 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4541 origin[2] = atof(Cmd_Argv(2));
4543 else if (!strcmp(Cmd_Argv(1), "move"))
4545 if (Cmd_Argc() != 5)
4547 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
4550 origin[0] += atof(Cmd_Argv(2));
4551 origin[1] += atof(Cmd_Argv(3));
4552 origin[2] += atof(Cmd_Argv(4));
4554 else if (!strcmp(Cmd_Argv(1), "movex"))
4556 if (Cmd_Argc() != 3)
4558 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4561 origin[0] += atof(Cmd_Argv(2));
4563 else if (!strcmp(Cmd_Argv(1), "movey"))
4565 if (Cmd_Argc() != 3)
4567 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4570 origin[1] += atof(Cmd_Argv(2));
4572 else if (!strcmp(Cmd_Argv(1), "movez"))
4574 if (Cmd_Argc() != 3)
4576 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4579 origin[2] += atof(Cmd_Argv(2));
4581 else if (!strcmp(Cmd_Argv(1), "angles"))
4583 if (Cmd_Argc() != 5)
4585 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
4588 angles[0] = atof(Cmd_Argv(2));
4589 angles[1] = atof(Cmd_Argv(3));
4590 angles[2] = atof(Cmd_Argv(4));
4592 else if (!strcmp(Cmd_Argv(1), "anglesx"))
4594 if (Cmd_Argc() != 3)
4596 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4599 angles[0] = atof(Cmd_Argv(2));
4601 else if (!strcmp(Cmd_Argv(1), "anglesy"))
4603 if (Cmd_Argc() != 3)
4605 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4608 angles[1] = atof(Cmd_Argv(2));
4610 else if (!strcmp(Cmd_Argv(1), "anglesz"))
4612 if (Cmd_Argc() != 3)
4614 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4617 angles[2] = atof(Cmd_Argv(2));
4619 else if (!strcmp(Cmd_Argv(1), "color"))
4621 if (Cmd_Argc() != 5)
4623 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
4626 color[0] = atof(Cmd_Argv(2));
4627 color[1] = atof(Cmd_Argv(3));
4628 color[2] = atof(Cmd_Argv(4));
4630 else if (!strcmp(Cmd_Argv(1), "radius"))
4632 if (Cmd_Argc() != 3)
4634 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4637 radius = atof(Cmd_Argv(2));
4639 else if (!strcmp(Cmd_Argv(1), "colorscale"))
4641 if (Cmd_Argc() == 3)
4643 double scale = atof(Cmd_Argv(2));
4650 if (Cmd_Argc() != 5)
4652 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
4655 color[0] *= atof(Cmd_Argv(2));
4656 color[1] *= atof(Cmd_Argv(3));
4657 color[2] *= atof(Cmd_Argv(4));
4660 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
4662 if (Cmd_Argc() != 3)
4664 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4667 radius *= atof(Cmd_Argv(2));
4669 else if (!strcmp(Cmd_Argv(1), "style"))
4671 if (Cmd_Argc() != 3)
4673 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4676 style = atoi(Cmd_Argv(2));
4678 else if (!strcmp(Cmd_Argv(1), "cubemap"))
4682 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4685 if (Cmd_Argc() == 3)
4686 strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
4690 else if (!strcmp(Cmd_Argv(1), "shadows"))
4692 if (Cmd_Argc() != 3)
4694 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4697 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4699 else if (!strcmp(Cmd_Argv(1), "corona"))
4701 if (Cmd_Argc() != 3)
4703 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4706 corona = atof(Cmd_Argv(2));
4708 else if (!strcmp(Cmd_Argv(1), "coronasize"))
4710 if (Cmd_Argc() != 3)
4712 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4715 coronasizescale = atof(Cmd_Argv(2));
4717 else if (!strcmp(Cmd_Argv(1), "ambient"))
4719 if (Cmd_Argc() != 3)
4721 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4724 ambientscale = atof(Cmd_Argv(2));
4726 else if (!strcmp(Cmd_Argv(1), "diffuse"))
4728 if (Cmd_Argc() != 3)
4730 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4733 diffusescale = atof(Cmd_Argv(2));
4735 else if (!strcmp(Cmd_Argv(1), "specular"))
4737 if (Cmd_Argc() != 3)
4739 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4742 specularscale = atof(Cmd_Argv(2));
4744 else if (!strcmp(Cmd_Argv(1), "normalmode"))
4746 if (Cmd_Argc() != 3)
4748 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4751 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4753 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
4755 if (Cmd_Argc() != 3)
4757 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4760 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4764 Con_Print("usage: r_editlights_edit [property] [value]\n");
4765 Con_Print("Selected light's properties:\n");
4766 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
4767 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
4768 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
4769 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
4770 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
4771 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
4772 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
4773 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
4774 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
4775 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
4776 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
4777 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
4778 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
4779 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
4782 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
4783 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4786 void R_Shadow_EditLights_EditAll_f(void)
4792 if (!r_editlights.integer)
4794 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
4798 // EditLights doesn't seem to have a "remove" command or something so:
4799 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4800 for (lightindex = 0;lightindex < range;lightindex++)
4802 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4805 R_Shadow_SelectLight(light);
4806 R_Shadow_EditLights_Edit_f();
4810 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
4812 int lightnumber, lightcount;
4813 size_t lightindex, range;
4817 if (!r_editlights.integer)
4819 x = vid_conwidth.value - 240;
4821 DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
4824 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4825 for (lightindex = 0;lightindex < range;lightindex++)
4827 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4830 if (light == r_shadow_selectedlight)
4831 lightnumber = lightindex;
4834 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);y += 8;
4835 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);y += 8;
4837 if (r_shadow_selectedlight == NULL)
4839 dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4840 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);y += 8;
4841 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);y += 8;
4842 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);y += 8;
4843 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);y += 8;
4844 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);y += 8;
4845 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);y += 8;
4846 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);y += 8;
4847 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);y += 8;
4848 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);y += 8;
4849 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);y += 8;
4850 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);y += 8;
4851 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);y += 8;
4852 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);y += 8;
4853 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);y += 8;
4856 void R_Shadow_EditLights_ToggleShadow_f(void)
4858 if (!r_editlights.integer)
4860 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
4863 if (!r_shadow_selectedlight)
4865 Con_Print("No selected light.\n");
4868 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);
4871 void R_Shadow_EditLights_ToggleCorona_f(void)
4873 if (!r_editlights.integer)
4875 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
4878 if (!r_shadow_selectedlight)
4880 Con_Print("No selected light.\n");
4883 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);
4886 void R_Shadow_EditLights_Remove_f(void)
4888 if (!r_editlights.integer)
4890 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
4893 if (!r_shadow_selectedlight)
4895 Con_Print("No selected light.\n");
4898 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
4899 r_shadow_selectedlight = NULL;
4902 void R_Shadow_EditLights_Help_f(void)
4905 "Documentation on r_editlights system:\n"
4907 "r_editlights : enable/disable editing mode\n"
4908 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
4909 "r_editlights_cursorpushback : push back cursor this far from surface\n"
4910 "r_editlights_cursorpushoff : push cursor off surface this far\n"
4911 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
4912 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
4914 "r_editlights_help : this help\n"
4915 "r_editlights_clear : remove all lights\n"
4916 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
4917 "r_editlights_save : save to .rtlights file\n"
4918 "r_editlights_spawn : create a light with default settings\n"
4919 "r_editlights_edit command : edit selected light - more documentation below\n"
4920 "r_editlights_remove : remove selected light\n"
4921 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
4922 "r_editlights_importlightentitiesfrommap : reload light entities\n"
4923 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
4925 "origin x y z : set light location\n"
4926 "originx x: set x component of light location\n"
4927 "originy y: set y component of light location\n"
4928 "originz z: set z component of light location\n"
4929 "move x y z : adjust light location\n"
4930 "movex x: adjust x component of light location\n"
4931 "movey y: adjust y component of light location\n"
4932 "movez z: adjust z component of light location\n"
4933 "angles x y z : set light angles\n"
4934 "anglesx x: set x component of light angles\n"
4935 "anglesy y: set y component of light angles\n"
4936 "anglesz z: set z component of light angles\n"
4937 "color r g b : set color of light (can be brighter than 1 1 1)\n"
4938 "radius radius : set radius (size) of light\n"
4939 "colorscale grey : multiply color of light (1 does nothing)\n"
4940 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
4941 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
4942 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
4943 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
4944 "cubemap basename : set filter cubemap of light (not yet supported)\n"
4945 "shadows 1/0 : turn on/off shadows\n"
4946 "corona n : set corona intensity\n"
4947 "coronasize n : set corona size (0-1)\n"
4948 "ambient n : set ambient intensity (0-1)\n"
4949 "diffuse n : set diffuse intensity (0-1)\n"
4950 "specular n : set specular intensity (0-1)\n"
4951 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
4952 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
4953 "<nothing> : print light properties to console\n"
4957 void R_Shadow_EditLights_CopyInfo_f(void)
4959 if (!r_editlights.integer)
4961 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
4964 if (!r_shadow_selectedlight)
4966 Con_Print("No selected light.\n");
4969 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
4970 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
4971 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
4972 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
4973 if (r_shadow_selectedlight->cubemapname)
4974 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
4976 r_shadow_bufferlight.cubemapname[0] = 0;
4977 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
4978 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
4979 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
4980 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
4981 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
4982 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
4983 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
4986 void R_Shadow_EditLights_PasteInfo_f(void)
4988 if (!r_editlights.integer)
4990 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
4993 if (!r_shadow_selectedlight)
4995 Con_Print("No selected light.\n");
4998 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);
5001 void R_Shadow_EditLights_Init(void)
5003 Cvar_RegisterVariable(&r_editlights);
5004 Cvar_RegisterVariable(&r_editlights_cursordistance);
5005 Cvar_RegisterVariable(&r_editlights_cursorpushback);
5006 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
5007 Cvar_RegisterVariable(&r_editlights_cursorgrid);
5008 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
5009 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
5010 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
5011 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)");
5012 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
5013 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
5014 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
5015 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)");
5016 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
5017 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
5018 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
5019 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
5020 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
5021 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
5022 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)");
5028 =============================================================================
5032 =============================================================================
5035 void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic)
5037 VectorClear(diffusecolor);
5038 VectorClear(diffusenormal);
5040 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
5042 ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient * (2.0f / 128.0f);
5043 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
5046 VectorSet(ambientcolor, 1, 1, 1);
5053 for (i = 0;i < r_refdef.scene.numlights;i++)
5055 light = r_refdef.scene.lights[i];
5056 Matrix4x4_Transform(&light->matrix_worldtolight, p, v);
5057 f = 1 - VectorLength2(v);
5058 if (f > 0 && CL_Move(p, vec3_origin, vec3_origin, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
5059 VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);