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_VERTEX2DATTEN,
156 R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
157 R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
158 R_SHADOW_RENDERMODE_LIGHT_GLSL,
159 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
160 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
161 R_SHADOW_RENDERMODE_SHADOWMAP2D,
162 R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE,
163 R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE,
165 r_shadow_rendermode_t;
167 typedef enum r_shadow_shadowmode_e
169 R_SHADOW_SHADOWMODE_STENCIL,
170 R_SHADOW_SHADOWMODE_SHADOWMAP2D,
171 R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE,
172 R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE
174 r_shadow_shadowmode_t;
176 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
177 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
178 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
180 qboolean r_shadow_usingshadowmaprect;
181 qboolean r_shadow_usingshadowmap2d;
182 qboolean r_shadow_usingshadowmapcube;
183 qboolean r_shadow_usingshadowmaportho;
184 int r_shadow_shadowmapside;
185 float r_shadow_shadowmap_texturescale[2];
186 float r_shadow_shadowmap_parameters[4];
188 int r_shadow_drawbuffer;
189 int r_shadow_readbuffer;
191 int r_shadow_cullface_front, r_shadow_cullface_back;
192 GLuint r_shadow_fborectangle;
193 GLuint r_shadow_fbocubeside[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
194 GLuint r_shadow_fbo2d;
195 r_shadow_shadowmode_t r_shadow_shadowmode;
196 int r_shadow_shadowmapfilterquality;
197 int r_shadow_shadowmaptexturetype;
198 int r_shadow_shadowmapdepthbits;
199 int r_shadow_shadowmapmaxsize;
200 qboolean r_shadow_shadowmapvsdct;
201 qboolean r_shadow_shadowmapsampler;
202 int r_shadow_shadowmappcf;
203 int r_shadow_shadowmapborder;
204 matrix4x4_t r_shadow_shadowmapmatrix;
205 int r_shadow_lightscissor[4];
206 qboolean r_shadow_usingdeferredprepass;
208 int maxshadowtriangles;
211 int maxshadowvertices;
212 float *shadowvertex3f;
222 unsigned char *shadowsides;
223 int *shadowsideslist;
230 int r_shadow_buffer_numleafpvsbytes;
231 unsigned char *r_shadow_buffer_visitingleafpvs;
232 unsigned char *r_shadow_buffer_leafpvs;
233 int *r_shadow_buffer_leaflist;
235 int r_shadow_buffer_numsurfacepvsbytes;
236 unsigned char *r_shadow_buffer_surfacepvs;
237 int *r_shadow_buffer_surfacelist;
238 unsigned char *r_shadow_buffer_surfacesides;
240 int r_shadow_buffer_numshadowtrispvsbytes;
241 unsigned char *r_shadow_buffer_shadowtrispvs;
242 int r_shadow_buffer_numlighttrispvsbytes;
243 unsigned char *r_shadow_buffer_lighttrispvs;
245 rtexturepool_t *r_shadow_texturepool;
246 rtexture_t *r_shadow_attenuationgradienttexture;
247 rtexture_t *r_shadow_attenuation2dtexture;
248 rtexture_t *r_shadow_attenuation3dtexture;
249 skinframe_t *r_shadow_lightcorona;
250 rtexture_t *r_shadow_shadowmaprectangletexture;
251 rtexture_t *r_shadow_shadowmap2dtexture;
252 rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
253 rtexture_t *r_shadow_shadowmapvsdcttexture;
254 int r_shadow_shadowmapsize; // changes for each light based on distance
255 int r_shadow_shadowmaplod; // changes for each light based on distance
257 GLuint r_shadow_prepassgeometryfbo;
258 GLuint r_shadow_prepasslightingfbo;
259 int r_shadow_prepass_width;
260 int r_shadow_prepass_height;
261 rtexture_t *r_shadow_prepassgeometrydepthtexture;
262 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
263 rtexture_t *r_shadow_prepasslightingdiffusetexture;
264 rtexture_t *r_shadow_prepasslightingspeculartexture;
266 // lights are reloaded when this changes
267 char r_shadow_mapname[MAX_QPATH];
269 // used only for light filters (cubemaps)
270 rtexturepool_t *r_shadow_filters_texturepool;
272 static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
274 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"};
275 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"};
276 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
277 cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
278 cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "2", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"};
279 //cvar_t r_shadow_deferred_fp = {CVAR_SAVE, "r_shadow_deferred_fp", "0", "use 16bit (1) or 32bit (2) floating point for accumulation of image-based lighting"};
280 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
281 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
282 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
283 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
284 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
285 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
286 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
287 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
288 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
289 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
290 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
291 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
292 cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
293 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
294 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
295 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
296 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
297 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
298 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
299 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
300 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
301 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
302 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
303 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "0", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
304 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
305 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "0", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
306 cvar_t r_shadow_shadowmapping_texturetype = {CVAR_SAVE, "r_shadow_shadowmapping_texturetype", "-1", "shadowmap texture types: -1 = auto-select, 0 = 2D, 1 = rectangle, 2 = cubemap"};
307 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
308 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
309 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
310 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
311 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
312 cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
313 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
314 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
315 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
316 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
317 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
318 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
319 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
320 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
321 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)"};
322 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
323 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
324 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"};
325 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
326 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
327 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
328 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
329 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
330 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
331 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
332 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
333 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
334 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
336 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
337 #define ATTENTABLESIZE 256
338 // 1D gradient, 2D circle and 3D sphere attenuation textures
339 #define ATTEN1DSIZE 32
340 #define ATTEN2DSIZE 64
341 #define ATTEN3DSIZE 32
343 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
344 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
345 static float r_shadow_attentable[ATTENTABLESIZE+1];
347 rtlight_t *r_shadow_compilingrtlight;
348 static memexpandablearray_t r_shadow_worldlightsarray;
349 dlight_t *r_shadow_selectedlight;
350 dlight_t r_shadow_bufferlight;
351 vec3_t r_editlights_cursorlocation;
352 qboolean r_editlights_lockcursor;
354 extern int con_vislines;
356 void R_Shadow_UncompileWorldLights(void);
357 void R_Shadow_ClearWorldLights(void);
358 void R_Shadow_SaveWorldLights(void);
359 void R_Shadow_LoadWorldLights(void);
360 void R_Shadow_LoadLightsFile(void);
361 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
362 void R_Shadow_EditLights_Reload_f(void);
363 void R_Shadow_ValidateCvars(void);
364 static void R_Shadow_MakeTextures(void);
366 #define EDLIGHTSPRSIZE 8
367 skinframe_t *r_editlights_sprcursor;
368 skinframe_t *r_editlights_sprlight;
369 skinframe_t *r_editlights_sprnoshadowlight;
370 skinframe_t *r_editlights_sprcubemaplight;
371 skinframe_t *r_editlights_sprcubemapnoshadowlight;
372 skinframe_t *r_editlights_sprselection;
374 void R_Shadow_SetShadowMode(void)
376 r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
377 r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0;
378 r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
379 r_shadow_shadowmaptexturetype = r_shadow_shadowmapping_texturetype.integer;
380 r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
381 r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
382 r_shadow_shadowmaplod = -1;
383 r_shadow_shadowmapsize = 0;
384 r_shadow_shadowmapsampler = false;
385 r_shadow_shadowmappcf = 0;
386 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
387 switch(vid.renderpath)
389 case RENDERPATH_GL20:
390 case RENDERPATH_CGGL:
391 if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
393 if(r_shadow_shadowmapfilterquality < 0)
395 if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
396 r_shadow_shadowmappcf = 1;
397 else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD"))
399 r_shadow_shadowmapsampler = vid.support.arb_shadow;
400 r_shadow_shadowmappcf = 1;
402 else if(strstr(gl_vendor, "ATI"))
403 r_shadow_shadowmappcf = 1;
405 r_shadow_shadowmapsampler = vid.support.arb_shadow;
409 switch (r_shadow_shadowmapfilterquality)
412 r_shadow_shadowmapsampler = vid.support.arb_shadow;
415 r_shadow_shadowmapsampler = vid.support.arb_shadow;
416 r_shadow_shadowmappcf = 1;
419 r_shadow_shadowmappcf = 1;
422 r_shadow_shadowmappcf = 2;
426 switch (r_shadow_shadowmaptexturetype)
429 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
432 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
435 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE;
438 if((vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) && r_shadow_shadowmappcf && !r_shadow_shadowmapsampler)
439 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
440 else if(vid.support.arb_texture_rectangle)
441 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
443 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
446 // Cg has very little choice in depth texture sampling
449 r_shadow_shadowmapsampler = false;
450 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
454 case RENDERPATH_GL13:
456 case RENDERPATH_GL11:
461 qboolean R_Shadow_ShadowMappingEnabled(void)
463 switch (r_shadow_shadowmode)
465 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
466 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
467 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
474 void R_Shadow_FreeShadowMaps(void)
478 R_Shadow_SetShadowMode();
480 if (!vid.support.ext_framebuffer_object || !vid.support.arb_fragment_shader)
485 if (r_shadow_fborectangle)
486 qglDeleteFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
487 r_shadow_fborectangle = 0;
490 qglDeleteFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
492 for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
493 if (r_shadow_fbocubeside[i])
494 qglDeleteFramebuffersEXT(1, &r_shadow_fbocubeside[i]);CHECKGLERROR
495 memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
497 if (r_shadow_shadowmaprectangletexture)
498 R_FreeTexture(r_shadow_shadowmaprectangletexture);
499 r_shadow_shadowmaprectangletexture = NULL;
501 if (r_shadow_shadowmap2dtexture)
502 R_FreeTexture(r_shadow_shadowmap2dtexture);
503 r_shadow_shadowmap2dtexture = NULL;
505 for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
506 if (r_shadow_shadowmapcubetexture[i])
507 R_FreeTexture(r_shadow_shadowmapcubetexture[i]);
508 memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
510 if (r_shadow_shadowmapvsdcttexture)
511 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
512 r_shadow_shadowmapvsdcttexture = NULL;
517 void r_shadow_start(void)
519 // allocate vertex processing arrays
520 r_shadow_attenuationgradienttexture = NULL;
521 r_shadow_attenuation2dtexture = NULL;
522 r_shadow_attenuation3dtexture = NULL;
523 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
524 r_shadow_shadowmaprectangletexture = NULL;
525 r_shadow_shadowmap2dtexture = NULL;
526 memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
527 r_shadow_shadowmapvsdcttexture = NULL;
528 r_shadow_shadowmapmaxsize = 0;
529 r_shadow_shadowmapsize = 0;
530 r_shadow_shadowmaplod = 0;
531 r_shadow_shadowmapfilterquality = -1;
532 r_shadow_shadowmaptexturetype = -1;
533 r_shadow_shadowmapdepthbits = 0;
534 r_shadow_shadowmapvsdct = false;
535 r_shadow_shadowmapsampler = false;
536 r_shadow_shadowmappcf = 0;
537 r_shadow_fborectangle = 0;
539 memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
541 R_Shadow_FreeShadowMaps();
543 r_shadow_texturepool = NULL;
544 r_shadow_filters_texturepool = NULL;
545 R_Shadow_ValidateCvars();
546 R_Shadow_MakeTextures();
547 maxshadowtriangles = 0;
548 shadowelements = NULL;
549 maxshadowvertices = 0;
550 shadowvertex3f = NULL;
558 shadowmarklist = NULL;
563 shadowsideslist = NULL;
564 r_shadow_buffer_numleafpvsbytes = 0;
565 r_shadow_buffer_visitingleafpvs = NULL;
566 r_shadow_buffer_leafpvs = NULL;
567 r_shadow_buffer_leaflist = NULL;
568 r_shadow_buffer_numsurfacepvsbytes = 0;
569 r_shadow_buffer_surfacepvs = NULL;
570 r_shadow_buffer_surfacelist = NULL;
571 r_shadow_buffer_surfacesides = NULL;
572 r_shadow_buffer_numshadowtrispvsbytes = 0;
573 r_shadow_buffer_shadowtrispvs = NULL;
574 r_shadow_buffer_numlighttrispvsbytes = 0;
575 r_shadow_buffer_lighttrispvs = NULL;
577 r_shadow_usingdeferredprepass = false;
578 r_shadow_prepass_width = r_shadow_prepass_height = 0;
581 static void R_Shadow_FreeDeferred(void);
582 void r_shadow_shutdown(void)
585 R_Shadow_UncompileWorldLights();
587 R_Shadow_FreeShadowMaps();
589 r_shadow_usingdeferredprepass = false;
590 if (r_shadow_prepass_width)
591 R_Shadow_FreeDeferred();
592 r_shadow_prepass_width = r_shadow_prepass_height = 0;
595 r_shadow_attenuationgradienttexture = NULL;
596 r_shadow_attenuation2dtexture = NULL;
597 r_shadow_attenuation3dtexture = NULL;
598 R_FreeTexturePool(&r_shadow_texturepool);
599 R_FreeTexturePool(&r_shadow_filters_texturepool);
600 maxshadowtriangles = 0;
602 Mem_Free(shadowelements);
603 shadowelements = NULL;
605 Mem_Free(shadowvertex3f);
606 shadowvertex3f = NULL;
609 Mem_Free(vertexupdate);
612 Mem_Free(vertexremap);
618 Mem_Free(shadowmark);
621 Mem_Free(shadowmarklist);
622 shadowmarklist = NULL;
627 Mem_Free(shadowsides);
630 Mem_Free(shadowsideslist);
631 shadowsideslist = NULL;
632 r_shadow_buffer_numleafpvsbytes = 0;
633 if (r_shadow_buffer_visitingleafpvs)
634 Mem_Free(r_shadow_buffer_visitingleafpvs);
635 r_shadow_buffer_visitingleafpvs = NULL;
636 if (r_shadow_buffer_leafpvs)
637 Mem_Free(r_shadow_buffer_leafpvs);
638 r_shadow_buffer_leafpvs = NULL;
639 if (r_shadow_buffer_leaflist)
640 Mem_Free(r_shadow_buffer_leaflist);
641 r_shadow_buffer_leaflist = NULL;
642 r_shadow_buffer_numsurfacepvsbytes = 0;
643 if (r_shadow_buffer_surfacepvs)
644 Mem_Free(r_shadow_buffer_surfacepvs);
645 r_shadow_buffer_surfacepvs = NULL;
646 if (r_shadow_buffer_surfacelist)
647 Mem_Free(r_shadow_buffer_surfacelist);
648 r_shadow_buffer_surfacelist = NULL;
649 if (r_shadow_buffer_surfacesides)
650 Mem_Free(r_shadow_buffer_surfacesides);
651 r_shadow_buffer_surfacesides = NULL;
652 r_shadow_buffer_numshadowtrispvsbytes = 0;
653 if (r_shadow_buffer_shadowtrispvs)
654 Mem_Free(r_shadow_buffer_shadowtrispvs);
655 r_shadow_buffer_numlighttrispvsbytes = 0;
656 if (r_shadow_buffer_lighttrispvs)
657 Mem_Free(r_shadow_buffer_lighttrispvs);
660 void r_shadow_newmap(void)
662 if (r_shadow_lightcorona) R_SkinFrame_MarkUsed(r_shadow_lightcorona);
663 if (r_editlights_sprcursor) R_SkinFrame_MarkUsed(r_editlights_sprcursor);
664 if (r_editlights_sprlight) R_SkinFrame_MarkUsed(r_editlights_sprlight);
665 if (r_editlights_sprnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
666 if (r_editlights_sprcubemaplight) R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
667 if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
668 if (r_editlights_sprselection) R_SkinFrame_MarkUsed(r_editlights_sprselection);
669 if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
670 R_Shadow_EditLights_Reload_f();
673 void R_Shadow_Init(void)
675 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
676 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
677 Cvar_RegisterVariable(&r_shadow_usenormalmap);
678 Cvar_RegisterVariable(&r_shadow_debuglight);
679 Cvar_RegisterVariable(&r_shadow_deferred);
680 Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
681 // Cvar_RegisterVariable(&r_shadow_deferred_fp);
682 Cvar_RegisterVariable(&r_shadow_gloss);
683 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
684 Cvar_RegisterVariable(&r_shadow_glossintensity);
685 Cvar_RegisterVariable(&r_shadow_glossexponent);
686 Cvar_RegisterVariable(&r_shadow_gloss2exponent);
687 Cvar_RegisterVariable(&r_shadow_glossexact);
688 Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
689 Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
690 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
691 Cvar_RegisterVariable(&r_shadow_lightradiusscale);
692 Cvar_RegisterVariable(&r_shadow_projectdistance);
693 Cvar_RegisterVariable(&r_shadow_frontsidecasting);
694 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
695 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
696 Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
697 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
698 Cvar_RegisterVariable(&r_shadow_realtime_world);
699 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
700 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
701 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
702 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
703 Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
704 Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
705 Cvar_RegisterVariable(&r_shadow_scissor);
706 Cvar_RegisterVariable(&r_shadow_shadowmapping);
707 Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
708 Cvar_RegisterVariable(&r_shadow_shadowmapping_texturetype);
709 Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
710 Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
711 Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
712 Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
713 Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
714 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
715 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
716 Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
717 Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
718 Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
719 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
720 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
721 Cvar_RegisterVariable(&r_shadow_polygonfactor);
722 Cvar_RegisterVariable(&r_shadow_polygonoffset);
723 Cvar_RegisterVariable(&r_shadow_texture3d);
724 Cvar_RegisterVariable(&r_coronas);
725 Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
726 Cvar_RegisterVariable(&r_coronas_occlusionquery);
727 Cvar_RegisterVariable(&gl_flashblend);
728 Cvar_RegisterVariable(&gl_ext_separatestencil);
729 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
730 if (gamemode == GAME_TENEBRAE)
732 Cvar_SetValue("r_shadow_gloss", 2);
733 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
735 R_Shadow_EditLights_Init();
736 Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
737 maxshadowtriangles = 0;
738 shadowelements = NULL;
739 maxshadowvertices = 0;
740 shadowvertex3f = NULL;
748 shadowmarklist = NULL;
753 shadowsideslist = NULL;
754 r_shadow_buffer_numleafpvsbytes = 0;
755 r_shadow_buffer_visitingleafpvs = NULL;
756 r_shadow_buffer_leafpvs = NULL;
757 r_shadow_buffer_leaflist = NULL;
758 r_shadow_buffer_numsurfacepvsbytes = 0;
759 r_shadow_buffer_surfacepvs = NULL;
760 r_shadow_buffer_surfacelist = NULL;
761 r_shadow_buffer_surfacesides = NULL;
762 r_shadow_buffer_shadowtrispvs = NULL;
763 r_shadow_buffer_lighttrispvs = NULL;
764 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
767 matrix4x4_t matrix_attenuationxyz =
770 {0.5, 0.0, 0.0, 0.5},
771 {0.0, 0.5, 0.0, 0.5},
772 {0.0, 0.0, 0.5, 0.5},
777 matrix4x4_t matrix_attenuationz =
780 {0.0, 0.0, 0.5, 0.5},
781 {0.0, 0.0, 0.0, 0.5},
782 {0.0, 0.0, 0.0, 0.5},
787 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
789 numvertices = ((numvertices + 255) & ~255) * vertscale;
790 numtriangles = ((numtriangles + 255) & ~255) * triscale;
791 // make sure shadowelements is big enough for this volume
792 if (maxshadowtriangles < numtriangles)
794 maxshadowtriangles = numtriangles;
796 Mem_Free(shadowelements);
797 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
799 // make sure shadowvertex3f is big enough for this volume
800 if (maxshadowvertices < numvertices)
802 maxshadowvertices = numvertices;
804 Mem_Free(shadowvertex3f);
805 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
809 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
811 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
812 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
813 int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
814 int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
815 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
817 if (r_shadow_buffer_visitingleafpvs)
818 Mem_Free(r_shadow_buffer_visitingleafpvs);
819 if (r_shadow_buffer_leafpvs)
820 Mem_Free(r_shadow_buffer_leafpvs);
821 if (r_shadow_buffer_leaflist)
822 Mem_Free(r_shadow_buffer_leaflist);
823 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
824 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
825 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
826 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
828 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
830 if (r_shadow_buffer_surfacepvs)
831 Mem_Free(r_shadow_buffer_surfacepvs);
832 if (r_shadow_buffer_surfacelist)
833 Mem_Free(r_shadow_buffer_surfacelist);
834 if (r_shadow_buffer_surfacesides)
835 Mem_Free(r_shadow_buffer_surfacesides);
836 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
837 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
838 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
839 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
841 if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
843 if (r_shadow_buffer_shadowtrispvs)
844 Mem_Free(r_shadow_buffer_shadowtrispvs);
845 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
846 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
848 if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
850 if (r_shadow_buffer_lighttrispvs)
851 Mem_Free(r_shadow_buffer_lighttrispvs);
852 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
853 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
857 void R_Shadow_PrepareShadowMark(int numtris)
859 // make sure shadowmark is big enough for this volume
860 if (maxshadowmark < numtris)
862 maxshadowmark = numtris;
864 Mem_Free(shadowmark);
866 Mem_Free(shadowmarklist);
867 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
868 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
872 // if shadowmarkcount wrapped we clear the array and adjust accordingly
873 if (shadowmarkcount == 0)
876 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
881 void R_Shadow_PrepareShadowSides(int numtris)
883 if (maxshadowsides < numtris)
885 maxshadowsides = numtris;
887 Mem_Free(shadowsides);
889 Mem_Free(shadowsideslist);
890 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
891 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
896 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)
899 int outtriangles = 0, outvertices = 0;
902 float ratio, direction[3], projectvector[3];
904 if (projectdirection)
905 VectorScale(projectdirection, projectdistance, projectvector);
907 VectorClear(projectvector);
909 // create the vertices
910 if (projectdirection)
912 for (i = 0;i < numshadowmarktris;i++)
914 element = inelement3i + shadowmarktris[i] * 3;
915 for (j = 0;j < 3;j++)
917 if (vertexupdate[element[j]] != vertexupdatenum)
919 vertexupdate[element[j]] = vertexupdatenum;
920 vertexremap[element[j]] = outvertices;
921 vertex = invertex3f + element[j] * 3;
922 // project one copy of the vertex according to projectvector
923 VectorCopy(vertex, outvertex3f);
924 VectorAdd(vertex, projectvector, (outvertex3f + 3));
933 for (i = 0;i < numshadowmarktris;i++)
935 element = inelement3i + shadowmarktris[i] * 3;
936 for (j = 0;j < 3;j++)
938 if (vertexupdate[element[j]] != vertexupdatenum)
940 vertexupdate[element[j]] = vertexupdatenum;
941 vertexremap[element[j]] = outvertices;
942 vertex = invertex3f + element[j] * 3;
943 // project one copy of the vertex to the sphere radius of the light
944 // (FIXME: would projecting it to the light box be better?)
945 VectorSubtract(vertex, projectorigin, direction);
946 ratio = projectdistance / VectorLength(direction);
947 VectorCopy(vertex, outvertex3f);
948 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
956 if (r_shadow_frontsidecasting.integer)
958 for (i = 0;i < numshadowmarktris;i++)
960 int remappedelement[3];
962 const int *neighbortriangle;
964 markindex = shadowmarktris[i] * 3;
965 element = inelement3i + markindex;
966 neighbortriangle = inneighbor3i + markindex;
967 // output the front and back triangles
968 outelement3i[0] = vertexremap[element[0]];
969 outelement3i[1] = vertexremap[element[1]];
970 outelement3i[2] = vertexremap[element[2]];
971 outelement3i[3] = vertexremap[element[2]] + 1;
972 outelement3i[4] = vertexremap[element[1]] + 1;
973 outelement3i[5] = vertexremap[element[0]] + 1;
977 // output the sides (facing outward from this triangle)
978 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
980 remappedelement[0] = vertexremap[element[0]];
981 remappedelement[1] = vertexremap[element[1]];
982 outelement3i[0] = remappedelement[1];
983 outelement3i[1] = remappedelement[0];
984 outelement3i[2] = remappedelement[0] + 1;
985 outelement3i[3] = remappedelement[1];
986 outelement3i[4] = remappedelement[0] + 1;
987 outelement3i[5] = remappedelement[1] + 1;
992 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
994 remappedelement[1] = vertexremap[element[1]];
995 remappedelement[2] = vertexremap[element[2]];
996 outelement3i[0] = remappedelement[2];
997 outelement3i[1] = remappedelement[1];
998 outelement3i[2] = remappedelement[1] + 1;
999 outelement3i[3] = remappedelement[2];
1000 outelement3i[4] = remappedelement[1] + 1;
1001 outelement3i[5] = remappedelement[2] + 1;
1006 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1008 remappedelement[0] = vertexremap[element[0]];
1009 remappedelement[2] = vertexremap[element[2]];
1010 outelement3i[0] = remappedelement[0];
1011 outelement3i[1] = remappedelement[2];
1012 outelement3i[2] = remappedelement[2] + 1;
1013 outelement3i[3] = remappedelement[0];
1014 outelement3i[4] = remappedelement[2] + 1;
1015 outelement3i[5] = remappedelement[0] + 1;
1024 for (i = 0;i < numshadowmarktris;i++)
1026 int remappedelement[3];
1028 const int *neighbortriangle;
1030 markindex = shadowmarktris[i] * 3;
1031 element = inelement3i + markindex;
1032 neighbortriangle = inneighbor3i + markindex;
1033 // output the front and back triangles
1034 outelement3i[0] = vertexremap[element[2]];
1035 outelement3i[1] = vertexremap[element[1]];
1036 outelement3i[2] = vertexremap[element[0]];
1037 outelement3i[3] = vertexremap[element[0]] + 1;
1038 outelement3i[4] = vertexremap[element[1]] + 1;
1039 outelement3i[5] = vertexremap[element[2]] + 1;
1043 // output the sides (facing outward from this triangle)
1044 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1046 remappedelement[0] = vertexremap[element[0]];
1047 remappedelement[1] = vertexremap[element[1]];
1048 outelement3i[0] = remappedelement[0];
1049 outelement3i[1] = remappedelement[1];
1050 outelement3i[2] = remappedelement[1] + 1;
1051 outelement3i[3] = remappedelement[0];
1052 outelement3i[4] = remappedelement[1] + 1;
1053 outelement3i[5] = remappedelement[0] + 1;
1058 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1060 remappedelement[1] = vertexremap[element[1]];
1061 remappedelement[2] = vertexremap[element[2]];
1062 outelement3i[0] = remappedelement[1];
1063 outelement3i[1] = remappedelement[2];
1064 outelement3i[2] = remappedelement[2] + 1;
1065 outelement3i[3] = remappedelement[1];
1066 outelement3i[4] = remappedelement[2] + 1;
1067 outelement3i[5] = remappedelement[1] + 1;
1072 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1074 remappedelement[0] = vertexremap[element[0]];
1075 remappedelement[2] = vertexremap[element[2]];
1076 outelement3i[0] = remappedelement[2];
1077 outelement3i[1] = remappedelement[0];
1078 outelement3i[2] = remappedelement[0] + 1;
1079 outelement3i[3] = remappedelement[2];
1080 outelement3i[4] = remappedelement[0] + 1;
1081 outelement3i[5] = remappedelement[2] + 1;
1089 *outnumvertices = outvertices;
1090 return outtriangles;
1093 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)
1096 int outtriangles = 0, outvertices = 0;
1098 const float *vertex;
1099 float ratio, direction[3], projectvector[3];
1102 if (projectdirection)
1103 VectorScale(projectdirection, projectdistance, projectvector);
1105 VectorClear(projectvector);
1107 for (i = 0;i < numshadowmarktris;i++)
1109 int remappedelement[3];
1111 const int *neighbortriangle;
1113 markindex = shadowmarktris[i] * 3;
1114 neighbortriangle = inneighbor3i + markindex;
1115 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1116 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1117 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1118 if (side[0] + side[1] + side[2] == 0)
1122 element = inelement3i + markindex;
1124 // create the vertices
1125 for (j = 0;j < 3;j++)
1127 if (side[j] + side[j+1] == 0)
1130 if (vertexupdate[k] != vertexupdatenum)
1132 vertexupdate[k] = vertexupdatenum;
1133 vertexremap[k] = outvertices;
1134 vertex = invertex3f + k * 3;
1135 VectorCopy(vertex, outvertex3f);
1136 if (projectdirection)
1138 // project one copy of the vertex according to projectvector
1139 VectorAdd(vertex, projectvector, (outvertex3f + 3));
1143 // project one copy of the vertex to the sphere radius of the light
1144 // (FIXME: would projecting it to the light box be better?)
1145 VectorSubtract(vertex, projectorigin, direction);
1146 ratio = projectdistance / VectorLength(direction);
1147 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1154 // output the sides (facing outward from this triangle)
1157 remappedelement[0] = vertexremap[element[0]];
1158 remappedelement[1] = vertexremap[element[1]];
1159 outelement3i[0] = remappedelement[1];
1160 outelement3i[1] = remappedelement[0];
1161 outelement3i[2] = remappedelement[0] + 1;
1162 outelement3i[3] = remappedelement[1];
1163 outelement3i[4] = remappedelement[0] + 1;
1164 outelement3i[5] = remappedelement[1] + 1;
1171 remappedelement[1] = vertexremap[element[1]];
1172 remappedelement[2] = vertexremap[element[2]];
1173 outelement3i[0] = remappedelement[2];
1174 outelement3i[1] = remappedelement[1];
1175 outelement3i[2] = remappedelement[1] + 1;
1176 outelement3i[3] = remappedelement[2];
1177 outelement3i[4] = remappedelement[1] + 1;
1178 outelement3i[5] = remappedelement[2] + 1;
1185 remappedelement[0] = vertexremap[element[0]];
1186 remappedelement[2] = vertexremap[element[2]];
1187 outelement3i[0] = remappedelement[0];
1188 outelement3i[1] = remappedelement[2];
1189 outelement3i[2] = remappedelement[2] + 1;
1190 outelement3i[3] = remappedelement[0];
1191 outelement3i[4] = remappedelement[2] + 1;
1192 outelement3i[5] = remappedelement[0] + 1;
1199 *outnumvertices = outvertices;
1200 return outtriangles;
1203 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)
1209 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1211 tend = firsttriangle + numtris;
1212 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1214 // surface box entirely inside light box, no box cull
1215 if (projectdirection)
1217 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1219 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1220 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1221 shadowmarklist[numshadowmark++] = t;
1226 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1227 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1228 shadowmarklist[numshadowmark++] = t;
1233 // surface box not entirely inside light box, cull each triangle
1234 if (projectdirection)
1236 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1238 v[0] = invertex3f + e[0] * 3;
1239 v[1] = invertex3f + e[1] * 3;
1240 v[2] = invertex3f + e[2] * 3;
1241 TriangleNormal(v[0], v[1], v[2], normal);
1242 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1243 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1244 shadowmarklist[numshadowmark++] = t;
1249 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1251 v[0] = invertex3f + e[0] * 3;
1252 v[1] = invertex3f + e[1] * 3;
1253 v[2] = invertex3f + e[2] * 3;
1254 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1255 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1256 shadowmarklist[numshadowmark++] = t;
1262 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1267 if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1269 // check if the shadow volume intersects the near plane
1271 // a ray between the eye and light origin may intersect the caster,
1272 // indicating that the shadow may touch the eye location, however we must
1273 // test the near plane (a polygon), not merely the eye location, so it is
1274 // easiest to enlarge the caster bounding shape slightly for this.
1280 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)
1282 int i, tris, outverts;
1283 if (projectdistance < 0.1)
1285 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1288 if (!numverts || !nummarktris)
1290 // make sure shadowelements is big enough for this volume
1291 if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1292 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1294 if (maxvertexupdate < numverts)
1296 maxvertexupdate = numverts;
1298 Mem_Free(vertexupdate);
1300 Mem_Free(vertexremap);
1301 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1302 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1303 vertexupdatenum = 0;
1306 if (vertexupdatenum == 0)
1308 vertexupdatenum = 1;
1309 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1310 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1313 for (i = 0;i < nummarktris;i++)
1314 shadowmark[marktris[i]] = shadowmarkcount;
1316 if (r_shadow_compilingrtlight)
1318 // if we're compiling an rtlight, capture the mesh
1319 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1320 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1321 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1322 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1324 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1326 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1327 R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
1328 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1332 // decide which type of shadow to generate and set stencil mode
1333 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1334 // generate the sides or a solid volume, depending on type
1335 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1336 tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1338 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1339 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1340 r_refdef.stats.lights_shadowtriangles += tris;
1342 R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
1343 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1345 // increment stencil if frontface is infront of depthbuffer
1346 GL_CullFace(r_refdef.view.cullface_front);
1347 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
1348 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1349 // decrement stencil if backface is infront of depthbuffer
1350 GL_CullFace(r_refdef.view.cullface_back);
1351 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
1353 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1355 // decrement stencil if backface is behind depthbuffer
1356 GL_CullFace(r_refdef.view.cullface_front);
1357 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1358 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1359 // increment stencil if frontface is behind depthbuffer
1360 GL_CullFace(r_refdef.view.cullface_back);
1361 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1363 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1368 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1370 // p1, p2, p3 are in the cubemap's local coordinate system
1371 // bias = border/(size - border)
1374 float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1375 dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1376 dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1377 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1379 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1380 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1381 | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1382 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1384 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1385 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1386 | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1388 dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1389 dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1390 dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1391 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1393 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1394 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1395 | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1396 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1398 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1399 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1400 | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1402 dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1403 dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1404 dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1405 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1407 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1408 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1409 | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1410 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1412 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1413 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1414 | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1419 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1421 vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1422 float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1425 VectorSubtract(maxs, mins, radius);
1426 VectorScale(radius, 0.5f, radius);
1427 VectorAdd(mins, radius, center);
1428 Matrix4x4_Transform(worldtolight, center, lightcenter);
1429 Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1430 VectorSubtract(lightcenter, lightradius, pmin);
1431 VectorAdd(lightcenter, lightradius, pmax);
1433 dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1434 dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1435 if(ap1 > bias*an1 && ap2 > bias*an2)
1437 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1438 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1439 if(an1 > bias*ap1 && an2 > bias*ap2)
1441 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1442 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1444 dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1445 dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1446 if(ap1 > bias*an1 && ap2 > bias*an2)
1448 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1449 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1450 if(an1 > bias*ap1 && an2 > bias*ap2)
1452 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1453 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1455 dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1456 dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1457 if(ap1 > bias*an1 && ap2 > bias*an2)
1459 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1460 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1461 if(an1 > bias*ap1 && an2 > bias*ap2)
1463 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1464 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1469 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1471 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1473 // p is in the cubemap's local coordinate system
1474 // bias = border/(size - border)
1475 float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1476 float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1477 float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1479 if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1480 if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1481 if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1482 if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1483 if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1484 if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1488 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1492 int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1493 float scale = (size - 2*border)/size, len;
1494 float bias = border / (float)(size - border), dp, dn, ap, an;
1495 // check if cone enclosing side would cross frustum plane
1496 scale = 2 / (scale*scale + 2);
1497 for (i = 0;i < 5;i++)
1499 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1501 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1502 len = scale*VectorLength2(n);
1503 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1504 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1505 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1507 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1509 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1510 len = scale*VectorLength(n);
1511 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1512 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1513 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1515 // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1516 // check if frustum corners/origin cross plane sides
1518 // infinite version, assumes frustum corners merely give direction and extend to infinite distance
1519 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
1520 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1521 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1522 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1523 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1524 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1525 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1526 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1527 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1528 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1529 for (i = 0;i < 4;i++)
1531 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
1532 VectorSubtract(n, p, n);
1533 dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
1534 if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
1535 if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
1536 dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
1537 if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
1538 if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
1539 dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
1540 if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
1541 if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
1544 // finite version, assumes corners are a finite distance from origin dependent on far plane
1545 for (i = 0;i < 5;i++)
1547 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1548 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1549 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1550 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1551 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1552 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1553 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1554 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1555 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1556 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1559 return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1562 int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals)
1570 int mask, surfacemask = 0;
1571 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1573 bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1574 tend = firsttriangle + numtris;
1575 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1577 // surface box entirely inside light box, no box cull
1578 if (projectdirection)
1580 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1582 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1583 TriangleNormal(v[0], v[1], v[2], normal);
1584 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1586 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1587 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1588 surfacemask |= mask;
1591 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1592 shadowsides[numshadowsides] = mask;
1593 shadowsideslist[numshadowsides++] = t;
1600 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1602 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1603 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1605 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1606 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1607 surfacemask |= mask;
1610 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1611 shadowsides[numshadowsides] = mask;
1612 shadowsideslist[numshadowsides++] = t;
1620 // surface box not entirely inside light box, cull each triangle
1621 if (projectdirection)
1623 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1625 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1626 TriangleNormal(v[0], v[1], v[2], normal);
1627 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1628 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1630 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1631 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1632 surfacemask |= mask;
1635 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1636 shadowsides[numshadowsides] = mask;
1637 shadowsideslist[numshadowsides++] = t;
1644 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1646 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1647 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1648 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1650 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1651 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1652 surfacemask |= mask;
1655 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1656 shadowsides[numshadowsides] = mask;
1657 shadowsideslist[numshadowsides++] = t;
1666 void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris)
1668 int i, j, outtriangles = 0;
1669 int *outelement3i[6];
1670 if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1672 outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1673 // make sure shadowelements is big enough for this mesh
1674 if (maxshadowtriangles < outtriangles)
1675 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1677 // compute the offset and size of the separate index lists for each cubemap side
1679 for (i = 0;i < 6;i++)
1681 outelement3i[i] = shadowelements + outtriangles * 3;
1682 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1683 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1684 outtriangles += sidetotals[i];
1687 // gather up the (sparse) triangles into separate index lists for each cubemap side
1688 for (i = 0;i < numsidetris;i++)
1690 const int *element = elements + sidetris[i] * 3;
1691 for (j = 0;j < 6;j++)
1693 if (sides[i] & (1 << j))
1695 outelement3i[j][0] = element[0];
1696 outelement3i[j][1] = element[1];
1697 outelement3i[j][2] = element[2];
1698 outelement3i[j] += 3;
1703 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1706 static void R_Shadow_MakeTextures_MakeCorona(void)
1710 unsigned char pixels[32][32][4];
1711 for (y = 0;y < 32;y++)
1713 dy = (y - 15.5f) * (1.0f / 16.0f);
1714 for (x = 0;x < 32;x++)
1716 dx = (x - 15.5f) * (1.0f / 16.0f);
1717 a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1718 a = bound(0, a, 255);
1719 pixels[y][x][0] = a;
1720 pixels[y][x][1] = a;
1721 pixels[y][x][2] = a;
1722 pixels[y][x][3] = 255;
1725 r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
1728 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1730 float dist = sqrt(x*x+y*y+z*z);
1731 float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1732 // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1733 return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1736 static void R_Shadow_MakeTextures(void)
1739 float intensity, dist;
1741 R_Shadow_FreeShadowMaps();
1742 R_FreeTexturePool(&r_shadow_texturepool);
1743 r_shadow_texturepool = R_AllocTexturePool();
1744 r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1745 r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1746 data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1747 // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1748 for (x = 0;x <= ATTENTABLESIZE;x++)
1750 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1751 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1752 r_shadow_attentable[x] = bound(0, intensity, 1);
1754 // 1D gradient texture
1755 for (x = 0;x < ATTEN1DSIZE;x++)
1756 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1757 r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1758 // 2D circle texture
1759 for (y = 0;y < ATTEN2DSIZE;y++)
1760 for (x = 0;x < ATTEN2DSIZE;x++)
1761 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);
1762 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1763 // 3D sphere texture
1764 if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1766 for (z = 0;z < ATTEN3DSIZE;z++)
1767 for (y = 0;y < ATTEN3DSIZE;y++)
1768 for (x = 0;x < ATTEN3DSIZE;x++)
1769 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));
1770 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1773 r_shadow_attenuation3dtexture = NULL;
1776 R_Shadow_MakeTextures_MakeCorona();
1778 // Editor light sprites
1779 r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1796 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1797 r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1814 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1815 r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1832 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1833 r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1850 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1851 r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1868 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1869 r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1886 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1889 void R_Shadow_ValidateCvars(void)
1891 if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1892 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1893 if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1894 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1895 if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1896 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1899 void R_Shadow_RenderMode_Begin(void)
1905 R_Shadow_ValidateCvars();
1907 if (!r_shadow_attenuation2dtexture
1908 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1909 || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1910 || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1911 R_Shadow_MakeTextures();
1914 R_Mesh_ColorPointer(NULL, 0, 0);
1915 R_Mesh_ResetTextureState();
1916 GL_BlendFunc(GL_ONE, GL_ZERO);
1917 GL_DepthRange(0, 1);
1918 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1920 GL_DepthMask(false);
1921 GL_Color(0, 0, 0, 1);
1922 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1924 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1926 if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1928 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1929 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1931 else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1933 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1934 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1938 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1939 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1942 switch(vid.renderpath)
1944 case RENDERPATH_GL20:
1945 case RENDERPATH_CGGL:
1946 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1948 case RENDERPATH_GL13:
1949 case RENDERPATH_GL11:
1950 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1951 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1952 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1953 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1954 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1955 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
1957 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1963 qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
1964 qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
1965 r_shadow_drawbuffer = drawbuffer;
1966 r_shadow_readbuffer = readbuffer;
1968 r_shadow_cullface_front = r_refdef.view.cullface_front;
1969 r_shadow_cullface_back = r_refdef.view.cullface_back;
1972 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
1974 rsurface.rtlight = rtlight;
1977 void R_Shadow_RenderMode_Reset(void)
1980 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE)
1982 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1984 if (vid.support.ext_framebuffer_object)
1986 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
1989 qglDrawBuffer(r_shadow_drawbuffer);CHECKGLERROR
1990 qglReadBuffer(r_shadow_readbuffer);CHECKGLERROR
1992 R_SetViewport(&r_refdef.view.viewport);
1993 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
1994 R_Mesh_ColorPointer(NULL, 0, 0);
1995 R_Mesh_ResetTextureState();
1996 GL_DepthRange(0, 1);
1998 GL_DepthMask(false);
1999 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2000 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2001 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2002 qglStencilMask(255);CHECKGLERROR
2003 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2004 qglStencilFunc(GL_ALWAYS, 128, 255);CHECKGLERROR
2005 r_refdef.view.cullface_front = r_shadow_cullface_front;
2006 r_refdef.view.cullface_back = r_shadow_cullface_back;
2007 GL_CullFace(r_refdef.view.cullface_back);
2008 GL_Color(1, 1, 1, 1);
2009 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2010 GL_BlendFunc(GL_ONE, GL_ZERO);
2011 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
2012 r_shadow_usingshadowmaprect = false;
2013 r_shadow_usingshadowmapcube = false;
2014 r_shadow_usingshadowmap2d = false;
2015 r_shadow_usingshadowmaportho = false;
2019 void R_Shadow_ClearStencil(void)
2022 GL_Clear(GL_STENCIL_BUFFER_BIT);
2023 r_refdef.stats.lights_clears++;
2026 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
2028 r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
2029 if (r_shadow_rendermode == mode)
2032 R_Shadow_RenderMode_Reset();
2033 GL_ColorMask(0, 0, 0, 0);
2034 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2035 R_SetupShader_DepthOrShadow();
2036 qglDepthFunc(GL_LESS);CHECKGLERROR
2037 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2038 r_shadow_rendermode = mode;
2043 case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2044 GL_CullFace(GL_NONE);
2045 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
2046 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
2048 case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2049 GL_CullFace(GL_NONE);
2050 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2051 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2053 case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2054 GL_CullFace(GL_NONE);
2055 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2056 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
2057 qglStencilMask(255);CHECKGLERROR
2058 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
2059 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
2060 qglStencilMask(255);CHECKGLERROR
2061 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
2063 case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2064 GL_CullFace(GL_NONE);
2065 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2066 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
2067 qglStencilMask(255);CHECKGLERROR
2068 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2069 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
2070 qglStencilMask(255);CHECKGLERROR
2071 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2076 static void R_Shadow_MakeVSDCT(void)
2078 // maps to a 2x3 texture rectangle with normalized coordinates
2083 // stores abs(dir.xy), offset.xy/2.5
2084 unsigned char data[4*6] =
2086 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2087 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2088 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2089 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2090 0, 0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2091 0, 0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2093 r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2096 static void R_Shadow_MakeShadowMap(int side, int size)
2099 switch (r_shadow_shadowmode)
2101 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2102 if (r_shadow_shadowmap2dtexture) return;
2103 r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2104 qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
2105 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
2106 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR
2108 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
2109 if (r_shadow_shadowmaprectangletexture) return;
2110 r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", size*2, size*3, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2111 qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
2112 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
2113 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
2115 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
2116 if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) return;
2117 r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2118 qglGenFramebuffersEXT(1, &r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
2119 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
2120 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
2125 // render depth into the fbo, do not render color at all
2126 qglDrawBuffer(GL_NONE);CHECKGLERROR
2127 qglReadBuffer(GL_NONE);CHECKGLERROR
2128 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2129 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2131 Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2132 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2133 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2137 void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
2139 float nearclip, farclip, bias;
2140 r_viewport_t viewport;
2144 nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2146 bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2147 r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2148 r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2149 r_shadow_shadowmapside = side;
2150 r_shadow_shadowmapsize = size;
2151 switch (r_shadow_shadowmode)
2153 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2154 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2155 r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2156 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2157 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2159 // complex unrolled cube approach (more flexible)
2160 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2161 R_Shadow_MakeVSDCT();
2162 if (!r_shadow_shadowmap2dtexture)
2163 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2165 if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
2166 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2167 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2168 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2170 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
2171 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2172 r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2173 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2174 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE) goto init_done;
2176 // complex unrolled cube approach (more flexible)
2177 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2178 R_Shadow_MakeVSDCT();
2179 if (!r_shadow_shadowmaprectangletexture)
2180 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2182 if(r_shadow_shadowmaprectangletexture) fbo = r_shadow_fborectangle;
2183 r_shadow_shadowmap_texturescale[0] = 1.0f;
2184 r_shadow_shadowmap_texturescale[1] = 1.0f;
2185 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
2187 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
2188 r_shadow_shadowmap_parameters[0] = 1.0f;
2189 r_shadow_shadowmap_parameters[2] = 1.0f;
2190 R_Viewport_InitCubeSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, nearclip, farclip, NULL);
2191 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE) goto init_done;
2193 // simple cube approach
2194 if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
2195 R_Shadow_MakeShadowMap(side, size);
2197 if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) fbo = r_shadow_fbocubeside[r_shadow_shadowmaplod];
2198 r_shadow_shadowmap_texturescale[0] = 0.0f;
2199 r_shadow_shadowmap_texturescale[1] = 0.0f;
2200 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE;
2206 R_Shadow_RenderMode_Reset();
2209 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
2210 R_SetupShader_DepthOrShadow();
2214 R_SetupShader_ShowDepth();
2215 qglClearColor(1,1,1,1);CHECKGLERROR
2218 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2225 R_SetViewport(&viewport);
2226 switch (r_shadow_rendermode)
2228 case R_SHADOW_RENDERMODE_SHADOWMAP2D:
2229 case R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE:
2230 flipped = (side & 1) ^ (side >> 2);
2231 r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2232 r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2233 GL_CullFace(r_refdef.view.cullface_back);
2234 if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
2236 // get tightest scissor rectangle that encloses all viewports in the clear mask
2237 int x1 = clear & 0x15 ? 0 : size;
2238 int x2 = clear & 0x2A ? 2 * size : size;
2239 int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
2240 int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
2241 GL_Scissor(x1, y1, x2 - x1, y2 - y1);
2242 GL_Clear(GL_DEPTH_BUFFER_BIT);
2244 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2246 case R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE:
2247 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
2248 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2250 GL_Clear(GL_DEPTH_BUFFER_BIT);
2258 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2262 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2263 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2264 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2265 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2268 R_Shadow_RenderMode_Reset();
2269 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2272 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2276 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2277 // only draw light where this geometry was already rendered AND the
2278 // stencil is 128 (values other than this mean shadow)
2279 qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
2281 r_shadow_rendermode = r_shadow_lightingrendermode;
2282 // do global setup needed for the chosen lighting mode
2283 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2285 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2290 switch (r_shadow_shadowmode)
2292 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2293 r_shadow_usingshadowmap2d = true;
2295 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
2296 r_shadow_usingshadowmaprect = true;
2298 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
2299 r_shadow_usingshadowmapcube = true;
2305 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
2309 static const unsigned short bboxelements[36] =
2319 static const float bboxpoints[8][3] =
2331 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2334 float vertex3f[8*3];
2335 const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2337 R_Shadow_RenderMode_Reset();
2338 r_shadow_rendermode = r_shadow_lightingrendermode;
2339 // do global setup needed for the chosen lighting mode
2341 R_EntityMatrix(&identitymatrix);
2342 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2345 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2346 // only draw light where this geometry was already rendered AND the
2347 // stencil is 128 (values other than this mean shadow)
2348 qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
2350 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
2353 switch (r_shadow_shadowmode)
2355 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2356 r_shadow_usingshadowmap2d = true;
2358 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
2359 r_shadow_usingshadowmaprect = true;
2361 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
2362 r_shadow_usingshadowmapcube = true;
2369 // render the lighting
2370 R_SetupShader_DeferredLight(rsurface.rtlight);
2371 for (i = 0;i < 8;i++)
2372 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2374 R_Mesh_VertexPointer(vertex3f, 0, 0);
2375 R_Mesh_ColorPointer(NULL, 0, 0);
2376 GL_ColorMask(1,1,1,1);
2377 GL_DepthMask(false);
2378 GL_DepthRange(0, 1);
2379 GL_PolygonOffset(0, 0);
2381 qglDepthFunc(GL_GREATER);CHECKGLERROR
2382 GL_CullFace(r_refdef.view.cullface_back);
2383 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
2387 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2390 R_Shadow_RenderMode_Reset();
2391 GL_BlendFunc(GL_ONE, GL_ONE);
2392 GL_DepthRange(0, 1);
2393 GL_DepthTest(r_showshadowvolumes.integer < 2);
2394 GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2395 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2396 GL_CullFace(GL_NONE);
2397 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2400 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2403 R_Shadow_RenderMode_Reset();
2404 GL_BlendFunc(GL_ONE, GL_ONE);
2405 GL_DepthRange(0, 1);
2406 GL_DepthTest(r_showlighting.integer < 2);
2407 GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2410 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2414 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2415 qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
2417 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2420 void R_Shadow_RenderMode_End(void)
2423 R_Shadow_RenderMode_Reset();
2424 R_Shadow_RenderMode_ActiveLight(NULL);
2426 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2427 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2430 int bboxedges[12][2] =
2449 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2451 int i, ix1, iy1, ix2, iy2;
2452 float x1, y1, x2, y2;
2454 float vertex[20][3];
2463 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2464 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2465 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2466 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2468 if (!r_shadow_scissor.integer)
2471 // if view is inside the light box, just say yes it's visible
2472 if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
2475 x1 = y1 = x2 = y2 = 0;
2477 // transform all corners that are infront of the nearclip plane
2478 VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
2479 plane4f[3] = r_refdef.view.frustum[4].dist;
2481 for (i = 0;i < 8;i++)
2483 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
2484 dist[i] = DotProduct4(corner[i], plane4f);
2485 sign[i] = dist[i] > 0;
2488 VectorCopy(corner[i], vertex[numvertices]);
2492 // if some points are behind the nearclip, add clipped edge points to make
2493 // sure that the scissor boundary is complete
2494 if (numvertices > 0 && numvertices < 8)
2496 // add clipped edge points
2497 for (i = 0;i < 12;i++)
2499 j = bboxedges[i][0];
2500 k = bboxedges[i][1];
2501 if (sign[j] != sign[k])
2503 f = dist[j] / (dist[j] - dist[k]);
2504 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
2510 // if we have no points to check, the light is behind the view plane
2514 // if we have some points to transform, check what screen area is covered
2515 x1 = y1 = x2 = y2 = 0;
2517 //Con_Printf("%i vertices to transform...\n", numvertices);
2518 for (i = 0;i < numvertices;i++)
2520 VectorCopy(vertex[i], v);
2521 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
2522 //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]);
2525 if (x1 > v2[0]) x1 = v2[0];
2526 if (x2 < v2[0]) x2 = v2[0];
2527 if (y1 > v2[1]) y1 = v2[1];
2528 if (y2 < v2[1]) y2 = v2[1];
2537 // now convert the scissor rectangle to integer screen coordinates
2538 ix1 = (int)(x1 - 1.0f);
2539 //iy1 = vid.height - (int)(y2 - 1.0f);
2540 //iy1 = r_refdef.view.viewport.width + 2 * r_refdef.view.viewport.x - (int)(y2 - 1.0f);
2541 iy1 = (int)(y1 - 1.0f);
2542 ix2 = (int)(x2 + 1.0f);
2543 //iy2 = vid.height - (int)(y1 + 1.0f);
2544 //iy2 = r_refdef.view.viewport.height + 2 * r_refdef.view.viewport.y - (int)(y1 + 1.0f);
2545 iy2 = (int)(y2 + 1.0f);
2546 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
2548 // clamp it to the screen
2549 if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
2550 if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
2551 if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
2552 if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
2554 // if it is inside out, it's not visible
2555 if (ix2 <= ix1 || iy2 <= iy1)
2558 // the light area is visible, set up the scissor rectangle
2559 r_shadow_lightscissor[0] = ix1;
2560 r_shadow_lightscissor[1] = iy1;
2561 r_shadow_lightscissor[2] = ix2 - ix1;
2562 r_shadow_lightscissor[3] = iy2 - iy1;
2564 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
2565 switch(vid.renderpath)
2567 case RENDERPATH_D3D9:
2568 case RENDERPATH_D3D10:
2569 case RENDERPATH_D3D11:
2570 r_shadow_lightscissor[1] = vid.height - r_shadow_lightscissor[1] - r_shadow_lightscissor[3];
2572 case RENDERPATH_GL11:
2573 case RENDERPATH_GL13:
2574 case RENDERPATH_GL20:
2575 case RENDERPATH_CGGL:
2579 r_refdef.stats.lights_scissored++;
2583 VorteX: originally written by divVerent, that code is broken on ATI
2585 if (!r_shadow_scissor.integer)
2587 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2588 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2589 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2590 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2593 if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
2595 if(r_shadow_lightscissor[0] != r_refdef.view.viewport.x
2596 || r_shadow_lightscissor[1] != r_refdef.view.viewport.y
2597 || r_shadow_lightscissor[2] != r_refdef.view.viewport.width
2598 || r_shadow_lightscissor[3] != r_refdef.view.viewport.height)
2599 r_refdef.stats.lights_scissored++;
2603 return true; // invisible
2607 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
2609 const float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
2610 const float *normal3f = rsurface.normal3f + 3 * firstvertex;
2611 float *color4f = rsurface.array_color4f + 4 * firstvertex;
2612 float dist, dot, distintensity, shadeintensity, v[3], n[3];
2613 switch (r_shadow_rendermode)
2615 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2616 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2617 if (VectorLength2(diffusecolor) > 0)
2619 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2621 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2622 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2623 if ((dot = DotProduct(n, v)) < 0)
2625 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2626 VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
2629 VectorCopy(ambientcolor, color4f);
2630 if (r_refdef.fogenabled)
2633 f = RSurf_FogVertex(vertex3f);
2634 VectorScale(color4f, f, color4f);
2641 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2643 VectorCopy(ambientcolor, color4f);
2644 if (r_refdef.fogenabled)
2647 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2648 f = RSurf_FogVertex(vertex3f);
2649 VectorScale(color4f, f, color4f);
2655 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2656 if (VectorLength2(diffusecolor) > 0)
2658 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2660 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2661 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2663 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2664 if ((dot = DotProduct(n, v)) < 0)
2666 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2667 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2668 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2669 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2673 color4f[0] = ambientcolor[0] * distintensity;
2674 color4f[1] = ambientcolor[1] * distintensity;
2675 color4f[2] = ambientcolor[2] * distintensity;
2677 if (r_refdef.fogenabled)
2680 f = RSurf_FogVertex(vertex3f);
2681 VectorScale(color4f, f, color4f);
2685 VectorClear(color4f);
2691 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2693 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2694 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2696 color4f[0] = ambientcolor[0] * distintensity;
2697 color4f[1] = ambientcolor[1] * distintensity;
2698 color4f[2] = ambientcolor[2] * distintensity;
2699 if (r_refdef.fogenabled)
2702 f = RSurf_FogVertex(vertex3f);
2703 VectorScale(color4f, f, color4f);
2707 VectorClear(color4f);
2712 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2713 if (VectorLength2(diffusecolor) > 0)
2715 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2717 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2718 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2720 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2721 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2722 if ((dot = DotProduct(n, v)) < 0)
2724 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2725 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2726 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2727 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2731 color4f[0] = ambientcolor[0] * distintensity;
2732 color4f[1] = ambientcolor[1] * distintensity;
2733 color4f[2] = ambientcolor[2] * distintensity;
2735 if (r_refdef.fogenabled)
2738 f = RSurf_FogVertex(vertex3f);
2739 VectorScale(color4f, f, color4f);
2743 VectorClear(color4f);
2749 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2751 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2752 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2754 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2755 color4f[0] = ambientcolor[0] * distintensity;
2756 color4f[1] = ambientcolor[1] * distintensity;
2757 color4f[2] = ambientcolor[2] * distintensity;
2758 if (r_refdef.fogenabled)
2761 f = RSurf_FogVertex(vertex3f);
2762 VectorScale(color4f, f, color4f);
2766 VectorClear(color4f);
2776 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)
2778 // used to display how many times a surface is lit for level design purposes
2779 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2782 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 lightcolor, float ambientscale, float diffusescale, float specularscale)
2784 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
2785 R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
2786 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2788 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2790 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2791 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2793 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2797 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
2804 int newnumtriangles;
2808 int maxtriangles = 4096;
2809 static int newelements[4096*3];
2810 R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
2811 for (renders = 0;renders < 4;renders++)
2816 newnumtriangles = 0;
2818 // due to low fillrate on the cards this vertex lighting path is
2819 // designed for, we manually cull all triangles that do not
2820 // contain a lit vertex
2821 // this builds batches of triangles from multiple surfaces and
2822 // renders them at once
2823 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
2825 if (VectorLength2(rsurface.array_color4f + e[0] * 4) + VectorLength2(rsurface.array_color4f + e[1] * 4) + VectorLength2(rsurface.array_color4f + e[2] * 4) >= 0.01)
2827 if (newnumtriangles)
2829 newfirstvertex = min(newfirstvertex, e[0]);
2830 newlastvertex = max(newlastvertex, e[0]);
2834 newfirstvertex = e[0];
2835 newlastvertex = e[0];
2837 newfirstvertex = min(newfirstvertex, e[1]);
2838 newlastvertex = max(newlastvertex, e[1]);
2839 newfirstvertex = min(newfirstvertex, e[2]);
2840 newlastvertex = max(newlastvertex, e[2]);
2846 if (newnumtriangles >= maxtriangles)
2848 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2849 newnumtriangles = 0;
2855 if (newnumtriangles >= 1)
2857 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2860 // if we couldn't find any lit triangles, exit early
2863 // now reduce the intensity for the next overbright pass
2864 // we have to clamp to 0 here incase the drivers have improper
2865 // handling of negative colors
2866 // (some old drivers even have improper handling of >1 color)
2868 for (i = 0, c = rsurface.array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
2870 if (c[0] > 1 || c[1] > 1 || c[2] > 1)
2872 c[0] = max(0, c[0] - 1);
2873 c[1] = max(0, c[1] - 1);
2874 c[2] = max(0, c[2] - 1);
2886 static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolor, float ambientscale, float diffusescale)
2888 // OpenGL 1.1 path (anything)
2889 float ambientcolorbase[3], diffusecolorbase[3];
2890 float ambientcolorpants[3], diffusecolorpants[3];
2891 float ambientcolorshirt[3], diffusecolorshirt[3];
2892 const float *surfacecolor = rsurface.texture->dlightcolor;
2893 const float *surfacepants = rsurface.colormap_pantscolor;
2894 const float *surfaceshirt = rsurface.colormap_shirtcolor;
2895 rtexture_t *basetexture = rsurface.texture->basetexture;
2896 rtexture_t *pantstexture = rsurface.texture->pantstexture;
2897 rtexture_t *shirttexture = rsurface.texture->shirttexture;
2898 qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
2899 qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
2900 ambientscale *= 2 * r_refdef.view.colorscale;
2901 diffusescale *= 2 * r_refdef.view.colorscale;
2902 ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
2903 diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
2904 ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
2905 diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
2906 ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
2907 diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
2908 R_Mesh_TexBind(0, basetexture);
2909 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
2910 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2911 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
2912 switch(r_shadow_rendermode)
2914 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2915 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
2916 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2917 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2918 R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2920 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2921 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
2922 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
2923 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
2924 R_Mesh_TexCoordPointer(2, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2926 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2927 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
2928 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2929 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2930 R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2932 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2937 //R_Mesh_TexBind(0, basetexture);
2938 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
2941 R_Mesh_TexBind(0, pantstexture);
2942 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants);
2946 R_Mesh_TexBind(0, shirttexture);
2947 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt);
2951 extern cvar_t gl_lightmaps;
2952 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)
2954 float ambientscale, diffusescale, specularscale;
2956 float lightcolor[3];
2957 VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
2958 ambientscale = rsurface.rtlight->ambientscale;
2959 diffusescale = rsurface.rtlight->diffusescale;
2960 specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
2961 if (!r_shadow_usenormalmap.integer)
2963 ambientscale += 1.0f * diffusescale;
2967 if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
2969 negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
2972 VectorNegate(lightcolor, lightcolor);
2973 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2975 RSurf_SetupDepthAndCulling();
2976 switch (r_shadow_rendermode)
2978 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2979 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2980 R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2982 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2983 R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolor, ambientscale, diffusescale, specularscale);
2985 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2986 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2987 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2988 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2989 R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolor, ambientscale, diffusescale);
2992 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2996 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2999 void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
3001 matrix4x4_t tempmatrix = *matrix;
3002 Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
3004 // if this light has been compiled before, free the associated data
3005 R_RTLight_Uncompile(rtlight);
3007 // clear it completely to avoid any lingering data
3008 memset(rtlight, 0, sizeof(*rtlight));
3010 // copy the properties
3011 rtlight->matrix_lighttoworld = tempmatrix;
3012 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
3013 Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
3014 rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
3015 VectorCopy(color, rtlight->color);
3016 rtlight->cubemapname[0] = 0;
3017 if (cubemapname && cubemapname[0])
3018 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
3019 rtlight->shadow = shadow;
3020 rtlight->corona = corona;
3021 rtlight->style = style;
3022 rtlight->isstatic = isstatic;
3023 rtlight->coronasizescale = coronasizescale;
3024 rtlight->ambientscale = ambientscale;
3025 rtlight->diffusescale = diffusescale;
3026 rtlight->specularscale = specularscale;
3027 rtlight->flags = flags;
3029 // compute derived data
3030 //rtlight->cullradius = rtlight->radius;
3031 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
3032 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3033 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3034 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3035 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3036 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3037 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3040 // compiles rtlight geometry
3041 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
3042 void R_RTLight_Compile(rtlight_t *rtlight)
3045 int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
3046 int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
3047 entity_render_t *ent = r_refdef.scene.worldentity;
3048 dp_model_t *model = r_refdef.scene.worldmodel;
3049 unsigned char *data;
3052 // compile the light
3053 rtlight->compiled = true;
3054 rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
3055 rtlight->static_numleafs = 0;
3056 rtlight->static_numleafpvsbytes = 0;
3057 rtlight->static_leaflist = NULL;
3058 rtlight->static_leafpvs = NULL;
3059 rtlight->static_numsurfaces = 0;
3060 rtlight->static_surfacelist = NULL;
3061 rtlight->static_shadowmap_receivers = 0x3F;
3062 rtlight->static_shadowmap_casters = 0x3F;
3063 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3064 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3065 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3066 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3067 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3068 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3070 if (model && model->GetLightInfo)
3072 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
3073 r_shadow_compilingrtlight = rtlight;
3074 model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL);
3075 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
3076 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
3077 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
3078 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
3079 rtlight->static_numsurfaces = numsurfaces;
3080 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
3081 rtlight->static_numleafs = numleafs;
3082 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
3083 rtlight->static_numleafpvsbytes = numleafpvsbytes;
3084 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
3085 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
3086 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
3087 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
3088 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
3089 if (rtlight->static_numsurfaces)
3090 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3091 if (rtlight->static_numleafs)
3092 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3093 if (rtlight->static_numleafpvsbytes)
3094 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3095 if (rtlight->static_numshadowtrispvsbytes)
3096 memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3097 if (rtlight->static_numlighttrispvsbytes)
3098 memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3099 switch (rtlight->shadowmode)
3101 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3102 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
3103 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
3104 if (model->CompileShadowMap && rtlight->shadow)
3105 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3108 if (model->CompileShadowVolume && rtlight->shadow)
3109 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3112 // now we're done compiling the rtlight
3113 r_shadow_compilingrtlight = NULL;
3117 // use smallest available cullradius - box radius or light radius
3118 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3119 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3121 shadowzpasstris = 0;
3122 if (rtlight->static_meshchain_shadow_zpass)
3123 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3124 shadowzpasstris += mesh->numtriangles;
3126 shadowzfailtris = 0;
3127 if (rtlight->static_meshchain_shadow_zfail)
3128 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3129 shadowzfailtris += mesh->numtriangles;
3132 if (rtlight->static_numlighttrispvsbytes)
3133 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3134 if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3138 if (rtlight->static_numlighttrispvsbytes)
3139 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3140 if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3143 if (developer_extra.integer)
3144 Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris);
3147 void R_RTLight_Uncompile(rtlight_t *rtlight)
3149 if (rtlight->compiled)
3151 if (rtlight->static_meshchain_shadow_zpass)
3152 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3153 rtlight->static_meshchain_shadow_zpass = NULL;
3154 if (rtlight->static_meshchain_shadow_zfail)
3155 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3156 rtlight->static_meshchain_shadow_zfail = NULL;
3157 if (rtlight->static_meshchain_shadow_shadowmap)
3158 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3159 rtlight->static_meshchain_shadow_shadowmap = NULL;
3160 // these allocations are grouped
3161 if (rtlight->static_surfacelist)
3162 Mem_Free(rtlight->static_surfacelist);
3163 rtlight->static_numleafs = 0;
3164 rtlight->static_numleafpvsbytes = 0;
3165 rtlight->static_leaflist = NULL;
3166 rtlight->static_leafpvs = NULL;
3167 rtlight->static_numsurfaces = 0;
3168 rtlight->static_surfacelist = NULL;
3169 rtlight->static_numshadowtrispvsbytes = 0;
3170 rtlight->static_shadowtrispvs = NULL;
3171 rtlight->static_numlighttrispvsbytes = 0;
3172 rtlight->static_lighttrispvs = NULL;
3173 rtlight->compiled = false;
3177 void R_Shadow_UncompileWorldLights(void)
3181 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3182 for (lightindex = 0;lightindex < range;lightindex++)
3184 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3187 R_RTLight_Uncompile(&light->rtlight);
3191 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3195 // reset the count of frustum planes
3196 // see rtlight->cached_frustumplanes definition for how much this array
3198 rtlight->cached_numfrustumplanes = 0;
3200 // haven't implemented a culling path for ortho rendering
3201 if (!r_refdef.view.useperspective)
3203 // check if the light is on screen and copy the 4 planes if it is
3204 for (i = 0;i < 4;i++)
3205 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3208 for (i = 0;i < 4;i++)
3209 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3214 // generate a deformed frustum that includes the light origin, this is
3215 // used to cull shadow casting surfaces that can not possibly cast a
3216 // shadow onto the visible light-receiving surfaces, which can be a
3219 // if the light origin is onscreen the result will be 4 planes exactly
3220 // if the light origin is offscreen on only one axis the result will
3221 // be exactly 5 planes (split-side case)
3222 // if the light origin is offscreen on two axes the result will be
3223 // exactly 4 planes (stretched corner case)
3224 for (i = 0;i < 4;i++)
3226 // quickly reject standard frustum planes that put the light
3227 // origin outside the frustum
3228 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3231 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3233 // if all the standard frustum planes were accepted, the light is onscreen
3234 // otherwise we need to generate some more planes below...
3235 if (rtlight->cached_numfrustumplanes < 4)
3237 // at least one of the stock frustum planes failed, so we need to
3238 // create one or two custom planes to enclose the light origin
3239 for (i = 0;i < 4;i++)
3241 // create a plane using the view origin and light origin, and a
3242 // single point from the frustum corner set
3243 TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3244 VectorNormalize(plane.normal);
3245 plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3246 // see if this plane is backwards and flip it if so
3247 for (j = 0;j < 4;j++)
3248 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3252 VectorNegate(plane.normal, plane.normal);
3254 // flipped plane, test again to see if it is now valid
3255 for (j = 0;j < 4;j++)
3256 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3258 // if the plane is still not valid, then it is dividing the
3259 // frustum and has to be rejected
3263 // we have created a valid plane, compute extra info
3264 PlaneClassify(&plane);
3266 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3268 // if we've found 5 frustum planes then we have constructed a
3269 // proper split-side case and do not need to keep searching for
3270 // planes to enclose the light origin
3271 if (rtlight->cached_numfrustumplanes == 5)
3279 for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3281 plane = rtlight->cached_frustumplanes[i];
3282 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));
3287 // now add the light-space box planes if the light box is rotated, as any
3288 // caster outside the oriented light box is irrelevant (even if it passed
3289 // the worldspace light box, which is axial)
3290 if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3292 for (i = 0;i < 6;i++)
3296 v[i >> 1] = (i & 1) ? -1 : 1;
3297 Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3298 VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3299 plane.dist = VectorNormalizeLength(plane.normal);
3300 plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3301 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3307 // add the world-space reduced box planes
3308 for (i = 0;i < 6;i++)
3310 VectorClear(plane.normal);
3311 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3312 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3313 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3322 // reduce all plane distances to tightly fit the rtlight cull box, which
3324 VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3325 VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3326 VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3327 VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3328 VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3329 VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3330 VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3331 VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3332 oldnum = rtlight->cached_numfrustumplanes;
3333 rtlight->cached_numfrustumplanes = 0;
3334 for (j = 0;j < oldnum;j++)
3336 // find the nearest point on the box to this plane
3337 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3338 for (i = 1;i < 8;i++)
3340 dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3341 if (bestdist > dist)
3344 Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rtlight->cached_frustumplanes[j].normal[0], rtlight->cached_frustumplanes[j].normal[1], rtlight->cached_frustumplanes[j].normal[2], rtlight->cached_frustumplanes[j].dist, bestdist);
3345 // if the nearest point is near or behind the plane, we want this
3346 // plane, otherwise the plane is useless as it won't cull anything
3347 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3349 PlaneClassify(&rtlight->cached_frustumplanes[j]);
3350 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3357 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3361 RSurf_ActiveWorldEntity();
3363 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3366 GL_CullFace(GL_NONE);
3367 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3368 for (;mesh;mesh = mesh->next)
3370 if (!mesh->sidetotals[r_shadow_shadowmapside])
3372 r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3373 R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
3374 R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3378 else if (r_refdef.scene.worldentity->model)
3379 r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3381 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3384 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3386 qboolean zpass = false;
3389 int surfacelistindex;
3390 msurface_t *surface;
3392 RSurf_ActiveWorldEntity();
3394 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3397 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3399 zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3400 R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3402 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3403 for (;mesh;mesh = mesh->next)
3405 r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3406 R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
3407 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3409 // increment stencil if frontface is infront of depthbuffer
3410 GL_CullFace(r_refdef.view.cullface_back);
3411 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
3412 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3413 // decrement stencil if backface is infront of depthbuffer
3414 GL_CullFace(r_refdef.view.cullface_front);
3415 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
3417 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3419 // decrement stencil if backface is behind depthbuffer
3420 GL_CullFace(r_refdef.view.cullface_front);
3421 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
3422 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3423 // increment stencil if frontface is behind depthbuffer
3424 GL_CullFace(r_refdef.view.cullface_back);
3425 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
3427 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3431 else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3433 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3434 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3435 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3437 surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3438 for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3439 if (CHECKPVSBIT(trispvs, t))
3440 shadowmarklist[numshadowmark++] = t;
3442 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);
3444 else if (numsurfaces)
3445 r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3447 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3450 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3452 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3453 vec_t relativeshadowradius;
3454 RSurf_ActiveModelEntity(ent, false, false, false);
3455 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3456 // we need to re-init the shader for each entity because the matrix changed
3457 relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3458 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3459 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3460 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3461 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3462 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3463 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3464 switch (r_shadow_rendermode)
3466 case R_SHADOW_RENDERMODE_SHADOWMAP2D:
3467 case R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE:
3468 case R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE:
3469 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3472 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3475 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3478 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3480 // set up properties for rendering light onto this entity
3481 RSurf_ActiveModelEntity(ent, true, true, false);
3482 GL_AlphaTest(false);
3483 Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3484 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3485 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3486 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3489 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3491 if (!r_refdef.scene.worldmodel->DrawLight)
3494 // set up properties for rendering light onto this entity
3495 RSurf_ActiveWorldEntity();
3496 GL_AlphaTest(false);
3497 rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3498 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3499 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3500 VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3502 r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3504 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3507 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3509 dp_model_t *model = ent->model;
3510 if (!model->DrawLight)
3513 R_Shadow_SetupEntityLight(ent);
3515 model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3517 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3520 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3524 int numleafs, numsurfaces;
3525 int *leaflist, *surfacelist;
3526 unsigned char *leafpvs;
3527 unsigned char *shadowtrispvs;
3528 unsigned char *lighttrispvs;
3529 //unsigned char *surfacesides;
3530 int numlightentities;
3531 int numlightentities_noselfshadow;
3532 int numshadowentities;
3533 int numshadowentities_noselfshadow;
3534 static entity_render_t *lightentities[MAX_EDICTS];
3535 static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3536 static entity_render_t *shadowentities[MAX_EDICTS];
3537 static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3540 rtlight->draw = false;
3542 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3543 // skip lights that are basically invisible (color 0 0 0)
3544 nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
3546 // loading is done before visibility checks because loading should happen
3547 // all at once at the start of a level, not when it stalls gameplay.
3548 // (especially important to benchmarks)
3550 if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3552 if (rtlight->compiled)
3553 R_RTLight_Uncompile(rtlight);
3554 R_RTLight_Compile(rtlight);
3558 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
3560 // look up the light style value at this time
3561 f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3562 VectorScale(rtlight->color, f, rtlight->currentcolor);
3564 if (rtlight->selected)
3566 f = 2 + sin(realtime * M_PI * 4.0);
3567 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3571 // if lightstyle is currently off, don't draw the light
3572 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3575 // skip processing on corona-only lights
3579 // if the light box is offscreen, skip it
3580 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3583 VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
3584 VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
3586 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3588 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
3590 // compiled light, world available and can receive realtime lighting
3591 // retrieve leaf information
3592 numleafs = rtlight->static_numleafs;
3593 leaflist = rtlight->static_leaflist;
3594 leafpvs = rtlight->static_leafpvs;
3595 numsurfaces = rtlight->static_numsurfaces;
3596 surfacelist = rtlight->static_surfacelist;
3597 //surfacesides = NULL;
3598 shadowtrispvs = rtlight->static_shadowtrispvs;
3599 lighttrispvs = rtlight->static_lighttrispvs;
3601 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
3603 // dynamic light, world available and can receive realtime lighting
3604 // calculate lit surfaces and leafs
3605 r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes);
3606 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3607 leaflist = r_shadow_buffer_leaflist;
3608 leafpvs = r_shadow_buffer_leafpvs;
3609 surfacelist = r_shadow_buffer_surfacelist;
3610 //surfacesides = r_shadow_buffer_surfacesides;
3611 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
3612 lighttrispvs = r_shadow_buffer_lighttrispvs;
3613 // if the reduced leaf bounds are offscreen, skip it
3614 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3625 //surfacesides = NULL;
3626 shadowtrispvs = NULL;
3627 lighttrispvs = NULL;
3629 // check if light is illuminating any visible leafs
3632 for (i = 0;i < numleafs;i++)
3633 if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
3639 // make a list of lit entities and shadow casting entities
3640 numlightentities = 0;
3641 numlightentities_noselfshadow = 0;
3642 numshadowentities = 0;
3643 numshadowentities_noselfshadow = 0;
3645 // add dynamic entities that are lit by the light
3646 for (i = 0;i < r_refdef.scene.numentities;i++)
3649 entity_render_t *ent = r_refdef.scene.entities[i];
3651 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3653 // skip the object entirely if it is not within the valid
3654 // shadow-casting region (which includes the lit region)
3655 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
3657 if (!(model = ent->model))
3659 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
3661 // this entity wants to receive light, is visible, and is
3662 // inside the light box
3663 // TODO: check if the surfaces in the model can receive light
3664 // so now check if it's in a leaf seen by the light
3665 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))
3667 if (ent->flags & RENDER_NOSELFSHADOW)
3668 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
3670 lightentities[numlightentities++] = ent;
3671 // since it is lit, it probably also casts a shadow...
3672 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3673 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3674 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3676 // note: exterior models without the RENDER_NOSELFSHADOW
3677 // flag still create a RENDER_NOSELFSHADOW shadow but
3678 // are lit normally, this means that they are
3679 // self-shadowing but do not shadow other
3680 // RENDER_NOSELFSHADOW entities such as the gun
3681 // (very weird, but keeps the player shadow off the gun)
3682 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3683 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3685 shadowentities[numshadowentities++] = ent;
3688 else if (ent->flags & RENDER_SHADOW)
3690 // this entity is not receiving light, but may still need to
3692 // TODO: check if the surfaces in the model can cast shadow
3693 // now check if it is in a leaf seen by the light
3694 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))
3696 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3697 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3698 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3700 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3701 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3703 shadowentities[numshadowentities++] = ent;
3708 // return if there's nothing at all to light
3709 if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
3712 // count this light in the r_speeds
3713 r_refdef.stats.lights++;
3715 // flag it as worth drawing later
3716 rtlight->draw = true;
3718 // cache all the animated entities that cast a shadow but are not visible
3719 for (i = 0;i < numshadowentities;i++)
3720 if (!shadowentities[i]->animcache_vertex3f)
3721 R_AnimCache_GetEntity(shadowentities[i], false, false);
3722 for (i = 0;i < numshadowentities_noselfshadow;i++)
3723 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
3724 R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
3726 // allocate some temporary memory for rendering this light later in the frame
3727 // reusable buffers need to be copied, static data can be used as-is
3728 rtlight->cached_numlightentities = numlightentities;
3729 rtlight->cached_numlightentities_noselfshadow = numlightentities_noselfshadow;
3730 rtlight->cached_numshadowentities = numshadowentities;
3731 rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
3732 rtlight->cached_numsurfaces = numsurfaces;
3733 rtlight->cached_lightentities = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
3734 rtlight->cached_lightentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
3735 rtlight->cached_shadowentities = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
3736 rtlight->cached_shadowentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
3737 if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
3739 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
3740 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
3741 rtlight->cached_shadowtrispvs = (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
3742 rtlight->cached_lighttrispvs = (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
3743 rtlight->cached_surfacelist = (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
3747 // compiled light data
3748 rtlight->cached_shadowtrispvs = shadowtrispvs;
3749 rtlight->cached_lighttrispvs = lighttrispvs;
3750 rtlight->cached_surfacelist = surfacelist;
3754 void R_Shadow_DrawLight(rtlight_t *rtlight)
3758 unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
3759 int numlightentities;
3760 int numlightentities_noselfshadow;
3761 int numshadowentities;
3762 int numshadowentities_noselfshadow;
3763 entity_render_t **lightentities;
3764 entity_render_t **lightentities_noselfshadow;
3765 entity_render_t **shadowentities;
3766 entity_render_t **shadowentities_noselfshadow;
3768 static unsigned char entitysides[MAX_EDICTS];
3769 static unsigned char entitysides_noselfshadow[MAX_EDICTS];
3770 vec3_t nearestpoint;
3772 qboolean castshadows;
3775 // check if we cached this light this frame (meaning it is worth drawing)
3779 // if R_FrameData_Store ran out of space we skip anything dependent on it
3780 if (r_framedata_failed)
3783 numlightentities = rtlight->cached_numlightentities;
3784 numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
3785 numshadowentities = rtlight->cached_numshadowentities;
3786 numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
3787 numsurfaces = rtlight->cached_numsurfaces;
3788 lightentities = rtlight->cached_lightentities;
3789 lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
3790 shadowentities = rtlight->cached_shadowentities;
3791 shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
3792 shadowtrispvs = rtlight->cached_shadowtrispvs;
3793 lighttrispvs = rtlight->cached_lighttrispvs;
3794 surfacelist = rtlight->cached_surfacelist;
3796 // set up a scissor rectangle for this light
3797 if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3800 // don't let sound skip if going slow
3801 if (r_refdef.scene.extraupdate)
3804 // make this the active rtlight for rendering purposes
3805 R_Shadow_RenderMode_ActiveLight(rtlight);
3807 if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
3809 // optionally draw visible shape of the shadow volumes
3810 // for performance analysis by level designers
3811 R_Shadow_RenderMode_VisibleShadowVolumes();
3813 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3814 for (i = 0;i < numshadowentities;i++)
3815 R_Shadow_DrawEntityShadow(shadowentities[i]);
3816 for (i = 0;i < numshadowentities_noselfshadow;i++)
3817 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3818 R_Shadow_RenderMode_VisibleLighting(false, false);
3821 if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
3823 // optionally draw the illuminated areas
3824 // for performance analysis by level designers
3825 R_Shadow_RenderMode_VisibleLighting(false, false);
3827 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3828 for (i = 0;i < numlightentities;i++)
3829 R_Shadow_DrawEntityLight(lightentities[i]);
3830 for (i = 0;i < numlightentities_noselfshadow;i++)
3831 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3834 castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
3836 nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
3837 nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
3838 nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
3839 distance = VectorDistance(nearestpoint, r_refdef.view.origin);
3841 lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
3842 //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
3843 lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
3845 if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
3851 int receivermask = 0;
3852 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
3853 Matrix4x4_Abs(&radiustolight);
3855 r_shadow_shadowmaplod = 0;
3856 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
3857 if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
3858 r_shadow_shadowmaplod = i;
3860 if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
3861 size = max(1, r_shadow_shadowmapmaxsize >> r_shadow_shadowmaplod);
3863 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
3865 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
3867 surfacesides = NULL;
3870 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3872 castermask = rtlight->static_shadowmap_casters;
3873 receivermask = rtlight->static_shadowmap_receivers;
3877 surfacesides = r_shadow_buffer_surfacesides;
3878 for(i = 0;i < numsurfaces;i++)
3880 msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
3881 surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3882 castermask |= surfacesides[i];
3883 receivermask |= surfacesides[i];
3887 if (receivermask < 0x3F)
3889 for (i = 0;i < numlightentities;i++)
3890 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3891 if (receivermask < 0x3F)
3892 for(i = 0; i < numlightentities_noselfshadow;i++)
3893 receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3896 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
3900 for (i = 0;i < numshadowentities;i++)
3901 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3902 for (i = 0;i < numshadowentities_noselfshadow;i++)
3903 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3906 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
3908 // render shadow casters into 6 sided depth texture
3909 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
3911 R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
3912 if (! (castermask & (1 << side))) continue;
3914 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
3915 for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
3916 R_Shadow_DrawEntityShadow(shadowentities[i]);
3919 if (numlightentities_noselfshadow)
3921 // render lighting using the depth texture as shadowmap
3922 // draw lighting in the unmasked areas
3923 R_Shadow_RenderMode_Lighting(false, false, true);
3924 for (i = 0;i < numlightentities_noselfshadow;i++)
3925 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3928 // render shadow casters into 6 sided depth texture
3929 if (numshadowentities_noselfshadow)
3931 for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
3933 R_Shadow_RenderMode_ShadowMap(side, 0, size);
3934 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
3935 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3939 // render lighting using the depth texture as shadowmap
3940 // draw lighting in the unmasked areas
3941 R_Shadow_RenderMode_Lighting(false, false, true);
3942 // draw lighting in the unmasked areas
3944 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3945 for (i = 0;i < numlightentities;i++)
3946 R_Shadow_DrawEntityLight(lightentities[i]);
3948 else if (castshadows && vid.stencil)
3950 // draw stencil shadow volumes to mask off pixels that are in shadow
3951 // so that they won't receive lighting
3952 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
3953 R_Shadow_ClearStencil();
3956 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3957 for (i = 0;i < numshadowentities;i++)
3958 R_Shadow_DrawEntityShadow(shadowentities[i]);
3960 // draw lighting in the unmasked areas
3961 R_Shadow_RenderMode_Lighting(true, false, false);
3962 for (i = 0;i < numlightentities_noselfshadow;i++)
3963 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3965 for (i = 0;i < numshadowentities_noselfshadow;i++)
3966 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3968 // draw lighting in the unmasked areas
3969 R_Shadow_RenderMode_Lighting(true, false, false);
3971 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3972 for (i = 0;i < numlightentities;i++)
3973 R_Shadow_DrawEntityLight(lightentities[i]);
3977 // draw lighting in the unmasked areas
3978 R_Shadow_RenderMode_Lighting(false, false, false);
3980 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3981 for (i = 0;i < numlightentities;i++)
3982 R_Shadow_DrawEntityLight(lightentities[i]);
3983 for (i = 0;i < numlightentities_noselfshadow;i++)
3984 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3987 if (r_shadow_usingdeferredprepass)
3989 // when rendering deferred lighting, we simply rasterize the box
3990 if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
3991 R_Shadow_RenderMode_DrawDeferredLight(false, true);
3992 else if (castshadows && vid.stencil)
3993 R_Shadow_RenderMode_DrawDeferredLight(true, false);
3995 R_Shadow_RenderMode_DrawDeferredLight(false, false);
3999 static void R_Shadow_FreeDeferred(void)
4001 if (r_shadow_prepassgeometryfbo)
4002 qglDeleteFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
4003 r_shadow_prepassgeometryfbo = 0;
4005 if (r_shadow_prepasslightingfbo)
4006 qglDeleteFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
4007 r_shadow_prepasslightingfbo = 0;
4009 if (r_shadow_prepassgeometrydepthtexture)
4010 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
4011 r_shadow_prepassgeometrydepthtexture = NULL;
4013 if (r_shadow_prepassgeometrynormalmaptexture)
4014 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
4015 r_shadow_prepassgeometrynormalmaptexture = NULL;
4017 if (r_shadow_prepasslightingdiffusetexture)
4018 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
4019 r_shadow_prepasslightingdiffusetexture = NULL;
4021 if (r_shadow_prepasslightingspeculartexture)
4022 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
4023 r_shadow_prepasslightingspeculartexture = NULL;
4026 void R_Shadow_DrawPrepass(void)
4034 entity_render_t *ent;
4036 GL_AlphaTest(false);
4037 R_Mesh_ColorPointer(NULL, 0, 0);
4038 R_Mesh_ResetTextureState();
4040 GL_ColorMask(1,1,1,1);
4041 GL_BlendFunc(GL_ONE, GL_ZERO);
4044 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
4045 qglClearColor(0.5f,0.5f,0.5f,1.0f);CHECKGLERROR
4046 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);CHECKGLERROR
4048 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
4049 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
4050 if (r_timereport_active)
4051 R_TimeReport("prepassworld");
4053 for (i = 0;i < r_refdef.scene.numentities;i++)
4055 if (!r_refdef.viewcache.entityvisible[i])
4057 ent = r_refdef.scene.entities[i];
4058 if (ent->model && ent->model->DrawPrepass != NULL)
4059 ent->model->DrawPrepass(ent);
4062 if (r_timereport_active)
4063 R_TimeReport("prepassmodels");
4065 GL_DepthMask(false);
4066 GL_ColorMask(1,1,1,1);
4069 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
4070 qglClearColor(0.0f,0.0f,0.0f,0.0f);CHECKGLERROR
4071 GL_Clear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
4072 if (r_refdef.fogenabled)
4073 qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
4075 R_Shadow_RenderMode_Begin();
4077 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4078 if (r_shadow_debuglight.integer >= 0)
4080 lightindex = r_shadow_debuglight.integer;
4081 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4082 if (light && (light->flags & flag))
4083 R_Shadow_DrawLight(&light->rtlight);
4087 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4088 for (lightindex = 0;lightindex < range;lightindex++)
4090 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4091 if (light && (light->flags & flag))
4092 R_Shadow_DrawLight(&light->rtlight);
4095 if (r_refdef.scene.rtdlight)
4096 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4097 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4099 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
4100 if (r_refdef.fogenabled)
4101 qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
4103 R_Shadow_RenderMode_End();
4105 if (r_timereport_active)
4106 R_TimeReport("prepasslights");
4109 void R_Shadow_DrawLightSprites(void);
4110 void R_Shadow_PrepareLights(void)
4120 if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4121 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4122 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0) ||
4123 r_shadow_shadowmaptexturetype != r_shadow_shadowmapping_texturetype.integer ||
4124 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
4125 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
4126 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
4127 R_Shadow_FreeShadowMaps();
4129 r_shadow_usingshadowmaportho = false;
4131 switch (vid.renderpath)
4133 case RENDERPATH_GL20:
4134 case RENDERPATH_CGGL:
4135 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
4137 r_shadow_usingdeferredprepass = false;
4138 if (r_shadow_prepass_width)
4139 R_Shadow_FreeDeferred();
4140 r_shadow_prepass_width = r_shadow_prepass_height = 0;
4144 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4146 R_Shadow_FreeDeferred();
4148 r_shadow_usingdeferredprepass = true;
4149 r_shadow_prepass_width = vid.width;
4150 r_shadow_prepass_height = vid.height;
4151 r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
4152 r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4153 r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4154 r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4156 // set up the geometry pass fbo (depth + normalmap)
4157 qglGenFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
4158 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
4159 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
4160 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture), 0);CHECKGLERROR
4161 // render depth into one texture and normalmap into the other
4162 if (qglDrawBuffersARB)
4164 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4165 qglReadBuffer(GL_NONE);CHECKGLERROR
4167 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4168 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4170 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4171 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4172 r_shadow_usingdeferredprepass = false;
4175 // set up the lighting pass fbo (diffuse + specular)
4176 qglGenFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
4177 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
4178 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
4179 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepasslightingdiffusetexture), 0);CHECKGLERROR
4180 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepasslightingspeculartexture), 0);CHECKGLERROR
4181 // render diffuse into one texture and specular into another,
4182 // with depth and normalmap bound as textures,
4183 // with depth bound as attachment as well
4184 if (qglDrawBuffersARB)
4186 qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4187 qglReadBuffer(GL_NONE);CHECKGLERROR
4189 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4190 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4192 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4193 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4194 r_shadow_usingdeferredprepass = false;
4198 case RENDERPATH_GL13:
4199 case RENDERPATH_GL11:
4200 r_shadow_usingdeferredprepass = false;
4204 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);
4206 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4207 if (r_shadow_debuglight.integer >= 0)
4209 lightindex = r_shadow_debuglight.integer;
4210 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4211 if (light && (light->flags & flag))
4212 R_Shadow_PrepareLight(&light->rtlight);
4216 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4217 for (lightindex = 0;lightindex < range;lightindex++)
4219 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4220 if (light && (light->flags & flag))
4221 R_Shadow_PrepareLight(&light->rtlight);
4224 if (r_refdef.scene.rtdlight)
4226 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4227 R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4229 else if(gl_flashblend.integer)
4231 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4233 rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4234 f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4235 VectorScale(rtlight->color, f, rtlight->currentcolor);
4239 if (r_editlights.integer)
4240 R_Shadow_DrawLightSprites();
4243 void R_Shadow_DrawLights(void)
4251 R_Shadow_RenderMode_Begin();
4253 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4254 if (r_shadow_debuglight.integer >= 0)
4256 lightindex = r_shadow_debuglight.integer;
4257 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4258 if (light && (light->flags & flag))
4259 R_Shadow_DrawLight(&light->rtlight);
4263 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4264 for (lightindex = 0;lightindex < range;lightindex++)
4266 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4267 if (light && (light->flags & flag))
4268 R_Shadow_DrawLight(&light->rtlight);
4271 if (r_refdef.scene.rtdlight)
4272 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4273 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4275 R_Shadow_RenderMode_End();
4278 extern const float r_screenvertex3f[12];
4279 extern void R_SetupView(qboolean allowwaterclippingplane);
4280 extern void R_ResetViewRendering3D(void);
4281 extern void R_ResetViewRendering2D(void);
4282 extern cvar_t r_shadows;
4283 extern cvar_t r_shadows_darken;
4284 extern cvar_t r_shadows_drawafterrtlighting;
4285 extern cvar_t r_shadows_castfrombmodels;
4286 extern cvar_t r_shadows_throwdistance;
4287 extern cvar_t r_shadows_throwdirection;
4288 extern cvar_t r_shadows_focus;
4289 extern cvar_t r_shadows_shadowmapscale;
4291 void R_Shadow_PrepareModelShadows(void)
4294 float scale, size, radius, dot1, dot2;
4295 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
4296 entity_render_t *ent;
4298 if (!r_refdef.scene.numentities)
4301 switch (r_shadow_shadowmode)
4303 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4304 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
4305 if (r_shadows.integer >= 2)
4308 case R_SHADOW_SHADOWMODE_STENCIL:
4309 for (i = 0;i < r_refdef.scene.numentities;i++)
4311 ent = r_refdef.scene.entities[i];
4312 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4313 R_AnimCache_GetEntity(ent, false, false);
4320 size = 2*r_shadow_shadowmapmaxsize;
4321 scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
4322 radius = 0.5f * size / scale;
4324 Math_atov(r_shadows_throwdirection.string, shadowdir);
4325 VectorNormalize(shadowdir);
4326 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4327 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4328 if (fabs(dot1) <= fabs(dot2))
4329 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4331 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4332 VectorNormalize(shadowforward);
4333 CrossProduct(shadowdir, shadowforward, shadowright);
4334 Math_atov(r_shadows_focus.string, shadowfocus);
4335 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4336 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4337 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4338 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4339 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4341 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4343 shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4344 shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4345 shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4346 shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4347 shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4348 shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4350 for (i = 0;i < r_refdef.scene.numentities;i++)
4352 ent = r_refdef.scene.entities[i];
4353 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
4355 // cast shadows from anything of the map (submodels are optional)
4356 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4357 R_AnimCache_GetEntity(ent, false, false);
4361 void R_DrawModelShadowMaps(void)
4364 float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
4365 entity_render_t *ent;
4366 vec3_t relativelightorigin;
4367 vec3_t relativelightdirection, relativeforward, relativeright;
4368 vec3_t relativeshadowmins, relativeshadowmaxs;
4369 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
4371 matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
4372 r_viewport_t viewport;
4375 if (!r_refdef.scene.numentities)
4378 switch (r_shadow_shadowmode)
4380 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4381 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
4388 R_ResetViewRendering3D();
4389 R_Shadow_RenderMode_Begin();
4390 R_Shadow_RenderMode_ActiveLight(NULL);
4392 switch (r_shadow_shadowmode)
4394 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4395 if (!r_shadow_shadowmap2dtexture)
4396 R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4397 fbo = r_shadow_fbo2d;
4398 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
4399 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
4400 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
4402 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
4403 if (!r_shadow_shadowmaprectangletexture)
4404 R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4405 fbo = r_shadow_fborectangle;
4406 r_shadow_shadowmap_texturescale[0] = 1.0f;
4407 r_shadow_shadowmap_texturescale[1] = 1.0f;
4408 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
4414 size = 2*r_shadow_shadowmapmaxsize;
4415 scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
4416 radius = 0.5f / scale;
4417 nearclip = -r_shadows_throwdistance.value;
4418 farclip = r_shadows_throwdistance.value;
4419 bias = r_shadow_shadowmapping_bias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
4421 r_shadow_shadowmap_parameters[0] = size;
4422 r_shadow_shadowmap_parameters[1] = size;
4423 r_shadow_shadowmap_parameters[2] = 1.0;
4424 r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
4426 Math_atov(r_shadows_throwdirection.string, shadowdir);
4427 VectorNormalize(shadowdir);
4428 Math_atov(r_shadows_focus.string, shadowfocus);
4429 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4430 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4431 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4432 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4433 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4434 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4435 if (fabs(dot1) <= fabs(dot2))
4436 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4438 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4439 VectorNormalize(shadowforward);
4440 VectorM(scale, shadowforward, &m[0]);
4441 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4443 m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
4444 CrossProduct(shadowdir, shadowforward, shadowright);
4445 VectorM(scale, shadowright, &m[4]);
4446 m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
4447 VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
4448 m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
4449 Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
4450 Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
4451 R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL);
4453 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4456 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
4457 R_SetupShader_ShowDepth();
4459 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
4460 R_SetupShader_DepthOrShadow();
4463 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
4466 R_SetViewport(&viewport);
4467 GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
4470 qglClearColor(1,1,1,1);
4471 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
4473 GL_Clear(GL_DEPTH_BUFFER_BIT);
4475 GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
4478 for (i = 0;i < r_refdef.scene.numentities;i++)
4480 ent = r_refdef.scene.entities[i];
4482 // cast shadows from anything of the map (submodels are optional)
4483 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4485 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4486 Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
4487 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4488 Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
4489 Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
4490 relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4491 relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4492 relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4493 relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4494 relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4495 relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4496 RSurf_ActiveModelEntity(ent, false, false, false);
4497 ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4498 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4502 R_Shadow_RenderMode_End();
4504 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
4505 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
4506 Matrix4x4_CreateScale3(&scalematrix, size, -size, 1);
4507 Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
4508 Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
4509 Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
4511 r_shadow_usingshadowmaportho = true;
4512 switch (r_shadow_shadowmode)
4514 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4515 r_shadow_usingshadowmap2d = true;
4517 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
4518 r_shadow_usingshadowmaprect = true;
4525 void R_DrawModelShadows(void)
4528 float relativethrowdistance;
4529 entity_render_t *ent;
4530 vec3_t relativelightorigin;
4531 vec3_t relativelightdirection;
4532 vec3_t relativeshadowmins, relativeshadowmaxs;
4533 vec3_t tmp, shadowdir;
4535 if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
4539 R_ResetViewRendering3D();
4540 //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4541 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4542 R_Shadow_RenderMode_Begin();
4543 R_Shadow_RenderMode_ActiveLight(NULL);
4544 r_shadow_lightscissor[0] = r_refdef.view.x;
4545 r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4546 r_shadow_lightscissor[2] = r_refdef.view.width;
4547 r_shadow_lightscissor[3] = r_refdef.view.height;
4548 R_Shadow_RenderMode_StencilShadowVolumes(false);
4551 if (r_shadows.integer == 2)
4553 Math_atov(r_shadows_throwdirection.string, shadowdir);
4554 VectorNormalize(shadowdir);
4557 R_Shadow_ClearStencil();
4559 for (i = 0;i < r_refdef.scene.numentities;i++)
4561 ent = r_refdef.scene.entities[i];
4563 // cast shadows from anything of the map (submodels are optional)
4564 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4566 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4567 VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
4568 VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
4569 if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
4570 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4573 if(ent->entitynumber != 0)
4575 if(ent->entitynumber >= MAX_EDICTS) // csqc entity
4577 // FIXME handle this
4578 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4582 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
4583 int entnum, entnum2, recursion;
4584 entnum = entnum2 = ent->entitynumber;
4585 for(recursion = 32; recursion > 0; --recursion)
4587 entnum2 = cl.entities[entnum].state_current.tagentity;
4588 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
4593 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
4595 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
4596 // transform into modelspace of OUR entity
4597 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
4598 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
4601 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4605 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4608 VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
4609 RSurf_ActiveModelEntity(ent, false, false, false);
4610 ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
4611 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4615 // not really the right mode, but this will disable any silly stencil features
4616 R_Shadow_RenderMode_End();
4618 // set up ortho view for rendering this pass
4619 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4620 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4621 //GL_ScissorTest(true);
4622 //R_EntityMatrix(&identitymatrix);
4623 //R_Mesh_ResetTextureState();
4624 R_ResetViewRendering2D();
4625 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4626 R_Mesh_ColorPointer(NULL, 0, 0);
4627 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
4629 // set up a darkening blend on shadowed areas
4630 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4631 //GL_DepthRange(0, 1);
4632 //GL_DepthTest(false);
4633 //GL_DepthMask(false);
4634 //GL_PolygonOffset(0, 0);CHECKGLERROR
4635 GL_Color(0, 0, 0, r_shadows_darken.value);
4636 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4637 //qglDepthFunc(GL_ALWAYS);CHECKGLERROR
4638 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
4639 qglStencilMask(255);CHECKGLERROR
4640 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
4641 qglStencilFunc(GL_NOTEQUAL, 128, 255);CHECKGLERROR
4643 // apply the blend to the shadowed areas
4644 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4646 // restore the viewport
4647 R_SetViewport(&r_refdef.view.viewport);
4649 // restore other state to normal
4650 //R_Shadow_RenderMode_End();
4653 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
4656 vec3_t centerorigin;
4658 // if it's too close, skip it
4659 if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
4661 zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
4664 if (usequery && r_numqueries + 2 <= r_maxqueries)
4666 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
4667 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
4668 // we count potential samples in the middle of the screen, we count actual samples at the light location, this allows counting potential samples of off-screen lights
4669 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
4672 // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use qglDepthFunc instead
4673 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
4674 qglDepthFunc(GL_ALWAYS);
4675 R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4676 R_Mesh_VertexPointer(vertex3f, 0, 0);
4677 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4678 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4679 qglDepthFunc(GL_LEQUAL);
4680 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
4681 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4682 R_Mesh_VertexPointer(vertex3f, 0, 0);
4683 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4684 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4687 rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
4690 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4692 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
4695 GLint allpixels = 0, visiblepixels = 0;
4696 // now we have to check the query result
4697 if (rtlight->corona_queryindex_visiblepixels)
4700 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
4701 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
4703 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
4704 if (visiblepixels < 1 || allpixels < 1)
4706 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
4707 cscale *= rtlight->corona_visibility;
4711 // FIXME: these traces should scan all render entities instead of cl.world
4712 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
4715 VectorScale(rtlight->currentcolor, cscale, color);
4716 if (VectorLength(color) > (1.0f / 256.0f))
4719 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
4722 VectorNegate(color, color);
4723 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4725 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4726 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4727 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4729 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4733 void R_Shadow_DrawCoronas(void)
4741 if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
4743 if (r_waterstate.renderingscene)
4745 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4746 R_EntityMatrix(&identitymatrix);
4748 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4750 // check occlusion of coronas
4751 // use GL_ARB_occlusion_query if available
4752 // otherwise use raytraces
4754 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
4757 GL_ColorMask(0,0,0,0);
4758 if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
4759 if (r_maxqueries < MAX_OCCLUSION_QUERIES)
4762 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
4763 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
4765 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
4768 RSurf_ActiveWorldEntity();
4769 GL_BlendFunc(GL_ONE, GL_ZERO);
4770 GL_CullFace(GL_NONE);
4771 GL_DepthMask(false);
4772 GL_DepthRange(0, 1);
4773 GL_PolygonOffset(0, 0);
4775 R_Mesh_ColorPointer(NULL, 0, 0);
4776 R_Mesh_ResetTextureState();
4777 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
4779 for (lightindex = 0;lightindex < range;lightindex++)
4781 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4784 rtlight = &light->rtlight;
4785 rtlight->corona_visibility = 0;
4786 rtlight->corona_queryindex_visiblepixels = 0;
4787 rtlight->corona_queryindex_allpixels = 0;
4788 if (!(rtlight->flags & flag))
4790 if (rtlight->corona <= 0)
4792 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
4794 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4796 for (i = 0;i < r_refdef.scene.numlights;i++)
4798 rtlight = r_refdef.scene.lights[i];
4799 rtlight->corona_visibility = 0;
4800 rtlight->corona_queryindex_visiblepixels = 0;
4801 rtlight->corona_queryindex_allpixels = 0;
4802 if (!(rtlight->flags & flag))
4804 if (rtlight->corona <= 0)
4806 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4809 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4811 // now draw the coronas using the query data for intensity info
4812 for (lightindex = 0;lightindex < range;lightindex++)
4814 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4817 rtlight = &light->rtlight;
4818 if (rtlight->corona_visibility <= 0)
4820 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4822 for (i = 0;i < r_refdef.scene.numlights;i++)
4824 rtlight = r_refdef.scene.lights[i];
4825 if (rtlight->corona_visibility <= 0)
4827 if (gl_flashblend.integer)
4828 R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
4830 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4836 dlight_t *R_Shadow_NewWorldLight(void)
4838 return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
4841 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)
4844 // validate parameters
4845 if (style < 0 || style >= MAX_LIGHTSTYLES)
4847 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
4853 // copy to light properties
4854 VectorCopy(origin, light->origin);
4855 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
4856 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
4857 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
4859 light->color[0] = max(color[0], 0);
4860 light->color[1] = max(color[1], 0);
4861 light->color[2] = max(color[2], 0);
4863 light->color[0] = color[0];
4864 light->color[1] = color[1];
4865 light->color[2] = color[2];
4866 light->radius = max(radius, 0);
4867 light->style = style;
4868 light->shadow = shadowenable;
4869 light->corona = corona;
4870 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
4871 light->coronasizescale = coronasizescale;
4872 light->ambientscale = ambientscale;
4873 light->diffusescale = diffusescale;
4874 light->specularscale = specularscale;
4875 light->flags = flags;
4877 // update renderable light data
4878 Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
4879 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);
4882 void R_Shadow_FreeWorldLight(dlight_t *light)
4884 if (r_shadow_selectedlight == light)
4885 r_shadow_selectedlight = NULL;
4886 R_RTLight_Uncompile(&light->rtlight);
4887 Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
4890 void R_Shadow_ClearWorldLights(void)
4894 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4895 for (lightindex = 0;lightindex < range;lightindex++)
4897 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4899 R_Shadow_FreeWorldLight(light);
4901 r_shadow_selectedlight = NULL;
4904 void R_Shadow_SelectLight(dlight_t *light)
4906 if (r_shadow_selectedlight)
4907 r_shadow_selectedlight->selected = false;
4908 r_shadow_selectedlight = light;
4909 if (r_shadow_selectedlight)
4910 r_shadow_selectedlight->selected = true;
4913 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4915 // this is never batched (there can be only one)
4917 R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
4918 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4919 R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4922 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4927 skinframe_t *skinframe;
4930 // this is never batched (due to the ent parameter changing every time)
4931 // so numsurfaces == 1 and surfacelist[0] == lightnumber
4932 const dlight_t *light = (dlight_t *)ent;
4935 R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
4938 VectorScale(light->color, intensity, spritecolor);
4939 if (VectorLength(spritecolor) < 0.1732f)
4940 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
4941 if (VectorLength(spritecolor) > 1.0f)
4942 VectorNormalize(spritecolor);
4944 // draw light sprite
4945 if (light->cubemapname[0] && !light->shadow)
4946 skinframe = r_editlights_sprcubemapnoshadowlight;
4947 else if (light->cubemapname[0])
4948 skinframe = r_editlights_sprcubemaplight;
4949 else if (!light->shadow)
4950 skinframe = r_editlights_sprnoshadowlight;
4952 skinframe = r_editlights_sprlight;
4954 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, spritecolor[0], spritecolor[1], spritecolor[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4955 R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4957 // draw selection sprite if light is selected
4958 if (light->selected)
4960 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4961 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4962 // VorteX todo: add normalmode/realtime mode light overlay sprites?
4966 void R_Shadow_DrawLightSprites(void)
4970 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4971 for (lightindex = 0;lightindex < range;lightindex++)
4973 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4975 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
4977 if (!r_editlights_lockcursor)
4978 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
4981 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
4986 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
4987 if (lightindex >= range)
4989 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4992 rtlight = &light->rtlight;
4993 //if (!(rtlight->flags & flag))
4995 VectorCopy(rtlight->shadoworigin, origin);
4996 *radius = rtlight->radius;
4997 VectorCopy(rtlight->color, color);
5001 void R_Shadow_SelectLightInView(void)
5003 float bestrating, rating, temp[3];
5007 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5011 if (r_editlights_lockcursor)
5013 for (lightindex = 0;lightindex < range;lightindex++)
5015 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5018 VectorSubtract(light->origin, r_refdef.view.origin, temp);
5019 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
5022 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
5023 if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
5025 bestrating = rating;
5030 R_Shadow_SelectLight(best);
5033 void R_Shadow_LoadWorldLights(void)
5035 int n, a, style, shadow, flags;
5036 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
5037 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
5038 if (cl.worldmodel == NULL)
5040 Con_Print("No map loaded.\n");
5043 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5044 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5054 for (;COM_Parse(t, true) && strcmp(
5055 if (COM_Parse(t, true))
5057 if (com_token[0] == '!')
5060 origin[0] = atof(com_token+1);
5063 origin[0] = atof(com_token);
5068 while (*s && *s != '\n' && *s != '\r')
5074 // check for modifier flags
5081 #if _MSC_VER >= 1400
5082 #define sscanf sscanf_s
5084 cubemapname[sizeof(cubemapname)-1] = 0;
5085 #if MAX_QPATH != 128
5086 #error update this code if MAX_QPATH changes
5088 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
5089 #if _MSC_VER >= 1400
5090 , sizeof(cubemapname)
5092 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
5095 flags = LIGHTFLAG_REALTIMEMODE;
5103 coronasizescale = 0.25f;
5105 VectorClear(angles);
5108 if (a < 9 || !strcmp(cubemapname, "\"\""))
5110 // remove quotes on cubemapname
5111 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
5114 namelen = strlen(cubemapname) - 2;
5115 memmove(cubemapname, cubemapname + 1, namelen);
5116 cubemapname[namelen] = '\0';
5120 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);
5123 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5131 Con_Printf("invalid rtlights file \"%s\"\n", name);
5132 Mem_Free(lightsstring);
5136 void R_Shadow_SaveWorldLights(void)
5140 size_t bufchars, bufmaxchars;
5142 char name[MAX_QPATH];
5143 char line[MAX_INPUTLINE];
5144 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
5145 // I hate lines which are 3 times my screen size :( --blub
5148 if (cl.worldmodel == NULL)
5150 Con_Print("No map loaded.\n");
5153 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5154 bufchars = bufmaxchars = 0;
5156 for (lightindex = 0;lightindex < range;lightindex++)
5158 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5161 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5162 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);
5163 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5164 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]);
5166 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);
5167 if (bufchars + strlen(line) > bufmaxchars)
5169 bufmaxchars = bufchars + strlen(line) + 2048;
5171 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5175 memcpy(buf, oldbuf, bufchars);
5181 memcpy(buf + bufchars, line, strlen(line));
5182 bufchars += strlen(line);
5186 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5191 void R_Shadow_LoadLightsFile(void)
5194 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5195 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5196 if (cl.worldmodel == NULL)
5198 Con_Print("No map loaded.\n");
5201 dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
5202 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5210 while (*s && *s != '\n' && *s != '\r')
5216 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);
5220 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);
5223 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5224 radius = bound(15, radius, 4096);
5225 VectorScale(color, (2.0f / (8388608.0f)), color);
5226 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5234 Con_Printf("invalid lights file \"%s\"\n", name);
5235 Mem_Free(lightsstring);
5239 // tyrlite/hmap2 light types in the delay field
5240 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5242 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5254 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5255 char key[256], value[MAX_INPUTLINE];
5257 if (cl.worldmodel == NULL)
5259 Con_Print("No map loaded.\n");
5262 // try to load a .ent file first
5263 dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
5264 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5265 // and if that is not found, fall back to the bsp file entity string
5267 data = cl.worldmodel->brush.entities;
5270 for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5272 type = LIGHTTYPE_MINUSX;
5273 origin[0] = origin[1] = origin[2] = 0;
5274 originhack[0] = originhack[1] = originhack[2] = 0;
5275 angles[0] = angles[1] = angles[2] = 0;
5276 color[0] = color[1] = color[2] = 1;
5277 light[0] = light[1] = light[2] = 1;light[3] = 300;
5278 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5288 if (!COM_ParseToken_Simple(&data, false, false))
5290 if (com_token[0] == '}')
5291 break; // end of entity
5292 if (com_token[0] == '_')
5293 strlcpy(key, com_token + 1, sizeof(key));
5295 strlcpy(key, com_token, sizeof(key));
5296 while (key[strlen(key)-1] == ' ') // remove trailing spaces
5297 key[strlen(key)-1] = 0;
5298 if (!COM_ParseToken_Simple(&data, false, false))
5300 strlcpy(value, com_token, sizeof(value));
5302 // now that we have the key pair worked out...
5303 if (!strcmp("light", key))
5305 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5309 light[0] = vec[0] * (1.0f / 256.0f);
5310 light[1] = vec[0] * (1.0f / 256.0f);
5311 light[2] = vec[0] * (1.0f / 256.0f);
5317 light[0] = vec[0] * (1.0f / 255.0f);
5318 light[1] = vec[1] * (1.0f / 255.0f);
5319 light[2] = vec[2] * (1.0f / 255.0f);
5323 else if (!strcmp("delay", key))
5325 else if (!strcmp("origin", key))
5326 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5327 else if (!strcmp("angle", key))
5328 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5329 else if (!strcmp("angles", key))
5330 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5331 else if (!strcmp("color", key))
5332 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5333 else if (!strcmp("wait", key))
5334 fadescale = atof(value);
5335 else if (!strcmp("classname", key))
5337 if (!strncmp(value, "light", 5))
5340 if (!strcmp(value, "light_fluoro"))
5345 overridecolor[0] = 1;
5346 overridecolor[1] = 1;
5347 overridecolor[2] = 1;
5349 if (!strcmp(value, "light_fluorospark"))
5354 overridecolor[0] = 1;
5355 overridecolor[1] = 1;
5356 overridecolor[2] = 1;
5358 if (!strcmp(value, "light_globe"))
5363 overridecolor[0] = 1;
5364 overridecolor[1] = 0.8;
5365 overridecolor[2] = 0.4;
5367 if (!strcmp(value, "light_flame_large_yellow"))
5372 overridecolor[0] = 1;
5373 overridecolor[1] = 0.5;
5374 overridecolor[2] = 0.1;
5376 if (!strcmp(value, "light_flame_small_yellow"))
5381 overridecolor[0] = 1;
5382 overridecolor[1] = 0.5;
5383 overridecolor[2] = 0.1;
5385 if (!strcmp(value, "light_torch_small_white"))
5390 overridecolor[0] = 1;
5391 overridecolor[1] = 0.5;
5392 overridecolor[2] = 0.1;
5394 if (!strcmp(value, "light_torch_small_walltorch"))
5399 overridecolor[0] = 1;
5400 overridecolor[1] = 0.5;
5401 overridecolor[2] = 0.1;
5405 else if (!strcmp("style", key))
5406 style = atoi(value);
5407 else if (!strcmp("skin", key))
5408 skin = (int)atof(value);
5409 else if (!strcmp("pflags", key))
5410 pflags = (int)atof(value);
5411 //else if (!strcmp("effects", key))
5412 // effects = (int)atof(value);
5413 else if (cl.worldmodel->type == mod_brushq3)
5415 if (!strcmp("scale", key))
5416 lightscale = atof(value);
5417 if (!strcmp("fade", key))
5418 fadescale = atof(value);
5423 if (lightscale <= 0)
5427 if (color[0] == color[1] && color[0] == color[2])
5429 color[0] *= overridecolor[0];
5430 color[1] *= overridecolor[1];
5431 color[2] *= overridecolor[2];
5433 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5434 color[0] = color[0] * light[0];
5435 color[1] = color[1] * light[1];
5436 color[2] = color[2] * light[2];
5439 case LIGHTTYPE_MINUSX:
5441 case LIGHTTYPE_RECIPX:
5443 VectorScale(color, (1.0f / 16.0f), color);
5445 case LIGHTTYPE_RECIPXX:
5447 VectorScale(color, (1.0f / 16.0f), color);
5450 case LIGHTTYPE_NONE:
5454 case LIGHTTYPE_MINUSXX:
5457 VectorAdd(origin, originhack, origin);
5459 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);
5462 Mem_Free(entfiledata);
5466 void R_Shadow_SetCursorLocationForView(void)
5469 vec3_t dest, endpos;
5471 VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5472 trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
5473 if (trace.fraction < 1)
5475 dist = trace.fraction * r_editlights_cursordistance.value;
5476 push = r_editlights_cursorpushback.value;
5480 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
5481 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
5485 VectorClear( endpos );
5487 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5488 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5489 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5492 void R_Shadow_UpdateWorldLightSelection(void)
5494 if (r_editlights.integer)
5496 R_Shadow_SetCursorLocationForView();
5497 R_Shadow_SelectLightInView();
5500 R_Shadow_SelectLight(NULL);
5503 void R_Shadow_EditLights_Clear_f(void)
5505 R_Shadow_ClearWorldLights();
5508 void R_Shadow_EditLights_Reload_f(void)
5512 strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
5513 R_Shadow_ClearWorldLights();
5514 R_Shadow_LoadWorldLights();
5515 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5517 R_Shadow_LoadLightsFile();
5518 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5519 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5523 void R_Shadow_EditLights_Save_f(void)
5527 R_Shadow_SaveWorldLights();
5530 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
5532 R_Shadow_ClearWorldLights();
5533 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5536 void R_Shadow_EditLights_ImportLightsFile_f(void)
5538 R_Shadow_ClearWorldLights();
5539 R_Shadow_LoadLightsFile();
5542 void R_Shadow_EditLights_Spawn_f(void)
5545 if (!r_editlights.integer)
5547 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5550 if (Cmd_Argc() != 1)
5552 Con_Print("r_editlights_spawn does not take parameters\n");
5555 color[0] = color[1] = color[2] = 1;
5556 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5559 void R_Shadow_EditLights_Edit_f(void)
5561 vec3_t origin, angles, color;
5562 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
5563 int style, shadows, flags, normalmode, realtimemode;
5564 char cubemapname[MAX_INPUTLINE];
5565 if (!r_editlights.integer)
5567 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5570 if (!r_shadow_selectedlight)
5572 Con_Print("No selected light.\n");
5575 VectorCopy(r_shadow_selectedlight->origin, origin);
5576 VectorCopy(r_shadow_selectedlight->angles, angles);
5577 VectorCopy(r_shadow_selectedlight->color, color);
5578 radius = r_shadow_selectedlight->radius;
5579 style = r_shadow_selectedlight->style;
5580 if (r_shadow_selectedlight->cubemapname)
5581 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
5584 shadows = r_shadow_selectedlight->shadow;
5585 corona = r_shadow_selectedlight->corona;
5586 coronasizescale = r_shadow_selectedlight->coronasizescale;
5587 ambientscale = r_shadow_selectedlight->ambientscale;
5588 diffusescale = r_shadow_selectedlight->diffusescale;
5589 specularscale = r_shadow_selectedlight->specularscale;
5590 flags = r_shadow_selectedlight->flags;
5591 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
5592 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
5593 if (!strcmp(Cmd_Argv(1), "origin"))
5595 if (Cmd_Argc() != 5)
5597 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5600 origin[0] = atof(Cmd_Argv(2));
5601 origin[1] = atof(Cmd_Argv(3));
5602 origin[2] = atof(Cmd_Argv(4));
5604 else if (!strcmp(Cmd_Argv(1), "originx"))
5606 if (Cmd_Argc() != 3)
5608 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5611 origin[0] = atof(Cmd_Argv(2));
5613 else if (!strcmp(Cmd_Argv(1), "originy"))
5615 if (Cmd_Argc() != 3)
5617 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5620 origin[1] = atof(Cmd_Argv(2));
5622 else if (!strcmp(Cmd_Argv(1), "originz"))
5624 if (Cmd_Argc() != 3)
5626 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5629 origin[2] = atof(Cmd_Argv(2));
5631 else if (!strcmp(Cmd_Argv(1), "move"))
5633 if (Cmd_Argc() != 5)
5635 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5638 origin[0] += atof(Cmd_Argv(2));
5639 origin[1] += atof(Cmd_Argv(3));
5640 origin[2] += atof(Cmd_Argv(4));
5642 else if (!strcmp(Cmd_Argv(1), "movex"))
5644 if (Cmd_Argc() != 3)
5646 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5649 origin[0] += atof(Cmd_Argv(2));
5651 else if (!strcmp(Cmd_Argv(1), "movey"))
5653 if (Cmd_Argc() != 3)
5655 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5658 origin[1] += atof(Cmd_Argv(2));
5660 else if (!strcmp(Cmd_Argv(1), "movez"))
5662 if (Cmd_Argc() != 3)
5664 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5667 origin[2] += atof(Cmd_Argv(2));
5669 else if (!strcmp(Cmd_Argv(1), "angles"))
5671 if (Cmd_Argc() != 5)
5673 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5676 angles[0] = atof(Cmd_Argv(2));
5677 angles[1] = atof(Cmd_Argv(3));
5678 angles[2] = atof(Cmd_Argv(4));
5680 else if (!strcmp(Cmd_Argv(1), "anglesx"))
5682 if (Cmd_Argc() != 3)
5684 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5687 angles[0] = atof(Cmd_Argv(2));
5689 else if (!strcmp(Cmd_Argv(1), "anglesy"))
5691 if (Cmd_Argc() != 3)
5693 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5696 angles[1] = atof(Cmd_Argv(2));
5698 else if (!strcmp(Cmd_Argv(1), "anglesz"))
5700 if (Cmd_Argc() != 3)
5702 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5705 angles[2] = atof(Cmd_Argv(2));
5707 else if (!strcmp(Cmd_Argv(1), "color"))
5709 if (Cmd_Argc() != 5)
5711 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
5714 color[0] = atof(Cmd_Argv(2));
5715 color[1] = atof(Cmd_Argv(3));
5716 color[2] = atof(Cmd_Argv(4));
5718 else if (!strcmp(Cmd_Argv(1), "radius"))
5720 if (Cmd_Argc() != 3)
5722 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5725 radius = atof(Cmd_Argv(2));
5727 else if (!strcmp(Cmd_Argv(1), "colorscale"))
5729 if (Cmd_Argc() == 3)
5731 double scale = atof(Cmd_Argv(2));
5738 if (Cmd_Argc() != 5)
5740 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
5743 color[0] *= atof(Cmd_Argv(2));
5744 color[1] *= atof(Cmd_Argv(3));
5745 color[2] *= atof(Cmd_Argv(4));
5748 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
5750 if (Cmd_Argc() != 3)
5752 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5755 radius *= atof(Cmd_Argv(2));
5757 else if (!strcmp(Cmd_Argv(1), "style"))
5759 if (Cmd_Argc() != 3)
5761 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5764 style = atoi(Cmd_Argv(2));
5766 else if (!strcmp(Cmd_Argv(1), "cubemap"))
5770 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5773 if (Cmd_Argc() == 3)
5774 strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
5778 else if (!strcmp(Cmd_Argv(1), "shadows"))
5780 if (Cmd_Argc() != 3)
5782 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5785 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5787 else if (!strcmp(Cmd_Argv(1), "corona"))
5789 if (Cmd_Argc() != 3)
5791 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5794 corona = atof(Cmd_Argv(2));
5796 else if (!strcmp(Cmd_Argv(1), "coronasize"))
5798 if (Cmd_Argc() != 3)
5800 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5803 coronasizescale = atof(Cmd_Argv(2));
5805 else if (!strcmp(Cmd_Argv(1), "ambient"))
5807 if (Cmd_Argc() != 3)
5809 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5812 ambientscale = atof(Cmd_Argv(2));
5814 else if (!strcmp(Cmd_Argv(1), "diffuse"))
5816 if (Cmd_Argc() != 3)
5818 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5821 diffusescale = atof(Cmd_Argv(2));
5823 else if (!strcmp(Cmd_Argv(1), "specular"))
5825 if (Cmd_Argc() != 3)
5827 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5830 specularscale = atof(Cmd_Argv(2));
5832 else if (!strcmp(Cmd_Argv(1), "normalmode"))
5834 if (Cmd_Argc() != 3)
5836 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5839 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5841 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
5843 if (Cmd_Argc() != 3)
5845 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5848 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5852 Con_Print("usage: r_editlights_edit [property] [value]\n");
5853 Con_Print("Selected light's properties:\n");
5854 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
5855 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
5856 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
5857 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
5858 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
5859 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
5860 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
5861 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
5862 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
5863 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
5864 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
5865 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
5866 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
5867 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
5870 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
5871 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5874 void R_Shadow_EditLights_EditAll_f(void)
5877 dlight_t *light, *oldselected;
5880 if (!r_editlights.integer)
5882 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
5886 oldselected = r_shadow_selectedlight;
5887 // EditLights doesn't seem to have a "remove" command or something so:
5888 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5889 for (lightindex = 0;lightindex < range;lightindex++)
5891 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5894 R_Shadow_SelectLight(light);
5895 R_Shadow_EditLights_Edit_f();
5897 // return to old selected (to not mess editing once selection is locked)
5898 R_Shadow_SelectLight(oldselected);
5901 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
5903 int lightnumber, lightcount;
5904 size_t lightindex, range;
5908 if (!r_editlights.integer)
5910 x = vid_conwidth.value - 240;
5912 DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
5915 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5916 for (lightindex = 0;lightindex < range;lightindex++)
5918 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5921 if (light == r_shadow_selectedlight)
5922 lightnumber = lightindex;
5925 dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
5926 dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
5928 if (r_shadow_selectedlight == NULL)
5930 dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5931 dpsnprintf(temp, sizeof(temp), "Origin : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5932 dpsnprintf(temp, sizeof(temp), "Angles : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5933 dpsnprintf(temp, sizeof(temp), "Color : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5934 dpsnprintf(temp, sizeof(temp), "Radius : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5935 dpsnprintf(temp, sizeof(temp), "Corona : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5936 dpsnprintf(temp, sizeof(temp), "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5937 dpsnprintf(temp, sizeof(temp), "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5938 dpsnprintf(temp, sizeof(temp), "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5939 dpsnprintf(temp, sizeof(temp), "CoronaSize : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5940 dpsnprintf(temp, sizeof(temp), "Ambient : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5941 dpsnprintf(temp, sizeof(temp), "Diffuse : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5942 dpsnprintf(temp, sizeof(temp), "Specular : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5943 dpsnprintf(temp, sizeof(temp), "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5944 dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5947 void R_Shadow_EditLights_ToggleShadow_f(void)
5949 if (!r_editlights.integer)
5951 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5954 if (!r_shadow_selectedlight)
5956 Con_Print("No selected light.\n");
5959 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);
5962 void R_Shadow_EditLights_ToggleCorona_f(void)
5964 if (!r_editlights.integer)
5966 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5969 if (!r_shadow_selectedlight)
5971 Con_Print("No selected light.\n");
5974 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);
5977 void R_Shadow_EditLights_Remove_f(void)
5979 if (!r_editlights.integer)
5981 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
5984 if (!r_shadow_selectedlight)
5986 Con_Print("No selected light.\n");
5989 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
5990 r_shadow_selectedlight = NULL;
5993 void R_Shadow_EditLights_Help_f(void)
5996 "Documentation on r_editlights system:\n"
5998 "r_editlights : enable/disable editing mode\n"
5999 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
6000 "r_editlights_cursorpushback : push back cursor this far from surface\n"
6001 "r_editlights_cursorpushoff : push cursor off surface this far\n"
6002 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
6003 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
6005 "r_editlights_help : this help\n"
6006 "r_editlights_clear : remove all lights\n"
6007 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
6008 "r_editlights_lock : lock selection to current light, if already locked - unlock\n"
6009 "r_editlights_save : save to .rtlights file\n"
6010 "r_editlights_spawn : create a light with default settings\n"
6011 "r_editlights_edit command : edit selected light - more documentation below\n"
6012 "r_editlights_remove : remove selected light\n"
6013 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
6014 "r_editlights_importlightentitiesfrommap : reload light entities\n"
6015 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
6017 "origin x y z : set light location\n"
6018 "originx x: set x component of light location\n"
6019 "originy y: set y component of light location\n"
6020 "originz z: set z component of light location\n"
6021 "move x y z : adjust light location\n"
6022 "movex x: adjust x component of light location\n"
6023 "movey y: adjust y component of light location\n"
6024 "movez z: adjust z component of light location\n"
6025 "angles x y z : set light angles\n"
6026 "anglesx x: set x component of light angles\n"
6027 "anglesy y: set y component of light angles\n"
6028 "anglesz z: set z component of light angles\n"
6029 "color r g b : set color of light (can be brighter than 1 1 1)\n"
6030 "radius radius : set radius (size) of light\n"
6031 "colorscale grey : multiply color of light (1 does nothing)\n"
6032 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
6033 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
6034 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
6035 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
6036 "cubemap basename : set filter cubemap of light (not yet supported)\n"
6037 "shadows 1/0 : turn on/off shadows\n"
6038 "corona n : set corona intensity\n"
6039 "coronasize n : set corona size (0-1)\n"
6040 "ambient n : set ambient intensity (0-1)\n"
6041 "diffuse n : set diffuse intensity (0-1)\n"
6042 "specular n : set specular intensity (0-1)\n"
6043 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
6044 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
6045 "<nothing> : print light properties to console\n"
6049 void R_Shadow_EditLights_CopyInfo_f(void)
6051 if (!r_editlights.integer)
6053 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
6056 if (!r_shadow_selectedlight)
6058 Con_Print("No selected light.\n");
6061 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
6062 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
6063 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
6064 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
6065 if (r_shadow_selectedlight->cubemapname)
6066 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
6068 r_shadow_bufferlight.cubemapname[0] = 0;
6069 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
6070 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
6071 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
6072 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
6073 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
6074 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
6075 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
6078 void R_Shadow_EditLights_PasteInfo_f(void)
6080 if (!r_editlights.integer)
6082 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
6085 if (!r_shadow_selectedlight)
6087 Con_Print("No selected light.\n");
6090 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);
6093 void R_Shadow_EditLights_Lock_f(void)
6095 if (!r_editlights.integer)
6097 Con_Print("Cannot lock on light when not in editing mode. Set r_editlights to 1.\n");
6100 if (r_editlights_lockcursor)
6102 r_editlights_lockcursor = false;
6105 if (!r_shadow_selectedlight)
6107 Con_Print("No selected light to lock on.\n");
6110 r_editlights_lockcursor = true;
6113 void R_Shadow_EditLights_Init(void)
6115 Cvar_RegisterVariable(&r_editlights);
6116 Cvar_RegisterVariable(&r_editlights_cursordistance);
6117 Cvar_RegisterVariable(&r_editlights_cursorpushback);
6118 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
6119 Cvar_RegisterVariable(&r_editlights_cursorgrid);
6120 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
6121 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
6122 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
6123 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)");
6124 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
6125 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
6126 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
6127 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)");
6128 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
6129 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
6130 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
6131 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
6132 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
6133 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
6134 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)");
6135 Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
6141 =============================================================================
6145 =============================================================================
6148 void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic)
6150 VectorClear(diffusecolor);
6151 VectorClear(diffusenormal);
6153 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6155 ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient;
6156 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
6159 VectorSet(ambientcolor, 1, 1, 1);
6166 for (i = 0;i < r_refdef.scene.numlights;i++)
6168 light = r_refdef.scene.lights[i];
6169 Matrix4x4_Transform(&light->matrix_worldtolight, p, v);
6170 f = 1 - VectorLength2(v);
6171 if (f > 0 && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
6172 VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);