3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however. Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light. This technique is used heavily in many games (Doom3 does not support
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
143 extern void R_Shadow_EditLights_Init(void);
145 typedef enum r_shadow_rendermode_e
147 R_SHADOW_RENDERMODE_NONE,
148 R_SHADOW_RENDERMODE_STENCIL,
149 R_SHADOW_RENDERMODE_SEPARATESTENCIL,
150 R_SHADOW_RENDERMODE_STENCILTWOSIDE,
151 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
152 R_SHADOW_RENDERMODE_LIGHT_DOT3,
153 R_SHADOW_RENDERMODE_LIGHT_GLSL,
154 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
155 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
157 r_shadow_rendermode_t;
159 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
160 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
161 r_shadow_rendermode_t r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_NONE;
163 int maxshadowtriangles;
166 int maxshadowvertices;
167 float *shadowvertex3f;
180 int r_shadow_buffer_numleafpvsbytes;
181 unsigned char *r_shadow_buffer_leafpvs;
182 int *r_shadow_buffer_leaflist;
184 int r_shadow_buffer_numsurfacepvsbytes;
185 unsigned char *r_shadow_buffer_surfacepvs;
186 int *r_shadow_buffer_surfacelist;
188 // current light's cull box (copied out of an rtlight or calculated by GetLightInfo)
189 vec3_t r_shadow_rtlight_cullmins;
190 vec3_t r_shadow_rtlight_cullmaxs;
192 rtexturepool_t *r_shadow_texturepool;
193 rtexture_t *r_shadow_attenuation2dtexture;
194 rtexture_t *r_shadow_attenuation3dtexture;
196 // lights are reloaded when this changes
197 char r_shadow_mapname[MAX_QPATH];
199 // used only for light filters (cubemaps)
200 rtexturepool_t *r_shadow_filters_texturepool;
202 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"};
203 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"};
204 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
205 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)"};
206 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"};
207 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
208 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
209 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5", "changes attenuation texture generation (does not affect r_glsl lighting)"};
210 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1", "changes attenuation texture generation (does not affect r_glsl lighting)"};
211 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
212 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
213 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
214 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
215 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)"};
216 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
217 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
218 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
219 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
220 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)"};
221 cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1", "enables shadows from dynamic lights when using full world lighting"};
222 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"};
223 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
224 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
225 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"};
226 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation"};
227 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation"};
228 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)"};
229 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
230 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
231 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)"};
232 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatetencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
233 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
234 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
235 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
236 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
237 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
238 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
239 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
241 float r_shadow_attenpower, r_shadow_attenscale;
243 rtlight_t *r_shadow_compilingrtlight;
244 dlight_t *r_shadow_worldlightchain;
245 dlight_t *r_shadow_selectedlight;
246 dlight_t r_shadow_bufferlight;
247 vec3_t r_editlights_cursorlocation;
249 extern int con_vislines;
251 typedef struct cubemapinfo_s
258 #define MAX_CUBEMAPS 256
259 static int numcubemaps;
260 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
262 void R_Shadow_UncompileWorldLights(void);
263 void R_Shadow_ClearWorldLights(void);
264 void R_Shadow_SaveWorldLights(void);
265 void R_Shadow_LoadWorldLights(void);
266 void R_Shadow_LoadLightsFile(void);
267 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
268 void R_Shadow_EditLights_Reload_f(void);
269 void R_Shadow_ValidateCvars(void);
270 static void R_Shadow_MakeTextures(void);
271 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
273 void r_shadow_start(void)
275 // allocate vertex processing arrays
277 r_shadow_attenuation2dtexture = NULL;
278 r_shadow_attenuation3dtexture = NULL;
279 r_shadow_texturepool = NULL;
280 r_shadow_filters_texturepool = NULL;
281 R_Shadow_ValidateCvars();
282 R_Shadow_MakeTextures();
283 maxshadowtriangles = 0;
284 shadowelements = NULL;
285 maxshadowvertices = 0;
286 shadowvertex3f = NULL;
294 shadowmarklist = NULL;
296 r_shadow_buffer_numleafpvsbytes = 0;
297 r_shadow_buffer_leafpvs = NULL;
298 r_shadow_buffer_leaflist = NULL;
299 r_shadow_buffer_numsurfacepvsbytes = 0;
300 r_shadow_buffer_surfacepvs = NULL;
301 r_shadow_buffer_surfacelist = NULL;
304 void r_shadow_shutdown(void)
306 R_Shadow_UncompileWorldLights();
308 r_shadow_attenuation2dtexture = NULL;
309 r_shadow_attenuation3dtexture = NULL;
310 R_FreeTexturePool(&r_shadow_texturepool);
311 R_FreeTexturePool(&r_shadow_filters_texturepool);
312 maxshadowtriangles = 0;
314 Mem_Free(shadowelements);
315 shadowelements = NULL;
317 Mem_Free(shadowvertex3f);
318 shadowvertex3f = NULL;
321 Mem_Free(vertexupdate);
324 Mem_Free(vertexremap);
330 Mem_Free(shadowmark);
333 Mem_Free(shadowmarklist);
334 shadowmarklist = NULL;
336 r_shadow_buffer_numleafpvsbytes = 0;
337 if (r_shadow_buffer_leafpvs)
338 Mem_Free(r_shadow_buffer_leafpvs);
339 r_shadow_buffer_leafpvs = NULL;
340 if (r_shadow_buffer_leaflist)
341 Mem_Free(r_shadow_buffer_leaflist);
342 r_shadow_buffer_leaflist = NULL;
343 r_shadow_buffer_numsurfacepvsbytes = 0;
344 if (r_shadow_buffer_surfacepvs)
345 Mem_Free(r_shadow_buffer_surfacepvs);
346 r_shadow_buffer_surfacepvs = NULL;
347 if (r_shadow_buffer_surfacelist)
348 Mem_Free(r_shadow_buffer_surfacelist);
349 r_shadow_buffer_surfacelist = NULL;
352 void r_shadow_newmap(void)
356 void R_Shadow_Help_f(void)
359 "Documentation on r_shadow system:\n"
361 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
362 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
363 "r_shadow_debuglight : render only this light number (-1 = all)\n"
364 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
365 "r_shadow_gloss2intensity : brightness of forced gloss\n"
366 "r_shadow_glossintensity : brightness of textured gloss\n"
367 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
368 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
369 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
370 "r_shadow_lightradiusscale : scale rendering radius of all lights\n"
371 "r_shadow_portallight : use portal visibility for static light precomputation\n"
372 "r_shadow_projectdistance : shadow volume projection distance\n"
373 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
374 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
375 "r_shadow_realtime_world : use high quality world lighting mode\n"
376 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
377 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
378 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
379 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
380 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
381 "r_shadow_scissor : use scissor optimization\n"
382 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
383 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
384 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
385 "r_showlighting : useful for performance testing; bright = slow!\n"
386 "r_showshadowvolumes : useful for performance testing; bright = slow!\n"
388 "r_shadow_help : this help\n"
392 void R_Shadow_Init(void)
394 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
395 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
396 Cvar_RegisterVariable(&r_shadow_debuglight);
397 Cvar_RegisterVariable(&r_shadow_gloss);
398 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
399 Cvar_RegisterVariable(&r_shadow_glossintensity);
400 Cvar_RegisterVariable(&r_shadow_glossexponent);
401 Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
402 Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
403 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
404 Cvar_RegisterVariable(&r_shadow_lightradiusscale);
405 Cvar_RegisterVariable(&r_shadow_portallight);
406 Cvar_RegisterVariable(&r_shadow_projectdistance);
407 Cvar_RegisterVariable(&r_shadow_frontsidecasting);
408 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
409 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
410 Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
411 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
412 Cvar_RegisterVariable(&r_shadow_realtime_world);
413 Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
414 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
415 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
416 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
417 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
418 Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
419 Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
420 Cvar_RegisterVariable(&r_shadow_scissor);
421 Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
422 Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
423 Cvar_RegisterVariable(&r_shadow_texture3d);
424 Cvar_RegisterVariable(&gl_ext_separatestencil);
425 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
426 if (gamemode == GAME_TENEBRAE)
428 Cvar_SetValue("r_shadow_gloss", 2);
429 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
431 Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system");
432 R_Shadow_EditLights_Init();
433 r_shadow_worldlightchain = NULL;
434 maxshadowtriangles = 0;
435 shadowelements = NULL;
436 maxshadowvertices = 0;
437 shadowvertex3f = NULL;
445 shadowmarklist = NULL;
447 r_shadow_buffer_numleafpvsbytes = 0;
448 r_shadow_buffer_leafpvs = NULL;
449 r_shadow_buffer_leaflist = NULL;
450 r_shadow_buffer_numsurfacepvsbytes = 0;
451 r_shadow_buffer_surfacepvs = NULL;
452 r_shadow_buffer_surfacelist = NULL;
453 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
456 matrix4x4_t matrix_attenuationxyz =
459 {0.5, 0.0, 0.0, 0.5},
460 {0.0, 0.5, 0.0, 0.5},
461 {0.0, 0.0, 0.5, 0.5},
466 matrix4x4_t matrix_attenuationz =
469 {0.0, 0.0, 0.5, 0.5},
470 {0.0, 0.0, 0.0, 0.5},
471 {0.0, 0.0, 0.0, 0.5},
476 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles)
478 // make sure shadowelements is big enough for this volume
479 if (maxshadowtriangles < numtriangles)
481 maxshadowtriangles = numtriangles;
483 Mem_Free(shadowelements);
484 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[24]));
486 // make sure shadowvertex3f is big enough for this volume
487 if (maxshadowvertices < numvertices)
489 maxshadowvertices = numvertices;
491 Mem_Free(shadowvertex3f);
492 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[6]));
496 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
498 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
499 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
500 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
502 if (r_shadow_buffer_leafpvs)
503 Mem_Free(r_shadow_buffer_leafpvs);
504 if (r_shadow_buffer_leaflist)
505 Mem_Free(r_shadow_buffer_leaflist);
506 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
507 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
508 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
510 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
512 if (r_shadow_buffer_surfacepvs)
513 Mem_Free(r_shadow_buffer_surfacepvs);
514 if (r_shadow_buffer_surfacelist)
515 Mem_Free(r_shadow_buffer_surfacelist);
516 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
517 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
518 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
522 void R_Shadow_PrepareShadowMark(int numtris)
524 // make sure shadowmark is big enough for this volume
525 if (maxshadowmark < numtris)
527 maxshadowmark = numtris;
529 Mem_Free(shadowmark);
531 Mem_Free(shadowmarklist);
532 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
533 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
537 // if shadowmarkcount wrapped we clear the array and adjust accordingly
538 if (shadowmarkcount == 0)
541 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
546 int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
549 int outtriangles = 0, outvertices = 0;
552 float ratio, direction[3], projectvector[3];
554 if (projectdirection)
555 VectorScale(projectdirection, projectdistance, projectvector);
557 VectorClear(projectvector);
559 if (maxvertexupdate < innumvertices)
561 maxvertexupdate = innumvertices;
563 Mem_Free(vertexupdate);
565 Mem_Free(vertexremap);
566 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
567 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
571 if (vertexupdatenum == 0)
574 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
575 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
578 for (i = 0;i < numshadowmarktris;i++)
579 shadowmark[shadowmarktris[i]] = shadowmarkcount;
581 // create the vertices
582 if (projectdirection)
584 for (i = 0;i < numshadowmarktris;i++)
586 element = inelement3i + shadowmarktris[i] * 3;
587 for (j = 0;j < 3;j++)
589 if (vertexupdate[element[j]] != vertexupdatenum)
591 vertexupdate[element[j]] = vertexupdatenum;
592 vertexremap[element[j]] = outvertices;
593 vertex = invertex3f + element[j] * 3;
594 // project one copy of the vertex according to projectvector
595 VectorCopy(vertex, outvertex3f);
596 VectorAdd(vertex, projectvector, (outvertex3f + 3));
605 for (i = 0;i < numshadowmarktris;i++)
607 element = inelement3i + shadowmarktris[i] * 3;
608 for (j = 0;j < 3;j++)
610 if (vertexupdate[element[j]] != vertexupdatenum)
612 vertexupdate[element[j]] = vertexupdatenum;
613 vertexremap[element[j]] = outvertices;
614 vertex = invertex3f + element[j] * 3;
615 // project one copy of the vertex to the sphere radius of the light
616 // (FIXME: would projecting it to the light box be better?)
617 VectorSubtract(vertex, projectorigin, direction);
618 ratio = projectdistance / VectorLength(direction);
619 VectorCopy(vertex, outvertex3f);
620 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
628 if (r_shadow_frontsidecasting.integer)
630 for (i = 0;i < numshadowmarktris;i++)
632 int remappedelement[3];
634 const int *neighbortriangle;
636 markindex = shadowmarktris[i] * 3;
637 element = inelement3i + markindex;
638 neighbortriangle = inneighbor3i + markindex;
639 // output the front and back triangles
640 outelement3i[0] = vertexremap[element[0]];
641 outelement3i[1] = vertexremap[element[1]];
642 outelement3i[2] = vertexremap[element[2]];
643 outelement3i[3] = vertexremap[element[2]] + 1;
644 outelement3i[4] = vertexremap[element[1]] + 1;
645 outelement3i[5] = vertexremap[element[0]] + 1;
649 // output the sides (facing outward from this triangle)
650 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
652 remappedelement[0] = vertexremap[element[0]];
653 remappedelement[1] = vertexremap[element[1]];
654 outelement3i[0] = remappedelement[1];
655 outelement3i[1] = remappedelement[0];
656 outelement3i[2] = remappedelement[0] + 1;
657 outelement3i[3] = remappedelement[1];
658 outelement3i[4] = remappedelement[0] + 1;
659 outelement3i[5] = remappedelement[1] + 1;
664 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
666 remappedelement[1] = vertexremap[element[1]];
667 remappedelement[2] = vertexremap[element[2]];
668 outelement3i[0] = remappedelement[2];
669 outelement3i[1] = remappedelement[1];
670 outelement3i[2] = remappedelement[1] + 1;
671 outelement3i[3] = remappedelement[2];
672 outelement3i[4] = remappedelement[1] + 1;
673 outelement3i[5] = remappedelement[2] + 1;
678 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
680 remappedelement[0] = vertexremap[element[0]];
681 remappedelement[2] = vertexremap[element[2]];
682 outelement3i[0] = remappedelement[0];
683 outelement3i[1] = remappedelement[2];
684 outelement3i[2] = remappedelement[2] + 1;
685 outelement3i[3] = remappedelement[0];
686 outelement3i[4] = remappedelement[2] + 1;
687 outelement3i[5] = remappedelement[0] + 1;
696 for (i = 0;i < numshadowmarktris;i++)
698 int remappedelement[3];
700 const int *neighbortriangle;
702 markindex = shadowmarktris[i] * 3;
703 element = inelement3i + markindex;
704 neighbortriangle = inneighbor3i + markindex;
705 // output the front and back triangles
706 outelement3i[0] = vertexremap[element[2]];
707 outelement3i[1] = vertexremap[element[1]];
708 outelement3i[2] = vertexremap[element[0]];
709 outelement3i[3] = vertexremap[element[0]] + 1;
710 outelement3i[4] = vertexremap[element[1]] + 1;
711 outelement3i[5] = vertexremap[element[2]] + 1;
715 // output the sides (facing outward from this triangle)
716 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
718 remappedelement[0] = vertexremap[element[0]];
719 remappedelement[1] = vertexremap[element[1]];
720 outelement3i[0] = remappedelement[0];
721 outelement3i[1] = remappedelement[1];
722 outelement3i[2] = remappedelement[1] + 1;
723 outelement3i[3] = remappedelement[0];
724 outelement3i[4] = remappedelement[1] + 1;
725 outelement3i[5] = remappedelement[0] + 1;
730 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
732 remappedelement[1] = vertexremap[element[1]];
733 remappedelement[2] = vertexremap[element[2]];
734 outelement3i[0] = remappedelement[1];
735 outelement3i[1] = remappedelement[2];
736 outelement3i[2] = remappedelement[2] + 1;
737 outelement3i[3] = remappedelement[1];
738 outelement3i[4] = remappedelement[2] + 1;
739 outelement3i[5] = remappedelement[1] + 1;
744 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
746 remappedelement[0] = vertexremap[element[0]];
747 remappedelement[2] = vertexremap[element[2]];
748 outelement3i[0] = remappedelement[2];
749 outelement3i[1] = remappedelement[0];
750 outelement3i[2] = remappedelement[0] + 1;
751 outelement3i[3] = remappedelement[2];
752 outelement3i[4] = remappedelement[0] + 1;
753 outelement3i[5] = remappedelement[2] + 1;
761 *outnumvertices = outvertices;
765 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)
768 if (projectdistance < 0.1)
770 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
773 if (!numverts || !nummarktris)
775 // make sure shadowelements is big enough for this volume
776 if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts)
777 R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255);
778 tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
779 r_refdef.stats.lights_dynamicshadowtriangles += tris;
780 R_Shadow_RenderVolume(outverts, tris, shadowvertex3f, shadowelements);
783 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)
789 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
791 tend = firsttriangle + numtris;
792 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
794 // surface box entirely inside light box, no box cull
795 if (projectdirection)
797 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
799 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
800 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
801 shadowmarklist[numshadowmark++] = t;
806 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
807 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
808 shadowmarklist[numshadowmark++] = t;
813 // surface box not entirely inside light box, cull each triangle
814 if (projectdirection)
816 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
818 v[0] = invertex3f + e[0] * 3;
819 v[1] = invertex3f + e[1] * 3;
820 v[2] = invertex3f + e[2] * 3;
821 TriangleNormal(v[0], v[1], v[2], normal);
822 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
823 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
824 shadowmarklist[numshadowmark++] = t;
829 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
831 v[0] = invertex3f + e[0] * 3;
832 v[1] = invertex3f + e[1] * 3;
833 v[2] = invertex3f + e[2] * 3;
834 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
835 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
836 shadowmarklist[numshadowmark++] = t;
842 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
844 if (r_shadow_compilingrtlight)
846 // if we're compiling an rtlight, capture the mesh
847 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
850 r_refdef.stats.lights_shadowtriangles += numtriangles;
852 R_Mesh_VertexPointer(vertex3f);
853 GL_LockArrays(0, numvertices);
854 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
856 // decrement stencil if backface is behind depthbuffer
857 GL_CullFace(GL_BACK); // quake is backwards, this culls front faces
858 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
859 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
860 // increment stencil if frontface is behind depthbuffer
861 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
862 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
864 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
869 static void R_Shadow_MakeTextures(void)
872 float v[3], intensity;
874 R_FreeTexturePool(&r_shadow_texturepool);
875 r_shadow_texturepool = R_AllocTexturePool();
876 r_shadow_attenpower = r_shadow_lightattenuationpower.value;
877 r_shadow_attenscale = r_shadow_lightattenuationscale.value;
878 #define ATTEN2DSIZE 64
879 #define ATTEN3DSIZE 32
880 data = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
881 for (y = 0;y < ATTEN2DSIZE;y++)
883 for (x = 0;x < ATTEN2DSIZE;x++)
885 v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
886 v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
888 intensity = 1.0f - sqrt(DotProduct(v, v));
890 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
891 d = (int)bound(0, intensity, 255);
892 data[(y*ATTEN2DSIZE+x)*4+0] = d;
893 data[(y*ATTEN2DSIZE+x)*4+1] = d;
894 data[(y*ATTEN2DSIZE+x)*4+2] = d;
895 data[(y*ATTEN2DSIZE+x)*4+3] = d;
898 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
899 if (r_shadow_texture3d.integer && gl_texture3d)
901 for (z = 0;z < ATTEN3DSIZE;z++)
903 for (y = 0;y < ATTEN3DSIZE;y++)
905 for (x = 0;x < ATTEN3DSIZE;x++)
907 v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
908 v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
909 v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
910 intensity = 1.0f - sqrt(DotProduct(v, v));
912 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
913 d = (int)bound(0, intensity, 255);
914 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
915 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
916 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
917 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
921 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
926 void R_Shadow_ValidateCvars(void)
928 if (r_shadow_texture3d.integer && !gl_texture3d)
929 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
930 if (gl_ext_separatestencil.integer && !gl_support_separatestencil)
931 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
932 if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
933 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
936 // light currently being rendered
937 rtlight_t *r_shadow_rtlight;
939 // this is the location of the light in entity space
940 vec3_t r_shadow_entitylightorigin;
941 // this transforms entity coordinates to light filter cubemap coordinates
942 // (also often used for other purposes)
943 matrix4x4_t r_shadow_entitytolight;
944 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
945 // of attenuation texturing in full 3D (Z result often ignored)
946 matrix4x4_t r_shadow_entitytoattenuationxyz;
947 // this transforms only the Z to S, and T is always 0.5
948 matrix4x4_t r_shadow_entitytoattenuationz;
950 void R_Shadow_RenderMode_Begin(void)
952 R_Shadow_ValidateCvars();
954 if (!r_shadow_attenuation2dtexture
955 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
956 || r_shadow_lightattenuationpower.value != r_shadow_attenpower
957 || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
958 R_Shadow_MakeTextures();
961 R_Mesh_ColorPointer(NULL);
962 R_Mesh_ResetTextureState();
963 GL_BlendFunc(GL_ONE, GL_ZERO);
966 GL_Color(0, 0, 0, 1);
967 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
969 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
971 if (gl_ext_separatestencil.integer)
972 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_SEPARATESTENCIL;
973 else if (gl_ext_stenciltwoside.integer)
974 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
976 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
978 if (r_glsl.integer && gl_support_fragment_shader)
979 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
980 else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
981 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
983 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
986 void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight)
988 r_shadow_rtlight = rtlight;
991 void R_Shadow_RenderMode_Reset(void)
994 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
996 qglUseProgramObjectARB(0);CHECKGLERROR
998 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
1000 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1002 R_Mesh_ColorPointer(NULL);
1003 R_Mesh_ResetTextureState();
1005 GL_DepthMask(false);
1006 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1007 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1008 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1009 qglStencilMask(~0);CHECKGLERROR
1010 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1011 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1012 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
1013 GL_Color(1, 1, 1, 1);
1014 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
1015 GL_BlendFunc(GL_ONE, GL_ZERO);
1018 void R_Shadow_RenderMode_StencilShadowVolumes(void)
1021 R_Shadow_RenderMode_Reset();
1022 GL_ColorMask(0, 0, 0, 0);
1023 qglPolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
1024 qglDepthFunc(GL_LESS);CHECKGLERROR
1025 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1026 r_shadow_rendermode = r_shadow_shadowingrendermode;
1027 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SEPARATESTENCIL)
1029 GL_CullFace(GL_NONE);
1030 qglStencilOpSeparate(GL_BACK, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR // quake is backwards, this is front faces
1031 qglStencilOpSeparate(GL_FRONT, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR // quake is backwards, this is back faces
1033 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
1035 GL_CullFace(GL_NONE);
1036 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1037 qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR // quake is backwards, this is front faces
1038 qglStencilMask(~0);CHECKGLERROR
1039 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1040 qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR // quake is backwards, this is back faces
1041 qglStencilMask(~0);CHECKGLERROR
1042 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1044 GL_Clear(GL_STENCIL_BUFFER_BIT);
1045 r_refdef.stats.lights_clears++;
1048 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
1051 R_Shadow_RenderMode_Reset();
1052 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1055 qglDepthFunc(GL_EQUAL);CHECKGLERROR
1059 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1060 // only draw light where this geometry was already rendered AND the
1061 // stencil is 128 (values other than this mean shadow)
1062 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
1064 r_shadow_rendermode = r_shadow_lightingrendermode;
1065 // do global setup needed for the chosen lighting mode
1066 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1068 R_Mesh_TexBind(0, R_GetTexture(r_texture_blanknormalmap)); // normal
1069 R_Mesh_TexBind(1, R_GetTexture(r_texture_white)); // diffuse
1070 R_Mesh_TexBind(2, R_GetTexture(r_texture_white)); // gloss
1071 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); // light filter
1072 R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog
1073 R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants
1074 R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt
1075 R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); // lightmap
1076 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); // deluxemap
1077 R_Mesh_TexBind(9, R_GetTexture(r_texture_black)); // glow
1078 //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix
1079 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1080 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 0);
1085 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
1088 R_Shadow_RenderMode_Reset();
1089 GL_BlendFunc(GL_ONE, GL_ONE);
1090 GL_DepthTest(r_showshadowvolumes.integer < 2);
1091 GL_Color(0.0, 0.0125 * r_view.colorscale, 0.1 * r_view.colorscale, 1);
1092 qglPolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
1093 GL_CullFace(GL_NONE);
1094 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
1097 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
1100 R_Shadow_RenderMode_Reset();
1101 GL_BlendFunc(GL_ONE, GL_ONE);
1102 GL_DepthTest(r_showlighting.integer < 2);
1103 GL_Color(0.1 * r_view.colorscale, 0.0125 * r_view.colorscale, 0, 1);
1106 qglDepthFunc(GL_EQUAL);CHECKGLERROR
1110 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1111 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
1113 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
1116 void R_Shadow_RenderMode_End(void)
1119 R_Shadow_RenderMode_Reset();
1120 R_Shadow_RenderMode_ActiveLight(NULL);
1122 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1123 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1126 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1128 int i, ix1, iy1, ix2, iy2;
1129 float x1, y1, x2, y2;
1132 mplane_t planes[11];
1133 float vertex3f[256*3];
1135 // if view is inside the light box, just say yes it's visible
1136 if (BoxesOverlap(r_view.origin, r_view.origin, mins, maxs))
1138 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1142 // create a temporary brush describing the area the light can affect in worldspace
1143 VectorNegate(r_view.frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -r_view.frustum[0].dist;
1144 VectorNegate(r_view.frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -r_view.frustum[1].dist;
1145 VectorNegate(r_view.frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -r_view.frustum[2].dist;
1146 VectorNegate(r_view.frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -r_view.frustum[3].dist;
1147 VectorNegate(r_view.frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -r_view.frustum[4].dist;
1148 VectorSet (planes[ 5].normal, 1, 0, 0); planes[ 5].dist = maxs[0];
1149 VectorSet (planes[ 6].normal, -1, 0, 0); planes[ 6].dist = -mins[0];
1150 VectorSet (planes[ 7].normal, 0, 1, 0); planes[ 7].dist = maxs[1];
1151 VectorSet (planes[ 8].normal, 0, -1, 0); planes[ 8].dist = -mins[1];
1152 VectorSet (planes[ 9].normal, 0, 0, 1); planes[ 9].dist = maxs[2];
1153 VectorSet (planes[10].normal, 0, 0, -1); planes[10].dist = -mins[2];
1155 // turn the brush into a mesh
1156 memset(&mesh, 0, sizeof(rmesh_t));
1157 mesh.maxvertices = 256;
1158 mesh.vertex3f = vertex3f;
1159 mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1160 R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1162 // if that mesh is empty, the light is not visible at all
1163 if (!mesh.numvertices)
1166 if (!r_shadow_scissor.integer)
1169 // if that mesh is not empty, check what area of the screen it covers
1170 x1 = y1 = x2 = y2 = 0;
1172 //Con_Printf("%i vertices to transform...\n", mesh.numvertices);
1173 for (i = 0;i < mesh.numvertices;i++)
1175 VectorCopy(mesh.vertex3f + i * 3, v);
1176 GL_TransformToScreen(v, v2);
1177 //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]);
1180 if (x1 > v2[0]) x1 = v2[0];
1181 if (x2 < v2[0]) x2 = v2[0];
1182 if (y1 > v2[1]) y1 = v2[1];
1183 if (y2 < v2[1]) y2 = v2[1];
1192 // now convert the scissor rectangle to integer screen coordinates
1193 ix1 = (int)(x1 - 1.0f);
1194 iy1 = (int)(y1 - 1.0f);
1195 ix2 = (int)(x2 + 1.0f);
1196 iy2 = (int)(y2 + 1.0f);
1197 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1199 // clamp it to the screen
1200 if (ix1 < r_view.x) ix1 = r_view.x;
1201 if (iy1 < r_view.y) iy1 = r_view.y;
1202 if (ix2 > r_view.x + r_view.width) ix2 = r_view.x + r_view.width;
1203 if (iy2 > r_view.y + r_view.height) iy2 = r_view.y + r_view.height;
1205 // if it is inside out, it's not visible
1206 if (ix2 <= ix1 || iy2 <= iy1)
1209 // the light area is visible, set up the scissor rectangle
1210 GL_Scissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1211 //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);CHECKGLERROR
1212 //qglEnable(GL_SCISSOR_TEST);CHECKGLERROR
1213 r_refdef.stats.lights_scissored++;
1217 static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor)
1219 int numverts = surface->num_vertices;
1220 float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1221 float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1222 float *color4f = rsurface_array_color4f + 4 * surface->num_firstvertex;
1223 float dist, dot, distintensity, shadeintensity, v[3], n[3];
1224 if (r_textureunits.integer >= 3)
1226 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1228 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1229 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1230 if ((dot = DotProduct(n, v)) < 0)
1232 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1233 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]);
1234 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]);
1235 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]);
1236 if (r_refdef.fogenabled)
1238 float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
1239 VectorScale(color4f, f, color4f);
1243 VectorClear(color4f);
1247 else if (r_textureunits.integer >= 2)
1249 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1251 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1252 if ((dist = fabs(v[2])) < 1)
1254 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1255 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1256 if ((dot = DotProduct(n, v)) < 0)
1258 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1259 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1260 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1261 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1265 color4f[0] = ambientcolor[0] * distintensity;
1266 color4f[1] = ambientcolor[1] * distintensity;
1267 color4f[2] = ambientcolor[2] * distintensity;
1269 if (r_refdef.fogenabled)
1271 float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
1272 VectorScale(color4f, f, color4f);
1276 VectorClear(color4f);
1282 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1284 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1285 if ((dist = DotProduct(v, v)) < 1)
1288 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1289 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1290 if ((dot = DotProduct(n, v)) < 0)
1292 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1293 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1294 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1295 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1299 color4f[0] = ambientcolor[0] * distintensity;
1300 color4f[1] = ambientcolor[1] * distintensity;
1301 color4f[2] = ambientcolor[2] * distintensity;
1303 if (r_refdef.fogenabled)
1305 float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
1306 VectorScale(color4f, f, color4f);
1310 VectorClear(color4f);
1316 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1318 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int numsurfaces, msurface_t **surfacelist)
1320 int surfacelistindex;
1321 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1323 const msurface_t *surface = surfacelist[surfacelistindex];
1325 float *out3f = rsurface_array_texcoord3f + 3 * surface->num_firstvertex;
1326 const float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1327 const float *svector3f = rsurface_svector3f + 3 * surface->num_firstvertex;
1328 const float *tvector3f = rsurface_tvector3f + 3 * surface->num_firstvertex;
1329 const float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1331 for (i = 0;i < surface->num_vertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1333 VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir);
1334 // the cubemap normalizes this for us
1335 out3f[0] = DotProduct(svector3f, lightdir);
1336 out3f[1] = DotProduct(tvector3f, lightdir);
1337 out3f[2] = DotProduct(normal3f, lightdir);
1342 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int numsurfaces, msurface_t **surfacelist)
1344 int surfacelistindex;
1345 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1347 const msurface_t *surface = surfacelist[surfacelistindex];
1349 float *out3f = rsurface_array_texcoord3f + 3 * surface->num_firstvertex;
1350 const float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1351 const float *svector3f = rsurface_svector3f + 3 * surface->num_firstvertex;
1352 const float *tvector3f = rsurface_tvector3f + 3 * surface->num_firstvertex;
1353 const float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1354 float lightdir[3], eyedir[3], halfdir[3];
1355 for (i = 0;i < surface->num_vertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1357 VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir);
1358 VectorNormalize(lightdir);
1359 VectorSubtract(rsurface_modelorg, vertex3f, eyedir);
1360 VectorNormalize(eyedir);
1361 VectorAdd(lightdir, eyedir, halfdir);
1362 // the cubemap normalizes this for us
1363 out3f[0] = DotProduct(svector3f, halfdir);
1364 out3f[1] = DotProduct(tvector3f, halfdir);
1365 out3f[2] = DotProduct(normal3f, halfdir);
1370 static void R_Shadow_RenderSurfacesLighting_VisibleLighting(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1372 // used to display how many times a surface is lit for level design purposes
1373 GL_Color(0.1 * r_view.colorscale, 0.025 * r_view.colorscale, 0, 1);
1374 R_Mesh_ColorPointer(NULL);
1375 R_Mesh_ResetTextureState();
1376 RSurf_PrepareVerticesForBatch(false, false, numsurfaces, surfacelist);
1377 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1378 GL_LockArrays(0, 0);
1381 static void R_Shadow_RenderSurfacesLighting_Light_GLSL(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1383 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1384 RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist);
1385 R_SetupSurfaceShader(lightcolorbase, false);
1386 R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
1387 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1388 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1389 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1390 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1392 qglDepthFunc(GL_EQUAL);CHECKGLERROR
1394 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1395 GL_LockArrays(0, 0);
1396 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1398 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1402 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(int numsurfaces, msurface_t **surfacelist, float r, float g, float b)
1404 // shared final code for all the dot3 layers
1406 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 0);
1407 for (renders = 0;renders < 64 && (r > 0 || g > 0 || b > 0);renders++, r--, g--, b--)
1409 GL_Color(bound(0, r, 1), bound(0, g, 1), bound(0, b, 1), 1);
1410 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1411 GL_LockArrays(0, 0);
1415 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
1418 // colorscale accounts for how much we multiply the brightness
1421 // mult is how many times the final pass of the lighting will be
1422 // performed to get more brightness than otherwise possible.
1424 // Limit mult to 64 for sanity sake.
1426 if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1428 // 3 3D combine path (Geforce3, Radeon 8500)
1429 memset(&m, 0, sizeof(m));
1430 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1431 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1432 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1433 m.tex[1] = R_GetTexture(basetexture);
1434 m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
1435 m.texmatrix[1] = rsurface_texture->currenttexmatrix;
1436 m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1437 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1438 m.texmatrix[2] = r_shadow_entitytolight;
1439 GL_BlendFunc(GL_ONE, GL_ONE);
1441 else if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1443 // 2 3D combine path (Geforce3, original Radeon)
1444 memset(&m, 0, sizeof(m));
1445 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1446 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1447 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1448 m.tex[1] = R_GetTexture(basetexture);
1449 m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
1450 m.texmatrix[1] = rsurface_texture->currenttexmatrix;
1451 GL_BlendFunc(GL_ONE, GL_ONE);
1453 else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1455 // 4 2D combine path (Geforce3, Radeon 8500)
1456 memset(&m, 0, sizeof(m));
1457 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1458 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1459 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1460 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1461 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1462 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1463 m.tex[2] = R_GetTexture(basetexture);
1464 m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
1465 m.texmatrix[2] = rsurface_texture->currenttexmatrix;
1466 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1468 m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1469 m.pointer_texcoord3f[3] = rsurface_vertex3f;
1470 m.texmatrix[3] = r_shadow_entitytolight;
1472 GL_BlendFunc(GL_ONE, GL_ONE);
1474 else if (r_textureunits.integer >= 3 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1476 // 3 2D combine path (Geforce3, original Radeon)
1477 memset(&m, 0, sizeof(m));
1478 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1479 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1480 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1481 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1482 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1483 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1484 m.tex[2] = R_GetTexture(basetexture);
1485 m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
1486 m.texmatrix[2] = rsurface_texture->currenttexmatrix;
1487 GL_BlendFunc(GL_ONE, GL_ONE);
1491 // 2/2/2 2D combine path (any dot3 card)
1492 memset(&m, 0, sizeof(m));
1493 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1494 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1495 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1496 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1497 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1498 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1499 R_Mesh_TextureState(&m);
1500 GL_ColorMask(0,0,0,1);
1501 GL_BlendFunc(GL_ONE, GL_ZERO);
1502 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1503 GL_LockArrays(0, 0);
1506 memset(&m, 0, sizeof(m));
1507 m.tex[0] = R_GetTexture(basetexture);
1508 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1509 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1510 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1512 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1513 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1514 m.texmatrix[1] = r_shadow_entitytolight;
1516 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1518 // this final code is shared
1519 R_Mesh_TextureState(&m);
1520 R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
1523 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
1526 // colorscale accounts for how much we multiply the brightness
1529 // mult is how many times the final pass of the lighting will be
1530 // performed to get more brightness than otherwise possible.
1532 // Limit mult to 64 for sanity sake.
1534 // generate normalization cubemap texcoords
1535 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(numsurfaces, surfacelist);
1536 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1538 // 3/2 3D combine path (Geforce3, Radeon 8500)
1539 memset(&m, 0, sizeof(m));
1540 m.tex[0] = R_GetTexture(normalmaptexture);
1541 m.texcombinergb[0] = GL_REPLACE;
1542 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1543 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1544 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1545 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1546 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1547 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1548 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1549 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1550 R_Mesh_TextureState(&m);
1551 GL_ColorMask(0,0,0,1);
1552 GL_BlendFunc(GL_ONE, GL_ZERO);
1553 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1554 GL_LockArrays(0, 0);
1557 memset(&m, 0, sizeof(m));
1558 m.tex[0] = R_GetTexture(basetexture);
1559 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1560 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1561 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1563 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1564 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1565 m.texmatrix[1] = r_shadow_entitytolight;
1567 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1569 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1571 // 1/2/2 3D combine path (original Radeon)
1572 memset(&m, 0, sizeof(m));
1573 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1574 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1575 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1576 R_Mesh_TextureState(&m);
1577 GL_ColorMask(0,0,0,1);
1578 GL_BlendFunc(GL_ONE, GL_ZERO);
1579 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1580 GL_LockArrays(0, 0);
1583 memset(&m, 0, sizeof(m));
1584 m.tex[0] = R_GetTexture(normalmaptexture);
1585 m.texcombinergb[0] = GL_REPLACE;
1586 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1587 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1588 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1589 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1590 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1591 R_Mesh_TextureState(&m);
1592 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1593 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1594 GL_LockArrays(0, 0);
1597 memset(&m, 0, sizeof(m));
1598 m.tex[0] = R_GetTexture(basetexture);
1599 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1600 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1601 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1603 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1604 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1605 m.texmatrix[1] = r_shadow_entitytolight;
1607 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1609 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1611 // 2/2 3D combine path (original Radeon)
1612 memset(&m, 0, sizeof(m));
1613 m.tex[0] = R_GetTexture(normalmaptexture);
1614 m.texcombinergb[0] = GL_REPLACE;
1615 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1616 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1617 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1618 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1619 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1620 R_Mesh_TextureState(&m);
1621 GL_ColorMask(0,0,0,1);
1622 GL_BlendFunc(GL_ONE, GL_ZERO);
1623 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1624 GL_LockArrays(0, 0);
1627 memset(&m, 0, sizeof(m));
1628 m.tex[0] = R_GetTexture(basetexture);
1629 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1630 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1631 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1632 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1633 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
1634 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1636 else if (r_textureunits.integer >= 4)
1638 // 4/2 2D combine path (Geforce3, Radeon 8500)
1639 memset(&m, 0, sizeof(m));
1640 m.tex[0] = R_GetTexture(normalmaptexture);
1641 m.texcombinergb[0] = GL_REPLACE;
1642 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1643 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1644 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1645 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1646 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1647 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
1648 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1649 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1650 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
1651 m.pointer_texcoord3f[3] = rsurface_vertex3f;
1652 m.texmatrix[3] = r_shadow_entitytoattenuationz;
1653 R_Mesh_TextureState(&m);
1654 GL_ColorMask(0,0,0,1);
1655 GL_BlendFunc(GL_ONE, GL_ZERO);
1656 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1657 GL_LockArrays(0, 0);
1660 memset(&m, 0, sizeof(m));
1661 m.tex[0] = R_GetTexture(basetexture);
1662 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1663 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1664 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1666 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1667 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1668 m.texmatrix[1] = r_shadow_entitytolight;
1670 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1674 // 2/2/2 2D combine path (any dot3 card)
1675 memset(&m, 0, sizeof(m));
1676 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1677 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1678 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1679 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1680 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1681 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1682 R_Mesh_TextureState(&m);
1683 GL_ColorMask(0,0,0,1);
1684 GL_BlendFunc(GL_ONE, GL_ZERO);
1685 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1686 GL_LockArrays(0, 0);
1689 memset(&m, 0, sizeof(m));
1690 m.tex[0] = R_GetTexture(normalmaptexture);
1691 m.texcombinergb[0] = GL_REPLACE;
1692 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1693 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1694 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1695 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1696 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1697 R_Mesh_TextureState(&m);
1698 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1699 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1700 GL_LockArrays(0, 0);
1703 memset(&m, 0, sizeof(m));
1704 m.tex[0] = R_GetTexture(basetexture);
1705 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1706 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1707 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1709 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1710 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1711 m.texmatrix[1] = r_shadow_entitytolight;
1713 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1715 // this final code is shared
1716 R_Mesh_TextureState(&m);
1717 R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
1720 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
1722 float glossexponent;
1724 // FIXME: detect blendsquare!
1725 //if (!gl_support_blendsquare)
1728 // generate normalization cubemap texcoords
1729 R_Shadow_GenTexCoords_Specular_NormalCubeMap(numsurfaces, surfacelist);
1730 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1732 // 2/0/0/1/2 3D combine blendsquare path
1733 memset(&m, 0, sizeof(m));
1734 m.tex[0] = R_GetTexture(normalmaptexture);
1735 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1736 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1737 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1738 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1739 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1740 R_Mesh_TextureState(&m);
1741 GL_ColorMask(0,0,0,1);
1742 // this squares the result
1743 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1744 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1745 GL_LockArrays(0, 0);
1747 // second and third pass
1748 R_Mesh_ResetTextureState();
1749 // square alpha in framebuffer a few times to make it shiny
1750 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1751 for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
1752 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1753 GL_LockArrays(0, 0);
1756 memset(&m, 0, sizeof(m));
1757 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1758 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1759 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1760 R_Mesh_TextureState(&m);
1761 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1762 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1763 GL_LockArrays(0, 0);
1766 memset(&m, 0, sizeof(m));
1767 m.tex[0] = R_GetTexture(glosstexture);
1768 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1769 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1770 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1772 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1773 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1774 m.texmatrix[1] = r_shadow_entitytolight;
1776 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1778 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
1780 // 2/0/0/2 3D combine blendsquare path
1781 memset(&m, 0, sizeof(m));
1782 m.tex[0] = R_GetTexture(normalmaptexture);
1783 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1784 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1785 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1786 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1787 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1788 R_Mesh_TextureState(&m);
1789 GL_ColorMask(0,0,0,1);
1790 // this squares the result
1791 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1792 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1793 GL_LockArrays(0, 0);
1795 // second and third pass
1796 R_Mesh_ResetTextureState();
1797 // square alpha in framebuffer a few times to make it shiny
1798 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1799 for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
1800 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1801 GL_LockArrays(0, 0);
1804 memset(&m, 0, sizeof(m));
1805 m.tex[0] = R_GetTexture(glosstexture);
1806 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1807 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1808 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1809 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1810 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
1811 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1815 // 2/0/0/2/2 2D combine blendsquare path
1816 memset(&m, 0, sizeof(m));
1817 m.tex[0] = R_GetTexture(normalmaptexture);
1818 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1819 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1820 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1821 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1822 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1823 R_Mesh_TextureState(&m);
1824 GL_ColorMask(0,0,0,1);
1825 // this squares the result
1826 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1827 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1828 GL_LockArrays(0, 0);
1830 // second and third pass
1831 R_Mesh_ResetTextureState();
1832 // square alpha in framebuffer a few times to make it shiny
1833 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1834 for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
1835 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1836 GL_LockArrays(0, 0);
1839 memset(&m, 0, sizeof(m));
1840 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1841 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1842 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1843 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1844 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1845 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1846 R_Mesh_TextureState(&m);
1847 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1848 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1849 GL_LockArrays(0, 0);
1852 memset(&m, 0, sizeof(m));
1853 m.tex[0] = R_GetTexture(glosstexture);
1854 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1855 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1856 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1858 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1859 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1860 m.texmatrix[1] = r_shadow_entitytolight;
1862 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1864 // this final code is shared
1865 R_Mesh_TextureState(&m);
1866 R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
1869 static void R_Shadow_RenderSurfacesLighting_Light_Dot3(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1871 // ARB path (any Geforce, any Radeon)
1872 qboolean doambient = r_shadow_rtlight->ambientscale > 0;
1873 qboolean dodiffuse = r_shadow_rtlight->diffusescale > 0;
1874 qboolean dospecular = specularscale > 0;
1875 if (!doambient && !dodiffuse && !dospecular)
1877 RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist);
1878 R_Mesh_ColorPointer(NULL);
1880 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
1882 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
1886 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
1888 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
1893 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
1895 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
1898 R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(numsurfaces, surfacelist, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_view.colorscale);
1901 void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const model_t *model, int numsurfaces, msurface_t **surfacelist, vec3_t diffusecolor2, vec3_t ambientcolor2)
1903 int surfacelistindex;
1905 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1907 const msurface_t *surface = surfacelist[surfacelistindex];
1908 R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2);
1910 for (renders = 0;renders < 64;renders++)
1916 int newnumtriangles;
1918 int newelements[3072];
1922 newnumtriangles = 0;
1924 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1926 const msurface_t *surface = surfacelist[surfacelistindex];
1927 const int *elements = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
1929 // due to low fillrate on the cards this vertex lighting path is
1930 // designed for, we manually cull all triangles that do not
1931 // contain a lit vertex
1932 // this builds batches of triangles from multiple surfaces and
1933 // renders them at once
1934 for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
1936 if (VectorLength2(rsurface_array_color4f + e[0] * 4) + VectorLength2(rsurface_array_color4f + e[1] * 4) + VectorLength2(rsurface_array_color4f + e[2] * 4) >= 0.01)
1938 if (newnumtriangles)
1940 firstvertex = min(firstvertex, e[0]);
1941 lastvertex = max(lastvertex, e[0]);
1948 firstvertex = min(firstvertex, e[1]);
1949 lastvertex = max(lastvertex, e[1]);
1950 firstvertex = min(firstvertex, e[2]);
1951 lastvertex = max(lastvertex, e[2]);
1957 if (newnumtriangles >= 1024)
1959 GL_LockArrays(firstvertex, lastvertex - firstvertex + 1);
1960 R_Mesh_Draw(firstvertex, lastvertex - firstvertex + 1, newnumtriangles, newelements);
1961 newnumtriangles = 0;
1968 if (newnumtriangles >= 1)
1970 GL_LockArrays(firstvertex, lastvertex - firstvertex + 1);
1971 R_Mesh_Draw(firstvertex, lastvertex - firstvertex + 1, newnumtriangles, newelements);
1974 GL_LockArrays(0, 0);
1975 // if we couldn't find any lit triangles, exit early
1978 // now reduce the intensity for the next overbright pass
1979 // we have to clamp to 0 here incase the drivers have improper
1980 // handling of negative colors
1981 // (some old drivers even have improper handling of >1 color)
1983 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1987 const msurface_t *surface = surfacelist[surfacelistindex];
1988 for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
1990 if (c[0] > 1 || c[1] > 1 || c[2] > 1)
1992 c[0] = max(0, c[0] - 1);
1993 c[1] = max(0, c[1] - 1);
1994 c[2] = max(0, c[2] - 1);
2007 static void R_Shadow_RenderSurfacesLighting_Light_Vertex(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
2009 // OpenGL 1.1 path (anything)
2010 model_t *model = rsurface_entity->model;
2011 float ambientcolorbase[3], diffusecolorbase[3];
2012 float ambientcolorpants[3], diffusecolorpants[3];
2013 float ambientcolorshirt[3], diffusecolorshirt[3];
2015 VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorbase);
2016 VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorbase);
2017 VectorScale(lightcolorpants, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorpants);
2018 VectorScale(lightcolorpants, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorpants);
2019 VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorshirt);
2020 VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorshirt);
2021 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2022 R_Mesh_ColorPointer(rsurface_array_color4f);
2023 memset(&m, 0, sizeof(m));
2024 m.tex[0] = R_GetTexture(basetexture);
2025 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
2026 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
2027 if (r_textureunits.integer >= 2)
2030 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2031 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2032 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2033 if (r_textureunits.integer >= 3)
2035 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
2036 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2037 m.texmatrix[2] = r_shadow_entitytoattenuationz;
2038 m.pointer_texcoord3f[2] = rsurface_vertex3f;
2041 R_Mesh_TextureState(&m);
2042 RSurf_PrepareVerticesForBatch(true, false, numsurfaces, surfacelist);
2043 R_Mesh_TexBind(0, R_GetTexture(basetexture));
2044 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorbase, ambientcolorbase);
2047 R_Mesh_TexBind(0, R_GetTexture(pantstexture));
2048 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorpants, ambientcolorpants);
2052 R_Mesh_TexBind(0, R_GetTexture(shirttexture));
2053 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorshirt, ambientcolorshirt);
2057 void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist)
2059 // FIXME: support MATERIALFLAG_NODEPTHTEST
2060 vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
2061 // calculate colors to render this texture with
2062 lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * rsurface_entity->colormod[0] * rsurface_texture->currentalpha;
2063 lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * rsurface_entity->colormod[1] * rsurface_texture->currentalpha;
2064 lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * rsurface_entity->colormod[2] * rsurface_texture->currentalpha;
2065 if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + (r_shadow_rtlight->specularscale * rsurface_texture->specularscale) * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
2067 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
2068 GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
2069 if (rsurface_texture->colormapping)
2071 qboolean dopants = rsurface_texture->currentskinframe->pants != NULL && VectorLength2(rsurface_entity->colormap_pantscolor) >= (1.0f / 1048576.0f);
2072 qboolean doshirt = rsurface_texture->currentskinframe->shirt != NULL && VectorLength2(rsurface_entity->colormap_shirtcolor) >= (1.0f / 1048576.0f);
2075 lightcolorpants[0] = lightcolorbase[0] * rsurface_entity->colormap_pantscolor[0];
2076 lightcolorpants[1] = lightcolorbase[1] * rsurface_entity->colormap_pantscolor[1];
2077 lightcolorpants[2] = lightcolorbase[2] * rsurface_entity->colormap_pantscolor[2];
2080 VectorClear(lightcolorpants);
2083 lightcolorshirt[0] = lightcolorbase[0] * rsurface_entity->colormap_shirtcolor[0];
2084 lightcolorshirt[1] = lightcolorbase[1] * rsurface_entity->colormap_shirtcolor[1];
2085 lightcolorshirt[2] = lightcolorbase[2] * rsurface_entity->colormap_shirtcolor[2];
2088 VectorClear(lightcolorshirt);
2089 switch (r_shadow_rendermode)
2091 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2092 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2093 R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
2095 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2096 R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
2098 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2099 R_Shadow_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
2101 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2102 R_Shadow_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
2105 Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2111 switch (r_shadow_rendermode)
2113 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2114 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2115 R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
2117 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2118 R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
2120 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2121 R_Shadow_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
2123 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2124 R_Shadow_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
2127 Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2133 void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, qboolean shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
2135 matrix4x4_t tempmatrix = *matrix;
2136 Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
2138 // if this light has been compiled before, free the associated data
2139 R_RTLight_Uncompile(rtlight);
2141 // clear it completely to avoid any lingering data
2142 memset(rtlight, 0, sizeof(*rtlight));
2144 // copy the properties
2145 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
2146 Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
2147 rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
2148 VectorCopy(color, rtlight->color);
2149 rtlight->cubemapname[0] = 0;
2150 if (cubemapname && cubemapname[0])
2151 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
2152 rtlight->shadow = shadow;
2153 rtlight->corona = corona;
2154 rtlight->style = style;
2155 rtlight->isstatic = isstatic;
2156 rtlight->coronasizescale = coronasizescale;
2157 rtlight->ambientscale = ambientscale;
2158 rtlight->diffusescale = diffusescale;
2159 rtlight->specularscale = specularscale;
2160 rtlight->flags = flags;
2162 // compute derived data
2163 //rtlight->cullradius = rtlight->radius;
2164 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2165 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2166 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2167 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2168 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2169 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2170 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2173 // compiles rtlight geometry
2174 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2175 void R_RTLight_Compile(rtlight_t *rtlight)
2177 int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2178 entity_render_t *ent = r_refdef.worldentity;
2179 model_t *model = r_refdef.worldmodel;
2180 unsigned char *data;
2182 // compile the light
2183 rtlight->compiled = true;
2184 rtlight->static_numleafs = 0;
2185 rtlight->static_numleafpvsbytes = 0;
2186 rtlight->static_leaflist = NULL;
2187 rtlight->static_leafpvs = NULL;
2188 rtlight->static_numsurfaces = 0;
2189 rtlight->static_surfacelist = NULL;
2190 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2191 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2192 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2193 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2194 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2195 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2197 if (model && model->GetLightInfo)
2199 // this variable must be set for the CompileShadowVolume code
2200 r_shadow_compilingrtlight = rtlight;
2201 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2202 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);
2203 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2204 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2205 rtlight->static_numleafs = numleafs;
2206 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2207 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2208 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2209 rtlight->static_numsurfaces = numsurfaces;
2210 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2212 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2213 if (numleafpvsbytes)
2214 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2216 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2217 if (model->CompileShadowVolume && rtlight->shadow)
2218 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2219 // now we're done compiling the rtlight
2220 r_shadow_compilingrtlight = NULL;
2224 // use smallest available cullradius - box radius or light radius
2225 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2226 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2230 if (rtlight->static_meshchain_shadow)
2233 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2236 shadowtris += mesh->numtriangles;
2240 if (developer.integer >= 10)
2241 Con_Printf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes);
2244 void R_RTLight_Uncompile(rtlight_t *rtlight)
2246 if (rtlight->compiled)
2248 if (rtlight->static_meshchain_shadow)
2249 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2250 rtlight->static_meshchain_shadow = NULL;
2251 // these allocations are grouped
2252 if (rtlight->static_leaflist)
2253 Mem_Free(rtlight->static_leaflist);
2254 rtlight->static_numleafs = 0;
2255 rtlight->static_numleafpvsbytes = 0;
2256 rtlight->static_leaflist = NULL;
2257 rtlight->static_leafpvs = NULL;
2258 rtlight->static_numsurfaces = 0;
2259 rtlight->static_surfacelist = NULL;
2260 rtlight->compiled = false;
2264 void R_Shadow_UncompileWorldLights(void)
2267 for (light = r_shadow_worldlightchain;light;light = light->next)
2268 R_RTLight_Uncompile(&light->rtlight);
2271 void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfacelist)
2273 model_t *model = ent->model;
2274 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2275 vec_t relativeshadowradius;
2276 if (ent == r_refdef.worldentity)
2278 RSurf_ActiveWorldEntity();
2279 if (r_shadow_rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2283 for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2285 r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
2286 R_Mesh_VertexPointer(mesh->vertex3f);
2287 GL_LockArrays(0, mesh->numverts);
2288 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
2290 // decrement stencil if backface is behind depthbuffer
2291 GL_CullFace(GL_BACK); // quake is backwards, this culls front faces
2292 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2293 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2294 // increment stencil if frontface is behind depthbuffer
2295 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2296 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2298 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2299 GL_LockArrays(0, 0);
2303 else if (numsurfaces)
2304 model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, NULL, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs);
2308 RSurf_ActiveModelEntity(ent, false, false);
2309 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin);
2310 relativeshadowradius = r_shadow_rtlight->radius / ent->scale;
2311 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2312 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2313 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2314 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2315 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2316 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2317 model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, model->nummodelsurfaces, model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2321 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
2323 // set up properties for rendering light onto this entity
2324 if (ent == r_refdef.worldentity)
2325 RSurf_ActiveWorldEntity();
2327 RSurf_ActiveModelEntity(ent, true, true);
2328 Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_rtlight->matrix_worldtolight, &ent->matrix);
2329 Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2330 Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2331 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin);
2332 if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2333 R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
2336 void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)
2338 model_t *model = ent->model;
2339 if (!model->DrawLight)
2341 R_Shadow_SetupEntityLight(ent);
2342 if (ent == r_refdef.worldentity)
2343 model->DrawLight(ent, numsurfaces, surfacelist);
2345 model->DrawLight(ent, model->nummodelsurfaces, model->surfacelist);
2348 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2352 int numleafs, numsurfaces;
2353 int *leaflist, *surfacelist;
2354 unsigned char *leafpvs;
2355 int numlightentities;
2356 int numshadowentities;
2357 entity_render_t *lightentities[MAX_EDICTS];
2358 entity_render_t *shadowentities[MAX_EDICTS];
2360 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
2361 // skip lights that are basically invisible (color 0 0 0)
2362 if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
2365 // loading is done before visibility checks because loading should happen
2366 // all at once at the start of a level, not when it stalls gameplay.
2367 // (especially important to benchmarks)
2369 if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2370 R_RTLight_Compile(rtlight);
2372 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2374 // look up the light style value at this time
2375 f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2376 VectorScale(rtlight->color, f, rtlight->currentcolor);
2378 if (rtlight->selected)
2380 f = 2 + sin(realtime * M_PI * 4.0);
2381 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
2385 // if lightstyle is currently off, don't draw the light
2386 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
2389 // if the light box is offscreen, skip it
2390 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2393 VectorCopy(rtlight->cullmins, r_shadow_rtlight_cullmins);
2394 VectorCopy(rtlight->cullmaxs, r_shadow_rtlight_cullmaxs);
2396 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2398 // compiled light, world available and can receive realtime lighting
2399 // retrieve leaf information
2400 numleafs = rtlight->static_numleafs;
2401 leaflist = rtlight->static_leaflist;
2402 leafpvs = rtlight->static_leafpvs;
2403 numsurfaces = rtlight->static_numsurfaces;
2404 surfacelist = rtlight->static_surfacelist;
2406 else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2408 // dynamic light, world available and can receive realtime lighting
2409 // calculate lit surfaces and leafs
2410 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2411 r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
2412 leaflist = r_shadow_buffer_leaflist;
2413 leafpvs = r_shadow_buffer_leafpvs;
2414 surfacelist = r_shadow_buffer_surfacelist;
2415 // if the reduced leaf bounds are offscreen, skip it
2416 if (R_CullBox(r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs))
2428 // check if light is illuminating any visible leafs
2431 for (i = 0;i < numleafs;i++)
2432 if (r_viewcache.world_leafvisible[leaflist[i]])
2437 // set up a scissor rectangle for this light
2438 if (R_Shadow_ScissorForBBox(r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs))
2441 // make a list of lit entities and shadow casting entities
2442 numlightentities = 0;
2443 numshadowentities = 0;
2444 // don't count the world unless some surfaces are actually lit
2447 lightentities[numlightentities++] = r_refdef.worldentity;
2448 shadowentities[numshadowentities++] = r_refdef.worldentity;
2450 // add dynamic entities that are lit by the light
2451 if (r_drawentities.integer)
2453 for (i = 0;i < r_refdef.numentities;i++)
2456 entity_render_t *ent = r_refdef.entities[i];
2458 if (!BoxesOverlap(ent->mins, ent->maxs, r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs))
2460 if (!(model = ent->model))
2462 if (r_viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
2464 // this entity wants to receive light, is visible, and is
2465 // inside the light box
2466 // TODO: check if the surfaces in the model can receive light
2467 // so now check if it's in a leaf seen by the light
2468 if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs))
2470 lightentities[numlightentities++] = ent;
2471 // since it is lit, it probably also casts a shadow...
2472 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2473 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2474 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
2475 shadowentities[numshadowentities++] = ent;
2477 else if (ent->flags & RENDER_SHADOW)
2479 // this entity is not receiving light, but may still need to
2481 // TODO: check if the surfaces in the model can cast shadow
2482 // now check if it is in a leaf seen by the light
2483 if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs))
2485 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2486 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2487 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
2488 shadowentities[numshadowentities++] = ent;
2493 // return if there's nothing at all to light
2494 if (!numlightentities)
2497 // don't let sound skip if going slow
2498 if (r_refdef.extraupdate)
2501 // make this the active rtlight for rendering purposes
2502 R_Shadow_RenderMode_ActiveLight(rtlight);
2503 // count this light in the r_speeds
2504 r_refdef.stats.lights++;
2507 if (numshadowentities && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
2509 // draw stencil shadow volumes to mask off pixels that are in shadow
2510 // so that they won't receive lighting
2514 R_Shadow_RenderMode_StencilShadowVolumes();
2515 for (i = 0;i < numshadowentities;i++)
2516 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
2519 // optionally draw visible shape of the shadow volumes
2520 // for performance analysis by level designers
2521 if (r_showshadowvolumes.integer)
2523 R_Shadow_RenderMode_VisibleShadowVolumes();
2524 for (i = 0;i < numshadowentities;i++)
2525 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
2529 if (numlightentities)
2531 // draw lighting in the unmasked areas
2532 R_Shadow_RenderMode_Lighting(usestencil, false);
2533 for (i = 0;i < numlightentities;i++)
2534 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
2536 // optionally draw the illuminated areas
2537 // for performance analysis by level designers
2538 if (r_showlighting.integer)
2540 R_Shadow_RenderMode_VisibleLighting(usestencil && !r_showdisabledepthtest.integer, false);
2541 for (i = 0;i < numlightentities;i++)
2542 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
2547 void R_ShadowVolumeLighting(qboolean visible)
2552 if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
2553 R_Shadow_EditLights_Reload_f();
2555 R_Shadow_RenderMode_Begin();
2557 flag = r_refdef.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2558 if (r_shadow_debuglight.integer >= 0)
2560 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2561 if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
2562 R_DrawRTLight(&light->rtlight, visible);
2565 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2566 if (light->flags & flag)
2567 R_DrawRTLight(&light->rtlight, visible);
2568 if (r_refdef.rtdlight)
2569 for (lnum = 0;lnum < r_refdef.numlights;lnum++)
2570 R_DrawRTLight(&r_refdef.lights[lnum], visible);
2572 R_Shadow_RenderMode_End();
2575 extern void R_SetupView(const matrix4x4_t *matrix);
2576 extern cvar_t r_shadows_throwdistance;
2577 void R_DrawModelShadows(void)
2580 float relativethrowdistance;
2581 entity_render_t *ent;
2582 vec3_t relativelightorigin;
2583 vec3_t relativelightdirection;
2584 vec3_t relativeshadowmins, relativeshadowmaxs;
2587 if (!r_drawentities.integer || !gl_stencil)
2591 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2593 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2595 if (gl_ext_separatestencil.integer)
2596 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_SEPARATESTENCIL;
2597 else if (gl_ext_stenciltwoside.integer)
2598 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
2600 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
2602 R_Shadow_RenderMode_StencilShadowVolumes();
2604 for (i = 0;i < r_refdef.numentities;i++)
2606 ent = r_refdef.entities[i];
2607 // cast shadows from anything that is not a submodel of the map
2608 if (ent->model && ent->model->DrawShadowVolume != NULL && !ent->model->brush.submodel && (ent->flags & RENDER_SHADOW))
2610 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
2611 VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
2612 VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
2613 VectorNegate(ent->modellight_lightdir, relativelightdirection);
2614 VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
2615 RSurf_ActiveModelEntity(ent, false, false);
2616 ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2620 // not really the right mode, but this will disable any silly stencil features
2621 R_Shadow_RenderMode_VisibleLighting(true, true);
2623 // vertex coordinates for a quad that covers the screen exactly
2624 vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0;
2625 vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0;
2626 vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0;
2627 vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0;
2629 // set up ortho view for rendering this pass
2630 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2631 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2632 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2633 GL_ScissorTest(true);
2634 R_Mesh_Matrix(&identitymatrix);
2635 R_Mesh_ResetTextureState();
2636 R_Mesh_VertexPointer(vertex3f);
2637 R_Mesh_ColorPointer(NULL);
2639 // set up a 50% darkening blend on shadowed areas
2640 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2641 GL_DepthTest(false);
2642 GL_DepthMask(false);
2643 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2644 GL_Color(0, 0, 0, 0.5);
2645 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2646 qglDepthFunc(GL_ALWAYS);CHECKGLERROR
2647 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2648 qglStencilMask(~0);CHECKGLERROR
2649 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2650 qglStencilFunc(GL_NOTEQUAL, 128, ~0);CHECKGLERROR
2652 // apply the blend to the shadowed areas
2653 R_Mesh_Draw(0, 4, 2, polygonelements);
2655 // restoring the perspective view is done by R_RenderScene
2656 //R_SetupView(&r_view.matrix);
2658 // restore other state to normal
2659 R_Shadow_RenderMode_End();
2663 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2664 typedef struct suffixinfo_s
2667 qboolean flipx, flipy, flipdiagonal;
2670 static suffixinfo_t suffix[3][6] =
2673 {"px", false, false, false},
2674 {"nx", false, false, false},
2675 {"py", false, false, false},
2676 {"ny", false, false, false},
2677 {"pz", false, false, false},
2678 {"nz", false, false, false}
2681 {"posx", false, false, false},
2682 {"negx", false, false, false},
2683 {"posy", false, false, false},
2684 {"negy", false, false, false},
2685 {"posz", false, false, false},
2686 {"negz", false, false, false}
2689 {"rt", true, false, true},
2690 {"lf", false, true, true},
2691 {"ft", true, true, false},
2692 {"bk", false, false, false},
2693 {"up", true, false, true},
2694 {"dn", true, false, true}
2698 static int componentorder[4] = {0, 1, 2, 3};
2700 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
2702 int i, j, cubemapsize;
2703 unsigned char *cubemappixels, *image_rgba;
2704 rtexture_t *cubemaptexture;
2706 // must start 0 so the first loadimagepixels has no requested width/height
2708 cubemappixels = NULL;
2709 cubemaptexture = NULL;
2710 // keep trying different suffix groups (posx, px, rt) until one loads
2711 for (j = 0;j < 3 && !cubemappixels;j++)
2713 // load the 6 images in the suffix group
2714 for (i = 0;i < 6;i++)
2716 // generate an image name based on the base and and suffix
2717 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2719 if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
2721 // an image loaded, make sure width and height are equal
2722 if (image_width == image_height)
2724 // if this is the first image to load successfully, allocate the cubemap memory
2725 if (!cubemappixels && image_width >= 1)
2727 cubemapsize = image_width;
2728 // note this clears to black, so unavailable sides are black
2729 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2731 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2733 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
2736 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2738 Mem_Free(image_rgba);
2742 // if a cubemap loaded, upload it
2745 if (!r_shadow_filters_texturepool)
2746 r_shadow_filters_texturepool = R_AllocTexturePool();
2747 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
2748 Mem_Free(cubemappixels);
2752 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
2753 for (j = 0;j < 3;j++)
2754 for (i = 0;i < 6;i++)
2755 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2756 Con_Print(" and was unable to find any of them.\n");
2758 return cubemaptexture;
2761 rtexture_t *R_Shadow_Cubemap(const char *basename)
2764 for (i = 0;i < numcubemaps;i++)
2765 if (!strcasecmp(cubemaps[i].basename, basename))
2766 return cubemaps[i].texture;
2767 if (i >= MAX_CUBEMAPS)
2768 return r_texture_whitecube;
2770 strlcpy(cubemaps[i].basename, basename, sizeof(cubemaps[i].basename));
2771 cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
2772 if (!cubemaps[i].texture)
2773 cubemaps[i].texture = r_texture_whitecube;
2774 return cubemaps[i].texture;
2777 void R_Shadow_FreeCubemaps(void)
2780 R_FreeTexturePool(&r_shadow_filters_texturepool);
2783 dlight_t *R_Shadow_NewWorldLight(void)
2786 light = (dlight_t *)Mem_Alloc(r_main_mempool, sizeof(dlight_t));
2787 light->next = r_shadow_worldlightchain;
2788 r_shadow_worldlightchain = light;
2792 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)
2795 // validate parameters
2796 if (style < 0 || style >= MAX_LIGHTSTYLES)
2798 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
2804 // copy to light properties
2805 VectorCopy(origin, light->origin);
2806 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
2807 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
2808 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
2809 light->color[0] = max(color[0], 0);
2810 light->color[1] = max(color[1], 0);
2811 light->color[2] = max(color[2], 0);
2812 light->radius = max(radius, 0);
2813 light->style = style;
2814 light->shadow = shadowenable;
2815 light->corona = corona;
2816 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
2817 light->coronasizescale = coronasizescale;
2818 light->ambientscale = ambientscale;
2819 light->diffusescale = diffusescale;
2820 light->specularscale = specularscale;
2821 light->flags = flags;
2823 // update renderable light data
2824 Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
2825 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);
2828 void R_Shadow_FreeWorldLight(dlight_t *light)
2830 dlight_t **lightpointer;
2831 R_RTLight_Uncompile(&light->rtlight);
2832 for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
2833 if (*lightpointer != light)
2834 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain");
2835 *lightpointer = light->next;
2839 void R_Shadow_ClearWorldLights(void)
2841 while (r_shadow_worldlightchain)
2842 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
2843 r_shadow_selectedlight = NULL;
2844 R_Shadow_FreeCubemaps();
2847 void R_Shadow_SelectLight(dlight_t *light)
2849 if (r_shadow_selectedlight)
2850 r_shadow_selectedlight->selected = false;
2851 r_shadow_selectedlight = light;
2852 if (r_shadow_selectedlight)
2853 r_shadow_selectedlight->selected = true;
2856 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2858 // this is never batched (there can be only one)
2859 float scale = r_editlights_cursorgrid.value * 0.5f;
2860 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[1]->tex, NULL, false, r_editlights_cursorlocation, r_view.right, r_view.up, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
2863 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2865 // this is never batched (due to the ent parameter changing every time)
2866 // so numsurfaces == 1 and surfacelist[0] == lightnumber
2868 const dlight_t *light = (dlight_t *)ent;
2870 if (light->selected)
2871 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
2874 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[surfacelist[0]]->tex, NULL, false, light->origin, r_view.right, r_view.up, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
2877 void R_Shadow_DrawLightSprites(void)
2882 for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
2883 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 1+(i % 5), &light->rtlight);
2884 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
2887 void R_Shadow_SelectLightInView(void)
2889 float bestrating, rating, temp[3];
2890 dlight_t *best, *light;
2893 for (light = r_shadow_worldlightchain;light;light = light->next)
2895 VectorSubtract(light->origin, r_view.origin, temp);
2896 rating = (DotProduct(temp, r_view.forward) / sqrt(DotProduct(temp, temp)));
2899 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
2900 if (bestrating < rating && CL_Move(light->origin, vec3_origin, vec3_origin, r_view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
2902 bestrating = rating;
2907 R_Shadow_SelectLight(best);
2910 void R_Shadow_LoadWorldLights(void)
2912 int n, a, style, shadow, flags;
2913 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
2914 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
2915 if (r_refdef.worldmodel == NULL)
2917 Con_Print("No map loaded.\n");
2920 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
2921 strlcat (name, ".rtlights", sizeof (name));
2922 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
2932 for (;COM_Parse(t, true) && strcmp(
2933 if (COM_Parse(t, true))
2935 if (com_token[0] == '!')
2938 origin[0] = atof(com_token+1);
2941 origin[0] = atof(com_token);
2946 while (*s && *s != '\n' && *s != '\r')
2952 // check for modifier flags
2959 a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
2962 flags = LIGHTFLAG_REALTIMEMODE;
2970 coronasizescale = 0.25f;
2972 VectorClear(angles);
2975 if (a < 9 || !strcmp(cubemapname, "\"\""))
2977 // remove quotes on cubemapname
2978 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
2981 namelen = strlen(cubemapname) - 2;
2982 memmove(cubemapname, cubemapname + 1, namelen);
2983 cubemapname[namelen] = '\0';
2987 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);
2990 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
2998 Con_Printf("invalid rtlights file \"%s\"\n", name);
2999 Mem_Free(lightsstring);
3003 void R_Shadow_SaveWorldLights(void)
3006 size_t bufchars, bufmaxchars;
3008 char name[MAX_QPATH];
3009 char line[MAX_INPUTLINE];
3010 if (!r_shadow_worldlightchain)
3012 if (r_refdef.worldmodel == NULL)
3014 Con_Print("No map loaded.\n");
3017 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3018 strlcat (name, ".rtlights", sizeof (name));
3019 bufchars = bufmaxchars = 0;
3021 for (light = r_shadow_worldlightchain;light;light = light->next)
3023 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
3024 sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
3025 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
3026 sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
3028 sprintf(line, "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
3029 if (bufchars + strlen(line) > bufmaxchars)
3031 bufmaxchars = bufchars + strlen(line) + 2048;
3033 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
3037 memcpy(buf, oldbuf, bufchars);
3043 memcpy(buf + bufchars, line, strlen(line));
3044 bufchars += strlen(line);
3048 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
3053 void R_Shadow_LoadLightsFile(void)
3056 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
3057 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
3058 if (r_refdef.worldmodel == NULL)
3060 Con_Print("No map loaded.\n");
3063 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3064 strlcat (name, ".lights", sizeof (name));
3065 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
3073 while (*s && *s != '\n' && *s != '\r')
3079 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);
3083 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);
3086 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
3087 radius = bound(15, radius, 4096);
3088 VectorScale(color, (2.0f / (8388608.0f)), color);
3089 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3097 Con_Printf("invalid lights file \"%s\"\n", name);
3098 Mem_Free(lightsstring);
3102 // tyrlite/hmap2 light types in the delay field
3103 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
3105 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
3107 int entnum, style, islight, skin, pflags, effects, type, n;
3110 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
3111 char key[256], value[MAX_INPUTLINE];
3113 if (r_refdef.worldmodel == NULL)
3115 Con_Print("No map loaded.\n");
3118 // try to load a .ent file first
3119 FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
3120 strlcat (key, ".ent", sizeof (key));
3121 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
3122 // and if that is not found, fall back to the bsp file entity string
3124 data = r_refdef.worldmodel->brush.entities;
3127 for (entnum = 0;COM_ParseTokenConsole(&data) && com_token[0] == '{';entnum++)
3129 type = LIGHTTYPE_MINUSX;
3130 origin[0] = origin[1] = origin[2] = 0;
3131 originhack[0] = originhack[1] = originhack[2] = 0;
3132 angles[0] = angles[1] = angles[2] = 0;
3133 color[0] = color[1] = color[2] = 1;
3134 light[0] = light[1] = light[2] = 1;light[3] = 300;
3135 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
3145 if (!COM_ParseTokenConsole(&data))
3147 if (com_token[0] == '}')
3148 break; // end of entity
3149 if (com_token[0] == '_')
3150 strlcpy(key, com_token + 1, sizeof(key));
3152 strlcpy(key, com_token, sizeof(key));
3153 while (key[strlen(key)-1] == ' ') // remove trailing spaces
3154 key[strlen(key)-1] = 0;
3155 if (!COM_ParseTokenConsole(&data))
3157 strlcpy(value, com_token, sizeof(value));
3159 // now that we have the key pair worked out...
3160 if (!strcmp("light", key))
3162 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
3166 light[0] = vec[0] * (1.0f / 256.0f);
3167 light[1] = vec[0] * (1.0f / 256.0f);
3168 light[2] = vec[0] * (1.0f / 256.0f);
3174 light[0] = vec[0] * (1.0f / 255.0f);
3175 light[1] = vec[1] * (1.0f / 255.0f);
3176 light[2] = vec[2] * (1.0f / 255.0f);
3180 else if (!strcmp("delay", key))
3182 else if (!strcmp("origin", key))
3183 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
3184 else if (!strcmp("angle", key))
3185 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
3186 else if (!strcmp("angles", key))
3187 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
3188 else if (!strcmp("color", key))
3189 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
3190 else if (!strcmp("wait", key))
3191 fadescale = atof(value);
3192 else if (!strcmp("classname", key))
3194 if (!strncmp(value, "light", 5))
3197 if (!strcmp(value, "light_fluoro"))
3202 overridecolor[0] = 1;
3203 overridecolor[1] = 1;
3204 overridecolor[2] = 1;
3206 if (!strcmp(value, "light_fluorospark"))
3211 overridecolor[0] = 1;
3212 overridecolor[1] = 1;
3213 overridecolor[2] = 1;
3215 if (!strcmp(value, "light_globe"))
3220 overridecolor[0] = 1;
3221 overridecolor[1] = 0.8;
3222 overridecolor[2] = 0.4;
3224 if (!strcmp(value, "light_flame_large_yellow"))
3229 overridecolor[0] = 1;
3230 overridecolor[1] = 0.5;
3231 overridecolor[2] = 0.1;
3233 if (!strcmp(value, "light_flame_small_yellow"))
3238 overridecolor[0] = 1;
3239 overridecolor[1] = 0.5;
3240 overridecolor[2] = 0.1;
3242 if (!strcmp(value, "light_torch_small_white"))
3247 overridecolor[0] = 1;
3248 overridecolor[1] = 0.5;
3249 overridecolor[2] = 0.1;
3251 if (!strcmp(value, "light_torch_small_walltorch"))
3256 overridecolor[0] = 1;
3257 overridecolor[1] = 0.5;
3258 overridecolor[2] = 0.1;
3262 else if (!strcmp("style", key))
3263 style = atoi(value);
3264 else if (!strcmp("skin", key))
3265 skin = (int)atof(value);
3266 else if (!strcmp("pflags", key))
3267 pflags = (int)atof(value);
3268 else if (!strcmp("effects", key))
3269 effects = (int)atof(value);
3270 else if (r_refdef.worldmodel->type == mod_brushq3)
3272 if (!strcmp("scale", key))
3273 lightscale = atof(value);
3274 if (!strcmp("fade", key))
3275 fadescale = atof(value);
3280 if (lightscale <= 0)
3284 if (color[0] == color[1] && color[0] == color[2])
3286 color[0] *= overridecolor[0];
3287 color[1] *= overridecolor[1];
3288 color[2] *= overridecolor[2];
3290 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3291 color[0] = color[0] * light[0];
3292 color[1] = color[1] * light[1];
3293 color[2] = color[2] * light[2];
3296 case LIGHTTYPE_MINUSX:
3298 case LIGHTTYPE_RECIPX:
3300 VectorScale(color, (1.0f / 16.0f), color);
3302 case LIGHTTYPE_RECIPXX:
3304 VectorScale(color, (1.0f / 16.0f), color);
3307 case LIGHTTYPE_NONE:
3311 case LIGHTTYPE_MINUSXX:
3314 VectorAdd(origin, originhack, origin);
3316 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);
3319 Mem_Free(entfiledata);
3323 void R_Shadow_SetCursorLocationForView(void)
3326 vec3_t dest, endpos;
3328 VectorMA(r_view.origin, r_editlights_cursordistance.value, r_view.forward, dest);
3329 trace = CL_Move(r_view.origin, vec3_origin, vec3_origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
3330 if (trace.fraction < 1)
3332 dist = trace.fraction * r_editlights_cursordistance.value;
3333 push = r_editlights_cursorpushback.value;
3337 VectorMA(trace.endpos, push, r_view.forward, endpos);
3338 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
3342 VectorClear( endpos );
3344 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3345 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3346 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3349 void R_Shadow_UpdateWorldLightSelection(void)
3351 if (r_editlights.integer)
3353 R_Shadow_SetCursorLocationForView();
3354 R_Shadow_SelectLightInView();
3355 R_Shadow_DrawLightSprites();
3358 R_Shadow_SelectLight(NULL);
3361 void R_Shadow_EditLights_Clear_f(void)
3363 R_Shadow_ClearWorldLights();
3366 void R_Shadow_EditLights_Reload_f(void)
3368 if (!r_refdef.worldmodel)
3370 strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
3371 R_Shadow_ClearWorldLights();
3372 R_Shadow_LoadWorldLights();
3373 if (r_shadow_worldlightchain == NULL)
3375 R_Shadow_LoadLightsFile();
3376 if (r_shadow_worldlightchain == NULL)
3377 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3381 void R_Shadow_EditLights_Save_f(void)
3383 if (!r_refdef.worldmodel)
3385 R_Shadow_SaveWorldLights();
3388 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
3390 R_Shadow_ClearWorldLights();
3391 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3394 void R_Shadow_EditLights_ImportLightsFile_f(void)
3396 R_Shadow_ClearWorldLights();
3397 R_Shadow_LoadLightsFile();
3400 void R_Shadow_EditLights_Spawn_f(void)
3403 if (!r_editlights.integer)
3405 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3408 if (Cmd_Argc() != 1)
3410 Con_Print("r_editlights_spawn does not take parameters\n");
3413 color[0] = color[1] = color[2] = 1;
3414 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3417 void R_Shadow_EditLights_Edit_f(void)
3419 vec3_t origin, angles, color;
3420 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
3421 int style, shadows, flags, normalmode, realtimemode;
3422 char cubemapname[MAX_INPUTLINE];
3423 if (!r_editlights.integer)
3425 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3428 if (!r_shadow_selectedlight)
3430 Con_Print("No selected light.\n");
3433 VectorCopy(r_shadow_selectedlight->origin, origin);
3434 VectorCopy(r_shadow_selectedlight->angles, angles);
3435 VectorCopy(r_shadow_selectedlight->color, color);
3436 radius = r_shadow_selectedlight->radius;
3437 style = r_shadow_selectedlight->style;
3438 if (r_shadow_selectedlight->cubemapname)
3439 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
3442 shadows = r_shadow_selectedlight->shadow;
3443 corona = r_shadow_selectedlight->corona;
3444 coronasizescale = r_shadow_selectedlight->coronasizescale;
3445 ambientscale = r_shadow_selectedlight->ambientscale;
3446 diffusescale = r_shadow_selectedlight->diffusescale;
3447 specularscale = r_shadow_selectedlight->specularscale;
3448 flags = r_shadow_selectedlight->flags;
3449 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
3450 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
3451 if (!strcmp(Cmd_Argv(1), "origin"))
3453 if (Cmd_Argc() != 5)
3455 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3458 origin[0] = atof(Cmd_Argv(2));
3459 origin[1] = atof(Cmd_Argv(3));
3460 origin[2] = atof(Cmd_Argv(4));
3462 else if (!strcmp(Cmd_Argv(1), "originx"))
3464 if (Cmd_Argc() != 3)
3466 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3469 origin[0] = atof(Cmd_Argv(2));
3471 else if (!strcmp(Cmd_Argv(1), "originy"))
3473 if (Cmd_Argc() != 3)
3475 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3478 origin[1] = atof(Cmd_Argv(2));
3480 else if (!strcmp(Cmd_Argv(1), "originz"))
3482 if (Cmd_Argc() != 3)
3484 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3487 origin[2] = atof(Cmd_Argv(2));
3489 else if (!strcmp(Cmd_Argv(1), "move"))
3491 if (Cmd_Argc() != 5)
3493 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3496 origin[0] += atof(Cmd_Argv(2));
3497 origin[1] += atof(Cmd_Argv(3));
3498 origin[2] += atof(Cmd_Argv(4));
3500 else if (!strcmp(Cmd_Argv(1), "movex"))
3502 if (Cmd_Argc() != 3)
3504 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3507 origin[0] += atof(Cmd_Argv(2));
3509 else if (!strcmp(Cmd_Argv(1), "movey"))
3511 if (Cmd_Argc() != 3)
3513 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3516 origin[1] += atof(Cmd_Argv(2));
3518 else if (!strcmp(Cmd_Argv(1), "movez"))
3520 if (Cmd_Argc() != 3)
3522 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3525 origin[2] += atof(Cmd_Argv(2));
3527 else if (!strcmp(Cmd_Argv(1), "angles"))
3529 if (Cmd_Argc() != 5)
3531 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3534 angles[0] = atof(Cmd_Argv(2));
3535 angles[1] = atof(Cmd_Argv(3));
3536 angles[2] = atof(Cmd_Argv(4));
3538 else if (!strcmp(Cmd_Argv(1), "anglesx"))
3540 if (Cmd_Argc() != 3)
3542 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3545 angles[0] = atof(Cmd_Argv(2));
3547 else if (!strcmp(Cmd_Argv(1), "anglesy"))
3549 if (Cmd_Argc() != 3)
3551 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3554 angles[1] = atof(Cmd_Argv(2));
3556 else if (!strcmp(Cmd_Argv(1), "anglesz"))
3558 if (Cmd_Argc() != 3)
3560 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3563 angles[2] = atof(Cmd_Argv(2));
3565 else if (!strcmp(Cmd_Argv(1), "color"))
3567 if (Cmd_Argc() != 5)
3569 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
3572 color[0] = atof(Cmd_Argv(2));
3573 color[1] = atof(Cmd_Argv(3));
3574 color[2] = atof(Cmd_Argv(4));
3576 else if (!strcmp(Cmd_Argv(1), "radius"))
3578 if (Cmd_Argc() != 3)
3580 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3583 radius = atof(Cmd_Argv(2));
3585 else if (!strcmp(Cmd_Argv(1), "colorscale"))
3587 if (Cmd_Argc() == 3)
3589 double scale = atof(Cmd_Argv(2));
3596 if (Cmd_Argc() != 5)
3598 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
3601 color[0] *= atof(Cmd_Argv(2));
3602 color[1] *= atof(Cmd_Argv(3));
3603 color[2] *= atof(Cmd_Argv(4));
3606 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
3608 if (Cmd_Argc() != 3)
3610 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3613 radius *= atof(Cmd_Argv(2));
3615 else if (!strcmp(Cmd_Argv(1), "style"))
3617 if (Cmd_Argc() != 3)
3619 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3622 style = atoi(Cmd_Argv(2));
3624 else if (!strcmp(Cmd_Argv(1), "cubemap"))
3628 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3631 if (Cmd_Argc() == 3)
3632 strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
3636 else if (!strcmp(Cmd_Argv(1), "shadows"))
3638 if (Cmd_Argc() != 3)
3640 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3643 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3645 else if (!strcmp(Cmd_Argv(1), "corona"))
3647 if (Cmd_Argc() != 3)
3649 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3652 corona = atof(Cmd_Argv(2));
3654 else if (!strcmp(Cmd_Argv(1), "coronasize"))
3656 if (Cmd_Argc() != 3)
3658 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3661 coronasizescale = atof(Cmd_Argv(2));
3663 else if (!strcmp(Cmd_Argv(1), "ambient"))
3665 if (Cmd_Argc() != 3)
3667 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3670 ambientscale = atof(Cmd_Argv(2));
3672 else if (!strcmp(Cmd_Argv(1), "diffuse"))
3674 if (Cmd_Argc() != 3)
3676 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3679 diffusescale = atof(Cmd_Argv(2));
3681 else if (!strcmp(Cmd_Argv(1), "specular"))
3683 if (Cmd_Argc() != 3)
3685 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3688 specularscale = atof(Cmd_Argv(2));
3690 else if (!strcmp(Cmd_Argv(1), "normalmode"))
3692 if (Cmd_Argc() != 3)
3694 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3697 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3699 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
3701 if (Cmd_Argc() != 3)
3703 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3706 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3710 Con_Print("usage: r_editlights_edit [property] [value]\n");
3711 Con_Print("Selected light's properties:\n");
3712 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
3713 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
3714 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
3715 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
3716 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
3717 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
3718 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
3719 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
3720 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
3721 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
3722 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
3723 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
3724 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
3725 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
3728 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
3729 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3732 void R_Shadow_EditLights_EditAll_f(void)
3736 if (!r_editlights.integer)
3738 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
3742 for (light = r_shadow_worldlightchain;light;light = light->next)
3744 R_Shadow_SelectLight(light);
3745 R_Shadow_EditLights_Edit_f();
3749 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
3751 int lightnumber, lightcount;
3755 if (!r_editlights.integer)
3761 for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
3762 if (light == r_shadow_selectedlight)
3763 lightnumber = lightcount;
3764 sprintf(temp, "Cursor %f %f %f Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3765 if (r_shadow_selectedlight == NULL)
3767 sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3768 sprintf(temp, "Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3769 sprintf(temp, "Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3770 sprintf(temp, "Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3771 sprintf(temp, "Radius : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3772 sprintf(temp, "Corona : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3773 sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3774 sprintf(temp, "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3775 sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3776 sprintf(temp, "CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3777 sprintf(temp, "Ambient : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3778 sprintf(temp, "Diffuse : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3779 sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3780 sprintf(temp, "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3781 sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3784 void R_Shadow_EditLights_ToggleShadow_f(void)
3786 if (!r_editlights.integer)
3788 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3791 if (!r_shadow_selectedlight)
3793 Con_Print("No selected light.\n");
3796 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);
3799 void R_Shadow_EditLights_ToggleCorona_f(void)
3801 if (!r_editlights.integer)
3803 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3806 if (!r_shadow_selectedlight)
3808 Con_Print("No selected light.\n");
3811 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);
3814 void R_Shadow_EditLights_Remove_f(void)
3816 if (!r_editlights.integer)
3818 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
3821 if (!r_shadow_selectedlight)
3823 Con_Print("No selected light.\n");
3826 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
3827 r_shadow_selectedlight = NULL;
3830 void R_Shadow_EditLights_Help_f(void)
3833 "Documentation on r_editlights system:\n"
3835 "r_editlights : enable/disable editing mode\n"
3836 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
3837 "r_editlights_cursorpushback : push back cursor this far from surface\n"
3838 "r_editlights_cursorpushoff : push cursor off surface this far\n"
3839 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
3840 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
3842 "r_editlights_help : this help\n"
3843 "r_editlights_clear : remove all lights\n"
3844 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
3845 "r_editlights_save : save to .rtlights file\n"
3846 "r_editlights_spawn : create a light with default settings\n"
3847 "r_editlights_edit command : edit selected light - more documentation below\n"
3848 "r_editlights_remove : remove selected light\n"
3849 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
3850 "r_editlights_importlightentitiesfrommap : reload light entities\n"
3851 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
3853 "origin x y z : set light location\n"
3854 "originx x: set x component of light location\n"
3855 "originy y: set y component of light location\n"
3856 "originz z: set z component of light location\n"
3857 "move x y z : adjust light location\n"
3858 "movex x: adjust x component of light location\n"
3859 "movey y: adjust y component of light location\n"
3860 "movez z: adjust z component of light location\n"
3861 "angles x y z : set light angles\n"
3862 "anglesx x: set x component of light angles\n"
3863 "anglesy y: set y component of light angles\n"
3864 "anglesz z: set z component of light angles\n"
3865 "color r g b : set color of light (can be brighter than 1 1 1)\n"
3866 "radius radius : set radius (size) of light\n"
3867 "colorscale grey : multiply color of light (1 does nothing)\n"
3868 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
3869 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
3870 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
3871 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
3872 "cubemap basename : set filter cubemap of light (not yet supported)\n"
3873 "shadows 1/0 : turn on/off shadows\n"
3874 "corona n : set corona intensity\n"
3875 "coronasize n : set corona size (0-1)\n"
3876 "ambient n : set ambient intensity (0-1)\n"
3877 "diffuse n : set diffuse intensity (0-1)\n"
3878 "specular n : set specular intensity (0-1)\n"
3879 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
3880 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
3881 "<nothing> : print light properties to console\n"
3885 void R_Shadow_EditLights_CopyInfo_f(void)
3887 if (!r_editlights.integer)
3889 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
3892 if (!r_shadow_selectedlight)
3894 Con_Print("No selected light.\n");
3897 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
3898 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
3899 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
3900 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
3901 if (r_shadow_selectedlight->cubemapname)
3902 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
3904 r_shadow_bufferlight.cubemapname[0] = 0;
3905 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
3906 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
3907 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
3908 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
3909 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
3910 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
3911 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
3914 void R_Shadow_EditLights_PasteInfo_f(void)
3916 if (!r_editlights.integer)
3918 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
3921 if (!r_shadow_selectedlight)
3923 Con_Print("No selected light.\n");
3926 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);
3929 void R_Shadow_EditLights_Init(void)
3931 Cvar_RegisterVariable(&r_editlights);
3932 Cvar_RegisterVariable(&r_editlights_cursordistance);
3933 Cvar_RegisterVariable(&r_editlights_cursorpushback);
3934 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
3935 Cvar_RegisterVariable(&r_editlights_cursorgrid);
3936 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
3937 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
3938 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
3939 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)");
3940 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
3941 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
3942 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
3943 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)");
3944 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
3945 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
3946 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
3947 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
3948 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
3949 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
3950 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)");