+/*
+Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
+An extrusion of the lit faces, beginning at the original geometry and ending
+further from the light source than the original geometry (presumably at least
+as far as the light's radius, if the light has a radius at all), capped at
+both front and back to avoid any problems (extrusion from dark faces also
+works but has a different set of problems)
+
+This is rendered using Carmack's Reverse technique, in which backfaces behind
+zbuffer (zfail) increment the stencil, and frontfaces behind zbuffer (zfail)
+decrement the stencil, the result is a stencil value of zero where shadows
+did not intersect the visible geometry, suitable as a stencil mask for
+rendering lighting everywhere but shadow.
+
+In our case we use a biased stencil clear of 128 to avoid requiring the
+stencil wrap extension (but probably should support it).
+
+
+
+Terminology: Stencil Light Volume (sometimes called Light Volumes)
+Similar to a Stencil Shadow Volume, but inverted; rather than containing the
+areas in shadow it contanis the areas in light, this can only be built
+quickly for certain limited cases (such as portal visibility from a point),
+but is quite useful for some effects (sunlight coming from sky polygons is
+one possible example, translucent occluders is another example).
+
+
+
+Terminology: Optimized Stencil Shadow Volume
+A Stencil Shadow Volume that has been processed sufficiently to ensure it has
+no duplicate coverage of areas (no need to shadow an area twice), often this
+greatly improves performance but is an operation too costly to use on moving
+lights (however completely optimal Stencil Light Volumes can be constructed
+in some ideal cases).
+
+
+
+Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
+Per pixel evaluation of lighting equations, at a bare minimum this involves
+DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
+vector and surface normal, using a texture of the surface bumps, called a
+NormalMap) if supported by hardware; in our case there is support for cards
+which are incapable of DOT3, the quality is quite poor however. Additionally
+it is desirable to have specular evaluation per pixel, per vertex
+normalization of specular halfangle vectors causes noticable distortion but
+is unavoidable on hardware without GL_ARB_fragment_program.
+
+
+
+Terminology: Normalization CubeMap
+A cubemap containing normalized dot3-encoded (vectors of length 1 or less
+encoded as RGB colors) for any possible direction, this technique allows per
+pixel calculation of incidence vector for per pixel lighting purposes, which
+would not otherwise be possible per pixel without GL_ARB_fragment_program.
+
+
+
+Terminology: 2D Attenuation Texturing
+A very crude approximation of light attenuation with distance which results
+in cylindrical light shapes which fade vertically as a streak (some games
+such as Doom3 allow this to be rotated to be less noticable in specific
+cases), the technique is simply modulating lighting by two 2D textures (which
+can be the same) on different axes of projection (XY and Z, typically), this
+is the best technique available without 3D Attenuation Texturing or
+GL_ARB_fragment_program technology.
+
+
+
+Terminology: 3D Attenuation Texturing
+A slightly crude approximation of light attenuation with distance, its flaws
+are limited radius and resolution (performance tradeoffs).
+
+
+
+Terminology: 3D Attenuation-Normalization Texturing
+A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
+vectors shorter the lighting becomes darker, a very effective optimization of
+diffuse lighting if 3D Attenuation Textures are already used.
+
+
+
+Terminology: Light Cubemap Filtering
+A technique for modeling non-uniform light distribution according to
+direction, for example projecting a stained glass window image onto a wall,
+this is done by texturing the lighting with a cubemap.
+
+
+
+Terminology: Light Projection Filtering
+A technique for modeling shadowing of light passing through translucent
+surfaces, allowing stained glass windows and other effects to be done more
+elegantly than possible with Light Cubemap Filtering by applying an occluder
+texture to the lighting combined with a stencil light volume to limit the lit
+area (this allows evaluating multiple translucent occluders in a scene).
+
+
+
+Terminology: Doom3 Lighting
+A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
+CubeMap, 2D Attenuation Texturing, and Light Filtering, as demonstrated by
+the (currently upcoming) game Doom3.
+*/
+
#include "quakedef.h"
+#include "r_shadow.h"
+#include "cl_collision.h"
+#include "portals.h"
+
+extern void R_Shadow_EditLights_Init(void);
+
+#define SHADOWSTAGE_NONE 0
+#define SHADOWSTAGE_STENCIL 1
+#define SHADOWSTAGE_LIGHT 2
+#define SHADOWSTAGE_ERASESTENCIL 3
+
+int r_shadowstage = SHADOWSTAGE_NONE;
+int r_shadow_reloadlights = false;
mempool_t *r_shadow_mempool;
int *shadowelements;
int maxtrianglefacinglight;
qbyte *trianglefacinglight;
+int *trianglefacinglightlist;
+
+int maxvertexupdate;
+int *vertexupdate;
+int *vertexremap;
+int vertexupdatenum;
+
+rtexturepool_t *r_shadow_texturepool;
+rtexture_t *r_shadow_normalcubetexture;
+rtexture_t *r_shadow_attenuation2dtexture;
+rtexture_t *r_shadow_attenuation3dtexture;
+rtexture_t *r_shadow_blankbumptexture;
+rtexture_t *r_shadow_blankglosstexture;
+rtexture_t *r_shadow_blankwhitetexture;
+
+cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"};
+cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"};
+cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"};
+cvar_t r_shadow_realtime_world = {0, "r_shadow_realtime_world", "0"};
+cvar_t r_shadow_realtime_dlight = {0, "r_shadow_realtime_dlight", "0"};
+cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
+cvar_t r_shadow_gloss = {0, "r_shadow_gloss", "1"};
+cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"};
+cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"};
+cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
+cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
+cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
+cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
+cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "0"};
+cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
+cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "10000"};
+cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
+cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
+
+int c_rt_lights, c_rt_clears, c_rt_scissored;
+int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris;
+int c_rtcached_shadowmeshes, c_rtcached_shadowtris;
+
+void R_Shadow_ClearWorldLights(void);
+void R_Shadow_SaveWorldLights(void);
+void R_Shadow_LoadWorldLights(void);
+void R_Shadow_LoadLightsFile(void);
+void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
void r_shadow_start(void)
{
r_shadow_mempool = Mem_AllocPool("R_Shadow");
maxshadowelements = 0;
shadowelements = NULL;
+ maxvertexupdate = 0;
+ vertexupdate = NULL;
+ vertexremap = NULL;
+ vertexupdatenum = 0;
maxtrianglefacinglight = 0;
trianglefacinglight = NULL;
+ trianglefacinglightlist = NULL;
+ r_shadow_normalcubetexture = NULL;
+ r_shadow_attenuation2dtexture = NULL;
+ r_shadow_attenuation3dtexture = NULL;
+ r_shadow_blankbumptexture = NULL;
+ r_shadow_blankglosstexture = NULL;
+ r_shadow_blankwhitetexture = NULL;
+ r_shadow_texturepool = NULL;
+ R_Shadow_ClearWorldLights();
+ r_shadow_reloadlights = true;
}
void r_shadow_shutdown(void)
{
+ R_Shadow_ClearWorldLights();
+ r_shadow_reloadlights = true;
+ r_shadow_normalcubetexture = NULL;
+ r_shadow_attenuation2dtexture = NULL;
+ r_shadow_attenuation3dtexture = NULL;
+ r_shadow_blankbumptexture = NULL;
+ r_shadow_blankglosstexture = NULL;
+ r_shadow_blankwhitetexture = NULL;
+ R_FreeTexturePool(&r_shadow_texturepool);
maxshadowelements = 0;
shadowelements = NULL;
+ maxvertexupdate = 0;
+ vertexupdate = NULL;
+ vertexremap = NULL;
+ vertexupdatenum = 0;
maxtrianglefacinglight = 0;
trianglefacinglight = NULL;
+ trianglefacinglightlist = NULL;
Mem_FreePool(&r_shadow_mempool);
}
void r_shadow_newmap(void)
{
+ R_Shadow_ClearWorldLights();
+ r_shadow_reloadlights = true;
}
void R_Shadow_Init(void)
{
+ Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
+ Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
+ Cvar_RegisterVariable(&r_shadow_lightintensityscale);
+ Cvar_RegisterVariable(&r_shadow_realtime_world);
+ Cvar_RegisterVariable(&r_shadow_realtime_dlight);
+ Cvar_RegisterVariable(&r_shadow_visiblevolumes);
+ Cvar_RegisterVariable(&r_shadow_gloss);
+ Cvar_RegisterVariable(&r_shadow_glossintensity);
+ Cvar_RegisterVariable(&r_shadow_gloss2intensity);
+ Cvar_RegisterVariable(&r_shadow_debuglight);
+ Cvar_RegisterVariable(&r_shadow_scissor);
+ Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
+ Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
+ Cvar_RegisterVariable(&r_shadow_polygonoffset);
+ Cvar_RegisterVariable(&r_shadow_portallight);
+ Cvar_RegisterVariable(&r_shadow_projectdistance);
+ Cvar_RegisterVariable(&r_shadow_texture3d);
+ Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
+ R_Shadow_EditLights_Init();
R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
}
-void R_Shadow_Volume(int numverts, int numtris, int *elements, int *neighbors, vec3_t relativelightorigin, float projectdistance, int visiblevolume)
-{
- int i, *e, *n, *out, tris;
- float *v0, *v1, *v2, dir0[3], dir1[3], temp[3], f;
-// terminology:
-//
-// frontface:
-// a triangle facing the light source
-//
-// backface:
-// a triangle not facing the light source
-//
-// shadow volume:
-// an extrusion of the backfaces, beginning at the original geometry and
-// ending further from the light source than the original geometry
-// (presumably at least as far as the light's radius, if the light has a
-// radius at all), capped at both front and back to avoid any problems
-//
-// description:
-// draws the shadow volumes of the model.
-// requirements:
-// vertex loations must already be in varray_vertex before use.
-// varray_vertex must have capacity for numverts * 2.
-
+void R_Shadow_ResizeTriangleFacingLight(int numtris)
+{
// make sure trianglefacinglight is big enough for this volume
+ // ameks ru ertaignelaficgnilhg tsib gie ongu hof rhtsiv lomu e
+ // m4k3 5ur3 7r14ng13f4c1n5115h7 15 b15 3n0u5h f0r 7h15 v01um3
if (maxtrianglefacinglight < numtris)
{
maxtrianglefacinglight = numtris;
if (trianglefacinglight)
Mem_Free(trianglefacinglight);
+ if (trianglefacinglightlist)
+ Mem_Free(trianglefacinglightlist);
trianglefacinglight = Mem_Alloc(r_shadow_mempool, maxtrianglefacinglight);
+ trianglefacinglightlist = Mem_Alloc(r_shadow_mempool, sizeof(int) * maxtrianglefacinglight);
}
+}
+int *R_Shadow_ResizeShadowElements(int numtris)
+{
// make sure shadowelements is big enough for this volume
if (maxshadowelements < numtris * 24)
{
Mem_Free(shadowelements);
shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
}
+ return shadowelements;
+}
+
+/*
+// readable version of some code found below
+//if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
+int PointInfrontOfTriangle(const float *p, const float *a, const float *b, const float *c)
+{
+ float dir0[3], dir1[3], normal[3];
+
+ // calculate two mostly perpendicular edge directions
+ VectorSubtract(a, b, dir0);
+ VectorSubtract(c, b, dir1);
+
+ // we have two edge directions, we can calculate a third vector from
+ // them, which is the direction of the surface normal (it's magnitude
+ // is not 1 however)
+ CrossProduct(dir0, dir1, normal);
+
+ // compare distance of light along normal, with distance of any point
+ // of the triangle along the same normal (the triangle is planar,
+ // I.E. flat, so all points give the same answer)
+ return DotProduct(p, normal) > DotProduct(a, normal);
+}
+int checkcastshadowfromedge(int t, int i)
+{
+ int *te;
+ float *v[3];
+ if (t >= trianglerange_start && t < trianglerange_end)
+ {
+ if (t < i && !trianglefacinglight[t])
+ return true;
+ else
+ return false;
+ }
+ else
+ {
+ if (t < 0)
+ return true;
+ else
+ {
+ te = inelement3i + t * 3;
+ v[0] = invertex3f + te[0] * 3;
+ v[1] = invertex3f + te[1] * 3;
+ v[2] = invertex3f + te[2] * 3;
+ if (!PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
+ return true;
+ else
+ return false;
+ }
+ }
+}
+*/
+
+int R_Shadow_ConstructShadowVolume(int innumvertices, int trianglerange_start, int trianglerange_end, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *relativelightorigin, float projectdistance)
+{
+ int i, j, tris = 0, numfacing = 0, vr[3], t, outvertices = 0;
+ const float *v[3];
+ const int *e, *n, *te;
+ float f, temp[3];
+
+ // make sure trianglefacinglight is big enough for this volume
+ if (maxtrianglefacinglight < trianglerange_end)
+ R_Shadow_ResizeTriangleFacingLight(trianglerange_end);
+
+ if (maxvertexupdate < innumvertices)
+ {
+ maxvertexupdate = innumvertices;
+ if (vertexupdate)
+ Mem_Free(vertexupdate);
+ if (vertexremap)
+ Mem_Free(vertexremap);
+ vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
+ vertexremap = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
+ }
+ vertexupdatenum++;
- // make projected vertices
- // by clever use of elements we'll construct the whole shadow from
- // the unprojected vertices and these projected vertices
- for (i = 0, v0 = varray_vertex, v1 = varray_vertex + numverts * 4;i < numverts;i++, v0 += 4, v1 += 4)
- {
- VectorSubtract(v0, relativelightorigin, temp);
- f = projectdistance / sqrt(DotProduct(temp,temp));
- VectorMA(v0, f, temp, v1);
- }
-
- // check which triangles are facing the light
- for (i = 0, e = elements;i < numtris;i++, e += 3)
- {
- // calculate surface plane
- v0 = varray_vertex + e[0] * 4;
- v1 = varray_vertex + e[1] * 4;
- v2 = varray_vertex + e[2] * 4;
- VectorSubtract(v0, v1, dir0);
- VectorSubtract(v2, v1, dir1);
- CrossProduct(dir0, dir1, temp);
- // we do not need to normalize the surface normal because both sides
- // of the comparison use it, therefore they are both multiplied the
- // same amount...
- trianglefacinglight[i] = DotProduct(relativelightorigin, temp) >= DotProduct(v0, temp);
- }
-
- // output triangle elements
- out = shadowelements;
- tris = 0;
-
- // check each backface for bordering frontfaces,
- // and cast shadow polygons from those edges,
- // also create front and back caps for shadow volume
- for (i = 0, e = elements, n = neighbors;i < numtris;i++, e += 3, n += 3)
- {
- if (!trianglefacinglight[i])
- {
- // triangle is backface and therefore casts shadow,
- // output front and back caps for shadow volume
- // front cap (with flipped winding order)
- out[0] = e[0];
- out[1] = e[2];
- out[2] = e[1];
- // rear cap
- out[3] = e[0] + numverts;
- out[4] = e[1] + numverts;
- out[5] = e[2] + numverts;
- out += 6;
- tris += 2;
- // check the edges
- if (n[0] < 0 || trianglefacinglight[n[0]])
- {
- out[0] = e[0];
- out[1] = e[1];
- out[2] = e[1] + numverts;
- out[3] = e[0];
- out[4] = e[1] + numverts;
- out[5] = e[0] + numverts;
- out += 6;
+ if (r_shadow_singlepassvolumegeneration.integer)
+ {
+ // one pass approach (identify lit/dark faces and generate sides while doing so)
+ for (i = trianglerange_start, e = inelement3i + i * 3, n = inneighbor3i + i * 3;i < trianglerange_end;i++, e += 3, n += 3)
+ {
+ // calculate triangle facing flag
+ v[0] = invertex3f + e[0] * 3;
+ v[1] = invertex3f + e[1] * 3;
+ v[2] = invertex3f + e[2] * 3;
+ if((trianglefacinglight[i] = PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))
+ {
+ // make sure the vertices are created
+ for (j = 0;j < 3;j++)
+ {
+ if (vertexupdate[e[j]] != vertexupdatenum)
+ {
+ vertexupdate[e[j]] = vertexupdatenum;
+ vertexremap[e[j]] = outvertices;
+ VectorCopy(v[j], outvertex3f);
+ VectorSubtract(v[j], relativelightorigin, temp);
+ f = projectdistance / VectorLength(temp);
+ VectorMA(relativelightorigin, f, temp, (outvertex3f + 3));
+ outvertex3f += 6;
+ outvertices += 2;
+ }
+ }
+ // output the front and back triangles
+ vr[0] = vertexremap[e[0]];
+ vr[1] = vertexremap[e[1]];
+ vr[2] = vertexremap[e[2]];
+ outelement3i[0] = vr[0];
+ outelement3i[1] = vr[1];
+ outelement3i[2] = vr[2];
+ outelement3i[3] = vr[2] + 1;
+ outelement3i[4] = vr[1] + 1;
+ outelement3i[5] = vr[0] + 1;
+ outelement3i += 6;
+ tris += 2;
+ // output the sides (facing outward from this triangle)
+ t = n[0];
+ if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
+ {
+ outelement3i[0] = vr[1];
+ outelement3i[1] = vr[0];
+ outelement3i[2] = vr[0] + 1;
+ outelement3i[3] = vr[1];
+ outelement3i[4] = vr[0] + 1;
+ outelement3i[5] = vr[1] + 1;
+ outelement3i += 6;
+ tris += 2;
+ }
+ t = n[1];
+ if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
+ {
+ outelement3i[0] = vr[2];
+ outelement3i[1] = vr[1];
+ outelement3i[2] = vr[1] + 1;
+ outelement3i[3] = vr[2];
+ outelement3i[4] = vr[1] + 1;
+ outelement3i[5] = vr[2] + 1;
+ outelement3i += 6;
+ tris += 2;
+ }
+ t = n[2];
+ if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
+ {
+ outelement3i[0] = vr[0];
+ outelement3i[1] = vr[2];
+ outelement3i[2] = vr[2] + 1;
+ outelement3i[3] = vr[0];
+ outelement3i[4] = vr[2] + 1;
+ outelement3i[5] = vr[0] + 1;
+ outelement3i += 6;
+ tris += 2;
+ }
+ }
+ else
+ {
+ // this triangle is not facing the light
+ // output the sides (facing inward to this triangle)
+ t = n[0];
+ if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t])
+ {
+ vr[0] = vertexremap[e[0]];
+ vr[1] = vertexremap[e[1]];
+ outelement3i[0] = vr[1];
+ outelement3i[1] = vr[0] + 1;
+ outelement3i[2] = vr[0];
+ outelement3i[3] = vr[1];
+ outelement3i[4] = vr[1] + 1;
+ outelement3i[5] = vr[0] + 1;
+ outelement3i += 6;
+ tris += 2;
+ }
+ t = n[1];
+ if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t])
+ {
+ vr[1] = vertexremap[e[1]];
+ vr[2] = vertexremap[e[2]];
+ outelement3i[0] = vr[2];
+ outelement3i[1] = vr[1] + 1;
+ outelement3i[2] = vr[1];
+ outelement3i[3] = vr[2];
+ outelement3i[4] = vr[2] + 1;
+ outelement3i[5] = vr[1] + 1;
+ outelement3i += 6;
+ tris += 2;
+ }
+ t = n[2];
+ if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t])
+ {
+ vr[0] = vertexremap[e[0]];
+ vr[2] = vertexremap[e[2]];
+ outelement3i[0] = vr[0];
+ outelement3i[1] = vr[2] + 1;
+ outelement3i[2] = vr[2];
+ outelement3i[3] = vr[0];
+ outelement3i[4] = vr[0] + 1;
+ outelement3i[5] = vr[2] + 1;
+ outelement3i += 6;
+ tris += 2;
+ }
+ }
+ }
+ }
+ else
+ {
+ // two pass approach (identify lit/dark faces and then generate sides)
+ for (i = trianglerange_start, e = inelement3i + i * 3, numfacing = 0;i < trianglerange_end;i++, e += 3)
+ {
+ // calculate triangle facing flag
+ v[0] = invertex3f + e[0] * 3;
+ v[1] = invertex3f + e[1] * 3;
+ v[2] = invertex3f + e[2] * 3;
+ if((trianglefacinglight[i] = PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))
+ {
+ trianglefacinglightlist[numfacing++] = i;
+ // make sure the vertices are created
+ for (j = 0;j < 3;j++)
+ {
+ if (vertexupdate[e[j]] != vertexupdatenum)
+ {
+ vertexupdate[e[j]] = vertexupdatenum;
+ vertexremap[e[j]] = outvertices;
+ VectorSubtract(v[j], relativelightorigin, temp);
+ f = projectdistance / VectorLength(temp);
+ VectorCopy(v[j], outvertex3f);
+ VectorMA(relativelightorigin, f, temp, (outvertex3f + 3));
+ outvertex3f += 6;
+ outvertices += 2;
+ }
+ }
+ // output the front and back triangles
+ outelement3i[0] = vertexremap[e[0]];
+ outelement3i[1] = vertexremap[e[1]];
+ outelement3i[2] = vertexremap[e[2]];
+ outelement3i[3] = vertexremap[e[2]] + 1;
+ outelement3i[4] = vertexremap[e[1]] + 1;
+ outelement3i[5] = vertexremap[e[0]] + 1;
+ outelement3i += 6;
+ tris += 2;
+ }
+ }
+ for (i = 0;i < numfacing;i++)
+ {
+ t = trianglefacinglightlist[i];
+ e = inelement3i + t * 3;
+ n = inneighbor3i + t * 3;
+ // output the sides (facing outward from this triangle)
+ t = n[0];
+ if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
+ {
+ vr[0] = vertexremap[e[0]];
+ vr[1] = vertexremap[e[1]];
+ outelement3i[0] = vr[1];
+ outelement3i[1] = vr[0];
+ outelement3i[2] = vr[0] + 1;
+ outelement3i[3] = vr[1];
+ outelement3i[4] = vr[0] + 1;
+ outelement3i[5] = vr[1] + 1;
+ outelement3i += 6;
tris += 2;
}
- if (n[1] < 0 || trianglefacinglight[n[1]])
+ t = n[1];
+ if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
{
- out[0] = e[1];
- out[1] = e[2];
- out[2] = e[2] + numverts;
- out[3] = e[1];
- out[4] = e[2] + numverts;
- out[5] = e[1] + numverts;
- out += 6;
+ vr[1] = vertexremap[e[1]];
+ vr[2] = vertexremap[e[2]];
+ outelement3i[0] = vr[2];
+ outelement3i[1] = vr[1];
+ outelement3i[2] = vr[1] + 1;
+ outelement3i[3] = vr[2];
+ outelement3i[4] = vr[1] + 1;
+ outelement3i[5] = vr[2] + 1;
+ outelement3i += 6;
tris += 2;
}
- if (n[2] < 0 || trianglefacinglight[n[2]])
+ t = n[2];
+ if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
{
- out[0] = e[2];
- out[1] = e[0];
- out[2] = e[0] + numverts;
- out[3] = e[2];
- out[4] = e[0] + numverts;
- out[5] = e[2] + numverts;
- out += 6;
+ vr[0] = vertexremap[e[0]];
+ vr[2] = vertexremap[e[2]];
+ outelement3i[0] = vr[0];
+ outelement3i[1] = vr[2];
+ outelement3i[2] = vr[2] + 1;
+ outelement3i[3] = vr[0];
+ outelement3i[4] = vr[2] + 1;
+ outelement3i[5] = vr[0] + 1;
+ outelement3i += 6;
tris += 2;
}
}
}
- // draw the volume
- if (visiblevolume)
+ if (outnumvertices)
+ *outnumvertices = outvertices;
+ return tris;
+}
+
+float varray_vertex3f2[65536*3];
+
+void R_Shadow_Volume(int numverts, int numtris, const float *invertex3f, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance)
+{
+ int tris, outverts;
+ if (projectdistance < 0.1)
{
- qglDisable(GL_CULL_FACE);
- R_Mesh_Draw(numverts * 2, tris, shadowelements);
- qglEnable(GL_CULL_FACE);
+ Con_Printf("R_Shadow_Volume: projectdistance %f\n");
+ return;
}
- else
+ if (!numverts)
+ return;
+
+ // make sure shadowelements is big enough for this volume
+ if (maxshadowelements < numtris * 24)
+ R_Shadow_ResizeShadowElements(numtris);
+
+ // check which triangles are facing the light, and then output
+ // triangle elements and vertices... by clever use of elements we
+ // can construct the whole shadow from the unprojected vertices and
+ // the projected vertices
+ if ((tris = R_Shadow_ConstructShadowVolume(numverts, 0, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, relativelightorigin, r_shadow_projectdistance.value/*projectdistance*/)))
+ {
+ GL_VertexPointer(varray_vertex3f2);
+ if (r_shadowstage == SHADOWSTAGE_STENCIL)
+ {
+ // increment stencil if backface is behind depthbuffer
+ qglCullFace(GL_BACK); // quake is backwards, this culls front faces
+ qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
+ R_Mesh_Draw(outverts, tris, shadowelements);
+ c_rt_shadowmeshes++;
+ c_rt_shadowtris += numtris;
+ // decrement stencil if frontface is behind depthbuffer
+ qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
+ qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
+ }
+ R_Mesh_Draw(outverts, tris, shadowelements);
+ c_rt_shadowmeshes++;
+ c_rt_shadowtris += numtris;
+ }
+}
+
+void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh)
+{
+ shadowmesh_t *mesh;
+ if (r_shadowstage == SHADOWSTAGE_STENCIL)
{
- qglColorMask(0,0,0,0);
- qglEnable(GL_STENCIL_TEST);
// increment stencil if backface is behind depthbuffer
qglCullFace(GL_BACK); // quake is backwards, this culls front faces
qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
- R_Mesh_Draw(numverts * 2, tris, shadowelements);
- // decrement stencil if frontface is infront of depthbuffer
+ for (mesh = firstmesh;mesh;mesh = mesh->next)
+ {
+ GL_VertexPointer(mesh->vertex3f);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
+ c_rtcached_shadowmeshes++;
+ c_rtcached_shadowtris += mesh->numtriangles;
+ }
+ // decrement stencil if frontface is behind depthbuffer
qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
- R_Mesh_Draw(numverts * 2, tris, shadowelements);
- // restore to normal quake rendering
- qglDisable(GL_STENCIL_TEST);
- qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
- qglColorMask(1,1,1,1);
+ }
+ for (mesh = firstmesh;mesh;mesh = mesh->next)
+ {
+ GL_VertexPointer(mesh->vertex3f);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
+ c_rtcached_shadowmeshes++;
+ c_rtcached_shadowtris += mesh->numtriangles;
}
}
-void R_Shadow_VertexLight(int numverts, float *normals, vec3_t relativelightorigin, float lightradius2, float lightdistbias, float lightsubtract, float *lightcolor)
+float r_shadow_attenpower, r_shadow_attenscale;
+static void R_Shadow_MakeTextures(void)
{
- int i;
- float *n, *v, *c, f, dist, temp[3];
- // calculate vertex colors
- for (i = 0, v = varray_vertex, c = varray_color, n = normals;i < numverts;i++, v += 4, c += 4, n += 3)
+ int x, y, z, d, side;
+ float v[3], s, t, intensity;
+ qbyte *data;
+ R_FreeTexturePool(&r_shadow_texturepool);
+ r_shadow_texturepool = R_AllocTexturePool();
+ r_shadow_attenpower = r_shadow_lightattenuationpower.value;
+ r_shadow_attenscale = r_shadow_lightattenuationscale.value;
+#define NORMSIZE 64
+#define ATTEN2DSIZE 64
+#define ATTEN3DSIZE 32
+ data = Mem_Alloc(tempmempool, max(6*NORMSIZE*NORMSIZE*4, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4)));
+ data[0] = 128;
+ data[1] = 128;
+ data[2] = 255;
+ data[3] = 255;
+ r_shadow_blankbumptexture = R_LoadTexture2D(r_shadow_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+ data[0] = 255;
+ data[1] = 255;
+ data[2] = 255;
+ data[3] = 255;
+ r_shadow_blankglosstexture = R_LoadTexture2D(r_shadow_texturepool, "blankgloss", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+ data[0] = 255;
+ data[1] = 255;
+ data[2] = 255;
+ data[3] = 255;
+ r_shadow_blankwhitetexture = R_LoadTexture2D(r_shadow_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+ if (gl_texturecubemap)
+ {
+ for (side = 0;side < 6;side++)
+ {
+ for (y = 0;y < NORMSIZE;y++)
+ {
+ for (x = 0;x < NORMSIZE;x++)
+ {
+ s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
+ t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
+ switch(side)
+ {
+ case 0:
+ v[0] = 1;
+ v[1] = -t;
+ v[2] = -s;
+ break;
+ case 1:
+ v[0] = -1;
+ v[1] = -t;
+ v[2] = s;
+ break;
+ case 2:
+ v[0] = s;
+ v[1] = 1;
+ v[2] = t;
+ break;
+ case 3:
+ v[0] = s;
+ v[1] = -1;
+ v[2] = -t;
+ break;
+ case 4:
+ v[0] = s;
+ v[1] = -t;
+ v[2] = 1;
+ break;
+ case 5:
+ v[0] = -s;
+ v[1] = -t;
+ v[2] = -1;
+ break;
+ }
+ intensity = 127.0f / sqrt(DotProduct(v, v));
+ data[((side*NORMSIZE+y)*NORMSIZE+x)*4+0] = 128.0f + intensity * v[0];
+ data[((side*NORMSIZE+y)*NORMSIZE+x)*4+1] = 128.0f + intensity * v[1];
+ data[((side*NORMSIZE+y)*NORMSIZE+x)*4+2] = 128.0f + intensity * v[2];
+ data[((side*NORMSIZE+y)*NORMSIZE+x)*4+3] = 255;
+ }
+ }
+ }
+ r_shadow_normalcubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
+ }
+ else
+ r_shadow_normalcubetexture = NULL;
+ for (y = 0;y < ATTEN2DSIZE;y++)
+ {
+ for (x = 0;x < ATTEN2DSIZE;x++)
+ {
+ v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
+ v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
+ v[2] = 0;
+ intensity = 1.0f - sqrt(DotProduct(v, v));
+ if (intensity > 0)
+ intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
+ d = bound(0, intensity, 255);
+ data[(y*ATTEN2DSIZE+x)*4+0] = d;
+ data[(y*ATTEN2DSIZE+x)*4+1] = d;
+ data[(y*ATTEN2DSIZE+x)*4+2] = d;
+ data[(y*ATTEN2DSIZE+x)*4+3] = d;
+ }
+ }
+ r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
+ if (r_shadow_texture3d.integer)
{
- VectorSubtract(relativelightorigin, v, temp);
- c[0] = 0;
- c[1] = 0;
- c[2] = 0;
- c[3] = 1;
- f = DotProduct(n, temp);
- if (f > 0)
+ for (z = 0;z < ATTEN3DSIZE;z++)
{
- dist = DotProduct(temp, temp);
- if (dist < lightradius2)
+ for (y = 0;y < ATTEN3DSIZE;y++)
{
- f = ((1.0f / (dist + lightdistbias)) - lightsubtract) * (f / sqrt(dist));
- c[0] = f * lightcolor[0];
- c[1] = f * lightcolor[1];
- c[2] = f * lightcolor[2];
+ for (x = 0;x < ATTEN3DSIZE;x++)
+ {
+ v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
+ v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
+ v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
+ intensity = 1.0f - sqrt(DotProduct(v, v));
+ if (intensity > 0)
+ intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
+ d = bound(0, intensity, 255);
+ data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
+ data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
+ data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
+ data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
+ }
}
}
+ r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
}
+ Mem_Free(data);
}
-void R_Shadow_RenderLightThroughStencil(int numverts, int numtris, int *elements, vec3_t relativelightorigin, float *normals)
+void R_Shadow_Stage_Begin(void)
{
- // only draw light where this geometry was already rendered AND the
- // stencil is 0 (non-zero means shadow)
- qglDepthFunc(GL_EQUAL);
+ rmeshstate_t m;
+
+ if (r_shadow_texture3d.integer && !gl_texture3d)
+ Cvar_SetValueQuick(&r_shadow_texture3d, 0);
+
+ if (!r_shadow_attenuation2dtexture
+ || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
+ || r_shadow_lightattenuationpower.value != r_shadow_attenpower
+ || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
+ R_Shadow_MakeTextures();
+
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ R_Mesh_State_Texture(&m);
+ GL_Color(0, 0, 0, 1);
+ qglDisable(GL_SCISSOR_TEST);
+ r_shadowstage = SHADOWSTAGE_NONE;
+
+ c_rt_lights = c_rt_clears = c_rt_scissored = 0;
+ c_rt_shadowmeshes = c_rt_shadowtris = c_rt_lightmeshes = c_rt_lighttris = 0;
+ c_rtcached_shadowmeshes = c_rtcached_shadowtris = 0;
+}
+
+void R_Shadow_LoadWorldLightsIfNeeded(void)
+{
+ if (r_shadow_reloadlights && cl.worldmodel)
+ {
+ R_Shadow_ClearWorldLights();
+ r_shadow_reloadlights = false;
+ R_Shadow_LoadWorldLights();
+ if (r_shadow_worldlightchain == NULL)
+ {
+ R_Shadow_LoadLightsFile();
+ if (r_shadow_worldlightchain == NULL)
+ R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
+ }
+ }
+}
+
+void R_Shadow_Stage_ShadowVolumes(void)
+{
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
+ GL_Color(1, 1, 1, 1);
+ qglColorMask(0, 0, 0, 0);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ if (r_shadow_polygonoffset.value != 0)
+ {
+ qglPolygonOffset(1.0f, r_shadow_polygonoffset.value);
+ qglEnable(GL_POLYGON_OFFSET_FILL);
+ }
+ else
+ qglDisable(GL_POLYGON_OFFSET_FILL);
+ qglDepthFunc(GL_LESS);
qglEnable(GL_STENCIL_TEST);
- qglStencilFunc(GL_EQUAL, 0, 0xFF);
- R_Mesh_Draw(numverts, numtris, elements);
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+ qglStencilFunc(GL_ALWAYS, 128, 0xFF);
+ r_shadowstage = SHADOWSTAGE_STENCIL;
+ qglClear(GL_STENCIL_BUFFER_BIT);
+ c_rt_clears++;
+ // LordHavoc note: many shadow volumes reside entirely inside the world
+ // (that is to say they are entirely bounded by their lit surfaces),
+ // which can be optimized by handling things as an inverted light volume,
+ // with the shadow boundaries of the world being simulated by an altered
+ // (129) bias to stencil clearing on such lights
+ // FIXME: generate inverted light volumes for use as shadow volumes and
+ // optimize for them as noted above
+}
+
+void R_Shadow_Stage_LightWithoutShadows(void)
+{
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ qglDisable(GL_POLYGON_OFFSET_FILL);
+ GL_Color(1, 1, 1, 1);
+ qglColorMask(1, 1, 1, 1);
+ qglDepthFunc(GL_EQUAL);
qglDisable(GL_STENCIL_TEST);
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+ qglStencilFunc(GL_EQUAL, 128, 0xFF);
+ r_shadowstage = SHADOWSTAGE_LIGHT;
+ c_rt_lights++;
+}
+
+void R_Shadow_Stage_LightWithShadows(void)
+{
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ qglDisable(GL_POLYGON_OFFSET_FILL);
+ GL_Color(1, 1, 1, 1);
+ qglColorMask(1, 1, 1, 1);
+ qglDepthFunc(GL_EQUAL);
+ qglEnable(GL_STENCIL_TEST);
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+ // only draw light where this geometry was already rendered AND the
+ // stencil is 128 (values other than this mean shadow)
+ qglStencilFunc(GL_EQUAL, 128, 0xFF);
+ r_shadowstage = SHADOWSTAGE_LIGHT;
+ c_rt_lights++;
+}
+
+void R_Shadow_Stage_End(void)
+{
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ qglDisable(GL_POLYGON_OFFSET_FILL);
+ GL_Color(1, 1, 1, 1);
+ qglColorMask(1, 1, 1, 1);
+ qglDisable(GL_SCISSOR_TEST);
qglDepthFunc(GL_LEQUAL);
+ qglDisable(GL_STENCIL_TEST);
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+ qglStencilFunc(GL_ALWAYS, 128, 0xFF);
+ r_shadowstage = SHADOWSTAGE_NONE;
}
-void R_Shadow_ClearStencil(void)
+int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
{
- qglClearStencil(0);
- qglClear(GL_STENCIL_BUFFER_BIT);
+ int i, ix1, iy1, ix2, iy2;
+ float x1, y1, x2, y2, x, y, f;
+ vec3_t smins, smaxs;
+ vec4_t v, v2;
+ if (!r_shadow_scissor.integer)
+ return false;
+ // if view is inside the box, just say yes it's visible
+ // LordHavoc: for some odd reason scissor seems broken without stencil
+ // (?!? seems like a driver bug) so abort if gl_stencil is false
+ if (!gl_stencil || BoxesOverlap(r_origin, r_origin, mins, maxs))
+ {
+ qglDisable(GL_SCISSOR_TEST);
+ return false;
+ }
+ for (i = 0;i < 3;i++)
+ {
+ if (vpn[i] >= 0)
+ {
+ v[i] = mins[i];
+ v2[i] = maxs[i];
+ }
+ else
+ {
+ v[i] = maxs[i];
+ v2[i] = mins[i];
+ }
+ }
+ f = DotProduct(vpn, r_origin) + 1;
+ if (DotProduct(vpn, v2) <= f)
+ {
+ // entirely behind nearclip plane
+ return true;
+ }
+ if (DotProduct(vpn, v) >= f)
+ {
+ // entirely infront of nearclip plane
+ x1 = y1 = x2 = y2 = 0;
+ for (i = 0;i < 8;i++)
+ {
+ v[0] = (i & 1) ? mins[0] : maxs[0];
+ v[1] = (i & 2) ? mins[1] : maxs[1];
+ v[2] = (i & 4) ? mins[2] : maxs[2];
+ v[3] = 1.0f;
+ GL_TransformToScreen(v, v2);
+ //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]);
+ x = v2[0];
+ y = v2[1];
+ if (i)
+ {
+ if (x1 > x) x1 = x;
+ if (x2 < x) x2 = x;
+ if (y1 > y) y1 = y;
+ if (y2 < y) y2 = y;
+ }
+ else
+ {
+ x1 = x2 = x;
+ y1 = y2 = y;
+ }
+ }
+ }
+ else
+ {
+ // clipped by nearclip plane
+ // this is nasty and crude...
+ // create viewspace bbox
+ for (i = 0;i < 8;i++)
+ {
+ v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_origin[0];
+ v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_origin[1];
+ v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_origin[2];
+ v2[0] = DotProduct(v, vright);
+ v2[1] = DotProduct(v, vup);
+ v2[2] = DotProduct(v, vpn);
+ if (i)
+ {
+ if (smins[0] > v2[0]) smins[0] = v2[0];
+ if (smaxs[0] < v2[0]) smaxs[0] = v2[0];
+ if (smins[1] > v2[1]) smins[1] = v2[1];
+ if (smaxs[1] < v2[1]) smaxs[1] = v2[1];
+ if (smins[2] > v2[2]) smins[2] = v2[2];
+ if (smaxs[2] < v2[2]) smaxs[2] = v2[2];
+ }
+ else
+ {
+ smins[0] = smaxs[0] = v2[0];
+ smins[1] = smaxs[1] = v2[1];
+ smins[2] = smaxs[2] = v2[2];
+ }
+ }
+ // now we have a bbox in viewspace
+ // clip it to the view plane
+ if (smins[2] < 1)
+ smins[2] = 1;
+ // return true if that culled the box
+ if (smins[2] >= smaxs[2])
+ return true;
+ // ok some of it is infront of the view, transform each corner back to
+ // worldspace and then to screenspace and make screen rect
+ // initialize these variables just to avoid compiler warnings
+ x1 = y1 = x2 = y2 = 0;
+ for (i = 0;i < 8;i++)
+ {
+ v2[0] = (i & 1) ? smins[0] : smaxs[0];
+ v2[1] = (i & 2) ? smins[1] : smaxs[1];
+ v2[2] = (i & 4) ? smins[2] : smaxs[2];
+ v[0] = v2[0] * vright[0] + v2[1] * vup[0] + v2[2] * vpn[0] + r_origin[0];
+ v[1] = v2[0] * vright[1] + v2[1] * vup[1] + v2[2] * vpn[1] + r_origin[1];
+ v[2] = v2[0] * vright[2] + v2[1] * vup[2] + v2[2] * vpn[2] + r_origin[2];
+ v[3] = 1.0f;
+ GL_TransformToScreen(v, v2);
+ //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]);
+ x = v2[0];
+ y = v2[1];
+ if (i)
+ {
+ if (x1 > x) x1 = x;
+ if (x2 < x) x2 = x;
+ if (y1 > y) y1 = y;
+ if (y2 < y) y2 = y;
+ }
+ else
+ {
+ x1 = x2 = x;
+ y1 = y2 = y;
+ }
+ }
+ /*
+ // this code doesn't handle boxes with any points behind view properly
+ x1 = 1000;x2 = -1000;
+ y1 = 1000;y2 = -1000;
+ for (i = 0;i < 8;i++)
+ {
+ v[0] = (i & 1) ? mins[0] : maxs[0];
+ v[1] = (i & 2) ? mins[1] : maxs[1];
+ v[2] = (i & 4) ? mins[2] : maxs[2];
+ v[3] = 1.0f;
+ GL_TransformToScreen(v, v2);
+ //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]);
+ if (v2[2] > 0)
+ {
+ x = v2[0];
+ y = v2[1];
+
+ if (x1 > x) x1 = x;
+ if (x2 < x) x2 = x;
+ if (y1 > y) y1 = y;
+ if (y2 < y) y2 = y;
+ }
+ }
+ */
+ }
+ ix1 = x1 - 1.0f;
+ iy1 = y1 - 1.0f;
+ ix2 = x2 + 1.0f;
+ iy2 = y2 + 1.0f;
+ //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
+ if (ix1 < r_refdef.x) ix1 = r_refdef.x;
+ if (iy1 < r_refdef.y) iy1 = r_refdef.y;
+ if (ix2 > r_refdef.x + r_refdef.width) ix2 = r_refdef.x + r_refdef.width;
+ if (iy2 > r_refdef.y + r_refdef.height) iy2 = r_refdef.y + r_refdef.height;
+ if (ix2 <= ix1 || iy2 <= iy1)
+ return true;
+ // set up the scissor rectangle
+ qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
+ qglEnable(GL_SCISSOR_TEST);
+ c_rt_scissored++;
+ return false;
+}
+
+void R_Shadow_VertexLighting(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
+{
+ float *color4f = varray_color4f;
+ float dist, dot, intensity, v[3], n[3];
+ for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+ {
+ Matrix4x4_Transform(m, vertex3f, v);
+ if ((dist = DotProduct(v, v)) < 1)
+ {
+ Matrix4x4_Transform3x3(m, normal3f, n);
+ if ((dot = DotProduct(n, v)) > 0)
+ {
+ dist = sqrt(dist);
+ intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(n,n));
+ VectorScale(lightcolor, intensity, color4f);
+ color4f[3] = 1;
+ }
+ else
+ {
+ VectorClear(color4f);
+ color4f[3] = 1;
+ }
+ }
+ else
+ {
+ VectorClear(color4f);
+ color4f[3] = 1;
+ }
+ }
+}
+
+void R_Shadow_VertexLightingWithXYAttenuationTexture(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
+{
+ float *color4f = varray_color4f;
+ float dist, dot, intensity, v[3], n[3];
+ for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+ {
+ Matrix4x4_Transform(m, vertex3f, v);
+ if ((dist = fabs(v[2])) < 1)
+ {
+ Matrix4x4_Transform3x3(m, normal3f, n);
+ if ((dot = DotProduct(n, v)) > 0)
+ {
+ intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(n,n));
+ VectorScale(lightcolor, intensity, color4f);
+ color4f[3] = 1;
+ }
+ else
+ {
+ VectorClear(color4f);
+ color4f[3] = 1;
+ }
+ }
+ else
+ {
+ VectorClear(color4f);
+ color4f[3] = 1;
+ }
+ }
+}
+
+// FIXME: this should be done in a vertex program when possible
+// FIXME: if vertex program not available, this would really benefit from 3DNow! or SSE
+void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
+{
+ do
+ {
+ tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
+ tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
+ tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
+ vertex3f += 3;
+ tc3f += 3;
+ }
+ while (--numverts);
+}
+
+void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
+{
+ do
+ {
+ tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
+ tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
+ vertex3f += 3;
+ tc2f += 2;
+ }
+ while (--numverts);
+}
+
+void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
+{
+ int i;
+ float lightdir[3];
+ for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
+ {
+ VectorSubtract(vertex3f, relativelightorigin, lightdir);
+ // the cubemap normalizes this for us
+ out3f[0] = DotProduct(svector3f, lightdir);
+ out3f[1] = DotProduct(tvector3f, lightdir);
+ out3f[2] = DotProduct(normal3f, lightdir);
+ }
+}
+
+void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
+{
+ int i;
+ float lightdir[3], eyedir[3], halfdir[3];
+ for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
+ {
+ VectorSubtract(vertex3f, relativelightorigin, lightdir);
+ VectorNormalizeFast(lightdir);
+ VectorSubtract(vertex3f, relativeeyeorigin, eyedir);
+ VectorNormalizeFast(eyedir);
+ VectorAdd(lightdir, eyedir, halfdir);
+ // the cubemap normalizes this for us
+ out3f[0] = DotProduct(svector3f, halfdir);
+ out3f[1] = DotProduct(tvector3f, halfdir);
+ out3f[2] = DotProduct(normal3f, halfdir);
+ }
+}
+
+void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
+{
+ int renders;
+ float color[3], color2[3];
+ rmeshstate_t m;
+ GL_VertexPointer(vertex3f);
+ if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
+ {
+ if (!bumptexture)
+ bumptexture = r_shadow_blankbumptexture;
+ GL_Color(1,1,1,1);
+ // colorscale accounts for how much we multiply the brightness during combine
+ // mult is how many times the final pass of the lighting will be
+ // performed to get more brightness than otherwise possible
+ // limit mult to 64 for sanity sake
+ if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
+ {
+ // 3/2 3D combine path (Geforce3, Radeon 8500)
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
+ m.texcombinergb[0] = GL_REPLACE;
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ m.pointer_texcoord[2] = varray_texcoord3f[2];
+ R_Mesh_State_Texture(&m);
+ qglColorMask(0,0,0,1);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(basetexture);
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+ R_Mesh_State_Texture(&m);
+ qglColorMask(1,1,1,0);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+ if (lightcubemap)
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+ VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ {
+ color[0] = bound(0, color2[0], 1);
+ color[1] = bound(0, color2[1], 1);
+ color[2] = bound(0, color2[2], 1);
+ GL_Color(color[0], color[1], color[2], 1);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ }
+ else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
+ {
+ // 1/2/2 3D combine path (original Radeon)
+ memset(&m, 0, sizeof(m));
+ m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+ m.pointer_texcoord[0] = varray_texcoord3f[0];
+ R_Mesh_State_Texture(&m);
+ qglColorMask(0,0,0,1);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcombinergb[0] = GL_REPLACE;
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Mesh_State_Texture(&m);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(basetexture);
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+ R_Mesh_State_Texture(&m);
+ qglColorMask(1,1,1,0);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+ if (lightcubemap)
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+ VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ {
+ color[0] = bound(0, color2[0], 1);
+ color[1] = bound(0, color2[1], 1);
+ color[2] = bound(0, color2[2], 1);
+ GL_Color(color[0], color[1], color[2], 1);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ }
+ else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
+ {
+ // 2/2 3D combine path (original Radeon)
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcombinergb[0] = GL_REPLACE;
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Mesh_State_Texture(&m);
+ qglColorMask(0,0,0,1);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(basetexture);
+ m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Mesh_State_Texture(&m);
+ qglColorMask(1,1,1,0);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
+ VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ {
+ color[0] = bound(0, color2[0], 1);
+ color[1] = bound(0, color2[1], 1);
+ color[2] = bound(0, color2[2], 1);
+ GL_Color(color[0], color[1], color[2], 1);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ }
+ else if (r_textureunits.integer >= 4)
+ {
+ // 4/2 2D combine path (Geforce3, Radeon 8500)
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcombinergb[0] = GL_REPLACE;
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
+ m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ m.pointer_texcoord[2] = varray_texcoord2f[2];
+ m.pointer_texcoord[3] = varray_texcoord2f[3];
+ R_Mesh_State_Texture(&m);
+ qglColorMask(0,0,0,1);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3], numverts, vertex3f, matrix_modeltoattenuationz);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(basetexture);
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+ R_Mesh_State_Texture(&m);
+ qglColorMask(1,1,1,0);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+ if (lightcubemap)
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+ VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ {
+ color[0] = bound(0, color2[0], 1);
+ color[1] = bound(0, color2[1], 1);
+ color[2] = bound(0, color2[2], 1);
+ GL_Color(color[0], color[1], color[2], 1);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ }
+ else
+ {
+ // 2/2/2 2D combine path (any dot3 card)
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+ m.pointer_texcoord[0] = varray_texcoord2f[0];
+ m.pointer_texcoord[1] = varray_texcoord2f[1];
+ R_Mesh_State_Texture(&m);
+ qglColorMask(0,0,0,1);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcombinergb[0] = GL_REPLACE;
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Mesh_State_Texture(&m);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(basetexture);
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+ R_Mesh_State_Texture(&m);
+ qglColorMask(1,1,1,0);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+ if (lightcubemap)
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+ VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ {
+ color[0] = bound(0, color2[0], 1);
+ color[1] = bound(0, color2[1], 1);
+ color[2] = bound(0, color2[2], 1);
+ GL_Color(color[0], color[1], color[2], 1);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ }
+ }
+ else
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ GL_ColorPointer(varray_color4f);
+ VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(basetexture);
+ m.pointer_texcoord[0] = texcoord2f;
+ if (r_textureunits.integer >= 2)
+ {
+ // voodoo2
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+ m.pointer_texcoord[1] = varray_texcoord2f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
+ }
+ R_Mesh_State_Texture(&m);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ {
+ color[0] = bound(0, color2[0], 1);
+ color[1] = bound(0, color2[1], 1);
+ color[2] = bound(0, color2[2], 1);
+ if (r_textureunits.integer >= 2)
+ R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltofilter);
+ else
+ R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltofilter);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ }
+}
+
+void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
+{
+ int renders;
+ float color[3], color2[3], colorscale;
+ rmeshstate_t m;
+ if (!gl_dot3arb || !gl_texturecubemap || !gl_combine.integer || !gl_stencil)
+ return;
+ if (!glosstexture)
+ glosstexture = r_shadow_blankglosstexture;
+ if (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture))
+ {
+ colorscale = r_colorscale * r_shadow_glossintensity.value;
+ if (!bumptexture)
+ bumptexture = r_shadow_blankbumptexture;
+ if (glosstexture == r_shadow_blankglosstexture)
+ colorscale *= r_shadow_gloss2intensity.value;
+ GL_VertexPointer(vertex3f);
+ GL_Color(1,1,1,1);
+ if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+ {
+ // 2/0/0/1/2 3D combine blendsquare path
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Mesh_State_Texture(&m);
+ qglColorMask(0,0,0,1);
+ // this squares the result
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+ R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
+ // square alpha in framebuffer a few times to make it shiny
+ GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
+ // these comments are a test run through this math for intensity 0.5
+ // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
+ // 0.25 * 0.25 = 0.0625 (this is another pass)
+ // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ memset(&m, 0, sizeof(m));
+ m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+ m.pointer_texcoord[0] = varray_texcoord3f[0];
+ R_Mesh_State_Texture(&m);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(glosstexture);
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+ R_Mesh_State_Texture(&m);
+ qglColorMask(1,1,1,0);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+ if (lightcubemap)
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+ VectorScale(lightcolor, colorscale, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ {
+ color[0] = bound(0, color2[0], 1);
+ color[1] = bound(0, color2[1], 1);
+ color[2] = bound(0, color2[2], 1);
+ GL_Color(color[0], color[1], color[2], 1);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ }
+ else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+ {
+ // 2/0/0/2 3D combine blendsquare path
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Mesh_State_Texture(&m);
+ qglColorMask(0,0,0,1);
+ // this squares the result
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+ R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
+ // square alpha in framebuffer a few times to make it shiny
+ GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
+ // these comments are a test run through this math for intensity 0.5
+ // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
+ // 0.25 * 0.25 = 0.0625 (this is another pass)
+ // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(glosstexture);
+ m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Mesh_State_Texture(&m);
+ qglColorMask(1,1,1,0);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
+ VectorScale(lightcolor, colorscale, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ {
+ color[0] = bound(0, color2[0], 1);
+ color[1] = bound(0, color2[1], 1);
+ color[2] = bound(0, color2[2], 1);
+ GL_Color(color[0], color[1], color[2], 1);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ }
+ else if (r_textureunits.integer >= 2 /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+ {
+ // 2/0/0/2/2 2D combine blendsquare path
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Mesh_State_Texture(&m);
+ qglColorMask(0,0,0,1);
+ // this squares the result
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+ R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
+ // square alpha in framebuffer a few times to make it shiny
+ GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
+ // these comments are a test run through this math for intensity 0.5
+ // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
+ // 0.25 * 0.25 = 0.0625 (this is another pass)
+ // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+ m.pointer_texcoord[0] = varray_texcoord2f[0];
+ m.pointer_texcoord[1] = varray_texcoord2f[1];
+ R_Mesh_State_Texture(&m);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(glosstexture);
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+ R_Mesh_State_Texture(&m);
+ qglColorMask(1,1,1,0);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+ if (lightcubemap)
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+ VectorScale(lightcolor, colorscale, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ {
+ color[0] = bound(0, color2[0], 1);
+ color[1] = bound(0, color2[1], 1);
+ color[2] = bound(0, color2[2], 1);
+ GL_Color(color[0], color[1], color[2], 1);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ }
+ }
+}
+
+void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light)
+{
+ R_Mesh_Matrix(matrix);
+ R_Shadow_RenderShadowMeshVolume(light->shadowvolume);
+}
+
+cvar_t r_editlights = {0, "r_editlights", "0"};
+cvar_t r_editlights_cursordistance = {0, "r_editlights_distance", "1024"};
+cvar_t r_editlights_cursorpushback = {0, "r_editlights_pushback", "0"};
+cvar_t r_editlights_cursorpushoff = {0, "r_editlights_pushoff", "4"};
+cvar_t r_editlights_cursorgrid = {0, "r_editlights_grid", "4"};
+cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
+cvar_t r_editlights_rtlightssizescale = {CVAR_SAVE, "r_editlights_rtlightssizescale", "0.7"};
+cvar_t r_editlights_rtlightscolorscale = {CVAR_SAVE, "r_editlights_rtlightscolorscale", "2"};
+worldlight_t *r_shadow_worldlightchain;
+worldlight_t *r_shadow_selectedlight;
+vec3_t r_editlights_cursorlocation;
+
+static int lightpvsbytes;
+static qbyte lightpvs[(MAX_MAP_LEAFS + 7)/ 8];
+
+static int castshadowcount = 1;
+void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style, const char *cubemapname, int castshadow)
+{
+ int i, j, k, l, maxverts = 256, *mark, tris, numsurfaces;
+ float *vertex3f = NULL, mins[3], maxs[3];
+ worldlight_t *e;
+ shadowmesh_t *mesh, *castmesh;
+ mleaf_t *leaf;
+ msurface_t *surf;
+ surfmesh_t *surfmesh;
+
+ if (radius < 15 || DotProduct(color, color) < 0.03)
+ {
+ Con_Printf("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n");
+ return;
+ }
+
+ e = Mem_Alloc(r_shadow_mempool, sizeof(worldlight_t));
+ VectorCopy(origin, e->origin);
+ VectorCopy(color, e->light);
+ e->lightradius = radius;
+ e->style = style;
+ if (e->style < 0 || e->style >= MAX_LIGHTSTYLES)
+ {
+ Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", e->style, MAX_LIGHTSTYLES);
+ e->style = 0;
+ }
+ e->castshadows = castshadow;
+
+ e->cullradius = e->lightradius;
+ for (k = 0;k < 3;k++)
+ {
+ mins[k] = e->origin[k] - e->lightradius;
+ maxs[k] = e->origin[k] + e->lightradius;
+ }
+
+ e->next = r_shadow_worldlightchain;
+ r_shadow_worldlightchain = e;
+ if (cubemapname && cubemapname[0])
+ {
+ e->cubemapname = Mem_Alloc(r_shadow_mempool, strlen(cubemapname) + 1);
+ strcpy(e->cubemapname, cubemapname);
+ // FIXME: add cubemap loading (and don't load a cubemap twice)
+ }
+ if (cl.worldmodel)
+ {
+ castshadowcount++;
+ VectorCopy(e->origin, e->mins);
+ VectorCopy(e->origin, e->maxs);
+ i = CL_PointQ1Contents(e->origin);
+ if (r_shadow_portallight.integer && i != CONTENTS_SOLID && i != CONTENTS_SKY)
+ {
+ qbyte *byteleafpvs;
+ qbyte *bytesurfacepvs;
+
+ byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.numleafs);
+ bytesurfacepvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.numsurfaces);
+
+ Portal_Visibility(cl.worldmodel, e->origin, byteleafpvs, bytesurfacepvs, NULL, 0, true, RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin));
+
+ for (i = 0, leaf = cl.worldmodel->brushq1.leafs;i < cl.worldmodel->brushq1.numleafs;i++, leaf++)
+ {
+ if (byteleafpvs[i] && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
+ {
+ for (k = 0;k < 3;k++)
+ {
+ if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
+ if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k];
+ }
+ }
+ }
+
+ for (i = 0, surf = cl.worldmodel->brushq1.surfaces;i < cl.worldmodel->brushq1.numsurfaces;i++, surf++)
+ if (bytesurfacepvs[i] && BoxesOverlap(surf->poly_mins, surf->poly_maxs, mins, maxs))
+ surf->castshadow = castshadowcount;
+
+ Mem_Free(byteleafpvs);
+ Mem_Free(bytesurfacepvs);
+ }
+ else
+ {
+ lightpvsbytes = cl.worldmodel->brush.FatPVS(cl.worldmodel, origin, 0, lightpvs, sizeof(lightpvs));
+ for (i = 0, leaf = cl.worldmodel->brushq1.leafs + 1;i < cl.worldmodel->brushq1.visleafs;i++, leaf++)
+ {
+ if (lightpvs[i >> 3] & (1 << (i & 7)) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
+ {
+ for (k = 0;k < 3;k++)
+ {
+ if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
+ if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k];
+ }
+ for (j = 0, mark = leaf->firstmarksurface;j < leaf->nummarksurfaces;j++, mark++)
+ {
+ surf = cl.worldmodel->brushq1.surfaces + *mark;
+ if (surf->castshadow != castshadowcount && BoxesOverlap(surf->poly_mins, surf->poly_maxs, mins, maxs))
+ surf->castshadow = castshadowcount;
+ }
+ }
+ }
+ }
+
+ for (k = 0;k < 3;k++)
+ {
+ if (e->mins[k] < e->origin[k] - e->lightradius) e->mins[k] = e->origin[k] - e->lightradius;
+ if (e->maxs[k] > e->origin[k] + e->lightradius) e->maxs[k] = e->origin[k] + e->lightradius;
+ }
+ e->cullradius = RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin);
+
+ numsurfaces = 0;
+ for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++)
+ if (surf->castshadow == castshadowcount)
+ numsurfaces++;
+ if (numsurfaces)
+ e->surfaces = Mem_Alloc(r_shadow_mempool, numsurfaces * sizeof(msurface_t *));
+ e->numsurfaces = 0;
+ for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++)
+ if (surf->castshadow == castshadowcount)
+ e->surfaces[e->numsurfaces++] = surf;
+
+ if (e->castshadows)
+ {
+ castshadowcount++;
+ for (j = 0;j < e->numsurfaces;j++)
+ {
+ surf = e->surfaces[j];
+ if (surf->flags & SURF_SHADOWCAST)
+ {
+ surf->castshadow = castshadowcount;
+ if (maxverts < surf->poly_numverts)
+ maxverts = surf->poly_numverts;
+ }
+ }
+ e->shadowvolume = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768);
+ // make a mesh to cast a shadow volume from
+ castmesh = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768);
+ for (j = 0;j < e->numsurfaces;j++)
+ if (e->surfaces[j]->castshadow == castshadowcount)
+ for (surfmesh = e->surfaces[j]->mesh;surfmesh;surfmesh = surfmesh->chain)
+ Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, surfmesh->vertex3f, surfmesh->numtriangles, surfmesh->element3i);
+ castmesh = Mod_ShadowMesh_Finish(r_shadow_mempool, castmesh);
+
+ // cast shadow volume from castmesh
+ for (mesh = castmesh;mesh;mesh = mesh->next)
+ {
+ R_Shadow_ResizeShadowElements(castmesh->numtriangles);
+
+ if (maxverts < castmesh->numverts * 2)
+ {
+ maxverts = castmesh->numverts * 2;
+ if (vertex3f)
+ Mem_Free(vertex3f);
+ vertex3f = NULL;
+ }
+ if (vertex3f == NULL && maxverts > 0)
+ vertex3f = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[3]));
+
+ // now that we have the buffers big enough, construct and add
+ // the shadow volume mesh
+ if ((tris = R_Shadow_ConstructShadowVolume(castmesh->numverts, 0, castmesh->numtriangles, castmesh->element3i, castmesh->neighbor3i, castmesh->vertex3f, NULL, shadowelements, vertex3f, e->origin, r_shadow_projectdistance.value)))
+ Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->shadowvolume, vertex3f, tris, shadowelements);
+ }
+ if (vertex3f)
+ Mem_Free(vertex3f);
+ vertex3f = NULL;
+ // we're done with castmesh now
+ Mod_ShadowMesh_Free(castmesh);
+ e->shadowvolume = Mod_ShadowMesh_Finish(r_shadow_mempool, e->shadowvolume);
+ for (l = 0, mesh = e->shadowvolume;mesh;mesh = mesh->next)
+ l += mesh->numtriangles;
+ Con_Printf("static shadow volume built containing %i triangles\n", l);
+ }
+ }
+ Con_Printf("%f %f %f, %f %f %f, %f, %f, %d\n", e->mins[0], e->mins[1], e->mins[2], e->maxs[0], e->maxs[1], e->maxs[2], e->cullradius, e->lightradius, e->numsurfaces);
+}
+
+void R_Shadow_FreeWorldLight(worldlight_t *light)
+{
+ worldlight_t **lightpointer;
+ for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
+ if (*lightpointer != light)
+ Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain\n");
+ *lightpointer = light->next;
+ if (light->cubemapname)
+ Mem_Free(light->cubemapname);
+ if (light->shadowvolume)
+ Mod_ShadowMesh_Free(light->shadowvolume);
+ if (light->surfaces)
+ Mem_Free(light->surfaces);
+ Mem_Free(light);
+}
+
+void R_Shadow_ClearWorldLights(void)
+{
+ while (r_shadow_worldlightchain)
+ R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
+ r_shadow_selectedlight = NULL;
+}
+
+void R_Shadow_SelectLight(worldlight_t *light)
+{
+ if (r_shadow_selectedlight)
+ r_shadow_selectedlight->selected = false;
+ r_shadow_selectedlight = light;
+ if (r_shadow_selectedlight)
+ r_shadow_selectedlight->selected = true;
+}
+
+rtexture_t *lighttextures[5];
+
+void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
+{
+ float scale = r_editlights_cursorgrid.value * 0.5f;
+ R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], false, r_editlights_cursorlocation, vright, vup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
+}
+
+void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
+{
+ float intensity;
+ const worldlight_t *light;
+ light = calldata1;
+ intensity = 0.5;
+ if (light->selected)
+ intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
+ if (!light->shadowvolume)
+ intensity *= 0.5f;
+ R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], false, light->origin, vright, vup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
+}
+
+void R_Shadow_DrawLightSprites(void)
+{
+ int i;
+ cachepic_t *pic;
+ worldlight_t *light;
+
+ for (i = 0;i < 5;i++)
+ {
+ lighttextures[i] = NULL;
+ if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1))))
+ lighttextures[i] = pic->tex;
+ }
+
+ for (light = r_shadow_worldlightchain;light;light = light->next)
+ R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, ((int) light) % 5);
+ R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0);
+}
+
+void R_Shadow_SelectLightInView(void)
+{
+ float bestrating, rating, temp[3];
+ worldlight_t *best, *light;
+ best = NULL;
+ bestrating = 0;
+ for (light = r_shadow_worldlightchain;light;light = light->next)
+ {
+ VectorSubtract(light->origin, r_refdef.vieworg, temp);
+ rating = (DotProduct(temp, vpn) / sqrt(DotProduct(temp, temp)));
+ if (rating >= 0.95)
+ {
+ rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
+ if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.vieworg, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1.0f)
+ {
+ bestrating = rating;
+ best = light;
+ }
+ }
+ }
+ R_Shadow_SelectLight(best);
+}
+
+void R_Shadow_LoadWorldLights(void)
+{
+ int n, a, style, shadow;
+ char name[MAX_QPATH], cubemapname[MAX_QPATH], *lightsstring, *s, *t;
+ float origin[3], radius, color[3];
+ if (cl.worldmodel == NULL)
+ {
+ Con_Printf("No map loaded.\n");
+ return;
+ }
+ FS_StripExtension(cl.worldmodel->name, name);
+ strcat(name, ".rtlights");
+ lightsstring = FS_LoadFile(name, false);
+ if (lightsstring)
+ {
+ s = lightsstring;
+ n = 0;
+ while (*s)
+ {
+ t = s;
+ while (*s && *s != '\n')
+ s++;
+ if (!*s)
+ break;
+ *s = 0;
+ shadow = true;
+ // check for modifier flags
+ if (*t == '!')
+ {
+ shadow = false;
+ t++;
+ }
+ a = sscanf(t, "%f %f %f %f %f %f %f %d %s", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname);
+ if (a < 9)
+ cubemapname[0] = 0;
+ *s = '\n';
+ if (a < 8)
+ {
+ Con_Printf("found %d parameters on line %i, should be 8 or 9 parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style cubemapname)\n", a, n + 1);
+ break;
+ }
+ VectorScale(color, r_editlights_rtlightscolorscale.value, color);
+ radius *= r_editlights_rtlightssizescale.value;
+ R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname, shadow);
+ s++;
+ n++;
+ }
+ if (*s)
+ Con_Printf("invalid rtlights file \"%s\"\n", name);
+ Mem_Free(lightsstring);
+ }
+}
+
+void R_Shadow_SaveWorldLights(void)
+{
+ worldlight_t *light;
+ int bufchars, bufmaxchars;
+ char *buf, *oldbuf;
+ char name[MAX_QPATH];
+ char line[1024];
+ if (!r_shadow_worldlightchain)
+ return;
+ if (cl.worldmodel == NULL)
+ {
+ Con_Printf("No map loaded.\n");
+ return;
+ }
+ FS_StripExtension(cl.worldmodel->name, name);
+ strcat(name, ".rtlights");
+ bufchars = bufmaxchars = 0;
+ buf = NULL;
+ for (light = r_shadow_worldlightchain;light;light = light->next)
+ {
+ sprintf(line, "%s%f %f %f %f %f %f %f %d %s\n", light->castshadows ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->lightradius / r_editlights_rtlightssizescale.value, light->light[0] / r_editlights_rtlightscolorscale.value, light->light[1] / r_editlights_rtlightscolorscale.value, light->light[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : "");
+ if (bufchars + (int) strlen(line) > bufmaxchars)
+ {
+ bufmaxchars = bufchars + strlen(line) + 2048;
+ oldbuf = buf;
+ buf = Mem_Alloc(r_shadow_mempool, bufmaxchars);
+ if (oldbuf)
+ {
+ if (bufchars)
+ memcpy(buf, oldbuf, bufchars);
+ Mem_Free(oldbuf);
+ }
+ }
+ if (strlen(line))
+ {
+ memcpy(buf + bufchars, line, strlen(line));
+ bufchars += strlen(line);
+ }
+ }
+ if (bufchars)
+ FS_WriteFile(name, buf, bufchars);
+ if (buf)
+ Mem_Free(buf);
+}
+
+void R_Shadow_LoadLightsFile(void)
+{
+ int n, a, style;
+ char name[MAX_QPATH], *lightsstring, *s, *t;
+ float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
+ if (cl.worldmodel == NULL)
+ {
+ Con_Printf("No map loaded.\n");
+ return;
+ }
+ FS_StripExtension(cl.worldmodel->name, name);
+ strcat(name, ".lights");
+ lightsstring = FS_LoadFile(name, false);
+ if (lightsstring)
+ {
+ s = lightsstring;
+ n = 0;
+ while (*s)
+ {
+ t = s;
+ while (*s && *s != '\n')
+ s++;
+ if (!*s)
+ break;
+ *s = 0;
+ 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);
+ *s = '\n';
+ if (a < 14)
+ {
+ 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);
+ break;
+ }
+ radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
+ radius = bound(15, radius, 4096);
+ VectorScale(color, (2.0f / (8388608.0f)), color);
+ R_Shadow_NewWorldLight(origin, radius, color, style, NULL, true);
+ s++;
+ n++;
+ }
+ if (*s)
+ Con_Printf("invalid lights file \"%s\"\n", name);
+ Mem_Free(lightsstring);
+ }
+}
+
+void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
+{
+ int entnum, style, islight;
+ char key[256], value[1024];
+ float origin[3], radius, color[3], light, scale, originhack[3], overridecolor[3];
+ const char *data;
+
+ if (cl.worldmodel == NULL)
+ {
+ Con_Printf("No map loaded.\n");
+ return;
+ }
+ data = cl.worldmodel->brush.entities;
+ if (!data)
+ return;
+ for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
+ {
+ light = 0;
+ origin[0] = origin[1] = origin[2] = 0;
+ originhack[0] = originhack[1] = originhack[2] = 0;
+ color[0] = color[1] = color[2] = 1;
+ overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
+ scale = 1;
+ style = 0;
+ islight = false;
+ while (1)
+ {
+ if (!COM_ParseToken(&data, false))
+ break; // error
+ if (com_token[0] == '}')
+ break; // end of entity
+ if (com_token[0] == '_')
+ strcpy(key, com_token + 1);
+ else
+ strcpy(key, com_token);
+ while (key[strlen(key)-1] == ' ') // remove trailing spaces
+ key[strlen(key)-1] = 0;
+ if (!COM_ParseToken(&data, false))
+ break; // error
+ strcpy(value, com_token);
+
+ // now that we have the key pair worked out...
+ if (!strcmp("light", key))
+ light = atof(value);
+ else if (!strcmp("origin", key))
+ sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
+ else if (!strcmp("color", key))
+ sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
+ else if (!strcmp("wait", key))
+ scale = atof(value);
+ else if (!strcmp("classname", key))
+ {
+ if (!strncmp(value, "light", 5))
+ {
+ islight = true;
+ if (!strcmp(value, "light_fluoro"))
+ {
+ originhack[0] = 0;
+ originhack[1] = 0;
+ originhack[2] = 0;
+ overridecolor[0] = 1;
+ overridecolor[1] = 1;
+ overridecolor[2] = 1;
+ }
+ if (!strcmp(value, "light_fluorospark"))
+ {
+ originhack[0] = 0;
+ originhack[1] = 0;
+ originhack[2] = 0;
+ overridecolor[0] = 1;
+ overridecolor[1] = 1;
+ overridecolor[2] = 1;
+ }
+ if (!strcmp(value, "light_globe"))
+ {
+ originhack[0] = 0;
+ originhack[1] = 0;
+ originhack[2] = 0;
+ overridecolor[0] = 1;
+ overridecolor[1] = 0.8;
+ overridecolor[2] = 0.4;
+ }
+ if (!strcmp(value, "light_flame_large_yellow"))
+ {
+ originhack[0] = 0;
+ originhack[1] = 0;
+ originhack[2] = 48;
+ overridecolor[0] = 1;
+ overridecolor[1] = 0.5;
+ overridecolor[2] = 0.1;
+ }
+ if (!strcmp(value, "light_flame_small_yellow"))
+ {
+ originhack[0] = 0;
+ originhack[1] = 0;
+ originhack[2] = 40;
+ overridecolor[0] = 1;
+ overridecolor[1] = 0.5;
+ overridecolor[2] = 0.1;
+ }
+ if (!strcmp(value, "light_torch_small_white"))
+ {
+ originhack[0] = 0;
+ originhack[1] = 0;
+ originhack[2] = 40;
+ overridecolor[0] = 1;
+ overridecolor[1] = 0.5;
+ overridecolor[2] = 0.1;
+ }
+ if (!strcmp(value, "light_torch_small_walltorch"))
+ {
+ originhack[0] = 0;
+ originhack[1] = 0;
+ originhack[2] = 40;
+ overridecolor[0] = 1;
+ overridecolor[1] = 0.5;
+ overridecolor[2] = 0.1;
+ }
+ }
+ }
+ else if (!strcmp("style", key))
+ style = atoi(value);
+ }
+ if (light <= 0 && islight)
+ light = 300;
+ radius = min(light * r_editlights_quakelightsizescale.value / scale, 1048576);
+ light = sqrt(bound(0, light, 1048576)) * (1.0f / 16.0f);
+ if (color[0] == 1 && color[1] == 1 && color[2] == 1)
+ VectorCopy(overridecolor, color);
+ VectorScale(color, light, color);
+ VectorAdd(origin, originhack, origin);
+ if (radius >= 15)
+ R_Shadow_NewWorldLight(origin, radius, color, style, NULL, true);
+ }
+}
+
+
+void R_Shadow_SetCursorLocationForView(void)
+{
+ vec_t dist, push, frac;
+ vec3_t dest, endpos, normal;
+ VectorMA(r_refdef.vieworg, r_editlights_cursordistance.value, vpn, dest);
+ frac = CL_TraceLine(r_refdef.vieworg, dest, endpos, normal, true, NULL, SUPERCONTENTS_SOLID);
+ if (frac < 1)
+ {
+ dist = frac * r_editlights_cursordistance.value;
+ push = r_editlights_cursorpushback.value;
+ if (push > dist)
+ push = dist;
+ push = -push;
+ VectorMA(endpos, push, vpn, endpos);
+ VectorMA(endpos, r_editlights_cursorpushoff.value, normal, endpos);
+ }
+ r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
+ r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
+ r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
+}
+
+void R_Shadow_UpdateWorldLightSelection(void)
+{
+ if (r_editlights.integer)
+ {
+ R_Shadow_SetCursorLocationForView();
+ R_Shadow_SelectLightInView();
+ R_Shadow_DrawLightSprites();
+ }
+ else
+ R_Shadow_SelectLight(NULL);
+}
+
+void R_Shadow_EditLights_Clear_f(void)
+{
+ R_Shadow_ClearWorldLights();
+}
+
+void R_Shadow_EditLights_Reload_f(void)
+{
+ r_shadow_reloadlights = true;
+}
+
+void R_Shadow_EditLights_Save_f(void)
+{
+ if (cl.worldmodel)
+ R_Shadow_SaveWorldLights();
+}
+
+void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
+{
+ R_Shadow_ClearWorldLights();
+ R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
+}
+
+void R_Shadow_EditLights_ImportLightsFile_f(void)
+{
+ R_Shadow_ClearWorldLights();
+ R_Shadow_LoadLightsFile();
+}
+
+void R_Shadow_EditLights_Spawn_f(void)
+{
+ vec3_t color;
+ if (!r_editlights.integer)
+ {
+ Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
+ return;
+ }
+ if (Cmd_Argc() != 1)
+ {
+ Con_Printf("r_editlights_spawn does not take parameters\n");
+ return;
+ }
+ color[0] = color[1] = color[2] = 1;
+ R_Shadow_NewWorldLight(r_editlights_cursorlocation, 200, color, 0, NULL, true);
+}
+
+void R_Shadow_EditLights_Edit_f(void)
+{
+ vec3_t origin, color;
+ vec_t radius;
+ int style, shadows;
+ char cubemapname[1024];
+ if (!r_editlights.integer)
+ {
+ Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
+ return;
+ }
+ if (!r_shadow_selectedlight)
+ {
+ Con_Printf("No selected light.\n");
+ return;
+ }
+ VectorCopy(r_shadow_selectedlight->origin, origin);
+ radius = r_shadow_selectedlight->lightradius;
+ VectorCopy(r_shadow_selectedlight->light, color);
+ style = r_shadow_selectedlight->style;
+ if (r_shadow_selectedlight->cubemapname)
+ strcpy(cubemapname, r_shadow_selectedlight->cubemapname);
+ else
+ cubemapname[0] = 0;
+ shadows = r_shadow_selectedlight->castshadows;
+ if (!strcmp(Cmd_Argv(1), "origin"))
+ {
+ if (Cmd_Argc() != 5)
+ {
+ Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(0));
+ return;
+ }
+ origin[0] = atof(Cmd_Argv(2));
+ origin[1] = atof(Cmd_Argv(3));
+ origin[2] = atof(Cmd_Argv(4));
+ }
+ else if (!strcmp(Cmd_Argv(1), "originx"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+ return;
+ }
+ origin[0] = atof(Cmd_Argv(2));
+ }
+ else if (!strcmp(Cmd_Argv(1), "originy"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+ return;
+ }
+ origin[1] = atof(Cmd_Argv(2));
+ }
+ else if (!strcmp(Cmd_Argv(1), "originz"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+ return;
+ }
+ origin[2] = atof(Cmd_Argv(2));
+ }
+ else if (!strcmp(Cmd_Argv(1), "move"))
+ {
+ if (Cmd_Argc() != 5)
+ {
+ Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(0));
+ return;
+ }
+ origin[0] += atof(Cmd_Argv(2));
+ origin[1] += atof(Cmd_Argv(3));
+ origin[2] += atof(Cmd_Argv(4));
+ }
+ else if (!strcmp(Cmd_Argv(1), "movex"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+ return;
+ }
+ origin[0] += atof(Cmd_Argv(2));
+ }
+ else if (!strcmp(Cmd_Argv(1), "movey"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+ return;
+ }
+ origin[1] += atof(Cmd_Argv(2));
+ }
+ else if (!strcmp(Cmd_Argv(1), "movez"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+ return;
+ }
+ origin[2] += atof(Cmd_Argv(2));
+ }
+ else if (!strcmp(Cmd_Argv(1), "color"))
+ {
+ if (Cmd_Argc() != 5)
+ {
+ Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(0));
+ return;
+ }
+ color[0] = atof(Cmd_Argv(2));
+ color[1] = atof(Cmd_Argv(3));
+ color[2] = atof(Cmd_Argv(4));
+ }
+ else if (!strcmp(Cmd_Argv(1), "radius"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+ return;
+ }
+ radius = atof(Cmd_Argv(2));
+ }
+ else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "style"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+ return;
+ }
+ style = atoi(Cmd_Argv(2));
+ }
+ else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "cubemap"))
+ {
+ if (Cmd_Argc() > 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+ return;
+ }
+ if (Cmd_Argc() == 3)
+ strcpy(cubemapname, Cmd_Argv(2));
+ else
+ cubemapname[0] = 0;
+ }
+ else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "shadows"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+ return;
+ }
+ shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
+ }
+ else
+ {
+ Con_Printf("usage: r_editlights_edit [property] [value]\n");
+ Con_Printf("Selected light's properties:\n");
+ Con_Printf("Origin: %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
+ Con_Printf("Radius: %f\n", r_shadow_selectedlight->lightradius);
+ Con_Printf("Color: %f %f %f\n", r_shadow_selectedlight->light[0], r_shadow_selectedlight->light[1], r_shadow_selectedlight->light[2]);
+ Con_Printf("Style: %i\n", r_shadow_selectedlight->style);
+ Con_Printf("Cubemap: %s\n", r_shadow_selectedlight->cubemapname);
+ Con_Printf("Shadows: %s\n", r_shadow_selectedlight->castshadows ? "yes" : "no");
+ return;
+ }
+ R_Shadow_FreeWorldLight(r_shadow_selectedlight);
+ r_shadow_selectedlight = NULL;
+ R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname, shadows);
+}
+
+extern int con_vislines;
+void R_Shadow_EditLights_DrawSelectedLightProperties(void)
+{
+ float x, y;
+ char temp[256];
+ if (r_shadow_selectedlight == NULL)
+ return;
+ x = 0;
+ y = con_vislines;
+ sprintf(temp, "Light properties");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Origin %f %f %f", 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;
+ sprintf(temp, "Radius %f", r_shadow_selectedlight->lightradius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Color %f %f %f", r_shadow_selectedlight->light[0], r_shadow_selectedlight->light[1], r_shadow_selectedlight->light[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Style %i", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Cubemap %s", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Shadows %s", r_shadow_selectedlight->castshadows ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+}
+
+void R_Shadow_EditLights_ToggleShadow_f(void)
+{
+ if (!r_editlights.integer)
+ {
+ Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
+ return;
+ }
+ if (!r_shadow_selectedlight)
+ {
+ Con_Printf("No selected light.\n");
+ return;
+ }
+ R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->lightradius, r_shadow_selectedlight->light, r_shadow_selectedlight->style, r_shadow_selectedlight->cubemapname, !r_shadow_selectedlight->castshadows);
+ R_Shadow_FreeWorldLight(r_shadow_selectedlight);
+ r_shadow_selectedlight = NULL;
+}
+
+void R_Shadow_EditLights_Remove_f(void)
+{
+ if (!r_editlights.integer)
+ {
+ Con_Printf("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
+ return;
+ }
+ if (!r_shadow_selectedlight)
+ {
+ Con_Printf("No selected light.\n");
+ return;
+ }
+ R_Shadow_FreeWorldLight(r_shadow_selectedlight);
+ r_shadow_selectedlight = NULL;
+}
+
+void R_Shadow_EditLights_Init(void)
+{
+ Cvar_RegisterVariable(&r_editlights);
+ Cvar_RegisterVariable(&r_editlights_cursordistance);
+ Cvar_RegisterVariable(&r_editlights_cursorpushback);
+ Cvar_RegisterVariable(&r_editlights_cursorpushoff);
+ Cvar_RegisterVariable(&r_editlights_cursorgrid);
+ Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
+ Cvar_RegisterVariable(&r_editlights_rtlightssizescale);
+ Cvar_RegisterVariable(&r_editlights_rtlightscolorscale);
+ Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f);
+ Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f);
+ Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f);
+ Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f);
+ Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f);
+ Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f);
+ Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f);
+ Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f);
+ Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f);
}