3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however. Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light. This technique is used heavily in many games (Doom3 does not support
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
143 extern void R_Shadow_EditLights_Init(void);
145 typedef enum r_shadow_rendermode_e
147 R_SHADOW_RENDERMODE_NONE,
148 R_SHADOW_RENDERMODE_ZPASS_STENCIL,
149 R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
150 R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
151 R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
152 R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
153 R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
154 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
155 R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
156 R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
157 R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
158 R_SHADOW_RENDERMODE_LIGHT_GLSL,
159 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
160 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
161 R_SHADOW_RENDERMODE_SHADOWMAP2D,
162 R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE,
163 R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE,
165 r_shadow_rendermode_t;
167 typedef enum r_shadow_shadowmode_e
169 R_SHADOW_SHADOWMODE_STENCIL,
170 R_SHADOW_SHADOWMODE_SHADOWMAP2D,
171 R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE,
172 R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE
174 r_shadow_shadowmode_t;
176 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
177 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
178 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
180 qboolean r_shadow_usingshadowmaprect;
181 qboolean r_shadow_usingshadowmap2d;
182 qboolean r_shadow_usingshadowmapcube;
183 qboolean r_shadow_usingshadowmaportho;
184 int r_shadow_shadowmapside;
185 float r_shadow_shadowmap_texturescale[2];
186 float r_shadow_shadowmap_parameters[4];
188 int r_shadow_drawbuffer;
189 int r_shadow_readbuffer;
191 int r_shadow_cullface_front, r_shadow_cullface_back;
192 GLuint r_shadow_fborectangle;
193 GLuint r_shadow_fbocubeside[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
194 GLuint r_shadow_fbo2d;
195 r_shadow_shadowmode_t r_shadow_shadowmode;
196 int r_shadow_shadowmapfilterquality;
197 int r_shadow_shadowmaptexturetype;
198 int r_shadow_shadowmapdepthbits;
199 int r_shadow_shadowmapmaxsize;
200 qboolean r_shadow_shadowmapvsdct;
201 qboolean r_shadow_shadowmapsampler;
202 int r_shadow_shadowmappcf;
203 int r_shadow_shadowmapborder;
204 matrix4x4_t r_shadow_shadowmapmatrix;
205 int r_shadow_lightscissor[4];
206 qboolean r_shadow_usingdeferredprepass;
208 int maxshadowtriangles;
211 int maxshadowvertices;
212 float *shadowvertex3f;
222 unsigned char *shadowsides;
223 int *shadowsideslist;
230 int r_shadow_buffer_numleafpvsbytes;
231 unsigned char *r_shadow_buffer_visitingleafpvs;
232 unsigned char *r_shadow_buffer_leafpvs;
233 int *r_shadow_buffer_leaflist;
235 int r_shadow_buffer_numsurfacepvsbytes;
236 unsigned char *r_shadow_buffer_surfacepvs;
237 int *r_shadow_buffer_surfacelist;
238 unsigned char *r_shadow_buffer_surfacesides;
240 int r_shadow_buffer_numshadowtrispvsbytes;
241 unsigned char *r_shadow_buffer_shadowtrispvs;
242 int r_shadow_buffer_numlighttrispvsbytes;
243 unsigned char *r_shadow_buffer_lighttrispvs;
245 rtexturepool_t *r_shadow_texturepool;
246 rtexture_t *r_shadow_attenuationgradienttexture;
247 rtexture_t *r_shadow_attenuation2dtexture;
248 rtexture_t *r_shadow_attenuation3dtexture;
249 skinframe_t *r_shadow_lightcorona;
250 rtexture_t *r_shadow_shadowmaprectangletexture;
251 rtexture_t *r_shadow_shadowmap2dtexture;
252 rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
253 rtexture_t *r_shadow_shadowmapvsdcttexture;
254 int r_shadow_shadowmapsize; // changes for each light based on distance
255 int r_shadow_shadowmaplod; // changes for each light based on distance
257 GLuint r_shadow_prepassgeometryfbo;
258 GLuint r_shadow_prepasslightingfbo;
259 int r_shadow_prepass_width;
260 int r_shadow_prepass_height;
261 rtexture_t *r_shadow_prepassgeometrydepthtexture;
262 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
263 rtexture_t *r_shadow_prepasslightingdiffusetexture;
264 rtexture_t *r_shadow_prepasslightingspeculartexture;
266 // lights are reloaded when this changes
267 char r_shadow_mapname[MAX_QPATH];
269 // used only for light filters (cubemaps)
270 rtexturepool_t *r_shadow_filters_texturepool;
272 static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
274 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
275 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
276 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
277 cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
278 cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "2", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"};
279 //cvar_t r_shadow_deferred_fp = {CVAR_SAVE, "r_shadow_deferred_fp", "0", "use 16bit (1) or 32bit (2) floating point for accumulation of image-based lighting"};
280 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
281 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
282 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
283 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
284 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
285 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
286 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
287 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
288 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
289 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
290 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
291 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
292 cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
293 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
294 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
295 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
296 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
297 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
298 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
299 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
300 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
301 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
302 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
303 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "0", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
304 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
305 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "0", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
306 cvar_t r_shadow_shadowmapping_texturetype = {CVAR_SAVE, "r_shadow_shadowmapping_texturetype", "-1", "shadowmap texture types: -1 = auto-select, 0 = 2D, 1 = rectangle, 2 = cubemap"};
307 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
308 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
309 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
310 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
311 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
312 cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
313 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
314 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
315 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
316 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
317 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
318 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
319 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
320 cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
321 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
322 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
323 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
324 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
325 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksm the proportion of hidden pixels controls corona intensity"};
326 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
327 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
328 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
329 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
330 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
331 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
332 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
333 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
334 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
335 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
337 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
338 #define ATTENTABLESIZE 256
339 // 1D gradient, 2D circle and 3D sphere attenuation textures
340 #define ATTEN1DSIZE 32
341 #define ATTEN2DSIZE 64
342 #define ATTEN3DSIZE 32
344 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
345 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
346 static float r_shadow_attentable[ATTENTABLESIZE+1];
348 rtlight_t *r_shadow_compilingrtlight;
349 static memexpandablearray_t r_shadow_worldlightsarray;
350 dlight_t *r_shadow_selectedlight;
351 dlight_t r_shadow_bufferlight;
352 vec3_t r_editlights_cursorlocation;
353 qboolean r_editlights_lockcursor;
355 extern int con_vislines;
357 void R_Shadow_UncompileWorldLights(void);
358 void R_Shadow_ClearWorldLights(void);
359 void R_Shadow_SaveWorldLights(void);
360 void R_Shadow_LoadWorldLights(void);
361 void R_Shadow_LoadLightsFile(void);
362 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
363 void R_Shadow_EditLights_Reload_f(void);
364 void R_Shadow_ValidateCvars(void);
365 static void R_Shadow_MakeTextures(void);
367 #define EDLIGHTSPRSIZE 8
368 skinframe_t *r_editlights_sprcursor;
369 skinframe_t *r_editlights_sprlight;
370 skinframe_t *r_editlights_sprnoshadowlight;
371 skinframe_t *r_editlights_sprcubemaplight;
372 skinframe_t *r_editlights_sprcubemapnoshadowlight;
373 skinframe_t *r_editlights_sprselection;
375 void R_Shadow_SetShadowMode(void)
377 r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
378 r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0;
379 r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
380 r_shadow_shadowmaptexturetype = r_shadow_shadowmapping_texturetype.integer;
381 r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
382 r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
383 r_shadow_shadowmaplod = -1;
384 r_shadow_shadowmapsize = 0;
385 r_shadow_shadowmapsampler = false;
386 r_shadow_shadowmappcf = 0;
387 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
388 switch(vid.renderpath)
390 case RENDERPATH_GL20:
391 case RENDERPATH_CGGL:
392 if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
394 if(r_shadow_shadowmapfilterquality < 0)
396 if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
397 r_shadow_shadowmappcf = 1;
398 else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD"))
400 r_shadow_shadowmapsampler = vid.support.arb_shadow;
401 r_shadow_shadowmappcf = 1;
403 else if(strstr(gl_vendor, "ATI"))
404 r_shadow_shadowmappcf = 1;
406 r_shadow_shadowmapsampler = vid.support.arb_shadow;
410 switch (r_shadow_shadowmapfilterquality)
413 r_shadow_shadowmapsampler = vid.support.arb_shadow;
416 r_shadow_shadowmapsampler = vid.support.arb_shadow;
417 r_shadow_shadowmappcf = 1;
420 r_shadow_shadowmappcf = 1;
423 r_shadow_shadowmappcf = 2;
427 switch (r_shadow_shadowmaptexturetype)
430 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
433 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
436 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE;
439 if((vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) && r_shadow_shadowmappcf && !r_shadow_shadowmapsampler)
440 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
441 else if(vid.support.arb_texture_rectangle)
442 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
444 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
447 // Cg has very little choice in depth texture sampling
450 r_shadow_shadowmapsampler = false;
451 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
455 case RENDERPATH_GL13:
457 case RENDERPATH_GL11:
462 qboolean R_Shadow_ShadowMappingEnabled(void)
464 switch (r_shadow_shadowmode)
466 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
467 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
468 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
475 void R_Shadow_FreeShadowMaps(void)
479 R_Shadow_SetShadowMode();
481 if (!vid.support.ext_framebuffer_object || !vid.support.arb_fragment_shader)
486 if (r_shadow_fborectangle)
487 qglDeleteFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
488 r_shadow_fborectangle = 0;
491 qglDeleteFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
493 for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
494 if (r_shadow_fbocubeside[i])
495 qglDeleteFramebuffersEXT(1, &r_shadow_fbocubeside[i]);CHECKGLERROR
496 memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
498 if (r_shadow_shadowmaprectangletexture)
499 R_FreeTexture(r_shadow_shadowmaprectangletexture);
500 r_shadow_shadowmaprectangletexture = NULL;
502 if (r_shadow_shadowmap2dtexture)
503 R_FreeTexture(r_shadow_shadowmap2dtexture);
504 r_shadow_shadowmap2dtexture = NULL;
506 for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
507 if (r_shadow_shadowmapcubetexture[i])
508 R_FreeTexture(r_shadow_shadowmapcubetexture[i]);
509 memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
511 if (r_shadow_shadowmapvsdcttexture)
512 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
513 r_shadow_shadowmapvsdcttexture = NULL;
518 void r_shadow_start(void)
520 // allocate vertex processing arrays
521 r_shadow_attenuationgradienttexture = NULL;
522 r_shadow_attenuation2dtexture = NULL;
523 r_shadow_attenuation3dtexture = NULL;
524 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
525 r_shadow_shadowmaprectangletexture = NULL;
526 r_shadow_shadowmap2dtexture = NULL;
527 memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
528 r_shadow_shadowmapvsdcttexture = NULL;
529 r_shadow_shadowmapmaxsize = 0;
530 r_shadow_shadowmapsize = 0;
531 r_shadow_shadowmaplod = 0;
532 r_shadow_shadowmapfilterquality = -1;
533 r_shadow_shadowmaptexturetype = -1;
534 r_shadow_shadowmapdepthbits = 0;
535 r_shadow_shadowmapvsdct = false;
536 r_shadow_shadowmapsampler = false;
537 r_shadow_shadowmappcf = 0;
538 r_shadow_fborectangle = 0;
540 memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
542 R_Shadow_FreeShadowMaps();
544 r_shadow_texturepool = NULL;
545 r_shadow_filters_texturepool = NULL;
546 R_Shadow_ValidateCvars();
547 R_Shadow_MakeTextures();
548 maxshadowtriangles = 0;
549 shadowelements = NULL;
550 maxshadowvertices = 0;
551 shadowvertex3f = NULL;
559 shadowmarklist = NULL;
564 shadowsideslist = NULL;
565 r_shadow_buffer_numleafpvsbytes = 0;
566 r_shadow_buffer_visitingleafpvs = NULL;
567 r_shadow_buffer_leafpvs = NULL;
568 r_shadow_buffer_leaflist = NULL;
569 r_shadow_buffer_numsurfacepvsbytes = 0;
570 r_shadow_buffer_surfacepvs = NULL;
571 r_shadow_buffer_surfacelist = NULL;
572 r_shadow_buffer_surfacesides = NULL;
573 r_shadow_buffer_numshadowtrispvsbytes = 0;
574 r_shadow_buffer_shadowtrispvs = NULL;
575 r_shadow_buffer_numlighttrispvsbytes = 0;
576 r_shadow_buffer_lighttrispvs = NULL;
578 r_shadow_usingdeferredprepass = false;
579 r_shadow_prepass_width = r_shadow_prepass_height = 0;
582 static void R_Shadow_FreeDeferred(void);
583 void r_shadow_shutdown(void)
586 R_Shadow_UncompileWorldLights();
588 R_Shadow_FreeShadowMaps();
590 r_shadow_usingdeferredprepass = false;
591 if (r_shadow_prepass_width)
592 R_Shadow_FreeDeferred();
593 r_shadow_prepass_width = r_shadow_prepass_height = 0;
596 r_shadow_attenuationgradienttexture = NULL;
597 r_shadow_attenuation2dtexture = NULL;
598 r_shadow_attenuation3dtexture = NULL;
599 R_FreeTexturePool(&r_shadow_texturepool);
600 R_FreeTexturePool(&r_shadow_filters_texturepool);
601 maxshadowtriangles = 0;
603 Mem_Free(shadowelements);
604 shadowelements = NULL;
606 Mem_Free(shadowvertex3f);
607 shadowvertex3f = NULL;
610 Mem_Free(vertexupdate);
613 Mem_Free(vertexremap);
619 Mem_Free(shadowmark);
622 Mem_Free(shadowmarklist);
623 shadowmarklist = NULL;
628 Mem_Free(shadowsides);
631 Mem_Free(shadowsideslist);
632 shadowsideslist = NULL;
633 r_shadow_buffer_numleafpvsbytes = 0;
634 if (r_shadow_buffer_visitingleafpvs)
635 Mem_Free(r_shadow_buffer_visitingleafpvs);
636 r_shadow_buffer_visitingleafpvs = NULL;
637 if (r_shadow_buffer_leafpvs)
638 Mem_Free(r_shadow_buffer_leafpvs);
639 r_shadow_buffer_leafpvs = NULL;
640 if (r_shadow_buffer_leaflist)
641 Mem_Free(r_shadow_buffer_leaflist);
642 r_shadow_buffer_leaflist = NULL;
643 r_shadow_buffer_numsurfacepvsbytes = 0;
644 if (r_shadow_buffer_surfacepvs)
645 Mem_Free(r_shadow_buffer_surfacepvs);
646 r_shadow_buffer_surfacepvs = NULL;
647 if (r_shadow_buffer_surfacelist)
648 Mem_Free(r_shadow_buffer_surfacelist);
649 r_shadow_buffer_surfacelist = NULL;
650 if (r_shadow_buffer_surfacesides)
651 Mem_Free(r_shadow_buffer_surfacesides);
652 r_shadow_buffer_surfacesides = NULL;
653 r_shadow_buffer_numshadowtrispvsbytes = 0;
654 if (r_shadow_buffer_shadowtrispvs)
655 Mem_Free(r_shadow_buffer_shadowtrispvs);
656 r_shadow_buffer_numlighttrispvsbytes = 0;
657 if (r_shadow_buffer_lighttrispvs)
658 Mem_Free(r_shadow_buffer_lighttrispvs);
661 void r_shadow_newmap(void)
663 if (r_shadow_lightcorona) R_SkinFrame_MarkUsed(r_shadow_lightcorona);
664 if (r_editlights_sprcursor) R_SkinFrame_MarkUsed(r_editlights_sprcursor);
665 if (r_editlights_sprlight) R_SkinFrame_MarkUsed(r_editlights_sprlight);
666 if (r_editlights_sprnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
667 if (r_editlights_sprcubemaplight) R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
668 if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
669 if (r_editlights_sprselection) R_SkinFrame_MarkUsed(r_editlights_sprselection);
670 if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
671 R_Shadow_EditLights_Reload_f();
674 void R_Shadow_Init(void)
676 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
677 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
678 Cvar_RegisterVariable(&r_shadow_usenormalmap);
679 Cvar_RegisterVariable(&r_shadow_debuglight);
680 Cvar_RegisterVariable(&r_shadow_deferred);
681 Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
682 // Cvar_RegisterVariable(&r_shadow_deferred_fp);
683 Cvar_RegisterVariable(&r_shadow_gloss);
684 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
685 Cvar_RegisterVariable(&r_shadow_glossintensity);
686 Cvar_RegisterVariable(&r_shadow_glossexponent);
687 Cvar_RegisterVariable(&r_shadow_gloss2exponent);
688 Cvar_RegisterVariable(&r_shadow_glossexact);
689 Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
690 Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
691 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
692 Cvar_RegisterVariable(&r_shadow_lightradiusscale);
693 Cvar_RegisterVariable(&r_shadow_projectdistance);
694 Cvar_RegisterVariable(&r_shadow_frontsidecasting);
695 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
696 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
697 Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
698 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
699 Cvar_RegisterVariable(&r_shadow_realtime_world);
700 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
701 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
702 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
703 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
704 Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
705 Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
706 Cvar_RegisterVariable(&r_shadow_scissor);
707 Cvar_RegisterVariable(&r_shadow_shadowmapping);
708 Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
709 Cvar_RegisterVariable(&r_shadow_shadowmapping_texturetype);
710 Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
711 Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
712 Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
713 Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
714 Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
715 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
716 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
717 Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
718 Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
719 Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
720 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
721 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
722 Cvar_RegisterVariable(&r_shadow_sortsurfaces);
723 Cvar_RegisterVariable(&r_shadow_polygonfactor);
724 Cvar_RegisterVariable(&r_shadow_polygonoffset);
725 Cvar_RegisterVariable(&r_shadow_texture3d);
726 Cvar_RegisterVariable(&r_coronas);
727 Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
728 Cvar_RegisterVariable(&r_coronas_occlusionquery);
729 Cvar_RegisterVariable(&gl_flashblend);
730 Cvar_RegisterVariable(&gl_ext_separatestencil);
731 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
732 if (gamemode == GAME_TENEBRAE)
734 Cvar_SetValue("r_shadow_gloss", 2);
735 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
737 R_Shadow_EditLights_Init();
738 Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
739 maxshadowtriangles = 0;
740 shadowelements = NULL;
741 maxshadowvertices = 0;
742 shadowvertex3f = NULL;
750 shadowmarklist = NULL;
755 shadowsideslist = NULL;
756 r_shadow_buffer_numleafpvsbytes = 0;
757 r_shadow_buffer_visitingleafpvs = NULL;
758 r_shadow_buffer_leafpvs = NULL;
759 r_shadow_buffer_leaflist = NULL;
760 r_shadow_buffer_numsurfacepvsbytes = 0;
761 r_shadow_buffer_surfacepvs = NULL;
762 r_shadow_buffer_surfacelist = NULL;
763 r_shadow_buffer_surfacesides = NULL;
764 r_shadow_buffer_shadowtrispvs = NULL;
765 r_shadow_buffer_lighttrispvs = NULL;
766 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
769 matrix4x4_t matrix_attenuationxyz =
772 {0.5, 0.0, 0.0, 0.5},
773 {0.0, 0.5, 0.0, 0.5},
774 {0.0, 0.0, 0.5, 0.5},
779 matrix4x4_t matrix_attenuationz =
782 {0.0, 0.0, 0.5, 0.5},
783 {0.0, 0.0, 0.0, 0.5},
784 {0.0, 0.0, 0.0, 0.5},
789 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
791 numvertices = ((numvertices + 255) & ~255) * vertscale;
792 numtriangles = ((numtriangles + 255) & ~255) * triscale;
793 // make sure shadowelements is big enough for this volume
794 if (maxshadowtriangles < numtriangles)
796 maxshadowtriangles = numtriangles;
798 Mem_Free(shadowelements);
799 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
801 // make sure shadowvertex3f is big enough for this volume
802 if (maxshadowvertices < numvertices)
804 maxshadowvertices = numvertices;
806 Mem_Free(shadowvertex3f);
807 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
811 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
813 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
814 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
815 int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
816 int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
817 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
819 if (r_shadow_buffer_visitingleafpvs)
820 Mem_Free(r_shadow_buffer_visitingleafpvs);
821 if (r_shadow_buffer_leafpvs)
822 Mem_Free(r_shadow_buffer_leafpvs);
823 if (r_shadow_buffer_leaflist)
824 Mem_Free(r_shadow_buffer_leaflist);
825 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
826 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
827 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
828 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
830 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
832 if (r_shadow_buffer_surfacepvs)
833 Mem_Free(r_shadow_buffer_surfacepvs);
834 if (r_shadow_buffer_surfacelist)
835 Mem_Free(r_shadow_buffer_surfacelist);
836 if (r_shadow_buffer_surfacesides)
837 Mem_Free(r_shadow_buffer_surfacesides);
838 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
839 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
840 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
841 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
843 if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
845 if (r_shadow_buffer_shadowtrispvs)
846 Mem_Free(r_shadow_buffer_shadowtrispvs);
847 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
848 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
850 if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
852 if (r_shadow_buffer_lighttrispvs)
853 Mem_Free(r_shadow_buffer_lighttrispvs);
854 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
855 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
859 void R_Shadow_PrepareShadowMark(int numtris)
861 // make sure shadowmark is big enough for this volume
862 if (maxshadowmark < numtris)
864 maxshadowmark = numtris;
866 Mem_Free(shadowmark);
868 Mem_Free(shadowmarklist);
869 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
870 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
874 // if shadowmarkcount wrapped we clear the array and adjust accordingly
875 if (shadowmarkcount == 0)
878 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
883 void R_Shadow_PrepareShadowSides(int numtris)
885 if (maxshadowsides < numtris)
887 maxshadowsides = numtris;
889 Mem_Free(shadowsides);
891 Mem_Free(shadowsideslist);
892 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
893 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
898 static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
901 int outtriangles = 0, outvertices = 0;
904 float ratio, direction[3], projectvector[3];
906 if (projectdirection)
907 VectorScale(projectdirection, projectdistance, projectvector);
909 VectorClear(projectvector);
911 // create the vertices
912 if (projectdirection)
914 for (i = 0;i < numshadowmarktris;i++)
916 element = inelement3i + shadowmarktris[i] * 3;
917 for (j = 0;j < 3;j++)
919 if (vertexupdate[element[j]] != vertexupdatenum)
921 vertexupdate[element[j]] = vertexupdatenum;
922 vertexremap[element[j]] = outvertices;
923 vertex = invertex3f + element[j] * 3;
924 // project one copy of the vertex according to projectvector
925 VectorCopy(vertex, outvertex3f);
926 VectorAdd(vertex, projectvector, (outvertex3f + 3));
935 for (i = 0;i < numshadowmarktris;i++)
937 element = inelement3i + shadowmarktris[i] * 3;
938 for (j = 0;j < 3;j++)
940 if (vertexupdate[element[j]] != vertexupdatenum)
942 vertexupdate[element[j]] = vertexupdatenum;
943 vertexremap[element[j]] = outvertices;
944 vertex = invertex3f + element[j] * 3;
945 // project one copy of the vertex to the sphere radius of the light
946 // (FIXME: would projecting it to the light box be better?)
947 VectorSubtract(vertex, projectorigin, direction);
948 ratio = projectdistance / VectorLength(direction);
949 VectorCopy(vertex, outvertex3f);
950 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
958 if (r_shadow_frontsidecasting.integer)
960 for (i = 0;i < numshadowmarktris;i++)
962 int remappedelement[3];
964 const int *neighbortriangle;
966 markindex = shadowmarktris[i] * 3;
967 element = inelement3i + markindex;
968 neighbortriangle = inneighbor3i + markindex;
969 // output the front and back triangles
970 outelement3i[0] = vertexremap[element[0]];
971 outelement3i[1] = vertexremap[element[1]];
972 outelement3i[2] = vertexremap[element[2]];
973 outelement3i[3] = vertexremap[element[2]] + 1;
974 outelement3i[4] = vertexremap[element[1]] + 1;
975 outelement3i[5] = vertexremap[element[0]] + 1;
979 // output the sides (facing outward from this triangle)
980 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
982 remappedelement[0] = vertexremap[element[0]];
983 remappedelement[1] = vertexremap[element[1]];
984 outelement3i[0] = remappedelement[1];
985 outelement3i[1] = remappedelement[0];
986 outelement3i[2] = remappedelement[0] + 1;
987 outelement3i[3] = remappedelement[1];
988 outelement3i[4] = remappedelement[0] + 1;
989 outelement3i[5] = remappedelement[1] + 1;
994 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
996 remappedelement[1] = vertexremap[element[1]];
997 remappedelement[2] = vertexremap[element[2]];
998 outelement3i[0] = remappedelement[2];
999 outelement3i[1] = remappedelement[1];
1000 outelement3i[2] = remappedelement[1] + 1;
1001 outelement3i[3] = remappedelement[2];
1002 outelement3i[4] = remappedelement[1] + 1;
1003 outelement3i[5] = remappedelement[2] + 1;
1008 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1010 remappedelement[0] = vertexremap[element[0]];
1011 remappedelement[2] = vertexremap[element[2]];
1012 outelement3i[0] = remappedelement[0];
1013 outelement3i[1] = remappedelement[2];
1014 outelement3i[2] = remappedelement[2] + 1;
1015 outelement3i[3] = remappedelement[0];
1016 outelement3i[4] = remappedelement[2] + 1;
1017 outelement3i[5] = remappedelement[0] + 1;
1026 for (i = 0;i < numshadowmarktris;i++)
1028 int remappedelement[3];
1030 const int *neighbortriangle;
1032 markindex = shadowmarktris[i] * 3;
1033 element = inelement3i + markindex;
1034 neighbortriangle = inneighbor3i + markindex;
1035 // output the front and back triangles
1036 outelement3i[0] = vertexremap[element[2]];
1037 outelement3i[1] = vertexremap[element[1]];
1038 outelement3i[2] = vertexremap[element[0]];
1039 outelement3i[3] = vertexremap[element[0]] + 1;
1040 outelement3i[4] = vertexremap[element[1]] + 1;
1041 outelement3i[5] = vertexremap[element[2]] + 1;
1045 // output the sides (facing outward from this triangle)
1046 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1048 remappedelement[0] = vertexremap[element[0]];
1049 remappedelement[1] = vertexremap[element[1]];
1050 outelement3i[0] = remappedelement[0];
1051 outelement3i[1] = remappedelement[1];
1052 outelement3i[2] = remappedelement[1] + 1;
1053 outelement3i[3] = remappedelement[0];
1054 outelement3i[4] = remappedelement[1] + 1;
1055 outelement3i[5] = remappedelement[0] + 1;
1060 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1062 remappedelement[1] = vertexremap[element[1]];
1063 remappedelement[2] = vertexremap[element[2]];
1064 outelement3i[0] = remappedelement[1];
1065 outelement3i[1] = remappedelement[2];
1066 outelement3i[2] = remappedelement[2] + 1;
1067 outelement3i[3] = remappedelement[1];
1068 outelement3i[4] = remappedelement[2] + 1;
1069 outelement3i[5] = remappedelement[1] + 1;
1074 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1076 remappedelement[0] = vertexremap[element[0]];
1077 remappedelement[2] = vertexremap[element[2]];
1078 outelement3i[0] = remappedelement[2];
1079 outelement3i[1] = remappedelement[0];
1080 outelement3i[2] = remappedelement[0] + 1;
1081 outelement3i[3] = remappedelement[2];
1082 outelement3i[4] = remappedelement[0] + 1;
1083 outelement3i[5] = remappedelement[2] + 1;
1091 *outnumvertices = outvertices;
1092 return outtriangles;
1095 static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
1098 int outtriangles = 0, outvertices = 0;
1100 const float *vertex;
1101 float ratio, direction[3], projectvector[3];
1104 if (projectdirection)
1105 VectorScale(projectdirection, projectdistance, projectvector);
1107 VectorClear(projectvector);
1109 for (i = 0;i < numshadowmarktris;i++)
1111 int remappedelement[3];
1113 const int *neighbortriangle;
1115 markindex = shadowmarktris[i] * 3;
1116 neighbortriangle = inneighbor3i + markindex;
1117 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1118 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1119 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1120 if (side[0] + side[1] + side[2] == 0)
1124 element = inelement3i + markindex;
1126 // create the vertices
1127 for (j = 0;j < 3;j++)
1129 if (side[j] + side[j+1] == 0)
1132 if (vertexupdate[k] != vertexupdatenum)
1134 vertexupdate[k] = vertexupdatenum;
1135 vertexremap[k] = outvertices;
1136 vertex = invertex3f + k * 3;
1137 VectorCopy(vertex, outvertex3f);
1138 if (projectdirection)
1140 // project one copy of the vertex according to projectvector
1141 VectorAdd(vertex, projectvector, (outvertex3f + 3));
1145 // project one copy of the vertex to the sphere radius of the light
1146 // (FIXME: would projecting it to the light box be better?)
1147 VectorSubtract(vertex, projectorigin, direction);
1148 ratio = projectdistance / VectorLength(direction);
1149 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1156 // output the sides (facing outward from this triangle)
1159 remappedelement[0] = vertexremap[element[0]];
1160 remappedelement[1] = vertexremap[element[1]];
1161 outelement3i[0] = remappedelement[1];
1162 outelement3i[1] = remappedelement[0];
1163 outelement3i[2] = remappedelement[0] + 1;
1164 outelement3i[3] = remappedelement[1];
1165 outelement3i[4] = remappedelement[0] + 1;
1166 outelement3i[5] = remappedelement[1] + 1;
1173 remappedelement[1] = vertexremap[element[1]];
1174 remappedelement[2] = vertexremap[element[2]];
1175 outelement3i[0] = remappedelement[2];
1176 outelement3i[1] = remappedelement[1];
1177 outelement3i[2] = remappedelement[1] + 1;
1178 outelement3i[3] = remappedelement[2];
1179 outelement3i[4] = remappedelement[1] + 1;
1180 outelement3i[5] = remappedelement[2] + 1;
1187 remappedelement[0] = vertexremap[element[0]];
1188 remappedelement[2] = vertexremap[element[2]];
1189 outelement3i[0] = remappedelement[0];
1190 outelement3i[1] = remappedelement[2];
1191 outelement3i[2] = remappedelement[2] + 1;
1192 outelement3i[3] = remappedelement[0];
1193 outelement3i[4] = remappedelement[2] + 1;
1194 outelement3i[5] = remappedelement[0] + 1;
1201 *outnumvertices = outvertices;
1202 return outtriangles;
1205 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
1211 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1213 tend = firsttriangle + numtris;
1214 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1216 // surface box entirely inside light box, no box cull
1217 if (projectdirection)
1219 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1221 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1222 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1223 shadowmarklist[numshadowmark++] = t;
1228 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1229 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1230 shadowmarklist[numshadowmark++] = t;
1235 // surface box not entirely inside light box, cull each triangle
1236 if (projectdirection)
1238 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1240 v[0] = invertex3f + e[0] * 3;
1241 v[1] = invertex3f + e[1] * 3;
1242 v[2] = invertex3f + e[2] * 3;
1243 TriangleNormal(v[0], v[1], v[2], normal);
1244 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1245 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1246 shadowmarklist[numshadowmark++] = t;
1251 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1253 v[0] = invertex3f + e[0] * 3;
1254 v[1] = invertex3f + e[1] * 3;
1255 v[2] = invertex3f + e[2] * 3;
1256 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1257 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1258 shadowmarklist[numshadowmark++] = t;
1264 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1269 if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1271 // check if the shadow volume intersects the near plane
1273 // a ray between the eye and light origin may intersect the caster,
1274 // indicating that the shadow may touch the eye location, however we must
1275 // test the near plane (a polygon), not merely the eye location, so it is
1276 // easiest to enlarge the caster bounding shape slightly for this.
1282 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs)
1284 int i, tris, outverts;
1285 if (projectdistance < 0.1)
1287 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1290 if (!numverts || !nummarktris)
1292 // make sure shadowelements is big enough for this volume
1293 if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1294 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1296 if (maxvertexupdate < numverts)
1298 maxvertexupdate = numverts;
1300 Mem_Free(vertexupdate);
1302 Mem_Free(vertexremap);
1303 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1304 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1305 vertexupdatenum = 0;
1308 if (vertexupdatenum == 0)
1310 vertexupdatenum = 1;
1311 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1312 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1315 for (i = 0;i < nummarktris;i++)
1316 shadowmark[marktris[i]] = shadowmarkcount;
1318 if (r_shadow_compilingrtlight)
1320 // if we're compiling an rtlight, capture the mesh
1321 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1322 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1323 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1324 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1326 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1328 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1329 R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
1330 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1334 // decide which type of shadow to generate and set stencil mode
1335 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1336 // generate the sides or a solid volume, depending on type
1337 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1338 tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1340 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1341 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1342 r_refdef.stats.lights_shadowtriangles += tris;
1344 R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
1345 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1347 // increment stencil if frontface is infront of depthbuffer
1348 GL_CullFace(r_refdef.view.cullface_front);
1349 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
1350 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1351 // decrement stencil if backface is infront of depthbuffer
1352 GL_CullFace(r_refdef.view.cullface_back);
1353 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
1355 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1357 // decrement stencil if backface is behind depthbuffer
1358 GL_CullFace(r_refdef.view.cullface_front);
1359 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1360 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1361 // increment stencil if frontface is behind depthbuffer
1362 GL_CullFace(r_refdef.view.cullface_back);
1363 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1365 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1370 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1372 // p1, p2, p3 are in the cubemap's local coordinate system
1373 // bias = border/(size - border)
1376 float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1377 dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1378 dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1379 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1381 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1382 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1383 | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1384 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1386 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1387 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1388 | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1390 dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1391 dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1392 dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1393 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1395 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1396 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1397 | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1398 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1400 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1401 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1402 | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1404 dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1405 dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1406 dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1407 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1409 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1410 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1411 | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1412 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1414 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1415 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1416 | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1421 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1423 vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1424 float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1427 VectorSubtract(maxs, mins, radius);
1428 VectorScale(radius, 0.5f, radius);
1429 VectorAdd(mins, radius, center);
1430 Matrix4x4_Transform(worldtolight, center, lightcenter);
1431 Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1432 VectorSubtract(lightcenter, lightradius, pmin);
1433 VectorAdd(lightcenter, lightradius, pmax);
1435 dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1436 dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1437 if(ap1 > bias*an1 && ap2 > bias*an2)
1439 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1440 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1441 if(an1 > bias*ap1 && an2 > bias*ap2)
1443 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1444 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1446 dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1447 dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1448 if(ap1 > bias*an1 && ap2 > bias*an2)
1450 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1451 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1452 if(an1 > bias*ap1 && an2 > bias*ap2)
1454 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1455 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1457 dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1458 dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1459 if(ap1 > bias*an1 && ap2 > bias*an2)
1461 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1462 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1463 if(an1 > bias*ap1 && an2 > bias*ap2)
1465 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1466 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1471 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1473 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1475 // p is in the cubemap's local coordinate system
1476 // bias = border/(size - border)
1477 float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1478 float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1479 float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1481 if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1482 if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1483 if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1484 if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1485 if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1486 if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1490 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1494 int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1495 float scale = (size - 2*border)/size, len;
1496 float bias = border / (float)(size - border), dp, dn, ap, an;
1497 // check if cone enclosing side would cross frustum plane
1498 scale = 2 / (scale*scale + 2);
1499 for (i = 0;i < 5;i++)
1501 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1503 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1504 len = scale*VectorLength2(n);
1505 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1506 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1507 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1509 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1511 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1512 len = scale*VectorLength(n);
1513 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1514 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1515 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1517 // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1518 // check if frustum corners/origin cross plane sides
1520 // infinite version, assumes frustum corners merely give direction and extend to infinite distance
1521 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
1522 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1523 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1524 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1525 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1526 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1527 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1528 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1529 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1530 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1531 for (i = 0;i < 4;i++)
1533 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
1534 VectorSubtract(n, p, n);
1535 dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
1536 if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
1537 if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
1538 dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
1539 if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
1540 if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
1541 dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
1542 if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
1543 if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
1546 // finite version, assumes corners are a finite distance from origin dependent on far plane
1547 for (i = 0;i < 5;i++)
1549 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1550 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1551 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1552 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1553 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1554 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1555 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1556 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1557 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1558 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1561 return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1564 int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals)
1572 int mask, surfacemask = 0;
1573 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1575 bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1576 tend = firsttriangle + numtris;
1577 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1579 // surface box entirely inside light box, no box cull
1580 if (projectdirection)
1582 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1584 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1585 TriangleNormal(v[0], v[1], v[2], normal);
1586 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1588 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1589 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1590 surfacemask |= mask;
1593 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1594 shadowsides[numshadowsides] = mask;
1595 shadowsideslist[numshadowsides++] = t;
1602 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1604 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1605 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1607 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1608 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1609 surfacemask |= mask;
1612 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1613 shadowsides[numshadowsides] = mask;
1614 shadowsideslist[numshadowsides++] = t;
1622 // surface box not entirely inside light box, cull each triangle
1623 if (projectdirection)
1625 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1627 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1628 TriangleNormal(v[0], v[1], v[2], normal);
1629 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1630 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1632 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1633 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1634 surfacemask |= mask;
1637 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1638 shadowsides[numshadowsides] = mask;
1639 shadowsideslist[numshadowsides++] = t;
1646 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1648 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1649 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1650 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1652 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1653 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1654 surfacemask |= mask;
1657 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1658 shadowsides[numshadowsides] = mask;
1659 shadowsideslist[numshadowsides++] = t;
1668 void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris)
1670 int i, j, outtriangles = 0;
1671 int *outelement3i[6];
1672 if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1674 outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1675 // make sure shadowelements is big enough for this mesh
1676 if (maxshadowtriangles < outtriangles)
1677 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1679 // compute the offset and size of the separate index lists for each cubemap side
1681 for (i = 0;i < 6;i++)
1683 outelement3i[i] = shadowelements + outtriangles * 3;
1684 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1685 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1686 outtriangles += sidetotals[i];
1689 // gather up the (sparse) triangles into separate index lists for each cubemap side
1690 for (i = 0;i < numsidetris;i++)
1692 const int *element = elements + sidetris[i] * 3;
1693 for (j = 0;j < 6;j++)
1695 if (sides[i] & (1 << j))
1697 outelement3i[j][0] = element[0];
1698 outelement3i[j][1] = element[1];
1699 outelement3i[j][2] = element[2];
1700 outelement3i[j] += 3;
1705 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1708 static void R_Shadow_MakeTextures_MakeCorona(void)
1712 unsigned char pixels[32][32][4];
1713 for (y = 0;y < 32;y++)
1715 dy = (y - 15.5f) * (1.0f / 16.0f);
1716 for (x = 0;x < 32;x++)
1718 dx = (x - 15.5f) * (1.0f / 16.0f);
1719 a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1720 a = bound(0, a, 255);
1721 pixels[y][x][0] = a;
1722 pixels[y][x][1] = a;
1723 pixels[y][x][2] = a;
1724 pixels[y][x][3] = 255;
1727 r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
1730 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1732 float dist = sqrt(x*x+y*y+z*z);
1733 float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1734 // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1735 return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1738 static void R_Shadow_MakeTextures(void)
1741 float intensity, dist;
1743 R_Shadow_FreeShadowMaps();
1744 R_FreeTexturePool(&r_shadow_texturepool);
1745 r_shadow_texturepool = R_AllocTexturePool();
1746 r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1747 r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1748 data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1749 // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1750 for (x = 0;x <= ATTENTABLESIZE;x++)
1752 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1753 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1754 r_shadow_attentable[x] = bound(0, intensity, 1);
1756 // 1D gradient texture
1757 for (x = 0;x < ATTEN1DSIZE;x++)
1758 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1759 r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1760 // 2D circle texture
1761 for (y = 0;y < ATTEN2DSIZE;y++)
1762 for (x = 0;x < ATTEN2DSIZE;x++)
1763 data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
1764 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1765 // 3D sphere texture
1766 if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1768 for (z = 0;z < ATTEN3DSIZE;z++)
1769 for (y = 0;y < ATTEN3DSIZE;y++)
1770 for (x = 0;x < ATTEN3DSIZE;x++)
1771 data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
1772 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1775 r_shadow_attenuation3dtexture = NULL;
1778 R_Shadow_MakeTextures_MakeCorona();
1780 // Editor light sprites
1781 r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1798 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1799 r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1816 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1817 r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1834 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1835 r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1852 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1853 r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1870 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1871 r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1888 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1891 void R_Shadow_ValidateCvars(void)
1893 if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1894 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1895 if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1896 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1897 if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1898 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1901 void R_Shadow_RenderMode_Begin(void)
1907 R_Shadow_ValidateCvars();
1909 if (!r_shadow_attenuation2dtexture
1910 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1911 || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1912 || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1913 R_Shadow_MakeTextures();
1916 R_Mesh_ColorPointer(NULL, 0, 0);
1917 R_Mesh_ResetTextureState();
1918 GL_BlendFunc(GL_ONE, GL_ZERO);
1919 GL_DepthRange(0, 1);
1920 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1922 GL_DepthMask(false);
1923 GL_Color(0, 0, 0, 1);
1924 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1926 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1928 if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1930 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1931 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1933 else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1935 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1936 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1940 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1941 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1944 switch(vid.renderpath)
1946 case RENDERPATH_GL20:
1947 case RENDERPATH_CGGL:
1948 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1950 case RENDERPATH_GL13:
1951 case RENDERPATH_GL11:
1952 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1953 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1954 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1955 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1956 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1957 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
1959 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1965 qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
1966 qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
1967 r_shadow_drawbuffer = drawbuffer;
1968 r_shadow_readbuffer = readbuffer;
1970 r_shadow_cullface_front = r_refdef.view.cullface_front;
1971 r_shadow_cullface_back = r_refdef.view.cullface_back;
1974 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
1976 rsurface.rtlight = rtlight;
1979 void R_Shadow_RenderMode_Reset(void)
1982 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE)
1984 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1986 if (vid.support.ext_framebuffer_object)
1988 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
1991 qglDrawBuffer(r_shadow_drawbuffer);CHECKGLERROR
1992 qglReadBuffer(r_shadow_readbuffer);CHECKGLERROR
1994 R_SetViewport(&r_refdef.view.viewport);
1995 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
1996 R_Mesh_ColorPointer(NULL, 0, 0);
1997 R_Mesh_ResetTextureState();
1998 GL_DepthRange(0, 1);
2000 GL_DepthMask(false);
2001 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2002 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2003 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2004 qglStencilMask(255);CHECKGLERROR
2005 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2006 qglStencilFunc(GL_ALWAYS, 128, 255);CHECKGLERROR
2007 r_refdef.view.cullface_front = r_shadow_cullface_front;
2008 r_refdef.view.cullface_back = r_shadow_cullface_back;
2009 GL_CullFace(r_refdef.view.cullface_back);
2010 GL_Color(1, 1, 1, 1);
2011 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2012 GL_BlendFunc(GL_ONE, GL_ZERO);
2013 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
2014 r_shadow_usingshadowmaprect = false;
2015 r_shadow_usingshadowmapcube = false;
2016 r_shadow_usingshadowmap2d = false;
2017 r_shadow_usingshadowmaportho = false;
2021 void R_Shadow_ClearStencil(void)
2024 GL_Clear(GL_STENCIL_BUFFER_BIT);
2025 r_refdef.stats.lights_clears++;
2028 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
2030 r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
2031 if (r_shadow_rendermode == mode)
2034 R_Shadow_RenderMode_Reset();
2035 GL_ColorMask(0, 0, 0, 0);
2036 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2037 R_SetupShader_DepthOrShadow();
2038 qglDepthFunc(GL_LESS);CHECKGLERROR
2039 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2040 r_shadow_rendermode = mode;
2045 case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2046 GL_CullFace(GL_NONE);
2047 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
2048 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
2050 case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2051 GL_CullFace(GL_NONE);
2052 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2053 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2055 case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2056 GL_CullFace(GL_NONE);
2057 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2058 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
2059 qglStencilMask(255);CHECKGLERROR
2060 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
2061 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
2062 qglStencilMask(255);CHECKGLERROR
2063 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
2065 case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2066 GL_CullFace(GL_NONE);
2067 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2068 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
2069 qglStencilMask(255);CHECKGLERROR
2070 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2071 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
2072 qglStencilMask(255);CHECKGLERROR
2073 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2078 static void R_Shadow_MakeVSDCT(void)
2080 // maps to a 2x3 texture rectangle with normalized coordinates
2085 // stores abs(dir.xy), offset.xy/2.5
2086 unsigned char data[4*6] =
2088 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2089 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2090 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2091 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2092 0, 0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2093 0, 0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2095 r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2098 static void R_Shadow_MakeShadowMap(int side, int size)
2101 switch (r_shadow_shadowmode)
2103 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2104 if (r_shadow_shadowmap2dtexture) return;
2105 r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2106 qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
2107 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
2108 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR
2110 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
2111 if (r_shadow_shadowmaprectangletexture) return;
2112 r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", size*2, size*3, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2113 qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
2114 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
2115 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
2117 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
2118 if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) return;
2119 r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2120 qglGenFramebuffersEXT(1, &r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
2121 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
2122 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
2127 // render depth into the fbo, do not render color at all
2128 qglDrawBuffer(GL_NONE);CHECKGLERROR
2129 qglReadBuffer(GL_NONE);CHECKGLERROR
2130 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2131 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2133 Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2134 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2135 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2139 void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
2141 float nearclip, farclip, bias;
2142 r_viewport_t viewport;
2146 nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2148 bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2149 r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2150 r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2151 r_shadow_shadowmapside = side;
2152 r_shadow_shadowmapsize = size;
2153 switch (r_shadow_shadowmode)
2155 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2156 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2157 r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2158 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2159 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2161 // complex unrolled cube approach (more flexible)
2162 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2163 R_Shadow_MakeVSDCT();
2164 if (!r_shadow_shadowmap2dtexture)
2165 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2167 if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
2168 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2169 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2170 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2172 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
2173 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2174 r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2175 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2176 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE) goto init_done;
2178 // complex unrolled cube approach (more flexible)
2179 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2180 R_Shadow_MakeVSDCT();
2181 if (!r_shadow_shadowmaprectangletexture)
2182 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2184 if(r_shadow_shadowmaprectangletexture) fbo = r_shadow_fborectangle;
2185 r_shadow_shadowmap_texturescale[0] = 1.0f;
2186 r_shadow_shadowmap_texturescale[1] = 1.0f;
2187 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
2189 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
2190 r_shadow_shadowmap_parameters[0] = 1.0f;
2191 r_shadow_shadowmap_parameters[2] = 1.0f;
2192 R_Viewport_InitCubeSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, nearclip, farclip, NULL);
2193 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE) goto init_done;
2195 // simple cube approach
2196 if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
2197 R_Shadow_MakeShadowMap(side, size);
2199 if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) fbo = r_shadow_fbocubeside[r_shadow_shadowmaplod];
2200 r_shadow_shadowmap_texturescale[0] = 0.0f;
2201 r_shadow_shadowmap_texturescale[1] = 0.0f;
2202 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE;
2208 R_Shadow_RenderMode_Reset();
2211 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
2212 R_SetupShader_DepthOrShadow();
2216 R_SetupShader_ShowDepth();
2217 qglClearColor(1,1,1,1);CHECKGLERROR
2220 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2227 R_SetViewport(&viewport);
2228 switch (r_shadow_rendermode)
2230 case R_SHADOW_RENDERMODE_SHADOWMAP2D:
2231 case R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE:
2232 flipped = (side & 1) ^ (side >> 2);
2233 r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2234 r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2235 GL_CullFace(r_refdef.view.cullface_back);
2236 if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
2238 // get tightest scissor rectangle that encloses all viewports in the clear mask
2239 int x1 = clear & 0x15 ? 0 : size;
2240 int x2 = clear & 0x2A ? 2 * size : size;
2241 int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
2242 int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
2243 GL_Scissor(x1, y1, x2 - x1, y2 - y1);
2244 GL_Clear(GL_DEPTH_BUFFER_BIT);
2246 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2248 case R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE:
2249 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
2250 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2252 GL_Clear(GL_DEPTH_BUFFER_BIT);
2260 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2264 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2265 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2266 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2267 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2270 R_Shadow_RenderMode_Reset();
2271 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2274 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2278 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2279 // only draw light where this geometry was already rendered AND the
2280 // stencil is 128 (values other than this mean shadow)
2281 qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
2283 r_shadow_rendermode = r_shadow_lightingrendermode;
2284 // do global setup needed for the chosen lighting mode
2285 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2287 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2292 switch (r_shadow_shadowmode)
2294 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2295 r_shadow_usingshadowmap2d = true;
2297 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
2298 r_shadow_usingshadowmaprect = true;
2300 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
2301 r_shadow_usingshadowmapcube = true;
2307 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
2311 static const unsigned short bboxelements[36] =
2321 static const float bboxpoints[8][3] =
2333 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2336 float vertex3f[8*3];
2337 const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2339 R_Shadow_RenderMode_Reset();
2340 r_shadow_rendermode = r_shadow_lightingrendermode;
2341 // do global setup needed for the chosen lighting mode
2343 R_EntityMatrix(&identitymatrix);
2344 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2347 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2348 // only draw light where this geometry was already rendered AND the
2349 // stencil is 128 (values other than this mean shadow)
2350 qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
2352 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
2355 switch (r_shadow_shadowmode)
2357 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2358 r_shadow_usingshadowmap2d = true;
2360 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
2361 r_shadow_usingshadowmaprect = true;
2363 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
2364 r_shadow_usingshadowmapcube = true;
2371 // render the lighting
2372 R_SetupShader_DeferredLight(rsurface.rtlight);
2373 for (i = 0;i < 8;i++)
2374 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2376 R_Mesh_VertexPointer(vertex3f, 0, 0);
2377 R_Mesh_ColorPointer(NULL, 0, 0);
2378 GL_ColorMask(1,1,1,1);
2379 GL_DepthMask(false);
2380 GL_DepthRange(0, 1);
2381 GL_PolygonOffset(0, 0);
2383 qglDepthFunc(GL_GREATER);CHECKGLERROR
2384 GL_CullFace(r_refdef.view.cullface_back);
2385 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
2389 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2392 R_Shadow_RenderMode_Reset();
2393 GL_BlendFunc(GL_ONE, GL_ONE);
2394 GL_DepthRange(0, 1);
2395 GL_DepthTest(r_showshadowvolumes.integer < 2);
2396 GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2397 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2398 GL_CullFace(GL_NONE);
2399 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2402 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2405 R_Shadow_RenderMode_Reset();
2406 GL_BlendFunc(GL_ONE, GL_ONE);
2407 GL_DepthRange(0, 1);
2408 GL_DepthTest(r_showlighting.integer < 2);
2409 GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2412 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2416 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2417 qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
2419 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2422 void R_Shadow_RenderMode_End(void)
2425 R_Shadow_RenderMode_Reset();
2426 R_Shadow_RenderMode_ActiveLight(NULL);
2428 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2429 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2432 int bboxedges[12][2] =
2451 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2453 if (!r_shadow_scissor.integer)
2455 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2456 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2457 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2458 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2461 if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
2462 return true; // invisible
2463 if(r_shadow_lightscissor[0] != r_refdef.view.viewport.x
2464 || r_shadow_lightscissor[1] != r_refdef.view.viewport.y
2465 || r_shadow_lightscissor[2] != r_refdef.view.viewport.width
2466 || r_shadow_lightscissor[3] != r_refdef.view.viewport.height)
2467 r_refdef.stats.lights_scissored++;
2471 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
2473 const float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
2474 const float *normal3f = rsurface.normal3f + 3 * firstvertex;
2475 float *color4f = rsurface.array_color4f + 4 * firstvertex;
2476 float dist, dot, distintensity, shadeintensity, v[3], n[3];
2477 switch (r_shadow_rendermode)
2479 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2480 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2481 if (VectorLength2(diffusecolor) > 0)
2483 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2485 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2486 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2487 if ((dot = DotProduct(n, v)) < 0)
2489 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2490 VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
2493 VectorCopy(ambientcolor, color4f);
2494 if (r_refdef.fogenabled)
2497 f = RSurf_FogVertex(vertex3f);
2498 VectorScale(color4f, f, color4f);
2505 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2507 VectorCopy(ambientcolor, color4f);
2508 if (r_refdef.fogenabled)
2511 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2512 f = RSurf_FogVertex(vertex3f);
2513 VectorScale(color4f, f, color4f);
2519 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2520 if (VectorLength2(diffusecolor) > 0)
2522 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2524 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2525 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2527 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2528 if ((dot = DotProduct(n, v)) < 0)
2530 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2531 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2532 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2533 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2537 color4f[0] = ambientcolor[0] * distintensity;
2538 color4f[1] = ambientcolor[1] * distintensity;
2539 color4f[2] = ambientcolor[2] * distintensity;
2541 if (r_refdef.fogenabled)
2544 f = RSurf_FogVertex(vertex3f);
2545 VectorScale(color4f, f, color4f);
2549 VectorClear(color4f);
2555 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2557 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2558 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2560 color4f[0] = ambientcolor[0] * distintensity;
2561 color4f[1] = ambientcolor[1] * distintensity;
2562 color4f[2] = ambientcolor[2] * distintensity;
2563 if (r_refdef.fogenabled)
2566 f = RSurf_FogVertex(vertex3f);
2567 VectorScale(color4f, f, color4f);
2571 VectorClear(color4f);
2576 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2577 if (VectorLength2(diffusecolor) > 0)
2579 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2581 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2582 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2584 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2585 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2586 if ((dot = DotProduct(n, v)) < 0)
2588 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2589 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2590 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2591 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2595 color4f[0] = ambientcolor[0] * distintensity;
2596 color4f[1] = ambientcolor[1] * distintensity;
2597 color4f[2] = ambientcolor[2] * distintensity;
2599 if (r_refdef.fogenabled)
2602 f = RSurf_FogVertex(vertex3f);
2603 VectorScale(color4f, f, color4f);
2607 VectorClear(color4f);
2613 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2615 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2616 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2618 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2619 color4f[0] = ambientcolor[0] * distintensity;
2620 color4f[1] = ambientcolor[1] * distintensity;
2621 color4f[2] = ambientcolor[2] * distintensity;
2622 if (r_refdef.fogenabled)
2625 f = RSurf_FogVertex(vertex3f);
2626 VectorScale(color4f, f, color4f);
2630 VectorClear(color4f);
2640 static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
2642 // used to display how many times a surface is lit for level design purposes
2643 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2646 static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
2648 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
2649 R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
2650 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2652 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2654 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2655 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2657 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2661 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
2668 int newnumtriangles;
2672 int maxtriangles = 4096;
2673 static int newelements[4096*3];
2674 R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
2675 for (renders = 0;renders < 4;renders++)
2680 newnumtriangles = 0;
2682 // due to low fillrate on the cards this vertex lighting path is
2683 // designed for, we manually cull all triangles that do not
2684 // contain a lit vertex
2685 // this builds batches of triangles from multiple surfaces and
2686 // renders them at once
2687 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
2689 if (VectorLength2(rsurface.array_color4f + e[0] * 4) + VectorLength2(rsurface.array_color4f + e[1] * 4) + VectorLength2(rsurface.array_color4f + e[2] * 4) >= 0.01)
2691 if (newnumtriangles)
2693 newfirstvertex = min(newfirstvertex, e[0]);
2694 newlastvertex = max(newlastvertex, e[0]);
2698 newfirstvertex = e[0];
2699 newlastvertex = e[0];
2701 newfirstvertex = min(newfirstvertex, e[1]);
2702 newlastvertex = max(newlastvertex, e[1]);
2703 newfirstvertex = min(newfirstvertex, e[2]);
2704 newlastvertex = max(newlastvertex, e[2]);
2710 if (newnumtriangles >= maxtriangles)
2712 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2713 newnumtriangles = 0;
2719 if (newnumtriangles >= 1)
2721 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2724 // if we couldn't find any lit triangles, exit early
2727 // now reduce the intensity for the next overbright pass
2728 // we have to clamp to 0 here incase the drivers have improper
2729 // handling of negative colors
2730 // (some old drivers even have improper handling of >1 color)
2732 for (i = 0, c = rsurface.array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
2734 if (c[0] > 1 || c[1] > 1 || c[2] > 1)
2736 c[0] = max(0, c[0] - 1);
2737 c[1] = max(0, c[1] - 1);
2738 c[2] = max(0, c[2] - 1);
2750 static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolor, float ambientscale, float diffusescale)
2752 // OpenGL 1.1 path (anything)
2753 float ambientcolorbase[3], diffusecolorbase[3];
2754 float ambientcolorpants[3], diffusecolorpants[3];
2755 float ambientcolorshirt[3], diffusecolorshirt[3];
2756 const float *surfacecolor = rsurface.texture->dlightcolor;
2757 const float *surfacepants = rsurface.colormap_pantscolor;
2758 const float *surfaceshirt = rsurface.colormap_shirtcolor;
2759 rtexture_t *basetexture = rsurface.texture->basetexture;
2760 rtexture_t *pantstexture = rsurface.texture->pantstexture;
2761 rtexture_t *shirttexture = rsurface.texture->shirttexture;
2762 qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
2763 qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
2764 ambientscale *= 2 * r_refdef.view.colorscale;
2765 diffusescale *= 2 * r_refdef.view.colorscale;
2766 ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
2767 diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
2768 ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
2769 diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
2770 ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
2771 diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
2772 R_Mesh_TexBind(0, basetexture);
2773 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
2774 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2775 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
2776 switch(r_shadow_rendermode)
2778 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2779 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
2780 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2781 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2782 R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2784 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2785 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
2786 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
2787 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
2788 R_Mesh_TexCoordPointer(2, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2790 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2791 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
2792 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2793 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2794 R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2796 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2801 //R_Mesh_TexBind(0, basetexture);
2802 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
2805 R_Mesh_TexBind(0, pantstexture);
2806 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants);
2810 R_Mesh_TexBind(0, shirttexture);
2811 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt);
2815 extern cvar_t gl_lightmaps;
2816 void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
2818 float ambientscale, diffusescale, specularscale;
2820 float lightcolor[3];
2821 VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
2822 ambientscale = rsurface.rtlight->ambientscale;
2823 diffusescale = rsurface.rtlight->diffusescale;
2824 specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
2825 if (!r_shadow_usenormalmap.integer)
2827 ambientscale += 1.0f * diffusescale;
2831 if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
2833 negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
2836 VectorNegate(lightcolor, lightcolor);
2837 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2839 RSurf_SetupDepthAndCulling();
2840 switch (r_shadow_rendermode)
2842 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2843 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2844 R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2846 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2847 R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolor, ambientscale, diffusescale, specularscale);
2849 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2850 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2851 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2852 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2853 R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolor, ambientscale, diffusescale);
2856 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2860 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2863 void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
2865 matrix4x4_t tempmatrix = *matrix;
2866 Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
2868 // if this light has been compiled before, free the associated data
2869 R_RTLight_Uncompile(rtlight);
2871 // clear it completely to avoid any lingering data
2872 memset(rtlight, 0, sizeof(*rtlight));
2874 // copy the properties
2875 rtlight->matrix_lighttoworld = tempmatrix;
2876 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
2877 Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
2878 rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
2879 VectorCopy(color, rtlight->color);
2880 rtlight->cubemapname[0] = 0;
2881 if (cubemapname && cubemapname[0])
2882 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
2883 rtlight->shadow = shadow;
2884 rtlight->corona = corona;
2885 rtlight->style = style;
2886 rtlight->isstatic = isstatic;
2887 rtlight->coronasizescale = coronasizescale;
2888 rtlight->ambientscale = ambientscale;
2889 rtlight->diffusescale = diffusescale;
2890 rtlight->specularscale = specularscale;
2891 rtlight->flags = flags;
2893 // compute derived data
2894 //rtlight->cullradius = rtlight->radius;
2895 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2896 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2897 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2898 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2899 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2900 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2901 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2904 // compiles rtlight geometry
2905 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2906 void R_RTLight_Compile(rtlight_t *rtlight)
2909 int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
2910 int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
2911 entity_render_t *ent = r_refdef.scene.worldentity;
2912 dp_model_t *model = r_refdef.scene.worldmodel;
2913 unsigned char *data;
2916 // compile the light
2917 rtlight->compiled = true;
2918 rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
2919 rtlight->static_numleafs = 0;
2920 rtlight->static_numleafpvsbytes = 0;
2921 rtlight->static_leaflist = NULL;
2922 rtlight->static_leafpvs = NULL;
2923 rtlight->static_numsurfaces = 0;
2924 rtlight->static_surfacelist = NULL;
2925 rtlight->static_shadowmap_receivers = 0x3F;
2926 rtlight->static_shadowmap_casters = 0x3F;
2927 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2928 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2929 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2930 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2931 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2932 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2934 if (model && model->GetLightInfo)
2936 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
2937 r_shadow_compilingrtlight = rtlight;
2938 model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL);
2939 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2940 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
2941 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
2942 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
2943 rtlight->static_numsurfaces = numsurfaces;
2944 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2945 rtlight->static_numleafs = numleafs;
2946 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2947 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2948 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2949 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
2950 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
2951 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
2952 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
2953 if (rtlight->static_numsurfaces)
2954 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2955 if (rtlight->static_numleafs)
2956 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2957 if (rtlight->static_numleafpvsbytes)
2958 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2959 if (rtlight->static_numshadowtrispvsbytes)
2960 memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
2961 if (rtlight->static_numlighttrispvsbytes)
2962 memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
2963 switch (rtlight->shadowmode)
2965 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2966 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
2967 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
2968 if (model->CompileShadowMap && rtlight->shadow)
2969 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2972 if (model->CompileShadowVolume && rtlight->shadow)
2973 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2976 // now we're done compiling the rtlight
2977 r_shadow_compilingrtlight = NULL;
2981 // use smallest available cullradius - box radius or light radius
2982 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2983 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2985 shadowzpasstris = 0;
2986 if (rtlight->static_meshchain_shadow_zpass)
2987 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
2988 shadowzpasstris += mesh->numtriangles;
2990 shadowzfailtris = 0;
2991 if (rtlight->static_meshchain_shadow_zfail)
2992 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
2993 shadowzfailtris += mesh->numtriangles;
2996 if (rtlight->static_numlighttrispvsbytes)
2997 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
2998 if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3002 if (rtlight->static_numlighttrispvsbytes)
3003 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3004 if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3007 if (developer_extra.integer)
3008 Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris);
3011 void R_RTLight_Uncompile(rtlight_t *rtlight)
3013 if (rtlight->compiled)
3015 if (rtlight->static_meshchain_shadow_zpass)
3016 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3017 rtlight->static_meshchain_shadow_zpass = NULL;
3018 if (rtlight->static_meshchain_shadow_zfail)
3019 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3020 rtlight->static_meshchain_shadow_zfail = NULL;
3021 if (rtlight->static_meshchain_shadow_shadowmap)
3022 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3023 rtlight->static_meshchain_shadow_shadowmap = NULL;
3024 // these allocations are grouped
3025 if (rtlight->static_surfacelist)
3026 Mem_Free(rtlight->static_surfacelist);
3027 rtlight->static_numleafs = 0;
3028 rtlight->static_numleafpvsbytes = 0;
3029 rtlight->static_leaflist = NULL;
3030 rtlight->static_leafpvs = NULL;
3031 rtlight->static_numsurfaces = 0;
3032 rtlight->static_surfacelist = NULL;
3033 rtlight->static_numshadowtrispvsbytes = 0;
3034 rtlight->static_shadowtrispvs = NULL;
3035 rtlight->static_numlighttrispvsbytes = 0;
3036 rtlight->static_lighttrispvs = NULL;
3037 rtlight->compiled = false;
3041 void R_Shadow_UncompileWorldLights(void)
3045 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3046 for (lightindex = 0;lightindex < range;lightindex++)
3048 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3051 R_RTLight_Uncompile(&light->rtlight);
3055 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3059 // reset the count of frustum planes
3060 // see rtlight->cached_frustumplanes definition for how much this array
3062 rtlight->cached_numfrustumplanes = 0;
3064 // haven't implemented a culling path for ortho rendering
3065 if (!r_refdef.view.useperspective)
3067 // check if the light is on screen and copy the 4 planes if it is
3068 for (i = 0;i < 4;i++)
3069 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3072 for (i = 0;i < 4;i++)
3073 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3078 // generate a deformed frustum that includes the light origin, this is
3079 // used to cull shadow casting surfaces that can not possibly cast a
3080 // shadow onto the visible light-receiving surfaces, which can be a
3083 // if the light origin is onscreen the result will be 4 planes exactly
3084 // if the light origin is offscreen on only one axis the result will
3085 // be exactly 5 planes (split-side case)
3086 // if the light origin is offscreen on two axes the result will be
3087 // exactly 4 planes (stretched corner case)
3088 for (i = 0;i < 4;i++)
3090 // quickly reject standard frustum planes that put the light
3091 // origin outside the frustum
3092 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3095 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3097 // if all the standard frustum planes were accepted, the light is onscreen
3098 // otherwise we need to generate some more planes below...
3099 if (rtlight->cached_numfrustumplanes < 4)
3101 // at least one of the stock frustum planes failed, so we need to
3102 // create one or two custom planes to enclose the light origin
3103 for (i = 0;i < 4;i++)
3105 // create a plane using the view origin and light origin, and a
3106 // single point from the frustum corner set
3107 TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3108 VectorNormalize(plane.normal);
3109 plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3110 // see if this plane is backwards and flip it if so
3111 for (j = 0;j < 4;j++)
3112 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3116 VectorNegate(plane.normal, plane.normal);
3118 // flipped plane, test again to see if it is now valid
3119 for (j = 0;j < 4;j++)
3120 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3122 // if the plane is still not valid, then it is dividing the
3123 // frustum and has to be rejected
3127 // we have created a valid plane, compute extra info
3128 PlaneClassify(&plane);
3130 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3132 // if we've found 5 frustum planes then we have constructed a
3133 // proper split-side case and do not need to keep searching for
3134 // planes to enclose the light origin
3135 if (rtlight->cached_numfrustumplanes == 5)
3143 for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3145 plane = rtlight->cached_frustumplanes[i];
3146 Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_refdef.view.frustumcorner[0], &plane), PlaneDiff(r_refdef.view.frustumcorner[1], &plane), PlaneDiff(r_refdef.view.frustumcorner[2], &plane), PlaneDiff(r_refdef.view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane));
3151 // now add the light-space box planes if the light box is rotated, as any
3152 // caster outside the oriented light box is irrelevant (even if it passed
3153 // the worldspace light box, which is axial)
3154 if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3156 for (i = 0;i < 6;i++)
3160 v[i >> 1] = (i & 1) ? -1 : 1;
3161 Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3162 VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3163 plane.dist = VectorNormalizeLength(plane.normal);
3164 plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3165 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3171 // add the world-space reduced box planes
3172 for (i = 0;i < 6;i++)
3174 VectorClear(plane.normal);
3175 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3176 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3177 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3186 // reduce all plane distances to tightly fit the rtlight cull box, which
3188 VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3189 VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3190 VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3191 VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3192 VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3193 VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3194 VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3195 VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3196 oldnum = rtlight->cached_numfrustumplanes;
3197 rtlight->cached_numfrustumplanes = 0;
3198 for (j = 0;j < oldnum;j++)
3200 // find the nearest point on the box to this plane
3201 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3202 for (i = 1;i < 8;i++)
3204 dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3205 if (bestdist > dist)
3208 Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rtlight->cached_frustumplanes[j].normal[0], rtlight->cached_frustumplanes[j].normal[1], rtlight->cached_frustumplanes[j].normal[2], rtlight->cached_frustumplanes[j].dist, bestdist);
3209 // if the nearest point is near or behind the plane, we want this
3210 // plane, otherwise the plane is useless as it won't cull anything
3211 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3213 PlaneClassify(&rtlight->cached_frustumplanes[j]);
3214 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3221 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3225 RSurf_ActiveWorldEntity();
3227 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3230 GL_CullFace(GL_NONE);
3231 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3232 for (;mesh;mesh = mesh->next)
3234 if (!mesh->sidetotals[r_shadow_shadowmapside])
3236 r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3237 R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
3238 R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3242 else if (r_refdef.scene.worldentity->model)
3243 r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3245 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3248 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3250 qboolean zpass = false;
3253 int surfacelistindex;
3254 msurface_t *surface;
3256 RSurf_ActiveWorldEntity();
3258 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3261 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3263 zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3264 R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3266 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3267 for (;mesh;mesh = mesh->next)
3269 r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3270 R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
3271 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3273 // increment stencil if frontface is infront of depthbuffer
3274 GL_CullFace(r_refdef.view.cullface_back);
3275 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
3276 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3277 // decrement stencil if backface is infront of depthbuffer
3278 GL_CullFace(r_refdef.view.cullface_front);
3279 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
3281 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3283 // decrement stencil if backface is behind depthbuffer
3284 GL_CullFace(r_refdef.view.cullface_front);
3285 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
3286 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3287 // increment stencil if frontface is behind depthbuffer
3288 GL_CullFace(r_refdef.view.cullface_back);
3289 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
3291 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3295 else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3297 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3298 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3299 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3301 surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3302 for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3303 if (CHECKPVSBIT(trispvs, t))
3304 shadowmarklist[numshadowmark++] = t;
3306 R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3308 else if (numsurfaces)
3309 r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3311 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3314 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3316 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3317 vec_t relativeshadowradius;
3318 RSurf_ActiveModelEntity(ent, false, false, false);
3319 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3320 // we need to re-init the shader for each entity because the matrix changed
3321 relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3322 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3323 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3324 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3325 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3326 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3327 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3328 switch (r_shadow_rendermode)
3330 case R_SHADOW_RENDERMODE_SHADOWMAP2D:
3331 case R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE:
3332 case R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE:
3333 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3336 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3339 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3342 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3344 // set up properties for rendering light onto this entity
3345 RSurf_ActiveModelEntity(ent, true, true, false);
3346 GL_AlphaTest(false);
3347 Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3348 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3349 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3350 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3353 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3355 if (!r_refdef.scene.worldmodel->DrawLight)
3358 // set up properties for rendering light onto this entity
3359 RSurf_ActiveWorldEntity();
3360 GL_AlphaTest(false);
3361 rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3362 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3363 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3364 VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3366 r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3368 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3371 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3373 dp_model_t *model = ent->model;
3374 if (!model->DrawLight)
3377 R_Shadow_SetupEntityLight(ent);
3379 model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3381 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3384 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3388 int numleafs, numsurfaces;
3389 int *leaflist, *surfacelist;
3390 unsigned char *leafpvs;
3391 unsigned char *shadowtrispvs;
3392 unsigned char *lighttrispvs;
3393 //unsigned char *surfacesides;
3394 int numlightentities;
3395 int numlightentities_noselfshadow;
3396 int numshadowentities;
3397 int numshadowentities_noselfshadow;
3398 static entity_render_t *lightentities[MAX_EDICTS];
3399 static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3400 static entity_render_t *shadowentities[MAX_EDICTS];
3401 static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3404 rtlight->draw = false;
3406 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3407 // skip lights that are basically invisible (color 0 0 0)
3408 nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
3410 // loading is done before visibility checks because loading should happen
3411 // all at once at the start of a level, not when it stalls gameplay.
3412 // (especially important to benchmarks)
3414 if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3416 if (rtlight->compiled)
3417 R_RTLight_Uncompile(rtlight);
3418 R_RTLight_Compile(rtlight);
3422 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
3424 // look up the light style value at this time
3425 f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3426 VectorScale(rtlight->color, f, rtlight->currentcolor);
3428 if (rtlight->selected)
3430 f = 2 + sin(realtime * M_PI * 4.0);
3431 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3435 // if lightstyle is currently off, don't draw the light
3436 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3439 // skip processing on corona-only lights
3443 // if the light box is offscreen, skip it
3444 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3447 VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
3448 VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
3450 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3452 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
3454 // compiled light, world available and can receive realtime lighting
3455 // retrieve leaf information
3456 numleafs = rtlight->static_numleafs;
3457 leaflist = rtlight->static_leaflist;
3458 leafpvs = rtlight->static_leafpvs;
3459 numsurfaces = rtlight->static_numsurfaces;
3460 surfacelist = rtlight->static_surfacelist;
3461 //surfacesides = NULL;
3462 shadowtrispvs = rtlight->static_shadowtrispvs;
3463 lighttrispvs = rtlight->static_lighttrispvs;
3465 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
3467 // dynamic light, world available and can receive realtime lighting
3468 // calculate lit surfaces and leafs
3469 r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes);
3470 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3471 leaflist = r_shadow_buffer_leaflist;
3472 leafpvs = r_shadow_buffer_leafpvs;
3473 surfacelist = r_shadow_buffer_surfacelist;
3474 //surfacesides = r_shadow_buffer_surfacesides;
3475 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
3476 lighttrispvs = r_shadow_buffer_lighttrispvs;
3477 // if the reduced leaf bounds are offscreen, skip it
3478 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3489 //surfacesides = NULL;
3490 shadowtrispvs = NULL;
3491 lighttrispvs = NULL;
3493 // check if light is illuminating any visible leafs
3496 for (i = 0;i < numleafs;i++)
3497 if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
3503 // make a list of lit entities and shadow casting entities
3504 numlightentities = 0;
3505 numlightentities_noselfshadow = 0;
3506 numshadowentities = 0;
3507 numshadowentities_noselfshadow = 0;
3509 // add dynamic entities that are lit by the light
3510 for (i = 0;i < r_refdef.scene.numentities;i++)
3513 entity_render_t *ent = r_refdef.scene.entities[i];
3515 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3517 // skip the object entirely if it is not within the valid
3518 // shadow-casting region (which includes the lit region)
3519 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
3521 if (!(model = ent->model))
3523 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
3525 // this entity wants to receive light, is visible, and is
3526 // inside the light box
3527 // TODO: check if the surfaces in the model can receive light
3528 // so now check if it's in a leaf seen by the light
3529 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
3531 if (ent->flags & RENDER_NOSELFSHADOW)
3532 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
3534 lightentities[numlightentities++] = ent;
3535 // since it is lit, it probably also casts a shadow...
3536 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3537 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3538 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3540 // note: exterior models without the RENDER_NOSELFSHADOW
3541 // flag still create a RENDER_NOSELFSHADOW shadow but
3542 // are lit normally, this means that they are
3543 // self-shadowing but do not shadow other
3544 // RENDER_NOSELFSHADOW entities such as the gun
3545 // (very weird, but keeps the player shadow off the gun)
3546 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3547 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3549 shadowentities[numshadowentities++] = ent;
3552 else if (ent->flags & RENDER_SHADOW)
3554 // this entity is not receiving light, but may still need to
3556 // TODO: check if the surfaces in the model can cast shadow
3557 // now check if it is in a leaf seen by the light
3558 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
3560 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3561 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3562 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3564 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3565 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3567 shadowentities[numshadowentities++] = ent;
3572 // return if there's nothing at all to light
3573 if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
3576 // count this light in the r_speeds
3577 r_refdef.stats.lights++;
3579 // flag it as worth drawing later
3580 rtlight->draw = true;
3582 // cache all the animated entities that cast a shadow but are not visible
3583 for (i = 0;i < numshadowentities;i++)
3584 if (!shadowentities[i]->animcache_vertex3f)
3585 R_AnimCache_GetEntity(shadowentities[i], false, false);
3586 for (i = 0;i < numshadowentities_noselfshadow;i++)
3587 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
3588 R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
3590 // allocate some temporary memory for rendering this light later in the frame
3591 // reusable buffers need to be copied, static data can be used as-is
3592 rtlight->cached_numlightentities = numlightentities;
3593 rtlight->cached_numlightentities_noselfshadow = numlightentities_noselfshadow;
3594 rtlight->cached_numshadowentities = numshadowentities;
3595 rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
3596 rtlight->cached_numsurfaces = numsurfaces;
3597 rtlight->cached_lightentities = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
3598 rtlight->cached_lightentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
3599 rtlight->cached_shadowentities = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
3600 rtlight->cached_shadowentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
3601 if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
3603 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
3604 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
3605 rtlight->cached_shadowtrispvs = (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
3606 rtlight->cached_lighttrispvs = (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
3607 rtlight->cached_surfacelist = (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
3611 // compiled light data
3612 rtlight->cached_shadowtrispvs = shadowtrispvs;
3613 rtlight->cached_lighttrispvs = lighttrispvs;
3614 rtlight->cached_surfacelist = surfacelist;
3618 void R_Shadow_DrawLight(rtlight_t *rtlight)
3622 unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
3623 int numlightentities;
3624 int numlightentities_noselfshadow;
3625 int numshadowentities;
3626 int numshadowentities_noselfshadow;
3627 entity_render_t **lightentities;
3628 entity_render_t **lightentities_noselfshadow;
3629 entity_render_t **shadowentities;
3630 entity_render_t **shadowentities_noselfshadow;
3632 static unsigned char entitysides[MAX_EDICTS];
3633 static unsigned char entitysides_noselfshadow[MAX_EDICTS];
3634 vec3_t nearestpoint;
3636 qboolean castshadows;
3639 // check if we cached this light this frame (meaning it is worth drawing)
3643 // if R_FrameData_Store ran out of space we skip anything dependent on it
3644 if (r_framedata_failed)
3647 numlightentities = rtlight->cached_numlightentities;
3648 numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
3649 numshadowentities = rtlight->cached_numshadowentities;
3650 numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
3651 numsurfaces = rtlight->cached_numsurfaces;
3652 lightentities = rtlight->cached_lightentities;
3653 lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
3654 shadowentities = rtlight->cached_shadowentities;
3655 shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
3656 shadowtrispvs = rtlight->cached_shadowtrispvs;
3657 lighttrispvs = rtlight->cached_lighttrispvs;
3658 surfacelist = rtlight->cached_surfacelist;
3660 // set up a scissor rectangle for this light
3661 if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3664 // don't let sound skip if going slow
3665 if (r_refdef.scene.extraupdate)
3668 // make this the active rtlight for rendering purposes
3669 R_Shadow_RenderMode_ActiveLight(rtlight);
3671 if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
3673 // optionally draw visible shape of the shadow volumes
3674 // for performance analysis by level designers
3675 R_Shadow_RenderMode_VisibleShadowVolumes();
3677 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3678 for (i = 0;i < numshadowentities;i++)
3679 R_Shadow_DrawEntityShadow(shadowentities[i]);
3680 for (i = 0;i < numshadowentities_noselfshadow;i++)
3681 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3682 R_Shadow_RenderMode_VisibleLighting(false, false);
3685 if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
3687 // optionally draw the illuminated areas
3688 // for performance analysis by level designers
3689 R_Shadow_RenderMode_VisibleLighting(false, false);
3691 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3692 for (i = 0;i < numlightentities;i++)
3693 R_Shadow_DrawEntityLight(lightentities[i]);
3694 for (i = 0;i < numlightentities_noselfshadow;i++)
3695 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3698 castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
3700 nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
3701 nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
3702 nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
3703 distance = VectorDistance(nearestpoint, r_refdef.view.origin);
3705 lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
3706 //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
3707 lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
3709 if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
3715 int receivermask = 0;
3716 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
3717 Matrix4x4_Abs(&radiustolight);
3719 r_shadow_shadowmaplod = 0;
3720 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
3721 if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
3722 r_shadow_shadowmaplod = i;
3724 if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
3725 size = max(1, r_shadow_shadowmapmaxsize >> r_shadow_shadowmaplod);
3727 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
3729 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
3731 surfacesides = NULL;
3734 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3736 castermask = rtlight->static_shadowmap_casters;
3737 receivermask = rtlight->static_shadowmap_receivers;
3741 surfacesides = r_shadow_buffer_surfacesides;
3742 for(i = 0;i < numsurfaces;i++)
3744 msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
3745 surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3746 castermask |= surfacesides[i];
3747 receivermask |= surfacesides[i];
3751 if (receivermask < 0x3F)
3753 for (i = 0;i < numlightentities;i++)
3754 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3755 if (receivermask < 0x3F)
3756 for(i = 0; i < numlightentities_noselfshadow;i++)
3757 receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3760 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
3764 for (i = 0;i < numshadowentities;i++)
3765 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3766 for (i = 0;i < numshadowentities_noselfshadow;i++)
3767 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3770 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
3772 // render shadow casters into 6 sided depth texture
3773 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
3775 R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
3776 if (! (castermask & (1 << side))) continue;
3778 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
3779 for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
3780 R_Shadow_DrawEntityShadow(shadowentities[i]);
3783 if (numlightentities_noselfshadow)
3785 // render lighting using the depth texture as shadowmap
3786 // draw lighting in the unmasked areas
3787 R_Shadow_RenderMode_Lighting(false, false, true);
3788 for (i = 0;i < numlightentities_noselfshadow;i++)
3789 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3792 // render shadow casters into 6 sided depth texture
3793 if (numshadowentities_noselfshadow)
3795 for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
3797 R_Shadow_RenderMode_ShadowMap(side, 0, size);
3798 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
3799 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3803 // render lighting using the depth texture as shadowmap
3804 // draw lighting in the unmasked areas
3805 R_Shadow_RenderMode_Lighting(false, false, true);
3806 // draw lighting in the unmasked areas
3808 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3809 for (i = 0;i < numlightentities;i++)
3810 R_Shadow_DrawEntityLight(lightentities[i]);
3812 else if (castshadows && vid.stencil)
3814 // draw stencil shadow volumes to mask off pixels that are in shadow
3815 // so that they won't receive lighting
3816 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
3817 R_Shadow_ClearStencil();
3820 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3821 for (i = 0;i < numshadowentities;i++)
3822 R_Shadow_DrawEntityShadow(shadowentities[i]);
3824 // draw lighting in the unmasked areas
3825 R_Shadow_RenderMode_Lighting(true, false, false);
3826 for (i = 0;i < numlightentities_noselfshadow;i++)
3827 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3829 for (i = 0;i < numshadowentities_noselfshadow;i++)
3830 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3832 // draw lighting in the unmasked areas
3833 R_Shadow_RenderMode_Lighting(true, false, false);
3835 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3836 for (i = 0;i < numlightentities;i++)
3837 R_Shadow_DrawEntityLight(lightentities[i]);
3841 // draw lighting in the unmasked areas
3842 R_Shadow_RenderMode_Lighting(false, false, false);
3844 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3845 for (i = 0;i < numlightentities;i++)
3846 R_Shadow_DrawEntityLight(lightentities[i]);
3847 for (i = 0;i < numlightentities_noselfshadow;i++)
3848 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3851 if (r_shadow_usingdeferredprepass)
3853 // when rendering deferred lighting, we simply rasterize the box
3854 if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
3855 R_Shadow_RenderMode_DrawDeferredLight(false, true);
3856 else if (castshadows && vid.stencil)
3857 R_Shadow_RenderMode_DrawDeferredLight(true, false);
3859 R_Shadow_RenderMode_DrawDeferredLight(false, false);
3863 static void R_Shadow_FreeDeferred(void)
3865 if (r_shadow_prepassgeometryfbo)
3866 qglDeleteFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
3867 r_shadow_prepassgeometryfbo = 0;
3869 if (r_shadow_prepasslightingfbo)
3870 qglDeleteFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
3871 r_shadow_prepasslightingfbo = 0;
3873 if (r_shadow_prepassgeometrydepthtexture)
3874 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
3875 r_shadow_prepassgeometrydepthtexture = NULL;
3877 if (r_shadow_prepassgeometrynormalmaptexture)
3878 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
3879 r_shadow_prepassgeometrynormalmaptexture = NULL;
3881 if (r_shadow_prepasslightingdiffusetexture)
3882 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
3883 r_shadow_prepasslightingdiffusetexture = NULL;
3885 if (r_shadow_prepasslightingspeculartexture)
3886 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
3887 r_shadow_prepasslightingspeculartexture = NULL;
3890 void R_Shadow_DrawPrepass(void)
3898 entity_render_t *ent;
3900 GL_AlphaTest(false);
3901 R_Mesh_ColorPointer(NULL, 0, 0);
3902 R_Mesh_ResetTextureState();
3904 GL_ColorMask(1,1,1,1);
3905 GL_BlendFunc(GL_ONE, GL_ZERO);
3908 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
3909 qglClearColor(0.5f,0.5f,0.5f,1.0f);CHECKGLERROR
3910 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);CHECKGLERROR
3912 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
3913 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
3914 if (r_timereport_active)
3915 R_TimeReport("prepassworld");
3917 for (i = 0;i < r_refdef.scene.numentities;i++)
3919 if (!r_refdef.viewcache.entityvisible[i])
3921 ent = r_refdef.scene.entities[i];
3922 if (ent->model && ent->model->DrawPrepass != NULL)
3923 ent->model->DrawPrepass(ent);
3926 if (r_timereport_active)
3927 R_TimeReport("prepassmodels");
3929 GL_DepthMask(false);
3930 GL_ColorMask(1,1,1,1);
3933 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
3934 qglClearColor(0.0f,0.0f,0.0f,0.0f);CHECKGLERROR
3935 GL_Clear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
3936 if (r_refdef.fogenabled)
3937 qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
3939 R_Shadow_RenderMode_Begin();
3941 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3942 if (r_shadow_debuglight.integer >= 0)
3944 lightindex = r_shadow_debuglight.integer;
3945 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3946 if (light && (light->flags & flag) && light->rtlight.draw)
3947 R_Shadow_DrawLight(&light->rtlight);
3951 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3952 for (lightindex = 0;lightindex < range;lightindex++)
3954 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3955 if (light && (light->flags & flag) && light->rtlight.draw)
3956 R_Shadow_DrawLight(&light->rtlight);
3959 if (r_refdef.scene.rtdlight)
3960 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
3961 if (r_refdef.scene.lights[lnum]->draw)
3962 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
3964 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
3965 if (r_refdef.fogenabled)
3966 qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
3968 R_Shadow_RenderMode_End();
3970 if (r_timereport_active)
3971 R_TimeReport("prepasslights");
3974 void R_Shadow_DrawLightSprites(void);
3975 void R_Shadow_PrepareLights(void)
3985 if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
3986 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
3987 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0) ||
3988 r_shadow_shadowmaptexturetype != r_shadow_shadowmapping_texturetype.integer ||
3989 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
3990 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
3991 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
3992 R_Shadow_FreeShadowMaps();
3994 r_shadow_usingshadowmaportho = false;
3996 switch (vid.renderpath)
3998 case RENDERPATH_GL20:
3999 case RENDERPATH_CGGL:
4000 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
4002 r_shadow_usingdeferredprepass = false;
4003 if (r_shadow_prepass_width)
4004 R_Shadow_FreeDeferred();
4005 r_shadow_prepass_width = r_shadow_prepass_height = 0;
4009 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4011 R_Shadow_FreeDeferred();
4013 r_shadow_usingdeferredprepass = true;
4014 r_shadow_prepass_width = vid.width;
4015 r_shadow_prepass_height = vid.height;
4016 r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
4017 r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4018 r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4019 r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4021 // set up the geometry pass fbo (depth + normalmap)
4022 qglGenFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
4023 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
4024 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
4025 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture), 0);CHECKGLERROR
4026 // render depth into one texture and normalmap into the other
4027 if (qglDrawBuffersARB)
4029 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4030 qglReadBuffer(GL_NONE);CHECKGLERROR
4032 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4033 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4035 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4036 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4037 r_shadow_usingdeferredprepass = false;
4040 // set up the lighting pass fbo (diffuse + specular)
4041 qglGenFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
4042 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
4043 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
4044 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepasslightingdiffusetexture), 0);CHECKGLERROR
4045 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepasslightingspeculartexture), 0);CHECKGLERROR
4046 // render diffuse into one texture and specular into another,
4047 // with depth and normalmap bound as textures,
4048 // with depth bound as attachment as well
4049 if (qglDrawBuffersARB)
4051 qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4052 qglReadBuffer(GL_NONE);CHECKGLERROR
4054 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4055 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4057 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4058 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4059 r_shadow_usingdeferredprepass = false;
4063 case RENDERPATH_GL13:
4064 case RENDERPATH_GL11:
4065 r_shadow_usingdeferredprepass = false;
4069 R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles);
4071 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4072 if (r_shadow_debuglight.integer >= 0)
4074 lightindex = r_shadow_debuglight.integer;
4075 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4076 if (light && (light->flags & flag))
4077 R_Shadow_PrepareLight(&light->rtlight);
4081 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4082 for (lightindex = 0;lightindex < range;lightindex++)
4084 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4085 if (light && (light->flags & flag))
4086 R_Shadow_PrepareLight(&light->rtlight);
4089 if (r_refdef.scene.rtdlight)
4091 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4092 R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4094 else if(gl_flashblend.integer)
4096 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4098 rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4099 f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4100 VectorScale(rtlight->color, f, rtlight->currentcolor);
4104 if (r_editlights.integer)
4105 R_Shadow_DrawLightSprites();
4108 void R_Shadow_DrawLights(void)
4116 R_Shadow_RenderMode_Begin();
4118 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4119 if (r_shadow_debuglight.integer >= 0)
4121 lightindex = r_shadow_debuglight.integer;
4122 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4123 if (light && (light->flags & flag))
4124 R_Shadow_DrawLight(&light->rtlight);
4128 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4129 for (lightindex = 0;lightindex < range;lightindex++)
4131 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4132 if (light && (light->flags & flag))
4133 R_Shadow_DrawLight(&light->rtlight);
4136 if (r_refdef.scene.rtdlight)
4137 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4138 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4140 R_Shadow_RenderMode_End();
4143 extern const float r_screenvertex3f[12];
4144 extern void R_SetupView(qboolean allowwaterclippingplane);
4145 extern void R_ResetViewRendering3D(void);
4146 extern void R_ResetViewRendering2D(void);
4147 extern cvar_t r_shadows;
4148 extern cvar_t r_shadows_darken;
4149 extern cvar_t r_shadows_drawafterrtlighting;
4150 extern cvar_t r_shadows_castfrombmodels;
4151 extern cvar_t r_shadows_throwdistance;
4152 extern cvar_t r_shadows_throwdirection;
4153 extern cvar_t r_shadows_focus;
4154 extern cvar_t r_shadows_shadowmapscale;
4156 void R_Shadow_PrepareModelShadows(void)
4159 float scale, size, radius, dot1, dot2;
4160 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
4161 entity_render_t *ent;
4163 if (!r_refdef.scene.numentities)
4166 switch (r_shadow_shadowmode)
4168 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4169 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
4170 if (r_shadows.integer >= 2)
4173 case R_SHADOW_SHADOWMODE_STENCIL:
4174 for (i = 0;i < r_refdef.scene.numentities;i++)
4176 ent = r_refdef.scene.entities[i];
4177 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4178 R_AnimCache_GetEntity(ent, false, false);
4185 size = 2*r_shadow_shadowmapmaxsize;
4186 scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
4187 radius = 0.5f * size / scale;
4189 Math_atov(r_shadows_throwdirection.string, shadowdir);
4190 VectorNormalize(shadowdir);
4191 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4192 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4193 if (fabs(dot1) <= fabs(dot2))
4194 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4196 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4197 VectorNormalize(shadowforward);
4198 CrossProduct(shadowdir, shadowforward, shadowright);
4199 Math_atov(r_shadows_focus.string, shadowfocus);
4200 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4201 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4202 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4203 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4204 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4206 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4208 shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4209 shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4210 shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4211 shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4212 shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4213 shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4215 for (i = 0;i < r_refdef.scene.numentities;i++)
4217 ent = r_refdef.scene.entities[i];
4218 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
4220 // cast shadows from anything of the map (submodels are optional)
4221 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4222 R_AnimCache_GetEntity(ent, false, false);
4226 void R_DrawModelShadowMaps(void)
4229 float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
4230 entity_render_t *ent;
4231 vec3_t relativelightorigin;
4232 vec3_t relativelightdirection, relativeforward, relativeright;
4233 vec3_t relativeshadowmins, relativeshadowmaxs;
4234 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
4236 matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
4237 r_viewport_t viewport;
4240 if (!r_refdef.scene.numentities)
4243 switch (r_shadow_shadowmode)
4245 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4246 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
4253 R_ResetViewRendering3D();
4254 R_Shadow_RenderMode_Begin();
4255 R_Shadow_RenderMode_ActiveLight(NULL);
4257 switch (r_shadow_shadowmode)
4259 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4260 if (!r_shadow_shadowmap2dtexture)
4261 R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4262 fbo = r_shadow_fbo2d;
4263 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
4264 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
4265 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
4267 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
4268 if (!r_shadow_shadowmaprectangletexture)
4269 R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4270 fbo = r_shadow_fborectangle;
4271 r_shadow_shadowmap_texturescale[0] = 1.0f;
4272 r_shadow_shadowmap_texturescale[1] = 1.0f;
4273 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
4279 size = 2*r_shadow_shadowmapmaxsize;
4280 scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
4281 radius = 0.5f / scale;
4282 nearclip = -r_shadows_throwdistance.value;
4283 farclip = r_shadows_throwdistance.value;
4284 bias = r_shadow_shadowmapping_bias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
4286 r_shadow_shadowmap_parameters[0] = size;
4287 r_shadow_shadowmap_parameters[1] = size;
4288 r_shadow_shadowmap_parameters[2] = 1.0;
4289 r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
4291 Math_atov(r_shadows_throwdirection.string, shadowdir);
4292 VectorNormalize(shadowdir);
4293 Math_atov(r_shadows_focus.string, shadowfocus);
4294 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4295 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4296 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4297 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4298 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4299 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4300 if (fabs(dot1) <= fabs(dot2))
4301 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4303 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4304 VectorNormalize(shadowforward);
4305 VectorM(scale, shadowforward, &m[0]);
4306 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4308 m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
4309 CrossProduct(shadowdir, shadowforward, shadowright);
4310 VectorM(scale, shadowright, &m[4]);
4311 m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
4312 VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
4313 m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
4314 Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
4315 Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
4316 R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL);
4318 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4321 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
4322 R_SetupShader_ShowDepth();
4324 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
4325 R_SetupShader_DepthOrShadow();
4328 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
4331 R_SetViewport(&viewport);
4332 GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
4335 qglClearColor(1,1,1,1);
4336 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
4338 GL_Clear(GL_DEPTH_BUFFER_BIT);
4340 GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
4343 for (i = 0;i < r_refdef.scene.numentities;i++)
4345 ent = r_refdef.scene.entities[i];
4347 // cast shadows from anything of the map (submodels are optional)
4348 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4350 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4351 Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
4352 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4353 Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
4354 Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
4355 relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4356 relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4357 relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4358 relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4359 relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4360 relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4361 RSurf_ActiveModelEntity(ent, false, false, false);
4362 ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4363 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4367 R_Shadow_RenderMode_End();
4369 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
4370 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
4371 Matrix4x4_CreateScale3(&scalematrix, size, -size, 1);
4372 Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
4373 Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
4374 Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
4376 r_shadow_usingshadowmaportho = true;
4377 switch (r_shadow_shadowmode)
4379 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4380 r_shadow_usingshadowmap2d = true;
4382 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
4383 r_shadow_usingshadowmaprect = true;
4390 void R_DrawModelShadows(void)
4393 float relativethrowdistance;
4394 entity_render_t *ent;
4395 vec3_t relativelightorigin;
4396 vec3_t relativelightdirection;
4397 vec3_t relativeshadowmins, relativeshadowmaxs;
4398 vec3_t tmp, shadowdir;
4400 if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
4404 R_ResetViewRendering3D();
4405 //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4406 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4407 R_Shadow_RenderMode_Begin();
4408 R_Shadow_RenderMode_ActiveLight(NULL);
4409 r_shadow_lightscissor[0] = r_refdef.view.x;
4410 r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4411 r_shadow_lightscissor[2] = r_refdef.view.width;
4412 r_shadow_lightscissor[3] = r_refdef.view.height;
4413 R_Shadow_RenderMode_StencilShadowVolumes(false);
4416 if (r_shadows.integer == 2)
4418 Math_atov(r_shadows_throwdirection.string, shadowdir);
4419 VectorNormalize(shadowdir);
4422 R_Shadow_ClearStencil();
4424 for (i = 0;i < r_refdef.scene.numentities;i++)
4426 ent = r_refdef.scene.entities[i];
4428 // cast shadows from anything of the map (submodels are optional)
4429 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4431 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4432 VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
4433 VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
4434 if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
4435 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4438 if(ent->entitynumber != 0)
4440 if(ent->entitynumber >= MAX_EDICTS) // csqc entity
4442 // FIXME handle this
4443 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4447 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
4448 int entnum, entnum2, recursion;
4449 entnum = entnum2 = ent->entitynumber;
4450 for(recursion = 32; recursion > 0; --recursion)
4452 entnum2 = cl.entities[entnum].state_current.tagentity;
4453 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
4458 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
4460 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
4461 // transform into modelspace of OUR entity
4462 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
4463 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
4466 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4470 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4473 VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
4474 RSurf_ActiveModelEntity(ent, false, false, false);
4475 ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
4476 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4480 // not really the right mode, but this will disable any silly stencil features
4481 R_Shadow_RenderMode_End();
4483 // set up ortho view for rendering this pass
4484 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4485 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4486 //GL_ScissorTest(true);
4487 //R_EntityMatrix(&identitymatrix);
4488 //R_Mesh_ResetTextureState();
4489 R_ResetViewRendering2D();
4490 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4491 R_Mesh_ColorPointer(NULL, 0, 0);
4492 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
4494 // set up a darkening blend on shadowed areas
4495 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4496 //GL_DepthRange(0, 1);
4497 //GL_DepthTest(false);
4498 //GL_DepthMask(false);
4499 //GL_PolygonOffset(0, 0);CHECKGLERROR
4500 GL_Color(0, 0, 0, r_shadows_darken.value);
4501 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4502 //qglDepthFunc(GL_ALWAYS);CHECKGLERROR
4503 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
4504 qglStencilMask(255);CHECKGLERROR
4505 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
4506 qglStencilFunc(GL_NOTEQUAL, 128, 255);CHECKGLERROR
4508 // apply the blend to the shadowed areas
4509 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4511 // restore the viewport
4512 R_SetViewport(&r_refdef.view.viewport);
4514 // restore other state to normal
4515 //R_Shadow_RenderMode_End();
4518 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
4521 vec3_t centerorigin;
4523 // if it's too close, skip it
4524 if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
4526 zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
4529 if (usequery && r_numqueries + 2 <= r_maxqueries)
4531 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
4532 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
4533 // we count potential samples in the middle of the screen, we count actual samples at the light location, this allows counting potential samples of off-screen lights
4534 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
4537 // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use qglDepthFunc instead
4538 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
4539 qglDepthFunc(GL_ALWAYS);
4540 R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4541 R_Mesh_VertexPointer(vertex3f, 0, 0);
4542 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4543 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4544 qglDepthFunc(GL_LEQUAL);
4545 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
4546 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4547 R_Mesh_VertexPointer(vertex3f, 0, 0);
4548 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4549 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4552 rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
4555 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4557 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
4560 GLint allpixels = 0, visiblepixels = 0;
4561 // now we have to check the query result
4562 if (rtlight->corona_queryindex_visiblepixels)
4565 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
4566 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
4568 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
4569 if (visiblepixels < 1 || allpixels < 1)
4571 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
4572 cscale *= rtlight->corona_visibility;
4576 // FIXME: these traces should scan all render entities instead of cl.world
4577 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
4580 VectorScale(rtlight->currentcolor, cscale, color);
4581 if (VectorLength(color) > (1.0f / 256.0f))
4584 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
4587 VectorNegate(color, color);
4588 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4590 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4591 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4592 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4594 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4598 void R_Shadow_DrawCoronas(void)
4606 if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
4608 if (r_waterstate.renderingscene)
4610 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4611 R_EntityMatrix(&identitymatrix);
4613 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4615 // check occlusion of coronas
4616 // use GL_ARB_occlusion_query if available
4617 // otherwise use raytraces
4619 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
4622 GL_ColorMask(0,0,0,0);
4623 if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
4624 if (r_maxqueries < MAX_OCCLUSION_QUERIES)
4627 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
4628 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
4630 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
4633 RSurf_ActiveWorldEntity();
4634 GL_BlendFunc(GL_ONE, GL_ZERO);
4635 GL_CullFace(GL_NONE);
4636 GL_DepthMask(false);
4637 GL_DepthRange(0, 1);
4638 GL_PolygonOffset(0, 0);
4640 R_Mesh_ColorPointer(NULL, 0, 0);
4641 R_Mesh_ResetTextureState();
4642 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
4644 for (lightindex = 0;lightindex < range;lightindex++)
4646 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4649 rtlight = &light->rtlight;
4650 rtlight->corona_visibility = 0;
4651 rtlight->corona_queryindex_visiblepixels = 0;
4652 rtlight->corona_queryindex_allpixels = 0;
4653 if (!(rtlight->flags & flag))
4655 if (rtlight->corona <= 0)
4657 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
4659 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4661 for (i = 0;i < r_refdef.scene.numlights;i++)
4663 rtlight = r_refdef.scene.lights[i];
4664 rtlight->corona_visibility = 0;
4665 rtlight->corona_queryindex_visiblepixels = 0;
4666 rtlight->corona_queryindex_allpixels = 0;
4667 if (!(rtlight->flags & flag))
4669 if (rtlight->corona <= 0)
4671 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4674 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4676 // now draw the coronas using the query data for intensity info
4677 for (lightindex = 0;lightindex < range;lightindex++)
4679 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4682 rtlight = &light->rtlight;
4683 if (rtlight->corona_visibility <= 0)
4685 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4687 for (i = 0;i < r_refdef.scene.numlights;i++)
4689 rtlight = r_refdef.scene.lights[i];
4690 if (rtlight->corona_visibility <= 0)
4692 if (gl_flashblend.integer)
4693 R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
4695 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4701 dlight_t *R_Shadow_NewWorldLight(void)
4703 return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
4706 void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
4709 // validate parameters
4710 if (style < 0 || style >= MAX_LIGHTSTYLES)
4712 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
4718 // copy to light properties
4719 VectorCopy(origin, light->origin);
4720 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
4721 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
4722 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
4724 light->color[0] = max(color[0], 0);
4725 light->color[1] = max(color[1], 0);
4726 light->color[2] = max(color[2], 0);
4728 light->color[0] = color[0];
4729 light->color[1] = color[1];
4730 light->color[2] = color[2];
4731 light->radius = max(radius, 0);
4732 light->style = style;
4733 light->shadow = shadowenable;
4734 light->corona = corona;
4735 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
4736 light->coronasizescale = coronasizescale;
4737 light->ambientscale = ambientscale;
4738 light->diffusescale = diffusescale;
4739 light->specularscale = specularscale;
4740 light->flags = flags;
4742 // update renderable light data
4743 Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
4744 R_RTLight_Update(&light->rtlight, true, &matrix, light->color, light->style, light->cubemapname[0] ? light->cubemapname : NULL, light->shadow, light->corona, light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
4747 void R_Shadow_FreeWorldLight(dlight_t *light)
4749 if (r_shadow_selectedlight == light)
4750 r_shadow_selectedlight = NULL;
4751 R_RTLight_Uncompile(&light->rtlight);
4752 Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
4755 void R_Shadow_ClearWorldLights(void)
4759 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4760 for (lightindex = 0;lightindex < range;lightindex++)
4762 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4764 R_Shadow_FreeWorldLight(light);
4766 r_shadow_selectedlight = NULL;
4769 void R_Shadow_SelectLight(dlight_t *light)
4771 if (r_shadow_selectedlight)
4772 r_shadow_selectedlight->selected = false;
4773 r_shadow_selectedlight = light;
4774 if (r_shadow_selectedlight)
4775 r_shadow_selectedlight->selected = true;
4778 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4780 // this is never batched (there can be only one)
4782 R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
4783 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4784 R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4787 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4792 skinframe_t *skinframe;
4795 // this is never batched (due to the ent parameter changing every time)
4796 // so numsurfaces == 1 and surfacelist[0] == lightnumber
4797 const dlight_t *light = (dlight_t *)ent;
4800 R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
4803 VectorScale(light->color, intensity, spritecolor);
4804 if (VectorLength(spritecolor) < 0.1732f)
4805 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
4806 if (VectorLength(spritecolor) > 1.0f)
4807 VectorNormalize(spritecolor);
4809 // draw light sprite
4810 if (light->cubemapname[0] && !light->shadow)
4811 skinframe = r_editlights_sprcubemapnoshadowlight;
4812 else if (light->cubemapname[0])
4813 skinframe = r_editlights_sprcubemaplight;
4814 else if (!light->shadow)
4815 skinframe = r_editlights_sprnoshadowlight;
4817 skinframe = r_editlights_sprlight;
4819 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, spritecolor[0], spritecolor[1], spritecolor[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4820 R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4822 // draw selection sprite if light is selected
4823 if (light->selected)
4825 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4826 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4827 // VorteX todo: add normalmode/realtime mode light overlay sprites?
4831 void R_Shadow_DrawLightSprites(void)
4835 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4836 for (lightindex = 0;lightindex < range;lightindex++)
4838 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4840 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
4842 if (!r_editlights_lockcursor)
4843 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
4846 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
4851 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
4852 if (lightindex >= range)
4854 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4857 rtlight = &light->rtlight;
4858 //if (!(rtlight->flags & flag))
4860 VectorCopy(rtlight->shadoworigin, origin);
4861 *radius = rtlight->radius;
4862 VectorCopy(rtlight->color, color);
4866 void R_Shadow_SelectLightInView(void)
4868 float bestrating, rating, temp[3];
4872 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4876 if (r_editlights_lockcursor)
4878 for (lightindex = 0;lightindex < range;lightindex++)
4880 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4883 VectorSubtract(light->origin, r_refdef.view.origin, temp);
4884 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
4887 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
4888 if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
4890 bestrating = rating;
4895 R_Shadow_SelectLight(best);
4898 void R_Shadow_LoadWorldLights(void)
4900 int n, a, style, shadow, flags;
4901 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
4902 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
4903 if (cl.worldmodel == NULL)
4905 Con_Print("No map loaded.\n");
4908 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
4909 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
4919 for (;COM_Parse(t, true) && strcmp(
4920 if (COM_Parse(t, true))
4922 if (com_token[0] == '!')
4925 origin[0] = atof(com_token+1);
4928 origin[0] = atof(com_token);
4933 while (*s && *s != '\n' && *s != '\r')
4939 // check for modifier flags
4946 #if _MSC_VER >= 1400
4947 #define sscanf sscanf_s
4949 cubemapname[sizeof(cubemapname)-1] = 0;
4950 #if MAX_QPATH != 128
4951 #error update this code if MAX_QPATH changes
4953 a = sscanf(t, "%f %f %f %f %f %f %f %d %127s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname
4954 #if _MSC_VER >= 1400
4955 , sizeof(cubemapname)
4957 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
4960 flags = LIGHTFLAG_REALTIMEMODE;
4968 coronasizescale = 0.25f;
4970 VectorClear(angles);
4973 if (a < 9 || !strcmp(cubemapname, "\"\""))
4975 // remove quotes on cubemapname
4976 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
4979 namelen = strlen(cubemapname) - 2;
4980 memmove(cubemapname, cubemapname + 1, namelen);
4981 cubemapname[namelen] = '\0';
4985 Con_Printf("found %d parameters on line %i, should be 8 or more parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style \"cubemapname\" corona angles[0] angles[1] angles[2] coronasizescale ambientscale diffusescale specularscale flags)\n", a, n + 1);
4988 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4996 Con_Printf("invalid rtlights file \"%s\"\n", name);
4997 Mem_Free(lightsstring);
5001 void R_Shadow_SaveWorldLights(void)
5005 size_t bufchars, bufmaxchars;
5007 char name[MAX_QPATH];
5008 char line[MAX_INPUTLINE];
5009 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
5010 // I hate lines which are 3 times my screen size :( --blub
5013 if (cl.worldmodel == NULL)
5015 Con_Print("No map loaded.\n");
5018 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5019 bufchars = bufmaxchars = 0;
5021 for (lightindex = 0;lightindex < range;lightindex++)
5023 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5026 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5027 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
5028 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5029 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
5031 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
5032 if (bufchars + strlen(line) > bufmaxchars)
5034 bufmaxchars = bufchars + strlen(line) + 2048;
5036 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5040 memcpy(buf, oldbuf, bufchars);
5046 memcpy(buf + bufchars, line, strlen(line));
5047 bufchars += strlen(line);
5051 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5056 void R_Shadow_LoadLightsFile(void)
5059 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5060 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5061 if (cl.worldmodel == NULL)
5063 Con_Print("No map loaded.\n");
5066 dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
5067 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5075 while (*s && *s != '\n' && *s != '\r')
5081 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);
5085 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);
5088 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5089 radius = bound(15, radius, 4096);
5090 VectorScale(color, (2.0f / (8388608.0f)), color);
5091 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5099 Con_Printf("invalid lights file \"%s\"\n", name);
5100 Mem_Free(lightsstring);
5104 // tyrlite/hmap2 light types in the delay field
5105 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5107 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5119 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5120 char key[256], value[MAX_INPUTLINE];
5122 if (cl.worldmodel == NULL)
5124 Con_Print("No map loaded.\n");
5127 // try to load a .ent file first
5128 dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
5129 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5130 // and if that is not found, fall back to the bsp file entity string
5132 data = cl.worldmodel->brush.entities;
5135 for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5137 type = LIGHTTYPE_MINUSX;
5138 origin[0] = origin[1] = origin[2] = 0;
5139 originhack[0] = originhack[1] = originhack[2] = 0;
5140 angles[0] = angles[1] = angles[2] = 0;
5141 color[0] = color[1] = color[2] = 1;
5142 light[0] = light[1] = light[2] = 1;light[3] = 300;
5143 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5153 if (!COM_ParseToken_Simple(&data, false, false))
5155 if (com_token[0] == '}')
5156 break; // end of entity
5157 if (com_token[0] == '_')
5158 strlcpy(key, com_token + 1, sizeof(key));
5160 strlcpy(key, com_token, sizeof(key));
5161 while (key[strlen(key)-1] == ' ') // remove trailing spaces
5162 key[strlen(key)-1] = 0;
5163 if (!COM_ParseToken_Simple(&data, false, false))
5165 strlcpy(value, com_token, sizeof(value));
5167 // now that we have the key pair worked out...
5168 if (!strcmp("light", key))
5170 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5174 light[0] = vec[0] * (1.0f / 256.0f);
5175 light[1] = vec[0] * (1.0f / 256.0f);
5176 light[2] = vec[0] * (1.0f / 256.0f);
5182 light[0] = vec[0] * (1.0f / 255.0f);
5183 light[1] = vec[1] * (1.0f / 255.0f);
5184 light[2] = vec[2] * (1.0f / 255.0f);
5188 else if (!strcmp("delay", key))
5190 else if (!strcmp("origin", key))
5191 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5192 else if (!strcmp("angle", key))
5193 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5194 else if (!strcmp("angles", key))
5195 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5196 else if (!strcmp("color", key))
5197 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5198 else if (!strcmp("wait", key))
5199 fadescale = atof(value);
5200 else if (!strcmp("classname", key))
5202 if (!strncmp(value, "light", 5))
5205 if (!strcmp(value, "light_fluoro"))
5210 overridecolor[0] = 1;
5211 overridecolor[1] = 1;
5212 overridecolor[2] = 1;
5214 if (!strcmp(value, "light_fluorospark"))
5219 overridecolor[0] = 1;
5220 overridecolor[1] = 1;
5221 overridecolor[2] = 1;
5223 if (!strcmp(value, "light_globe"))
5228 overridecolor[0] = 1;
5229 overridecolor[1] = 0.8;
5230 overridecolor[2] = 0.4;
5232 if (!strcmp(value, "light_flame_large_yellow"))
5237 overridecolor[0] = 1;
5238 overridecolor[1] = 0.5;
5239 overridecolor[2] = 0.1;
5241 if (!strcmp(value, "light_flame_small_yellow"))
5246 overridecolor[0] = 1;
5247 overridecolor[1] = 0.5;
5248 overridecolor[2] = 0.1;
5250 if (!strcmp(value, "light_torch_small_white"))
5255 overridecolor[0] = 1;
5256 overridecolor[1] = 0.5;
5257 overridecolor[2] = 0.1;
5259 if (!strcmp(value, "light_torch_small_walltorch"))
5264 overridecolor[0] = 1;
5265 overridecolor[1] = 0.5;
5266 overridecolor[2] = 0.1;
5270 else if (!strcmp("style", key))
5271 style = atoi(value);
5272 else if (!strcmp("skin", key))
5273 skin = (int)atof(value);
5274 else if (!strcmp("pflags", key))
5275 pflags = (int)atof(value);
5276 //else if (!strcmp("effects", key))
5277 // effects = (int)atof(value);
5278 else if (cl.worldmodel->type == mod_brushq3)
5280 if (!strcmp("scale", key))
5281 lightscale = atof(value);
5282 if (!strcmp("fade", key))
5283 fadescale = atof(value);
5288 if (lightscale <= 0)
5292 if (color[0] == color[1] && color[0] == color[2])
5294 color[0] *= overridecolor[0];
5295 color[1] *= overridecolor[1];
5296 color[2] *= overridecolor[2];
5298 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5299 color[0] = color[0] * light[0];
5300 color[1] = color[1] * light[1];
5301 color[2] = color[2] * light[2];
5304 case LIGHTTYPE_MINUSX:
5306 case LIGHTTYPE_RECIPX:
5308 VectorScale(color, (1.0f / 16.0f), color);
5310 case LIGHTTYPE_RECIPXX:
5312 VectorScale(color, (1.0f / 16.0f), color);
5315 case LIGHTTYPE_NONE:
5319 case LIGHTTYPE_MINUSXX:
5322 VectorAdd(origin, originhack, origin);
5324 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5327 Mem_Free(entfiledata);
5331 void R_Shadow_SetCursorLocationForView(void)
5334 vec3_t dest, endpos;
5336 VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5337 trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
5338 if (trace.fraction < 1)
5340 dist = trace.fraction * r_editlights_cursordistance.value;
5341 push = r_editlights_cursorpushback.value;
5345 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
5346 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
5350 VectorClear( endpos );
5352 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5353 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5354 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5357 void R_Shadow_UpdateWorldLightSelection(void)
5359 if (r_editlights.integer)
5361 R_Shadow_SetCursorLocationForView();
5362 R_Shadow_SelectLightInView();
5365 R_Shadow_SelectLight(NULL);
5368 void R_Shadow_EditLights_Clear_f(void)
5370 R_Shadow_ClearWorldLights();
5373 void R_Shadow_EditLights_Reload_f(void)
5377 strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
5378 R_Shadow_ClearWorldLights();
5379 R_Shadow_LoadWorldLights();
5380 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5382 R_Shadow_LoadLightsFile();
5383 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5384 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5388 void R_Shadow_EditLights_Save_f(void)
5392 R_Shadow_SaveWorldLights();
5395 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
5397 R_Shadow_ClearWorldLights();
5398 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5401 void R_Shadow_EditLights_ImportLightsFile_f(void)
5403 R_Shadow_ClearWorldLights();
5404 R_Shadow_LoadLightsFile();
5407 void R_Shadow_EditLights_Spawn_f(void)
5410 if (!r_editlights.integer)
5412 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5415 if (Cmd_Argc() != 1)
5417 Con_Print("r_editlights_spawn does not take parameters\n");
5420 color[0] = color[1] = color[2] = 1;
5421 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5424 void R_Shadow_EditLights_Edit_f(void)
5426 vec3_t origin, angles, color;
5427 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
5428 int style, shadows, flags, normalmode, realtimemode;
5429 char cubemapname[MAX_INPUTLINE];
5430 if (!r_editlights.integer)
5432 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5435 if (!r_shadow_selectedlight)
5437 Con_Print("No selected light.\n");
5440 VectorCopy(r_shadow_selectedlight->origin, origin);
5441 VectorCopy(r_shadow_selectedlight->angles, angles);
5442 VectorCopy(r_shadow_selectedlight->color, color);
5443 radius = r_shadow_selectedlight->radius;
5444 style = r_shadow_selectedlight->style;
5445 if (r_shadow_selectedlight->cubemapname)
5446 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
5449 shadows = r_shadow_selectedlight->shadow;
5450 corona = r_shadow_selectedlight->corona;
5451 coronasizescale = r_shadow_selectedlight->coronasizescale;
5452 ambientscale = r_shadow_selectedlight->ambientscale;
5453 diffusescale = r_shadow_selectedlight->diffusescale;
5454 specularscale = r_shadow_selectedlight->specularscale;
5455 flags = r_shadow_selectedlight->flags;
5456 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
5457 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
5458 if (!strcmp(Cmd_Argv(1), "origin"))
5460 if (Cmd_Argc() != 5)
5462 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5465 origin[0] = atof(Cmd_Argv(2));
5466 origin[1] = atof(Cmd_Argv(3));
5467 origin[2] = atof(Cmd_Argv(4));
5469 else if (!strcmp(Cmd_Argv(1), "originx"))
5471 if (Cmd_Argc() != 3)
5473 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5476 origin[0] = atof(Cmd_Argv(2));
5478 else if (!strcmp(Cmd_Argv(1), "originy"))
5480 if (Cmd_Argc() != 3)
5482 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5485 origin[1] = atof(Cmd_Argv(2));
5487 else if (!strcmp(Cmd_Argv(1), "originz"))
5489 if (Cmd_Argc() != 3)
5491 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5494 origin[2] = atof(Cmd_Argv(2));
5496 else if (!strcmp(Cmd_Argv(1), "move"))
5498 if (Cmd_Argc() != 5)
5500 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5503 origin[0] += atof(Cmd_Argv(2));
5504 origin[1] += atof(Cmd_Argv(3));
5505 origin[2] += atof(Cmd_Argv(4));
5507 else if (!strcmp(Cmd_Argv(1), "movex"))
5509 if (Cmd_Argc() != 3)
5511 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5514 origin[0] += atof(Cmd_Argv(2));
5516 else if (!strcmp(Cmd_Argv(1), "movey"))
5518 if (Cmd_Argc() != 3)
5520 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5523 origin[1] += atof(Cmd_Argv(2));
5525 else if (!strcmp(Cmd_Argv(1), "movez"))
5527 if (Cmd_Argc() != 3)
5529 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5532 origin[2] += atof(Cmd_Argv(2));
5534 else if (!strcmp(Cmd_Argv(1), "angles"))
5536 if (Cmd_Argc() != 5)
5538 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5541 angles[0] = atof(Cmd_Argv(2));
5542 angles[1] = atof(Cmd_Argv(3));
5543 angles[2] = atof(Cmd_Argv(4));
5545 else if (!strcmp(Cmd_Argv(1), "anglesx"))
5547 if (Cmd_Argc() != 3)
5549 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5552 angles[0] = atof(Cmd_Argv(2));
5554 else if (!strcmp(Cmd_Argv(1), "anglesy"))
5556 if (Cmd_Argc() != 3)
5558 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5561 angles[1] = atof(Cmd_Argv(2));
5563 else if (!strcmp(Cmd_Argv(1), "anglesz"))
5565 if (Cmd_Argc() != 3)
5567 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5570 angles[2] = atof(Cmd_Argv(2));
5572 else if (!strcmp(Cmd_Argv(1), "color"))
5574 if (Cmd_Argc() != 5)
5576 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
5579 color[0] = atof(Cmd_Argv(2));
5580 color[1] = atof(Cmd_Argv(3));
5581 color[2] = atof(Cmd_Argv(4));
5583 else if (!strcmp(Cmd_Argv(1), "radius"))
5585 if (Cmd_Argc() != 3)
5587 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5590 radius = atof(Cmd_Argv(2));
5592 else if (!strcmp(Cmd_Argv(1), "colorscale"))
5594 if (Cmd_Argc() == 3)
5596 double scale = atof(Cmd_Argv(2));
5603 if (Cmd_Argc() != 5)
5605 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
5608 color[0] *= atof(Cmd_Argv(2));
5609 color[1] *= atof(Cmd_Argv(3));
5610 color[2] *= atof(Cmd_Argv(4));
5613 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
5615 if (Cmd_Argc() != 3)
5617 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5620 radius *= atof(Cmd_Argv(2));
5622 else if (!strcmp(Cmd_Argv(1), "style"))
5624 if (Cmd_Argc() != 3)
5626 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5629 style = atoi(Cmd_Argv(2));
5631 else if (!strcmp(Cmd_Argv(1), "cubemap"))
5635 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5638 if (Cmd_Argc() == 3)
5639 strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
5643 else if (!strcmp(Cmd_Argv(1), "shadows"))
5645 if (Cmd_Argc() != 3)
5647 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5650 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5652 else if (!strcmp(Cmd_Argv(1), "corona"))
5654 if (Cmd_Argc() != 3)
5656 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5659 corona = atof(Cmd_Argv(2));
5661 else if (!strcmp(Cmd_Argv(1), "coronasize"))
5663 if (Cmd_Argc() != 3)
5665 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5668 coronasizescale = atof(Cmd_Argv(2));
5670 else if (!strcmp(Cmd_Argv(1), "ambient"))
5672 if (Cmd_Argc() != 3)
5674 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5677 ambientscale = atof(Cmd_Argv(2));
5679 else if (!strcmp(Cmd_Argv(1), "diffuse"))
5681 if (Cmd_Argc() != 3)
5683 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5686 diffusescale = atof(Cmd_Argv(2));
5688 else if (!strcmp(Cmd_Argv(1), "specular"))
5690 if (Cmd_Argc() != 3)
5692 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5695 specularscale = atof(Cmd_Argv(2));
5697 else if (!strcmp(Cmd_Argv(1), "normalmode"))
5699 if (Cmd_Argc() != 3)
5701 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5704 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5706 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
5708 if (Cmd_Argc() != 3)
5710 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5713 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5717 Con_Print("usage: r_editlights_edit [property] [value]\n");
5718 Con_Print("Selected light's properties:\n");
5719 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
5720 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
5721 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
5722 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
5723 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
5724 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
5725 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
5726 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
5727 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
5728 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
5729 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
5730 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
5731 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
5732 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
5735 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
5736 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5739 void R_Shadow_EditLights_EditAll_f(void)
5742 dlight_t *light, *oldselected;
5745 if (!r_editlights.integer)
5747 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
5751 oldselected = r_shadow_selectedlight;
5752 // EditLights doesn't seem to have a "remove" command or something so:
5753 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5754 for (lightindex = 0;lightindex < range;lightindex++)
5756 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5759 R_Shadow_SelectLight(light);
5760 R_Shadow_EditLights_Edit_f();
5762 // return to old selected (to not mess editing once selection is locked)
5763 R_Shadow_SelectLight(oldselected);
5766 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
5768 int lightnumber, lightcount;
5769 size_t lightindex, range;
5773 if (!r_editlights.integer)
5775 x = vid_conwidth.value - 240;
5777 DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
5780 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5781 for (lightindex = 0;lightindex < range;lightindex++)
5783 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5786 if (light == r_shadow_selectedlight)
5787 lightnumber = lightindex;
5790 dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
5791 dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
5793 if (r_shadow_selectedlight == NULL)
5795 dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5796 dpsnprintf(temp, sizeof(temp), "Origin : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5797 dpsnprintf(temp, sizeof(temp), "Angles : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5798 dpsnprintf(temp, sizeof(temp), "Color : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5799 dpsnprintf(temp, sizeof(temp), "Radius : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5800 dpsnprintf(temp, sizeof(temp), "Corona : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5801 dpsnprintf(temp, sizeof(temp), "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5802 dpsnprintf(temp, sizeof(temp), "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5803 dpsnprintf(temp, sizeof(temp), "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5804 dpsnprintf(temp, sizeof(temp), "CoronaSize : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5805 dpsnprintf(temp, sizeof(temp), "Ambient : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5806 dpsnprintf(temp, sizeof(temp), "Diffuse : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5807 dpsnprintf(temp, sizeof(temp), "Specular : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5808 dpsnprintf(temp, sizeof(temp), "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5809 dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5812 void R_Shadow_EditLights_ToggleShadow_f(void)
5814 if (!r_editlights.integer)
5816 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5819 if (!r_shadow_selectedlight)
5821 Con_Print("No selected light.\n");
5824 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
5827 void R_Shadow_EditLights_ToggleCorona_f(void)
5829 if (!r_editlights.integer)
5831 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5834 if (!r_shadow_selectedlight)
5836 Con_Print("No selected light.\n");
5839 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
5842 void R_Shadow_EditLights_Remove_f(void)
5844 if (!r_editlights.integer)
5846 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
5849 if (!r_shadow_selectedlight)
5851 Con_Print("No selected light.\n");
5854 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
5855 r_shadow_selectedlight = NULL;
5858 void R_Shadow_EditLights_Help_f(void)
5861 "Documentation on r_editlights system:\n"
5863 "r_editlights : enable/disable editing mode\n"
5864 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
5865 "r_editlights_cursorpushback : push back cursor this far from surface\n"
5866 "r_editlights_cursorpushoff : push cursor off surface this far\n"
5867 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
5868 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
5870 "r_editlights_help : this help\n"
5871 "r_editlights_clear : remove all lights\n"
5872 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
5873 "r_editlights_lock : lock selection to current light, if already locked - unlock\n"
5874 "r_editlights_save : save to .rtlights file\n"
5875 "r_editlights_spawn : create a light with default settings\n"
5876 "r_editlights_edit command : edit selected light - more documentation below\n"
5877 "r_editlights_remove : remove selected light\n"
5878 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
5879 "r_editlights_importlightentitiesfrommap : reload light entities\n"
5880 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
5882 "origin x y z : set light location\n"
5883 "originx x: set x component of light location\n"
5884 "originy y: set y component of light location\n"
5885 "originz z: set z component of light location\n"
5886 "move x y z : adjust light location\n"
5887 "movex x: adjust x component of light location\n"
5888 "movey y: adjust y component of light location\n"
5889 "movez z: adjust z component of light location\n"
5890 "angles x y z : set light angles\n"
5891 "anglesx x: set x component of light angles\n"
5892 "anglesy y: set y component of light angles\n"
5893 "anglesz z: set z component of light angles\n"
5894 "color r g b : set color of light (can be brighter than 1 1 1)\n"
5895 "radius radius : set radius (size) of light\n"
5896 "colorscale grey : multiply color of light (1 does nothing)\n"
5897 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
5898 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
5899 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
5900 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
5901 "cubemap basename : set filter cubemap of light (not yet supported)\n"
5902 "shadows 1/0 : turn on/off shadows\n"
5903 "corona n : set corona intensity\n"
5904 "coronasize n : set corona size (0-1)\n"
5905 "ambient n : set ambient intensity (0-1)\n"
5906 "diffuse n : set diffuse intensity (0-1)\n"
5907 "specular n : set specular intensity (0-1)\n"
5908 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
5909 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
5910 "<nothing> : print light properties to console\n"
5914 void R_Shadow_EditLights_CopyInfo_f(void)
5916 if (!r_editlights.integer)
5918 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
5921 if (!r_shadow_selectedlight)
5923 Con_Print("No selected light.\n");
5926 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
5927 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
5928 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
5929 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
5930 if (r_shadow_selectedlight->cubemapname)
5931 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
5933 r_shadow_bufferlight.cubemapname[0] = 0;
5934 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
5935 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
5936 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
5937 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
5938 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
5939 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
5940 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
5943 void R_Shadow_EditLights_PasteInfo_f(void)
5945 if (!r_editlights.integer)
5947 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
5950 if (!r_shadow_selectedlight)
5952 Con_Print("No selected light.\n");
5955 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname, r_shadow_bufferlight.coronasizescale, r_shadow_bufferlight.ambientscale, r_shadow_bufferlight.diffusescale, r_shadow_bufferlight.specularscale, r_shadow_bufferlight.flags);
5958 void R_Shadow_EditLights_Lock_f(void)
5960 if (!r_editlights.integer)
5962 Con_Print("Cannot lock on light when not in editing mode. Set r_editlights to 1.\n");
5965 if (r_editlights_lockcursor)
5967 r_editlights_lockcursor = false;
5970 if (!r_shadow_selectedlight)
5972 Con_Print("No selected light to lock on.\n");
5975 r_editlights_lockcursor = true;
5978 void R_Shadow_EditLights_Init(void)
5980 Cvar_RegisterVariable(&r_editlights);
5981 Cvar_RegisterVariable(&r_editlights_cursordistance);
5982 Cvar_RegisterVariable(&r_editlights_cursorpushback);
5983 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
5984 Cvar_RegisterVariable(&r_editlights_cursorgrid);
5985 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
5986 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
5987 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
5988 Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)");
5989 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
5990 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
5991 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
5992 Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)");
5993 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
5994 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
5995 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
5996 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
5997 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
5998 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
5999 Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)");
6000 Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
6006 =============================================================================
6010 =============================================================================
6013 void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, qboolean dynamic, qboolean rtworld)
6015 VectorClear(diffusecolor);
6016 VectorClear(diffusenormal);
6018 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6020 ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient;
6021 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
6024 VectorSet(ambientcolor, 1, 1, 1);
6028 int i, numlights, flag;
6029 float f, relativepoint[3], dist, dist2, lightradius2;
6036 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6037 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6038 for (i = 0; i < numlights; i++)
6040 dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6043 light = &dlight->rtlight;
6044 if (!(light->flags & flag))
6047 lightradius2 = light->radius * light->radius;
6048 VectorSubtract(light->shadoworigin, p, relativepoint);
6049 dist2 = VectorLength2(relativepoint);
6050 if (dist2 >= lightradius2)
6052 dist = sqrt(dist2) / light->radius;
6053 f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6056 // todo: add to both ambient and diffuse
6057 if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
6058 VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);
6063 for (i = 0;i < r_refdef.scene.numlights;i++)
6065 light = r_refdef.scene.lights[i];
6067 lightradius2 = light->radius * light->radius;
6068 VectorSubtract(light->shadoworigin, p, relativepoint);
6069 dist2 = VectorLength2(relativepoint);
6070 if (dist2 >= lightradius2)
6072 dist = sqrt(dist2) / light->radius;
6073 f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6076 // todo: add to both ambient and diffuse
6077 if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
6078 VectorMA(ambientcolor, f, light->color, ambientcolor);