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"
142 #include "dpsoftrast.h"
146 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
149 extern void R_Shadow_EditLights_Init(void);
151 typedef enum r_shadow_rendermode_e
153 R_SHADOW_RENDERMODE_NONE,
154 R_SHADOW_RENDERMODE_ZPASS_STENCIL,
155 R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
156 R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
157 R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
158 R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
159 R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
160 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
161 R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
162 R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
163 R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
164 R_SHADOW_RENDERMODE_LIGHT_GLSL,
165 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
166 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
167 R_SHADOW_RENDERMODE_SHADOWMAP2D
169 r_shadow_rendermode_t;
171 typedef enum r_shadow_shadowmode_e
173 R_SHADOW_SHADOWMODE_STENCIL,
174 R_SHADOW_SHADOWMODE_SHADOWMAP2D
176 r_shadow_shadowmode_t;
178 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
180 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
181 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
182 qboolean r_shadow_usingshadowmap2d;
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_fbo2d;
193 r_shadow_shadowmode_t r_shadow_shadowmode;
194 int r_shadow_shadowmapfilterquality;
195 int r_shadow_shadowmapdepthbits;
196 int r_shadow_shadowmapmaxsize;
197 qboolean r_shadow_shadowmapvsdct;
198 qboolean r_shadow_shadowmapsampler;
199 int r_shadow_shadowmappcf;
200 int r_shadow_shadowmapborder;
201 matrix4x4_t r_shadow_shadowmapmatrix;
202 int r_shadow_lightscissor[4];
203 qboolean r_shadow_usingdeferredprepass;
205 int maxshadowtriangles;
208 int maxshadowvertices;
209 float *shadowvertex3f;
219 unsigned char *shadowsides;
220 int *shadowsideslist;
227 int r_shadow_buffer_numleafpvsbytes;
228 unsigned char *r_shadow_buffer_visitingleafpvs;
229 unsigned char *r_shadow_buffer_leafpvs;
230 int *r_shadow_buffer_leaflist;
232 int r_shadow_buffer_numsurfacepvsbytes;
233 unsigned char *r_shadow_buffer_surfacepvs;
234 int *r_shadow_buffer_surfacelist;
235 unsigned char *r_shadow_buffer_surfacesides;
237 int r_shadow_buffer_numshadowtrispvsbytes;
238 unsigned char *r_shadow_buffer_shadowtrispvs;
239 int r_shadow_buffer_numlighttrispvsbytes;
240 unsigned char *r_shadow_buffer_lighttrispvs;
242 rtexturepool_t *r_shadow_texturepool;
243 rtexture_t *r_shadow_attenuationgradienttexture;
244 rtexture_t *r_shadow_attenuation2dtexture;
245 rtexture_t *r_shadow_attenuation3dtexture;
246 skinframe_t *r_shadow_lightcorona;
247 rtexture_t *r_shadow_shadowmap2dtexture;
248 rtexture_t *r_shadow_shadowmap2dcolortexture;
249 rtexture_t *r_shadow_shadowmapvsdcttexture;
250 int r_shadow_shadowmapsize; // changes for each light based on distance
251 int r_shadow_shadowmaplod; // changes for each light based on distance
253 GLuint r_shadow_prepassgeometryfbo;
254 GLuint r_shadow_prepasslightingdiffusespecularfbo;
255 GLuint r_shadow_prepasslightingdiffusefbo;
256 int r_shadow_prepass_width;
257 int r_shadow_prepass_height;
258 rtexture_t *r_shadow_prepassgeometrydepthtexture;
259 rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
260 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
261 rtexture_t *r_shadow_prepasslightingdiffusetexture;
262 rtexture_t *r_shadow_prepasslightingspeculartexture;
264 // lights are reloaded when this changes
265 char r_shadow_mapname[MAX_QPATH];
267 // used only for light filters (cubemaps)
268 rtexturepool_t *r_shadow_filters_texturepool;
271 static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
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", "4", "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_usebihculling = {0, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"};
281 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
282 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)"};
283 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"};
284 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
285 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
286 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
287 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
288 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
289 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
290 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
291 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
292 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
293 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)"};
294 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
295 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
296 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
297 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
298 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)"};
299 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"};
300 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
301 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
302 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"};
303 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)"};
304 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
305 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)"};
306 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
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_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"};
325 cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"};
326 cvar_t r_shadow_bouncegrid_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"};
327 cvar_t r_shadow_bouncegrid_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dlightparticlemultiplier", "0", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
328 cvar_t r_shadow_bouncegrid_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
329 cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_SAVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"};
330 cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
331 cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "4", "particles stop at this fraction of light radius (can be more than 1)"};
332 cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "2", "maximum number of bounces for a particle (minimum is 0)"};
333 cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "1", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
334 cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "1", "brightness of particles contributing to bouncegrid texture"};
335 cvar_t r_shadow_bouncegrid_photons = {CVAR_SAVE, "r_shadow_bouncegrid_photons", "2000", "total photons to shoot per update, divided proportionately between lights"};
336 cvar_t r_shadow_bouncegrid_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_spacing", "64", "unit size of bouncegrid pixel"};
337 cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"};
338 cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
339 cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"};
340 cvar_t r_shadow_bouncegrid_static_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_static_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1) when in static mode"};
341 cvar_t r_shadow_bouncegrid_static_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_static_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0) in static mode"};
342 cvar_t r_shadow_bouncegrid_static_photons = {CVAR_SAVE, "r_shadow_bouncegrid_static_photons", "25000", "photons value to use when in static mode"};
343 cvar_t r_shadow_bouncegrid_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"};
344 cvar_t r_shadow_bouncegrid_x = {CVAR_SAVE, "r_shadow_bouncegrid_x", "64", "maximum texture size of bouncegrid on X axis"};
345 cvar_t r_shadow_bouncegrid_y = {CVAR_SAVE, "r_shadow_bouncegrid_y", "64", "maximum texture size of bouncegrid on Y axis"};
346 cvar_t r_shadow_bouncegrid_z = {CVAR_SAVE, "r_shadow_bouncegrid_z", "32", "maximum texture size of bouncegrid on Z axis"};
347 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
348 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"};
349 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
350 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
351 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
352 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
353 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
354 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
355 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
356 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
357 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
358 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
360 typedef struct r_shadow_bouncegrid_settings_s
363 qboolean bounceanglediffuse;
364 qboolean directionalshading;
365 qboolean includedirectlighting;
366 float dlightparticlemultiplier;
368 float lightradiusscale;
370 float particlebounceintensity;
371 float particleintensity;
376 r_shadow_bouncegrid_settings_t;
378 r_shadow_bouncegrid_settings_t r_shadow_bouncegridsettings;
379 rtexture_t *r_shadow_bouncegridtexture;
380 matrix4x4_t r_shadow_bouncegridmatrix;
381 vec_t r_shadow_bouncegridintensity;
382 qboolean r_shadow_bouncegriddirectional;
383 static double r_shadow_bouncegridtime;
384 static int r_shadow_bouncegridresolution[3];
385 static int r_shadow_bouncegridnumpixels;
386 static unsigned char *r_shadow_bouncegridpixels;
387 static float *r_shadow_bouncegridhighpixels;
389 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
390 #define ATTENTABLESIZE 256
391 // 1D gradient, 2D circle and 3D sphere attenuation textures
392 #define ATTEN1DSIZE 32
393 #define ATTEN2DSIZE 64
394 #define ATTEN3DSIZE 32
396 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
397 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
398 static float r_shadow_attentable[ATTENTABLESIZE+1];
400 rtlight_t *r_shadow_compilingrtlight;
401 static memexpandablearray_t r_shadow_worldlightsarray;
402 dlight_t *r_shadow_selectedlight;
403 dlight_t r_shadow_bufferlight;
404 vec3_t r_editlights_cursorlocation;
405 qboolean r_editlights_lockcursor;
407 extern int con_vislines;
409 void R_Shadow_UncompileWorldLights(void);
410 void R_Shadow_ClearWorldLights(void);
411 void R_Shadow_SaveWorldLights(void);
412 void R_Shadow_LoadWorldLights(void);
413 void R_Shadow_LoadLightsFile(void);
414 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
415 void R_Shadow_EditLights_Reload_f(void);
416 void R_Shadow_ValidateCvars(void);
417 static void R_Shadow_MakeTextures(void);
419 #define EDLIGHTSPRSIZE 8
420 skinframe_t *r_editlights_sprcursor;
421 skinframe_t *r_editlights_sprlight;
422 skinframe_t *r_editlights_sprnoshadowlight;
423 skinframe_t *r_editlights_sprcubemaplight;
424 skinframe_t *r_editlights_sprcubemapnoshadowlight;
425 skinframe_t *r_editlights_sprselection;
427 void R_Shadow_SetShadowMode(void)
429 r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
430 r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
431 r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
432 r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
433 r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
434 r_shadow_shadowmaplod = -1;
435 r_shadow_shadowmapsize = 0;
436 r_shadow_shadowmapsampler = false;
437 r_shadow_shadowmappcf = 0;
438 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
439 if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
441 switch(vid.renderpath)
443 case RENDERPATH_GL20:
444 if(r_shadow_shadowmapfilterquality < 0)
446 if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
447 r_shadow_shadowmappcf = 1;
448 else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD"))
450 r_shadow_shadowmapsampler = vid.support.arb_shadow;
451 r_shadow_shadowmappcf = 1;
453 else if(strstr(gl_vendor, "ATI"))
454 r_shadow_shadowmappcf = 1;
456 r_shadow_shadowmapsampler = vid.support.arb_shadow;
460 switch (r_shadow_shadowmapfilterquality)
463 r_shadow_shadowmapsampler = vid.support.arb_shadow;
466 r_shadow_shadowmapsampler = vid.support.arb_shadow;
467 r_shadow_shadowmappcf = 1;
470 r_shadow_shadowmappcf = 1;
473 r_shadow_shadowmappcf = 2;
477 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
479 case RENDERPATH_D3D9:
480 case RENDERPATH_D3D10:
481 case RENDERPATH_D3D11:
482 case RENDERPATH_SOFT:
483 r_shadow_shadowmapsampler = false;
484 r_shadow_shadowmappcf = 1;
485 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
487 case RENDERPATH_GL11:
488 case RENDERPATH_GL13:
489 case RENDERPATH_GLES1:
490 case RENDERPATH_GLES2:
496 qboolean R_Shadow_ShadowMappingEnabled(void)
498 switch (r_shadow_shadowmode)
500 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
507 void R_Shadow_FreeShadowMaps(void)
509 R_Shadow_SetShadowMode();
511 R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
515 if (r_shadow_shadowmap2dtexture)
516 R_FreeTexture(r_shadow_shadowmap2dtexture);
517 r_shadow_shadowmap2dtexture = NULL;
519 if (r_shadow_shadowmap2dcolortexture)
520 R_FreeTexture(r_shadow_shadowmap2dcolortexture);
521 r_shadow_shadowmap2dcolortexture = NULL;
523 if (r_shadow_shadowmapvsdcttexture)
524 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
525 r_shadow_shadowmapvsdcttexture = NULL;
528 void r_shadow_start(void)
530 // allocate vertex processing arrays
531 r_shadow_bouncegridpixels = NULL;
532 r_shadow_bouncegridhighpixels = NULL;
533 r_shadow_bouncegridnumpixels = 0;
534 r_shadow_bouncegridtexture = NULL;
535 r_shadow_bouncegriddirectional = false;
536 r_shadow_attenuationgradienttexture = NULL;
537 r_shadow_attenuation2dtexture = NULL;
538 r_shadow_attenuation3dtexture = NULL;
539 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
540 r_shadow_shadowmap2dtexture = NULL;
541 r_shadow_shadowmap2dcolortexture = NULL;
542 r_shadow_shadowmapvsdcttexture = NULL;
543 r_shadow_shadowmapmaxsize = 0;
544 r_shadow_shadowmapsize = 0;
545 r_shadow_shadowmaplod = 0;
546 r_shadow_shadowmapfilterquality = -1;
547 r_shadow_shadowmapdepthbits = 0;
548 r_shadow_shadowmapvsdct = false;
549 r_shadow_shadowmapsampler = false;
550 r_shadow_shadowmappcf = 0;
553 R_Shadow_FreeShadowMaps();
555 r_shadow_texturepool = NULL;
556 r_shadow_filters_texturepool = NULL;
557 R_Shadow_ValidateCvars();
558 R_Shadow_MakeTextures();
559 maxshadowtriangles = 0;
560 shadowelements = NULL;
561 maxshadowvertices = 0;
562 shadowvertex3f = NULL;
570 shadowmarklist = NULL;
575 shadowsideslist = NULL;
576 r_shadow_buffer_numleafpvsbytes = 0;
577 r_shadow_buffer_visitingleafpvs = NULL;
578 r_shadow_buffer_leafpvs = NULL;
579 r_shadow_buffer_leaflist = NULL;
580 r_shadow_buffer_numsurfacepvsbytes = 0;
581 r_shadow_buffer_surfacepvs = NULL;
582 r_shadow_buffer_surfacelist = NULL;
583 r_shadow_buffer_surfacesides = NULL;
584 r_shadow_buffer_numshadowtrispvsbytes = 0;
585 r_shadow_buffer_shadowtrispvs = NULL;
586 r_shadow_buffer_numlighttrispvsbytes = 0;
587 r_shadow_buffer_lighttrispvs = NULL;
589 r_shadow_usingdeferredprepass = false;
590 r_shadow_prepass_width = r_shadow_prepass_height = 0;
593 static void R_Shadow_FreeDeferred(void);
594 void r_shadow_shutdown(void)
597 R_Shadow_UncompileWorldLights();
599 R_Shadow_FreeShadowMaps();
601 r_shadow_usingdeferredprepass = false;
602 if (r_shadow_prepass_width)
603 R_Shadow_FreeDeferred();
604 r_shadow_prepass_width = r_shadow_prepass_height = 0;
607 r_shadow_bouncegridtexture = NULL;
608 r_shadow_bouncegridpixels = NULL;
609 r_shadow_bouncegridhighpixels = NULL;
610 r_shadow_bouncegridnumpixels = 0;
611 r_shadow_bouncegriddirectional = false;
612 r_shadow_attenuationgradienttexture = NULL;
613 r_shadow_attenuation2dtexture = NULL;
614 r_shadow_attenuation3dtexture = NULL;
615 R_FreeTexturePool(&r_shadow_texturepool);
616 R_FreeTexturePool(&r_shadow_filters_texturepool);
617 maxshadowtriangles = 0;
619 Mem_Free(shadowelements);
620 shadowelements = NULL;
622 Mem_Free(shadowvertex3f);
623 shadowvertex3f = NULL;
626 Mem_Free(vertexupdate);
629 Mem_Free(vertexremap);
635 Mem_Free(shadowmark);
638 Mem_Free(shadowmarklist);
639 shadowmarklist = NULL;
644 Mem_Free(shadowsides);
647 Mem_Free(shadowsideslist);
648 shadowsideslist = NULL;
649 r_shadow_buffer_numleafpvsbytes = 0;
650 if (r_shadow_buffer_visitingleafpvs)
651 Mem_Free(r_shadow_buffer_visitingleafpvs);
652 r_shadow_buffer_visitingleafpvs = NULL;
653 if (r_shadow_buffer_leafpvs)
654 Mem_Free(r_shadow_buffer_leafpvs);
655 r_shadow_buffer_leafpvs = NULL;
656 if (r_shadow_buffer_leaflist)
657 Mem_Free(r_shadow_buffer_leaflist);
658 r_shadow_buffer_leaflist = NULL;
659 r_shadow_buffer_numsurfacepvsbytes = 0;
660 if (r_shadow_buffer_surfacepvs)
661 Mem_Free(r_shadow_buffer_surfacepvs);
662 r_shadow_buffer_surfacepvs = NULL;
663 if (r_shadow_buffer_surfacelist)
664 Mem_Free(r_shadow_buffer_surfacelist);
665 r_shadow_buffer_surfacelist = NULL;
666 if (r_shadow_buffer_surfacesides)
667 Mem_Free(r_shadow_buffer_surfacesides);
668 r_shadow_buffer_surfacesides = NULL;
669 r_shadow_buffer_numshadowtrispvsbytes = 0;
670 if (r_shadow_buffer_shadowtrispvs)
671 Mem_Free(r_shadow_buffer_shadowtrispvs);
672 r_shadow_buffer_numlighttrispvsbytes = 0;
673 if (r_shadow_buffer_lighttrispvs)
674 Mem_Free(r_shadow_buffer_lighttrispvs);
677 void r_shadow_newmap(void)
679 if (r_shadow_bouncegridtexture) R_FreeTexture(r_shadow_bouncegridtexture);r_shadow_bouncegridtexture = NULL;
680 if (r_shadow_lightcorona) R_SkinFrame_MarkUsed(r_shadow_lightcorona);
681 if (r_editlights_sprcursor) R_SkinFrame_MarkUsed(r_editlights_sprcursor);
682 if (r_editlights_sprlight) R_SkinFrame_MarkUsed(r_editlights_sprlight);
683 if (r_editlights_sprnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
684 if (r_editlights_sprcubemaplight) R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
685 if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
686 if (r_editlights_sprselection) R_SkinFrame_MarkUsed(r_editlights_sprselection);
687 if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
688 R_Shadow_EditLights_Reload_f();
691 void R_Shadow_Init(void)
693 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
694 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
695 Cvar_RegisterVariable(&r_shadow_usebihculling);
696 Cvar_RegisterVariable(&r_shadow_usenormalmap);
697 Cvar_RegisterVariable(&r_shadow_debuglight);
698 Cvar_RegisterVariable(&r_shadow_deferred);
699 Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
700 // Cvar_RegisterVariable(&r_shadow_deferred_fp);
701 Cvar_RegisterVariable(&r_shadow_gloss);
702 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
703 Cvar_RegisterVariable(&r_shadow_glossintensity);
704 Cvar_RegisterVariable(&r_shadow_glossexponent);
705 Cvar_RegisterVariable(&r_shadow_gloss2exponent);
706 Cvar_RegisterVariable(&r_shadow_glossexact);
707 Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
708 Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
709 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
710 Cvar_RegisterVariable(&r_shadow_lightradiusscale);
711 Cvar_RegisterVariable(&r_shadow_projectdistance);
712 Cvar_RegisterVariable(&r_shadow_frontsidecasting);
713 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
714 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
715 Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
716 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
717 Cvar_RegisterVariable(&r_shadow_realtime_world);
718 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
719 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
720 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
721 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
722 Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
723 Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
724 Cvar_RegisterVariable(&r_shadow_scissor);
725 Cvar_RegisterVariable(&r_shadow_shadowmapping);
726 Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
727 Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
728 Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
729 Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
730 Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
731 Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
732 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
733 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
734 Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
735 Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
736 Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
737 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
738 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
739 Cvar_RegisterVariable(&r_shadow_sortsurfaces);
740 Cvar_RegisterVariable(&r_shadow_polygonfactor);
741 Cvar_RegisterVariable(&r_shadow_polygonoffset);
742 Cvar_RegisterVariable(&r_shadow_texture3d);
743 Cvar_RegisterVariable(&r_shadow_bouncegrid);
744 Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
745 Cvar_RegisterVariable(&r_shadow_bouncegrid_directionalshading);
746 Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier);
747 Cvar_RegisterVariable(&r_shadow_bouncegrid_hitmodels);
748 Cvar_RegisterVariable(&r_shadow_bouncegrid_includedirectlighting);
749 Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
750 Cvar_RegisterVariable(&r_shadow_bouncegrid_lightradiusscale);
751 Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce);
752 Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
753 Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
754 Cvar_RegisterVariable(&r_shadow_bouncegrid_photons);
755 Cvar_RegisterVariable(&r_shadow_bouncegrid_spacing);
756 Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom);
757 Cvar_RegisterVariable(&r_shadow_bouncegrid_static);
758 Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading);
759 Cvar_RegisterVariable(&r_shadow_bouncegrid_static_lightradiusscale);
760 Cvar_RegisterVariable(&r_shadow_bouncegrid_static_maxbounce);
761 Cvar_RegisterVariable(&r_shadow_bouncegrid_static_photons);
762 Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval);
763 Cvar_RegisterVariable(&r_shadow_bouncegrid_x);
764 Cvar_RegisterVariable(&r_shadow_bouncegrid_y);
765 Cvar_RegisterVariable(&r_shadow_bouncegrid_z);
766 Cvar_RegisterVariable(&r_coronas);
767 Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
768 Cvar_RegisterVariable(&r_coronas_occlusionquery);
769 Cvar_RegisterVariable(&gl_flashblend);
770 Cvar_RegisterVariable(&gl_ext_separatestencil);
771 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
772 R_Shadow_EditLights_Init();
773 Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
774 maxshadowtriangles = 0;
775 shadowelements = NULL;
776 maxshadowvertices = 0;
777 shadowvertex3f = NULL;
785 shadowmarklist = NULL;
790 shadowsideslist = NULL;
791 r_shadow_buffer_numleafpvsbytes = 0;
792 r_shadow_buffer_visitingleafpvs = NULL;
793 r_shadow_buffer_leafpvs = NULL;
794 r_shadow_buffer_leaflist = NULL;
795 r_shadow_buffer_numsurfacepvsbytes = 0;
796 r_shadow_buffer_surfacepvs = NULL;
797 r_shadow_buffer_surfacelist = NULL;
798 r_shadow_buffer_surfacesides = NULL;
799 r_shadow_buffer_shadowtrispvs = NULL;
800 r_shadow_buffer_lighttrispvs = NULL;
801 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
804 matrix4x4_t matrix_attenuationxyz =
807 {0.5, 0.0, 0.0, 0.5},
808 {0.0, 0.5, 0.0, 0.5},
809 {0.0, 0.0, 0.5, 0.5},
814 matrix4x4_t matrix_attenuationz =
817 {0.0, 0.0, 0.5, 0.5},
818 {0.0, 0.0, 0.0, 0.5},
819 {0.0, 0.0, 0.0, 0.5},
824 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
826 numvertices = ((numvertices + 255) & ~255) * vertscale;
827 numtriangles = ((numtriangles + 255) & ~255) * triscale;
828 // make sure shadowelements is big enough for this volume
829 if (maxshadowtriangles < numtriangles)
831 maxshadowtriangles = numtriangles;
833 Mem_Free(shadowelements);
834 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
836 // make sure shadowvertex3f is big enough for this volume
837 if (maxshadowvertices < numvertices)
839 maxshadowvertices = numvertices;
841 Mem_Free(shadowvertex3f);
842 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
846 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
848 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
849 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
850 int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
851 int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
852 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
854 if (r_shadow_buffer_visitingleafpvs)
855 Mem_Free(r_shadow_buffer_visitingleafpvs);
856 if (r_shadow_buffer_leafpvs)
857 Mem_Free(r_shadow_buffer_leafpvs);
858 if (r_shadow_buffer_leaflist)
859 Mem_Free(r_shadow_buffer_leaflist);
860 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
861 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
862 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
863 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
865 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
867 if (r_shadow_buffer_surfacepvs)
868 Mem_Free(r_shadow_buffer_surfacepvs);
869 if (r_shadow_buffer_surfacelist)
870 Mem_Free(r_shadow_buffer_surfacelist);
871 if (r_shadow_buffer_surfacesides)
872 Mem_Free(r_shadow_buffer_surfacesides);
873 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
874 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
875 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
876 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
878 if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
880 if (r_shadow_buffer_shadowtrispvs)
881 Mem_Free(r_shadow_buffer_shadowtrispvs);
882 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
883 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
885 if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
887 if (r_shadow_buffer_lighttrispvs)
888 Mem_Free(r_shadow_buffer_lighttrispvs);
889 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
890 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
894 void R_Shadow_PrepareShadowMark(int numtris)
896 // make sure shadowmark is big enough for this volume
897 if (maxshadowmark < numtris)
899 maxshadowmark = numtris;
901 Mem_Free(shadowmark);
903 Mem_Free(shadowmarklist);
904 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
905 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
909 // if shadowmarkcount wrapped we clear the array and adjust accordingly
910 if (shadowmarkcount == 0)
913 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
918 void R_Shadow_PrepareShadowSides(int numtris)
920 if (maxshadowsides < numtris)
922 maxshadowsides = numtris;
924 Mem_Free(shadowsides);
926 Mem_Free(shadowsideslist);
927 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
928 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
933 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)
936 int outtriangles = 0, outvertices = 0;
939 float ratio, direction[3], projectvector[3];
941 if (projectdirection)
942 VectorScale(projectdirection, projectdistance, projectvector);
944 VectorClear(projectvector);
946 // create the vertices
947 if (projectdirection)
949 for (i = 0;i < numshadowmarktris;i++)
951 element = inelement3i + shadowmarktris[i] * 3;
952 for (j = 0;j < 3;j++)
954 if (vertexupdate[element[j]] != vertexupdatenum)
956 vertexupdate[element[j]] = vertexupdatenum;
957 vertexremap[element[j]] = outvertices;
958 vertex = invertex3f + element[j] * 3;
959 // project one copy of the vertex according to projectvector
960 VectorCopy(vertex, outvertex3f);
961 VectorAdd(vertex, projectvector, (outvertex3f + 3));
970 for (i = 0;i < numshadowmarktris;i++)
972 element = inelement3i + shadowmarktris[i] * 3;
973 for (j = 0;j < 3;j++)
975 if (vertexupdate[element[j]] != vertexupdatenum)
977 vertexupdate[element[j]] = vertexupdatenum;
978 vertexremap[element[j]] = outvertices;
979 vertex = invertex3f + element[j] * 3;
980 // project one copy of the vertex to the sphere radius of the light
981 // (FIXME: would projecting it to the light box be better?)
982 VectorSubtract(vertex, projectorigin, direction);
983 ratio = projectdistance / VectorLength(direction);
984 VectorCopy(vertex, outvertex3f);
985 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
993 if (r_shadow_frontsidecasting.integer)
995 for (i = 0;i < numshadowmarktris;i++)
997 int remappedelement[3];
999 const int *neighbortriangle;
1001 markindex = shadowmarktris[i] * 3;
1002 element = inelement3i + markindex;
1003 neighbortriangle = inneighbor3i + markindex;
1004 // output the front and back triangles
1005 outelement3i[0] = vertexremap[element[0]];
1006 outelement3i[1] = vertexremap[element[1]];
1007 outelement3i[2] = vertexremap[element[2]];
1008 outelement3i[3] = vertexremap[element[2]] + 1;
1009 outelement3i[4] = vertexremap[element[1]] + 1;
1010 outelement3i[5] = vertexremap[element[0]] + 1;
1014 // output the sides (facing outward from this triangle)
1015 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1017 remappedelement[0] = vertexremap[element[0]];
1018 remappedelement[1] = vertexremap[element[1]];
1019 outelement3i[0] = remappedelement[1];
1020 outelement3i[1] = remappedelement[0];
1021 outelement3i[2] = remappedelement[0] + 1;
1022 outelement3i[3] = remappedelement[1];
1023 outelement3i[4] = remappedelement[0] + 1;
1024 outelement3i[5] = remappedelement[1] + 1;
1029 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1031 remappedelement[1] = vertexremap[element[1]];
1032 remappedelement[2] = vertexremap[element[2]];
1033 outelement3i[0] = remappedelement[2];
1034 outelement3i[1] = remappedelement[1];
1035 outelement3i[2] = remappedelement[1] + 1;
1036 outelement3i[3] = remappedelement[2];
1037 outelement3i[4] = remappedelement[1] + 1;
1038 outelement3i[5] = remappedelement[2] + 1;
1043 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1045 remappedelement[0] = vertexremap[element[0]];
1046 remappedelement[2] = vertexremap[element[2]];
1047 outelement3i[0] = remappedelement[0];
1048 outelement3i[1] = remappedelement[2];
1049 outelement3i[2] = remappedelement[2] + 1;
1050 outelement3i[3] = remappedelement[0];
1051 outelement3i[4] = remappedelement[2] + 1;
1052 outelement3i[5] = remappedelement[0] + 1;
1061 for (i = 0;i < numshadowmarktris;i++)
1063 int remappedelement[3];
1065 const int *neighbortriangle;
1067 markindex = shadowmarktris[i] * 3;
1068 element = inelement3i + markindex;
1069 neighbortriangle = inneighbor3i + markindex;
1070 // output the front and back triangles
1071 outelement3i[0] = vertexremap[element[2]];
1072 outelement3i[1] = vertexremap[element[1]];
1073 outelement3i[2] = vertexremap[element[0]];
1074 outelement3i[3] = vertexremap[element[0]] + 1;
1075 outelement3i[4] = vertexremap[element[1]] + 1;
1076 outelement3i[5] = vertexremap[element[2]] + 1;
1080 // output the sides (facing outward from this triangle)
1081 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1083 remappedelement[0] = vertexremap[element[0]];
1084 remappedelement[1] = vertexremap[element[1]];
1085 outelement3i[0] = remappedelement[0];
1086 outelement3i[1] = remappedelement[1];
1087 outelement3i[2] = remappedelement[1] + 1;
1088 outelement3i[3] = remappedelement[0];
1089 outelement3i[4] = remappedelement[1] + 1;
1090 outelement3i[5] = remappedelement[0] + 1;
1095 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1097 remappedelement[1] = vertexremap[element[1]];
1098 remappedelement[2] = vertexremap[element[2]];
1099 outelement3i[0] = remappedelement[1];
1100 outelement3i[1] = remappedelement[2];
1101 outelement3i[2] = remappedelement[2] + 1;
1102 outelement3i[3] = remappedelement[1];
1103 outelement3i[4] = remappedelement[2] + 1;
1104 outelement3i[5] = remappedelement[1] + 1;
1109 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1111 remappedelement[0] = vertexremap[element[0]];
1112 remappedelement[2] = vertexremap[element[2]];
1113 outelement3i[0] = remappedelement[2];
1114 outelement3i[1] = remappedelement[0];
1115 outelement3i[2] = remappedelement[0] + 1;
1116 outelement3i[3] = remappedelement[2];
1117 outelement3i[4] = remappedelement[0] + 1;
1118 outelement3i[5] = remappedelement[2] + 1;
1126 *outnumvertices = outvertices;
1127 return outtriangles;
1130 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)
1133 int outtriangles = 0, outvertices = 0;
1135 const float *vertex;
1136 float ratio, direction[3], projectvector[3];
1139 if (projectdirection)
1140 VectorScale(projectdirection, projectdistance, projectvector);
1142 VectorClear(projectvector);
1144 for (i = 0;i < numshadowmarktris;i++)
1146 int remappedelement[3];
1148 const int *neighbortriangle;
1150 markindex = shadowmarktris[i] * 3;
1151 neighbortriangle = inneighbor3i + markindex;
1152 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1153 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1154 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1155 if (side[0] + side[1] + side[2] == 0)
1159 element = inelement3i + markindex;
1161 // create the vertices
1162 for (j = 0;j < 3;j++)
1164 if (side[j] + side[j+1] == 0)
1167 if (vertexupdate[k] != vertexupdatenum)
1169 vertexupdate[k] = vertexupdatenum;
1170 vertexremap[k] = outvertices;
1171 vertex = invertex3f + k * 3;
1172 VectorCopy(vertex, outvertex3f);
1173 if (projectdirection)
1175 // project one copy of the vertex according to projectvector
1176 VectorAdd(vertex, projectvector, (outvertex3f + 3));
1180 // project one copy of the vertex to the sphere radius of the light
1181 // (FIXME: would projecting it to the light box be better?)
1182 VectorSubtract(vertex, projectorigin, direction);
1183 ratio = projectdistance / VectorLength(direction);
1184 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1191 // output the sides (facing outward from this triangle)
1194 remappedelement[0] = vertexremap[element[0]];
1195 remappedelement[1] = vertexremap[element[1]];
1196 outelement3i[0] = remappedelement[1];
1197 outelement3i[1] = remappedelement[0];
1198 outelement3i[2] = remappedelement[0] + 1;
1199 outelement3i[3] = remappedelement[1];
1200 outelement3i[4] = remappedelement[0] + 1;
1201 outelement3i[5] = remappedelement[1] + 1;
1208 remappedelement[1] = vertexremap[element[1]];
1209 remappedelement[2] = vertexremap[element[2]];
1210 outelement3i[0] = remappedelement[2];
1211 outelement3i[1] = remappedelement[1];
1212 outelement3i[2] = remappedelement[1] + 1;
1213 outelement3i[3] = remappedelement[2];
1214 outelement3i[4] = remappedelement[1] + 1;
1215 outelement3i[5] = remappedelement[2] + 1;
1222 remappedelement[0] = vertexremap[element[0]];
1223 remappedelement[2] = vertexremap[element[2]];
1224 outelement3i[0] = remappedelement[0];
1225 outelement3i[1] = remappedelement[2];
1226 outelement3i[2] = remappedelement[2] + 1;
1227 outelement3i[3] = remappedelement[0];
1228 outelement3i[4] = remappedelement[2] + 1;
1229 outelement3i[5] = remappedelement[0] + 1;
1236 *outnumvertices = outvertices;
1237 return outtriangles;
1240 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)
1246 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1248 tend = firsttriangle + numtris;
1249 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1251 // surface box entirely inside light box, no box cull
1252 if (projectdirection)
1254 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1256 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1257 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1258 shadowmarklist[numshadowmark++] = t;
1263 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1264 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1265 shadowmarklist[numshadowmark++] = t;
1270 // surface box not entirely inside light box, cull each triangle
1271 if (projectdirection)
1273 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1275 v[0] = invertex3f + e[0] * 3;
1276 v[1] = invertex3f + e[1] * 3;
1277 v[2] = invertex3f + e[2] * 3;
1278 TriangleNormal(v[0], v[1], v[2], normal);
1279 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1280 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1281 shadowmarklist[numshadowmark++] = t;
1286 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1288 v[0] = invertex3f + e[0] * 3;
1289 v[1] = invertex3f + e[1] * 3;
1290 v[2] = invertex3f + e[2] * 3;
1291 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1292 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1293 shadowmarklist[numshadowmark++] = t;
1299 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1304 if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1306 // check if the shadow volume intersects the near plane
1308 // a ray between the eye and light origin may intersect the caster,
1309 // indicating that the shadow may touch the eye location, however we must
1310 // test the near plane (a polygon), not merely the eye location, so it is
1311 // easiest to enlarge the caster bounding shape slightly for this.
1317 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)
1319 int i, tris, outverts;
1320 if (projectdistance < 0.1)
1322 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1325 if (!numverts || !nummarktris)
1327 // make sure shadowelements is big enough for this volume
1328 if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1329 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1331 if (maxvertexupdate < numverts)
1333 maxvertexupdate = numverts;
1335 Mem_Free(vertexupdate);
1337 Mem_Free(vertexremap);
1338 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1339 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1340 vertexupdatenum = 0;
1343 if (vertexupdatenum == 0)
1345 vertexupdatenum = 1;
1346 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1347 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1350 for (i = 0;i < nummarktris;i++)
1351 shadowmark[marktris[i]] = shadowmarkcount;
1353 if (r_shadow_compilingrtlight)
1355 // if we're compiling an rtlight, capture the mesh
1356 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1357 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1358 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1359 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1361 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1363 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1364 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1365 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1369 // decide which type of shadow to generate and set stencil mode
1370 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1371 // generate the sides or a solid volume, depending on type
1372 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1373 tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1375 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1376 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1377 r_refdef.stats.lights_shadowtriangles += tris;
1378 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1380 // increment stencil if frontface is infront of depthbuffer
1381 GL_CullFace(r_refdef.view.cullface_front);
1382 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
1383 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1384 // decrement stencil if backface is infront of depthbuffer
1385 GL_CullFace(r_refdef.view.cullface_back);
1386 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
1388 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1390 // decrement stencil if backface is behind depthbuffer
1391 GL_CullFace(r_refdef.view.cullface_front);
1392 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
1393 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1394 // increment stencil if frontface is behind depthbuffer
1395 GL_CullFace(r_refdef.view.cullface_back);
1396 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
1398 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1399 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1403 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1405 // p1, p2, p3 are in the cubemap's local coordinate system
1406 // bias = border/(size - border)
1409 float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1410 dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1411 dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1412 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1414 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1415 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1416 | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1417 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1419 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1420 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1421 | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1423 dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1424 dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1425 dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1426 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1428 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1429 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1430 | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1431 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1433 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1434 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1435 | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1437 dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1438 dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1439 dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1440 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1442 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1443 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1444 | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1445 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1447 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1448 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1449 | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1454 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1456 vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1457 float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1460 VectorSubtract(maxs, mins, radius);
1461 VectorScale(radius, 0.5f, radius);
1462 VectorAdd(mins, radius, center);
1463 Matrix4x4_Transform(worldtolight, center, lightcenter);
1464 Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1465 VectorSubtract(lightcenter, lightradius, pmin);
1466 VectorAdd(lightcenter, lightradius, pmax);
1468 dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1469 dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1470 if(ap1 > bias*an1 && ap2 > bias*an2)
1472 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1473 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1474 if(an1 > bias*ap1 && an2 > bias*ap2)
1476 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1477 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1479 dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1480 dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1481 if(ap1 > bias*an1 && ap2 > bias*an2)
1483 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1484 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1485 if(an1 > bias*ap1 && an2 > bias*ap2)
1487 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1488 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1490 dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1491 dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1492 if(ap1 > bias*an1 && ap2 > bias*an2)
1494 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1495 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1496 if(an1 > bias*ap1 && an2 > bias*ap2)
1498 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1499 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1504 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1506 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1508 // p is in the cubemap's local coordinate system
1509 // bias = border/(size - border)
1510 float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1511 float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1512 float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1514 if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1515 if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1516 if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1517 if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1518 if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1519 if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1523 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1527 int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1528 float scale = (size - 2*border)/size, len;
1529 float bias = border / (float)(size - border), dp, dn, ap, an;
1530 // check if cone enclosing side would cross frustum plane
1531 scale = 2 / (scale*scale + 2);
1532 for (i = 0;i < 5;i++)
1534 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1536 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1537 len = scale*VectorLength2(n);
1538 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1539 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1540 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1542 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1544 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1545 len = scale*VectorLength(n);
1546 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1547 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1548 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1550 // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1551 // check if frustum corners/origin cross plane sides
1553 // infinite version, assumes frustum corners merely give direction and extend to infinite distance
1554 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
1555 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1556 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1557 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1558 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1559 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1560 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1561 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1562 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1563 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1564 for (i = 0;i < 4;i++)
1566 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
1567 VectorSubtract(n, p, n);
1568 dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
1569 if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
1570 if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
1571 dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
1572 if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
1573 if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
1574 dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
1575 if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
1576 if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
1579 // finite version, assumes corners are a finite distance from origin dependent on far plane
1580 for (i = 0;i < 5;i++)
1582 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1583 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1584 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1585 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1586 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1587 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1588 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1589 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1590 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1591 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1594 return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1597 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)
1605 int mask, surfacemask = 0;
1606 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1608 bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1609 tend = firsttriangle + numtris;
1610 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1612 // surface box entirely inside light box, no box cull
1613 if (projectdirection)
1615 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1617 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1618 TriangleNormal(v[0], v[1], v[2], normal);
1619 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1621 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1622 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1623 surfacemask |= mask;
1626 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;
1627 shadowsides[numshadowsides] = mask;
1628 shadowsideslist[numshadowsides++] = t;
1635 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1637 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1638 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1640 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1641 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1642 surfacemask |= mask;
1645 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;
1646 shadowsides[numshadowsides] = mask;
1647 shadowsideslist[numshadowsides++] = t;
1655 // surface box not entirely inside light box, cull each triangle
1656 if (projectdirection)
1658 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1660 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1661 TriangleNormal(v[0], v[1], v[2], normal);
1662 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1663 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1665 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1666 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1667 surfacemask |= mask;
1670 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;
1671 shadowsides[numshadowsides] = mask;
1672 shadowsideslist[numshadowsides++] = t;
1679 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1681 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1682 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1683 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1685 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1686 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1687 surfacemask |= mask;
1690 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;
1691 shadowsides[numshadowsides] = mask;
1692 shadowsideslist[numshadowsides++] = t;
1701 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)
1703 int i, j, outtriangles = 0;
1704 int *outelement3i[6];
1705 if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1707 outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1708 // make sure shadowelements is big enough for this mesh
1709 if (maxshadowtriangles < outtriangles)
1710 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1712 // compute the offset and size of the separate index lists for each cubemap side
1714 for (i = 0;i < 6;i++)
1716 outelement3i[i] = shadowelements + outtriangles * 3;
1717 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1718 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1719 outtriangles += sidetotals[i];
1722 // gather up the (sparse) triangles into separate index lists for each cubemap side
1723 for (i = 0;i < numsidetris;i++)
1725 const int *element = elements + sidetris[i] * 3;
1726 for (j = 0;j < 6;j++)
1728 if (sides[i] & (1 << j))
1730 outelement3i[j][0] = element[0];
1731 outelement3i[j][1] = element[1];
1732 outelement3i[j][2] = element[2];
1733 outelement3i[j] += 3;
1738 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1741 static void R_Shadow_MakeTextures_MakeCorona(void)
1745 unsigned char pixels[32][32][4];
1746 for (y = 0;y < 32;y++)
1748 dy = (y - 15.5f) * (1.0f / 16.0f);
1749 for (x = 0;x < 32;x++)
1751 dx = (x - 15.5f) * (1.0f / 16.0f);
1752 a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1753 a = bound(0, a, 255);
1754 pixels[y][x][0] = a;
1755 pixels[y][x][1] = a;
1756 pixels[y][x][2] = a;
1757 pixels[y][x][3] = 255;
1760 r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32, false);
1763 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1765 float dist = sqrt(x*x+y*y+z*z);
1766 float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1767 // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1768 return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1771 static void R_Shadow_MakeTextures(void)
1774 float intensity, dist;
1776 R_Shadow_FreeShadowMaps();
1777 R_FreeTexturePool(&r_shadow_texturepool);
1778 r_shadow_texturepool = R_AllocTexturePool();
1779 r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1780 r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1781 data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1782 // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1783 for (x = 0;x <= ATTENTABLESIZE;x++)
1785 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1786 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1787 r_shadow_attentable[x] = bound(0, intensity, 1);
1789 // 1D gradient texture
1790 for (x = 0;x < ATTEN1DSIZE;x++)
1791 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1792 r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1793 // 2D circle texture
1794 for (y = 0;y < ATTEN2DSIZE;y++)
1795 for (x = 0;x < ATTEN2DSIZE;x++)
1796 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);
1797 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1798 // 3D sphere texture
1799 if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1801 for (z = 0;z < ATTEN3DSIZE;z++)
1802 for (y = 0;y < ATTEN3DSIZE;y++)
1803 for (x = 0;x < ATTEN3DSIZE;x++)
1804 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));
1805 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);
1808 r_shadow_attenuation3dtexture = NULL;
1811 R_Shadow_MakeTextures_MakeCorona();
1813 // Editor light sprites
1814 r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1831 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1832 r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1849 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1850 r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1867 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1868 r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1885 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1886 r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1903 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1904 r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1921 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1924 void R_Shadow_ValidateCvars(void)
1926 if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1927 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1928 if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1929 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1930 if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1931 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1934 void R_Shadow_RenderMode_Begin(void)
1940 R_Shadow_ValidateCvars();
1942 if (!r_shadow_attenuation2dtexture
1943 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1944 || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1945 || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1946 R_Shadow_MakeTextures();
1949 R_Mesh_ResetTextureState();
1950 GL_BlendFunc(GL_ONE, GL_ZERO);
1951 GL_DepthRange(0, 1);
1952 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1954 GL_DepthMask(false);
1955 GL_Color(0, 0, 0, 1);
1956 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1958 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1960 if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1962 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1963 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1965 else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1967 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1968 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1972 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1973 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1976 switch(vid.renderpath)
1978 case RENDERPATH_GL20:
1979 case RENDERPATH_D3D9:
1980 case RENDERPATH_D3D10:
1981 case RENDERPATH_D3D11:
1982 case RENDERPATH_SOFT:
1983 case RENDERPATH_GLES2:
1984 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1986 case RENDERPATH_GL11:
1987 case RENDERPATH_GL13:
1988 case RENDERPATH_GLES1:
1989 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1990 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1991 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1992 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1993 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1994 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
1996 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
2002 qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
2003 qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
2004 r_shadow_drawbuffer = drawbuffer;
2005 r_shadow_readbuffer = readbuffer;
2007 r_shadow_cullface_front = r_refdef.view.cullface_front;
2008 r_shadow_cullface_back = r_refdef.view.cullface_back;
2011 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
2013 rsurface.rtlight = rtlight;
2016 void R_Shadow_RenderMode_Reset(void)
2018 R_Mesh_SetMainRenderTargets();
2019 R_SetViewport(&r_refdef.view.viewport);
2020 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
2021 R_Mesh_ResetTextureState();
2022 GL_DepthRange(0, 1);
2024 GL_DepthMask(false);
2025 GL_DepthFunc(GL_LEQUAL);
2026 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2027 r_refdef.view.cullface_front = r_shadow_cullface_front;
2028 r_refdef.view.cullface_back = r_shadow_cullface_back;
2029 GL_CullFace(r_refdef.view.cullface_back);
2030 GL_Color(1, 1, 1, 1);
2031 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2032 GL_BlendFunc(GL_ONE, GL_ZERO);
2033 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
2034 r_shadow_usingshadowmap2d = false;
2035 r_shadow_usingshadowmaportho = false;
2036 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2039 void R_Shadow_ClearStencil(void)
2041 GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
2042 r_refdef.stats.lights_clears++;
2045 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
2047 r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
2048 if (r_shadow_rendermode == mode)
2050 R_Shadow_RenderMode_Reset();
2051 GL_DepthFunc(GL_LESS);
2052 GL_ColorMask(0, 0, 0, 0);
2053 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2054 GL_CullFace(GL_NONE);
2055 R_SetupShader_DepthOrShadow(false);
2056 r_shadow_rendermode = mode;
2061 case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2062 case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2063 R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
2065 case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2066 case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2067 R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
2072 static void R_Shadow_MakeVSDCT(void)
2074 // maps to a 2x3 texture rectangle with normalized coordinates
2079 // stores abs(dir.xy), offset.xy/2.5
2080 unsigned char data[4*6] =
2082 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2083 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2084 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2085 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2086 0, 0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2087 0, 0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2089 r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2092 static void R_Shadow_MakeShadowMap(int side, int size)
2094 switch (r_shadow_shadowmode)
2096 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2097 if (r_shadow_shadowmap2dtexture) return;
2098 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);
2099 r_shadow_shadowmap2dcolortexture = NULL;
2100 switch(vid.renderpath)
2103 case RENDERPATH_D3D9:
2104 r_shadow_shadowmap2dcolortexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), NULL, TEXTYPE_BGRA, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2105 r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2109 r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL);
2118 // render depth into the fbo, do not render color at all
2119 // validate the fbo now
2123 qglDrawBuffer(GL_NONE);CHECKGLERROR
2124 qglReadBuffer(GL_NONE);CHECKGLERROR
2125 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
2126 if (status != GL_FRAMEBUFFER_COMPLETE && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2128 Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2129 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2130 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2136 void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
2138 float nearclip, farclip, bias;
2139 r_viewport_t viewport;
2142 float clearcolor[4];
2143 nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2145 bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2146 r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2147 r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2148 r_shadow_shadowmapside = side;
2149 r_shadow_shadowmapsize = size;
2151 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2152 r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2153 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2154 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2156 // complex unrolled cube approach (more flexible)
2157 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2158 R_Shadow_MakeVSDCT();
2159 if (!r_shadow_shadowmap2dtexture)
2160 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2161 if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
2162 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2163 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2164 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2166 R_Mesh_ResetTextureState();
2167 R_Shadow_RenderMode_Reset();
2168 R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2169 R_SetupShader_DepthOrShadow(true);
2170 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2175 R_SetViewport(&viewport);
2176 flipped = (side & 1) ^ (side >> 2);
2177 r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2178 r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2179 switch(vid.renderpath)
2181 case RENDERPATH_GL11:
2182 case RENDERPATH_GL13:
2183 case RENDERPATH_GL20:
2184 case RENDERPATH_SOFT:
2185 case RENDERPATH_GLES1:
2186 case RENDERPATH_GLES2:
2187 GL_CullFace(r_refdef.view.cullface_back);
2188 // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
2189 if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
2191 // get tightest scissor rectangle that encloses all viewports in the clear mask
2192 int x1 = clear & 0x15 ? 0 : size;
2193 int x2 = clear & 0x2A ? 2 * size : size;
2194 int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
2195 int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
2196 GL_Scissor(x1, y1, x2 - x1, y2 - y1);
2197 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
2199 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2201 case RENDERPATH_D3D9:
2202 case RENDERPATH_D3D10:
2203 case RENDERPATH_D3D11:
2204 Vector4Set(clearcolor, 1,1,1,1);
2205 // completely different meaning than in OpenGL path
2206 r_shadow_shadowmap_parameters[1] = 0;
2207 r_shadow_shadowmap_parameters[3] = -bias;
2208 // we invert the cull mode because we flip the projection matrix
2209 // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
2210 GL_CullFace(r_refdef.view.cullface_front);
2211 // D3D considers it an error to use a scissor larger than the viewport... clear just this view
2212 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2213 if (r_shadow_shadowmapsampler)
2215 GL_ColorMask(0,0,0,0);
2217 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
2221 GL_ColorMask(1,1,1,1);
2223 GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
2229 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2231 R_Mesh_ResetTextureState();
2232 R_Mesh_SetMainRenderTargets();
2235 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2236 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2237 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2238 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2240 R_Shadow_RenderMode_Reset();
2241 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2243 GL_DepthFunc(GL_EQUAL);
2244 // do global setup needed for the chosen lighting mode
2245 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2246 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2247 r_shadow_usingshadowmap2d = shadowmapping;
2248 r_shadow_rendermode = r_shadow_lightingrendermode;
2249 // only draw light where this geometry was already rendered AND the
2250 // stencil is 128 (values other than this mean shadow)
2252 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2254 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2257 static const unsigned short bboxelements[36] =
2267 static const float bboxpoints[8][3] =
2279 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2282 float vertex3f[8*3];
2283 const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2284 // do global setup needed for the chosen lighting mode
2285 R_Shadow_RenderMode_Reset();
2286 r_shadow_rendermode = r_shadow_lightingrendermode;
2287 R_EntityMatrix(&identitymatrix);
2288 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2289 // only draw light where this geometry was already rendered AND the
2290 // stencil is 128 (values other than this mean shadow)
2291 R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2292 if (rsurface.rtlight->specularscale > 0 && r_shadow_gloss.integer > 0)
2293 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
2295 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
2297 r_shadow_usingshadowmap2d = shadowmapping;
2299 // render the lighting
2300 R_SetupShader_DeferredLight(rsurface.rtlight);
2301 for (i = 0;i < 8;i++)
2302 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2303 GL_ColorMask(1,1,1,1);
2304 GL_DepthMask(false);
2305 GL_DepthRange(0, 1);
2306 GL_PolygonOffset(0, 0);
2308 GL_DepthFunc(GL_GREATER);
2309 GL_CullFace(r_refdef.view.cullface_back);
2310 R_Mesh_PrepareVertices_Vertex3f(8, vertex3f, NULL);
2311 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
2314 void R_Shadow_UpdateBounceGridTexture(void)
2316 #define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576
2318 int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2320 int hitsupercontentsmask;
2329 //trace_t cliptrace2;
2330 //trace_t cliptrace3;
2331 unsigned char *pixel;
2332 unsigned char *pixels;
2335 unsigned int lightindex;
2337 unsigned int range1;
2338 unsigned int range2;
2339 unsigned int seed = (unsigned int)(realtime * 1000.0f);
2341 vec3_t baseshotcolor;
2354 vec3_t cullmins, cullmaxs;
2357 vec_t lightintensity;
2358 vec_t photonscaling;
2359 vec_t photonresidual;
2361 float texlerp[2][3];
2362 float splatcolor[32];
2363 float pixelweight[8];
2375 r_shadow_bouncegrid_settings_t settings;
2376 qboolean enable = r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel;
2377 qboolean allowdirectionalshading = false;
2378 switch(vid.renderpath)
2380 case RENDERPATH_GL20:
2381 allowdirectionalshading = true;
2382 if (!vid.support.ext_texture_3d)
2385 case RENDERPATH_GLES2:
2386 // for performance reasons, do not use directional shading on GLES devices
2387 if (!vid.support.ext_texture_3d)
2390 // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them...
2391 case RENDERPATH_GL11:
2392 case RENDERPATH_GL13:
2393 case RENDERPATH_GLES1:
2394 case RENDERPATH_SOFT:
2395 case RENDERPATH_D3D9:
2396 case RENDERPATH_D3D10:
2397 case RENDERPATH_D3D11:
2401 r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value;
2403 // see if there are really any lights to render...
2404 if (enable && r_shadow_bouncegrid_static.integer)
2407 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2408 for (lightindex = 0;lightindex < range;lightindex++)
2410 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2411 if (!light || !(light->flags & flag))
2413 rtlight = &light->rtlight;
2414 // when static, we skip styled lights because they tend to change...
2415 if (rtlight->style > 0)
2417 VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale), lightcolor);
2418 if (!VectorLength2(lightcolor))
2427 if (r_shadow_bouncegridtexture)
2429 R_FreeTexture(r_shadow_bouncegridtexture);
2430 r_shadow_bouncegridtexture = NULL;
2432 if (r_shadow_bouncegridpixels)
2433 Mem_Free(r_shadow_bouncegridpixels);
2434 r_shadow_bouncegridpixels = NULL;
2435 if (r_shadow_bouncegridhighpixels)
2436 Mem_Free(r_shadow_bouncegridhighpixels);
2437 r_shadow_bouncegridhighpixels = NULL;
2438 r_shadow_bouncegridnumpixels = 0;
2439 r_shadow_bouncegriddirectional = false;
2443 // build up a complete collection of the desired settings, so that memcmp can be used to compare parameters
2444 memset(&settings, 0, sizeof(settings));
2445 settings.staticmode = r_shadow_bouncegrid_static.integer != 0;
2446 settings.bounceanglediffuse = r_shadow_bouncegrid_bounceanglediffuse.integer != 0;
2447 settings.directionalshading = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_directionalshading.integer != 0) && allowdirectionalshading;
2448 settings.dlightparticlemultiplier = r_shadow_bouncegrid_dlightparticlemultiplier.value;
2449 settings.hitmodels = r_shadow_bouncegrid_hitmodels.integer != 0;
2450 settings.includedirectlighting = r_shadow_bouncegrid_includedirectlighting.integer != 0 || r_shadow_bouncegrid.integer == 2;
2451 settings.lightradiusscale = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_lightradiusscale.value : r_shadow_bouncegrid_lightradiusscale.value);
2452 settings.maxbounce = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_maxbounce.integer : r_shadow_bouncegrid_maxbounce.integer);
2453 settings.particlebounceintensity = r_shadow_bouncegrid_particlebounceintensity.value;
2454 settings.particleintensity = r_shadow_bouncegrid_particleintensity.value * 16384.0f * (settings.directionalshading ? 4.0f : 1.0f) / (r_shadow_bouncegrid_spacing.value * r_shadow_bouncegrid_spacing.value);
2455 settings.photons = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_photons.integer : r_shadow_bouncegrid_photons.integer;
2456 settings.spacing[0] = r_shadow_bouncegrid_spacing.value;
2457 settings.spacing[1] = r_shadow_bouncegrid_spacing.value;
2458 settings.spacing[2] = r_shadow_bouncegrid_spacing.value;
2459 settings.stablerandom = r_shadow_bouncegrid_stablerandom.integer;
2461 // bound the values for sanity
2462 settings.photons = bound(1, settings.photons, 1048576);
2463 settings.lightradiusscale = bound(0.0001f, settings.lightradiusscale, 1024.0f);
2464 settings.maxbounce = bound(0, settings.maxbounce, 16);
2465 settings.spacing[0] = bound(1, settings.spacing[0], 512);
2466 settings.spacing[1] = bound(1, settings.spacing[1], 512);
2467 settings.spacing[2] = bound(1, settings.spacing[2], 512);
2469 // get the spacing values
2470 spacing[0] = settings.spacing[0];
2471 spacing[1] = settings.spacing[1];
2472 spacing[2] = settings.spacing[2];
2473 ispacing[0] = 1.0f / spacing[0];
2474 ispacing[1] = 1.0f / spacing[1];
2475 ispacing[2] = 1.0f / spacing[2];
2477 // calculate texture size enclosing entire world bounds at the spacing
2478 VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
2479 VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
2480 VectorSubtract(maxs, mins, size);
2481 // now we can calculate the resolution we want
2482 c[0] = (int)floor(size[0] / spacing[0] + 0.5f);
2483 c[1] = (int)floor(size[1] / spacing[1] + 0.5f);
2484 c[2] = (int)floor(size[2] / spacing[2] + 0.5f);
2485 // figure out the exact texture size (honoring power of 2 if required)
2486 c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2487 c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2488 c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2489 if (vid.support.arb_texture_non_power_of_two)
2491 resolution[0] = c[0];
2492 resolution[1] = c[1];
2493 resolution[2] = c[2];
2497 for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2498 for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2499 for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2501 size[0] = spacing[0] * resolution[0];
2502 size[1] = spacing[1] * resolution[1];
2503 size[2] = spacing[2] * resolution[2];
2505 // if dynamic we may or may not want to use the world bounds
2506 // if the dynamic size is smaller than the world bounds, use it instead
2507 if (!settings.staticmode && (r_shadow_bouncegrid_x.integer * r_shadow_bouncegrid_y.integer * r_shadow_bouncegrid_z.integer < resolution[0] * resolution[1] * resolution[2]))
2509 // we know the resolution we want
2510 c[0] = r_shadow_bouncegrid_x.integer;
2511 c[1] = r_shadow_bouncegrid_y.integer;
2512 c[2] = r_shadow_bouncegrid_z.integer;
2513 // now we can calculate the texture size (power of 2 if required)
2514 c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2515 c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2516 c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2517 if (vid.support.arb_texture_non_power_of_two)
2519 resolution[0] = c[0];
2520 resolution[1] = c[1];
2521 resolution[2] = c[2];
2525 for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2526 for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2527 for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2529 size[0] = spacing[0] * resolution[0];
2530 size[1] = spacing[1] * resolution[1];
2531 size[2] = spacing[2] * resolution[2];
2532 // center the rendering on the view
2533 mins[0] = floor(r_refdef.view.origin[0] * ispacing[0] + 0.5f) * spacing[0] - 0.5f * size[0];
2534 mins[1] = floor(r_refdef.view.origin[1] * ispacing[1] + 0.5f) * spacing[1] - 0.5f * size[1];
2535 mins[2] = floor(r_refdef.view.origin[2] * ispacing[2] + 0.5f) * spacing[2] - 0.5f * size[2];
2538 // recalculate the maxs in case the resolution was not satisfactory
2539 VectorAdd(mins, size, maxs);
2541 // if all the settings seem identical to the previous update, return
2542 if (r_shadow_bouncegridtexture && (settings.staticmode || realtime < r_shadow_bouncegridtime + r_shadow_bouncegrid_updateinterval.value) && !memcmp(&r_shadow_bouncegridsettings, &settings, sizeof(settings)))
2545 // store the new settings
2546 r_shadow_bouncegridsettings = settings;
2548 pixelbands = settings.directionalshading ? 8 : 1;
2549 pixelsperband = resolution[0]*resolution[1]*resolution[2];
2550 numpixels = pixelsperband*pixelbands;
2552 // we're going to update the bouncegrid, update the matrix...
2553 memset(m, 0, sizeof(m));
2554 m[0] = 1.0f / size[0];
2555 m[3] = -mins[0] * m[0];
2556 m[5] = 1.0f / size[1];
2557 m[7] = -mins[1] * m[5];
2558 m[10] = 1.0f / size[2];
2559 m[11] = -mins[2] * m[10];
2561 Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegridmatrix, m);
2562 // reallocate pixels for this update if needed...
2563 if (r_shadow_bouncegridnumpixels != numpixels || !r_shadow_bouncegridpixels || !r_shadow_bouncegridhighpixels)
2565 if (r_shadow_bouncegridtexture)
2567 R_FreeTexture(r_shadow_bouncegridtexture);
2568 r_shadow_bouncegridtexture = NULL;
2570 r_shadow_bouncegridpixels = (unsigned char *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridpixels, numpixels * sizeof(unsigned char[4]));
2571 r_shadow_bouncegridhighpixels = (float *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridhighpixels, numpixels * sizeof(float[4]));
2573 r_shadow_bouncegridnumpixels = numpixels;
2574 pixels = r_shadow_bouncegridpixels;
2575 highpixels = r_shadow_bouncegridhighpixels;
2576 x = pixelsperband*4;
2577 for (pixelband = 0;pixelband < pixelbands;pixelband++)
2580 memset(pixels + pixelband * x, 128, x);
2582 memset(pixels + pixelband * x, 0, x);
2584 memset(highpixels, 0, numpixels * sizeof(float[4]));
2585 // figure out what we want to interact with
2586 if (settings.hitmodels)
2587 hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;// | SUPERCONTENTS_LIQUIDSMASK;
2589 hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK;
2590 maxbounce = settings.maxbounce;
2591 // clear variables that produce warnings otherwise
2592 memset(splatcolor, 0, sizeof(splatcolor));
2593 // iterate world rtlights
2594 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2595 range1 = settings.staticmode ? 0 : r_refdef.scene.numlights;
2596 range2 = range + range1;
2598 for (lightindex = 0;lightindex < range2;lightindex++)
2600 if (lightindex < range)
2602 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2605 rtlight = &light->rtlight;
2606 VectorClear(rtlight->photoncolor);
2607 rtlight->photons = 0;
2608 if (!(light->flags & flag))
2610 if (settings.staticmode)
2612 // when static, we skip styled lights because they tend to change...
2613 if (rtlight->style > 0 && r_shadow_bouncegrid.integer != 2)
2619 rtlight = r_refdef.scene.lights[lightindex - range];
2620 VectorClear(rtlight->photoncolor);
2621 rtlight->photons = 0;
2623 // draw only visible lights (major speedup)
2624 radius = rtlight->radius * settings.lightradiusscale;
2625 cullmins[0] = rtlight->shadoworigin[0] - radius;
2626 cullmins[1] = rtlight->shadoworigin[1] - radius;
2627 cullmins[2] = rtlight->shadoworigin[2] - radius;
2628 cullmaxs[0] = rtlight->shadoworigin[0] + radius;
2629 cullmaxs[1] = rtlight->shadoworigin[1] + radius;
2630 cullmaxs[2] = rtlight->shadoworigin[2] + radius;
2631 if (R_CullBox(cullmins, cullmaxs))
2633 if (r_refdef.scene.worldmodel
2634 && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs
2635 && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, cullmins, cullmaxs))
2637 w = r_shadow_lightintensityscale.value * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2638 if (w * VectorLength2(rtlight->color) == 0.0f)
2640 w *= (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1);
2641 VectorScale(rtlight->color, w, rtlight->photoncolor);
2642 //if (!VectorLength2(rtlight->photoncolor))
2644 // shoot particles from this light
2645 // use a calculation for the number of particles that will not
2646 // vary with lightstyle, otherwise we get randomized particle
2647 // distribution, the seeded random is only consistent for a
2648 // consistent number of particles on this light...
2649 s = rtlight->radius;
2650 lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2651 if (lightindex >= range)
2652 lightintensity *= settings.dlightparticlemultiplier;
2653 rtlight->photons = max(0.0f, lightintensity * s * s);
2654 photoncount += rtlight->photons;
2656 photonscaling = (float)settings.photons / max(1, photoncount);
2657 photonresidual = 0.0f;
2658 for (lightindex = 0;lightindex < range2;lightindex++)
2660 if (lightindex < range)
2662 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2665 rtlight = &light->rtlight;
2668 rtlight = r_refdef.scene.lights[lightindex - range];
2669 // skip a light with no photons
2670 if (rtlight->photons == 0.0f)
2672 // skip a light with no photon color)
2673 if (VectorLength2(rtlight->photoncolor) == 0.0f)
2675 photonresidual += rtlight->photons * photonscaling;
2676 shootparticles = (int)bound(0, photonresidual, MAXBOUNCEGRIDPARTICLESPERLIGHT);
2677 if (!shootparticles)
2679 photonresidual -= shootparticles;
2680 radius = rtlight->radius * settings.lightradiusscale;
2681 s = settings.particleintensity / shootparticles;
2682 VectorScale(rtlight->photoncolor, s, baseshotcolor);
2683 r_refdef.stats.bouncegrid_lights++;
2684 r_refdef.stats.bouncegrid_particles += shootparticles;
2685 for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
2687 if (settings.stablerandom > 0)
2688 seed = lightindex * 11937 + shotparticles;
2689 VectorCopy(baseshotcolor, shotcolor);
2690 VectorCopy(rtlight->shadoworigin, clipstart);
2691 if (settings.stablerandom < 0)
2692 VectorRandom(clipend);
2694 VectorCheeseRandom(clipend);
2695 VectorMA(clipstart, radius, clipend, clipend);
2696 for (bouncecount = 0;;bouncecount++)
2698 r_refdef.stats.bouncegrid_traces++;
2699 //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
2700 //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
2701 //if (settings.staticmode)
2702 // Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask, true);
2704 cliptrace = CL_TraceLine(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, true, false, NULL, true, true);
2705 if (bouncecount > 0 || settings.includedirectlighting)
2707 // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ)
2708 // accumulate average shotcolor
2709 w = VectorLength(shotcolor);
2710 splatcolor[ 0] = shotcolor[0];
2711 splatcolor[ 1] = shotcolor[1];
2712 splatcolor[ 2] = shotcolor[2];
2713 splatcolor[ 3] = 0.0f;
2716 VectorSubtract(clipstart, cliptrace.endpos, clipdiff);
2717 VectorNormalize(clipdiff);
2718 // store bentnormal in case the shader has a use for it
2719 splatcolor[ 4] = clipdiff[0] * w;
2720 splatcolor[ 5] = clipdiff[1] * w;
2721 splatcolor[ 6] = clipdiff[2] * w;
2723 // accumulate directional contributions (+X, +Y, +Z, -X, -Y, -Z)
2724 splatcolor[ 8] = shotcolor[0] * max(0.0f, clipdiff[0]);
2725 splatcolor[ 9] = shotcolor[0] * max(0.0f, clipdiff[1]);
2726 splatcolor[10] = shotcolor[0] * max(0.0f, clipdiff[2]);
2727 splatcolor[11] = 0.0f;
2728 splatcolor[12] = shotcolor[1] * max(0.0f, clipdiff[0]);
2729 splatcolor[13] = shotcolor[1] * max(0.0f, clipdiff[1]);
2730 splatcolor[14] = shotcolor[1] * max(0.0f, clipdiff[2]);
2731 splatcolor[15] = 0.0f;
2732 splatcolor[16] = shotcolor[2] * max(0.0f, clipdiff[0]);
2733 splatcolor[17] = shotcolor[2] * max(0.0f, clipdiff[1]);
2734 splatcolor[18] = shotcolor[2] * max(0.0f, clipdiff[2]);
2735 splatcolor[19] = 0.0f;
2736 splatcolor[20] = shotcolor[0] * max(0.0f, -clipdiff[0]);
2737 splatcolor[21] = shotcolor[0] * max(0.0f, -clipdiff[1]);
2738 splatcolor[22] = shotcolor[0] * max(0.0f, -clipdiff[2]);
2739 splatcolor[23] = 0.0f;
2740 splatcolor[24] = shotcolor[1] * max(0.0f, -clipdiff[0]);
2741 splatcolor[25] = shotcolor[1] * max(0.0f, -clipdiff[1]);
2742 splatcolor[26] = shotcolor[1] * max(0.0f, -clipdiff[2]);
2743 splatcolor[27] = 0.0f;
2744 splatcolor[28] = shotcolor[2] * max(0.0f, -clipdiff[0]);
2745 splatcolor[29] = shotcolor[2] * max(0.0f, -clipdiff[1]);
2746 splatcolor[30] = shotcolor[2] * max(0.0f, -clipdiff[2]);
2747 splatcolor[31] = 0.0f;
2749 // calculate the number of steps we need to traverse this distance
2750 VectorSubtract(cliptrace.endpos, clipstart, stepdelta);
2751 numsteps = (int)(VectorLength(stepdelta) * ispacing[0]);
2752 numsteps = bound(1, numsteps, 1024);
2753 w = 1.0f / numsteps;
2754 VectorScale(stepdelta, w, stepdelta);
2755 VectorMA(clipstart, 0.5f, stepdelta, steppos);
2756 for (step = 0;step < numsteps;step++)
2758 r_refdef.stats.bouncegrid_splats++;
2759 // figure out which texture pixel this is in
2760 texlerp[1][0] = ((steppos[0] - mins[0]) * ispacing[0]) - 0.5f;
2761 texlerp[1][1] = ((steppos[1] - mins[1]) * ispacing[1]) - 0.5f;
2762 texlerp[1][2] = ((steppos[2] - mins[2]) * ispacing[2]) - 0.5f;
2763 tex[0] = (int)floor(texlerp[1][0]);
2764 tex[1] = (int)floor(texlerp[1][1]);
2765 tex[2] = (int)floor(texlerp[1][2]);
2766 if (tex[0] >= 1 && tex[1] >= 1 && tex[2] >= 1 && tex[0] < resolution[0] - 2 && tex[1] < resolution[1] - 2 && tex[2] < resolution[2] - 2)
2768 // it is within bounds... do the real work now
2769 // calculate the lerp factors
2770 texlerp[1][0] -= tex[0];
2771 texlerp[1][1] -= tex[1];
2772 texlerp[1][2] -= tex[2];
2773 texlerp[0][0] = 1.0f - texlerp[1][0];
2774 texlerp[0][1] = 1.0f - texlerp[1][1];
2775 texlerp[0][2] = 1.0f - texlerp[1][2];
2776 // calculate individual pixel indexes and weights
2777 pixelindex[0] = (((tex[2] )*resolution[1]+tex[1] )*resolution[0]+tex[0] );pixelweight[0] = (texlerp[0][0]*texlerp[0][1]*texlerp[0][2]);
2778 pixelindex[1] = (((tex[2] )*resolution[1]+tex[1] )*resolution[0]+tex[0]+1);pixelweight[1] = (texlerp[1][0]*texlerp[0][1]*texlerp[0][2]);
2779 pixelindex[2] = (((tex[2] )*resolution[1]+tex[1]+1)*resolution[0]+tex[0] );pixelweight[2] = (texlerp[0][0]*texlerp[1][1]*texlerp[0][2]);
2780 pixelindex[3] = (((tex[2] )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[3] = (texlerp[1][0]*texlerp[1][1]*texlerp[0][2]);
2781 pixelindex[4] = (((tex[2]+1)*resolution[1]+tex[1] )*resolution[0]+tex[0] );pixelweight[4] = (texlerp[0][0]*texlerp[0][1]*texlerp[1][2]);
2782 pixelindex[5] = (((tex[2]+1)*resolution[1]+tex[1] )*resolution[0]+tex[0]+1);pixelweight[5] = (texlerp[1][0]*texlerp[0][1]*texlerp[1][2]);
2783 pixelindex[6] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0] );pixelweight[6] = (texlerp[0][0]*texlerp[1][1]*texlerp[1][2]);
2784 pixelindex[7] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[7] = (texlerp[1][0]*texlerp[1][1]*texlerp[1][2]);
2785 // update the 8 pixels...
2786 for (pixelband = 0;pixelband < pixelbands;pixelband++)
2788 for (corner = 0;corner < 8;corner++)
2790 // calculate address for pixel
2791 w = pixelweight[corner];
2792 pixel = pixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
2793 highpixel = highpixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
2794 // add to the high precision pixel color
2795 highpixel[0] += (splatcolor[pixelband*4+0]*w);
2796 highpixel[1] += (splatcolor[pixelband*4+1]*w);
2797 highpixel[2] += (splatcolor[pixelband*4+2]*w);
2798 highpixel[3] += (splatcolor[pixelband*4+3]*w);
2799 // flag the low precision pixel as needing to be updated
2801 // advance to next band of coefficients
2802 //pixel += pixelsperband*4;
2803 //highpixel += pixelsperband*4;
2807 VectorAdd(steppos, stepdelta, steppos);
2810 if (cliptrace.fraction >= 1.0f)
2812 r_refdef.stats.bouncegrid_hits++;
2813 if (bouncecount >= maxbounce)
2815 // scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
2816 // also clamp the resulting color to never add energy, even if the user requests extreme values
2817 if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
2818 VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor);
2820 VectorSet(surfcolor, 0.5f, 0.5f, 0.5f);
2821 VectorScale(surfcolor, settings.particlebounceintensity, surfcolor);
2822 surfcolor[0] = min(surfcolor[0], 1.0f);
2823 surfcolor[1] = min(surfcolor[1], 1.0f);
2824 surfcolor[2] = min(surfcolor[2], 1.0f);
2825 VectorMultiply(shotcolor, surfcolor, shotcolor);
2826 if (VectorLength2(baseshotcolor) == 0.0f)
2828 r_refdef.stats.bouncegrid_bounces++;
2829 if (settings.bounceanglediffuse)
2831 // random direction, primarily along plane normal
2832 s = VectorDistance(cliptrace.endpos, clipend);
2833 if (settings.stablerandom < 0)
2834 VectorRandom(clipend);
2836 VectorCheeseRandom(clipend);
2837 VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend);
2838 VectorNormalize(clipend);
2839 VectorScale(clipend, s, clipend);
2843 // reflect the remaining portion of the line across plane normal
2844 VectorSubtract(clipend, cliptrace.endpos, clipdiff);
2845 VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend);
2847 // calculate the new line start and end
2848 VectorCopy(cliptrace.endpos, clipstart);
2849 VectorAdd(clipstart, clipend, clipend);
2853 // generate pixels array from highpixels array
2854 // skip first and last columns, rows, and layers as these are blank
2855 // the pixel[3] value was written above, so we can use it to detect only pixels that need to be calculated
2856 for (pixelband = 0;pixelband < pixelbands;pixelband++)
2858 for (z = 1;z < resolution[2]-1;z++)
2860 for (y = 1;y < resolution[1]-1;y++)
2862 for (x = 1, pixelindex[0] = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x, pixel = pixels + 4*pixelindex[0], highpixel = highpixels + 4*pixelindex[0];x < resolution[0]-1;x++, pixel += 4, highpixel += 4)
2864 // only convert pixels that were hit by photons
2865 if (pixel[3] == 255)
2867 // normalize the bentnormal...
2870 VectorNormalize(highpixel);
2871 c[0] = (int)(highpixel[0]*128.0f+128.0f);
2872 c[1] = (int)(highpixel[1]*128.0f+128.0f);
2873 c[2] = (int)(highpixel[2]*128.0f+128.0f);
2874 c[3] = (int)(highpixel[3]*128.0f+128.0f);
2878 c[0] = (int)(highpixel[0]*256.0f);
2879 c[1] = (int)(highpixel[1]*256.0f);
2880 c[2] = (int)(highpixel[2]*256.0f);
2881 c[3] = (int)(highpixel[3]*256.0f);
2883 pixel[2] = (unsigned char)bound(0, c[0], 255);
2884 pixel[1] = (unsigned char)bound(0, c[1], 255);
2885 pixel[0] = (unsigned char)bound(0, c[2], 255);
2886 pixel[3] = (unsigned char)bound(0, c[3], 255);
2892 if (r_shadow_bouncegridtexture && r_shadow_bouncegridresolution[0] == resolution[0] && r_shadow_bouncegridresolution[1] == resolution[1] && r_shadow_bouncegridresolution[2] == resolution[2] && r_shadow_bouncegriddirectional == settings.directionalshading)
2893 R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
2896 VectorCopy(resolution, r_shadow_bouncegridresolution);
2897 r_shadow_bouncegriddirectional = settings.directionalshading;
2898 if (r_shadow_bouncegridtexture)
2899 R_FreeTexture(r_shadow_bouncegridtexture);
2900 r_shadow_bouncegridtexture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
2902 r_shadow_bouncegridtime = realtime;
2905 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2907 R_Shadow_RenderMode_Reset();
2908 GL_BlendFunc(GL_ONE, GL_ONE);
2909 GL_DepthRange(0, 1);
2910 GL_DepthTest(r_showshadowvolumes.integer < 2);
2911 GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2912 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2913 GL_CullFace(GL_NONE);
2914 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2917 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2919 R_Shadow_RenderMode_Reset();
2920 GL_BlendFunc(GL_ONE, GL_ONE);
2921 GL_DepthRange(0, 1);
2922 GL_DepthTest(r_showlighting.integer < 2);
2923 GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2925 GL_DepthFunc(GL_EQUAL);
2926 R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2927 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2930 void R_Shadow_RenderMode_End(void)
2932 R_Shadow_RenderMode_Reset();
2933 R_Shadow_RenderMode_ActiveLight(NULL);
2935 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2936 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2939 int bboxedges[12][2] =
2958 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2960 if (!r_shadow_scissor.integer || r_shadow_usingdeferredprepass || r_trippy.integer)
2962 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2963 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2964 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2965 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2968 if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
2969 return true; // invisible
2970 if(r_shadow_lightscissor[0] != r_refdef.view.viewport.x
2971 || r_shadow_lightscissor[1] != r_refdef.view.viewport.y
2972 || r_shadow_lightscissor[2] != r_refdef.view.viewport.width
2973 || r_shadow_lightscissor[3] != r_refdef.view.viewport.height)
2974 r_refdef.stats.lights_scissored++;
2978 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
2981 const float *vertex3f;
2982 const float *normal3f;
2984 float dist, dot, distintensity, shadeintensity, v[3], n[3];
2985 switch (r_shadow_rendermode)
2987 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2988 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2989 if (VectorLength2(diffusecolor) > 0)
2991 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
2993 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2994 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2995 if ((dot = DotProduct(n, v)) < 0)
2997 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2998 VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
3001 VectorCopy(ambientcolor, color4f);
3002 if (r_refdef.fogenabled)
3005 f = RSurf_FogVertex(vertex3f);
3006 VectorScale(color4f, f, color4f);
3013 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3015 VectorCopy(ambientcolor, color4f);
3016 if (r_refdef.fogenabled)
3019 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3020 f = RSurf_FogVertex(vertex3f);
3021 VectorScale(color4f + 4*i, f, color4f);
3027 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3028 if (VectorLength2(diffusecolor) > 0)
3030 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
3032 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3033 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3035 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3036 if ((dot = DotProduct(n, v)) < 0)
3038 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3039 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3040 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3041 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3045 color4f[0] = ambientcolor[0] * distintensity;
3046 color4f[1] = ambientcolor[1] * distintensity;
3047 color4f[2] = ambientcolor[2] * distintensity;
3049 if (r_refdef.fogenabled)
3052 f = RSurf_FogVertex(vertex3f);
3053 VectorScale(color4f, f, color4f);
3057 VectorClear(color4f);
3063 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3065 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3066 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3068 color4f[0] = ambientcolor[0] * distintensity;
3069 color4f[1] = ambientcolor[1] * distintensity;
3070 color4f[2] = ambientcolor[2] * distintensity;
3071 if (r_refdef.fogenabled)
3074 f = RSurf_FogVertex(vertex3f);
3075 VectorScale(color4f, f, color4f);
3079 VectorClear(color4f);
3084 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3085 if (VectorLength2(diffusecolor) > 0)
3087 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
3089 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3090 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3092 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3093 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3094 if ((dot = DotProduct(n, v)) < 0)
3096 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3097 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3098 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3099 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3103 color4f[0] = ambientcolor[0] * distintensity;
3104 color4f[1] = ambientcolor[1] * distintensity;
3105 color4f[2] = ambientcolor[2] * distintensity;
3107 if (r_refdef.fogenabled)
3110 f = RSurf_FogVertex(vertex3f);
3111 VectorScale(color4f, f, color4f);
3115 VectorClear(color4f);
3121 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3123 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3124 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3126 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3127 color4f[0] = ambientcolor[0] * distintensity;
3128 color4f[1] = ambientcolor[1] * distintensity;
3129 color4f[2] = ambientcolor[2] * distintensity;
3130 if (r_refdef.fogenabled)
3133 f = RSurf_FogVertex(vertex3f);
3134 VectorScale(color4f, f, color4f);
3138 VectorClear(color4f);
3148 static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3150 // used to display how many times a surface is lit for level design purposes
3151 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3152 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
3156 static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
3158 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
3159 R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false);
3163 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
3170 int newnumtriangles;
3174 int maxtriangles = 4096;
3175 static int newelements[4096*3];
3176 R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
3177 for (renders = 0;renders < 4;renders++)
3182 newnumtriangles = 0;
3184 // due to low fillrate on the cards this vertex lighting path is
3185 // designed for, we manually cull all triangles that do not
3186 // contain a lit vertex
3187 // this builds batches of triangles from multiple surfaces and
3188 // renders them at once
3189 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
3191 if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01)
3193 if (newnumtriangles)
3195 newfirstvertex = min(newfirstvertex, e[0]);
3196 newlastvertex = max(newlastvertex, e[0]);
3200 newfirstvertex = e[0];
3201 newlastvertex = e[0];
3203 newfirstvertex = min(newfirstvertex, e[1]);
3204 newlastvertex = max(newlastvertex, e[1]);
3205 newfirstvertex = min(newfirstvertex, e[2]);
3206 newlastvertex = max(newlastvertex, e[2]);
3212 if (newnumtriangles >= maxtriangles)
3214 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3215 newnumtriangles = 0;
3221 if (newnumtriangles >= 1)
3223 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3226 // if we couldn't find any lit triangles, exit early
3229 // now reduce the intensity for the next overbright pass
3230 // we have to clamp to 0 here incase the drivers have improper
3231 // handling of negative colors
3232 // (some old drivers even have improper handling of >1 color)
3234 for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
3236 if (c[0] > 1 || c[1] > 1 || c[2] > 1)
3238 c[0] = max(0, c[0] - 1);
3239 c[1] = max(0, c[1] - 1);
3240 c[2] = max(0, c[2] - 1);
3252 static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
3254 // OpenGL 1.1 path (anything)
3255 float ambientcolorbase[3], diffusecolorbase[3];
3256 float ambientcolorpants[3], diffusecolorpants[3];
3257 float ambientcolorshirt[3], diffusecolorshirt[3];
3258 const float *surfacecolor = rsurface.texture->dlightcolor;
3259 const float *surfacepants = rsurface.colormap_pantscolor;
3260 const float *surfaceshirt = rsurface.colormap_shirtcolor;
3261 rtexture_t *basetexture = rsurface.texture->basetexture;
3262 rtexture_t *pantstexture = rsurface.texture->pantstexture;
3263 rtexture_t *shirttexture = rsurface.texture->shirttexture;
3264 qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
3265 qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
3266 ambientscale *= 2 * r_refdef.view.colorscale;
3267 diffusescale *= 2 * r_refdef.view.colorscale;
3268 ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
3269 diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
3270 ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
3271 diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
3272 ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
3273 diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
3274 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3275 rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4]));
3276 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3277 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
3278 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
3279 R_Mesh_TexBind(0, basetexture);
3280 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
3281 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
3282 switch(r_shadow_rendermode)
3284 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3285 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
3286 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3287 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3288 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3290 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3291 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
3292 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
3293 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
3294 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3296 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3297 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
3298 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3299 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3300 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3302 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3307 //R_Mesh_TexBind(0, basetexture);
3308 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
3311 R_Mesh_TexBind(0, pantstexture);
3312 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
3316 R_Mesh_TexBind(0, shirttexture);
3317 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
3321 extern cvar_t gl_lightmaps;
3322 void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3324 float ambientscale, diffusescale, specularscale;
3326 float lightcolor[3];
3327 VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
3328 ambientscale = rsurface.rtlight->ambientscale + rsurface.texture->rtlightambient;
3329 diffusescale = rsurface.rtlight->diffusescale * max(0, 1.0 - rsurface.texture->rtlightambient);
3330 specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
3331 if (!r_shadow_usenormalmap.integer)
3333 ambientscale += 1.0f * diffusescale;
3337 if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
3339 negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
3342 VectorNegate(lightcolor, lightcolor);
3343 GL_BlendEquationSubtract(true);
3345 RSurf_SetupDepthAndCulling();
3346 switch (r_shadow_rendermode)
3348 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
3349 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
3350 R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
3352 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
3353 R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
3355 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3356 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3357 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3358 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3359 R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
3362 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
3366 GL_BlendEquationSubtract(false);
3369 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)
3371 matrix4x4_t tempmatrix = *matrix;
3372 Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
3374 // if this light has been compiled before, free the associated data
3375 R_RTLight_Uncompile(rtlight);
3377 // clear it completely to avoid any lingering data
3378 memset(rtlight, 0, sizeof(*rtlight));
3380 // copy the properties
3381 rtlight->matrix_lighttoworld = tempmatrix;
3382 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
3383 Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
3384 rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
3385 VectorCopy(color, rtlight->color);
3386 rtlight->cubemapname[0] = 0;
3387 if (cubemapname && cubemapname[0])
3388 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
3389 rtlight->shadow = shadow;
3390 rtlight->corona = corona;
3391 rtlight->style = style;
3392 rtlight->isstatic = isstatic;
3393 rtlight->coronasizescale = coronasizescale;
3394 rtlight->ambientscale = ambientscale;
3395 rtlight->diffusescale = diffusescale;
3396 rtlight->specularscale = specularscale;
3397 rtlight->flags = flags;
3399 // compute derived data
3400 //rtlight->cullradius = rtlight->radius;
3401 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
3402 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3403 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3404 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3405 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3406 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3407 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3410 // compiles rtlight geometry
3411 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
3412 void R_RTLight_Compile(rtlight_t *rtlight)
3415 int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
3416 int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
3417 entity_render_t *ent = r_refdef.scene.worldentity;
3418 dp_model_t *model = r_refdef.scene.worldmodel;
3419 unsigned char *data;
3422 // compile the light
3423 rtlight->compiled = true;
3424 rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
3425 rtlight->static_numleafs = 0;
3426 rtlight->static_numleafpvsbytes = 0;
3427 rtlight->static_leaflist = NULL;
3428 rtlight->static_leafpvs = NULL;
3429 rtlight->static_numsurfaces = 0;
3430 rtlight->static_surfacelist = NULL;
3431 rtlight->static_shadowmap_receivers = 0x3F;
3432 rtlight->static_shadowmap_casters = 0x3F;
3433 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3434 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3435 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3436 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3437 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3438 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3440 if (model && model->GetLightInfo)
3442 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
3443 r_shadow_compilingrtlight = rtlight;
3444 R_FrameData_SetMark();
3445 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);
3446 R_FrameData_ReturnToMark();
3447 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
3448 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
3449 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
3450 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
3451 rtlight->static_numsurfaces = numsurfaces;
3452 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
3453 rtlight->static_numleafs = numleafs;
3454 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
3455 rtlight->static_numleafpvsbytes = numleafpvsbytes;
3456 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
3457 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
3458 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
3459 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
3460 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
3461 if (rtlight->static_numsurfaces)
3462 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3463 if (rtlight->static_numleafs)
3464 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3465 if (rtlight->static_numleafpvsbytes)
3466 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3467 if (rtlight->static_numshadowtrispvsbytes)
3468 memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3469 if (rtlight->static_numlighttrispvsbytes)
3470 memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3471 R_FrameData_SetMark();
3472 switch (rtlight->shadowmode)
3474 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3475 if (model->CompileShadowMap && rtlight->shadow)
3476 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3479 if (model->CompileShadowVolume && rtlight->shadow)
3480 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3483 R_FrameData_ReturnToMark();
3484 // now we're done compiling the rtlight
3485 r_shadow_compilingrtlight = NULL;
3489 // use smallest available cullradius - box radius or light radius
3490 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3491 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3493 shadowzpasstris = 0;
3494 if (rtlight->static_meshchain_shadow_zpass)
3495 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3496 shadowzpasstris += mesh->numtriangles;
3498 shadowzfailtris = 0;
3499 if (rtlight->static_meshchain_shadow_zfail)
3500 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3501 shadowzfailtris += mesh->numtriangles;
3504 if (rtlight->static_numlighttrispvsbytes)
3505 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3506 if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3510 if (rtlight->static_numlighttrispvsbytes)
3511 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3512 if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3515 if (developer_extra.integer)
3516 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);
3519 void R_RTLight_Uncompile(rtlight_t *rtlight)
3521 if (rtlight->compiled)
3523 if (rtlight->static_meshchain_shadow_zpass)
3524 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3525 rtlight->static_meshchain_shadow_zpass = NULL;
3526 if (rtlight->static_meshchain_shadow_zfail)
3527 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3528 rtlight->static_meshchain_shadow_zfail = NULL;
3529 if (rtlight->static_meshchain_shadow_shadowmap)
3530 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3531 rtlight->static_meshchain_shadow_shadowmap = NULL;
3532 // these allocations are grouped
3533 if (rtlight->static_surfacelist)
3534 Mem_Free(rtlight->static_surfacelist);
3535 rtlight->static_numleafs = 0;
3536 rtlight->static_numleafpvsbytes = 0;
3537 rtlight->static_leaflist = NULL;
3538 rtlight->static_leafpvs = NULL;
3539 rtlight->static_numsurfaces = 0;
3540 rtlight->static_surfacelist = NULL;
3541 rtlight->static_numshadowtrispvsbytes = 0;
3542 rtlight->static_shadowtrispvs = NULL;
3543 rtlight->static_numlighttrispvsbytes = 0;
3544 rtlight->static_lighttrispvs = NULL;
3545 rtlight->compiled = false;
3549 void R_Shadow_UncompileWorldLights(void)
3553 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3554 for (lightindex = 0;lightindex < range;lightindex++)
3556 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3559 R_RTLight_Uncompile(&light->rtlight);
3563 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3567 // reset the count of frustum planes
3568 // see rtlight->cached_frustumplanes definition for how much this array
3570 rtlight->cached_numfrustumplanes = 0;
3572 if (r_trippy.integer)
3575 // haven't implemented a culling path for ortho rendering
3576 if (!r_refdef.view.useperspective)
3578 // check if the light is on screen and copy the 4 planes if it is
3579 for (i = 0;i < 4;i++)
3580 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3583 for (i = 0;i < 4;i++)
3584 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3589 // generate a deformed frustum that includes the light origin, this is
3590 // used to cull shadow casting surfaces that can not possibly cast a
3591 // shadow onto the visible light-receiving surfaces, which can be a
3594 // if the light origin is onscreen the result will be 4 planes exactly
3595 // if the light origin is offscreen on only one axis the result will
3596 // be exactly 5 planes (split-side case)
3597 // if the light origin is offscreen on two axes the result will be
3598 // exactly 4 planes (stretched corner case)
3599 for (i = 0;i < 4;i++)
3601 // quickly reject standard frustum planes that put the light
3602 // origin outside the frustum
3603 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3606 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3608 // if all the standard frustum planes were accepted, the light is onscreen
3609 // otherwise we need to generate some more planes below...
3610 if (rtlight->cached_numfrustumplanes < 4)
3612 // at least one of the stock frustum planes failed, so we need to
3613 // create one or two custom planes to enclose the light origin
3614 for (i = 0;i < 4;i++)
3616 // create a plane using the view origin and light origin, and a
3617 // single point from the frustum corner set
3618 TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3619 VectorNormalize(plane.normal);
3620 plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3621 // see if this plane is backwards and flip it if so
3622 for (j = 0;j < 4;j++)
3623 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3627 VectorNegate(plane.normal, plane.normal);
3629 // flipped plane, test again to see if it is now valid
3630 for (j = 0;j < 4;j++)
3631 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3633 // if the plane is still not valid, then it is dividing the
3634 // frustum and has to be rejected
3638 // we have created a valid plane, compute extra info
3639 PlaneClassify(&plane);
3641 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3643 // if we've found 5 frustum planes then we have constructed a
3644 // proper split-side case and do not need to keep searching for
3645 // planes to enclose the light origin
3646 if (rtlight->cached_numfrustumplanes == 5)
3654 for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3656 plane = rtlight->cached_frustumplanes[i];
3657 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));
3662 // now add the light-space box planes if the light box is rotated, as any
3663 // caster outside the oriented light box is irrelevant (even if it passed
3664 // the worldspace light box, which is axial)
3665 if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3667 for (i = 0;i < 6;i++)
3671 v[i >> 1] = (i & 1) ? -1 : 1;
3672 Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3673 VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3674 plane.dist = VectorNormalizeLength(plane.normal);
3675 plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3676 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3682 // add the world-space reduced box planes
3683 for (i = 0;i < 6;i++)
3685 VectorClear(plane.normal);
3686 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3687 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3688 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3697 // reduce all plane distances to tightly fit the rtlight cull box, which
3699 VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3700 VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3701 VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3702 VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3703 VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3704 VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3705 VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3706 VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3707 oldnum = rtlight->cached_numfrustumplanes;
3708 rtlight->cached_numfrustumplanes = 0;
3709 for (j = 0;j < oldnum;j++)
3711 // find the nearest point on the box to this plane
3712 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3713 for (i = 1;i < 8;i++)
3715 dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3716 if (bestdist > dist)
3719 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);
3720 // if the nearest point is near or behind the plane, we want this
3721 // plane, otherwise the plane is useless as it won't cull anything
3722 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3724 PlaneClassify(&rtlight->cached_frustumplanes[j]);
3725 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3732 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3736 RSurf_ActiveWorldEntity();
3738 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3741 GL_CullFace(GL_NONE);
3742 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3743 for (;mesh;mesh = mesh->next)
3745 if (!mesh->sidetotals[r_shadow_shadowmapside])
3747 r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3748 if (mesh->vertex3fbuffer)
3749 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3751 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3752 R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3756 else if (r_refdef.scene.worldentity->model)
3757 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);
3759 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3762 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3764 qboolean zpass = false;
3767 int surfacelistindex;
3768 msurface_t *surface;
3770 // if triangle neighbors are disabled, shadowvolumes are disabled
3771 if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
3774 RSurf_ActiveWorldEntity();
3776 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3779 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3781 zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3782 R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3784 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3785 for (;mesh;mesh = mesh->next)
3787 r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3788 if (mesh->vertex3fbuffer)
3789 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3791 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3792 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3794 // increment stencil if frontface is infront of depthbuffer
3795 GL_CullFace(r_refdef.view.cullface_back);
3796 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
3797 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3798 // decrement stencil if backface is infront of depthbuffer
3799 GL_CullFace(r_refdef.view.cullface_front);
3800 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
3802 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3804 // decrement stencil if backface is behind depthbuffer
3805 GL_CullFace(r_refdef.view.cullface_front);
3806 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
3807 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3808 // increment stencil if frontface is behind depthbuffer
3809 GL_CullFace(r_refdef.view.cullface_back);
3810 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
3812 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3816 else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3818 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3819 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3820 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3822 surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3823 for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3824 if (CHECKPVSBIT(trispvs, t))
3825 shadowmarklist[numshadowmark++] = t;
3827 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);
3829 else if (numsurfaces)
3831 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);
3834 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3837 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3839 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3840 vec_t relativeshadowradius;
3841 RSurf_ActiveModelEntity(ent, false, false, false);
3842 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3843 // we need to re-init the shader for each entity because the matrix changed
3844 relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3845 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3846 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3847 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3848 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3849 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3850 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3851 switch (r_shadow_rendermode)
3853 case R_SHADOW_RENDERMODE_SHADOWMAP2D:
3854 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3857 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3860 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3863 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3865 // set up properties for rendering light onto this entity
3866 RSurf_ActiveModelEntity(ent, true, true, false);
3867 Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3868 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3869 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3870 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3873 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3875 if (!r_refdef.scene.worldmodel->DrawLight)
3878 // set up properties for rendering light onto this entity
3879 RSurf_ActiveWorldEntity();
3880 rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3881 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3882 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3883 VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3885 r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3887 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3890 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3892 dp_model_t *model = ent->model;
3893 if (!model->DrawLight)
3896 R_Shadow_SetupEntityLight(ent);
3898 model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3900 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3903 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3907 int numleafs, numsurfaces;
3908 int *leaflist, *surfacelist;
3909 unsigned char *leafpvs;
3910 unsigned char *shadowtrispvs;
3911 unsigned char *lighttrispvs;
3912 //unsigned char *surfacesides;
3913 int numlightentities;
3914 int numlightentities_noselfshadow;
3915 int numshadowentities;
3916 int numshadowentities_noselfshadow;
3917 static entity_render_t *lightentities[MAX_EDICTS];
3918 static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3919 static entity_render_t *shadowentities[MAX_EDICTS];
3920 static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3923 rtlight->draw = false;
3925 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3926 // skip lights that are basically invisible (color 0 0 0)
3927 nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
3929 // loading is done before visibility checks because loading should happen
3930 // all at once at the start of a level, not when it stalls gameplay.
3931 // (especially important to benchmarks)
3933 if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3935 if (rtlight->compiled)
3936 R_RTLight_Uncompile(rtlight);
3937 R_RTLight_Compile(rtlight);
3941 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
3943 // look up the light style value at this time
3944 f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3945 VectorScale(rtlight->color, f, rtlight->currentcolor);
3947 if (rtlight->selected)
3949 f = 2 + sin(realtime * M_PI * 4.0);
3950 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3954 // if lightstyle is currently off, don't draw the light
3955 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3958 // skip processing on corona-only lights
3962 // if the light box is offscreen, skip it
3963 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3966 VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
3967 VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
3969 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3971 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
3973 // compiled light, world available and can receive realtime lighting
3974 // retrieve leaf information
3975 numleafs = rtlight->static_numleafs;
3976 leaflist = rtlight->static_leaflist;
3977 leafpvs = rtlight->static_leafpvs;
3978 numsurfaces = rtlight->static_numsurfaces;
3979 surfacelist = rtlight->static_surfacelist;
3980 //surfacesides = NULL;
3981 shadowtrispvs = rtlight->static_shadowtrispvs;
3982 lighttrispvs = rtlight->static_lighttrispvs;
3984 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
3986 // dynamic light, world available and can receive realtime lighting
3987 // calculate lit surfaces and leafs
3988 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);
3989 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3990 leaflist = r_shadow_buffer_leaflist;
3991 leafpvs = r_shadow_buffer_leafpvs;
3992 surfacelist = r_shadow_buffer_surfacelist;
3993 //surfacesides = r_shadow_buffer_surfacesides;
3994 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
3995 lighttrispvs = r_shadow_buffer_lighttrispvs;
3996 // if the reduced leaf bounds are offscreen, skip it
3997 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4008 //surfacesides = NULL;
4009 shadowtrispvs = NULL;
4010 lighttrispvs = NULL;
4012 // check if light is illuminating any visible leafs
4015 for (i = 0;i < numleafs;i++)
4016 if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
4022 // make a list of lit entities and shadow casting entities
4023 numlightentities = 0;
4024 numlightentities_noselfshadow = 0;
4025 numshadowentities = 0;
4026 numshadowentities_noselfshadow = 0;
4028 // add dynamic entities that are lit by the light
4029 for (i = 0;i < r_refdef.scene.numentities;i++)
4032 entity_render_t *ent = r_refdef.scene.entities[i];
4034 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4036 // skip the object entirely if it is not within the valid
4037 // shadow-casting region (which includes the lit region)
4038 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
4040 if (!(model = ent->model))
4042 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
4044 // this entity wants to receive light, is visible, and is
4045 // inside the light box
4046 // TODO: check if the surfaces in the model can receive light
4047 // so now check if it's in a leaf seen by the light
4048 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))
4050 if (ent->flags & RENDER_NOSELFSHADOW)
4051 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
4053 lightentities[numlightentities++] = ent;
4054 // since it is lit, it probably also casts a shadow...
4055 // about the VectorDistance2 - light emitting entities should not cast their own shadow
4056 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4057 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4059 // note: exterior models without the RENDER_NOSELFSHADOW
4060 // flag still create a RENDER_NOSELFSHADOW shadow but
4061 // are lit normally, this means that they are
4062 // self-shadowing but do not shadow other
4063 // RENDER_NOSELFSHADOW entities such as the gun
4064 // (very weird, but keeps the player shadow off the gun)
4065 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4066 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4068 shadowentities[numshadowentities++] = ent;
4071 else if (ent->flags & RENDER_SHADOW)
4073 // this entity is not receiving light, but may still need to
4075 // TODO: check if the surfaces in the model can cast shadow
4076 // now check if it is in a leaf seen by the light
4077 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))
4079 // about the VectorDistance2 - light emitting entities should not cast their own shadow
4080 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4081 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4083 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4084 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4086 shadowentities[numshadowentities++] = ent;
4091 // return if there's nothing at all to light
4092 if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
4095 // count this light in the r_speeds
4096 r_refdef.stats.lights++;
4098 // flag it as worth drawing later
4099 rtlight->draw = true;
4101 // cache all the animated entities that cast a shadow but are not visible
4102 for (i = 0;i < numshadowentities;i++)
4103 if (!shadowentities[i]->animcache_vertex3f)
4104 R_AnimCache_GetEntity(shadowentities[i], false, false);
4105 for (i = 0;i < numshadowentities_noselfshadow;i++)
4106 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
4107 R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
4109 // allocate some temporary memory for rendering this light later in the frame
4110 // reusable buffers need to be copied, static data can be used as-is
4111 rtlight->cached_numlightentities = numlightentities;
4112 rtlight->cached_numlightentities_noselfshadow = numlightentities_noselfshadow;
4113 rtlight->cached_numshadowentities = numshadowentities;
4114 rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
4115 rtlight->cached_numsurfaces = numsurfaces;
4116 rtlight->cached_lightentities = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
4117 rtlight->cached_lightentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
4118 rtlight->cached_shadowentities = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
4119 rtlight->cached_shadowentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
4120 if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
4122 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
4123 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
4124 rtlight->cached_shadowtrispvs = (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
4125 rtlight->cached_lighttrispvs = (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
4126 rtlight->cached_surfacelist = (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
4130 // compiled light data
4131 rtlight->cached_shadowtrispvs = shadowtrispvs;
4132 rtlight->cached_lighttrispvs = lighttrispvs;
4133 rtlight->cached_surfacelist = surfacelist;
4137 void R_Shadow_DrawLight(rtlight_t *rtlight)
4141 unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
4142 int numlightentities;
4143 int numlightentities_noselfshadow;
4144 int numshadowentities;
4145 int numshadowentities_noselfshadow;
4146 entity_render_t **lightentities;
4147 entity_render_t **lightentities_noselfshadow;
4148 entity_render_t **shadowentities;
4149 entity_render_t **shadowentities_noselfshadow;
4151 static unsigned char entitysides[MAX_EDICTS];
4152 static unsigned char entitysides_noselfshadow[MAX_EDICTS];
4153 vec3_t nearestpoint;
4155 qboolean castshadows;
4158 // check if we cached this light this frame (meaning it is worth drawing)
4162 numlightentities = rtlight->cached_numlightentities;
4163 numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
4164 numshadowentities = rtlight->cached_numshadowentities;
4165 numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
4166 numsurfaces = rtlight->cached_numsurfaces;
4167 lightentities = rtlight->cached_lightentities;
4168 lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
4169 shadowentities = rtlight->cached_shadowentities;
4170 shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
4171 shadowtrispvs = rtlight->cached_shadowtrispvs;
4172 lighttrispvs = rtlight->cached_lighttrispvs;
4173 surfacelist = rtlight->cached_surfacelist;
4175 // set up a scissor rectangle for this light
4176 if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4179 // don't let sound skip if going slow
4180 if (r_refdef.scene.extraupdate)
4183 // make this the active rtlight for rendering purposes
4184 R_Shadow_RenderMode_ActiveLight(rtlight);
4186 if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
4188 // optionally draw visible shape of the shadow volumes
4189 // for performance analysis by level designers
4190 R_Shadow_RenderMode_VisibleShadowVolumes();
4192 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4193 for (i = 0;i < numshadowentities;i++)
4194 R_Shadow_DrawEntityShadow(shadowentities[i]);
4195 for (i = 0;i < numshadowentities_noselfshadow;i++)
4196 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4197 R_Shadow_RenderMode_VisibleLighting(false, false);
4200 if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
4202 // optionally draw the illuminated areas
4203 // for performance analysis by level designers
4204 R_Shadow_RenderMode_VisibleLighting(false, false);
4206 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4207 for (i = 0;i < numlightentities;i++)
4208 R_Shadow_DrawEntityLight(lightentities[i]);
4209 for (i = 0;i < numlightentities_noselfshadow;i++)
4210 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4213 castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
4215 nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
4216 nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
4217 nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
4218 distance = VectorDistance(nearestpoint, r_refdef.view.origin);
4220 lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
4221 //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
4222 lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
4224 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4230 int receivermask = 0;
4231 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
4232 Matrix4x4_Abs(&radiustolight);
4234 r_shadow_shadowmaplod = 0;
4235 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
4236 if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
4237 r_shadow_shadowmaplod = i;
4239 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
4241 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
4243 surfacesides = NULL;
4246 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
4248 castermask = rtlight->static_shadowmap_casters;
4249 receivermask = rtlight->static_shadowmap_receivers;
4253 surfacesides = r_shadow_buffer_surfacesides;
4254 for(i = 0;i < numsurfaces;i++)
4256 msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
4257 surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4258 castermask |= surfacesides[i];
4259 receivermask |= surfacesides[i];
4263 if (receivermask < 0x3F)
4265 for (i = 0;i < numlightentities;i++)
4266 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4267 if (receivermask < 0x3F)
4268 for(i = 0; i < numlightentities_noselfshadow;i++)
4269 receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4272 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
4276 for (i = 0;i < numshadowentities;i++)
4277 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4278 for (i = 0;i < numshadowentities_noselfshadow;i++)
4279 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4282 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
4284 // render shadow casters into 6 sided depth texture
4285 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
4287 R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
4288 if (! (castermask & (1 << side))) continue;
4290 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
4291 for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
4292 R_Shadow_DrawEntityShadow(shadowentities[i]);
4295 if (numlightentities_noselfshadow)
4297 // render lighting using the depth texture as shadowmap
4298 // draw lighting in the unmasked areas
4299 R_Shadow_RenderMode_Lighting(false, false, true);
4300 for (i = 0;i < numlightentities_noselfshadow;i++)
4301 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4304 // render shadow casters into 6 sided depth texture
4305 if (numshadowentities_noselfshadow)
4307 for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
4309 R_Shadow_RenderMode_ShadowMap(side, 0, size);
4310 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
4311 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4315 // render lighting using the depth texture as shadowmap
4316 // draw lighting in the unmasked areas
4317 R_Shadow_RenderMode_Lighting(false, false, true);
4318 // draw lighting in the unmasked areas
4320 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4321 for (i = 0;i < numlightentities;i++)
4322 R_Shadow_DrawEntityLight(lightentities[i]);
4324 else if (castshadows && vid.stencil)
4326 // draw stencil shadow volumes to mask off pixels that are in shadow
4327 // so that they won't receive lighting
4328 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
4329 R_Shadow_ClearStencil();
4332 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4333 for (i = 0;i < numshadowentities;i++)
4334 R_Shadow_DrawEntityShadow(shadowentities[i]);
4336 // draw lighting in the unmasked areas
4337 R_Shadow_RenderMode_Lighting(true, false, false);
4338 for (i = 0;i < numlightentities_noselfshadow;i++)
4339 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4341 for (i = 0;i < numshadowentities_noselfshadow;i++)
4342 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4344 // draw lighting in the unmasked areas
4345 R_Shadow_RenderMode_Lighting(true, false, false);
4347 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4348 for (i = 0;i < numlightentities;i++)
4349 R_Shadow_DrawEntityLight(lightentities[i]);
4353 // draw lighting in the unmasked areas
4354 R_Shadow_RenderMode_Lighting(false, false, false);
4356 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4357 for (i = 0;i < numlightentities;i++)
4358 R_Shadow_DrawEntityLight(lightentities[i]);
4359 for (i = 0;i < numlightentities_noselfshadow;i++)
4360 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4363 if (r_shadow_usingdeferredprepass)
4365 // when rendering deferred lighting, we simply rasterize the box
4366 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4367 R_Shadow_RenderMode_DrawDeferredLight(false, true);
4368 else if (castshadows && vid.stencil)
4369 R_Shadow_RenderMode_DrawDeferredLight(true, false);
4371 R_Shadow_RenderMode_DrawDeferredLight(false, false);
4375 static void R_Shadow_FreeDeferred(void)
4377 R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
4378 r_shadow_prepassgeometryfbo = 0;
4380 R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusespecularfbo);
4381 r_shadow_prepasslightingdiffusespecularfbo = 0;
4383 R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusefbo);
4384 r_shadow_prepasslightingdiffusefbo = 0;
4386 if (r_shadow_prepassgeometrydepthtexture)
4387 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
4388 r_shadow_prepassgeometrydepthtexture = NULL;
4390 if (r_shadow_prepassgeometrydepthcolortexture)
4391 R_FreeTexture(r_shadow_prepassgeometrydepthcolortexture);
4392 r_shadow_prepassgeometrydepthcolortexture = NULL;
4394 if (r_shadow_prepassgeometrynormalmaptexture)
4395 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
4396 r_shadow_prepassgeometrynormalmaptexture = NULL;
4398 if (r_shadow_prepasslightingdiffusetexture)
4399 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
4400 r_shadow_prepasslightingdiffusetexture = NULL;
4402 if (r_shadow_prepasslightingspeculartexture)
4403 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
4404 r_shadow_prepasslightingspeculartexture = NULL;
4407 void R_Shadow_DrawPrepass(void)
4415 entity_render_t *ent;
4416 float clearcolor[4];
4418 R_Mesh_ResetTextureState();
4420 GL_ColorMask(1,1,1,1);
4421 GL_BlendFunc(GL_ONE, GL_ZERO);
4424 R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4425 Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
4426 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4427 if (r_timereport_active)
4428 R_TimeReport("prepasscleargeom");
4430 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
4431 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
4432 if (r_timereport_active)
4433 R_TimeReport("prepassworld");
4435 for (i = 0;i < r_refdef.scene.numentities;i++)
4437 if (!r_refdef.viewcache.entityvisible[i])
4439 ent = r_refdef.scene.entities[i];
4440 if (ent->model && ent->model->DrawPrepass != NULL)
4441 ent->model->DrawPrepass(ent);
4444 if (r_timereport_active)
4445 R_TimeReport("prepassmodels");
4447 GL_DepthMask(false);
4448 GL_ColorMask(1,1,1,1);
4451 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4452 Vector4Set(clearcolor, 0, 0, 0, 0);
4453 GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
4454 if (r_timereport_active)
4455 R_TimeReport("prepassclearlit");
4457 R_Shadow_RenderMode_Begin();
4459 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4460 if (r_shadow_debuglight.integer >= 0)
4462 lightindex = r_shadow_debuglight.integer;
4463 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4464 if (light && (light->flags & flag) && light->rtlight.draw)
4465 R_Shadow_DrawLight(&light->rtlight);
4469 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4470 for (lightindex = 0;lightindex < range;lightindex++)
4472 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4473 if (light && (light->flags & flag) && light->rtlight.draw)
4474 R_Shadow_DrawLight(&light->rtlight);
4477 if (r_refdef.scene.rtdlight)
4478 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4479 if (r_refdef.scene.lights[lnum]->draw)
4480 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4482 R_Mesh_SetMainRenderTargets();
4484 R_Shadow_RenderMode_End();
4486 if (r_timereport_active)
4487 R_TimeReport("prepasslights");
4490 void R_Shadow_DrawLightSprites(void);
4491 void R_Shadow_PrepareLights(void)
4501 if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4502 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4503 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) ||
4504 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
4505 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
4506 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
4507 R_Shadow_FreeShadowMaps();
4509 r_shadow_usingshadowmaportho = false;
4511 switch (vid.renderpath)
4513 case RENDERPATH_GL20:
4514 case RENDERPATH_D3D9:
4515 case RENDERPATH_D3D10:
4516 case RENDERPATH_D3D11:
4517 case RENDERPATH_SOFT:
4519 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
4521 r_shadow_usingdeferredprepass = false;
4522 if (r_shadow_prepass_width)
4523 R_Shadow_FreeDeferred();
4524 r_shadow_prepass_width = r_shadow_prepass_height = 0;
4528 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4530 R_Shadow_FreeDeferred();
4532 r_shadow_usingdeferredprepass = true;
4533 r_shadow_prepass_width = vid.width;
4534 r_shadow_prepass_height = vid.height;
4535 r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
4536 switch (vid.renderpath)
4538 case RENDERPATH_D3D9:
4539 r_shadow_prepassgeometrydepthcolortexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrydepthcolormap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4544 r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4545 r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4546 r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4548 // set up the geometry pass fbo (depth + normalmap)
4549 r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4550 R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4551 // render depth into one texture and normalmap into the other
4552 if (qglDrawBuffersARB)
4554 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
4555 qglReadBuffer(GL_NONE);CHECKGLERROR
4556 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
4557 if (status != GL_FRAMEBUFFER_COMPLETE)
4559 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4560 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4561 r_shadow_usingdeferredprepass = false;
4565 // set up the lighting pass fbo (diffuse + specular)
4566 r_shadow_prepasslightingdiffusespecularfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4567 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4568 // render diffuse into one texture and specular into another,
4569 // with depth and normalmap bound as textures,
4570 // with depth bound as attachment as well
4571 if (qglDrawBuffersARB)
4573 qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4574 qglReadBuffer(GL_NONE);CHECKGLERROR
4575 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
4576 if (status != GL_FRAMEBUFFER_COMPLETE)
4578 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4579 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4580 r_shadow_usingdeferredprepass = false;
4584 // set up the lighting pass fbo (diffuse)
4585 r_shadow_prepasslightingdiffusefbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4586 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4587 // render diffuse into one texture,
4588 // with depth and normalmap bound as textures,
4589 // with depth bound as attachment as well
4590 if (qglDrawBuffersARB)
4592 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
4593 qglReadBuffer(GL_NONE);CHECKGLERROR
4594 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
4595 if (status != GL_FRAMEBUFFER_COMPLETE)
4597 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4598 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4599 r_shadow_usingdeferredprepass = false;
4605 case RENDERPATH_GL11:
4606 case RENDERPATH_GL13:
4607 case RENDERPATH_GLES1:
4608 case RENDERPATH_GLES2:
4609 r_shadow_usingdeferredprepass = false;
4613 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);
4615 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4616 if (r_shadow_bouncegrid.integer != 2)
4618 if (r_shadow_debuglight.integer >= 0)
4620 lightindex = r_shadow_debuglight.integer;
4621 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4623 R_Shadow_PrepareLight(&light->rtlight);
4627 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4628 for (lightindex = 0;lightindex < range;lightindex++)
4630 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4631 if (light && (light->flags & flag))
4632 R_Shadow_PrepareLight(&light->rtlight);
4636 if (r_refdef.scene.rtdlight)
4638 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4639 R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4641 else if(gl_flashblend.integer)
4643 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4645 rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4646 f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4647 VectorScale(rtlight->color, f, rtlight->currentcolor);
4651 if (r_editlights.integer)
4652 R_Shadow_DrawLightSprites();
4655 void R_Shadow_DrawLights(void)
4663 R_Shadow_RenderMode_Begin();
4665 if (r_shadow_bouncegrid.integer != 2)
4667 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4668 if (r_shadow_debuglight.integer >= 0)
4670 lightindex = r_shadow_debuglight.integer;
4671 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4673 R_Shadow_DrawLight(&light->rtlight);
4677 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4678 for (lightindex = 0;lightindex < range;lightindex++)
4680 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4681 if (light && (light->flags & flag))
4682 R_Shadow_DrawLight(&light->rtlight);
4686 if (r_refdef.scene.rtdlight)
4687 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4688 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4690 R_Shadow_RenderMode_End();
4693 extern const float r_screenvertex3f[12];
4694 extern void R_SetupView(qboolean allowwaterclippingplane);
4695 extern void R_ResetViewRendering3D(void);
4696 extern void R_ResetViewRendering2D(void);
4697 extern cvar_t r_shadows;
4698 extern cvar_t r_shadows_darken;
4699 extern cvar_t r_shadows_drawafterrtlighting;
4700 extern cvar_t r_shadows_castfrombmodels;
4701 extern cvar_t r_shadows_throwdistance;
4702 extern cvar_t r_shadows_throwdirection;
4703 extern cvar_t r_shadows_focus;
4704 extern cvar_t r_shadows_shadowmapscale;
4706 void R_Shadow_PrepareModelShadows(void)
4709 float scale, size, radius, dot1, dot2;
4710 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
4711 entity_render_t *ent;
4713 if (!r_refdef.scene.numentities)
4716 switch (r_shadow_shadowmode)
4718 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4719 if (r_shadows.integer >= 2)
4722 case R_SHADOW_SHADOWMODE_STENCIL:
4723 for (i = 0;i < r_refdef.scene.numentities;i++)
4725 ent = r_refdef.scene.entities[i];
4726 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4727 R_AnimCache_GetEntity(ent, false, false);
4734 size = 2*r_shadow_shadowmapmaxsize;
4735 scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
4736 radius = 0.5f * size / scale;
4738 Math_atov(r_shadows_throwdirection.string, shadowdir);
4739 VectorNormalize(shadowdir);
4740 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4741 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4742 if (fabs(dot1) <= fabs(dot2))
4743 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4745 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4746 VectorNormalize(shadowforward);
4747 CrossProduct(shadowdir, shadowforward, shadowright);
4748 Math_atov(r_shadows_focus.string, shadowfocus);
4749 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4750 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4751 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4752 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4753 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4755 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4757 shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4758 shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4759 shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4760 shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4761 shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4762 shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4764 for (i = 0;i < r_refdef.scene.numentities;i++)
4766 ent = r_refdef.scene.entities[i];
4767 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
4769 // cast shadows from anything of the map (submodels are optional)
4770 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4771 R_AnimCache_GetEntity(ent, false, false);
4775 void R_DrawModelShadowMaps(void)
4778 float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
4779 entity_render_t *ent;
4780 vec3_t relativelightorigin;
4781 vec3_t relativelightdirection, relativeforward, relativeright;
4782 vec3_t relativeshadowmins, relativeshadowmaxs;
4783 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
4785 matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
4786 r_viewport_t viewport;
4788 float clearcolor[4];
4790 if (!r_refdef.scene.numentities)
4793 switch (r_shadow_shadowmode)
4795 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4801 R_ResetViewRendering3D();
4802 R_Shadow_RenderMode_Begin();
4803 R_Shadow_RenderMode_ActiveLight(NULL);
4805 switch (r_shadow_shadowmode)
4807 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4808 if (!r_shadow_shadowmap2dtexture)
4809 R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4810 fbo = r_shadow_fbo2d;
4811 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
4812 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
4813 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
4819 size = 2*r_shadow_shadowmapmaxsize;
4820 scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
4821 radius = 0.5f / scale;
4822 nearclip = -r_shadows_throwdistance.value;
4823 farclip = r_shadows_throwdistance.value;
4824 bias = r_shadow_shadowmapping_bias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
4826 r_shadow_shadowmap_parameters[0] = size;
4827 r_shadow_shadowmap_parameters[1] = size;
4828 r_shadow_shadowmap_parameters[2] = 1.0;
4829 r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
4831 Math_atov(r_shadows_throwdirection.string, shadowdir);
4832 VectorNormalize(shadowdir);
4833 Math_atov(r_shadows_focus.string, shadowfocus);
4834 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4835 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4836 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4837 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4838 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4839 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4840 if (fabs(dot1) <= fabs(dot2))
4841 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4843 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4844 VectorNormalize(shadowforward);
4845 VectorM(scale, shadowforward, &m[0]);
4846 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4848 m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
4849 CrossProduct(shadowdir, shadowforward, shadowright);
4850 VectorM(scale, shadowright, &m[4]);
4851 m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
4852 VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
4853 m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
4854 Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
4855 Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
4856 R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL);
4858 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4860 R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
4861 R_SetupShader_DepthOrShadow(true);
4862 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
4865 R_SetViewport(&viewport);
4866 GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
4867 Vector4Set(clearcolor, 1,1,1,1);
4868 // in D3D9 we have to render to a color texture shadowmap
4869 // in GL we render directly to a depth texture only
4870 if (r_shadow_shadowmap2dtexture)
4871 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4873 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4874 // render into a slightly restricted region so that the borders of the
4875 // shadowmap area fade away, rather than streaking across everything
4876 // outside the usable area
4877 GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
4881 R_Mesh_SetMainRenderTargets();
4882 R_SetupShader_ShowDepth(true);
4883 GL_ColorMask(1,1,1,1);
4884 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4887 for (i = 0;i < r_refdef.scene.numentities;i++)
4889 ent = r_refdef.scene.entities[i];
4891 // cast shadows from anything of the map (submodels are optional)
4892 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4894 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4895 Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
4896 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4897 Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
4898 Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
4899 relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4900 relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4901 relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4902 relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4903 relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4904 relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4905 RSurf_ActiveModelEntity(ent, false, false, false);
4906 ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4907 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4914 unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
4916 qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
4918 Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
4919 Cvar_SetValueQuick(&r_test, 0);
4924 R_Shadow_RenderMode_End();
4926 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
4927 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
4928 Matrix4x4_CreateScale3(&scalematrix, size, -size, 1);
4929 Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
4930 Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
4931 Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
4933 switch (vid.renderpath)
4935 case RENDERPATH_GL11:
4936 case RENDERPATH_GL13:
4937 case RENDERPATH_GL20:
4938 case RENDERPATH_SOFT:
4939 case RENDERPATH_GLES1:
4940 case RENDERPATH_GLES2:
4942 case RENDERPATH_D3D9:
4943 case RENDERPATH_D3D10:
4944 case RENDERPATH_D3D11:
4945 #ifdef OPENGL_ORIENTATION
4946 r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
4947 r_shadow_shadowmapmatrix.m[0][1] *= -1.0f;
4948 r_shadow_shadowmapmatrix.m[0][2] *= -1.0f;
4949 r_shadow_shadowmapmatrix.m[0][3] *= -1.0f;
4951 r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
4952 r_shadow_shadowmapmatrix.m[1][0] *= -1.0f;
4953 r_shadow_shadowmapmatrix.m[2][0] *= -1.0f;
4954 r_shadow_shadowmapmatrix.m[3][0] *= -1.0f;
4959 r_shadow_usingshadowmaportho = true;
4960 switch (r_shadow_shadowmode)
4962 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4963 r_shadow_usingshadowmap2d = true;
4970 void R_DrawModelShadows(void)
4973 float relativethrowdistance;
4974 entity_render_t *ent;
4975 vec3_t relativelightorigin;
4976 vec3_t relativelightdirection;
4977 vec3_t relativeshadowmins, relativeshadowmaxs;
4978 vec3_t tmp, shadowdir;
4980 if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
4983 R_ResetViewRendering3D();
4984 //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4985 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4986 R_Shadow_RenderMode_Begin();
4987 R_Shadow_RenderMode_ActiveLight(NULL);
4988 r_shadow_lightscissor[0] = r_refdef.view.x;
4989 r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4990 r_shadow_lightscissor[2] = r_refdef.view.width;
4991 r_shadow_lightscissor[3] = r_refdef.view.height;
4992 R_Shadow_RenderMode_StencilShadowVolumes(false);
4995 if (r_shadows.integer == 2)
4997 Math_atov(r_shadows_throwdirection.string, shadowdir);
4998 VectorNormalize(shadowdir);
5001 R_Shadow_ClearStencil();
5003 for (i = 0;i < r_refdef.scene.numentities;i++)
5005 ent = r_refdef.scene.entities[i];
5007 // cast shadows from anything of the map (submodels are optional)
5008 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
5010 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
5011 VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
5012 VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
5013 if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
5014 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
5017 if(ent->entitynumber != 0)
5019 if(ent->entitynumber >= MAX_EDICTS) // csqc entity
5021 // FIXME handle this
5022 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5026 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
5027 int entnum, entnum2, recursion;
5028 entnum = entnum2 = ent->entitynumber;
5029 for(recursion = 32; recursion > 0; --recursion)
5031 entnum2 = cl.entities[entnum].state_current.tagentity;
5032 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
5037 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
5039 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
5040 // transform into modelspace of OUR entity
5041 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
5042 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
5045 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5049 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5052 VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
5053 RSurf_ActiveModelEntity(ent, false, false, false);
5054 ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
5055 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
5059 // not really the right mode, but this will disable any silly stencil features
5060 R_Shadow_RenderMode_End();
5062 // set up ortho view for rendering this pass
5063 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5064 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5065 //GL_ScissorTest(true);
5066 //R_EntityMatrix(&identitymatrix);
5067 //R_Mesh_ResetTextureState();
5068 R_ResetViewRendering2D();
5070 // set up a darkening blend on shadowed areas
5071 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5072 //GL_DepthRange(0, 1);
5073 //GL_DepthTest(false);
5074 //GL_DepthMask(false);
5075 //GL_PolygonOffset(0, 0);CHECKGLERROR
5076 GL_Color(0, 0, 0, r_shadows_darken.value);
5077 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5078 //GL_DepthFunc(GL_ALWAYS);
5079 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
5081 // apply the blend to the shadowed areas
5082 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
5083 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
5084 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5086 // restore the viewport
5087 R_SetViewport(&r_refdef.view.viewport);
5089 // restore other state to normal
5090 //R_Shadow_RenderMode_End();
5093 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
5096 vec3_t centerorigin;
5098 // if it's too close, skip it
5099 if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
5101 zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
5104 if (usequery && r_numqueries + 2 <= r_maxqueries)
5106 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
5107 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
5108 // 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
5109 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
5111 switch(vid.renderpath)
5113 case RENDERPATH_GL11:
5114 case RENDERPATH_GL13:
5115 case RENDERPATH_GL20:
5116 case RENDERPATH_GLES1:
5117 case RENDERPATH_GLES2:
5118 #ifdef GL_SAMPLES_PASSED_ARB
5120 // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
5121 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
5122 GL_DepthFunc(GL_ALWAYS);
5123 R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5124 R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5125 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5126 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5127 GL_DepthFunc(GL_LEQUAL);
5128 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
5129 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5130 R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5131 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5132 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5136 case RENDERPATH_D3D9:
5137 Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5139 case RENDERPATH_D3D10:
5140 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5142 case RENDERPATH_D3D11:
5143 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5145 case RENDERPATH_SOFT:
5146 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5150 rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
5153 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5155 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
5158 GLint allpixels = 0, visiblepixels = 0;
5159 // now we have to check the query result
5160 if (rtlight->corona_queryindex_visiblepixels)
5162 switch(vid.renderpath)
5164 case RENDERPATH_GL11:
5165 case RENDERPATH_GL13:
5166 case RENDERPATH_GL20:
5167 case RENDERPATH_GLES1:
5168 case RENDERPATH_GLES2:
5169 #ifdef GL_SAMPLES_PASSED_ARB
5171 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
5172 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
5176 case RENDERPATH_D3D9:
5177 Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5179 case RENDERPATH_D3D10:
5180 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5182 case RENDERPATH_D3D11:
5183 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5185 case RENDERPATH_SOFT:
5186 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5189 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
5190 if (visiblepixels < 1 || allpixels < 1)
5192 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
5193 cscale *= rtlight->corona_visibility;
5197 // FIXME: these traces should scan all render entities instead of cl.world
5198 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
5201 VectorScale(rtlight->currentcolor, cscale, color);
5202 if (VectorLength(color) > (1.0f / 256.0f))
5205 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
5208 VectorNegate(color, color);
5209 GL_BlendEquationSubtract(true);
5211 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5212 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);
5213 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5215 GL_BlendEquationSubtract(false);
5219 void R_Shadow_DrawCoronas(void)
5222 qboolean usequery = false;
5227 if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
5229 if (r_waterstate.renderingscene)
5231 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
5232 R_EntityMatrix(&identitymatrix);
5234 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5236 // check occlusion of coronas
5237 // use GL_ARB_occlusion_query if available
5238 // otherwise use raytraces
5240 switch (vid.renderpath)
5242 case RENDERPATH_GL11:
5243 case RENDERPATH_GL13:
5244 case RENDERPATH_GL20:
5245 case RENDERPATH_GLES1:
5246 case RENDERPATH_GLES2:
5247 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
5248 #ifdef GL_SAMPLES_PASSED_ARB
5251 GL_ColorMask(0,0,0,0);
5252 if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
5253 if (r_maxqueries < MAX_OCCLUSION_QUERIES)
5256 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
5257 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
5259 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
5262 RSurf_ActiveWorldEntity();
5263 GL_BlendFunc(GL_ONE, GL_ZERO);
5264 GL_CullFace(GL_NONE);
5265 GL_DepthMask(false);
5266 GL_DepthRange(0, 1);
5267 GL_PolygonOffset(0, 0);
5269 R_Mesh_ResetTextureState();
5270 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
5274 case RENDERPATH_D3D9:
5276 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5278 case RENDERPATH_D3D10:
5279 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5281 case RENDERPATH_D3D11:
5282 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5284 case RENDERPATH_SOFT:
5286 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5289 for (lightindex = 0;lightindex < range;lightindex++)
5291 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5294 rtlight = &light->rtlight;
5295 rtlight->corona_visibility = 0;
5296 rtlight->corona_queryindex_visiblepixels = 0;
5297 rtlight->corona_queryindex_allpixels = 0;
5298 if (!(rtlight->flags & flag))
5300 if (rtlight->corona <= 0)
5302 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
5304 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5306 for (i = 0;i < r_refdef.scene.numlights;i++)
5308 rtlight = r_refdef.scene.lights[i];
5309 rtlight->corona_visibility = 0;
5310 rtlight->corona_queryindex_visiblepixels = 0;
5311 rtlight->corona_queryindex_allpixels = 0;
5312 if (!(rtlight->flags & flag))
5314 if (rtlight->corona <= 0)
5316 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5319 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5321 // now draw the coronas using the query data for intensity info
5322 for (lightindex = 0;lightindex < range;lightindex++)
5324 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5327 rtlight = &light->rtlight;
5328 if (rtlight->corona_visibility <= 0)
5330 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5332 for (i = 0;i < r_refdef.scene.numlights;i++)
5334 rtlight = r_refdef.scene.lights[i];
5335 if (rtlight->corona_visibility <= 0)
5337 if (gl_flashblend.integer)
5338 R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
5340 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5346 dlight_t *R_Shadow_NewWorldLight(void)
5348 return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
5351 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)
5354 // validate parameters
5355 if (style < 0 || style >= MAX_LIGHTSTYLES)
5357 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
5363 // copy to light properties
5364 VectorCopy(origin, light->origin);
5365 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
5366 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
5367 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
5369 light->color[0] = max(color[0], 0);
5370 light->color[1] = max(color[1], 0);
5371 light->color[2] = max(color[2], 0);
5373 light->color[0] = color[0];
5374 light->color[1] = color[1];
5375 light->color[2] = color[2];
5376 light->radius = max(radius, 0);
5377 light->style = style;
5378 light->shadow = shadowenable;
5379 light->corona = corona;
5380 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
5381 light->coronasizescale = coronasizescale;
5382 light->ambientscale = ambientscale;
5383 light->diffusescale = diffusescale;
5384 light->specularscale = specularscale;
5385 light->flags = flags;
5387 // update renderable light data
5388 Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
5389 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);
5392 void R_Shadow_FreeWorldLight(dlight_t *light)
5394 if (r_shadow_selectedlight == light)
5395 r_shadow_selectedlight = NULL;
5396 R_RTLight_Uncompile(&light->rtlight);
5397 Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
5400 void R_Shadow_ClearWorldLights(void)
5404 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5405 for (lightindex = 0;lightindex < range;lightindex++)
5407 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5409 R_Shadow_FreeWorldLight(light);
5411 r_shadow_selectedlight = NULL;
5414 void R_Shadow_SelectLight(dlight_t *light)
5416 if (r_shadow_selectedlight)
5417 r_shadow_selectedlight->selected = false;
5418 r_shadow_selectedlight = light;
5419 if (r_shadow_selectedlight)
5420 r_shadow_selectedlight->selected = true;
5423 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5425 // this is never batched (there can be only one)
5427 R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
5428 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5429 R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5432 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5437 skinframe_t *skinframe;
5440 // this is never batched (due to the ent parameter changing every time)
5441 // so numsurfaces == 1 and surfacelist[0] == lightnumber
5442 const dlight_t *light = (dlight_t *)ent;
5445 R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
5448 VectorScale(light->color, intensity, spritecolor);
5449 if (VectorLength(spritecolor) < 0.1732f)
5450 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
5451 if (VectorLength(spritecolor) > 1.0f)
5452 VectorNormalize(spritecolor);
5454 // draw light sprite
5455 if (light->cubemapname[0] && !light->shadow)
5456 skinframe = r_editlights_sprcubemapnoshadowlight;
5457 else if (light->cubemapname[0])
5458 skinframe = r_editlights_sprcubemaplight;
5459 else if (!light->shadow)
5460 skinframe = r_editlights_sprnoshadowlight;
5462 skinframe = r_editlights_sprlight;
5464 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);
5465 R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5467 // draw selection sprite if light is selected
5468 if (light->selected)
5470 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5471 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5472 // VorteX todo: add normalmode/realtime mode light overlay sprites?
5476 void R_Shadow_DrawLightSprites(void)
5480 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5481 for (lightindex = 0;lightindex < range;lightindex++)
5483 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5485 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
5487 if (!r_editlights_lockcursor)
5488 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
5491 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
5496 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
5497 if (lightindex >= range)
5499 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5502 rtlight = &light->rtlight;
5503 //if (!(rtlight->flags & flag))
5505 VectorCopy(rtlight->shadoworigin, origin);
5506 *radius = rtlight->radius;
5507 VectorCopy(rtlight->color, color);
5511 void R_Shadow_SelectLightInView(void)
5513 float bestrating, rating, temp[3];
5517 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5521 if (r_editlights_lockcursor)
5523 for (lightindex = 0;lightindex < range;lightindex++)
5525 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5528 VectorSubtract(light->origin, r_refdef.view.origin, temp);
5529 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
5532 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
5533 if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1.0f)
5535 bestrating = rating;
5540 R_Shadow_SelectLight(best);
5543 void R_Shadow_LoadWorldLights(void)
5545 int n, a, style, shadow, flags;
5546 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
5547 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
5548 if (cl.worldmodel == NULL)
5550 Con_Print("No map loaded.\n");
5553 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5554 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5564 for (;COM_Parse(t, true) && strcmp(
5565 if (COM_Parse(t, true))
5567 if (com_token[0] == '!')
5570 origin[0] = atof(com_token+1);
5573 origin[0] = atof(com_token);
5578 while (*s && *s != '\n' && *s != '\r')
5584 // check for modifier flags
5591 #if _MSC_VER >= 1400
5592 #define sscanf sscanf_s
5594 cubemapname[sizeof(cubemapname)-1] = 0;
5595 #if MAX_QPATH != 128
5596 #error update this code if MAX_QPATH changes
5598 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
5599 #if _MSC_VER >= 1400
5600 , sizeof(cubemapname)
5602 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
5605 flags = LIGHTFLAG_REALTIMEMODE;
5613 coronasizescale = 0.25f;
5615 VectorClear(angles);
5618 if (a < 9 || !strcmp(cubemapname, "\"\""))
5620 // remove quotes on cubemapname
5621 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
5624 namelen = strlen(cubemapname) - 2;
5625 memmove(cubemapname, cubemapname + 1, namelen);
5626 cubemapname[namelen] = '\0';
5630 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);
5633 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5641 Con_Printf("invalid rtlights file \"%s\"\n", name);
5642 Mem_Free(lightsstring);
5646 void R_Shadow_SaveWorldLights(void)
5650 size_t bufchars, bufmaxchars;
5652 char name[MAX_QPATH];
5653 char line[MAX_INPUTLINE];
5654 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
5655 // I hate lines which are 3 times my screen size :( --blub
5658 if (cl.worldmodel == NULL)
5660 Con_Print("No map loaded.\n");
5663 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5664 bufchars = bufmaxchars = 0;
5666 for (lightindex = 0;lightindex < range;lightindex++)
5668 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5671 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5672 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);
5673 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5674 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]);
5676 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);
5677 if (bufchars + strlen(line) > bufmaxchars)
5679 bufmaxchars = bufchars + strlen(line) + 2048;
5681 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5685 memcpy(buf, oldbuf, bufchars);
5691 memcpy(buf + bufchars, line, strlen(line));
5692 bufchars += strlen(line);
5696 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5701 void R_Shadow_LoadLightsFile(void)
5704 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5705 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5706 if (cl.worldmodel == NULL)
5708 Con_Print("No map loaded.\n");
5711 dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
5712 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5720 while (*s && *s != '\n' && *s != '\r')
5726 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);
5730 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);
5733 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5734 radius = bound(15, radius, 4096);
5735 VectorScale(color, (2.0f / (8388608.0f)), color);
5736 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5744 Con_Printf("invalid lights file \"%s\"\n", name);
5745 Mem_Free(lightsstring);
5749 // tyrlite/hmap2 light types in the delay field
5750 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5752 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5764 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5765 char key[256], value[MAX_INPUTLINE];
5767 if (cl.worldmodel == NULL)
5769 Con_Print("No map loaded.\n");
5772 // try to load a .ent file first
5773 dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
5774 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5775 // and if that is not found, fall back to the bsp file entity string
5777 data = cl.worldmodel->brush.entities;
5780 for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5782 type = LIGHTTYPE_MINUSX;
5783 origin[0] = origin[1] = origin[2] = 0;
5784 originhack[0] = originhack[1] = originhack[2] = 0;
5785 angles[0] = angles[1] = angles[2] = 0;
5786 color[0] = color[1] = color[2] = 1;
5787 light[0] = light[1] = light[2] = 1;light[3] = 300;
5788 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5798 if (!COM_ParseToken_Simple(&data, false, false))
5800 if (com_token[0] == '}')
5801 break; // end of entity
5802 if (com_token[0] == '_')
5803 strlcpy(key, com_token + 1, sizeof(key));
5805 strlcpy(key, com_token, sizeof(key));
5806 while (key[strlen(key)-1] == ' ') // remove trailing spaces
5807 key[strlen(key)-1] = 0;
5808 if (!COM_ParseToken_Simple(&data, false, false))
5810 strlcpy(value, com_token, sizeof(value));
5812 // now that we have the key pair worked out...
5813 if (!strcmp("light", key))
5815 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5819 light[0] = vec[0] * (1.0f / 256.0f);
5820 light[1] = vec[0] * (1.0f / 256.0f);
5821 light[2] = vec[0] * (1.0f / 256.0f);
5827 light[0] = vec[0] * (1.0f / 255.0f);
5828 light[1] = vec[1] * (1.0f / 255.0f);
5829 light[2] = vec[2] * (1.0f / 255.0f);
5833 else if (!strcmp("delay", key))
5835 else if (!strcmp("origin", key))
5836 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5837 else if (!strcmp("angle", key))
5838 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5839 else if (!strcmp("angles", key))
5840 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5841 else if (!strcmp("color", key))
5842 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5843 else if (!strcmp("wait", key))
5844 fadescale = atof(value);
5845 else if (!strcmp("classname", key))
5847 if (!strncmp(value, "light", 5))
5850 if (!strcmp(value, "light_fluoro"))
5855 overridecolor[0] = 1;
5856 overridecolor[1] = 1;
5857 overridecolor[2] = 1;
5859 if (!strcmp(value, "light_fluorospark"))
5864 overridecolor[0] = 1;
5865 overridecolor[1] = 1;
5866 overridecolor[2] = 1;
5868 if (!strcmp(value, "light_globe"))
5873 overridecolor[0] = 1;
5874 overridecolor[1] = 0.8;
5875 overridecolor[2] = 0.4;
5877 if (!strcmp(value, "light_flame_large_yellow"))
5882 overridecolor[0] = 1;
5883 overridecolor[1] = 0.5;
5884 overridecolor[2] = 0.1;
5886 if (!strcmp(value, "light_flame_small_yellow"))
5891 overridecolor[0] = 1;
5892 overridecolor[1] = 0.5;
5893 overridecolor[2] = 0.1;
5895 if (!strcmp(value, "light_torch_small_white"))
5900 overridecolor[0] = 1;
5901 overridecolor[1] = 0.5;
5902 overridecolor[2] = 0.1;
5904 if (!strcmp(value, "light_torch_small_walltorch"))
5909 overridecolor[0] = 1;
5910 overridecolor[1] = 0.5;
5911 overridecolor[2] = 0.1;
5915 else if (!strcmp("style", key))
5916 style = atoi(value);
5917 else if (!strcmp("skin", key))
5918 skin = (int)atof(value);
5919 else if (!strcmp("pflags", key))
5920 pflags = (int)atof(value);
5921 //else if (!strcmp("effects", key))
5922 // effects = (int)atof(value);
5923 else if (cl.worldmodel->type == mod_brushq3)
5925 if (!strcmp("scale", key))
5926 lightscale = atof(value);
5927 if (!strcmp("fade", key))
5928 fadescale = atof(value);
5933 if (lightscale <= 0)
5937 if (color[0] == color[1] && color[0] == color[2])
5939 color[0] *= overridecolor[0];
5940 color[1] *= overridecolor[1];
5941 color[2] *= overridecolor[2];
5943 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5944 color[0] = color[0] * light[0];
5945 color[1] = color[1] * light[1];
5946 color[2] = color[2] * light[2];
5949 case LIGHTTYPE_MINUSX:
5951 case LIGHTTYPE_RECIPX:
5953 VectorScale(color, (1.0f / 16.0f), color);
5955 case LIGHTTYPE_RECIPXX:
5957 VectorScale(color, (1.0f / 16.0f), color);
5960 case LIGHTTYPE_NONE:
5964 case LIGHTTYPE_MINUSXX:
5967 VectorAdd(origin, originhack, origin);
5969 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);
5972 Mem_Free(entfiledata);
5976 void R_Shadow_SetCursorLocationForView(void)
5979 vec3_t dest, endpos;
5981 VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5982 trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true);
5983 if (trace.fraction < 1)
5985 dist = trace.fraction * r_editlights_cursordistance.value;
5986 push = r_editlights_cursorpushback.value;
5990 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
5991 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
5995 VectorClear( endpos );
5997 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5998 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5999 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6002 void R_Shadow_UpdateWorldLightSelection(void)
6004 if (r_editlights.integer)
6006 R_Shadow_SetCursorLocationForView();
6007 R_Shadow_SelectLightInView();
6010 R_Shadow_SelectLight(NULL);
6013 void R_Shadow_EditLights_Clear_f(void)
6015 R_Shadow_ClearWorldLights();
6018 void R_Shadow_EditLights_Reload_f(void)
6022 strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
6023 R_Shadow_ClearWorldLights();
6024 R_Shadow_LoadWorldLights();
6025 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6027 R_Shadow_LoadLightsFile();
6028 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6029 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6033 void R_Shadow_EditLights_Save_f(void)
6037 R_Shadow_SaveWorldLights();
6040 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
6042 R_Shadow_ClearWorldLights();
6043 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6046 void R_Shadow_EditLights_ImportLightsFile_f(void)
6048 R_Shadow_ClearWorldLights();
6049 R_Shadow_LoadLightsFile();
6052 void R_Shadow_EditLights_Spawn_f(void)
6055 if (!r_editlights.integer)
6057 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6060 if (Cmd_Argc() != 1)
6062 Con_Print("r_editlights_spawn does not take parameters\n");
6065 color[0] = color[1] = color[2] = 1;
6066 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
6069 void R_Shadow_EditLights_Edit_f(void)
6071 vec3_t origin, angles, color;
6072 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
6073 int style, shadows, flags, normalmode, realtimemode;
6074 char cubemapname[MAX_INPUTLINE];
6075 if (!r_editlights.integer)
6077 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6080 if (!r_shadow_selectedlight)
6082 Con_Print("No selected light.\n");
6085 VectorCopy(r_shadow_selectedlight->origin, origin);
6086 VectorCopy(r_shadow_selectedlight->angles, angles);
6087 VectorCopy(r_shadow_selectedlight->color, color);
6088 radius = r_shadow_selectedlight->radius;
6089 style = r_shadow_selectedlight->style;
6090 if (r_shadow_selectedlight->cubemapname)
6091 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
6094 shadows = r_shadow_selectedlight->shadow;
6095 corona = r_shadow_selectedlight->corona;
6096 coronasizescale = r_shadow_selectedlight->coronasizescale;
6097 ambientscale = r_shadow_selectedlight->ambientscale;
6098 diffusescale = r_shadow_selectedlight->diffusescale;
6099 specularscale = r_shadow_selectedlight->specularscale;
6100 flags = r_shadow_selectedlight->flags;
6101 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
6102 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
6103 if (!strcmp(Cmd_Argv(1), "origin"))
6105 if (Cmd_Argc() != 5)
6107 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6110 origin[0] = atof(Cmd_Argv(2));
6111 origin[1] = atof(Cmd_Argv(3));
6112 origin[2] = atof(Cmd_Argv(4));
6114 else if (!strcmp(Cmd_Argv(1), "originscale"))
6116 if (Cmd_Argc() != 5)
6118 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6121 origin[0] *= atof(Cmd_Argv(2));
6122 origin[1] *= atof(Cmd_Argv(3));
6123 origin[2] *= atof(Cmd_Argv(4));
6125 else if (!strcmp(Cmd_Argv(1), "originx"))
6127 if (Cmd_Argc() != 3)
6129 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6132 origin[0] = atof(Cmd_Argv(2));
6134 else if (!strcmp(Cmd_Argv(1), "originy"))
6136 if (Cmd_Argc() != 3)
6138 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6141 origin[1] = atof(Cmd_Argv(2));
6143 else if (!strcmp(Cmd_Argv(1), "originz"))
6145 if (Cmd_Argc() != 3)
6147 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6150 origin[2] = atof(Cmd_Argv(2));
6152 else if (!strcmp(Cmd_Argv(1), "move"))
6154 if (Cmd_Argc() != 5)
6156 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6159 origin[0] += atof(Cmd_Argv(2));
6160 origin[1] += atof(Cmd_Argv(3));
6161 origin[2] += atof(Cmd_Argv(4));
6163 else if (!strcmp(Cmd_Argv(1), "movex"))
6165 if (Cmd_Argc() != 3)
6167 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6170 origin[0] += atof(Cmd_Argv(2));
6172 else if (!strcmp(Cmd_Argv(1), "movey"))
6174 if (Cmd_Argc() != 3)
6176 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6179 origin[1] += atof(Cmd_Argv(2));
6181 else if (!strcmp(Cmd_Argv(1), "movez"))
6183 if (Cmd_Argc() != 3)
6185 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6188 origin[2] += atof(Cmd_Argv(2));
6190 else if (!strcmp(Cmd_Argv(1), "angles"))
6192 if (Cmd_Argc() != 5)
6194 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6197 angles[0] = atof(Cmd_Argv(2));
6198 angles[1] = atof(Cmd_Argv(3));
6199 angles[2] = atof(Cmd_Argv(4));
6201 else if (!strcmp(Cmd_Argv(1), "anglesx"))
6203 if (Cmd_Argc() != 3)
6205 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6208 angles[0] = atof(Cmd_Argv(2));
6210 else if (!strcmp(Cmd_Argv(1), "anglesy"))
6212 if (Cmd_Argc() != 3)
6214 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6217 angles[1] = atof(Cmd_Argv(2));
6219 else if (!strcmp(Cmd_Argv(1), "anglesz"))
6221 if (Cmd_Argc() != 3)
6223 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6226 angles[2] = atof(Cmd_Argv(2));
6228 else if (!strcmp(Cmd_Argv(1), "color"))
6230 if (Cmd_Argc() != 5)
6232 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
6235 color[0] = atof(Cmd_Argv(2));
6236 color[1] = atof(Cmd_Argv(3));
6237 color[2] = atof(Cmd_Argv(4));
6239 else if (!strcmp(Cmd_Argv(1), "radius"))
6241 if (Cmd_Argc() != 3)
6243 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6246 radius = atof(Cmd_Argv(2));
6248 else if (!strcmp(Cmd_Argv(1), "colorscale"))
6250 if (Cmd_Argc() == 3)
6252 double scale = atof(Cmd_Argv(2));
6259 if (Cmd_Argc() != 5)
6261 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
6264 color[0] *= atof(Cmd_Argv(2));
6265 color[1] *= atof(Cmd_Argv(3));
6266 color[2] *= atof(Cmd_Argv(4));
6269 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
6271 if (Cmd_Argc() != 3)
6273 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6276 radius *= atof(Cmd_Argv(2));
6278 else if (!strcmp(Cmd_Argv(1), "style"))
6280 if (Cmd_Argc() != 3)
6282 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6285 style = atoi(Cmd_Argv(2));
6287 else if (!strcmp(Cmd_Argv(1), "cubemap"))
6291 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6294 if (Cmd_Argc() == 3)
6295 strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
6299 else if (!strcmp(Cmd_Argv(1), "shadows"))
6301 if (Cmd_Argc() != 3)
6303 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6306 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6308 else if (!strcmp(Cmd_Argv(1), "corona"))
6310 if (Cmd_Argc() != 3)
6312 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6315 corona = atof(Cmd_Argv(2));
6317 else if (!strcmp(Cmd_Argv(1), "coronasize"))
6319 if (Cmd_Argc() != 3)
6321 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6324 coronasizescale = atof(Cmd_Argv(2));
6326 else if (!strcmp(Cmd_Argv(1), "ambient"))
6328 if (Cmd_Argc() != 3)
6330 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6333 ambientscale = atof(Cmd_Argv(2));
6335 else if (!strcmp(Cmd_Argv(1), "diffuse"))
6337 if (Cmd_Argc() != 3)
6339 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6342 diffusescale = atof(Cmd_Argv(2));
6344 else if (!strcmp(Cmd_Argv(1), "specular"))
6346 if (Cmd_Argc() != 3)
6348 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6351 specularscale = atof(Cmd_Argv(2));
6353 else if (!strcmp(Cmd_Argv(1), "normalmode"))
6355 if (Cmd_Argc() != 3)
6357 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6360 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6362 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
6364 if (Cmd_Argc() != 3)
6366 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6369 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6373 Con_Print("usage: r_editlights_edit [property] [value]\n");
6374 Con_Print("Selected light's properties:\n");
6375 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
6376 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
6377 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
6378 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
6379 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
6380 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
6381 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
6382 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
6383 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
6384 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
6385 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
6386 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
6387 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
6388 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
6391 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
6392 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
6395 void R_Shadow_EditLights_EditAll_f(void)
6398 dlight_t *light, *oldselected;
6401 if (!r_editlights.integer)
6403 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
6407 oldselected = r_shadow_selectedlight;
6408 // EditLights doesn't seem to have a "remove" command or something so:
6409 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6410 for (lightindex = 0;lightindex < range;lightindex++)
6412 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6415 R_Shadow_SelectLight(light);
6416 R_Shadow_EditLights_Edit_f();
6418 // return to old selected (to not mess editing once selection is locked)
6419 R_Shadow_SelectLight(oldselected);
6422 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
6424 int lightnumber, lightcount;
6425 size_t lightindex, range;
6429 if (!r_editlights.integer)
6431 x = vid_conwidth.value - 240;
6433 DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
6436 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6437 for (lightindex = 0;lightindex < range;lightindex++)
6439 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6442 if (light == r_shadow_selectedlight)
6443 lightnumber = lightindex;
6446 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;
6447 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;
6449 if (r_shadow_selectedlight == NULL)
6451 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;
6452 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;
6453 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;
6454 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;
6455 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;
6456 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;
6457 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;
6458 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;
6459 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;
6460 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;
6461 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;
6462 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;
6463 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;
6464 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;
6465 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;
6468 void R_Shadow_EditLights_ToggleShadow_f(void)
6470 if (!r_editlights.integer)
6472 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6475 if (!r_shadow_selectedlight)
6477 Con_Print("No selected light.\n");
6480 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);
6483 void R_Shadow_EditLights_ToggleCorona_f(void)
6485 if (!r_editlights.integer)
6487 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6490 if (!r_shadow_selectedlight)
6492 Con_Print("No selected light.\n");
6495 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);
6498 void R_Shadow_EditLights_Remove_f(void)
6500 if (!r_editlights.integer)
6502 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
6505 if (!r_shadow_selectedlight)
6507 Con_Print("No selected light.\n");
6510 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
6511 r_shadow_selectedlight = NULL;
6514 void R_Shadow_EditLights_Help_f(void)
6517 "Documentation on r_editlights system:\n"
6519 "r_editlights : enable/disable editing mode\n"
6520 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
6521 "r_editlights_cursorpushback : push back cursor this far from surface\n"
6522 "r_editlights_cursorpushoff : push cursor off surface this far\n"
6523 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
6524 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
6526 "r_editlights_help : this help\n"
6527 "r_editlights_clear : remove all lights\n"
6528 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
6529 "r_editlights_lock : lock selection to current light, if already locked - unlock\n"
6530 "r_editlights_save : save to .rtlights file\n"
6531 "r_editlights_spawn : create a light with default settings\n"
6532 "r_editlights_edit command : edit selected light - more documentation below\n"
6533 "r_editlights_remove : remove selected light\n"
6534 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
6535 "r_editlights_importlightentitiesfrommap : reload light entities\n"
6536 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
6538 "origin x y z : set light location\n"
6539 "originx x: set x component of light location\n"
6540 "originy y: set y component of light location\n"
6541 "originz z: set z component of light location\n"
6542 "move x y z : adjust light location\n"
6543 "movex x: adjust x component of light location\n"
6544 "movey y: adjust y component of light location\n"
6545 "movez z: adjust z component of light location\n"
6546 "angles x y z : set light angles\n"
6547 "anglesx x: set x component of light angles\n"
6548 "anglesy y: set y component of light angles\n"
6549 "anglesz z: set z component of light angles\n"
6550 "color r g b : set color of light (can be brighter than 1 1 1)\n"
6551 "radius radius : set radius (size) of light\n"
6552 "colorscale grey : multiply color of light (1 does nothing)\n"
6553 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
6554 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
6555 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
6556 "originscale x y z : multiply origin of light (1 1 1 does nothing)\n"
6557 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
6558 "cubemap basename : set filter cubemap of light (not yet supported)\n"
6559 "shadows 1/0 : turn on/off shadows\n"
6560 "corona n : set corona intensity\n"
6561 "coronasize n : set corona size (0-1)\n"
6562 "ambient n : set ambient intensity (0-1)\n"
6563 "diffuse n : set diffuse intensity (0-1)\n"
6564 "specular n : set specular intensity (0-1)\n"
6565 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
6566 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
6567 "<nothing> : print light properties to console\n"
6571 void R_Shadow_EditLights_CopyInfo_f(void)
6573 if (!r_editlights.integer)
6575 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
6578 if (!r_shadow_selectedlight)
6580 Con_Print("No selected light.\n");
6583 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
6584 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
6585 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
6586 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
6587 if (r_shadow_selectedlight->cubemapname)
6588 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
6590 r_shadow_bufferlight.cubemapname[0] = 0;
6591 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
6592 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
6593 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
6594 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
6595 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
6596 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
6597 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
6600 void R_Shadow_EditLights_PasteInfo_f(void)
6602 if (!r_editlights.integer)
6604 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
6607 if (!r_shadow_selectedlight)
6609 Con_Print("No selected light.\n");
6612 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);
6615 void R_Shadow_EditLights_Lock_f(void)
6617 if (!r_editlights.integer)
6619 Con_Print("Cannot lock on light when not in editing mode. Set r_editlights to 1.\n");
6622 if (r_editlights_lockcursor)
6624 r_editlights_lockcursor = false;
6627 if (!r_shadow_selectedlight)
6629 Con_Print("No selected light to lock on.\n");
6632 r_editlights_lockcursor = true;
6635 void R_Shadow_EditLights_Init(void)
6637 Cvar_RegisterVariable(&r_editlights);
6638 Cvar_RegisterVariable(&r_editlights_cursordistance);
6639 Cvar_RegisterVariable(&r_editlights_cursorpushback);
6640 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
6641 Cvar_RegisterVariable(&r_editlights_cursorgrid);
6642 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
6643 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
6644 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
6645 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)");
6646 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
6647 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
6648 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
6649 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)");
6650 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
6651 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
6652 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
6653 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
6654 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
6655 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
6656 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)");
6657 Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
6663 =============================================================================
6667 =============================================================================
6670 void R_LightPoint(vec3_t color, const vec3_t p, const int flags)
6672 int i, numlights, flag;
6673 float f, relativepoint[3], dist, dist2, lightradius2;
6678 if (r_fullbright.integer)
6680 VectorSet(color, 1, 1, 1);
6686 if (flags & LP_LIGHTMAP)
6688 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6690 VectorClear(diffuse);
6691 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n);
6692 VectorAdd(color, diffuse, color);
6695 VectorSet(color, 1, 1, 1);
6696 color[0] += r_refdef.scene.ambient;
6697 color[1] += r_refdef.scene.ambient;
6698 color[2] += r_refdef.scene.ambient;
6701 if (flags & LP_RTWORLD)
6703 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6704 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6705 for (i = 0; i < numlights; i++)
6707 dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6710 light = &dlight->rtlight;
6711 if (!(light->flags & flag))
6714 lightradius2 = light->radius * light->radius;
6715 VectorSubtract(light->shadoworigin, p, relativepoint);
6716 dist2 = VectorLength2(relativepoint);
6717 if (dist2 >= lightradius2)
6719 dist = sqrt(dist2) / light->radius;
6720 f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6723 // todo: add to both ambient and diffuse
6724 if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6725 VectorMA(color, f, light->currentcolor, color);
6728 if (flags & LP_DYNLIGHT)
6731 for (i = 0;i < r_refdef.scene.numlights;i++)
6733 light = r_refdef.scene.lights[i];
6735 lightradius2 = light->radius * light->radius;
6736 VectorSubtract(light->shadoworigin, p, relativepoint);
6737 dist2 = VectorLength2(relativepoint);
6738 if (dist2 >= lightradius2)
6740 dist = sqrt(dist2) / light->radius;
6741 f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6744 // todo: add to both ambient and diffuse
6745 if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6746 VectorMA(color, f, light->color, color);
6751 void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
6753 int i, numlights, flag;
6756 float relativepoint[3];
6765 if (r_fullbright.integer)
6767 VectorSet(ambient, 1, 1, 1);
6768 VectorClear(diffuse);
6769 VectorClear(lightdir);
6773 if (flags == LP_LIGHTMAP)
6775 VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6776 VectorClear(diffuse);
6777 VectorClear(lightdir);
6778 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6779 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
6781 VectorSet(ambient, 1, 1, 1);
6785 memset(sample, 0, sizeof(sample));
6786 VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6788 if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6791 VectorClear(tempambient);
6793 VectorClear(relativepoint);
6794 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
6795 VectorScale(tempambient, r_refdef.lightmapintensity, tempambient);
6796 VectorScale(color, r_refdef.lightmapintensity, color);
6797 VectorAdd(sample, tempambient, sample);
6798 VectorMA(sample , 0.5f , color, sample );
6799 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6800 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6801 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6802 // calculate a weighted average light direction as well
6803 intensity = VectorLength(color);
6804 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6807 if (flags & LP_RTWORLD)
6809 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6810 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6811 for (i = 0; i < numlights; i++)
6813 dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6816 light = &dlight->rtlight;
6817 if (!(light->flags & flag))
6820 lightradius2 = light->radius * light->radius;
6821 VectorSubtract(light->shadoworigin, p, relativepoint);
6822 dist2 = VectorLength2(relativepoint);
6823 if (dist2 >= lightradius2)
6825 dist = sqrt(dist2) / light->radius;
6826 intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
6827 if (intensity <= 0.0f)
6829 if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6831 // scale down intensity to add to both ambient and diffuse
6832 //intensity *= 0.5f;
6833 VectorNormalize(relativepoint);
6834 VectorScale(light->currentcolor, intensity, color);
6835 VectorMA(sample , 0.5f , color, sample );
6836 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6837 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6838 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6839 // calculate a weighted average light direction as well
6840 intensity *= VectorLength(color);
6841 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6843 // FIXME: sample bouncegrid too!
6846 if (flags & LP_DYNLIGHT)
6849 for (i = 0;i < r_refdef.scene.numlights;i++)
6851 light = r_refdef.scene.lights[i];
6853 lightradius2 = light->radius * light->radius;
6854 VectorSubtract(light->shadoworigin, p, relativepoint);
6855 dist2 = VectorLength2(relativepoint);
6856 if (dist2 >= lightradius2)
6858 dist = sqrt(dist2) / light->radius;
6859 intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
6860 if (intensity <= 0.0f)
6862 if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6864 // scale down intensity to add to both ambient and diffuse
6865 //intensity *= 0.5f;
6866 VectorNormalize(relativepoint);
6867 VectorScale(light->currentcolor, intensity, color);
6868 VectorMA(sample , 0.5f , color, sample );
6869 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6870 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6871 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6872 // calculate a weighted average light direction as well
6873 intensity *= VectorLength(color);
6874 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6878 // calculate the direction we'll use to reduce the sample to a directional light source
6879 VectorCopy(sample + 12, dir);
6880 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
6881 VectorNormalize(dir);
6882 // extract the diffuse color along the chosen direction and scale it
6883 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
6884 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
6885 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
6886 // subtract some of diffuse from ambient
6887 VectorMA(sample, -0.333f, diffuse, ambient);
6888 // store the normalized lightdir
6889 VectorCopy(dir, lightdir);