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;
270 static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
272 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"};
273 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"};
274 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
275 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"};
276 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)"};
277 //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"};
278 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)"};
279 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
280 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)"};
281 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"};
282 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
283 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
284 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
285 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
286 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
287 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
288 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
289 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
290 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
291 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)"};
292 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
293 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
294 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
295 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
296 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)"};
297 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"};
298 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
299 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
300 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"};
301 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)"};
302 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
303 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)"};
304 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"};
305 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)"};
306 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
307 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
308 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
309 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
310 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"};
311 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
312 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
313 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
314 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
315 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
316 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
317 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
318 cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
319 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
320 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)"};
321 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)"};
322 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)"};
323 cvar_t r_shadow_bouncegrid_airstepmax = {CVAR_SAVE, "r_shadow_bouncegrid_airstepmax", "1024", "maximum number of photon accumulation contributions for one photon"};
324 cvar_t r_shadow_bouncegrid_airstepsize = {CVAR_SAVE, "r_shadow_bouncegrid_airstepsize", "64", "maximum spacing of photon accumulation through the air"};
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", "10", "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", "5", "maximum number of bounces for a particle (minimum is 1)"};
333 cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "4", "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_spacingx = {CVAR_SAVE, "r_shadow_bouncegrid_spacingx", "64", "unit size of bouncegrid pixel on X axis"};
337 cvar_t r_shadow_bouncegrid_spacingy = {CVAR_SAVE, "r_shadow_bouncegrid_spacingy", "64", "unit size of bouncegrid pixel on Y axis"};
338 cvar_t r_shadow_bouncegrid_spacingz = {CVAR_SAVE, "r_shadow_bouncegrid_spacingz", "64", "unit size of bouncegrid pixel on Z axis"};
339 cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"};
340 cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
341 cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when 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;
378 r_shadow_bouncegrid_settings_t;
380 r_shadow_bouncegrid_settings_t r_shadow_bouncegridsettings;
381 rtexture_t *r_shadow_bouncegridtexture;
382 matrix4x4_t r_shadow_bouncegridmatrix;
383 vec_t r_shadow_bouncegridintensity;
384 qboolean r_shadow_bouncegriddirectional;
385 static double r_shadow_bouncegridtime;
386 static int r_shadow_bouncegridresolution[3];
387 static int r_shadow_bouncegridnumpixels;
388 static unsigned char *r_shadow_bouncegridpixels;
389 static float *r_shadow_bouncegridhighpixels;
391 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
392 #define ATTENTABLESIZE 256
393 // 1D gradient, 2D circle and 3D sphere attenuation textures
394 #define ATTEN1DSIZE 32
395 #define ATTEN2DSIZE 64
396 #define ATTEN3DSIZE 32
398 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
399 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
400 static float r_shadow_attentable[ATTENTABLESIZE+1];
402 rtlight_t *r_shadow_compilingrtlight;
403 static memexpandablearray_t r_shadow_worldlightsarray;
404 dlight_t *r_shadow_selectedlight;
405 dlight_t r_shadow_bufferlight;
406 vec3_t r_editlights_cursorlocation;
407 qboolean r_editlights_lockcursor;
409 extern int con_vislines;
411 void R_Shadow_UncompileWorldLights(void);
412 void R_Shadow_ClearWorldLights(void);
413 void R_Shadow_SaveWorldLights(void);
414 void R_Shadow_LoadWorldLights(void);
415 void R_Shadow_LoadLightsFile(void);
416 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
417 void R_Shadow_EditLights_Reload_f(void);
418 void R_Shadow_ValidateCvars(void);
419 static void R_Shadow_MakeTextures(void);
421 #define EDLIGHTSPRSIZE 8
422 skinframe_t *r_editlights_sprcursor;
423 skinframe_t *r_editlights_sprlight;
424 skinframe_t *r_editlights_sprnoshadowlight;
425 skinframe_t *r_editlights_sprcubemaplight;
426 skinframe_t *r_editlights_sprcubemapnoshadowlight;
427 skinframe_t *r_editlights_sprselection;
429 void R_Shadow_SetShadowMode(void)
431 r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
432 r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
433 r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
434 r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
435 r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
436 r_shadow_shadowmaplod = -1;
437 r_shadow_shadowmapsize = 0;
438 r_shadow_shadowmapsampler = false;
439 r_shadow_shadowmappcf = 0;
440 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
441 if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
443 switch(vid.renderpath)
445 case RENDERPATH_GL20:
446 if(r_shadow_shadowmapfilterquality < 0)
448 if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
449 r_shadow_shadowmappcf = 1;
450 else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD"))
452 r_shadow_shadowmapsampler = vid.support.arb_shadow;
453 r_shadow_shadowmappcf = 1;
455 else if(strstr(gl_vendor, "ATI"))
456 r_shadow_shadowmappcf = 1;
458 r_shadow_shadowmapsampler = vid.support.arb_shadow;
462 switch (r_shadow_shadowmapfilterquality)
465 r_shadow_shadowmapsampler = vid.support.arb_shadow;
468 r_shadow_shadowmapsampler = vid.support.arb_shadow;
469 r_shadow_shadowmappcf = 1;
472 r_shadow_shadowmappcf = 1;
475 r_shadow_shadowmappcf = 2;
479 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
481 case RENDERPATH_D3D9:
482 case RENDERPATH_D3D10:
483 case RENDERPATH_D3D11:
484 case RENDERPATH_SOFT:
485 r_shadow_shadowmapsampler = false;
486 r_shadow_shadowmappcf = 1;
487 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
489 case RENDERPATH_GL11:
490 case RENDERPATH_GL13:
491 case RENDERPATH_GLES1:
492 case RENDERPATH_GLES2:
498 qboolean R_Shadow_ShadowMappingEnabled(void)
500 switch (r_shadow_shadowmode)
502 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
509 void R_Shadow_FreeShadowMaps(void)
511 R_Shadow_SetShadowMode();
513 R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
517 if (r_shadow_shadowmap2dtexture)
518 R_FreeTexture(r_shadow_shadowmap2dtexture);
519 r_shadow_shadowmap2dtexture = NULL;
521 if (r_shadow_shadowmap2dcolortexture)
522 R_FreeTexture(r_shadow_shadowmap2dcolortexture);
523 r_shadow_shadowmap2dcolortexture = NULL;
525 if (r_shadow_shadowmapvsdcttexture)
526 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
527 r_shadow_shadowmapvsdcttexture = NULL;
530 void r_shadow_start(void)
532 // allocate vertex processing arrays
533 r_shadow_bouncegridpixels = NULL;
534 r_shadow_bouncegridhighpixels = NULL;
535 r_shadow_bouncegridnumpixels = 0;
536 r_shadow_bouncegridtexture = NULL;
537 r_shadow_bouncegriddirectional = false;
538 r_shadow_attenuationgradienttexture = NULL;
539 r_shadow_attenuation2dtexture = NULL;
540 r_shadow_attenuation3dtexture = NULL;
541 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
542 r_shadow_shadowmap2dtexture = NULL;
543 r_shadow_shadowmap2dcolortexture = NULL;
544 r_shadow_shadowmapvsdcttexture = NULL;
545 r_shadow_shadowmapmaxsize = 0;
546 r_shadow_shadowmapsize = 0;
547 r_shadow_shadowmaplod = 0;
548 r_shadow_shadowmapfilterquality = -1;
549 r_shadow_shadowmapdepthbits = 0;
550 r_shadow_shadowmapvsdct = false;
551 r_shadow_shadowmapsampler = false;
552 r_shadow_shadowmappcf = 0;
555 R_Shadow_FreeShadowMaps();
557 r_shadow_texturepool = NULL;
558 r_shadow_filters_texturepool = NULL;
559 R_Shadow_ValidateCvars();
560 R_Shadow_MakeTextures();
561 maxshadowtriangles = 0;
562 shadowelements = NULL;
563 maxshadowvertices = 0;
564 shadowvertex3f = NULL;
572 shadowmarklist = NULL;
577 shadowsideslist = NULL;
578 r_shadow_buffer_numleafpvsbytes = 0;
579 r_shadow_buffer_visitingleafpvs = NULL;
580 r_shadow_buffer_leafpvs = NULL;
581 r_shadow_buffer_leaflist = NULL;
582 r_shadow_buffer_numsurfacepvsbytes = 0;
583 r_shadow_buffer_surfacepvs = NULL;
584 r_shadow_buffer_surfacelist = NULL;
585 r_shadow_buffer_surfacesides = NULL;
586 r_shadow_buffer_numshadowtrispvsbytes = 0;
587 r_shadow_buffer_shadowtrispvs = NULL;
588 r_shadow_buffer_numlighttrispvsbytes = 0;
589 r_shadow_buffer_lighttrispvs = NULL;
591 r_shadow_usingdeferredprepass = false;
592 r_shadow_prepass_width = r_shadow_prepass_height = 0;
595 static void R_Shadow_FreeDeferred(void);
596 void r_shadow_shutdown(void)
599 R_Shadow_UncompileWorldLights();
601 R_Shadow_FreeShadowMaps();
603 r_shadow_usingdeferredprepass = false;
604 if (r_shadow_prepass_width)
605 R_Shadow_FreeDeferred();
606 r_shadow_prepass_width = r_shadow_prepass_height = 0;
609 r_shadow_bouncegridtexture = NULL;
610 r_shadow_bouncegridpixels = NULL;
611 r_shadow_bouncegridhighpixels = NULL;
612 r_shadow_bouncegridnumpixels = 0;
613 r_shadow_bouncegriddirectional = false;
614 r_shadow_attenuationgradienttexture = NULL;
615 r_shadow_attenuation2dtexture = NULL;
616 r_shadow_attenuation3dtexture = NULL;
617 R_FreeTexturePool(&r_shadow_texturepool);
618 R_FreeTexturePool(&r_shadow_filters_texturepool);
619 maxshadowtriangles = 0;
621 Mem_Free(shadowelements);
622 shadowelements = NULL;
624 Mem_Free(shadowvertex3f);
625 shadowvertex3f = NULL;
628 Mem_Free(vertexupdate);
631 Mem_Free(vertexremap);
637 Mem_Free(shadowmark);
640 Mem_Free(shadowmarklist);
641 shadowmarklist = NULL;
646 Mem_Free(shadowsides);
649 Mem_Free(shadowsideslist);
650 shadowsideslist = NULL;
651 r_shadow_buffer_numleafpvsbytes = 0;
652 if (r_shadow_buffer_visitingleafpvs)
653 Mem_Free(r_shadow_buffer_visitingleafpvs);
654 r_shadow_buffer_visitingleafpvs = NULL;
655 if (r_shadow_buffer_leafpvs)
656 Mem_Free(r_shadow_buffer_leafpvs);
657 r_shadow_buffer_leafpvs = NULL;
658 if (r_shadow_buffer_leaflist)
659 Mem_Free(r_shadow_buffer_leaflist);
660 r_shadow_buffer_leaflist = NULL;
661 r_shadow_buffer_numsurfacepvsbytes = 0;
662 if (r_shadow_buffer_surfacepvs)
663 Mem_Free(r_shadow_buffer_surfacepvs);
664 r_shadow_buffer_surfacepvs = NULL;
665 if (r_shadow_buffer_surfacelist)
666 Mem_Free(r_shadow_buffer_surfacelist);
667 r_shadow_buffer_surfacelist = NULL;
668 if (r_shadow_buffer_surfacesides)
669 Mem_Free(r_shadow_buffer_surfacesides);
670 r_shadow_buffer_surfacesides = NULL;
671 r_shadow_buffer_numshadowtrispvsbytes = 0;
672 if (r_shadow_buffer_shadowtrispvs)
673 Mem_Free(r_shadow_buffer_shadowtrispvs);
674 r_shadow_buffer_numlighttrispvsbytes = 0;
675 if (r_shadow_buffer_lighttrispvs)
676 Mem_Free(r_shadow_buffer_lighttrispvs);
679 void r_shadow_newmap(void)
681 if (r_shadow_bouncegridtexture) R_FreeTexture(r_shadow_bouncegridtexture);r_shadow_bouncegridtexture = NULL;
682 if (r_shadow_lightcorona) R_SkinFrame_MarkUsed(r_shadow_lightcorona);
683 if (r_editlights_sprcursor) R_SkinFrame_MarkUsed(r_editlights_sprcursor);
684 if (r_editlights_sprlight) R_SkinFrame_MarkUsed(r_editlights_sprlight);
685 if (r_editlights_sprnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
686 if (r_editlights_sprcubemaplight) R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
687 if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
688 if (r_editlights_sprselection) R_SkinFrame_MarkUsed(r_editlights_sprselection);
689 if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
690 R_Shadow_EditLights_Reload_f();
693 void R_Shadow_Init(void)
695 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
696 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
697 Cvar_RegisterVariable(&r_shadow_usebihculling);
698 Cvar_RegisterVariable(&r_shadow_usenormalmap);
699 Cvar_RegisterVariable(&r_shadow_debuglight);
700 Cvar_RegisterVariable(&r_shadow_deferred);
701 Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
702 // Cvar_RegisterVariable(&r_shadow_deferred_fp);
703 Cvar_RegisterVariable(&r_shadow_gloss);
704 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
705 Cvar_RegisterVariable(&r_shadow_glossintensity);
706 Cvar_RegisterVariable(&r_shadow_glossexponent);
707 Cvar_RegisterVariable(&r_shadow_gloss2exponent);
708 Cvar_RegisterVariable(&r_shadow_glossexact);
709 Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
710 Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
711 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
712 Cvar_RegisterVariable(&r_shadow_lightradiusscale);
713 Cvar_RegisterVariable(&r_shadow_projectdistance);
714 Cvar_RegisterVariable(&r_shadow_frontsidecasting);
715 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
716 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
717 Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
718 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
719 Cvar_RegisterVariable(&r_shadow_realtime_world);
720 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
721 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
722 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
723 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
724 Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
725 Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
726 Cvar_RegisterVariable(&r_shadow_scissor);
727 Cvar_RegisterVariable(&r_shadow_shadowmapping);
728 Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
729 Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
730 Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
731 Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
732 Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
733 Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
734 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
735 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
736 Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
737 Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
738 Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
739 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
740 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
741 Cvar_RegisterVariable(&r_shadow_sortsurfaces);
742 Cvar_RegisterVariable(&r_shadow_polygonfactor);
743 Cvar_RegisterVariable(&r_shadow_polygonoffset);
744 Cvar_RegisterVariable(&r_shadow_texture3d);
745 Cvar_RegisterVariable(&r_shadow_bouncegrid);
746 Cvar_RegisterVariable(&r_shadow_bouncegrid_airstepmax);
747 Cvar_RegisterVariable(&r_shadow_bouncegrid_airstepsize);
748 Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
749 Cvar_RegisterVariable(&r_shadow_bouncegrid_directionalshading);
750 Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier);
751 Cvar_RegisterVariable(&r_shadow_bouncegrid_hitmodels);
752 Cvar_RegisterVariable(&r_shadow_bouncegrid_includedirectlighting);
753 Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
754 Cvar_RegisterVariable(&r_shadow_bouncegrid_lightradiusscale);
755 Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce);
756 Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
757 Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
758 Cvar_RegisterVariable(&r_shadow_bouncegrid_photons);
759 Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingx);
760 Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingy);
761 Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingz);
762 Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom);
763 Cvar_RegisterVariable(&r_shadow_bouncegrid_static);
764 Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading);
765 Cvar_RegisterVariable(&r_shadow_bouncegrid_static_photons);
766 Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval);
767 Cvar_RegisterVariable(&r_shadow_bouncegrid_x);
768 Cvar_RegisterVariable(&r_shadow_bouncegrid_y);
769 Cvar_RegisterVariable(&r_shadow_bouncegrid_z);
770 Cvar_RegisterVariable(&r_coronas);
771 Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
772 Cvar_RegisterVariable(&r_coronas_occlusionquery);
773 Cvar_RegisterVariable(&gl_flashblend);
774 Cvar_RegisterVariable(&gl_ext_separatestencil);
775 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
776 R_Shadow_EditLights_Init();
777 Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
778 maxshadowtriangles = 0;
779 shadowelements = NULL;
780 maxshadowvertices = 0;
781 shadowvertex3f = NULL;
789 shadowmarklist = NULL;
794 shadowsideslist = NULL;
795 r_shadow_buffer_numleafpvsbytes = 0;
796 r_shadow_buffer_visitingleafpvs = NULL;
797 r_shadow_buffer_leafpvs = NULL;
798 r_shadow_buffer_leaflist = NULL;
799 r_shadow_buffer_numsurfacepvsbytes = 0;
800 r_shadow_buffer_surfacepvs = NULL;
801 r_shadow_buffer_surfacelist = NULL;
802 r_shadow_buffer_surfacesides = NULL;
803 r_shadow_buffer_shadowtrispvs = NULL;
804 r_shadow_buffer_lighttrispvs = NULL;
805 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
808 matrix4x4_t matrix_attenuationxyz =
811 {0.5, 0.0, 0.0, 0.5},
812 {0.0, 0.5, 0.0, 0.5},
813 {0.0, 0.0, 0.5, 0.5},
818 matrix4x4_t matrix_attenuationz =
821 {0.0, 0.0, 0.5, 0.5},
822 {0.0, 0.0, 0.0, 0.5},
823 {0.0, 0.0, 0.0, 0.5},
828 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
830 numvertices = ((numvertices + 255) & ~255) * vertscale;
831 numtriangles = ((numtriangles + 255) & ~255) * triscale;
832 // make sure shadowelements is big enough for this volume
833 if (maxshadowtriangles < numtriangles)
835 maxshadowtriangles = numtriangles;
837 Mem_Free(shadowelements);
838 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
840 // make sure shadowvertex3f is big enough for this volume
841 if (maxshadowvertices < numvertices)
843 maxshadowvertices = numvertices;
845 Mem_Free(shadowvertex3f);
846 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
850 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
852 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
853 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
854 int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
855 int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
856 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
858 if (r_shadow_buffer_visitingleafpvs)
859 Mem_Free(r_shadow_buffer_visitingleafpvs);
860 if (r_shadow_buffer_leafpvs)
861 Mem_Free(r_shadow_buffer_leafpvs);
862 if (r_shadow_buffer_leaflist)
863 Mem_Free(r_shadow_buffer_leaflist);
864 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
865 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
866 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
867 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
869 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
871 if (r_shadow_buffer_surfacepvs)
872 Mem_Free(r_shadow_buffer_surfacepvs);
873 if (r_shadow_buffer_surfacelist)
874 Mem_Free(r_shadow_buffer_surfacelist);
875 if (r_shadow_buffer_surfacesides)
876 Mem_Free(r_shadow_buffer_surfacesides);
877 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
878 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
879 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
880 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
882 if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
884 if (r_shadow_buffer_shadowtrispvs)
885 Mem_Free(r_shadow_buffer_shadowtrispvs);
886 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
887 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
889 if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
891 if (r_shadow_buffer_lighttrispvs)
892 Mem_Free(r_shadow_buffer_lighttrispvs);
893 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
894 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
898 void R_Shadow_PrepareShadowMark(int numtris)
900 // make sure shadowmark is big enough for this volume
901 if (maxshadowmark < numtris)
903 maxshadowmark = numtris;
905 Mem_Free(shadowmark);
907 Mem_Free(shadowmarklist);
908 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
909 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
913 // if shadowmarkcount wrapped we clear the array and adjust accordingly
914 if (shadowmarkcount == 0)
917 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
922 void R_Shadow_PrepareShadowSides(int numtris)
924 if (maxshadowsides < numtris)
926 maxshadowsides = numtris;
928 Mem_Free(shadowsides);
930 Mem_Free(shadowsideslist);
931 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
932 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
937 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)
940 int outtriangles = 0, outvertices = 0;
943 float ratio, direction[3], projectvector[3];
945 if (projectdirection)
946 VectorScale(projectdirection, projectdistance, projectvector);
948 VectorClear(projectvector);
950 // create the vertices
951 if (projectdirection)
953 for (i = 0;i < numshadowmarktris;i++)
955 element = inelement3i + shadowmarktris[i] * 3;
956 for (j = 0;j < 3;j++)
958 if (vertexupdate[element[j]] != vertexupdatenum)
960 vertexupdate[element[j]] = vertexupdatenum;
961 vertexremap[element[j]] = outvertices;
962 vertex = invertex3f + element[j] * 3;
963 // project one copy of the vertex according to projectvector
964 VectorCopy(vertex, outvertex3f);
965 VectorAdd(vertex, projectvector, (outvertex3f + 3));
974 for (i = 0;i < numshadowmarktris;i++)
976 element = inelement3i + shadowmarktris[i] * 3;
977 for (j = 0;j < 3;j++)
979 if (vertexupdate[element[j]] != vertexupdatenum)
981 vertexupdate[element[j]] = vertexupdatenum;
982 vertexremap[element[j]] = outvertices;
983 vertex = invertex3f + element[j] * 3;
984 // project one copy of the vertex to the sphere radius of the light
985 // (FIXME: would projecting it to the light box be better?)
986 VectorSubtract(vertex, projectorigin, direction);
987 ratio = projectdistance / VectorLength(direction);
988 VectorCopy(vertex, outvertex3f);
989 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
997 if (r_shadow_frontsidecasting.integer)
999 for (i = 0;i < numshadowmarktris;i++)
1001 int remappedelement[3];
1003 const int *neighbortriangle;
1005 markindex = shadowmarktris[i] * 3;
1006 element = inelement3i + markindex;
1007 neighbortriangle = inneighbor3i + markindex;
1008 // output the front and back triangles
1009 outelement3i[0] = vertexremap[element[0]];
1010 outelement3i[1] = vertexremap[element[1]];
1011 outelement3i[2] = vertexremap[element[2]];
1012 outelement3i[3] = vertexremap[element[2]] + 1;
1013 outelement3i[4] = vertexremap[element[1]] + 1;
1014 outelement3i[5] = vertexremap[element[0]] + 1;
1018 // output the sides (facing outward from this triangle)
1019 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1021 remappedelement[0] = vertexremap[element[0]];
1022 remappedelement[1] = vertexremap[element[1]];
1023 outelement3i[0] = remappedelement[1];
1024 outelement3i[1] = remappedelement[0];
1025 outelement3i[2] = remappedelement[0] + 1;
1026 outelement3i[3] = remappedelement[1];
1027 outelement3i[4] = remappedelement[0] + 1;
1028 outelement3i[5] = remappedelement[1] + 1;
1033 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1035 remappedelement[1] = vertexremap[element[1]];
1036 remappedelement[2] = vertexremap[element[2]];
1037 outelement3i[0] = remappedelement[2];
1038 outelement3i[1] = remappedelement[1];
1039 outelement3i[2] = remappedelement[1] + 1;
1040 outelement3i[3] = remappedelement[2];
1041 outelement3i[4] = remappedelement[1] + 1;
1042 outelement3i[5] = remappedelement[2] + 1;
1047 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1049 remappedelement[0] = vertexremap[element[0]];
1050 remappedelement[2] = vertexremap[element[2]];
1051 outelement3i[0] = remappedelement[0];
1052 outelement3i[1] = remappedelement[2];
1053 outelement3i[2] = remappedelement[2] + 1;
1054 outelement3i[3] = remappedelement[0];
1055 outelement3i[4] = remappedelement[2] + 1;
1056 outelement3i[5] = remappedelement[0] + 1;
1065 for (i = 0;i < numshadowmarktris;i++)
1067 int remappedelement[3];
1069 const int *neighbortriangle;
1071 markindex = shadowmarktris[i] * 3;
1072 element = inelement3i + markindex;
1073 neighbortriangle = inneighbor3i + markindex;
1074 // output the front and back triangles
1075 outelement3i[0] = vertexremap[element[2]];
1076 outelement3i[1] = vertexremap[element[1]];
1077 outelement3i[2] = vertexremap[element[0]];
1078 outelement3i[3] = vertexremap[element[0]] + 1;
1079 outelement3i[4] = vertexremap[element[1]] + 1;
1080 outelement3i[5] = vertexremap[element[2]] + 1;
1084 // output the sides (facing outward from this triangle)
1085 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1087 remappedelement[0] = vertexremap[element[0]];
1088 remappedelement[1] = vertexremap[element[1]];
1089 outelement3i[0] = remappedelement[0];
1090 outelement3i[1] = remappedelement[1];
1091 outelement3i[2] = remappedelement[1] + 1;
1092 outelement3i[3] = remappedelement[0];
1093 outelement3i[4] = remappedelement[1] + 1;
1094 outelement3i[5] = remappedelement[0] + 1;
1099 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1101 remappedelement[1] = vertexremap[element[1]];
1102 remappedelement[2] = vertexremap[element[2]];
1103 outelement3i[0] = remappedelement[1];
1104 outelement3i[1] = remappedelement[2];
1105 outelement3i[2] = remappedelement[2] + 1;
1106 outelement3i[3] = remappedelement[1];
1107 outelement3i[4] = remappedelement[2] + 1;
1108 outelement3i[5] = remappedelement[1] + 1;
1113 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1115 remappedelement[0] = vertexremap[element[0]];
1116 remappedelement[2] = vertexremap[element[2]];
1117 outelement3i[0] = remappedelement[2];
1118 outelement3i[1] = remappedelement[0];
1119 outelement3i[2] = remappedelement[0] + 1;
1120 outelement3i[3] = remappedelement[2];
1121 outelement3i[4] = remappedelement[0] + 1;
1122 outelement3i[5] = remappedelement[2] + 1;
1130 *outnumvertices = outvertices;
1131 return outtriangles;
1134 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)
1137 int outtriangles = 0, outvertices = 0;
1139 const float *vertex;
1140 float ratio, direction[3], projectvector[3];
1143 if (projectdirection)
1144 VectorScale(projectdirection, projectdistance, projectvector);
1146 VectorClear(projectvector);
1148 for (i = 0;i < numshadowmarktris;i++)
1150 int remappedelement[3];
1152 const int *neighbortriangle;
1154 markindex = shadowmarktris[i] * 3;
1155 neighbortriangle = inneighbor3i + markindex;
1156 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1157 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1158 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1159 if (side[0] + side[1] + side[2] == 0)
1163 element = inelement3i + markindex;
1165 // create the vertices
1166 for (j = 0;j < 3;j++)
1168 if (side[j] + side[j+1] == 0)
1171 if (vertexupdate[k] != vertexupdatenum)
1173 vertexupdate[k] = vertexupdatenum;
1174 vertexremap[k] = outvertices;
1175 vertex = invertex3f + k * 3;
1176 VectorCopy(vertex, outvertex3f);
1177 if (projectdirection)
1179 // project one copy of the vertex according to projectvector
1180 VectorAdd(vertex, projectvector, (outvertex3f + 3));
1184 // project one copy of the vertex to the sphere radius of the light
1185 // (FIXME: would projecting it to the light box be better?)
1186 VectorSubtract(vertex, projectorigin, direction);
1187 ratio = projectdistance / VectorLength(direction);
1188 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1195 // output the sides (facing outward from this triangle)
1198 remappedelement[0] = vertexremap[element[0]];
1199 remappedelement[1] = vertexremap[element[1]];
1200 outelement3i[0] = remappedelement[1];
1201 outelement3i[1] = remappedelement[0];
1202 outelement3i[2] = remappedelement[0] + 1;
1203 outelement3i[3] = remappedelement[1];
1204 outelement3i[4] = remappedelement[0] + 1;
1205 outelement3i[5] = remappedelement[1] + 1;
1212 remappedelement[1] = vertexremap[element[1]];
1213 remappedelement[2] = vertexremap[element[2]];
1214 outelement3i[0] = remappedelement[2];
1215 outelement3i[1] = remappedelement[1];
1216 outelement3i[2] = remappedelement[1] + 1;
1217 outelement3i[3] = remappedelement[2];
1218 outelement3i[4] = remappedelement[1] + 1;
1219 outelement3i[5] = remappedelement[2] + 1;
1226 remappedelement[0] = vertexremap[element[0]];
1227 remappedelement[2] = vertexremap[element[2]];
1228 outelement3i[0] = remappedelement[0];
1229 outelement3i[1] = remappedelement[2];
1230 outelement3i[2] = remappedelement[2] + 1;
1231 outelement3i[3] = remappedelement[0];
1232 outelement3i[4] = remappedelement[2] + 1;
1233 outelement3i[5] = remappedelement[0] + 1;
1240 *outnumvertices = outvertices;
1241 return outtriangles;
1244 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)
1250 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1252 tend = firsttriangle + numtris;
1253 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1255 // surface box entirely inside light box, no box cull
1256 if (projectdirection)
1258 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1260 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1261 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1262 shadowmarklist[numshadowmark++] = t;
1267 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1268 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1269 shadowmarklist[numshadowmark++] = t;
1274 // surface box not entirely inside light box, cull each triangle
1275 if (projectdirection)
1277 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1279 v[0] = invertex3f + e[0] * 3;
1280 v[1] = invertex3f + e[1] * 3;
1281 v[2] = invertex3f + e[2] * 3;
1282 TriangleNormal(v[0], v[1], v[2], normal);
1283 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1284 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1285 shadowmarklist[numshadowmark++] = t;
1290 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1292 v[0] = invertex3f + e[0] * 3;
1293 v[1] = invertex3f + e[1] * 3;
1294 v[2] = invertex3f + e[2] * 3;
1295 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1296 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1297 shadowmarklist[numshadowmark++] = t;
1303 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1308 if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1310 // check if the shadow volume intersects the near plane
1312 // a ray between the eye and light origin may intersect the caster,
1313 // indicating that the shadow may touch the eye location, however we must
1314 // test the near plane (a polygon), not merely the eye location, so it is
1315 // easiest to enlarge the caster bounding shape slightly for this.
1321 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)
1323 int i, tris, outverts;
1324 if (projectdistance < 0.1)
1326 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1329 if (!numverts || !nummarktris)
1331 // make sure shadowelements is big enough for this volume
1332 if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1333 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1335 if (maxvertexupdate < numverts)
1337 maxvertexupdate = numverts;
1339 Mem_Free(vertexupdate);
1341 Mem_Free(vertexremap);
1342 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1343 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1344 vertexupdatenum = 0;
1347 if (vertexupdatenum == 0)
1349 vertexupdatenum = 1;
1350 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1351 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1354 for (i = 0;i < nummarktris;i++)
1355 shadowmark[marktris[i]] = shadowmarkcount;
1357 if (r_shadow_compilingrtlight)
1359 // if we're compiling an rtlight, capture the mesh
1360 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1361 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1362 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1363 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1365 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1367 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1368 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1369 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1373 // decide which type of shadow to generate and set stencil mode
1374 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1375 // generate the sides or a solid volume, depending on type
1376 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1377 tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1379 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1380 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1381 r_refdef.stats.lights_shadowtriangles += tris;
1382 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1384 // increment stencil if frontface is infront of depthbuffer
1385 GL_CullFace(r_refdef.view.cullface_front);
1386 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
1387 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1388 // decrement stencil if backface is infront of depthbuffer
1389 GL_CullFace(r_refdef.view.cullface_back);
1390 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
1392 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1394 // decrement stencil if backface is behind depthbuffer
1395 GL_CullFace(r_refdef.view.cullface_front);
1396 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
1397 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1398 // increment stencil if frontface is behind depthbuffer
1399 GL_CullFace(r_refdef.view.cullface_back);
1400 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
1402 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1403 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1407 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1409 // p1, p2, p3 are in the cubemap's local coordinate system
1410 // bias = border/(size - border)
1413 float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1414 dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1415 dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1416 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1418 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1419 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1420 | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1421 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1423 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1424 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1425 | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1427 dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1428 dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1429 dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1430 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1432 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1433 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1434 | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1435 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1437 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1438 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1439 | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1441 dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1442 dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1443 dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1444 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1446 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1447 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1448 | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1449 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1451 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1452 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1453 | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1458 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1460 vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1461 float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1464 VectorSubtract(maxs, mins, radius);
1465 VectorScale(radius, 0.5f, radius);
1466 VectorAdd(mins, radius, center);
1467 Matrix4x4_Transform(worldtolight, center, lightcenter);
1468 Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1469 VectorSubtract(lightcenter, lightradius, pmin);
1470 VectorAdd(lightcenter, lightradius, pmax);
1472 dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1473 dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1474 if(ap1 > bias*an1 && ap2 > bias*an2)
1476 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1477 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1478 if(an1 > bias*ap1 && an2 > bias*ap2)
1480 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1481 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1483 dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1484 dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1485 if(ap1 > bias*an1 && ap2 > bias*an2)
1487 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1488 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1489 if(an1 > bias*ap1 && an2 > bias*ap2)
1491 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1492 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1494 dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1495 dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1496 if(ap1 > bias*an1 && ap2 > bias*an2)
1498 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1499 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1500 if(an1 > bias*ap1 && an2 > bias*ap2)
1502 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1503 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1508 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1510 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1512 // p is in the cubemap's local coordinate system
1513 // bias = border/(size - border)
1514 float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1515 float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1516 float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1518 if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1519 if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1520 if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1521 if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1522 if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1523 if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1527 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1531 int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1532 float scale = (size - 2*border)/size, len;
1533 float bias = border / (float)(size - border), dp, dn, ap, an;
1534 // check if cone enclosing side would cross frustum plane
1535 scale = 2 / (scale*scale + 2);
1536 for (i = 0;i < 5;i++)
1538 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1540 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1541 len = scale*VectorLength2(n);
1542 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1543 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1544 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1546 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1548 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1549 len = scale*VectorLength(n);
1550 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1551 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1552 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1554 // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1555 // check if frustum corners/origin cross plane sides
1557 // infinite version, assumes frustum corners merely give direction and extend to infinite distance
1558 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
1559 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1560 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1561 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1562 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1563 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1564 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1565 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1566 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1567 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1568 for (i = 0;i < 4;i++)
1570 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
1571 VectorSubtract(n, p, n);
1572 dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
1573 if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
1574 if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
1575 dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
1576 if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
1577 if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
1578 dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
1579 if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
1580 if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
1583 // finite version, assumes corners are a finite distance from origin dependent on far plane
1584 for (i = 0;i < 5;i++)
1586 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1587 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1588 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1589 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1590 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1591 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1592 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1593 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1594 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1595 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1598 return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1601 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)
1609 int mask, surfacemask = 0;
1610 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1612 bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1613 tend = firsttriangle + numtris;
1614 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1616 // surface box entirely inside light box, no box cull
1617 if (projectdirection)
1619 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1621 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1622 TriangleNormal(v[0], v[1], v[2], normal);
1623 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1625 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1626 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1627 surfacemask |= mask;
1630 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;
1631 shadowsides[numshadowsides] = mask;
1632 shadowsideslist[numshadowsides++] = t;
1639 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1641 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1642 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1644 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1645 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1646 surfacemask |= mask;
1649 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;
1650 shadowsides[numshadowsides] = mask;
1651 shadowsideslist[numshadowsides++] = t;
1659 // surface box not entirely inside light box, cull each triangle
1660 if (projectdirection)
1662 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1664 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1665 TriangleNormal(v[0], v[1], v[2], normal);
1666 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1667 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1669 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1670 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1671 surfacemask |= mask;
1674 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;
1675 shadowsides[numshadowsides] = mask;
1676 shadowsideslist[numshadowsides++] = t;
1683 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1685 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1686 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1687 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1689 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1690 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1691 surfacemask |= mask;
1694 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;
1695 shadowsides[numshadowsides] = mask;
1696 shadowsideslist[numshadowsides++] = t;
1705 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)
1707 int i, j, outtriangles = 0;
1708 int *outelement3i[6];
1709 if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1711 outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1712 // make sure shadowelements is big enough for this mesh
1713 if (maxshadowtriangles < outtriangles)
1714 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1716 // compute the offset and size of the separate index lists for each cubemap side
1718 for (i = 0;i < 6;i++)
1720 outelement3i[i] = shadowelements + outtriangles * 3;
1721 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1722 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1723 outtriangles += sidetotals[i];
1726 // gather up the (sparse) triangles into separate index lists for each cubemap side
1727 for (i = 0;i < numsidetris;i++)
1729 const int *element = elements + sidetris[i] * 3;
1730 for (j = 0;j < 6;j++)
1732 if (sides[i] & (1 << j))
1734 outelement3i[j][0] = element[0];
1735 outelement3i[j][1] = element[1];
1736 outelement3i[j][2] = element[2];
1737 outelement3i[j] += 3;
1742 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1745 static void R_Shadow_MakeTextures_MakeCorona(void)
1749 unsigned char pixels[32][32][4];
1750 for (y = 0;y < 32;y++)
1752 dy = (y - 15.5f) * (1.0f / 16.0f);
1753 for (x = 0;x < 32;x++)
1755 dx = (x - 15.5f) * (1.0f / 16.0f);
1756 a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1757 a = bound(0, a, 255);
1758 pixels[y][x][0] = a;
1759 pixels[y][x][1] = a;
1760 pixels[y][x][2] = a;
1761 pixels[y][x][3] = 255;
1764 r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32, false);
1767 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1769 float dist = sqrt(x*x+y*y+z*z);
1770 float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1771 // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1772 return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1775 static void R_Shadow_MakeTextures(void)
1778 float intensity, dist;
1780 R_Shadow_FreeShadowMaps();
1781 R_FreeTexturePool(&r_shadow_texturepool);
1782 r_shadow_texturepool = R_AllocTexturePool();
1783 r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1784 r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1785 data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1786 // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1787 for (x = 0;x <= ATTENTABLESIZE;x++)
1789 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1790 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1791 r_shadow_attentable[x] = bound(0, intensity, 1);
1793 // 1D gradient texture
1794 for (x = 0;x < ATTEN1DSIZE;x++)
1795 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1796 r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1797 // 2D circle texture
1798 for (y = 0;y < ATTEN2DSIZE;y++)
1799 for (x = 0;x < ATTEN2DSIZE;x++)
1800 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);
1801 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1802 // 3D sphere texture
1803 if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1805 for (z = 0;z < ATTEN3DSIZE;z++)
1806 for (y = 0;y < ATTEN3DSIZE;y++)
1807 for (x = 0;x < ATTEN3DSIZE;x++)
1808 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));
1809 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);
1812 r_shadow_attenuation3dtexture = NULL;
1815 R_Shadow_MakeTextures_MakeCorona();
1817 // Editor light sprites
1818 r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1835 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1836 r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1853 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1854 r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1871 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1872 r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1889 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1890 r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1907 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1908 r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1925 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1928 void R_Shadow_ValidateCvars(void)
1930 if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1931 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1932 if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1933 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1934 if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1935 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1938 void R_Shadow_RenderMode_Begin(void)
1944 R_Shadow_ValidateCvars();
1946 if (!r_shadow_attenuation2dtexture
1947 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1948 || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1949 || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1950 R_Shadow_MakeTextures();
1953 R_Mesh_ResetTextureState();
1954 GL_BlendFunc(GL_ONE, GL_ZERO);
1955 GL_DepthRange(0, 1);
1956 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1958 GL_DepthMask(false);
1959 GL_Color(0, 0, 0, 1);
1960 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1962 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1964 if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1966 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1967 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1969 else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1971 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1972 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1976 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1977 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1980 switch(vid.renderpath)
1982 case RENDERPATH_GL20:
1983 case RENDERPATH_D3D9:
1984 case RENDERPATH_D3D10:
1985 case RENDERPATH_D3D11:
1986 case RENDERPATH_SOFT:
1987 case RENDERPATH_GLES2:
1988 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1990 case RENDERPATH_GL11:
1991 case RENDERPATH_GL13:
1992 case RENDERPATH_GLES1:
1993 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1994 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1995 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1996 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1997 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1998 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
2000 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
2006 qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
2007 qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
2008 r_shadow_drawbuffer = drawbuffer;
2009 r_shadow_readbuffer = readbuffer;
2011 r_shadow_cullface_front = r_refdef.view.cullface_front;
2012 r_shadow_cullface_back = r_refdef.view.cullface_back;
2015 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
2017 rsurface.rtlight = rtlight;
2020 void R_Shadow_RenderMode_Reset(void)
2022 R_Mesh_SetMainRenderTargets();
2023 R_SetViewport(&r_refdef.view.viewport);
2024 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
2025 R_Mesh_ResetTextureState();
2026 GL_DepthRange(0, 1);
2028 GL_DepthMask(false);
2029 GL_DepthFunc(GL_LEQUAL);
2030 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2031 r_refdef.view.cullface_front = r_shadow_cullface_front;
2032 r_refdef.view.cullface_back = r_shadow_cullface_back;
2033 GL_CullFace(r_refdef.view.cullface_back);
2034 GL_Color(1, 1, 1, 1);
2035 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2036 GL_BlendFunc(GL_ONE, GL_ZERO);
2037 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
2038 r_shadow_usingshadowmap2d = false;
2039 r_shadow_usingshadowmaportho = false;
2040 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2043 void R_Shadow_ClearStencil(void)
2045 GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
2046 r_refdef.stats.lights_clears++;
2049 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
2051 r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
2052 if (r_shadow_rendermode == mode)
2054 R_Shadow_RenderMode_Reset();
2055 GL_DepthFunc(GL_LESS);
2056 GL_ColorMask(0, 0, 0, 0);
2057 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2058 GL_CullFace(GL_NONE);
2059 R_SetupShader_DepthOrShadow();
2060 r_shadow_rendermode = mode;
2065 case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2066 case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2067 R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
2069 case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2070 case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2071 R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
2076 static void R_Shadow_MakeVSDCT(void)
2078 // maps to a 2x3 texture rectangle with normalized coordinates
2083 // stores abs(dir.xy), offset.xy/2.5
2084 unsigned char data[4*6] =
2086 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2087 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2088 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2089 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2090 0, 0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2091 0, 0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2093 r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2096 static void R_Shadow_MakeShadowMap(int side, int size)
2098 switch (r_shadow_shadowmode)
2100 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2101 if (r_shadow_shadowmap2dtexture) return;
2102 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);
2103 r_shadow_shadowmap2dcolortexture = NULL;
2104 switch(vid.renderpath)
2107 case RENDERPATH_D3D9:
2108 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);
2109 r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2113 r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL);
2121 // render depth into the fbo, do not render color at all
2122 // validate the fbo now
2126 qglDrawBuffer(GL_NONE);CHECKGLERROR
2127 qglReadBuffer(GL_NONE);CHECKGLERROR
2128 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2129 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2131 Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2132 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2133 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2138 void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
2140 float nearclip, farclip, bias;
2141 r_viewport_t viewport;
2144 float clearcolor[4];
2145 nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2147 bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2148 r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2149 r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2150 r_shadow_shadowmapside = side;
2151 r_shadow_shadowmapsize = size;
2153 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2154 r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2155 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2156 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2158 // complex unrolled cube approach (more flexible)
2159 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2160 R_Shadow_MakeVSDCT();
2161 if (!r_shadow_shadowmap2dtexture)
2162 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2163 if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
2164 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2165 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2166 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2168 R_Mesh_ResetTextureState();
2169 R_Shadow_RenderMode_Reset();
2170 R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2171 R_SetupShader_DepthOrShadow();
2172 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2177 R_SetViewport(&viewport);
2178 flipped = (side & 1) ^ (side >> 2);
2179 r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2180 r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2181 switch(vid.renderpath)
2183 case RENDERPATH_GL11:
2184 case RENDERPATH_GL13:
2185 case RENDERPATH_GL20:
2186 case RENDERPATH_SOFT:
2187 case RENDERPATH_GLES1:
2188 case RENDERPATH_GLES2:
2189 GL_CullFace(r_refdef.view.cullface_back);
2190 // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
2191 if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
2193 // get tightest scissor rectangle that encloses all viewports in the clear mask
2194 int x1 = clear & 0x15 ? 0 : size;
2195 int x2 = clear & 0x2A ? 2 * size : size;
2196 int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
2197 int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
2198 GL_Scissor(x1, y1, x2 - x1, y2 - y1);
2199 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
2201 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2203 case RENDERPATH_D3D9:
2204 case RENDERPATH_D3D10:
2205 case RENDERPATH_D3D11:
2206 Vector4Set(clearcolor, 1,1,1,1);
2207 // completely different meaning than in OpenGL path
2208 r_shadow_shadowmap_parameters[1] = 0;
2209 r_shadow_shadowmap_parameters[3] = -bias;
2210 // we invert the cull mode because we flip the projection matrix
2211 // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
2212 GL_CullFace(r_refdef.view.cullface_front);
2213 // D3D considers it an error to use a scissor larger than the viewport... clear just this view
2214 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2215 if (r_shadow_shadowmapsampler)
2217 GL_ColorMask(0,0,0,0);
2219 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
2223 GL_ColorMask(1,1,1,1);
2225 GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
2231 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2233 R_Mesh_ResetTextureState();
2234 R_Mesh_SetMainRenderTargets();
2237 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2238 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2239 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2240 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2242 R_Shadow_RenderMode_Reset();
2243 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2245 GL_DepthFunc(GL_EQUAL);
2246 // do global setup needed for the chosen lighting mode
2247 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2248 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2249 r_shadow_usingshadowmap2d = shadowmapping;
2250 r_shadow_rendermode = r_shadow_lightingrendermode;
2251 // only draw light where this geometry was already rendered AND the
2252 // stencil is 128 (values other than this mean shadow)
2254 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2256 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2259 static const unsigned short bboxelements[36] =
2269 static const float bboxpoints[8][3] =
2281 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2284 float vertex3f[8*3];
2285 const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2286 // do global setup needed for the chosen lighting mode
2287 R_Shadow_RenderMode_Reset();
2288 r_shadow_rendermode = r_shadow_lightingrendermode;
2289 R_EntityMatrix(&identitymatrix);
2290 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2291 // only draw light where this geometry was already rendered AND the
2292 // stencil is 128 (values other than this mean shadow)
2293 R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2294 if (rsurface.rtlight->specularscale > 0 && r_shadow_gloss.integer > 0)
2295 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
2297 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
2299 r_shadow_usingshadowmap2d = shadowmapping;
2301 // render the lighting
2302 R_SetupShader_DeferredLight(rsurface.rtlight);
2303 for (i = 0;i < 8;i++)
2304 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2305 GL_ColorMask(1,1,1,1);
2306 GL_DepthMask(false);
2307 GL_DepthRange(0, 1);
2308 GL_PolygonOffset(0, 0);
2310 GL_DepthFunc(GL_GREATER);
2311 GL_CullFace(r_refdef.view.cullface_back);
2312 R_Mesh_PrepareVertices_Vertex3f(8, vertex3f, NULL);
2313 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
2316 static void R_Shadow_UpdateBounceGridTexture(void)
2318 #define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576
2320 int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2322 int hitsupercontentsmask;
2331 //trace_t cliptrace2;
2332 //trace_t cliptrace3;
2333 unsigned char *pixel;
2334 unsigned char *pixels;
2337 unsigned int lightindex;
2339 unsigned int range1;
2340 unsigned int range2;
2341 unsigned int seed = (unsigned int)(realtime * 1000.0f);
2343 vec3_t baseshotcolor;
2358 vec_t lightintensity;
2359 vec_t photonscaling;
2360 vec_t photonresidual;
2362 float texlerp[2][3];
2363 float splatcolor[32];
2364 float pixelweight[8];
2376 r_shadow_bouncegrid_settings_t settings;
2377 qboolean enable = r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel;
2378 qboolean allowdirectionalshading = false;
2379 switch(vid.renderpath)
2381 case RENDERPATH_GL20:
2382 allowdirectionalshading = true;
2383 if (!vid.support.ext_texture_3d)
2386 case RENDERPATH_GLES2:
2387 // for performance reasons, do not use directional shading on GLES devices
2388 if (!vid.support.ext_texture_3d)
2391 // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them...
2392 case RENDERPATH_GL11:
2393 case RENDERPATH_GL13:
2394 case RENDERPATH_GLES1:
2395 case RENDERPATH_SOFT:
2396 case RENDERPATH_D3D9:
2397 case RENDERPATH_D3D10:
2398 case RENDERPATH_D3D11:
2402 r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value;
2404 // see if there are really any lights to render...
2405 if (enable && r_shadow_bouncegrid_static.integer)
2408 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2409 for (lightindex = 0;lightindex < range;lightindex++)
2411 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2412 if (!light || !(light->flags & flag))
2414 rtlight = &light->rtlight;
2415 // when static, we skip styled lights because they tend to change...
2416 if (rtlight->style > 0)
2418 VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale), lightcolor);
2419 if (!VectorLength2(lightcolor))
2428 if (r_shadow_bouncegridtexture)
2430 R_FreeTexture(r_shadow_bouncegridtexture);
2431 r_shadow_bouncegridtexture = NULL;
2433 if (r_shadow_bouncegridpixels)
2434 Mem_Free(r_shadow_bouncegridpixels);
2435 r_shadow_bouncegridpixels = NULL;
2436 if (r_shadow_bouncegridhighpixels)
2437 Mem_Free(r_shadow_bouncegridhighpixels);
2438 r_shadow_bouncegridhighpixels = NULL;
2439 r_shadow_bouncegridnumpixels = 0;
2440 r_shadow_bouncegriddirectional = false;
2444 // build up a complete collection of the desired settings, so that memcmp can be used to compare parameters
2445 memset(&settings, 0, sizeof(settings));
2446 settings.staticmode = r_shadow_bouncegrid_static.integer != 0;
2447 settings.airstepmax = bound(1, r_shadow_bouncegrid_airstepmax.integer, 1048576);
2448 settings.airstepsize = bound(1.0f, r_shadow_bouncegrid_airstepsize.value, 1024.0f);
2449 settings.bounceanglediffuse = r_shadow_bouncegrid_bounceanglediffuse.integer != 0;
2450 settings.directionalshading = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_directionalshading.integer != 0) && allowdirectionalshading;
2451 settings.dlightparticlemultiplier = r_shadow_bouncegrid_dlightparticlemultiplier.value;
2452 settings.hitmodels = r_shadow_bouncegrid_hitmodels.integer != 0;
2453 settings.includedirectlighting = r_shadow_bouncegrid_includedirectlighting.integer != 0;
2454 settings.lightradiusscale = r_shadow_bouncegrid_lightradiusscale.value;
2455 settings.maxbounce = r_shadow_bouncegrid_maxbounce.integer;
2456 settings.particlebounceintensity = r_shadow_bouncegrid_particlebounceintensity.value;
2457 settings.particleintensity = r_shadow_bouncegrid_particleintensity.value;
2458 settings.photons = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_photons.integer : r_shadow_bouncegrid_photons.integer;
2459 settings.spacing[0] = r_shadow_bouncegrid_spacingx.value;
2460 settings.spacing[1] = r_shadow_bouncegrid_spacingy.value;
2461 settings.spacing[2] = r_shadow_bouncegrid_spacingz.value;
2462 settings.stablerandom = r_shadow_bouncegrid_stablerandom.integer;
2464 // bound the values for sanity
2465 settings.photons = bound(1, settings.photons, 1048576);
2466 settings.lightradiusscale = bound(0.0001f, settings.lightradiusscale, 1024.0f);
2467 settings.maxbounce = bound(0, settings.maxbounce, 16);
2468 settings.spacing[0] = bound(1, settings.spacing[0], 512);
2469 settings.spacing[1] = bound(1, settings.spacing[1], 512);
2470 settings.spacing[2] = bound(1, settings.spacing[2], 512);
2472 // get the spacing values
2473 spacing[0] = settings.spacing[0];
2474 spacing[1] = settings.spacing[1];
2475 spacing[2] = settings.spacing[2];
2476 ispacing[0] = 1.0f / spacing[0];
2477 ispacing[1] = 1.0f / spacing[1];
2478 ispacing[2] = 1.0f / spacing[2];
2480 // calculate texture size enclosing entire world bounds at the spacing
2481 VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
2482 VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
2483 VectorSubtract(maxs, mins, size);
2484 // now we can calculate the resolution we want
2485 c[0] = (int)floor(size[0] / spacing[0] + 0.5f);
2486 c[1] = (int)floor(size[1] / spacing[1] + 0.5f);
2487 c[2] = (int)floor(size[2] / spacing[2] + 0.5f);
2488 // figure out the exact texture size (honoring power of 2 if required)
2489 c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2490 c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2491 c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2492 if (vid.support.arb_texture_non_power_of_two)
2494 resolution[0] = c[0];
2495 resolution[1] = c[1];
2496 resolution[2] = c[2];
2500 for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2501 for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2502 for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2504 size[0] = spacing[0] * resolution[0];
2505 size[1] = spacing[1] * resolution[1];
2506 size[2] = spacing[2] * resolution[2];
2508 // if dynamic we may or may not want to use the world bounds
2509 // if the dynamic size is smaller than the world bounds, use it instead
2510 if (!settings.staticmode && (r_shadow_bouncegrid_x.integer * r_shadow_bouncegrid_y.integer * r_shadow_bouncegrid_z.integer < resolution[0] * resolution[1] * resolution[2]))
2512 // we know the resolution we want
2513 c[0] = r_shadow_bouncegrid_x.integer;
2514 c[1] = r_shadow_bouncegrid_y.integer;
2515 c[2] = r_shadow_bouncegrid_z.integer;
2516 // now we can calculate the texture size (power of 2 if required)
2517 c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2518 c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2519 c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2520 if (vid.support.arb_texture_non_power_of_two)
2522 resolution[0] = c[0];
2523 resolution[1] = c[1];
2524 resolution[2] = c[2];
2528 for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2529 for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2530 for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2532 size[0] = spacing[0] * resolution[0];
2533 size[1] = spacing[1] * resolution[1];
2534 size[2] = spacing[2] * resolution[2];
2535 // center the rendering on the view
2536 mins[0] = floor(r_refdef.view.origin[0] * ispacing[0] + 0.5f) * spacing[0] - 0.5f * size[0];
2537 mins[1] = floor(r_refdef.view.origin[1] * ispacing[1] + 0.5f) * spacing[1] - 0.5f * size[1];
2538 mins[2] = floor(r_refdef.view.origin[2] * ispacing[2] + 0.5f) * spacing[2] - 0.5f * size[2];
2541 // recalculate the maxs in case the resolution was not satisfactory
2542 VectorAdd(mins, size, maxs);
2544 // if all the settings seem identical to the previous update, return
2545 if (r_shadow_bouncegridtexture && (settings.staticmode || realtime < r_shadow_bouncegridtime + r_shadow_bouncegrid_updateinterval.value) && !memcmp(&r_shadow_bouncegridsettings, &settings, sizeof(settings)))
2548 // store the new settings
2549 r_shadow_bouncegridsettings = settings;
2551 pixelbands = settings.directionalshading ? 8 : 1;
2552 pixelsperband = resolution[0]*resolution[1]*resolution[2];
2553 numpixels = pixelsperband*pixelbands;
2555 // we're going to update the bouncegrid, update the matrix...
2556 memset(m, 0, sizeof(m));
2557 m[0] = 1.0f / size[0];
2558 m[3] = -mins[0] * m[0];
2559 m[5] = 1.0f / size[1];
2560 m[7] = -mins[1] * m[5];
2561 m[10] = 1.0f / size[2];
2562 m[11] = -mins[2] * m[10];
2564 Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegridmatrix, m);
2565 // reallocate pixels for this update if needed...
2566 if (r_shadow_bouncegridnumpixels != numpixels || !r_shadow_bouncegridpixels || !r_shadow_bouncegridhighpixels)
2568 if (r_shadow_bouncegridtexture)
2570 R_FreeTexture(r_shadow_bouncegridtexture);
2571 r_shadow_bouncegridtexture = NULL;
2573 r_shadow_bouncegridpixels = (unsigned char *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridpixels, numpixels * sizeof(unsigned char[4]));
2574 r_shadow_bouncegridhighpixels = (float *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridhighpixels, numpixels * sizeof(float[4]));
2576 r_shadow_bouncegridnumpixels = numpixels;
2577 pixels = r_shadow_bouncegridpixels;
2578 highpixels = r_shadow_bouncegridhighpixels;
2579 x = pixelsperband*4;
2580 for (pixelband = 0;pixelband < pixelbands;pixelband++)
2583 memset(pixels + pixelband * x, 128, x);
2585 memset(pixels + pixelband * x, 0, x);
2587 memset(highpixels, 0, numpixels * sizeof(float[4]));
2588 // figure out what we want to interact with
2589 if (settings.hitmodels)
2590 hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;// | SUPERCONTENTS_LIQUIDSMASK;
2592 hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK;
2593 maxbounce = settings.maxbounce;
2594 // clear variables that produce warnings otherwise
2595 memset(splatcolor, 0, sizeof(splatcolor));
2596 // iterate world rtlights
2597 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2598 range1 = settings.staticmode ? 0 : r_refdef.scene.numlights;
2599 range2 = range + range1;
2601 for (lightindex = 0;lightindex < range2;lightindex++)
2603 if (settings.staticmode)
2605 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2606 if (!light || !(light->flags & flag))
2608 rtlight = &light->rtlight;
2609 // when static, we skip styled lights because they tend to change...
2610 if (rtlight->style > 0)
2612 VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor);
2616 if (lightindex < range)
2618 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2619 rtlight = &light->rtlight;
2622 rtlight = r_refdef.scene.lights[lightindex - range];
2623 // draw only visible lights (major speedup)
2626 VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor);
2628 if (!VectorLength2(lightcolor))
2630 // shoot particles from this light
2631 // use a calculation for the number of particles that will not
2632 // vary with lightstyle, otherwise we get randomized particle
2633 // distribution, the seeded random is only consistent for a
2634 // consistent number of particles on this light...
2635 radius = rtlight->radius * settings.lightradiusscale;
2636 s = rtlight->radius;
2637 lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2638 if (lightindex >= range)
2639 lightintensity *= settings.dlightparticlemultiplier;
2640 photoncount += max(0.0f, lightintensity * s * s);
2642 photonscaling = (float)settings.photons / max(1, photoncount);
2643 photonresidual = 0.0f;
2644 for (lightindex = 0;lightindex < range2;lightindex++)
2646 if (settings.staticmode)
2648 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2649 if (!light || !(light->flags & flag))
2651 rtlight = &light->rtlight;
2652 // when static, we skip styled lights because they tend to change...
2653 if (rtlight->style > 0)
2655 VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor);
2659 if (lightindex < range)
2661 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2662 rtlight = &light->rtlight;
2665 rtlight = r_refdef.scene.lights[lightindex - range];
2666 // draw only visible lights (major speedup)
2669 VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor);
2671 if (!VectorLength2(lightcolor))
2673 // shoot particles from this light
2674 // use a calculation for the number of particles that will not
2675 // vary with lightstyle, otherwise we get randomized particle
2676 // distribution, the seeded random is only consistent for a
2677 // consistent number of particles on this light...
2678 radius = rtlight->radius * settings.lightradiusscale;
2679 s = rtlight->radius;
2680 lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2681 if (lightindex >= range)
2682 lightintensity *= settings.dlightparticlemultiplier;
2683 photonresidual += lightintensity * s * s * photonscaling;
2684 shootparticles = (int)bound(0, photonresidual, MAXBOUNCEGRIDPARTICLESPERLIGHT);
2685 if (!shootparticles)
2687 photonresidual -= shootparticles;
2688 s = settings.particleintensity / shootparticles;
2689 VectorScale(lightcolor, s, baseshotcolor);
2690 if (VectorLength2(baseshotcolor) == 0.0f)
2692 r_refdef.stats.bouncegrid_lights++;
2693 r_refdef.stats.bouncegrid_particles += shootparticles;
2694 for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
2696 if (settings.stablerandom > 0)
2697 seed = lightindex * 11937 + shotparticles;
2698 VectorCopy(baseshotcolor, shotcolor);
2699 VectorCopy(rtlight->shadoworigin, clipstart);
2700 if (settings.stablerandom < 0)
2701 VectorRandom(clipend);
2703 VectorCheeseRandom(clipend);
2704 VectorMA(clipstart, radius, clipend, clipend);
2705 for (bouncecount = 0;;bouncecount++)
2707 r_refdef.stats.bouncegrid_traces++;
2708 //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
2709 //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
2710 if (settings.staticmode)
2711 Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask, true);
2713 cliptrace = CL_TraceLine(clipstart, clipend, settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS, NULL, hitsupercontentsmask, true, false, NULL, true, true);
2714 if (bouncecount > 0 || settings.includedirectlighting)
2716 // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ)
2717 // accumulate average shotcolor
2718 w = VectorLength(shotcolor);
2719 splatcolor[ 0] = shotcolor[0];
2720 splatcolor[ 1] = shotcolor[1];
2721 splatcolor[ 2] = shotcolor[2];
2722 splatcolor[ 3] = 0.0f;
2725 VectorSubtract(clipstart, cliptrace.endpos, clipdiff);
2726 VectorNormalize(clipdiff);
2727 // store bentnormal in case the shader has a use for it
2728 splatcolor[ 4] = clipdiff[0] * w;
2729 splatcolor[ 5] = clipdiff[1] * w;
2730 splatcolor[ 6] = clipdiff[2] * w;
2732 // accumulate directional contributions (+X, +Y, +Z, -X, -Y, -Z)
2733 splatcolor[ 8] = shotcolor[0] * max(0.0f, clipdiff[0]);
2734 splatcolor[ 9] = shotcolor[0] * max(0.0f, clipdiff[1]);
2735 splatcolor[10] = shotcolor[0] * max(0.0f, clipdiff[2]);
2736 splatcolor[11] = 0.0f;
2737 splatcolor[12] = shotcolor[1] * max(0.0f, clipdiff[0]);
2738 splatcolor[13] = shotcolor[1] * max(0.0f, clipdiff[1]);
2739 splatcolor[14] = shotcolor[1] * max(0.0f, clipdiff[2]);
2740 splatcolor[15] = 0.0f;
2741 splatcolor[16] = shotcolor[2] * max(0.0f, clipdiff[0]);
2742 splatcolor[17] = shotcolor[2] * max(0.0f, clipdiff[1]);
2743 splatcolor[18] = shotcolor[2] * max(0.0f, clipdiff[2]);
2744 splatcolor[19] = 0.0f;
2745 splatcolor[20] = shotcolor[0] * max(0.0f, -clipdiff[0]);
2746 splatcolor[21] = shotcolor[0] * max(0.0f, -clipdiff[1]);
2747 splatcolor[22] = shotcolor[0] * max(0.0f, -clipdiff[2]);
2748 splatcolor[23] = 0.0f;
2749 splatcolor[24] = shotcolor[1] * max(0.0f, -clipdiff[0]);
2750 splatcolor[25] = shotcolor[1] * max(0.0f, -clipdiff[1]);
2751 splatcolor[26] = shotcolor[1] * max(0.0f, -clipdiff[2]);
2752 splatcolor[27] = 0.0f;
2753 splatcolor[28] = shotcolor[2] * max(0.0f, -clipdiff[0]);
2754 splatcolor[29] = shotcolor[2] * max(0.0f, -clipdiff[1]);
2755 splatcolor[30] = shotcolor[2] * max(0.0f, -clipdiff[2]);
2756 splatcolor[31] = 0.0f;
2758 // calculate the number of steps we need to traverse this distance
2759 VectorSubtract(cliptrace.endpos, clipstart, stepdelta);
2760 numsteps = (int)(VectorLength(stepdelta) / settings.airstepsize);
2761 numsteps = bound(1, numsteps, settings.airstepmax);
2762 w = 1.0f / numsteps;
2763 VectorScale(stepdelta, w, stepdelta);
2764 VectorMA(clipstart, 0.5f, stepdelta, steppos);
2765 if (settings.airstepmax == 1)
2766 VectorCopy(cliptrace.endpos, steppos);
2767 for (step = 0;step < numsteps;step++)
2769 r_refdef.stats.bouncegrid_splats++;
2770 // figure out which texture pixel this is in
2771 texlerp[1][0] = ((steppos[0] - mins[0]) * ispacing[0]);
2772 texlerp[1][1] = ((steppos[1] - mins[1]) * ispacing[1]);
2773 texlerp[1][2] = ((steppos[2] - mins[2]) * ispacing[2]);
2774 tex[0] = (int)floor(texlerp[1][0]);
2775 tex[1] = (int)floor(texlerp[1][1]);
2776 tex[2] = (int)floor(texlerp[1][2]);
2777 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)
2779 // it is within bounds... do the real work now
2780 // calculate the lerp factors
2781 texlerp[1][0] -= tex[0];
2782 texlerp[1][1] -= tex[1];
2783 texlerp[1][2] -= tex[2];
2784 texlerp[0][0] = 1.0f - texlerp[1][0];
2785 texlerp[0][1] = 1.0f - texlerp[1][1];
2786 texlerp[0][2] = 1.0f - texlerp[1][2];
2787 // calculate individual pixel indexes and weights
2788 pixelindex[0] = (((tex[2] )*resolution[1]+tex[1] )*resolution[0]+tex[0] );pixelweight[0] = (texlerp[0][0]*texlerp[0][1]*texlerp[0][2]);
2789 pixelindex[1] = (((tex[2] )*resolution[1]+tex[1] )*resolution[0]+tex[0]+1);pixelweight[1] = (texlerp[1][0]*texlerp[0][1]*texlerp[0][2]);
2790 pixelindex[2] = (((tex[2] )*resolution[1]+tex[1]+1)*resolution[0]+tex[0] );pixelweight[2] = (texlerp[0][0]*texlerp[1][1]*texlerp[0][2]);
2791 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]);
2792 pixelindex[4] = (((tex[2]+1)*resolution[1]+tex[1] )*resolution[0]+tex[0] );pixelweight[4] = (texlerp[0][0]*texlerp[0][1]*texlerp[1][2]);
2793 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]);
2794 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]);
2795 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]);
2796 // update the 8 pixels...
2797 for (pixelband = 0;pixelband < pixelbands;pixelband++)
2799 for (corner = 0;corner < 8;corner++)
2801 // calculate address for pixel
2802 w = pixelweight[corner];
2803 pixel = pixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
2804 highpixel = highpixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
2805 // add to the high precision pixel color
2806 highpixel[0] += (splatcolor[pixelband*4+0]*w);
2807 highpixel[1] += (splatcolor[pixelband*4+1]*w);
2808 highpixel[2] += (splatcolor[pixelband*4+2]*w);
2809 highpixel[3] += (splatcolor[pixelband*4+3]*w);
2810 // flag the low precision pixel as needing to be updated
2812 // advance to next band of coefficients
2813 //pixel += pixelsperband*4;
2814 //highpixel += pixelsperband*4;
2818 VectorAdd(steppos, stepdelta, steppos);
2821 if (cliptrace.fraction >= 1.0f)
2823 r_refdef.stats.bouncegrid_hits++;
2824 if (bouncecount >= maxbounce)
2826 // scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
2827 // also clamp the resulting color to never add energy, even if the user requests extreme values
2828 if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
2829 VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor);
2831 VectorSet(surfcolor, 0.5f, 0.5f, 0.5f);
2832 VectorScale(surfcolor, settings.particlebounceintensity, surfcolor);
2833 surfcolor[0] = min(surfcolor[0], 1.0f);
2834 surfcolor[1] = min(surfcolor[1], 1.0f);
2835 surfcolor[2] = min(surfcolor[2], 1.0f);
2836 VectorMultiply(shotcolor, surfcolor, shotcolor);
2837 if (VectorLength2(baseshotcolor) == 0.0f)
2839 r_refdef.stats.bouncegrid_bounces++;
2840 if (settings.bounceanglediffuse)
2842 // random direction, primarily along plane normal
2843 s = VectorDistance(cliptrace.endpos, clipend);
2844 if (settings.stablerandom < 0)
2845 VectorRandom(clipend);
2847 VectorCheeseRandom(clipend);
2848 VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend);
2849 VectorNormalize(clipend);
2850 VectorScale(clipend, s, clipend);
2854 // reflect the remaining portion of the line across plane normal
2855 VectorSubtract(clipend, cliptrace.endpos, clipdiff);
2856 VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend);
2858 // calculate the new line start and end
2859 VectorCopy(cliptrace.endpos, clipstart);
2860 VectorAdd(clipstart, clipend, clipend);
2864 // generate pixels array from highpixels array
2865 // skip first and last columns, rows, and layers as these are blank
2866 // the pixel[3] value was written above, so we can use it to detect only pixels that need to be calculated
2867 for (pixelband = 0;pixelband < pixelbands;pixelband++)
2869 for (z = 1;z < resolution[2]-1;z++)
2871 for (y = 1;y < resolution[1]-1;y++)
2873 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)
2875 // only convert pixels that were hit by photons
2876 if (pixel[3] == 255)
2878 // normalize the bentnormal...
2881 VectorNormalize(highpixel);
2882 c[0] = (int)(highpixel[0]*128.0f+128.0f);
2883 c[1] = (int)(highpixel[1]*128.0f+128.0f);
2884 c[2] = (int)(highpixel[2]*128.0f+128.0f);
2885 c[3] = (int)(highpixel[3]*128.0f+128.0f);
2889 c[0] = (int)(highpixel[0]*256.0f);
2890 c[1] = (int)(highpixel[1]*256.0f);
2891 c[2] = (int)(highpixel[2]*256.0f);
2892 c[3] = (int)(highpixel[3]*256.0f);
2894 pixel[2] = (unsigned char)bound(0, c[0], 255);
2895 pixel[1] = (unsigned char)bound(0, c[1], 255);
2896 pixel[0] = (unsigned char)bound(0, c[2], 255);
2897 pixel[3] = (unsigned char)bound(0, c[3], 255);
2903 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)
2904 R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
2907 VectorCopy(resolution, r_shadow_bouncegridresolution);
2908 r_shadow_bouncegriddirectional = settings.directionalshading;
2909 if (r_shadow_bouncegridtexture)
2910 R_FreeTexture(r_shadow_bouncegridtexture);
2911 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);
2913 r_shadow_bouncegridtime = realtime;
2916 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2918 R_Shadow_RenderMode_Reset();
2919 GL_BlendFunc(GL_ONE, GL_ONE);
2920 GL_DepthRange(0, 1);
2921 GL_DepthTest(r_showshadowvolumes.integer < 2);
2922 GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2923 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2924 GL_CullFace(GL_NONE);
2925 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2928 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2930 R_Shadow_RenderMode_Reset();
2931 GL_BlendFunc(GL_ONE, GL_ONE);
2932 GL_DepthRange(0, 1);
2933 GL_DepthTest(r_showlighting.integer < 2);
2934 GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2936 GL_DepthFunc(GL_EQUAL);
2937 R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2938 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2941 void R_Shadow_RenderMode_End(void)
2943 R_Shadow_RenderMode_Reset();
2944 R_Shadow_RenderMode_ActiveLight(NULL);
2946 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2947 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2950 int bboxedges[12][2] =
2969 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2971 if (!r_shadow_scissor.integer || r_shadow_usingdeferredprepass)
2973 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2974 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2975 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2976 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2979 if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
2980 return true; // invisible
2981 if(r_shadow_lightscissor[0] != r_refdef.view.viewport.x
2982 || r_shadow_lightscissor[1] != r_refdef.view.viewport.y
2983 || r_shadow_lightscissor[2] != r_refdef.view.viewport.width
2984 || r_shadow_lightscissor[3] != r_refdef.view.viewport.height)
2985 r_refdef.stats.lights_scissored++;
2989 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
2992 const float *vertex3f;
2993 const float *normal3f;
2995 float dist, dot, distintensity, shadeintensity, v[3], n[3];
2996 switch (r_shadow_rendermode)
2998 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2999 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3000 if (VectorLength2(diffusecolor) > 0)
3002 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)
3004 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3005 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3006 if ((dot = DotProduct(n, v)) < 0)
3008 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3009 VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
3012 VectorCopy(ambientcolor, color4f);
3013 if (r_refdef.fogenabled)
3016 f = RSurf_FogVertex(vertex3f);
3017 VectorScale(color4f, f, color4f);
3024 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3026 VectorCopy(ambientcolor, color4f);
3027 if (r_refdef.fogenabled)
3030 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3031 f = RSurf_FogVertex(vertex3f);
3032 VectorScale(color4f + 4*i, f, color4f);
3038 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3039 if (VectorLength2(diffusecolor) > 0)
3041 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)
3043 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3044 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3046 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3047 if ((dot = DotProduct(n, v)) < 0)
3049 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3050 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3051 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3052 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3056 color4f[0] = ambientcolor[0] * distintensity;
3057 color4f[1] = ambientcolor[1] * distintensity;
3058 color4f[2] = ambientcolor[2] * distintensity;
3060 if (r_refdef.fogenabled)
3063 f = RSurf_FogVertex(vertex3f);
3064 VectorScale(color4f, f, color4f);
3068 VectorClear(color4f);
3074 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3076 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3077 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3079 color4f[0] = ambientcolor[0] * distintensity;
3080 color4f[1] = ambientcolor[1] * distintensity;
3081 color4f[2] = ambientcolor[2] * distintensity;
3082 if (r_refdef.fogenabled)
3085 f = RSurf_FogVertex(vertex3f);
3086 VectorScale(color4f, f, color4f);
3090 VectorClear(color4f);
3095 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3096 if (VectorLength2(diffusecolor) > 0)
3098 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)
3100 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3101 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3103 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3104 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3105 if ((dot = DotProduct(n, v)) < 0)
3107 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3108 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3109 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3110 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3114 color4f[0] = ambientcolor[0] * distintensity;
3115 color4f[1] = ambientcolor[1] * distintensity;
3116 color4f[2] = ambientcolor[2] * distintensity;
3118 if (r_refdef.fogenabled)
3121 f = RSurf_FogVertex(vertex3f);
3122 VectorScale(color4f, f, color4f);
3126 VectorClear(color4f);
3132 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3134 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3135 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3137 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3138 color4f[0] = ambientcolor[0] * distintensity;
3139 color4f[1] = ambientcolor[1] * distintensity;
3140 color4f[2] = ambientcolor[2] * distintensity;
3141 if (r_refdef.fogenabled)
3144 f = RSurf_FogVertex(vertex3f);
3145 VectorScale(color4f, f, color4f);
3149 VectorClear(color4f);
3159 static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3161 // used to display how many times a surface is lit for level design purposes
3162 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3163 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
3167 static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
3169 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
3170 R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL);
3171 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3172 GL_DepthFunc(GL_EQUAL);
3174 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3175 GL_DepthFunc(GL_LEQUAL);
3178 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
3185 int newnumtriangles;
3189 int maxtriangles = 4096;
3190 static int newelements[4096*3];
3191 R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
3192 for (renders = 0;renders < 4;renders++)
3197 newnumtriangles = 0;
3199 // due to low fillrate on the cards this vertex lighting path is
3200 // designed for, we manually cull all triangles that do not
3201 // contain a lit vertex
3202 // this builds batches of triangles from multiple surfaces and
3203 // renders them at once
3204 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
3206 if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01)
3208 if (newnumtriangles)
3210 newfirstvertex = min(newfirstvertex, e[0]);
3211 newlastvertex = max(newlastvertex, e[0]);
3215 newfirstvertex = e[0];
3216 newlastvertex = e[0];
3218 newfirstvertex = min(newfirstvertex, e[1]);
3219 newlastvertex = max(newlastvertex, e[1]);
3220 newfirstvertex = min(newfirstvertex, e[2]);
3221 newlastvertex = max(newlastvertex, e[2]);
3227 if (newnumtriangles >= maxtriangles)
3229 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3230 newnumtriangles = 0;
3236 if (newnumtriangles >= 1)
3238 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3241 // if we couldn't find any lit triangles, exit early
3244 // now reduce the intensity for the next overbright pass
3245 // we have to clamp to 0 here incase the drivers have improper
3246 // handling of negative colors
3247 // (some old drivers even have improper handling of >1 color)
3249 for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
3251 if (c[0] > 1 || c[1] > 1 || c[2] > 1)
3253 c[0] = max(0, c[0] - 1);
3254 c[1] = max(0, c[1] - 1);
3255 c[2] = max(0, c[2] - 1);
3267 static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
3269 // OpenGL 1.1 path (anything)
3270 float ambientcolorbase[3], diffusecolorbase[3];
3271 float ambientcolorpants[3], diffusecolorpants[3];
3272 float ambientcolorshirt[3], diffusecolorshirt[3];
3273 const float *surfacecolor = rsurface.texture->dlightcolor;
3274 const float *surfacepants = rsurface.colormap_pantscolor;
3275 const float *surfaceshirt = rsurface.colormap_shirtcolor;
3276 rtexture_t *basetexture = rsurface.texture->basetexture;
3277 rtexture_t *pantstexture = rsurface.texture->pantstexture;
3278 rtexture_t *shirttexture = rsurface.texture->shirttexture;
3279 qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
3280 qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
3281 ambientscale *= 2 * r_refdef.view.colorscale;
3282 diffusescale *= 2 * r_refdef.view.colorscale;
3283 ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
3284 diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
3285 ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
3286 diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
3287 ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
3288 diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
3289 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3290 rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4]));
3291 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3292 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
3293 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
3294 R_Mesh_TexBind(0, basetexture);
3295 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
3296 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
3297 switch(r_shadow_rendermode)
3299 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3300 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
3301 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3302 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3303 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3305 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3306 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
3307 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
3308 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
3309 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3311 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3312 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
3313 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3314 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3315 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3317 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3322 //R_Mesh_TexBind(0, basetexture);
3323 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
3326 R_Mesh_TexBind(0, pantstexture);
3327 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
3331 R_Mesh_TexBind(0, shirttexture);
3332 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
3336 extern cvar_t gl_lightmaps;
3337 void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3339 float ambientscale, diffusescale, specularscale;
3341 float lightcolor[3];
3342 VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
3343 ambientscale = rsurface.rtlight->ambientscale;
3344 diffusescale = rsurface.rtlight->diffusescale;
3345 specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
3346 if (!r_shadow_usenormalmap.integer)
3348 ambientscale += 1.0f * diffusescale;
3352 if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
3354 negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
3357 VectorNegate(lightcolor, lightcolor);
3358 switch(vid.renderpath)
3360 case RENDERPATH_GL11:
3361 case RENDERPATH_GL13:
3362 case RENDERPATH_GL20:
3363 case RENDERPATH_GLES1:
3364 case RENDERPATH_GLES2:
3365 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3367 case RENDERPATH_D3D9:
3369 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
3372 case RENDERPATH_D3D10:
3373 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3375 case RENDERPATH_D3D11:
3376 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3378 case RENDERPATH_SOFT:
3379 DPSOFTRAST_BlendSubtract(true);
3383 RSurf_SetupDepthAndCulling();
3384 switch (r_shadow_rendermode)
3386 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
3387 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
3388 R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
3390 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
3391 R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
3393 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3394 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3395 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3396 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3397 R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
3400 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
3405 switch(vid.renderpath)
3407 case RENDERPATH_GL11:
3408 case RENDERPATH_GL13:
3409 case RENDERPATH_GL20:
3410 case RENDERPATH_GLES1:
3411 case RENDERPATH_GLES2:
3412 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3414 case RENDERPATH_D3D9:
3416 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
3419 case RENDERPATH_D3D10:
3420 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3422 case RENDERPATH_D3D11:
3423 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3425 case RENDERPATH_SOFT:
3426 DPSOFTRAST_BlendSubtract(false);
3432 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)
3434 matrix4x4_t tempmatrix = *matrix;
3435 Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
3437 // if this light has been compiled before, free the associated data
3438 R_RTLight_Uncompile(rtlight);
3440 // clear it completely to avoid any lingering data
3441 memset(rtlight, 0, sizeof(*rtlight));
3443 // copy the properties
3444 rtlight->matrix_lighttoworld = tempmatrix;
3445 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
3446 Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
3447 rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
3448 VectorCopy(color, rtlight->color);
3449 rtlight->cubemapname[0] = 0;
3450 if (cubemapname && cubemapname[0])
3451 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
3452 rtlight->shadow = shadow;
3453 rtlight->corona = corona;
3454 rtlight->style = style;
3455 rtlight->isstatic = isstatic;
3456 rtlight->coronasizescale = coronasizescale;
3457 rtlight->ambientscale = ambientscale;
3458 rtlight->diffusescale = diffusescale;
3459 rtlight->specularscale = specularscale;
3460 rtlight->flags = flags;
3462 // compute derived data
3463 //rtlight->cullradius = rtlight->radius;
3464 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
3465 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3466 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3467 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3468 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3469 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3470 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3473 // compiles rtlight geometry
3474 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
3475 void R_RTLight_Compile(rtlight_t *rtlight)
3478 int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
3479 int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
3480 entity_render_t *ent = r_refdef.scene.worldentity;
3481 dp_model_t *model = r_refdef.scene.worldmodel;
3482 unsigned char *data;
3485 // compile the light
3486 rtlight->compiled = true;
3487 rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
3488 rtlight->static_numleafs = 0;
3489 rtlight->static_numleafpvsbytes = 0;
3490 rtlight->static_leaflist = NULL;
3491 rtlight->static_leafpvs = NULL;
3492 rtlight->static_numsurfaces = 0;
3493 rtlight->static_surfacelist = NULL;
3494 rtlight->static_shadowmap_receivers = 0x3F;
3495 rtlight->static_shadowmap_casters = 0x3F;
3496 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3497 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3498 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3499 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3500 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3501 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3503 if (model && model->GetLightInfo)
3505 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
3506 r_shadow_compilingrtlight = rtlight;
3507 R_FrameData_SetMark();
3508 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);
3509 R_FrameData_ReturnToMark();
3510 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
3511 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
3512 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
3513 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
3514 rtlight->static_numsurfaces = numsurfaces;
3515 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
3516 rtlight->static_numleafs = numleafs;
3517 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
3518 rtlight->static_numleafpvsbytes = numleafpvsbytes;
3519 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
3520 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
3521 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
3522 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
3523 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
3524 if (rtlight->static_numsurfaces)
3525 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3526 if (rtlight->static_numleafs)
3527 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3528 if (rtlight->static_numleafpvsbytes)
3529 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3530 if (rtlight->static_numshadowtrispvsbytes)
3531 memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3532 if (rtlight->static_numlighttrispvsbytes)
3533 memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3534 R_FrameData_SetMark();
3535 switch (rtlight->shadowmode)
3537 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3538 if (model->CompileShadowMap && rtlight->shadow)
3539 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3542 if (model->CompileShadowVolume && rtlight->shadow)
3543 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3546 R_FrameData_ReturnToMark();
3547 // now we're done compiling the rtlight
3548 r_shadow_compilingrtlight = NULL;
3552 // use smallest available cullradius - box radius or light radius
3553 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3554 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3556 shadowzpasstris = 0;
3557 if (rtlight->static_meshchain_shadow_zpass)
3558 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3559 shadowzpasstris += mesh->numtriangles;
3561 shadowzfailtris = 0;
3562 if (rtlight->static_meshchain_shadow_zfail)
3563 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3564 shadowzfailtris += mesh->numtriangles;
3567 if (rtlight->static_numlighttrispvsbytes)
3568 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3569 if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3573 if (rtlight->static_numlighttrispvsbytes)
3574 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3575 if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3578 if (developer_extra.integer)
3579 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);
3582 void R_RTLight_Uncompile(rtlight_t *rtlight)
3584 if (rtlight->compiled)
3586 if (rtlight->static_meshchain_shadow_zpass)
3587 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3588 rtlight->static_meshchain_shadow_zpass = NULL;
3589 if (rtlight->static_meshchain_shadow_zfail)
3590 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3591 rtlight->static_meshchain_shadow_zfail = NULL;
3592 if (rtlight->static_meshchain_shadow_shadowmap)
3593 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3594 rtlight->static_meshchain_shadow_shadowmap = NULL;
3595 // these allocations are grouped
3596 if (rtlight->static_surfacelist)
3597 Mem_Free(rtlight->static_surfacelist);
3598 rtlight->static_numleafs = 0;
3599 rtlight->static_numleafpvsbytes = 0;
3600 rtlight->static_leaflist = NULL;
3601 rtlight->static_leafpvs = NULL;
3602 rtlight->static_numsurfaces = 0;
3603 rtlight->static_surfacelist = NULL;
3604 rtlight->static_numshadowtrispvsbytes = 0;
3605 rtlight->static_shadowtrispvs = NULL;
3606 rtlight->static_numlighttrispvsbytes = 0;
3607 rtlight->static_lighttrispvs = NULL;
3608 rtlight->compiled = false;
3612 void R_Shadow_UncompileWorldLights(void)
3616 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3617 for (lightindex = 0;lightindex < range;lightindex++)
3619 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3622 R_RTLight_Uncompile(&light->rtlight);
3626 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3630 // reset the count of frustum planes
3631 // see rtlight->cached_frustumplanes definition for how much this array
3633 rtlight->cached_numfrustumplanes = 0;
3635 // haven't implemented a culling path for ortho rendering
3636 if (!r_refdef.view.useperspective)
3638 // check if the light is on screen and copy the 4 planes if it is
3639 for (i = 0;i < 4;i++)
3640 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3643 for (i = 0;i < 4;i++)
3644 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3649 // generate a deformed frustum that includes the light origin, this is
3650 // used to cull shadow casting surfaces that can not possibly cast a
3651 // shadow onto the visible light-receiving surfaces, which can be a
3654 // if the light origin is onscreen the result will be 4 planes exactly
3655 // if the light origin is offscreen on only one axis the result will
3656 // be exactly 5 planes (split-side case)
3657 // if the light origin is offscreen on two axes the result will be
3658 // exactly 4 planes (stretched corner case)
3659 for (i = 0;i < 4;i++)
3661 // quickly reject standard frustum planes that put the light
3662 // origin outside the frustum
3663 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3666 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3668 // if all the standard frustum planes were accepted, the light is onscreen
3669 // otherwise we need to generate some more planes below...
3670 if (rtlight->cached_numfrustumplanes < 4)
3672 // at least one of the stock frustum planes failed, so we need to
3673 // create one or two custom planes to enclose the light origin
3674 for (i = 0;i < 4;i++)
3676 // create a plane using the view origin and light origin, and a
3677 // single point from the frustum corner set
3678 TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3679 VectorNormalize(plane.normal);
3680 plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3681 // see if this plane is backwards and flip it if so
3682 for (j = 0;j < 4;j++)
3683 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3687 VectorNegate(plane.normal, plane.normal);
3689 // flipped plane, test again to see if it is now valid
3690 for (j = 0;j < 4;j++)
3691 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3693 // if the plane is still not valid, then it is dividing the
3694 // frustum and has to be rejected
3698 // we have created a valid plane, compute extra info
3699 PlaneClassify(&plane);
3701 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3703 // if we've found 5 frustum planes then we have constructed a
3704 // proper split-side case and do not need to keep searching for
3705 // planes to enclose the light origin
3706 if (rtlight->cached_numfrustumplanes == 5)
3714 for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3716 plane = rtlight->cached_frustumplanes[i];
3717 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));
3722 // now add the light-space box planes if the light box is rotated, as any
3723 // caster outside the oriented light box is irrelevant (even if it passed
3724 // the worldspace light box, which is axial)
3725 if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3727 for (i = 0;i < 6;i++)
3731 v[i >> 1] = (i & 1) ? -1 : 1;
3732 Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3733 VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3734 plane.dist = VectorNormalizeLength(plane.normal);
3735 plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3736 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3742 // add the world-space reduced box planes
3743 for (i = 0;i < 6;i++)
3745 VectorClear(plane.normal);
3746 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3747 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3748 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3757 // reduce all plane distances to tightly fit the rtlight cull box, which
3759 VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3760 VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3761 VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3762 VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3763 VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3764 VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3765 VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3766 VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3767 oldnum = rtlight->cached_numfrustumplanes;
3768 rtlight->cached_numfrustumplanes = 0;
3769 for (j = 0;j < oldnum;j++)
3771 // find the nearest point on the box to this plane
3772 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3773 for (i = 1;i < 8;i++)
3775 dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3776 if (bestdist > dist)
3779 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);
3780 // if the nearest point is near or behind the plane, we want this
3781 // plane, otherwise the plane is useless as it won't cull anything
3782 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3784 PlaneClassify(&rtlight->cached_frustumplanes[j]);
3785 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3792 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3796 RSurf_ActiveWorldEntity();
3798 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3801 GL_CullFace(GL_NONE);
3802 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3803 for (;mesh;mesh = mesh->next)
3805 if (!mesh->sidetotals[r_shadow_shadowmapside])
3807 r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3808 if (mesh->vertex3fbuffer)
3809 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3811 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3812 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);
3816 else if (r_refdef.scene.worldentity->model)
3817 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);
3819 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3822 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3824 qboolean zpass = false;
3827 int surfacelistindex;
3828 msurface_t *surface;
3830 // if triangle neighbors are disabled, shadowvolumes are disabled
3831 if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
3834 RSurf_ActiveWorldEntity();
3836 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3839 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3841 zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3842 R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3844 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3845 for (;mesh;mesh = mesh->next)
3847 r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3848 if (mesh->vertex3fbuffer)
3849 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3851 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3852 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3854 // increment stencil if frontface is infront of depthbuffer
3855 GL_CullFace(r_refdef.view.cullface_back);
3856 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
3857 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);
3858 // decrement stencil if backface is infront of depthbuffer
3859 GL_CullFace(r_refdef.view.cullface_front);
3860 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
3862 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3864 // decrement stencil if backface is behind depthbuffer
3865 GL_CullFace(r_refdef.view.cullface_front);
3866 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
3867 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);
3868 // increment stencil if frontface is behind depthbuffer
3869 GL_CullFace(r_refdef.view.cullface_back);
3870 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
3872 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);
3876 else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3878 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3879 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3880 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3882 surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3883 for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3884 if (CHECKPVSBIT(trispvs, t))
3885 shadowmarklist[numshadowmark++] = t;
3887 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);
3889 else if (numsurfaces)
3891 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);
3894 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3897 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3899 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3900 vec_t relativeshadowradius;
3901 RSurf_ActiveModelEntity(ent, false, false, false);
3902 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3903 // we need to re-init the shader for each entity because the matrix changed
3904 relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3905 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3906 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3907 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3908 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3909 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3910 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3911 switch (r_shadow_rendermode)
3913 case R_SHADOW_RENDERMODE_SHADOWMAP2D:
3914 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3917 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3920 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3923 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3925 // set up properties for rendering light onto this entity
3926 RSurf_ActiveModelEntity(ent, true, true, false);
3927 Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3928 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3929 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3930 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3933 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3935 if (!r_refdef.scene.worldmodel->DrawLight)
3938 // set up properties for rendering light onto this entity
3939 RSurf_ActiveWorldEntity();
3940 rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3941 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3942 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3943 VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3945 r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3947 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3950 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3952 dp_model_t *model = ent->model;
3953 if (!model->DrawLight)
3956 R_Shadow_SetupEntityLight(ent);
3958 model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3960 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3963 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3967 int numleafs, numsurfaces;
3968 int *leaflist, *surfacelist;
3969 unsigned char *leafpvs;
3970 unsigned char *shadowtrispvs;
3971 unsigned char *lighttrispvs;
3972 //unsigned char *surfacesides;
3973 int numlightentities;
3974 int numlightentities_noselfshadow;
3975 int numshadowentities;
3976 int numshadowentities_noselfshadow;
3977 static entity_render_t *lightentities[MAX_EDICTS];
3978 static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3979 static entity_render_t *shadowentities[MAX_EDICTS];
3980 static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3983 rtlight->draw = false;
3985 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3986 // skip lights that are basically invisible (color 0 0 0)
3987 nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
3989 // loading is done before visibility checks because loading should happen
3990 // all at once at the start of a level, not when it stalls gameplay.
3991 // (especially important to benchmarks)
3993 if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3995 if (rtlight->compiled)
3996 R_RTLight_Uncompile(rtlight);
3997 R_RTLight_Compile(rtlight);
4001 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
4003 // look up the light style value at this time
4004 f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4005 VectorScale(rtlight->color, f, rtlight->currentcolor);
4007 if (rtlight->selected)
4009 f = 2 + sin(realtime * M_PI * 4.0);
4010 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
4014 // if lightstyle is currently off, don't draw the light
4015 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
4018 // skip processing on corona-only lights
4022 // if the light box is offscreen, skip it
4023 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
4026 VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
4027 VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
4029 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
4031 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
4033 // compiled light, world available and can receive realtime lighting
4034 // retrieve leaf information
4035 numleafs = rtlight->static_numleafs;
4036 leaflist = rtlight->static_leaflist;
4037 leafpvs = rtlight->static_leafpvs;
4038 numsurfaces = rtlight->static_numsurfaces;
4039 surfacelist = rtlight->static_surfacelist;
4040 //surfacesides = NULL;
4041 shadowtrispvs = rtlight->static_shadowtrispvs;
4042 lighttrispvs = rtlight->static_lighttrispvs;
4044 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
4046 // dynamic light, world available and can receive realtime lighting
4047 // calculate lit surfaces and leafs
4048 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);
4049 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
4050 leaflist = r_shadow_buffer_leaflist;
4051 leafpvs = r_shadow_buffer_leafpvs;
4052 surfacelist = r_shadow_buffer_surfacelist;
4053 //surfacesides = r_shadow_buffer_surfacesides;
4054 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
4055 lighttrispvs = r_shadow_buffer_lighttrispvs;
4056 // if the reduced leaf bounds are offscreen, skip it
4057 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4068 //surfacesides = NULL;
4069 shadowtrispvs = NULL;
4070 lighttrispvs = NULL;
4072 // check if light is illuminating any visible leafs
4075 for (i = 0;i < numleafs;i++)
4076 if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
4082 // make a list of lit entities and shadow casting entities
4083 numlightentities = 0;
4084 numlightentities_noselfshadow = 0;
4085 numshadowentities = 0;
4086 numshadowentities_noselfshadow = 0;
4088 // add dynamic entities that are lit by the light
4089 for (i = 0;i < r_refdef.scene.numentities;i++)
4092 entity_render_t *ent = r_refdef.scene.entities[i];
4094 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4096 // skip the object entirely if it is not within the valid
4097 // shadow-casting region (which includes the lit region)
4098 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
4100 if (!(model = ent->model))
4102 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
4104 // this entity wants to receive light, is visible, and is
4105 // inside the light box
4106 // TODO: check if the surfaces in the model can receive light
4107 // so now check if it's in a leaf seen by the light
4108 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))
4110 if (ent->flags & RENDER_NOSELFSHADOW)
4111 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
4113 lightentities[numlightentities++] = ent;
4114 // since it is lit, it probably also casts a shadow...
4115 // about the VectorDistance2 - light emitting entities should not cast their own shadow
4116 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4117 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4119 // note: exterior models without the RENDER_NOSELFSHADOW
4120 // flag still create a RENDER_NOSELFSHADOW shadow but
4121 // are lit normally, this means that they are
4122 // self-shadowing but do not shadow other
4123 // RENDER_NOSELFSHADOW entities such as the gun
4124 // (very weird, but keeps the player shadow off the gun)
4125 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4126 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4128 shadowentities[numshadowentities++] = ent;
4131 else if (ent->flags & RENDER_SHADOW)
4133 // this entity is not receiving light, but may still need to
4135 // TODO: check if the surfaces in the model can cast shadow
4136 // now check if it is in a leaf seen by the light
4137 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))
4139 // about the VectorDistance2 - light emitting entities should not cast their own shadow
4140 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4141 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4143 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4144 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4146 shadowentities[numshadowentities++] = ent;
4151 // return if there's nothing at all to light
4152 if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
4155 // count this light in the r_speeds
4156 r_refdef.stats.lights++;
4158 // flag it as worth drawing later
4159 rtlight->draw = true;
4161 // cache all the animated entities that cast a shadow but are not visible
4162 for (i = 0;i < numshadowentities;i++)
4163 if (!shadowentities[i]->animcache_vertex3f)
4164 R_AnimCache_GetEntity(shadowentities[i], false, false);
4165 for (i = 0;i < numshadowentities_noselfshadow;i++)
4166 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
4167 R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
4169 // allocate some temporary memory for rendering this light later in the frame
4170 // reusable buffers need to be copied, static data can be used as-is
4171 rtlight->cached_numlightentities = numlightentities;
4172 rtlight->cached_numlightentities_noselfshadow = numlightentities_noselfshadow;
4173 rtlight->cached_numshadowentities = numshadowentities;
4174 rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
4175 rtlight->cached_numsurfaces = numsurfaces;
4176 rtlight->cached_lightentities = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
4177 rtlight->cached_lightentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
4178 rtlight->cached_shadowentities = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
4179 rtlight->cached_shadowentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
4180 if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
4182 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
4183 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
4184 rtlight->cached_shadowtrispvs = (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
4185 rtlight->cached_lighttrispvs = (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
4186 rtlight->cached_surfacelist = (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
4190 // compiled light data
4191 rtlight->cached_shadowtrispvs = shadowtrispvs;
4192 rtlight->cached_lighttrispvs = lighttrispvs;
4193 rtlight->cached_surfacelist = surfacelist;
4197 void R_Shadow_DrawLight(rtlight_t *rtlight)
4201 unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
4202 int numlightentities;
4203 int numlightentities_noselfshadow;
4204 int numshadowentities;
4205 int numshadowentities_noselfshadow;
4206 entity_render_t **lightentities;
4207 entity_render_t **lightentities_noselfshadow;
4208 entity_render_t **shadowentities;
4209 entity_render_t **shadowentities_noselfshadow;
4211 static unsigned char entitysides[MAX_EDICTS];
4212 static unsigned char entitysides_noselfshadow[MAX_EDICTS];
4213 vec3_t nearestpoint;
4215 qboolean castshadows;
4218 // check if we cached this light this frame (meaning it is worth drawing)
4222 numlightentities = rtlight->cached_numlightentities;
4223 numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
4224 numshadowentities = rtlight->cached_numshadowentities;
4225 numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
4226 numsurfaces = rtlight->cached_numsurfaces;
4227 lightentities = rtlight->cached_lightentities;
4228 lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
4229 shadowentities = rtlight->cached_shadowentities;
4230 shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
4231 shadowtrispvs = rtlight->cached_shadowtrispvs;
4232 lighttrispvs = rtlight->cached_lighttrispvs;
4233 surfacelist = rtlight->cached_surfacelist;
4235 // set up a scissor rectangle for this light
4236 if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4239 // don't let sound skip if going slow
4240 if (r_refdef.scene.extraupdate)
4243 // make this the active rtlight for rendering purposes
4244 R_Shadow_RenderMode_ActiveLight(rtlight);
4246 if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
4248 // optionally draw visible shape of the shadow volumes
4249 // for performance analysis by level designers
4250 R_Shadow_RenderMode_VisibleShadowVolumes();
4252 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4253 for (i = 0;i < numshadowentities;i++)
4254 R_Shadow_DrawEntityShadow(shadowentities[i]);
4255 for (i = 0;i < numshadowentities_noselfshadow;i++)
4256 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4257 R_Shadow_RenderMode_VisibleLighting(false, false);
4260 if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
4262 // optionally draw the illuminated areas
4263 // for performance analysis by level designers
4264 R_Shadow_RenderMode_VisibleLighting(false, false);
4266 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4267 for (i = 0;i < numlightentities;i++)
4268 R_Shadow_DrawEntityLight(lightentities[i]);
4269 for (i = 0;i < numlightentities_noselfshadow;i++)
4270 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4273 castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
4275 nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
4276 nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
4277 nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
4278 distance = VectorDistance(nearestpoint, r_refdef.view.origin);
4280 lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
4281 //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
4282 lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
4284 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4290 int receivermask = 0;
4291 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
4292 Matrix4x4_Abs(&radiustolight);
4294 r_shadow_shadowmaplod = 0;
4295 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
4296 if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
4297 r_shadow_shadowmaplod = i;
4299 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
4301 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
4303 surfacesides = NULL;
4306 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
4308 castermask = rtlight->static_shadowmap_casters;
4309 receivermask = rtlight->static_shadowmap_receivers;
4313 surfacesides = r_shadow_buffer_surfacesides;
4314 for(i = 0;i < numsurfaces;i++)
4316 msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
4317 surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4318 castermask |= surfacesides[i];
4319 receivermask |= surfacesides[i];
4323 if (receivermask < 0x3F)
4325 for (i = 0;i < numlightentities;i++)
4326 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4327 if (receivermask < 0x3F)
4328 for(i = 0; i < numlightentities_noselfshadow;i++)
4329 receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4332 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
4336 for (i = 0;i < numshadowentities;i++)
4337 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4338 for (i = 0;i < numshadowentities_noselfshadow;i++)
4339 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4342 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
4344 // render shadow casters into 6 sided depth texture
4345 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
4347 R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
4348 if (! (castermask & (1 << side))) continue;
4350 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
4351 for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
4352 R_Shadow_DrawEntityShadow(shadowentities[i]);
4355 if (numlightentities_noselfshadow)
4357 // render lighting using the depth texture as shadowmap
4358 // draw lighting in the unmasked areas
4359 R_Shadow_RenderMode_Lighting(false, false, true);
4360 for (i = 0;i < numlightentities_noselfshadow;i++)
4361 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4364 // render shadow casters into 6 sided depth texture
4365 if (numshadowentities_noselfshadow)
4367 for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
4369 R_Shadow_RenderMode_ShadowMap(side, 0, size);
4370 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
4371 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4375 // render lighting using the depth texture as shadowmap
4376 // draw lighting in the unmasked areas
4377 R_Shadow_RenderMode_Lighting(false, false, true);
4378 // draw lighting in the unmasked areas
4380 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4381 for (i = 0;i < numlightentities;i++)
4382 R_Shadow_DrawEntityLight(lightentities[i]);
4384 else if (castshadows && vid.stencil)
4386 // draw stencil shadow volumes to mask off pixels that are in shadow
4387 // so that they won't receive lighting
4388 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
4389 R_Shadow_ClearStencil();
4392 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4393 for (i = 0;i < numshadowentities;i++)
4394 R_Shadow_DrawEntityShadow(shadowentities[i]);
4396 // draw lighting in the unmasked areas
4397 R_Shadow_RenderMode_Lighting(true, false, false);
4398 for (i = 0;i < numlightentities_noselfshadow;i++)
4399 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4401 for (i = 0;i < numshadowentities_noselfshadow;i++)
4402 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4404 // draw lighting in the unmasked areas
4405 R_Shadow_RenderMode_Lighting(true, false, false);
4407 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4408 for (i = 0;i < numlightentities;i++)
4409 R_Shadow_DrawEntityLight(lightentities[i]);
4413 // draw lighting in the unmasked areas
4414 R_Shadow_RenderMode_Lighting(false, false, false);
4416 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4417 for (i = 0;i < numlightentities;i++)
4418 R_Shadow_DrawEntityLight(lightentities[i]);
4419 for (i = 0;i < numlightentities_noselfshadow;i++)
4420 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4423 if (r_shadow_usingdeferredprepass)
4425 // when rendering deferred lighting, we simply rasterize the box
4426 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4427 R_Shadow_RenderMode_DrawDeferredLight(false, true);
4428 else if (castshadows && vid.stencil)
4429 R_Shadow_RenderMode_DrawDeferredLight(true, false);
4431 R_Shadow_RenderMode_DrawDeferredLight(false, false);
4435 static void R_Shadow_FreeDeferred(void)
4437 R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
4438 r_shadow_prepassgeometryfbo = 0;
4440 R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusespecularfbo);
4441 r_shadow_prepasslightingdiffusespecularfbo = 0;
4443 R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusefbo);
4444 r_shadow_prepasslightingdiffusefbo = 0;
4446 if (r_shadow_prepassgeometrydepthtexture)
4447 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
4448 r_shadow_prepassgeometrydepthtexture = NULL;
4450 if (r_shadow_prepassgeometrydepthcolortexture)
4451 R_FreeTexture(r_shadow_prepassgeometrydepthcolortexture);
4452 r_shadow_prepassgeometrydepthcolortexture = NULL;
4454 if (r_shadow_prepassgeometrynormalmaptexture)
4455 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
4456 r_shadow_prepassgeometrynormalmaptexture = NULL;
4458 if (r_shadow_prepasslightingdiffusetexture)
4459 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
4460 r_shadow_prepasslightingdiffusetexture = NULL;
4462 if (r_shadow_prepasslightingspeculartexture)
4463 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
4464 r_shadow_prepasslightingspeculartexture = NULL;
4467 void R_Shadow_DrawPrepass(void)
4475 entity_render_t *ent;
4476 float clearcolor[4];
4478 R_Mesh_ResetTextureState();
4480 GL_ColorMask(1,1,1,1);
4481 GL_BlendFunc(GL_ONE, GL_ZERO);
4484 R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4485 Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
4486 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4487 if (r_timereport_active)
4488 R_TimeReport("prepasscleargeom");
4490 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
4491 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
4492 if (r_timereport_active)
4493 R_TimeReport("prepassworld");
4495 for (i = 0;i < r_refdef.scene.numentities;i++)
4497 if (!r_refdef.viewcache.entityvisible[i])
4499 ent = r_refdef.scene.entities[i];
4500 if (ent->model && ent->model->DrawPrepass != NULL)
4501 ent->model->DrawPrepass(ent);
4504 if (r_timereport_active)
4505 R_TimeReport("prepassmodels");
4507 GL_DepthMask(false);
4508 GL_ColorMask(1,1,1,1);
4511 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4512 Vector4Set(clearcolor, 0, 0, 0, 0);
4513 GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
4514 if (r_timereport_active)
4515 R_TimeReport("prepassclearlit");
4517 R_Shadow_RenderMode_Begin();
4519 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4520 if (r_shadow_debuglight.integer >= 0)
4522 lightindex = r_shadow_debuglight.integer;
4523 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4524 if (light && (light->flags & flag) && light->rtlight.draw)
4525 R_Shadow_DrawLight(&light->rtlight);
4529 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4530 for (lightindex = 0;lightindex < range;lightindex++)
4532 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4533 if (light && (light->flags & flag) && light->rtlight.draw)
4534 R_Shadow_DrawLight(&light->rtlight);
4537 if (r_refdef.scene.rtdlight)
4538 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4539 if (r_refdef.scene.lights[lnum]->draw)
4540 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4542 R_Mesh_SetMainRenderTargets();
4544 R_Shadow_RenderMode_End();
4546 if (r_timereport_active)
4547 R_TimeReport("prepasslights");
4550 void R_Shadow_DrawLightSprites(void);
4551 void R_Shadow_PrepareLights(void)
4561 if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4562 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4563 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) ||
4564 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
4565 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
4566 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
4567 R_Shadow_FreeShadowMaps();
4569 r_shadow_usingshadowmaportho = false;
4571 switch (vid.renderpath)
4573 case RENDERPATH_GL20:
4574 case RENDERPATH_D3D9:
4575 case RENDERPATH_D3D10:
4576 case RENDERPATH_D3D11:
4577 case RENDERPATH_SOFT:
4578 case RENDERPATH_GLES2:
4579 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
4581 r_shadow_usingdeferredprepass = false;
4582 if (r_shadow_prepass_width)
4583 R_Shadow_FreeDeferred();
4584 r_shadow_prepass_width = r_shadow_prepass_height = 0;
4588 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4590 R_Shadow_FreeDeferred();
4592 r_shadow_usingdeferredprepass = true;
4593 r_shadow_prepass_width = vid.width;
4594 r_shadow_prepass_height = vid.height;
4595 r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
4596 switch (vid.renderpath)
4598 case RENDERPATH_D3D9:
4599 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);
4604 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);
4605 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);
4606 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);
4608 // set up the geometry pass fbo (depth + normalmap)
4609 r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4610 R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4611 // render depth into one texture and normalmap into the other
4612 if (qglDrawBuffersARB)
4614 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4615 qglReadBuffer(GL_NONE);CHECKGLERROR
4616 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4617 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4619 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4620 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4621 r_shadow_usingdeferredprepass = false;
4625 // set up the lighting pass fbo (diffuse + specular)
4626 r_shadow_prepasslightingdiffusespecularfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4627 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4628 // render diffuse into one texture and specular into another,
4629 // with depth and normalmap bound as textures,
4630 // with depth bound as attachment as well
4631 if (qglDrawBuffersARB)
4633 qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4634 qglReadBuffer(GL_NONE);CHECKGLERROR
4635 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4636 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4638 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4639 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4640 r_shadow_usingdeferredprepass = false;
4644 // set up the lighting pass fbo (diffuse)
4645 r_shadow_prepasslightingdiffusefbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4646 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4647 // render diffuse into one texture,
4648 // with depth and normalmap bound as textures,
4649 // with depth bound as attachment as well
4650 if (qglDrawBuffersARB)
4652 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4653 qglReadBuffer(GL_NONE);CHECKGLERROR
4654 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4655 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4657 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4658 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4659 r_shadow_usingdeferredprepass = false;
4664 case RENDERPATH_GL11:
4665 case RENDERPATH_GL13:
4666 case RENDERPATH_GLES1:
4667 r_shadow_usingdeferredprepass = false;
4671 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);
4673 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4674 if (r_shadow_debuglight.integer >= 0)
4676 lightindex = r_shadow_debuglight.integer;
4677 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4678 if (light && (light->flags & flag))
4679 R_Shadow_PrepareLight(&light->rtlight);
4683 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4684 for (lightindex = 0;lightindex < range;lightindex++)
4686 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4687 if (light && (light->flags & flag))
4688 R_Shadow_PrepareLight(&light->rtlight);
4691 if (r_refdef.scene.rtdlight)
4693 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4694 R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4696 else if(gl_flashblend.integer)
4698 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4700 rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4701 f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4702 VectorScale(rtlight->color, f, rtlight->currentcolor);
4706 if (r_editlights.integer)
4707 R_Shadow_DrawLightSprites();
4709 R_Shadow_UpdateBounceGridTexture();
4712 void R_Shadow_DrawLights(void)
4720 R_Shadow_RenderMode_Begin();
4722 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4723 if (r_shadow_debuglight.integer >= 0)
4725 lightindex = r_shadow_debuglight.integer;
4726 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4727 if (light && (light->flags & flag))
4728 R_Shadow_DrawLight(&light->rtlight);
4732 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4733 for (lightindex = 0;lightindex < range;lightindex++)
4735 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4736 if (light && (light->flags & flag))
4737 R_Shadow_DrawLight(&light->rtlight);
4740 if (r_refdef.scene.rtdlight)
4741 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4742 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4744 R_Shadow_RenderMode_End();
4747 extern const float r_screenvertex3f[12];
4748 extern void R_SetupView(qboolean allowwaterclippingplane);
4749 extern void R_ResetViewRendering3D(void);
4750 extern void R_ResetViewRendering2D(void);
4751 extern cvar_t r_shadows;
4752 extern cvar_t r_shadows_darken;
4753 extern cvar_t r_shadows_drawafterrtlighting;
4754 extern cvar_t r_shadows_castfrombmodels;
4755 extern cvar_t r_shadows_throwdistance;
4756 extern cvar_t r_shadows_throwdirection;
4757 extern cvar_t r_shadows_focus;
4758 extern cvar_t r_shadows_shadowmapscale;
4760 void R_Shadow_PrepareModelShadows(void)
4763 float scale, size, radius, dot1, dot2;
4764 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
4765 entity_render_t *ent;
4767 if (!r_refdef.scene.numentities)
4770 switch (r_shadow_shadowmode)
4772 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4773 if (r_shadows.integer >= 2)
4776 case R_SHADOW_SHADOWMODE_STENCIL:
4777 for (i = 0;i < r_refdef.scene.numentities;i++)
4779 ent = r_refdef.scene.entities[i];
4780 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4781 R_AnimCache_GetEntity(ent, false, false);
4788 size = 2*r_shadow_shadowmapmaxsize;
4789 scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
4790 radius = 0.5f * size / scale;
4792 Math_atov(r_shadows_throwdirection.string, shadowdir);
4793 VectorNormalize(shadowdir);
4794 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4795 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4796 if (fabs(dot1) <= fabs(dot2))
4797 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4799 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4800 VectorNormalize(shadowforward);
4801 CrossProduct(shadowdir, shadowforward, shadowright);
4802 Math_atov(r_shadows_focus.string, shadowfocus);
4803 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4804 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4805 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4806 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4807 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4809 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4811 shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4812 shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4813 shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4814 shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4815 shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4816 shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4818 for (i = 0;i < r_refdef.scene.numentities;i++)
4820 ent = r_refdef.scene.entities[i];
4821 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
4823 // cast shadows from anything of the map (submodels are optional)
4824 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4825 R_AnimCache_GetEntity(ent, false, false);
4829 void R_DrawModelShadowMaps(void)
4832 float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
4833 entity_render_t *ent;
4834 vec3_t relativelightorigin;
4835 vec3_t relativelightdirection, relativeforward, relativeright;
4836 vec3_t relativeshadowmins, relativeshadowmaxs;
4837 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
4839 matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
4840 r_viewport_t viewport;
4842 float clearcolor[4];
4844 if (!r_refdef.scene.numentities)
4847 switch (r_shadow_shadowmode)
4849 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4855 R_ResetViewRendering3D();
4856 R_Shadow_RenderMode_Begin();
4857 R_Shadow_RenderMode_ActiveLight(NULL);
4859 switch (r_shadow_shadowmode)
4861 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4862 if (!r_shadow_shadowmap2dtexture)
4863 R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4864 fbo = r_shadow_fbo2d;
4865 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
4866 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
4867 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
4873 size = 2*r_shadow_shadowmapmaxsize;
4874 scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
4875 radius = 0.5f / scale;
4876 nearclip = -r_shadows_throwdistance.value;
4877 farclip = r_shadows_throwdistance.value;
4878 bias = r_shadow_shadowmapping_bias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
4880 r_shadow_shadowmap_parameters[0] = size;
4881 r_shadow_shadowmap_parameters[1] = size;
4882 r_shadow_shadowmap_parameters[2] = 1.0;
4883 r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
4885 Math_atov(r_shadows_throwdirection.string, shadowdir);
4886 VectorNormalize(shadowdir);
4887 Math_atov(r_shadows_focus.string, shadowfocus);
4888 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4889 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4890 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4891 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4892 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4893 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4894 if (fabs(dot1) <= fabs(dot2))
4895 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4897 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4898 VectorNormalize(shadowforward);
4899 VectorM(scale, shadowforward, &m[0]);
4900 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4902 m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
4903 CrossProduct(shadowdir, shadowforward, shadowright);
4904 VectorM(scale, shadowright, &m[4]);
4905 m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
4906 VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
4907 m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
4908 Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
4909 Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
4910 R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL);
4912 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4914 R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
4915 R_SetupShader_DepthOrShadow();
4916 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
4919 R_SetViewport(&viewport);
4920 GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
4921 Vector4Set(clearcolor, 1,1,1,1);
4922 // in D3D9 we have to render to a color texture shadowmap
4923 // in GL we render directly to a depth texture only
4924 if (r_shadow_shadowmap2dtexture)
4925 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4927 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4928 // render into a slightly restricted region so that the borders of the
4929 // shadowmap area fade away, rather than streaking across everything
4930 // outside the usable area
4931 GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
4935 R_Mesh_SetMainRenderTargets();
4936 R_SetupShader_ShowDepth();
4937 GL_ColorMask(1,1,1,1);
4938 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4941 for (i = 0;i < r_refdef.scene.numentities;i++)
4943 ent = r_refdef.scene.entities[i];
4945 // cast shadows from anything of the map (submodels are optional)
4946 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4948 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4949 Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
4950 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4951 Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
4952 Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
4953 relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4954 relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4955 relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4956 relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4957 relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4958 relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4959 RSurf_ActiveModelEntity(ent, false, false, false);
4960 ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4961 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4968 unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
4970 qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
4972 Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
4973 Cvar_SetValueQuick(&r_test, 0);
4978 R_Shadow_RenderMode_End();
4980 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
4981 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
4982 Matrix4x4_CreateScale3(&scalematrix, size, -size, 1);
4983 Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
4984 Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
4985 Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
4987 switch (vid.renderpath)
4989 case RENDERPATH_GL11:
4990 case RENDERPATH_GL13:
4991 case RENDERPATH_GL20:
4992 case RENDERPATH_SOFT:
4993 case RENDERPATH_GLES1:
4994 case RENDERPATH_GLES2:
4996 case RENDERPATH_D3D9:
4997 case RENDERPATH_D3D10:
4998 case RENDERPATH_D3D11:
4999 #ifdef OPENGL_ORIENTATION
5000 r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
5001 r_shadow_shadowmapmatrix.m[0][1] *= -1.0f;
5002 r_shadow_shadowmapmatrix.m[0][2] *= -1.0f;
5003 r_shadow_shadowmapmatrix.m[0][3] *= -1.0f;
5005 r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
5006 r_shadow_shadowmapmatrix.m[1][0] *= -1.0f;
5007 r_shadow_shadowmapmatrix.m[2][0] *= -1.0f;
5008 r_shadow_shadowmapmatrix.m[3][0] *= -1.0f;
5013 r_shadow_usingshadowmaportho = true;
5014 switch (r_shadow_shadowmode)
5016 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
5017 r_shadow_usingshadowmap2d = true;
5024 void R_DrawModelShadows(void)
5027 float relativethrowdistance;
5028 entity_render_t *ent;
5029 vec3_t relativelightorigin;
5030 vec3_t relativelightdirection;
5031 vec3_t relativeshadowmins, relativeshadowmaxs;
5032 vec3_t tmp, shadowdir;
5034 if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
5037 R_ResetViewRendering3D();
5038 //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5039 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5040 R_Shadow_RenderMode_Begin();
5041 R_Shadow_RenderMode_ActiveLight(NULL);
5042 r_shadow_lightscissor[0] = r_refdef.view.x;
5043 r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
5044 r_shadow_lightscissor[2] = r_refdef.view.width;
5045 r_shadow_lightscissor[3] = r_refdef.view.height;
5046 R_Shadow_RenderMode_StencilShadowVolumes(false);
5049 if (r_shadows.integer == 2)
5051 Math_atov(r_shadows_throwdirection.string, shadowdir);
5052 VectorNormalize(shadowdir);
5055 R_Shadow_ClearStencil();
5057 for (i = 0;i < r_refdef.scene.numentities;i++)
5059 ent = r_refdef.scene.entities[i];
5061 // cast shadows from anything of the map (submodels are optional)
5062 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
5064 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
5065 VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
5066 VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
5067 if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
5068 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
5071 if(ent->entitynumber != 0)
5073 if(ent->entitynumber >= MAX_EDICTS) // csqc entity
5075 // FIXME handle this
5076 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5080 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
5081 int entnum, entnum2, recursion;
5082 entnum = entnum2 = ent->entitynumber;
5083 for(recursion = 32; recursion > 0; --recursion)
5085 entnum2 = cl.entities[entnum].state_current.tagentity;
5086 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
5091 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
5093 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
5094 // transform into modelspace of OUR entity
5095 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
5096 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
5099 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5103 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5106 VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
5107 RSurf_ActiveModelEntity(ent, false, false, false);
5108 ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
5109 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
5113 // not really the right mode, but this will disable any silly stencil features
5114 R_Shadow_RenderMode_End();
5116 // set up ortho view for rendering this pass
5117 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5118 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5119 //GL_ScissorTest(true);
5120 //R_EntityMatrix(&identitymatrix);
5121 //R_Mesh_ResetTextureState();
5122 R_ResetViewRendering2D();
5124 // set up a darkening blend on shadowed areas
5125 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5126 //GL_DepthRange(0, 1);
5127 //GL_DepthTest(false);
5128 //GL_DepthMask(false);
5129 //GL_PolygonOffset(0, 0);CHECKGLERROR
5130 GL_Color(0, 0, 0, r_shadows_darken.value);
5131 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5132 //GL_DepthFunc(GL_ALWAYS);
5133 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
5135 // apply the blend to the shadowed areas
5136 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
5137 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
5138 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5140 // restore the viewport
5141 R_SetViewport(&r_refdef.view.viewport);
5143 // restore other state to normal
5144 //R_Shadow_RenderMode_End();
5147 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
5150 vec3_t centerorigin;
5152 // if it's too close, skip it
5153 if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
5155 zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
5158 if (usequery && r_numqueries + 2 <= r_maxqueries)
5160 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
5161 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
5162 // 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
5163 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
5165 switch(vid.renderpath)
5167 case RENDERPATH_GL11:
5168 case RENDERPATH_GL13:
5169 case RENDERPATH_GL20:
5170 case RENDERPATH_GLES1:
5171 case RENDERPATH_GLES2:
5173 // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
5174 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
5175 GL_DepthFunc(GL_ALWAYS);
5176 R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5177 R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5178 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5179 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5180 GL_DepthFunc(GL_LEQUAL);
5181 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
5182 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5183 R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5184 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5185 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5188 case RENDERPATH_D3D9:
5189 Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5191 case RENDERPATH_D3D10:
5192 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5194 case RENDERPATH_D3D11:
5195 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5197 case RENDERPATH_SOFT:
5198 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5202 rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
5205 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5207 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
5210 GLint allpixels = 0, visiblepixels = 0;
5211 // now we have to check the query result
5212 if (rtlight->corona_queryindex_visiblepixels)
5214 switch(vid.renderpath)
5216 case RENDERPATH_GL11:
5217 case RENDERPATH_GL13:
5218 case RENDERPATH_GL20:
5219 case RENDERPATH_GLES1:
5220 case RENDERPATH_GLES2:
5222 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
5223 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
5226 case RENDERPATH_D3D9:
5227 Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5229 case RENDERPATH_D3D10:
5230 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5232 case RENDERPATH_D3D11:
5233 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5235 case RENDERPATH_SOFT:
5236 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5239 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
5240 if (visiblepixels < 1 || allpixels < 1)
5242 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
5243 cscale *= rtlight->corona_visibility;
5247 // FIXME: these traces should scan all render entities instead of cl.world
5248 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
5251 VectorScale(rtlight->currentcolor, cscale, color);
5252 if (VectorLength(color) > (1.0f / 256.0f))
5255 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
5258 VectorNegate(color, color);
5259 switch(vid.renderpath)
5261 case RENDERPATH_GL11:
5262 case RENDERPATH_GL13:
5263 case RENDERPATH_GL20:
5264 case RENDERPATH_GLES1:
5265 case RENDERPATH_GLES2:
5266 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
5268 case RENDERPATH_D3D9:
5270 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
5273 case RENDERPATH_D3D10:
5274 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5276 case RENDERPATH_D3D11:
5277 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5279 case RENDERPATH_SOFT:
5280 DPSOFTRAST_BlendSubtract(true);
5284 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5285 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);
5286 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5289 switch(vid.renderpath)
5291 case RENDERPATH_GL11:
5292 case RENDERPATH_GL13:
5293 case RENDERPATH_GL20:
5294 case RENDERPATH_GLES1:
5295 case RENDERPATH_GLES2:
5296 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
5298 case RENDERPATH_D3D9:
5300 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
5303 case RENDERPATH_D3D10:
5304 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5306 case RENDERPATH_D3D11:
5307 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5309 case RENDERPATH_SOFT:
5310 DPSOFTRAST_BlendSubtract(false);
5317 void R_Shadow_DrawCoronas(void)
5320 qboolean usequery = false;
5325 if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
5327 if (r_waterstate.renderingscene)
5329 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
5330 R_EntityMatrix(&identitymatrix);
5332 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5334 // check occlusion of coronas
5335 // use GL_ARB_occlusion_query if available
5336 // otherwise use raytraces
5338 switch (vid.renderpath)
5340 case RENDERPATH_GL11:
5341 case RENDERPATH_GL13:
5342 case RENDERPATH_GL20:
5343 case RENDERPATH_GLES1:
5344 case RENDERPATH_GLES2:
5345 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
5348 GL_ColorMask(0,0,0,0);
5349 if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
5350 if (r_maxqueries < MAX_OCCLUSION_QUERIES)
5353 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
5354 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
5356 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
5359 RSurf_ActiveWorldEntity();
5360 GL_BlendFunc(GL_ONE, GL_ZERO);
5361 GL_CullFace(GL_NONE);
5362 GL_DepthMask(false);
5363 GL_DepthRange(0, 1);
5364 GL_PolygonOffset(0, 0);
5366 R_Mesh_ResetTextureState();
5367 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
5370 case RENDERPATH_D3D9:
5372 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5374 case RENDERPATH_D3D10:
5375 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5377 case RENDERPATH_D3D11:
5378 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5380 case RENDERPATH_SOFT:
5382 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5385 for (lightindex = 0;lightindex < range;lightindex++)
5387 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5390 rtlight = &light->rtlight;
5391 rtlight->corona_visibility = 0;
5392 rtlight->corona_queryindex_visiblepixels = 0;
5393 rtlight->corona_queryindex_allpixels = 0;
5394 if (!(rtlight->flags & flag))
5396 if (rtlight->corona <= 0)
5398 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
5400 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5402 for (i = 0;i < r_refdef.scene.numlights;i++)
5404 rtlight = r_refdef.scene.lights[i];
5405 rtlight->corona_visibility = 0;
5406 rtlight->corona_queryindex_visiblepixels = 0;
5407 rtlight->corona_queryindex_allpixels = 0;
5408 if (!(rtlight->flags & flag))
5410 if (rtlight->corona <= 0)
5412 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5415 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5417 // now draw the coronas using the query data for intensity info
5418 for (lightindex = 0;lightindex < range;lightindex++)
5420 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5423 rtlight = &light->rtlight;
5424 if (rtlight->corona_visibility <= 0)
5426 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5428 for (i = 0;i < r_refdef.scene.numlights;i++)
5430 rtlight = r_refdef.scene.lights[i];
5431 if (rtlight->corona_visibility <= 0)
5433 if (gl_flashblend.integer)
5434 R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
5436 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5442 dlight_t *R_Shadow_NewWorldLight(void)
5444 return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
5447 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)
5450 // validate parameters
5451 if (style < 0 || style >= MAX_LIGHTSTYLES)
5453 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
5459 // copy to light properties
5460 VectorCopy(origin, light->origin);
5461 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
5462 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
5463 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
5465 light->color[0] = max(color[0], 0);
5466 light->color[1] = max(color[1], 0);
5467 light->color[2] = max(color[2], 0);
5469 light->color[0] = color[0];
5470 light->color[1] = color[1];
5471 light->color[2] = color[2];
5472 light->radius = max(radius, 0);
5473 light->style = style;
5474 light->shadow = shadowenable;
5475 light->corona = corona;
5476 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
5477 light->coronasizescale = coronasizescale;
5478 light->ambientscale = ambientscale;
5479 light->diffusescale = diffusescale;
5480 light->specularscale = specularscale;
5481 light->flags = flags;
5483 // update renderable light data
5484 Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
5485 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);
5488 void R_Shadow_FreeWorldLight(dlight_t *light)
5490 if (r_shadow_selectedlight == light)
5491 r_shadow_selectedlight = NULL;
5492 R_RTLight_Uncompile(&light->rtlight);
5493 Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
5496 void R_Shadow_ClearWorldLights(void)
5500 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5501 for (lightindex = 0;lightindex < range;lightindex++)
5503 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5505 R_Shadow_FreeWorldLight(light);
5507 r_shadow_selectedlight = NULL;
5510 void R_Shadow_SelectLight(dlight_t *light)
5512 if (r_shadow_selectedlight)
5513 r_shadow_selectedlight->selected = false;
5514 r_shadow_selectedlight = light;
5515 if (r_shadow_selectedlight)
5516 r_shadow_selectedlight->selected = true;
5519 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5521 // this is never batched (there can be only one)
5523 R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
5524 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5525 R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5528 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5533 skinframe_t *skinframe;
5536 // this is never batched (due to the ent parameter changing every time)
5537 // so numsurfaces == 1 and surfacelist[0] == lightnumber
5538 const dlight_t *light = (dlight_t *)ent;
5541 R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
5544 VectorScale(light->color, intensity, spritecolor);
5545 if (VectorLength(spritecolor) < 0.1732f)
5546 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
5547 if (VectorLength(spritecolor) > 1.0f)
5548 VectorNormalize(spritecolor);
5550 // draw light sprite
5551 if (light->cubemapname[0] && !light->shadow)
5552 skinframe = r_editlights_sprcubemapnoshadowlight;
5553 else if (light->cubemapname[0])
5554 skinframe = r_editlights_sprcubemaplight;
5555 else if (!light->shadow)
5556 skinframe = r_editlights_sprnoshadowlight;
5558 skinframe = r_editlights_sprlight;
5560 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);
5561 R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5563 // draw selection sprite if light is selected
5564 if (light->selected)
5566 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5567 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5568 // VorteX todo: add normalmode/realtime mode light overlay sprites?
5572 void R_Shadow_DrawLightSprites(void)
5576 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5577 for (lightindex = 0;lightindex < range;lightindex++)
5579 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5581 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
5583 if (!r_editlights_lockcursor)
5584 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
5587 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
5592 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
5593 if (lightindex >= range)
5595 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5598 rtlight = &light->rtlight;
5599 //if (!(rtlight->flags & flag))
5601 VectorCopy(rtlight->shadoworigin, origin);
5602 *radius = rtlight->radius;
5603 VectorCopy(rtlight->color, color);
5607 void R_Shadow_SelectLightInView(void)
5609 float bestrating, rating, temp[3];
5613 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5617 if (r_editlights_lockcursor)
5619 for (lightindex = 0;lightindex < range;lightindex++)
5621 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5624 VectorSubtract(light->origin, r_refdef.view.origin, temp);
5625 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
5628 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
5629 if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1.0f)
5631 bestrating = rating;
5636 R_Shadow_SelectLight(best);
5639 void R_Shadow_LoadWorldLights(void)
5641 int n, a, style, shadow, flags;
5642 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
5643 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
5644 if (cl.worldmodel == NULL)
5646 Con_Print("No map loaded.\n");
5649 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5650 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5660 for (;COM_Parse(t, true) && strcmp(
5661 if (COM_Parse(t, true))
5663 if (com_token[0] == '!')
5666 origin[0] = atof(com_token+1);
5669 origin[0] = atof(com_token);
5674 while (*s && *s != '\n' && *s != '\r')
5680 // check for modifier flags
5687 #if _MSC_VER >= 1400
5688 #define sscanf sscanf_s
5690 cubemapname[sizeof(cubemapname)-1] = 0;
5691 #if MAX_QPATH != 128
5692 #error update this code if MAX_QPATH changes
5694 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
5695 #if _MSC_VER >= 1400
5696 , sizeof(cubemapname)
5698 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
5701 flags = LIGHTFLAG_REALTIMEMODE;
5709 coronasizescale = 0.25f;
5711 VectorClear(angles);
5714 if (a < 9 || !strcmp(cubemapname, "\"\""))
5716 // remove quotes on cubemapname
5717 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
5720 namelen = strlen(cubemapname) - 2;
5721 memmove(cubemapname, cubemapname + 1, namelen);
5722 cubemapname[namelen] = '\0';
5726 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);
5729 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5737 Con_Printf("invalid rtlights file \"%s\"\n", name);
5738 Mem_Free(lightsstring);
5742 void R_Shadow_SaveWorldLights(void)
5746 size_t bufchars, bufmaxchars;
5748 char name[MAX_QPATH];
5749 char line[MAX_INPUTLINE];
5750 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
5751 // I hate lines which are 3 times my screen size :( --blub
5754 if (cl.worldmodel == NULL)
5756 Con_Print("No map loaded.\n");
5759 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5760 bufchars = bufmaxchars = 0;
5762 for (lightindex = 0;lightindex < range;lightindex++)
5764 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5767 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5768 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);
5769 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5770 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]);
5772 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);
5773 if (bufchars + strlen(line) > bufmaxchars)
5775 bufmaxchars = bufchars + strlen(line) + 2048;
5777 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5781 memcpy(buf, oldbuf, bufchars);
5787 memcpy(buf + bufchars, line, strlen(line));
5788 bufchars += strlen(line);
5792 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5797 void R_Shadow_LoadLightsFile(void)
5800 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5801 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5802 if (cl.worldmodel == NULL)
5804 Con_Print("No map loaded.\n");
5807 dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
5808 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5816 while (*s && *s != '\n' && *s != '\r')
5822 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);
5826 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);
5829 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5830 radius = bound(15, radius, 4096);
5831 VectorScale(color, (2.0f / (8388608.0f)), color);
5832 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5840 Con_Printf("invalid lights file \"%s\"\n", name);
5841 Mem_Free(lightsstring);
5845 // tyrlite/hmap2 light types in the delay field
5846 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5848 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5860 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5861 char key[256], value[MAX_INPUTLINE];
5863 if (cl.worldmodel == NULL)
5865 Con_Print("No map loaded.\n");
5868 // try to load a .ent file first
5869 dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
5870 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5871 // and if that is not found, fall back to the bsp file entity string
5873 data = cl.worldmodel->brush.entities;
5876 for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5878 type = LIGHTTYPE_MINUSX;
5879 origin[0] = origin[1] = origin[2] = 0;
5880 originhack[0] = originhack[1] = originhack[2] = 0;
5881 angles[0] = angles[1] = angles[2] = 0;
5882 color[0] = color[1] = color[2] = 1;
5883 light[0] = light[1] = light[2] = 1;light[3] = 300;
5884 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5894 if (!COM_ParseToken_Simple(&data, false, false))
5896 if (com_token[0] == '}')
5897 break; // end of entity
5898 if (com_token[0] == '_')
5899 strlcpy(key, com_token + 1, sizeof(key));
5901 strlcpy(key, com_token, sizeof(key));
5902 while (key[strlen(key)-1] == ' ') // remove trailing spaces
5903 key[strlen(key)-1] = 0;
5904 if (!COM_ParseToken_Simple(&data, false, false))
5906 strlcpy(value, com_token, sizeof(value));
5908 // now that we have the key pair worked out...
5909 if (!strcmp("light", key))
5911 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5915 light[0] = vec[0] * (1.0f / 256.0f);
5916 light[1] = vec[0] * (1.0f / 256.0f);
5917 light[2] = vec[0] * (1.0f / 256.0f);
5923 light[0] = vec[0] * (1.0f / 255.0f);
5924 light[1] = vec[1] * (1.0f / 255.0f);
5925 light[2] = vec[2] * (1.0f / 255.0f);
5929 else if (!strcmp("delay", key))
5931 else if (!strcmp("origin", key))
5932 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5933 else if (!strcmp("angle", key))
5934 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5935 else if (!strcmp("angles", key))
5936 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5937 else if (!strcmp("color", key))
5938 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5939 else if (!strcmp("wait", key))
5940 fadescale = atof(value);
5941 else if (!strcmp("classname", key))
5943 if (!strncmp(value, "light", 5))
5946 if (!strcmp(value, "light_fluoro"))
5951 overridecolor[0] = 1;
5952 overridecolor[1] = 1;
5953 overridecolor[2] = 1;
5955 if (!strcmp(value, "light_fluorospark"))
5960 overridecolor[0] = 1;
5961 overridecolor[1] = 1;
5962 overridecolor[2] = 1;
5964 if (!strcmp(value, "light_globe"))
5969 overridecolor[0] = 1;
5970 overridecolor[1] = 0.8;
5971 overridecolor[2] = 0.4;
5973 if (!strcmp(value, "light_flame_large_yellow"))
5978 overridecolor[0] = 1;
5979 overridecolor[1] = 0.5;
5980 overridecolor[2] = 0.1;
5982 if (!strcmp(value, "light_flame_small_yellow"))
5987 overridecolor[0] = 1;
5988 overridecolor[1] = 0.5;
5989 overridecolor[2] = 0.1;
5991 if (!strcmp(value, "light_torch_small_white"))
5996 overridecolor[0] = 1;
5997 overridecolor[1] = 0.5;
5998 overridecolor[2] = 0.1;
6000 if (!strcmp(value, "light_torch_small_walltorch"))
6005 overridecolor[0] = 1;
6006 overridecolor[1] = 0.5;
6007 overridecolor[2] = 0.1;
6011 else if (!strcmp("style", key))
6012 style = atoi(value);
6013 else if (!strcmp("skin", key))
6014 skin = (int)atof(value);
6015 else if (!strcmp("pflags", key))
6016 pflags = (int)atof(value);
6017 //else if (!strcmp("effects", key))
6018 // effects = (int)atof(value);
6019 else if (cl.worldmodel->type == mod_brushq3)
6021 if (!strcmp("scale", key))
6022 lightscale = atof(value);
6023 if (!strcmp("fade", key))
6024 fadescale = atof(value);
6029 if (lightscale <= 0)
6033 if (color[0] == color[1] && color[0] == color[2])
6035 color[0] *= overridecolor[0];
6036 color[1] *= overridecolor[1];
6037 color[2] *= overridecolor[2];
6039 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
6040 color[0] = color[0] * light[0];
6041 color[1] = color[1] * light[1];
6042 color[2] = color[2] * light[2];
6045 case LIGHTTYPE_MINUSX:
6047 case LIGHTTYPE_RECIPX:
6049 VectorScale(color, (1.0f / 16.0f), color);
6051 case LIGHTTYPE_RECIPXX:
6053 VectorScale(color, (1.0f / 16.0f), color);
6056 case LIGHTTYPE_NONE:
6060 case LIGHTTYPE_MINUSXX:
6063 VectorAdd(origin, originhack, origin);
6065 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);
6068 Mem_Free(entfiledata);
6072 void R_Shadow_SetCursorLocationForView(void)
6075 vec3_t dest, endpos;
6077 VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
6078 trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true);
6079 if (trace.fraction < 1)
6081 dist = trace.fraction * r_editlights_cursordistance.value;
6082 push = r_editlights_cursorpushback.value;
6086 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
6087 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
6091 VectorClear( endpos );
6093 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6094 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6095 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6098 void R_Shadow_UpdateWorldLightSelection(void)
6100 if (r_editlights.integer)
6102 R_Shadow_SetCursorLocationForView();
6103 R_Shadow_SelectLightInView();
6106 R_Shadow_SelectLight(NULL);
6109 void R_Shadow_EditLights_Clear_f(void)
6111 R_Shadow_ClearWorldLights();
6114 void R_Shadow_EditLights_Reload_f(void)
6118 strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
6119 R_Shadow_ClearWorldLights();
6120 R_Shadow_LoadWorldLights();
6121 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6123 R_Shadow_LoadLightsFile();
6124 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6125 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6129 void R_Shadow_EditLights_Save_f(void)
6133 R_Shadow_SaveWorldLights();
6136 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
6138 R_Shadow_ClearWorldLights();
6139 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6142 void R_Shadow_EditLights_ImportLightsFile_f(void)
6144 R_Shadow_ClearWorldLights();
6145 R_Shadow_LoadLightsFile();
6148 void R_Shadow_EditLights_Spawn_f(void)
6151 if (!r_editlights.integer)
6153 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6156 if (Cmd_Argc() != 1)
6158 Con_Print("r_editlights_spawn does not take parameters\n");
6161 color[0] = color[1] = color[2] = 1;
6162 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
6165 void R_Shadow_EditLights_Edit_f(void)
6167 vec3_t origin, angles, color;
6168 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
6169 int style, shadows, flags, normalmode, realtimemode;
6170 char cubemapname[MAX_INPUTLINE];
6171 if (!r_editlights.integer)
6173 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6176 if (!r_shadow_selectedlight)
6178 Con_Print("No selected light.\n");
6181 VectorCopy(r_shadow_selectedlight->origin, origin);
6182 VectorCopy(r_shadow_selectedlight->angles, angles);
6183 VectorCopy(r_shadow_selectedlight->color, color);
6184 radius = r_shadow_selectedlight->radius;
6185 style = r_shadow_selectedlight->style;
6186 if (r_shadow_selectedlight->cubemapname)
6187 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
6190 shadows = r_shadow_selectedlight->shadow;
6191 corona = r_shadow_selectedlight->corona;
6192 coronasizescale = r_shadow_selectedlight->coronasizescale;
6193 ambientscale = r_shadow_selectedlight->ambientscale;
6194 diffusescale = r_shadow_selectedlight->diffusescale;
6195 specularscale = r_shadow_selectedlight->specularscale;
6196 flags = r_shadow_selectedlight->flags;
6197 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
6198 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
6199 if (!strcmp(Cmd_Argv(1), "origin"))
6201 if (Cmd_Argc() != 5)
6203 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6206 origin[0] = atof(Cmd_Argv(2));
6207 origin[1] = atof(Cmd_Argv(3));
6208 origin[2] = atof(Cmd_Argv(4));
6210 else if (!strcmp(Cmd_Argv(1), "originscale"))
6212 if (Cmd_Argc() != 5)
6214 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6217 origin[0] *= atof(Cmd_Argv(2));
6218 origin[1] *= atof(Cmd_Argv(3));
6219 origin[2] *= atof(Cmd_Argv(4));
6221 else if (!strcmp(Cmd_Argv(1), "originx"))
6223 if (Cmd_Argc() != 3)
6225 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6228 origin[0] = atof(Cmd_Argv(2));
6230 else if (!strcmp(Cmd_Argv(1), "originy"))
6232 if (Cmd_Argc() != 3)
6234 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6237 origin[1] = atof(Cmd_Argv(2));
6239 else if (!strcmp(Cmd_Argv(1), "originz"))
6241 if (Cmd_Argc() != 3)
6243 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6246 origin[2] = atof(Cmd_Argv(2));
6248 else if (!strcmp(Cmd_Argv(1), "move"))
6250 if (Cmd_Argc() != 5)
6252 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6255 origin[0] += atof(Cmd_Argv(2));
6256 origin[1] += atof(Cmd_Argv(3));
6257 origin[2] += atof(Cmd_Argv(4));
6259 else if (!strcmp(Cmd_Argv(1), "movex"))
6261 if (Cmd_Argc() != 3)
6263 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6266 origin[0] += atof(Cmd_Argv(2));
6268 else if (!strcmp(Cmd_Argv(1), "movey"))
6270 if (Cmd_Argc() != 3)
6272 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6275 origin[1] += atof(Cmd_Argv(2));
6277 else if (!strcmp(Cmd_Argv(1), "movez"))
6279 if (Cmd_Argc() != 3)
6281 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6284 origin[2] += atof(Cmd_Argv(2));
6286 else if (!strcmp(Cmd_Argv(1), "angles"))
6288 if (Cmd_Argc() != 5)
6290 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6293 angles[0] = atof(Cmd_Argv(2));
6294 angles[1] = atof(Cmd_Argv(3));
6295 angles[2] = atof(Cmd_Argv(4));
6297 else if (!strcmp(Cmd_Argv(1), "anglesx"))
6299 if (Cmd_Argc() != 3)
6301 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6304 angles[0] = atof(Cmd_Argv(2));
6306 else if (!strcmp(Cmd_Argv(1), "anglesy"))
6308 if (Cmd_Argc() != 3)
6310 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6313 angles[1] = atof(Cmd_Argv(2));
6315 else if (!strcmp(Cmd_Argv(1), "anglesz"))
6317 if (Cmd_Argc() != 3)
6319 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6322 angles[2] = atof(Cmd_Argv(2));
6324 else if (!strcmp(Cmd_Argv(1), "color"))
6326 if (Cmd_Argc() != 5)
6328 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
6331 color[0] = atof(Cmd_Argv(2));
6332 color[1] = atof(Cmd_Argv(3));
6333 color[2] = atof(Cmd_Argv(4));
6335 else if (!strcmp(Cmd_Argv(1), "radius"))
6337 if (Cmd_Argc() != 3)
6339 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6342 radius = atof(Cmd_Argv(2));
6344 else if (!strcmp(Cmd_Argv(1), "colorscale"))
6346 if (Cmd_Argc() == 3)
6348 double scale = atof(Cmd_Argv(2));
6355 if (Cmd_Argc() != 5)
6357 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
6360 color[0] *= atof(Cmd_Argv(2));
6361 color[1] *= atof(Cmd_Argv(3));
6362 color[2] *= atof(Cmd_Argv(4));
6365 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
6367 if (Cmd_Argc() != 3)
6369 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6372 radius *= atof(Cmd_Argv(2));
6374 else if (!strcmp(Cmd_Argv(1), "style"))
6376 if (Cmd_Argc() != 3)
6378 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6381 style = atoi(Cmd_Argv(2));
6383 else if (!strcmp(Cmd_Argv(1), "cubemap"))
6387 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6390 if (Cmd_Argc() == 3)
6391 strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
6395 else if (!strcmp(Cmd_Argv(1), "shadows"))
6397 if (Cmd_Argc() != 3)
6399 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6402 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6404 else if (!strcmp(Cmd_Argv(1), "corona"))
6406 if (Cmd_Argc() != 3)
6408 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6411 corona = atof(Cmd_Argv(2));
6413 else if (!strcmp(Cmd_Argv(1), "coronasize"))
6415 if (Cmd_Argc() != 3)
6417 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6420 coronasizescale = atof(Cmd_Argv(2));
6422 else if (!strcmp(Cmd_Argv(1), "ambient"))
6424 if (Cmd_Argc() != 3)
6426 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6429 ambientscale = atof(Cmd_Argv(2));
6431 else if (!strcmp(Cmd_Argv(1), "diffuse"))
6433 if (Cmd_Argc() != 3)
6435 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6438 diffusescale = atof(Cmd_Argv(2));
6440 else if (!strcmp(Cmd_Argv(1), "specular"))
6442 if (Cmd_Argc() != 3)
6444 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6447 specularscale = atof(Cmd_Argv(2));
6449 else if (!strcmp(Cmd_Argv(1), "normalmode"))
6451 if (Cmd_Argc() != 3)
6453 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6456 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6458 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
6460 if (Cmd_Argc() != 3)
6462 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6465 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6469 Con_Print("usage: r_editlights_edit [property] [value]\n");
6470 Con_Print("Selected light's properties:\n");
6471 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
6472 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
6473 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
6474 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
6475 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
6476 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
6477 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
6478 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
6479 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
6480 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
6481 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
6482 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
6483 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
6484 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
6487 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
6488 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
6491 void R_Shadow_EditLights_EditAll_f(void)
6494 dlight_t *light, *oldselected;
6497 if (!r_editlights.integer)
6499 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
6503 oldselected = r_shadow_selectedlight;
6504 // EditLights doesn't seem to have a "remove" command or something so:
6505 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6506 for (lightindex = 0;lightindex < range;lightindex++)
6508 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6511 R_Shadow_SelectLight(light);
6512 R_Shadow_EditLights_Edit_f();
6514 // return to old selected (to not mess editing once selection is locked)
6515 R_Shadow_SelectLight(oldselected);
6518 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
6520 int lightnumber, lightcount;
6521 size_t lightindex, range;
6525 if (!r_editlights.integer)
6527 x = vid_conwidth.value - 240;
6529 DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
6532 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6533 for (lightindex = 0;lightindex < range;lightindex++)
6535 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6538 if (light == r_shadow_selectedlight)
6539 lightnumber = lightindex;
6542 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;
6543 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;
6545 if (r_shadow_selectedlight == NULL)
6547 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;
6548 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;
6549 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;
6550 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;
6551 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;
6552 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;
6553 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;
6554 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;
6555 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;
6556 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;
6557 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;
6558 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;
6559 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;
6560 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;
6561 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;
6564 void R_Shadow_EditLights_ToggleShadow_f(void)
6566 if (!r_editlights.integer)
6568 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6571 if (!r_shadow_selectedlight)
6573 Con_Print("No selected light.\n");
6576 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);
6579 void R_Shadow_EditLights_ToggleCorona_f(void)
6581 if (!r_editlights.integer)
6583 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6586 if (!r_shadow_selectedlight)
6588 Con_Print("No selected light.\n");
6591 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);
6594 void R_Shadow_EditLights_Remove_f(void)
6596 if (!r_editlights.integer)
6598 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
6601 if (!r_shadow_selectedlight)
6603 Con_Print("No selected light.\n");
6606 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
6607 r_shadow_selectedlight = NULL;
6610 void R_Shadow_EditLights_Help_f(void)
6613 "Documentation on r_editlights system:\n"
6615 "r_editlights : enable/disable editing mode\n"
6616 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
6617 "r_editlights_cursorpushback : push back cursor this far from surface\n"
6618 "r_editlights_cursorpushoff : push cursor off surface this far\n"
6619 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
6620 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
6622 "r_editlights_help : this help\n"
6623 "r_editlights_clear : remove all lights\n"
6624 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
6625 "r_editlights_lock : lock selection to current light, if already locked - unlock\n"
6626 "r_editlights_save : save to .rtlights file\n"
6627 "r_editlights_spawn : create a light with default settings\n"
6628 "r_editlights_edit command : edit selected light - more documentation below\n"
6629 "r_editlights_remove : remove selected light\n"
6630 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
6631 "r_editlights_importlightentitiesfrommap : reload light entities\n"
6632 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
6634 "origin x y z : set light location\n"
6635 "originx x: set x component of light location\n"
6636 "originy y: set y component of light location\n"
6637 "originz z: set z component of light location\n"
6638 "move x y z : adjust light location\n"
6639 "movex x: adjust x component of light location\n"
6640 "movey y: adjust y component of light location\n"
6641 "movez z: adjust z component of light location\n"
6642 "angles x y z : set light angles\n"
6643 "anglesx x: set x component of light angles\n"
6644 "anglesy y: set y component of light angles\n"
6645 "anglesz z: set z component of light angles\n"
6646 "color r g b : set color of light (can be brighter than 1 1 1)\n"
6647 "radius radius : set radius (size) of light\n"
6648 "colorscale grey : multiply color of light (1 does nothing)\n"
6649 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
6650 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
6651 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
6652 "originscale x y z : multiply origin of light (1 1 1 does nothing)\n"
6653 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
6654 "cubemap basename : set filter cubemap of light (not yet supported)\n"
6655 "shadows 1/0 : turn on/off shadows\n"
6656 "corona n : set corona intensity\n"
6657 "coronasize n : set corona size (0-1)\n"
6658 "ambient n : set ambient intensity (0-1)\n"
6659 "diffuse n : set diffuse intensity (0-1)\n"
6660 "specular n : set specular intensity (0-1)\n"
6661 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
6662 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
6663 "<nothing> : print light properties to console\n"
6667 void R_Shadow_EditLights_CopyInfo_f(void)
6669 if (!r_editlights.integer)
6671 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
6674 if (!r_shadow_selectedlight)
6676 Con_Print("No selected light.\n");
6679 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
6680 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
6681 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
6682 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
6683 if (r_shadow_selectedlight->cubemapname)
6684 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
6686 r_shadow_bufferlight.cubemapname[0] = 0;
6687 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
6688 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
6689 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
6690 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
6691 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
6692 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
6693 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
6696 void R_Shadow_EditLights_PasteInfo_f(void)
6698 if (!r_editlights.integer)
6700 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
6703 if (!r_shadow_selectedlight)
6705 Con_Print("No selected light.\n");
6708 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);
6711 void R_Shadow_EditLights_Lock_f(void)
6713 if (!r_editlights.integer)
6715 Con_Print("Cannot lock on light when not in editing mode. Set r_editlights to 1.\n");
6718 if (r_editlights_lockcursor)
6720 r_editlights_lockcursor = false;
6723 if (!r_shadow_selectedlight)
6725 Con_Print("No selected light to lock on.\n");
6728 r_editlights_lockcursor = true;
6731 void R_Shadow_EditLights_Init(void)
6733 Cvar_RegisterVariable(&r_editlights);
6734 Cvar_RegisterVariable(&r_editlights_cursordistance);
6735 Cvar_RegisterVariable(&r_editlights_cursorpushback);
6736 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
6737 Cvar_RegisterVariable(&r_editlights_cursorgrid);
6738 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
6739 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
6740 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
6741 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)");
6742 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
6743 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
6744 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
6745 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)");
6746 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
6747 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
6748 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
6749 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
6750 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
6751 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
6752 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)");
6753 Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
6759 =============================================================================
6763 =============================================================================
6766 void R_LightPoint(vec3_t color, const vec3_t p, const int flags)
6768 int i, numlights, flag;
6769 float f, relativepoint[3], dist, dist2, lightradius2;
6776 if (r_fullbright.integer)
6778 VectorSet(color, 1, 1, 1);
6782 if (flags & LP_LIGHTMAP)
6784 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6786 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n);
6787 color[0] += r_refdef.scene.ambient + diffuse[0];
6788 color[1] += r_refdef.scene.ambient + diffuse[1];
6789 color[2] += r_refdef.scene.ambient + diffuse[2];
6792 VectorSet(color, 1, 1, 1);
6794 if (flags & LP_RTWORLD)
6796 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6797 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6798 for (i = 0; i < numlights; i++)
6800 dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6803 light = &dlight->rtlight;
6804 if (!(light->flags & flag))
6807 lightradius2 = light->radius * light->radius;
6808 VectorSubtract(light->shadoworigin, p, relativepoint);
6809 dist2 = VectorLength2(relativepoint);
6810 if (dist2 >= lightradius2)
6812 dist = sqrt(dist2) / light->radius;
6813 f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6816 // todo: add to both ambient and diffuse
6817 if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6818 VectorMA(color, f, light->currentcolor, color);
6821 if (flags & LP_DYNLIGHT)
6824 for (i = 0;i < r_refdef.scene.numlights;i++)
6826 light = r_refdef.scene.lights[i];
6828 lightradius2 = light->radius * light->radius;
6829 VectorSubtract(light->shadoworigin, p, relativepoint);
6830 dist2 = VectorLength2(relativepoint);
6831 if (dist2 >= lightradius2)
6833 dist = sqrt(dist2) / light->radius;
6834 f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6837 // todo: add to both ambient and diffuse
6838 if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6839 VectorMA(color, f, light->color, color);
6844 void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
6846 int i, numlights, flag;
6849 float relativepoint[3];
6858 if (r_fullbright.integer)
6860 VectorSet(ambient, 1, 1, 1);
6861 VectorClear(diffuse);
6862 VectorClear(lightdir);
6866 if (flags == LP_LIGHTMAP)
6868 VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6869 VectorClear(diffuse);
6870 VectorClear(lightdir);
6871 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6872 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
6876 memset(sample, 0, sizeof(sample));
6877 VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6879 if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6882 VectorClear(tempambient);
6884 VectorClear(relativepoint);
6885 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
6886 VectorScale(tempambient, r_refdef.lightmapintensity, tempambient);
6887 VectorScale(color, r_refdef.lightmapintensity, color);
6888 VectorAdd(sample, tempambient, sample);
6889 VectorMA(sample , 0.5f , color, sample );
6890 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6891 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6892 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6893 // calculate a weighted average light direction as well
6894 intensity = VectorLength(color);
6895 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6898 if (flags & LP_RTWORLD)
6900 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6901 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6902 for (i = 0; i < numlights; i++)
6904 dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6907 light = &dlight->rtlight;
6908 if (!(light->flags & flag))
6911 lightradius2 = light->radius * light->radius;
6912 VectorSubtract(light->shadoworigin, p, relativepoint);
6913 dist2 = VectorLength2(relativepoint);
6914 if (dist2 >= lightradius2)
6916 dist = sqrt(dist2) / light->radius;
6917 intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
6918 if (intensity <= 0.0f)
6920 if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6922 // scale down intensity to add to both ambient and diffuse
6923 //intensity *= 0.5f;
6924 VectorNormalize(relativepoint);
6925 VectorScale(light->currentcolor, intensity, color);
6926 VectorMA(sample , 0.5f , color, sample );
6927 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6928 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6929 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6930 // calculate a weighted average light direction as well
6931 intensity *= VectorLength(color);
6932 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6936 if (flags & LP_DYNLIGHT)
6939 for (i = 0;i < r_refdef.scene.numlights;i++)
6941 light = r_refdef.scene.lights[i];
6943 lightradius2 = light->radius * light->radius;
6944 VectorSubtract(light->shadoworigin, p, relativepoint);
6945 dist2 = VectorLength2(relativepoint);
6946 if (dist2 >= lightradius2)
6948 dist = sqrt(dist2) / light->radius;
6949 intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
6950 if (intensity <= 0.0f)
6952 if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6954 // scale down intensity to add to both ambient and diffuse
6955 //intensity *= 0.5f;
6956 VectorNormalize(relativepoint);
6957 VectorScale(light->currentcolor, intensity, color);
6958 VectorMA(sample , 0.5f , color, sample );
6959 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6960 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6961 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6962 // calculate a weighted average light direction as well
6963 intensity *= VectorLength(color);
6964 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6968 // calculate the direction we'll use to reduce the sample to a directional light source
6969 VectorCopy(sample + 12, dir);
6970 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
6971 VectorNormalize(dir);
6972 // extract the diffuse color along the chosen direction and scale it
6973 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
6974 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
6975 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
6976 // subtract some of diffuse from ambient
6977 VectorMA(sample, -0.333f, diffuse, ambient);
6978 // store the normalized lightdir
6979 VectorCopy(dir, lightdir);