3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however. Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light. This technique is used heavily in many games (Doom3 does not support
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
143 extern void R_Shadow_EditLights_Init(void);
145 typedef enum r_shadow_rendermode_e
147 R_SHADOW_RENDERMODE_NONE,
148 R_SHADOW_RENDERMODE_ZPASS_STENCIL,
149 R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
150 R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
151 R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
152 R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
153 R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
154 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
155 R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
156 R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
157 R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
158 R_SHADOW_RENDERMODE_LIGHT_GLSL,
159 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
160 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
161 R_SHADOW_RENDERMODE_SHADOWMAP2D,
162 R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE,
163 R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE,
165 r_shadow_rendermode_t;
167 typedef enum r_shadow_shadowmode_e
169 R_SHADOW_SHADOWMODE_STENCIL,
170 R_SHADOW_SHADOWMODE_SHADOWMAP2D,
171 R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE,
172 R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE
174 r_shadow_shadowmode_t;
176 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
177 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
178 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
180 qboolean r_shadow_usingshadowmaprect;
181 qboolean r_shadow_usingshadowmap2d;
182 qboolean r_shadow_usingshadowmapcube;
183 int r_shadow_shadowmapside;
184 float r_shadow_shadowmap_texturescale[2];
185 float r_shadow_shadowmap_parameters[4];
187 int r_shadow_drawbuffer;
188 int r_shadow_readbuffer;
190 int r_shadow_cullface_front, r_shadow_cullface_back;
191 GLuint r_shadow_fborectangle;
192 GLuint r_shadow_fbocubeside[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
193 GLuint r_shadow_fbo2d;
194 r_shadow_shadowmode_t r_shadow_shadowmode;
195 int r_shadow_shadowmapfilterquality;
196 int r_shadow_shadowmaptexturetype;
197 int r_shadow_shadowmapdepthbits;
198 int r_shadow_shadowmapmaxsize;
199 qboolean r_shadow_shadowmapvsdct;
200 qboolean r_shadow_shadowmapsampler;
201 int r_shadow_shadowmappcf;
202 int r_shadow_shadowmapborder;
203 int r_shadow_lightscissor[4];
204 qboolean r_shadow_usingdeferredprepass;
206 int maxshadowtriangles;
209 int maxshadowvertices;
210 float *shadowvertex3f;
220 unsigned char *shadowsides;
221 int *shadowsideslist;
228 int r_shadow_buffer_numleafpvsbytes;
229 unsigned char *r_shadow_buffer_visitingleafpvs;
230 unsigned char *r_shadow_buffer_leafpvs;
231 int *r_shadow_buffer_leaflist;
233 int r_shadow_buffer_numsurfacepvsbytes;
234 unsigned char *r_shadow_buffer_surfacepvs;
235 int *r_shadow_buffer_surfacelist;
236 unsigned char *r_shadow_buffer_surfacesides;
238 int r_shadow_buffer_numshadowtrispvsbytes;
239 unsigned char *r_shadow_buffer_shadowtrispvs;
240 int r_shadow_buffer_numlighttrispvsbytes;
241 unsigned char *r_shadow_buffer_lighttrispvs;
243 rtexturepool_t *r_shadow_texturepool;
244 rtexture_t *r_shadow_attenuationgradienttexture;
245 rtexture_t *r_shadow_attenuation2dtexture;
246 rtexture_t *r_shadow_attenuation3dtexture;
247 skinframe_t *r_shadow_lightcorona;
248 rtexture_t *r_shadow_shadowmaprectangletexture;
249 rtexture_t *r_shadow_shadowmap2dtexture;
250 rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
251 rtexture_t *r_shadow_shadowmapvsdcttexture;
252 int r_shadow_shadowmapsize; // changes for each light based on distance
253 int r_shadow_shadowmaplod; // changes for each light based on distance
255 GLuint r_shadow_prepassgeometryfbo;
256 GLuint r_shadow_prepasslightingfbo;
257 int r_shadow_prepass_width;
258 int r_shadow_prepass_height;
259 rtexture_t *r_shadow_prepassgeometrydepthtexture;
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", "2", "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_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
279 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)"};
280 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"};
281 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
282 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
283 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
284 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
285 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
286 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
287 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
288 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
289 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
290 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)"};
291 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
292 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
293 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
294 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
295 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)"};
296 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"};
297 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
298 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
299 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"};
300 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation"};
301 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation"};
302 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)"};
303 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "0", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
304 cvar_t r_shadow_shadowmapping_texturetype = {CVAR_SAVE, "r_shadow_shadowmapping_texturetype", "-1", "shadowmap texture types: -1 = auto-select, 0 = 2D, 1 = rectangle, 2 = cubemap"};
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_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
319 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)"};
320 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)"};
321 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
322 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksm the proportion of hidden pixels controls corona intensity"};
323 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
324 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
325 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
326 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
327 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
328 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
329 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
330 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
331 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
332 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
334 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
335 #define ATTENTABLESIZE 256
336 // 1D gradient, 2D circle and 3D sphere attenuation textures
337 #define ATTEN1DSIZE 32
338 #define ATTEN2DSIZE 64
339 #define ATTEN3DSIZE 32
341 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
342 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
343 static float r_shadow_attentable[ATTENTABLESIZE+1];
345 rtlight_t *r_shadow_compilingrtlight;
346 static memexpandablearray_t r_shadow_worldlightsarray;
347 dlight_t *r_shadow_selectedlight;
348 dlight_t r_shadow_bufferlight;
349 vec3_t r_editlights_cursorlocation;
351 extern int con_vislines;
353 typedef struct cubemapinfo_s
360 static int numcubemaps;
361 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
363 void R_Shadow_UncompileWorldLights(void);
364 void R_Shadow_ClearWorldLights(void);
365 void R_Shadow_SaveWorldLights(void);
366 void R_Shadow_LoadWorldLights(void);
367 void R_Shadow_LoadLightsFile(void);
368 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
369 void R_Shadow_EditLights_Reload_f(void);
370 void R_Shadow_ValidateCvars(void);
371 static void R_Shadow_MakeTextures(void);
373 #define EDLIGHTSPRSIZE 8
374 skinframe_t *r_editlights_sprcursor;
375 skinframe_t *r_editlights_sprlight;
376 skinframe_t *r_editlights_sprnoshadowlight;
377 skinframe_t *r_editlights_sprcubemaplight;
378 skinframe_t *r_editlights_sprcubemapnoshadowlight;
379 skinframe_t *r_editlights_sprselection;
381 void R_Shadow_SetShadowMode(void)
383 r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
384 r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0;
385 r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
386 r_shadow_shadowmaptexturetype = r_shadow_shadowmapping_texturetype.integer;
387 r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
388 r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
389 r_shadow_shadowmaplod = -1;
390 r_shadow_shadowmapsize = 0;
391 r_shadow_shadowmapsampler = false;
392 r_shadow_shadowmappcf = 0;
393 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
394 switch(vid.renderpath)
396 case RENDERPATH_GL20:
397 case RENDERPATH_CGGL:
398 if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
400 if(r_shadow_shadowmapfilterquality < 0)
402 if(strstr(gl_vendor, "NVIDIA"))
404 r_shadow_shadowmapsampler = vid.support.arb_shadow;
405 r_shadow_shadowmappcf = 1;
407 else if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
408 r_shadow_shadowmappcf = 1;
409 else if(strstr(gl_vendor, "ATI"))
410 r_shadow_shadowmappcf = 1;
412 r_shadow_shadowmapsampler = vid.support.arb_shadow;
416 switch (r_shadow_shadowmapfilterquality)
419 r_shadow_shadowmapsampler = vid.support.arb_shadow;
422 r_shadow_shadowmapsampler = vid.support.arb_shadow;
423 r_shadow_shadowmappcf = 1;
426 r_shadow_shadowmappcf = 1;
429 r_shadow_shadowmappcf = 2;
433 switch (r_shadow_shadowmaptexturetype)
436 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
439 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
442 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE;
445 if((vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) && r_shadow_shadowmappcf && !r_shadow_shadowmapsampler)
446 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
447 else if(vid.support.arb_texture_rectangle)
448 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
450 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
455 case RENDERPATH_GL13:
457 case RENDERPATH_GL11:
462 void R_Shadow_FreeShadowMaps(void)
466 R_Shadow_SetShadowMode();
468 if (!vid.support.ext_framebuffer_object || !vid.support.arb_fragment_shader)
473 if (r_shadow_fborectangle)
474 qglDeleteFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
475 r_shadow_fborectangle = 0;
478 qglDeleteFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
480 for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
481 if (r_shadow_fbocubeside[i])
482 qglDeleteFramebuffersEXT(1, &r_shadow_fbocubeside[i]);CHECKGLERROR
483 memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
485 if (r_shadow_shadowmaprectangletexture)
486 R_FreeTexture(r_shadow_shadowmaprectangletexture);
487 r_shadow_shadowmaprectangletexture = NULL;
489 if (r_shadow_shadowmap2dtexture)
490 R_FreeTexture(r_shadow_shadowmap2dtexture);
491 r_shadow_shadowmap2dtexture = NULL;
493 for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
494 if (r_shadow_shadowmapcubetexture[i])
495 R_FreeTexture(r_shadow_shadowmapcubetexture[i]);
496 memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
498 if (r_shadow_shadowmapvsdcttexture)
499 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
500 r_shadow_shadowmapvsdcttexture = NULL;
505 void r_shadow_start(void)
507 // allocate vertex processing arrays
509 r_shadow_attenuationgradienttexture = NULL;
510 r_shadow_attenuation2dtexture = NULL;
511 r_shadow_attenuation3dtexture = NULL;
512 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
513 r_shadow_shadowmaprectangletexture = NULL;
514 r_shadow_shadowmap2dtexture = NULL;
515 memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
516 r_shadow_shadowmapvsdcttexture = NULL;
517 r_shadow_shadowmapmaxsize = 0;
518 r_shadow_shadowmapsize = 0;
519 r_shadow_shadowmaplod = 0;
520 r_shadow_shadowmapfilterquality = -1;
521 r_shadow_shadowmaptexturetype = -1;
522 r_shadow_shadowmapdepthbits = 0;
523 r_shadow_shadowmapvsdct = false;
524 r_shadow_shadowmapsampler = false;
525 r_shadow_shadowmappcf = 0;
526 r_shadow_fborectangle = 0;
528 memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
530 R_Shadow_FreeShadowMaps();
532 r_shadow_texturepool = NULL;
533 r_shadow_filters_texturepool = NULL;
534 R_Shadow_ValidateCvars();
535 R_Shadow_MakeTextures();
536 maxshadowtriangles = 0;
537 shadowelements = NULL;
538 maxshadowvertices = 0;
539 shadowvertex3f = NULL;
547 shadowmarklist = NULL;
552 shadowsideslist = NULL;
553 r_shadow_buffer_numleafpvsbytes = 0;
554 r_shadow_buffer_visitingleafpvs = NULL;
555 r_shadow_buffer_leafpvs = NULL;
556 r_shadow_buffer_leaflist = NULL;
557 r_shadow_buffer_numsurfacepvsbytes = 0;
558 r_shadow_buffer_surfacepvs = NULL;
559 r_shadow_buffer_surfacelist = NULL;
560 r_shadow_buffer_surfacesides = NULL;
561 r_shadow_buffer_numshadowtrispvsbytes = 0;
562 r_shadow_buffer_shadowtrispvs = NULL;
563 r_shadow_buffer_numlighttrispvsbytes = 0;
564 r_shadow_buffer_lighttrispvs = NULL;
566 r_shadow_usingdeferredprepass = false;
567 r_shadow_prepass_width = r_shadow_prepass_height = 0;
570 static void R_Shadow_FreeDeferred(void);
571 void r_shadow_shutdown(void)
574 R_Shadow_UncompileWorldLights();
576 R_Shadow_FreeShadowMaps();
578 r_shadow_usingdeferredprepass = false;
579 if (r_shadow_prepass_width)
580 R_Shadow_FreeDeferred();
581 r_shadow_prepass_width = r_shadow_prepass_height = 0;
585 r_shadow_attenuationgradienttexture = NULL;
586 r_shadow_attenuation2dtexture = NULL;
587 r_shadow_attenuation3dtexture = NULL;
588 R_FreeTexturePool(&r_shadow_texturepool);
589 R_FreeTexturePool(&r_shadow_filters_texturepool);
590 maxshadowtriangles = 0;
592 Mem_Free(shadowelements);
593 shadowelements = NULL;
595 Mem_Free(shadowvertex3f);
596 shadowvertex3f = NULL;
599 Mem_Free(vertexupdate);
602 Mem_Free(vertexremap);
608 Mem_Free(shadowmark);
611 Mem_Free(shadowmarklist);
612 shadowmarklist = NULL;
617 Mem_Free(shadowsides);
620 Mem_Free(shadowsideslist);
621 shadowsideslist = NULL;
622 r_shadow_buffer_numleafpvsbytes = 0;
623 if (r_shadow_buffer_visitingleafpvs)
624 Mem_Free(r_shadow_buffer_visitingleafpvs);
625 r_shadow_buffer_visitingleafpvs = NULL;
626 if (r_shadow_buffer_leafpvs)
627 Mem_Free(r_shadow_buffer_leafpvs);
628 r_shadow_buffer_leafpvs = NULL;
629 if (r_shadow_buffer_leaflist)
630 Mem_Free(r_shadow_buffer_leaflist);
631 r_shadow_buffer_leaflist = NULL;
632 r_shadow_buffer_numsurfacepvsbytes = 0;
633 if (r_shadow_buffer_surfacepvs)
634 Mem_Free(r_shadow_buffer_surfacepvs);
635 r_shadow_buffer_surfacepvs = NULL;
636 if (r_shadow_buffer_surfacelist)
637 Mem_Free(r_shadow_buffer_surfacelist);
638 r_shadow_buffer_surfacelist = NULL;
639 if (r_shadow_buffer_surfacesides)
640 Mem_Free(r_shadow_buffer_surfacesides);
641 r_shadow_buffer_surfacesides = NULL;
642 r_shadow_buffer_numshadowtrispvsbytes = 0;
643 if (r_shadow_buffer_shadowtrispvs)
644 Mem_Free(r_shadow_buffer_shadowtrispvs);
645 r_shadow_buffer_numlighttrispvsbytes = 0;
646 if (r_shadow_buffer_lighttrispvs)
647 Mem_Free(r_shadow_buffer_lighttrispvs);
650 void r_shadow_newmap(void)
652 if (r_shadow_lightcorona) R_SkinFrame_MarkUsed(r_shadow_lightcorona);
653 if (r_editlights_sprcursor) R_SkinFrame_MarkUsed(r_editlights_sprcursor);
654 if (r_editlights_sprlight) R_SkinFrame_MarkUsed(r_editlights_sprlight);
655 if (r_editlights_sprnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
656 if (r_editlights_sprcubemaplight) R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
657 if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
658 if (r_editlights_sprselection) R_SkinFrame_MarkUsed(r_editlights_sprselection);
659 if (cl.worldmodel && strncmp(cl.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
660 R_Shadow_EditLights_Reload_f();
663 void R_Shadow_Init(void)
665 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
666 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
667 Cvar_RegisterVariable(&r_shadow_usenormalmap);
668 Cvar_RegisterVariable(&r_shadow_debuglight);
669 Cvar_RegisterVariable(&r_shadow_deferred);
670 Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
671 // Cvar_RegisterVariable(&r_shadow_deferred_fp);
672 Cvar_RegisterVariable(&r_shadow_gloss);
673 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
674 Cvar_RegisterVariable(&r_shadow_glossintensity);
675 Cvar_RegisterVariable(&r_shadow_glossexponent);
676 Cvar_RegisterVariable(&r_shadow_gloss2exponent);
677 Cvar_RegisterVariable(&r_shadow_glossexact);
678 Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
679 Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
680 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
681 Cvar_RegisterVariable(&r_shadow_lightradiusscale);
682 Cvar_RegisterVariable(&r_shadow_projectdistance);
683 Cvar_RegisterVariable(&r_shadow_frontsidecasting);
684 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
685 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
686 Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
687 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
688 Cvar_RegisterVariable(&r_shadow_realtime_world);
689 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
690 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
691 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
692 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
693 Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
694 Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
695 Cvar_RegisterVariable(&r_shadow_scissor);
696 Cvar_RegisterVariable(&r_shadow_shadowmapping);
697 Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
698 Cvar_RegisterVariable(&r_shadow_shadowmapping_texturetype);
699 Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
700 Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
701 Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
702 Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
703 Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
704 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
705 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
706 Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
707 Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
708 Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
709 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
710 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
711 Cvar_RegisterVariable(&r_shadow_polygonfactor);
712 Cvar_RegisterVariable(&r_shadow_polygonoffset);
713 Cvar_RegisterVariable(&r_shadow_texture3d);
714 Cvar_RegisterVariable(&r_coronas);
715 Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
716 Cvar_RegisterVariable(&r_coronas_occlusionquery);
717 Cvar_RegisterVariable(&gl_flashblend);
718 Cvar_RegisterVariable(&gl_ext_separatestencil);
719 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
720 if (gamemode == GAME_TENEBRAE)
722 Cvar_SetValue("r_shadow_gloss", 2);
723 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
725 R_Shadow_EditLights_Init();
726 Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
727 maxshadowtriangles = 0;
728 shadowelements = NULL;
729 maxshadowvertices = 0;
730 shadowvertex3f = NULL;
738 shadowmarklist = NULL;
743 shadowsideslist = NULL;
744 r_shadow_buffer_numleafpvsbytes = 0;
745 r_shadow_buffer_visitingleafpvs = NULL;
746 r_shadow_buffer_leafpvs = NULL;
747 r_shadow_buffer_leaflist = NULL;
748 r_shadow_buffer_numsurfacepvsbytes = 0;
749 r_shadow_buffer_surfacepvs = NULL;
750 r_shadow_buffer_surfacelist = NULL;
751 r_shadow_buffer_surfacesides = NULL;
752 r_shadow_buffer_shadowtrispvs = NULL;
753 r_shadow_buffer_lighttrispvs = NULL;
754 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
757 matrix4x4_t matrix_attenuationxyz =
760 {0.5, 0.0, 0.0, 0.5},
761 {0.0, 0.5, 0.0, 0.5},
762 {0.0, 0.0, 0.5, 0.5},
767 matrix4x4_t matrix_attenuationz =
770 {0.0, 0.0, 0.5, 0.5},
771 {0.0, 0.0, 0.0, 0.5},
772 {0.0, 0.0, 0.0, 0.5},
777 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
779 numvertices = ((numvertices + 255) & ~255) * vertscale;
780 numtriangles = ((numtriangles + 255) & ~255) * triscale;
781 // make sure shadowelements is big enough for this volume
782 if (maxshadowtriangles < numtriangles)
784 maxshadowtriangles = numtriangles;
786 Mem_Free(shadowelements);
787 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
789 // make sure shadowvertex3f is big enough for this volume
790 if (maxshadowvertices < numvertices)
792 maxshadowvertices = numvertices;
794 Mem_Free(shadowvertex3f);
795 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
799 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
801 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
802 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
803 int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
804 int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
805 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
807 if (r_shadow_buffer_visitingleafpvs)
808 Mem_Free(r_shadow_buffer_visitingleafpvs);
809 if (r_shadow_buffer_leafpvs)
810 Mem_Free(r_shadow_buffer_leafpvs);
811 if (r_shadow_buffer_leaflist)
812 Mem_Free(r_shadow_buffer_leaflist);
813 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
814 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
815 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
816 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
818 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
820 if (r_shadow_buffer_surfacepvs)
821 Mem_Free(r_shadow_buffer_surfacepvs);
822 if (r_shadow_buffer_surfacelist)
823 Mem_Free(r_shadow_buffer_surfacelist);
824 if (r_shadow_buffer_surfacesides)
825 Mem_Free(r_shadow_buffer_surfacesides);
826 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
827 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
828 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
829 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
831 if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
833 if (r_shadow_buffer_shadowtrispvs)
834 Mem_Free(r_shadow_buffer_shadowtrispvs);
835 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
836 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
838 if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
840 if (r_shadow_buffer_lighttrispvs)
841 Mem_Free(r_shadow_buffer_lighttrispvs);
842 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
843 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
847 void R_Shadow_PrepareShadowMark(int numtris)
849 // make sure shadowmark is big enough for this volume
850 if (maxshadowmark < numtris)
852 maxshadowmark = numtris;
854 Mem_Free(shadowmark);
856 Mem_Free(shadowmarklist);
857 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
858 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
862 // if shadowmarkcount wrapped we clear the array and adjust accordingly
863 if (shadowmarkcount == 0)
866 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
871 void R_Shadow_PrepareShadowSides(int numtris)
873 if (maxshadowsides < numtris)
875 maxshadowsides = numtris;
877 Mem_Free(shadowsides);
879 Mem_Free(shadowsideslist);
880 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
881 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
886 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)
889 int outtriangles = 0, outvertices = 0;
892 float ratio, direction[3], projectvector[3];
894 if (projectdirection)
895 VectorScale(projectdirection, projectdistance, projectvector);
897 VectorClear(projectvector);
899 // create the vertices
900 if (projectdirection)
902 for (i = 0;i < numshadowmarktris;i++)
904 element = inelement3i + shadowmarktris[i] * 3;
905 for (j = 0;j < 3;j++)
907 if (vertexupdate[element[j]] != vertexupdatenum)
909 vertexupdate[element[j]] = vertexupdatenum;
910 vertexremap[element[j]] = outvertices;
911 vertex = invertex3f + element[j] * 3;
912 // project one copy of the vertex according to projectvector
913 VectorCopy(vertex, outvertex3f);
914 VectorAdd(vertex, projectvector, (outvertex3f + 3));
923 for (i = 0;i < numshadowmarktris;i++)
925 element = inelement3i + shadowmarktris[i] * 3;
926 for (j = 0;j < 3;j++)
928 if (vertexupdate[element[j]] != vertexupdatenum)
930 vertexupdate[element[j]] = vertexupdatenum;
931 vertexremap[element[j]] = outvertices;
932 vertex = invertex3f + element[j] * 3;
933 // project one copy of the vertex to the sphere radius of the light
934 // (FIXME: would projecting it to the light box be better?)
935 VectorSubtract(vertex, projectorigin, direction);
936 ratio = projectdistance / VectorLength(direction);
937 VectorCopy(vertex, outvertex3f);
938 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
946 if (r_shadow_frontsidecasting.integer)
948 for (i = 0;i < numshadowmarktris;i++)
950 int remappedelement[3];
952 const int *neighbortriangle;
954 markindex = shadowmarktris[i] * 3;
955 element = inelement3i + markindex;
956 neighbortriangle = inneighbor3i + markindex;
957 // output the front and back triangles
958 outelement3i[0] = vertexremap[element[0]];
959 outelement3i[1] = vertexremap[element[1]];
960 outelement3i[2] = vertexremap[element[2]];
961 outelement3i[3] = vertexremap[element[2]] + 1;
962 outelement3i[4] = vertexremap[element[1]] + 1;
963 outelement3i[5] = vertexremap[element[0]] + 1;
967 // output the sides (facing outward from this triangle)
968 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
970 remappedelement[0] = vertexremap[element[0]];
971 remappedelement[1] = vertexremap[element[1]];
972 outelement3i[0] = remappedelement[1];
973 outelement3i[1] = remappedelement[0];
974 outelement3i[2] = remappedelement[0] + 1;
975 outelement3i[3] = remappedelement[1];
976 outelement3i[4] = remappedelement[0] + 1;
977 outelement3i[5] = remappedelement[1] + 1;
982 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
984 remappedelement[1] = vertexremap[element[1]];
985 remappedelement[2] = vertexremap[element[2]];
986 outelement3i[0] = remappedelement[2];
987 outelement3i[1] = remappedelement[1];
988 outelement3i[2] = remappedelement[1] + 1;
989 outelement3i[3] = remappedelement[2];
990 outelement3i[4] = remappedelement[1] + 1;
991 outelement3i[5] = remappedelement[2] + 1;
996 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
998 remappedelement[0] = vertexremap[element[0]];
999 remappedelement[2] = vertexremap[element[2]];
1000 outelement3i[0] = remappedelement[0];
1001 outelement3i[1] = remappedelement[2];
1002 outelement3i[2] = remappedelement[2] + 1;
1003 outelement3i[3] = remappedelement[0];
1004 outelement3i[4] = remappedelement[2] + 1;
1005 outelement3i[5] = remappedelement[0] + 1;
1014 for (i = 0;i < numshadowmarktris;i++)
1016 int remappedelement[3];
1018 const int *neighbortriangle;
1020 markindex = shadowmarktris[i] * 3;
1021 element = inelement3i + markindex;
1022 neighbortriangle = inneighbor3i + markindex;
1023 // output the front and back triangles
1024 outelement3i[0] = vertexremap[element[2]];
1025 outelement3i[1] = vertexremap[element[1]];
1026 outelement3i[2] = vertexremap[element[0]];
1027 outelement3i[3] = vertexremap[element[0]] + 1;
1028 outelement3i[4] = vertexremap[element[1]] + 1;
1029 outelement3i[5] = vertexremap[element[2]] + 1;
1033 // output the sides (facing outward from this triangle)
1034 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1036 remappedelement[0] = vertexremap[element[0]];
1037 remappedelement[1] = vertexremap[element[1]];
1038 outelement3i[0] = remappedelement[0];
1039 outelement3i[1] = remappedelement[1];
1040 outelement3i[2] = remappedelement[1] + 1;
1041 outelement3i[3] = remappedelement[0];
1042 outelement3i[4] = remappedelement[1] + 1;
1043 outelement3i[5] = remappedelement[0] + 1;
1048 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1050 remappedelement[1] = vertexremap[element[1]];
1051 remappedelement[2] = vertexremap[element[2]];
1052 outelement3i[0] = remappedelement[1];
1053 outelement3i[1] = remappedelement[2];
1054 outelement3i[2] = remappedelement[2] + 1;
1055 outelement3i[3] = remappedelement[1];
1056 outelement3i[4] = remappedelement[2] + 1;
1057 outelement3i[5] = remappedelement[1] + 1;
1062 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1064 remappedelement[0] = vertexremap[element[0]];
1065 remappedelement[2] = vertexremap[element[2]];
1066 outelement3i[0] = remappedelement[2];
1067 outelement3i[1] = remappedelement[0];
1068 outelement3i[2] = remappedelement[0] + 1;
1069 outelement3i[3] = remappedelement[2];
1070 outelement3i[4] = remappedelement[0] + 1;
1071 outelement3i[5] = remappedelement[2] + 1;
1079 *outnumvertices = outvertices;
1080 return outtriangles;
1083 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)
1086 int outtriangles = 0, outvertices = 0;
1088 const float *vertex;
1089 float ratio, direction[3], projectvector[3];
1092 if (projectdirection)
1093 VectorScale(projectdirection, projectdistance, projectvector);
1095 VectorClear(projectvector);
1097 for (i = 0;i < numshadowmarktris;i++)
1099 int remappedelement[3];
1101 const int *neighbortriangle;
1103 markindex = shadowmarktris[i] * 3;
1104 neighbortriangle = inneighbor3i + markindex;
1105 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1106 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1107 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1108 if (side[0] + side[1] + side[2] == 0)
1112 element = inelement3i + markindex;
1114 // create the vertices
1115 for (j = 0;j < 3;j++)
1117 if (side[j] + side[j+1] == 0)
1120 if (vertexupdate[k] != vertexupdatenum)
1122 vertexupdate[k] = vertexupdatenum;
1123 vertexremap[k] = outvertices;
1124 vertex = invertex3f + k * 3;
1125 VectorCopy(vertex, outvertex3f);
1126 if (projectdirection)
1128 // project one copy of the vertex according to projectvector
1129 VectorAdd(vertex, projectvector, (outvertex3f + 3));
1133 // project one copy of the vertex to the sphere radius of the light
1134 // (FIXME: would projecting it to the light box be better?)
1135 VectorSubtract(vertex, projectorigin, direction);
1136 ratio = projectdistance / VectorLength(direction);
1137 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1144 // output the sides (facing outward from this triangle)
1147 remappedelement[0] = vertexremap[element[0]];
1148 remappedelement[1] = vertexremap[element[1]];
1149 outelement3i[0] = remappedelement[1];
1150 outelement3i[1] = remappedelement[0];
1151 outelement3i[2] = remappedelement[0] + 1;
1152 outelement3i[3] = remappedelement[1];
1153 outelement3i[4] = remappedelement[0] + 1;
1154 outelement3i[5] = remappedelement[1] + 1;
1161 remappedelement[1] = vertexremap[element[1]];
1162 remappedelement[2] = vertexremap[element[2]];
1163 outelement3i[0] = remappedelement[2];
1164 outelement3i[1] = remappedelement[1];
1165 outelement3i[2] = remappedelement[1] + 1;
1166 outelement3i[3] = remappedelement[2];
1167 outelement3i[4] = remappedelement[1] + 1;
1168 outelement3i[5] = remappedelement[2] + 1;
1175 remappedelement[0] = vertexremap[element[0]];
1176 remappedelement[2] = vertexremap[element[2]];
1177 outelement3i[0] = remappedelement[0];
1178 outelement3i[1] = remappedelement[2];
1179 outelement3i[2] = remappedelement[2] + 1;
1180 outelement3i[3] = remappedelement[0];
1181 outelement3i[4] = remappedelement[2] + 1;
1182 outelement3i[5] = remappedelement[0] + 1;
1189 *outnumvertices = outvertices;
1190 return outtriangles;
1193 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)
1199 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1201 tend = firsttriangle + numtris;
1202 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1204 // surface box entirely inside light box, no box cull
1205 if (projectdirection)
1207 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1209 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1210 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1211 shadowmarklist[numshadowmark++] = t;
1216 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1217 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1218 shadowmarklist[numshadowmark++] = t;
1223 // surface box not entirely inside light box, cull each triangle
1224 if (projectdirection)
1226 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1228 v[0] = invertex3f + e[0] * 3;
1229 v[1] = invertex3f + e[1] * 3;
1230 v[2] = invertex3f + e[2] * 3;
1231 TriangleNormal(v[0], v[1], v[2], normal);
1232 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1233 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1234 shadowmarklist[numshadowmark++] = t;
1239 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1241 v[0] = invertex3f + e[0] * 3;
1242 v[1] = invertex3f + e[1] * 3;
1243 v[2] = invertex3f + e[2] * 3;
1244 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1245 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1246 shadowmarklist[numshadowmark++] = t;
1252 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1257 if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1259 // check if the shadow volume intersects the near plane
1261 // a ray between the eye and light origin may intersect the caster,
1262 // indicating that the shadow may touch the eye location, however we must
1263 // test the near plane (a polygon), not merely the eye location, so it is
1264 // easiest to enlarge the caster bounding shape slightly for this.
1270 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)
1272 int i, tris, outverts;
1273 if (projectdistance < 0.1)
1275 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1278 if (!numverts || !nummarktris)
1280 // make sure shadowelements is big enough for this volume
1281 if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1282 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1284 if (maxvertexupdate < numverts)
1286 maxvertexupdate = numverts;
1288 Mem_Free(vertexupdate);
1290 Mem_Free(vertexremap);
1291 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1292 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1293 vertexupdatenum = 0;
1296 if (vertexupdatenum == 0)
1298 vertexupdatenum = 1;
1299 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1300 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1303 for (i = 0;i < nummarktris;i++)
1304 shadowmark[marktris[i]] = shadowmarkcount;
1306 if (r_shadow_compilingrtlight)
1308 // if we're compiling an rtlight, capture the mesh
1309 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1310 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1311 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1312 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1314 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1316 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1317 R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
1318 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1322 // decide which type of shadow to generate and set stencil mode
1323 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1324 // generate the sides or a solid volume, depending on type
1325 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1326 tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1328 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1329 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1330 r_refdef.stats.lights_shadowtriangles += tris;
1332 R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
1333 GL_LockArrays(0, outverts);
1334 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1336 // increment stencil if frontface is infront of depthbuffer
1337 GL_CullFace(r_refdef.view.cullface_front);
1338 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
1339 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1340 // decrement stencil if backface is infront of depthbuffer
1341 GL_CullFace(r_refdef.view.cullface_back);
1342 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
1344 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1346 // decrement stencil if backface is behind depthbuffer
1347 GL_CullFace(r_refdef.view.cullface_front);
1348 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1349 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1350 // increment stencil if frontface is behind depthbuffer
1351 GL_CullFace(r_refdef.view.cullface_back);
1352 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1354 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1355 GL_LockArrays(0, 0);
1360 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1362 // p1, p2, p3 are in the cubemap's local coordinate system
1363 // bias = border/(size - border)
1366 float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1367 dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1368 dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1369 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1371 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1372 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1373 | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1374 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1376 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1377 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1378 | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1380 dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1381 dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1382 dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1383 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1385 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1386 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1387 | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1388 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1390 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1391 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1392 | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1394 dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1395 dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1396 dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1397 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1399 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1400 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1401 | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1402 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1404 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1405 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1406 | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1411 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1413 vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1414 float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1417 VectorSubtract(maxs, mins, radius);
1418 VectorScale(radius, 0.5f, radius);
1419 VectorAdd(mins, radius, center);
1420 Matrix4x4_Transform(worldtolight, center, lightcenter);
1421 Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1422 VectorSubtract(lightcenter, lightradius, pmin);
1423 VectorAdd(lightcenter, lightradius, pmax);
1425 dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1426 dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1427 if(ap1 > bias*an1 && ap2 > bias*an2)
1429 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1430 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1431 if(an1 > bias*ap1 && an2 > bias*ap2)
1433 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1434 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1436 dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1437 dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1438 if(ap1 > bias*an1 && ap2 > bias*an2)
1440 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1441 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1442 if(an1 > bias*ap1 && an2 > bias*ap2)
1444 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1445 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1447 dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1448 dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1449 if(ap1 > bias*an1 && ap2 > bias*an2)
1451 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1452 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1453 if(an1 > bias*ap1 && an2 > bias*ap2)
1455 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1456 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1461 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1463 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1465 // p is in the cubemap's local coordinate system
1466 // bias = border/(size - border)
1467 float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1468 float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1469 float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1471 if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1472 if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1473 if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1474 if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1475 if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1476 if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1480 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1484 int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1485 float scale = (size - 2*border)/size, len;
1486 float bias = border / (float)(size - border), dp, dn, ap, an;
1487 // check if cone enclosing side would cross frustum plane
1488 scale = 2 / (scale*scale + 2);
1489 for (i = 0;i < 5;i++)
1491 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1493 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1494 len = scale*VectorLength2(n);
1495 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1496 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1497 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1499 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1501 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1502 len = scale*VectorLength(n);
1503 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1504 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1505 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1507 // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1508 // check if frustum corners/origin cross plane sides
1509 for (i = 0;i < 5;i++)
1511 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1512 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn),
1513 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1514 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1515 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn),
1516 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1517 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1518 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn),
1519 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1520 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1522 return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1525 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)
1533 int mask, surfacemask = 0;
1534 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1536 bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1537 tend = firsttriangle + numtris;
1538 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1540 // surface box entirely inside light box, no box cull
1541 if (projectdirection)
1543 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1545 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1546 TriangleNormal(v[0], v[1], v[2], normal);
1547 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1549 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1550 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1551 surfacemask |= mask;
1554 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;
1555 shadowsides[numshadowsides] = mask;
1556 shadowsideslist[numshadowsides++] = t;
1563 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1565 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1566 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1568 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1569 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1570 surfacemask |= mask;
1573 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;
1574 shadowsides[numshadowsides] = mask;
1575 shadowsideslist[numshadowsides++] = t;
1583 // surface box not entirely inside light box, cull each triangle
1584 if (projectdirection)
1586 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1588 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1589 TriangleNormal(v[0], v[1], v[2], normal);
1590 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1591 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1593 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1594 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1595 surfacemask |= mask;
1598 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;
1599 shadowsides[numshadowsides] = mask;
1600 shadowsideslist[numshadowsides++] = t;
1607 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1609 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1610 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1611 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1613 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1614 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1615 surfacemask |= mask;
1618 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;
1619 shadowsides[numshadowsides] = mask;
1620 shadowsideslist[numshadowsides++] = t;
1629 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)
1631 int i, j, outtriangles = 0;
1632 int *outelement3i[6];
1633 if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1635 outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1636 // make sure shadowelements is big enough for this mesh
1637 if (maxshadowtriangles < outtriangles)
1638 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1640 // compute the offset and size of the separate index lists for each cubemap side
1642 for (i = 0;i < 6;i++)
1644 outelement3i[i] = shadowelements + outtriangles * 3;
1645 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1646 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1647 outtriangles += sidetotals[i];
1650 // gather up the (sparse) triangles into separate index lists for each cubemap side
1651 for (i = 0;i < numsidetris;i++)
1653 const int *element = elements + sidetris[i] * 3;
1654 for (j = 0;j < 6;j++)
1656 if (sides[i] & (1 << j))
1658 outelement3i[j][0] = element[0];
1659 outelement3i[j][1] = element[1];
1660 outelement3i[j][2] = element[2];
1661 outelement3i[j] += 3;
1666 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1669 static void R_Shadow_MakeTextures_MakeCorona(void)
1673 unsigned char pixels[32][32][4];
1674 for (y = 0;y < 32;y++)
1676 dy = (y - 15.5f) * (1.0f / 16.0f);
1677 for (x = 0;x < 32;x++)
1679 dx = (x - 15.5f) * (1.0f / 16.0f);
1680 a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1681 a = bound(0, a, 255);
1682 pixels[y][x][0] = a;
1683 pixels[y][x][1] = a;
1684 pixels[y][x][2] = a;
1685 pixels[y][x][3] = 255;
1688 r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
1691 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1693 float dist = sqrt(x*x+y*y+z*z);
1694 float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1695 // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1696 return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1699 static void R_Shadow_MakeTextures(void)
1702 float intensity, dist;
1704 R_Shadow_FreeShadowMaps();
1705 R_FreeTexturePool(&r_shadow_texturepool);
1706 r_shadow_texturepool = R_AllocTexturePool();
1707 r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1708 r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1709 data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1710 // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1711 for (x = 0;x <= ATTENTABLESIZE;x++)
1713 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1714 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1715 r_shadow_attentable[x] = bound(0, intensity, 1);
1717 // 1D gradient texture
1718 for (x = 0;x < ATTEN1DSIZE;x++)
1719 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1720 r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1721 // 2D circle texture
1722 for (y = 0;y < ATTEN2DSIZE;y++)
1723 for (x = 0;x < ATTEN2DSIZE;x++)
1724 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);
1725 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1726 // 3D sphere texture
1727 if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1729 for (z = 0;z < ATTEN3DSIZE;z++)
1730 for (y = 0;y < ATTEN3DSIZE;y++)
1731 for (x = 0;x < ATTEN3DSIZE;x++)
1732 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));
1733 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1736 r_shadow_attenuation3dtexture = NULL;
1739 R_Shadow_MakeTextures_MakeCorona();
1741 // Editor light sprites
1742 r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1759 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1760 r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1777 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1778 r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1795 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1796 r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1813 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1814 r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1831 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1832 r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1849 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1852 void R_Shadow_ValidateCvars(void)
1854 if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1855 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1856 if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1857 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1858 if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1859 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1862 void R_Shadow_RenderMode_Begin(void)
1868 R_Shadow_ValidateCvars();
1870 if (!r_shadow_attenuation2dtexture
1871 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1872 || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1873 || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1874 R_Shadow_MakeTextures();
1877 R_Mesh_ColorPointer(NULL, 0, 0);
1878 R_Mesh_ResetTextureState();
1879 GL_BlendFunc(GL_ONE, GL_ZERO);
1880 GL_DepthRange(0, 1);
1881 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1883 GL_DepthMask(false);
1884 GL_Color(0, 0, 0, 1);
1885 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1887 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1889 if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1891 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1892 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1894 else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1896 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1897 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1901 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1902 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1905 switch(vid.renderpath)
1907 case RENDERPATH_GL20:
1908 case RENDERPATH_CGGL:
1909 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1911 case RENDERPATH_GL13:
1912 case RENDERPATH_GL11:
1913 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1914 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1915 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1916 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1917 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1918 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
1920 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1926 qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
1927 qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
1928 r_shadow_drawbuffer = drawbuffer;
1929 r_shadow_readbuffer = readbuffer;
1931 r_shadow_cullface_front = r_refdef.view.cullface_front;
1932 r_shadow_cullface_back = r_refdef.view.cullface_back;
1935 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
1937 rsurface.rtlight = rtlight;
1940 void R_Shadow_RenderMode_Reset(void)
1943 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE)
1945 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1947 if (vid.support.ext_framebuffer_object)
1949 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
1952 qglDrawBuffer(r_shadow_drawbuffer);CHECKGLERROR
1953 qglReadBuffer(r_shadow_readbuffer);CHECKGLERROR
1955 R_SetViewport(&r_refdef.view.viewport);
1956 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
1957 R_Mesh_ColorPointer(NULL, 0, 0);
1958 R_Mesh_ResetTextureState();
1959 GL_DepthRange(0, 1);
1961 GL_DepthMask(false);
1962 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1963 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1964 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1965 qglStencilMask(~0);CHECKGLERROR
1966 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1967 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1968 r_refdef.view.cullface_front = r_shadow_cullface_front;
1969 r_refdef.view.cullface_back = r_shadow_cullface_back;
1970 GL_CullFace(r_refdef.view.cullface_back);
1971 GL_Color(1, 1, 1, 1);
1972 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
1973 GL_BlendFunc(GL_ONE, GL_ZERO);
1974 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
1975 r_shadow_usingshadowmaprect = false;
1976 r_shadow_usingshadowmapcube = false;
1977 r_shadow_usingshadowmap2d = false;
1981 void R_Shadow_ClearStencil(void)
1984 GL_Clear(GL_STENCIL_BUFFER_BIT);
1985 r_refdef.stats.lights_clears++;
1988 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
1990 r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
1991 if (r_shadow_rendermode == mode)
1994 R_Shadow_RenderMode_Reset();
1995 GL_ColorMask(0, 0, 0, 0);
1996 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
1997 R_SetupShader_DepthOrShadow();
1998 qglDepthFunc(GL_LESS);CHECKGLERROR
1999 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2000 r_shadow_rendermode = mode;
2005 case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2006 GL_CullFace(GL_NONE);
2007 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
2008 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
2010 case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2011 GL_CullFace(GL_NONE);
2012 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2013 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2015 case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2016 GL_CullFace(GL_NONE);
2017 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2018 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
2019 qglStencilMask(~0);CHECKGLERROR
2020 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
2021 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
2022 qglStencilMask(~0);CHECKGLERROR
2023 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
2025 case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2026 GL_CullFace(GL_NONE);
2027 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2028 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
2029 qglStencilMask(~0);CHECKGLERROR
2030 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2031 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
2032 qglStencilMask(~0);CHECKGLERROR
2033 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2038 static void R_Shadow_MakeVSDCT(void)
2040 // maps to a 2x3 texture rectangle with normalized coordinates
2045 // stores abs(dir.xy), offset.xy/2.5
2046 unsigned char data[4*6] =
2048 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2049 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2050 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2051 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2052 0, 0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2053 0, 0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2055 r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, NULL);
2058 void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
2062 float nearclip, farclip, bias;
2063 r_viewport_t viewport;
2066 maxsize = r_shadow_shadowmapmaxsize;
2067 nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2069 bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2070 r_shadow_shadowmap_parameters[2] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2071 r_shadow_shadowmap_parameters[3] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2072 r_shadow_shadowmapside = side;
2073 r_shadow_shadowmapsize = size;
2074 if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
2076 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2077 r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2078 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2079 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2081 // complex unrolled cube approach (more flexible)
2082 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2083 R_Shadow_MakeVSDCT();
2084 if (!r_shadow_shadowmap2dtexture)
2087 int w = maxsize*2, h = vid.support.arb_texture_non_power_of_two ? maxsize*3 : maxsize*4;
2088 r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", w, h, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2089 qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
2090 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
2091 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR
2092 // render depth into the fbo, do not render color at all
2093 qglDrawBuffer(GL_NONE);CHECKGLERROR
2094 qglReadBuffer(GL_NONE);CHECKGLERROR
2095 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2096 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2098 Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2099 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2100 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2105 if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
2106 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2107 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2108 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2110 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
2112 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2113 r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2114 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2115 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE) goto init_done;
2117 // complex unrolled cube approach (more flexible)
2118 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2119 R_Shadow_MakeVSDCT();
2120 if (!r_shadow_shadowmaprectangletexture)
2123 r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", maxsize*2, maxsize*3, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2124 qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
2125 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
2126 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
2127 // render depth into the fbo, do not render color at all
2128 qglDrawBuffer(GL_NONE);CHECKGLERROR
2129 qglReadBuffer(GL_NONE);CHECKGLERROR
2130 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2131 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2133 Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2134 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2135 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2140 if(r_shadow_shadowmaprectangletexture) fbo = r_shadow_fborectangle;
2141 r_shadow_shadowmap_texturescale[0] = 1.0f;
2142 r_shadow_shadowmap_texturescale[1] = 1.0f;
2143 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
2145 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
2147 r_shadow_shadowmap_parameters[0] = 1.0f;
2148 r_shadow_shadowmap_parameters[1] = 1.0f;
2149 R_Viewport_InitCubeSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, nearclip, farclip, NULL);
2150 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE) goto init_done;
2152 // simple cube approach
2153 if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
2156 r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2157 qglGenFramebuffersEXT(1, &r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
2158 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
2159 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
2160 // render depth into the fbo, do not render color at all
2161 qglDrawBuffer(GL_NONE);CHECKGLERROR
2162 qglReadBuffer(GL_NONE);CHECKGLERROR
2163 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2164 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2166 Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2167 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2168 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2173 if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) fbo = r_shadow_fbocubeside[r_shadow_shadowmaplod];
2174 r_shadow_shadowmap_texturescale[0] = 0.0f;
2175 r_shadow_shadowmap_texturescale[1] = 0.0f;
2176 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE;
2179 R_Shadow_RenderMode_Reset();
2182 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
2183 R_SetupShader_DepthOrShadow();
2187 R_SetupShader_ShowDepth();
2188 qglClearColor(1,1,1,1);CHECKGLERROR
2191 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2198 R_SetViewport(&viewport);
2199 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2200 if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE)
2202 int flipped = (side&1)^(side>>2);
2203 r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2204 r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2205 GL_CullFace(r_refdef.view.cullface_back);
2207 else if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE)
2209 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
2212 qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
2216 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2220 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2221 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2222 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2223 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2226 R_Shadow_RenderMode_Reset();
2227 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2230 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2234 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2235 // only draw light where this geometry was already rendered AND the
2236 // stencil is 128 (values other than this mean shadow)
2237 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
2239 r_shadow_rendermode = r_shadow_lightingrendermode;
2240 // do global setup needed for the chosen lighting mode
2241 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2243 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2248 if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
2249 r_shadow_usingshadowmap2d = true;
2250 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
2251 r_shadow_usingshadowmaprect = true;
2252 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
2253 r_shadow_usingshadowmapcube = true;
2255 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
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;
2287 R_Shadow_RenderMode_Reset();
2288 r_shadow_rendermode = r_shadow_lightingrendermode;
2289 // do global setup needed for the chosen lighting mode
2291 R_EntityMatrix(&identitymatrix);
2292 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2295 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2296 // only draw light where this geometry was already rendered AND the
2297 // stencil is 128 (values other than this mean shadow)
2298 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
2300 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
2303 if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
2304 r_shadow_usingshadowmap2d = true;
2305 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
2306 r_shadow_usingshadowmaprect = true;
2307 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
2308 r_shadow_usingshadowmapcube = true;
2311 // render the lighting
2312 R_SetupShader_DeferredLight(rsurface.rtlight);
2313 for (i = 0;i < 8;i++)
2314 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2316 R_Mesh_VertexPointer(vertex3f, 0, 0);
2317 R_Mesh_ColorPointer(NULL, 0, 0);
2318 GL_ColorMask(1,1,1,1);
2319 GL_DepthMask(false);
2320 GL_DepthRange(0, 1);
2321 GL_PolygonOffset(0, 0);
2323 qglDepthFunc(GL_GREATER);CHECKGLERROR
2324 GL_CullFace(r_refdef.view.cullface_back);
2325 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
2329 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2332 R_Shadow_RenderMode_Reset();
2333 GL_BlendFunc(GL_ONE, GL_ONE);
2334 GL_DepthRange(0, 1);
2335 GL_DepthTest(r_showshadowvolumes.integer < 2);
2336 GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2337 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2338 GL_CullFace(GL_NONE);
2339 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2342 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2345 R_Shadow_RenderMode_Reset();
2346 GL_BlendFunc(GL_ONE, GL_ONE);
2347 GL_DepthRange(0, 1);
2348 GL_DepthTest(r_showlighting.integer < 2);
2349 GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2352 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2356 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2357 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
2359 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2362 void R_Shadow_RenderMode_End(void)
2365 R_Shadow_RenderMode_Reset();
2366 R_Shadow_RenderMode_ActiveLight(NULL);
2368 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2369 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2372 int bboxedges[12][2] =
2391 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2393 int i, ix1, iy1, ix2, iy2;
2394 float x1, y1, x2, y2;
2396 float vertex[20][3];
2405 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2406 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2407 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2408 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2410 if (!r_shadow_scissor.integer)
2413 // if view is inside the light box, just say yes it's visible
2414 if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
2417 x1 = y1 = x2 = y2 = 0;
2419 // transform all corners that are infront of the nearclip plane
2420 VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
2421 plane4f[3] = r_refdef.view.frustum[4].dist;
2423 for (i = 0;i < 8;i++)
2425 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
2426 dist[i] = DotProduct4(corner[i], plane4f);
2427 sign[i] = dist[i] > 0;
2430 VectorCopy(corner[i], vertex[numvertices]);
2434 // if some points are behind the nearclip, add clipped edge points to make
2435 // sure that the scissor boundary is complete
2436 if (numvertices > 0 && numvertices < 8)
2438 // add clipped edge points
2439 for (i = 0;i < 12;i++)
2441 j = bboxedges[i][0];
2442 k = bboxedges[i][1];
2443 if (sign[j] != sign[k])
2445 f = dist[j] / (dist[j] - dist[k]);
2446 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
2452 // if we have no points to check, the light is behind the view plane
2456 // if we have some points to transform, check what screen area is covered
2457 x1 = y1 = x2 = y2 = 0;
2459 //Con_Printf("%i vertices to transform...\n", numvertices);
2460 for (i = 0;i < numvertices;i++)
2462 VectorCopy(vertex[i], v);
2463 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
2464 //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
2467 if (x1 > v2[0]) x1 = v2[0];
2468 if (x2 < v2[0]) x2 = v2[0];
2469 if (y1 > v2[1]) y1 = v2[1];
2470 if (y2 < v2[1]) y2 = v2[1];
2479 // now convert the scissor rectangle to integer screen coordinates
2480 ix1 = (int)(x1 - 1.0f);
2481 iy1 = vid.height - (int)(y2 - 1.0f);
2482 ix2 = (int)(x2 + 1.0f);
2483 iy2 = vid.height - (int)(y1 + 1.0f);
2484 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
2486 // clamp it to the screen
2487 if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
2488 if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
2489 if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
2490 if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
2492 // if it is inside out, it's not visible
2493 if (ix2 <= ix1 || iy2 <= iy1)
2496 // the light area is visible, set up the scissor rectangle
2497 r_shadow_lightscissor[0] = ix1;
2498 r_shadow_lightscissor[1] = iy1;
2499 r_shadow_lightscissor[2] = ix2 - ix1;
2500 r_shadow_lightscissor[3] = iy2 - iy1;
2502 r_refdef.stats.lights_scissored++;
2506 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
2508 const float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
2509 const float *normal3f = rsurface.normal3f + 3 * firstvertex;
2510 float *color4f = rsurface.array_color4f + 4 * firstvertex;
2511 float dist, dot, distintensity, shadeintensity, v[3], n[3];
2512 switch (r_shadow_rendermode)
2514 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2515 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2516 if (VectorLength2(diffusecolor) > 0)
2518 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2520 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2521 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2522 if ((dot = DotProduct(n, v)) < 0)
2524 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2525 VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
2528 VectorCopy(ambientcolor, color4f);
2529 if (r_refdef.fogenabled)
2532 f = RSurf_FogVertex(vertex3f);
2533 VectorScale(color4f, f, color4f);
2540 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2542 VectorCopy(ambientcolor, color4f);
2543 if (r_refdef.fogenabled)
2546 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2547 f = RSurf_FogVertex(vertex3f);
2548 VectorScale(color4f, f, color4f);
2554 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2555 if (VectorLength2(diffusecolor) > 0)
2557 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2559 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2560 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2562 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2563 if ((dot = DotProduct(n, v)) < 0)
2565 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2566 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2567 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2568 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2572 color4f[0] = ambientcolor[0] * distintensity;
2573 color4f[1] = ambientcolor[1] * distintensity;
2574 color4f[2] = ambientcolor[2] * distintensity;
2576 if (r_refdef.fogenabled)
2579 f = RSurf_FogVertex(vertex3f);
2580 VectorScale(color4f, f, color4f);
2584 VectorClear(color4f);
2590 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2592 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2593 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2595 color4f[0] = ambientcolor[0] * distintensity;
2596 color4f[1] = ambientcolor[1] * distintensity;
2597 color4f[2] = ambientcolor[2] * distintensity;
2598 if (r_refdef.fogenabled)
2601 f = RSurf_FogVertex(vertex3f);
2602 VectorScale(color4f, f, color4f);
2606 VectorClear(color4f);
2611 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2612 if (VectorLength2(diffusecolor) > 0)
2614 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2616 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2617 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2619 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2620 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2621 if ((dot = DotProduct(n, v)) < 0)
2623 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2624 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2625 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2626 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2630 color4f[0] = ambientcolor[0] * distintensity;
2631 color4f[1] = ambientcolor[1] * distintensity;
2632 color4f[2] = ambientcolor[2] * distintensity;
2634 if (r_refdef.fogenabled)
2637 f = RSurf_FogVertex(vertex3f);
2638 VectorScale(color4f, f, color4f);
2642 VectorClear(color4f);
2648 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2650 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2651 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2653 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2654 color4f[0] = ambientcolor[0] * distintensity;
2655 color4f[1] = ambientcolor[1] * distintensity;
2656 color4f[2] = ambientcolor[2] * distintensity;
2657 if (r_refdef.fogenabled)
2660 f = RSurf_FogVertex(vertex3f);
2661 VectorScale(color4f, f, color4f);
2665 VectorClear(color4f);
2675 static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
2677 // used to display how many times a surface is lit for level design purposes
2678 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2681 static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
2683 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
2684 R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
2685 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
2686 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
2688 R_Mesh_ColorPointer(NULL, 0, 0);
2689 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
2690 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
2691 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
2692 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
2693 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2695 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2697 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2698 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2700 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2704 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
2711 int newnumtriangles;
2715 int maxtriangles = 4096;
2716 static int newelements[4096*3];
2717 R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
2718 for (renders = 0;renders < 64;renders++)
2723 newnumtriangles = 0;
2725 // due to low fillrate on the cards this vertex lighting path is
2726 // designed for, we manually cull all triangles that do not
2727 // contain a lit vertex
2728 // this builds batches of triangles from multiple surfaces and
2729 // renders them at once
2730 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
2732 if (VectorLength2(rsurface.array_color4f + e[0] * 4) + VectorLength2(rsurface.array_color4f + e[1] * 4) + VectorLength2(rsurface.array_color4f + e[2] * 4) >= 0.01)
2734 if (newnumtriangles)
2736 newfirstvertex = min(newfirstvertex, e[0]);
2737 newlastvertex = max(newlastvertex, e[0]);
2741 newfirstvertex = e[0];
2742 newlastvertex = e[0];
2744 newfirstvertex = min(newfirstvertex, e[1]);
2745 newlastvertex = max(newlastvertex, e[1]);
2746 newfirstvertex = min(newfirstvertex, e[2]);
2747 newlastvertex = max(newlastvertex, e[2]);
2753 if (newnumtriangles >= maxtriangles)
2755 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2756 newnumtriangles = 0;
2762 if (newnumtriangles >= 1)
2764 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2767 // if we couldn't find any lit triangles, exit early
2770 // now reduce the intensity for the next overbright pass
2771 // we have to clamp to 0 here incase the drivers have improper
2772 // handling of negative colors
2773 // (some old drivers even have improper handling of >1 color)
2775 for (i = 0, c = rsurface.array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
2777 if (c[0] > 1 || c[1] > 1 || c[2] > 1)
2779 c[0] = max(0, c[0] - 1);
2780 c[1] = max(0, c[1] - 1);
2781 c[2] = max(0, c[2] - 1);
2793 static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolor, float ambientscale, float diffusescale)
2795 // OpenGL 1.1 path (anything)
2796 float ambientcolorbase[3], diffusecolorbase[3];
2797 float ambientcolorpants[3], diffusecolorpants[3];
2798 float ambientcolorshirt[3], diffusecolorshirt[3];
2799 const float *surfacecolor = rsurface.texture->dlightcolor;
2800 const float *surfacepants = rsurface.colormap_pantscolor;
2801 const float *surfaceshirt = rsurface.colormap_shirtcolor;
2802 rtexture_t *basetexture = rsurface.texture->basetexture;
2803 rtexture_t *pantstexture = rsurface.texture->pantstexture;
2804 rtexture_t *shirttexture = rsurface.texture->shirttexture;
2805 qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
2806 qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
2807 ambientscale *= 2 * r_refdef.view.colorscale;
2808 diffusescale *= 2 * r_refdef.view.colorscale;
2809 ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
2810 diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
2811 ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
2812 diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
2813 ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
2814 diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
2815 R_Mesh_TexBind(0, R_GetTexture(basetexture));
2816 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
2817 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2818 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
2819 switch(r_shadow_rendermode)
2821 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2822 R_Mesh_TexBindAll(1, 0, R_GetTexture(r_shadow_attenuation3dtexture), 0, 0);
2823 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2824 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2825 R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2827 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2828 R_Mesh_TexBind(2, R_GetTexture(r_shadow_attenuation2dtexture));
2829 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
2830 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
2831 R_Mesh_TexCoordPointer(2, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2833 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2834 R_Mesh_TexBind(1, R_GetTexture(r_shadow_attenuation2dtexture));
2835 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2836 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2837 R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2839 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2844 //R_Mesh_TexBind(0, R_GetTexture(basetexture));
2845 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
2848 R_Mesh_TexBind(0, R_GetTexture(pantstexture));
2849 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants);
2853 R_Mesh_TexBind(0, R_GetTexture(shirttexture));
2854 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt);
2858 extern cvar_t gl_lightmaps;
2859 void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
2861 float ambientscale, diffusescale, specularscale;
2863 float lightcolor[3];
2864 VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
2865 ambientscale = rsurface.rtlight->ambientscale;
2866 diffusescale = rsurface.rtlight->diffusescale;
2867 specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
2868 if (!r_shadow_usenormalmap.integer)
2870 ambientscale += 1.0f * diffusescale;
2874 if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
2876 negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
2879 VectorNegate(lightcolor, lightcolor);
2880 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2882 RSurf_SetupDepthAndCulling();
2883 switch (r_shadow_rendermode)
2885 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2886 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2887 R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2889 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2890 R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolor, ambientscale, diffusescale, specularscale);
2892 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2893 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2894 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2895 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2896 R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolor, ambientscale, diffusescale);
2899 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2903 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2906 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)
2908 matrix4x4_t tempmatrix = *matrix;
2909 Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
2911 // if this light has been compiled before, free the associated data
2912 R_RTLight_Uncompile(rtlight);
2914 // clear it completely to avoid any lingering data
2915 memset(rtlight, 0, sizeof(*rtlight));
2917 // copy the properties
2918 rtlight->matrix_lighttoworld = tempmatrix;
2919 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
2920 Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
2921 rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
2922 VectorCopy(color, rtlight->color);
2923 rtlight->cubemapname[0] = 0;
2924 if (cubemapname && cubemapname[0])
2925 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
2926 rtlight->shadow = shadow;
2927 rtlight->corona = corona;
2928 rtlight->style = style;
2929 rtlight->isstatic = isstatic;
2930 rtlight->coronasizescale = coronasizescale;
2931 rtlight->ambientscale = ambientscale;
2932 rtlight->diffusescale = diffusescale;
2933 rtlight->specularscale = specularscale;
2934 rtlight->flags = flags;
2936 // compute derived data
2937 //rtlight->cullradius = rtlight->radius;
2938 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2939 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2940 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2941 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2942 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2943 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2944 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2947 // compiles rtlight geometry
2948 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2949 void R_RTLight_Compile(rtlight_t *rtlight)
2952 int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
2953 int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
2954 entity_render_t *ent = r_refdef.scene.worldentity;
2955 dp_model_t *model = r_refdef.scene.worldmodel;
2956 unsigned char *data;
2959 // compile the light
2960 rtlight->compiled = true;
2961 rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
2962 rtlight->static_numleafs = 0;
2963 rtlight->static_numleafpvsbytes = 0;
2964 rtlight->static_leaflist = NULL;
2965 rtlight->static_leafpvs = NULL;
2966 rtlight->static_numsurfaces = 0;
2967 rtlight->static_surfacelist = NULL;
2968 rtlight->static_shadowmap_receivers = 0x3F;
2969 rtlight->static_shadowmap_casters = 0x3F;
2970 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2971 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2972 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2973 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2974 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2975 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2977 if (model && model->GetLightInfo)
2979 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
2980 r_shadow_compilingrtlight = rtlight;
2981 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);
2982 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2983 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
2984 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
2985 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
2986 rtlight->static_numsurfaces = numsurfaces;
2987 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2988 rtlight->static_numleafs = numleafs;
2989 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2990 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2991 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2992 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
2993 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
2994 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
2995 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
2996 if (rtlight->static_numsurfaces)
2997 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2998 if (rtlight->static_numleafs)
2999 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3000 if (rtlight->static_numleafpvsbytes)
3001 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3002 if (rtlight->static_numshadowtrispvsbytes)
3003 memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3004 if (rtlight->static_numlighttrispvsbytes)
3005 memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3006 switch (rtlight->shadowmode)
3008 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3009 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
3010 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
3011 if (model->CompileShadowMap && rtlight->shadow)
3012 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3015 if (model->CompileShadowVolume && rtlight->shadow)
3016 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3019 // now we're done compiling the rtlight
3020 r_shadow_compilingrtlight = NULL;
3024 // use smallest available cullradius - box radius or light radius
3025 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3026 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3028 shadowzpasstris = 0;
3029 if (rtlight->static_meshchain_shadow_zpass)
3030 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3031 shadowzpasstris += mesh->numtriangles;
3033 shadowzfailtris = 0;
3034 if (rtlight->static_meshchain_shadow_zfail)
3035 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3036 shadowzfailtris += mesh->numtriangles;
3039 if (rtlight->static_numlighttrispvsbytes)
3040 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3041 if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3045 if (rtlight->static_numlighttrispvsbytes)
3046 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3047 if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3050 if (developer.integer >= 10)
3051 Con_Printf("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);
3054 void R_RTLight_Uncompile(rtlight_t *rtlight)
3056 if (rtlight->compiled)
3058 if (rtlight->static_meshchain_shadow_zpass)
3059 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3060 rtlight->static_meshchain_shadow_zpass = NULL;
3061 if (rtlight->static_meshchain_shadow_zfail)
3062 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3063 rtlight->static_meshchain_shadow_zfail = NULL;
3064 if (rtlight->static_meshchain_shadow_shadowmap)
3065 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3066 rtlight->static_meshchain_shadow_shadowmap = NULL;
3067 // these allocations are grouped
3068 if (rtlight->static_surfacelist)
3069 Mem_Free(rtlight->static_surfacelist);
3070 rtlight->static_numleafs = 0;
3071 rtlight->static_numleafpvsbytes = 0;
3072 rtlight->static_leaflist = NULL;
3073 rtlight->static_leafpvs = NULL;
3074 rtlight->static_numsurfaces = 0;
3075 rtlight->static_surfacelist = NULL;
3076 rtlight->static_numshadowtrispvsbytes = 0;
3077 rtlight->static_shadowtrispvs = NULL;
3078 rtlight->static_numlighttrispvsbytes = 0;
3079 rtlight->static_lighttrispvs = NULL;
3080 rtlight->compiled = false;
3084 void R_Shadow_UncompileWorldLights(void)
3088 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3089 for (lightindex = 0;lightindex < range;lightindex++)
3091 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3094 R_RTLight_Uncompile(&light->rtlight);
3098 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3102 // reset the count of frustum planes
3103 // see rtlight->cached_frustumplanes definition for how much this array
3105 rtlight->cached_numfrustumplanes = 0;
3107 // haven't implemented a culling path for ortho rendering
3108 if (!r_refdef.view.useperspective)
3110 // check if the light is on screen and copy the 4 planes if it is
3111 for (i = 0;i < 4;i++)
3112 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3115 for (i = 0;i < 4;i++)
3116 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3121 // generate a deformed frustum that includes the light origin, this is
3122 // used to cull shadow casting surfaces that can not possibly cast a
3123 // shadow onto the visible light-receiving surfaces, which can be a
3126 // if the light origin is onscreen the result will be 4 planes exactly
3127 // if the light origin is offscreen on only one axis the result will
3128 // be exactly 5 planes (split-side case)
3129 // if the light origin is offscreen on two axes the result will be
3130 // exactly 4 planes (stretched corner case)
3131 for (i = 0;i < 4;i++)
3133 // quickly reject standard frustum planes that put the light
3134 // origin outside the frustum
3135 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3138 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3140 // if all the standard frustum planes were accepted, the light is onscreen
3141 // otherwise we need to generate some more planes below...
3142 if (rtlight->cached_numfrustumplanes < 4)
3144 // at least one of the stock frustum planes failed, so we need to
3145 // create one or two custom planes to enclose the light origin
3146 for (i = 0;i < 4;i++)
3148 // create a plane using the view origin and light origin, and a
3149 // single point from the frustum corner set
3150 TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3151 VectorNormalize(plane.normal);
3152 plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3153 // see if this plane is backwards and flip it if so
3154 for (j = 0;j < 4;j++)
3155 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3159 VectorNegate(plane.normal, plane.normal);
3161 // flipped plane, test again to see if it is now valid
3162 for (j = 0;j < 4;j++)
3163 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3165 // if the plane is still not valid, then it is dividing the
3166 // frustum and has to be rejected
3170 // we have created a valid plane, compute extra info
3171 PlaneClassify(&plane);
3173 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3175 // if we've found 5 frustum planes then we have constructed a
3176 // proper split-side case and do not need to keep searching for
3177 // planes to enclose the light origin
3178 if (rtlight->cached_numfrustumplanes == 5)
3186 for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3188 plane = rtlight->cached_frustumplanes[i];
3189 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));
3194 // now add the light-space box planes if the light box is rotated, as any
3195 // caster outside the oriented light box is irrelevant (even if it passed
3196 // the worldspace light box, which is axial)
3197 if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3199 for (i = 0;i < 6;i++)
3203 v[i >> 1] = (i & 1) ? -1 : 1;
3204 Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3205 VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3206 plane.dist = VectorNormalizeLength(plane.normal);
3207 plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3208 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3214 // add the world-space reduced box planes
3215 for (i = 0;i < 6;i++)
3217 VectorClear(plane.normal);
3218 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3219 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3220 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3229 // reduce all plane distances to tightly fit the rtlight cull box, which
3231 VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3232 VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3233 VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3234 VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3235 VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3236 VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3237 VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3238 VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3239 oldnum = rtlight->cached_numfrustumplanes;
3240 rtlight->cached_numfrustumplanes = 0;
3241 for (j = 0;j < oldnum;j++)
3243 // find the nearest point on the box to this plane
3244 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3245 for (i = 1;i < 8;i++)
3247 dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3248 if (bestdist > dist)
3251 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);
3252 // if the nearest point is near or behind the plane, we want this
3253 // plane, otherwise the plane is useless as it won't cull anything
3254 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3256 PlaneClassify(&rtlight->cached_frustumplanes[j]);
3257 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3264 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3268 RSurf_ActiveWorldEntity();
3270 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3273 GL_CullFace(GL_NONE);
3274 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3275 for (;mesh;mesh = mesh->next)
3277 if (!mesh->sidetotals[r_shadow_shadowmapside])
3279 r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3280 R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
3281 R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3285 else if (r_refdef.scene.worldentity->model)
3286 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);
3288 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3291 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3293 qboolean zpass = false;
3296 int surfacelistindex;
3297 msurface_t *surface;
3299 RSurf_ActiveWorldEntity();
3301 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3304 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3306 zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3307 R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3309 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3310 for (;mesh;mesh = mesh->next)
3312 r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3313 R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
3314 GL_LockArrays(0, mesh->numverts);
3315 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3317 // increment stencil if frontface is infront of depthbuffer
3318 GL_CullFace(r_refdef.view.cullface_back);
3319 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
3320 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3321 // decrement stencil if backface is infront of depthbuffer
3322 GL_CullFace(r_refdef.view.cullface_front);
3323 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
3325 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3327 // decrement stencil if backface is behind depthbuffer
3328 GL_CullFace(r_refdef.view.cullface_front);
3329 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
3330 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3331 // increment stencil if frontface is behind depthbuffer
3332 GL_CullFace(r_refdef.view.cullface_back);
3333 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
3335 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3336 GL_LockArrays(0, 0);
3340 else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3342 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3343 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3344 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3346 surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3347 for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3348 if (CHECKPVSBIT(trispvs, t))
3349 shadowmarklist[numshadowmark++] = t;
3351 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);
3353 else if (numsurfaces)
3354 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);
3356 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3359 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3361 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3362 vec_t relativeshadowradius;
3363 RSurf_ActiveModelEntity(ent, false, false, false);
3364 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3365 // we need to re-init the shader for each entity because the matrix changed
3366 relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3367 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3368 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3369 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3370 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3371 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3372 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3373 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D)
3375 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3378 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3379 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3382 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3384 // set up properties for rendering light onto this entity
3385 RSurf_ActiveModelEntity(ent, true, true, false);
3386 GL_AlphaTest(false);
3387 Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3388 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3389 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3390 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3393 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3395 if (!r_refdef.scene.worldmodel->DrawLight)
3398 // set up properties for rendering light onto this entity
3399 RSurf_ActiveWorldEntity();
3400 GL_AlphaTest(false);
3401 rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3402 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3403 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3404 VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3406 r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3408 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3411 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3413 dp_model_t *model = ent->model;
3414 if (!model->DrawLight)
3417 R_Shadow_SetupEntityLight(ent);
3419 model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3421 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3424 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3428 int numleafs, numsurfaces;
3429 int *leaflist, *surfacelist;
3430 unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs, *surfacesides;
3431 int numlightentities;
3432 int numlightentities_noselfshadow;
3433 int numshadowentities;
3434 int numshadowentities_noselfshadow;
3435 static entity_render_t *lightentities[MAX_EDICTS];
3436 static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3437 static entity_render_t *shadowentities[MAX_EDICTS];
3438 static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3440 rtlight->draw = false;
3442 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3443 // skip lights that are basically invisible (color 0 0 0)
3444 if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
3447 // loading is done before visibility checks because loading should happen
3448 // all at once at the start of a level, not when it stalls gameplay.
3449 // (especially important to benchmarks)
3451 if (rtlight->isstatic && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3453 if (rtlight->compiled)
3454 R_RTLight_Uncompile(rtlight);
3455 R_RTLight_Compile(rtlight);
3459 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
3461 // look up the light style value at this time
3462 f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3463 VectorScale(rtlight->color, f, rtlight->currentcolor);
3465 if (rtlight->selected)
3467 f = 2 + sin(realtime * M_PI * 4.0);
3468 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3472 // if lightstyle is currently off, don't draw the light
3473 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3476 // if the light box is offscreen, skip it
3477 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3480 VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
3481 VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
3483 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3485 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
3487 // compiled light, world available and can receive realtime lighting
3488 // retrieve leaf information
3489 numleafs = rtlight->static_numleafs;
3490 leaflist = rtlight->static_leaflist;
3491 leafpvs = rtlight->static_leafpvs;
3492 numsurfaces = rtlight->static_numsurfaces;
3493 surfacelist = rtlight->static_surfacelist;
3494 surfacesides = NULL;
3495 shadowtrispvs = rtlight->static_shadowtrispvs;
3496 lighttrispvs = rtlight->static_lighttrispvs;
3498 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
3500 // dynamic light, world available and can receive realtime lighting
3501 // calculate lit surfaces and leafs
3502 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);
3503 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3504 leaflist = r_shadow_buffer_leaflist;
3505 leafpvs = r_shadow_buffer_leafpvs;
3506 surfacelist = r_shadow_buffer_surfacelist;
3507 surfacesides = r_shadow_buffer_surfacesides;
3508 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
3509 lighttrispvs = r_shadow_buffer_lighttrispvs;
3510 // if the reduced leaf bounds are offscreen, skip it
3511 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3522 surfacesides = NULL;
3523 shadowtrispvs = NULL;
3524 lighttrispvs = NULL;
3526 // check if light is illuminating any visible leafs
3529 for (i = 0;i < numleafs;i++)
3530 if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
3536 // make a list of lit entities and shadow casting entities
3537 numlightentities = 0;
3538 numlightentities_noselfshadow = 0;
3539 numshadowentities = 0;
3540 numshadowentities_noselfshadow = 0;
3542 // add dynamic entities that are lit by the light
3543 for (i = 0;i < r_refdef.scene.numentities;i++)
3546 entity_render_t *ent = r_refdef.scene.entities[i];
3548 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3550 // skip the object entirely if it is not within the valid
3551 // shadow-casting region (which includes the lit region)
3552 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
3554 if (!(model = ent->model))
3556 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
3558 // this entity wants to receive light, is visible, and is
3559 // inside the light box
3560 // TODO: check if the surfaces in the model can receive light
3561 // so now check if it's in a leaf seen by the light
3562 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))
3564 if (ent->flags & RENDER_NOSELFSHADOW)
3565 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
3567 lightentities[numlightentities++] = ent;
3568 // since it is lit, it probably also casts a shadow...
3569 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3570 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3571 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3573 // note: exterior models without the RENDER_NOSELFSHADOW
3574 // flag still create a RENDER_NOSELFSHADOW shadow but
3575 // are lit normally, this means that they are
3576 // self-shadowing but do not shadow other
3577 // RENDER_NOSELFSHADOW entities such as the gun
3578 // (very weird, but keeps the player shadow off the gun)
3579 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3580 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3582 shadowentities[numshadowentities++] = ent;
3585 else if (ent->flags & RENDER_SHADOW)
3587 // this entity is not receiving light, but may still need to
3589 // TODO: check if the surfaces in the model can cast shadow
3590 // now check if it is in a leaf seen by the light
3591 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))
3593 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3594 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3595 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3597 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3598 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3600 shadowentities[numshadowentities++] = ent;
3605 // return if there's nothing at all to light
3606 if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
3609 // count this light in the r_speeds
3610 r_refdef.stats.lights++;
3612 // flag it as worth drawing later
3613 rtlight->draw = true;
3615 // cache all the animated entities that cast a shadow but are not visible
3616 for (i = 0;i < numshadowentities;i++)
3617 if (!shadowentities[i]->animcache_vertex3f)
3618 R_AnimCache_GetEntity(shadowentities[i], false, false);
3619 for (i = 0;i < numshadowentities_noselfshadow;i++)
3620 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
3621 R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
3623 // allocate some temporary memory for rendering this light later in the frame
3624 // reusable buffers need to be copied, static data can be used as-is
3625 rtlight->cached_numlightentities = numlightentities;
3626 rtlight->cached_numlightentities_noselfshadow = numlightentities_noselfshadow;
3627 rtlight->cached_numshadowentities = numshadowentities;
3628 rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
3629 rtlight->cached_numsurfaces = numsurfaces;
3630 rtlight->cached_lightentities = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
3631 rtlight->cached_lightentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
3632 rtlight->cached_shadowentities = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
3633 rtlight->cached_shadowentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
3634 if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
3636 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
3637 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
3638 rtlight->cached_shadowtrispvs = (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
3639 rtlight->cached_lighttrispvs = (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
3640 rtlight->cached_surfacelist = (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
3644 // compiled light data
3645 rtlight->cached_shadowtrispvs = shadowtrispvs;
3646 rtlight->cached_lighttrispvs = lighttrispvs;
3647 rtlight->cached_surfacelist = surfacelist;
3651 void R_Shadow_DrawLight(rtlight_t *rtlight)
3655 unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
3656 int numlightentities;
3657 int numlightentities_noselfshadow;
3658 int numshadowentities;
3659 int numshadowentities_noselfshadow;
3660 entity_render_t **lightentities;
3661 entity_render_t **lightentities_noselfshadow;
3662 entity_render_t **shadowentities;
3663 entity_render_t **shadowentities_noselfshadow;
3665 static unsigned char entitysides[MAX_EDICTS];
3666 static unsigned char entitysides_noselfshadow[MAX_EDICTS];
3667 vec3_t nearestpoint;
3669 qboolean castshadows;
3672 // check if we cached this light this frame (meaning it is worth drawing)
3676 // if R_FrameData_Store ran out of space we skip anything dependent on it
3677 if (r_framedata_failed)
3680 numlightentities = rtlight->cached_numlightentities;
3681 numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
3682 numshadowentities = rtlight->cached_numshadowentities;
3683 numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
3684 numsurfaces = rtlight->cached_numsurfaces;
3685 lightentities = rtlight->cached_lightentities;
3686 lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
3687 shadowentities = rtlight->cached_shadowentities;
3688 shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
3689 shadowtrispvs = rtlight->cached_shadowtrispvs;
3690 lighttrispvs = rtlight->cached_lighttrispvs;
3691 surfacelist = rtlight->cached_surfacelist;
3693 // set up a scissor rectangle for this light
3694 if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3697 // don't let sound skip if going slow
3698 if (r_refdef.scene.extraupdate)
3701 // make this the active rtlight for rendering purposes
3702 R_Shadow_RenderMode_ActiveLight(rtlight);
3704 if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
3706 // optionally draw visible shape of the shadow volumes
3707 // for performance analysis by level designers
3708 R_Shadow_RenderMode_VisibleShadowVolumes();
3710 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3711 for (i = 0;i < numshadowentities;i++)
3712 R_Shadow_DrawEntityShadow(shadowentities[i]);
3713 for (i = 0;i < numshadowentities_noselfshadow;i++)
3714 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3715 R_Shadow_RenderMode_VisibleLighting(false, false);
3718 if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
3720 // optionally draw the illuminated areas
3721 // for performance analysis by level designers
3722 R_Shadow_RenderMode_VisibleLighting(false, false);
3724 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3725 for (i = 0;i < numlightentities;i++)
3726 R_Shadow_DrawEntityLight(lightentities[i]);
3727 for (i = 0;i < numlightentities_noselfshadow;i++)
3728 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3731 castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
3733 nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
3734 nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
3735 nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
3736 distance = VectorDistance(nearestpoint, r_refdef.view.origin);
3738 lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
3739 //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
3740 lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
3742 if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
3748 int receivermask = 0;
3749 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
3750 Matrix4x4_Abs(&radiustolight);
3752 r_shadow_shadowmaplod = 0;
3753 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
3754 if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
3755 r_shadow_shadowmaplod = i;
3757 if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
3758 size = max(1, r_shadow_shadowmapmaxsize >> r_shadow_shadowmaplod);
3760 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
3762 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
3764 surfacesides = NULL;
3767 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3769 castermask = rtlight->static_shadowmap_casters;
3770 receivermask = rtlight->static_shadowmap_receivers;
3774 surfacesides = r_shadow_buffer_surfacesides;
3775 for(i = 0;i < numsurfaces;i++)
3777 msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
3778 surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3779 castermask |= surfacesides[i];
3780 receivermask |= surfacesides[i];
3784 if (receivermask < 0x3F)
3786 for (i = 0;i < numlightentities;i++)
3787 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3788 if (receivermask < 0x3F)
3789 for(i = 0; i < numlightentities_noselfshadow;i++)
3790 receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3793 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
3797 for (i = 0;i < numshadowentities;i++)
3798 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3799 for (i = 0;i < numshadowentities_noselfshadow;i++)
3800 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3803 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
3805 // render shadow casters into 6 sided depth texture
3806 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
3808 R_Shadow_RenderMode_ShadowMap(side, true, size);
3809 if (! (castermask & (1 << side))) continue;
3811 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
3812 for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
3813 R_Shadow_DrawEntityShadow(shadowentities[i]);
3816 if (numlightentities_noselfshadow)
3818 // render lighting using the depth texture as shadowmap
3819 // draw lighting in the unmasked areas
3820 R_Shadow_RenderMode_Lighting(false, false, true);
3821 for (i = 0;i < numlightentities_noselfshadow;i++)
3822 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3825 // render shadow casters into 6 sided depth texture
3826 if (numshadowentities_noselfshadow)
3828 for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
3830 R_Shadow_RenderMode_ShadowMap(side, false, size);
3831 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
3832 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3836 // render lighting using the depth texture as shadowmap
3837 // draw lighting in the unmasked areas
3838 R_Shadow_RenderMode_Lighting(false, false, true);
3839 // draw lighting in the unmasked areas
3841 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3842 for (i = 0;i < numlightentities;i++)
3843 R_Shadow_DrawEntityLight(lightentities[i]);
3845 else if (castshadows && vid.stencil)
3847 // draw stencil shadow volumes to mask off pixels that are in shadow
3848 // so that they won't receive lighting
3849 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
3850 R_Shadow_ClearStencil();
3853 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3854 for (i = 0;i < numshadowentities;i++)
3855 R_Shadow_DrawEntityShadow(shadowentities[i]);
3857 // draw lighting in the unmasked areas
3858 R_Shadow_RenderMode_Lighting(true, false, false);
3859 for (i = 0;i < numlightentities_noselfshadow;i++)
3860 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3862 for (i = 0;i < numshadowentities_noselfshadow;i++)
3863 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3865 // draw lighting in the unmasked areas
3866 R_Shadow_RenderMode_Lighting(true, false, false);
3868 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3869 for (i = 0;i < numlightentities;i++)
3870 R_Shadow_DrawEntityLight(lightentities[i]);
3874 // draw lighting in the unmasked areas
3875 R_Shadow_RenderMode_Lighting(false, false, false);
3877 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3878 for (i = 0;i < numlightentities;i++)
3879 R_Shadow_DrawEntityLight(lightentities[i]);
3880 for (i = 0;i < numlightentities_noselfshadow;i++)
3881 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3884 if (r_shadow_usingdeferredprepass)
3886 // when rendering deferred lighting, we simply rasterize the box
3887 if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
3888 R_Shadow_RenderMode_DrawDeferredLight(false, true);
3889 else if (castshadows && vid.stencil)
3890 R_Shadow_RenderMode_DrawDeferredLight(true, false);
3892 R_Shadow_RenderMode_DrawDeferredLight(false, false);
3896 static void R_Shadow_FreeDeferred(void)
3898 if (r_shadow_prepassgeometryfbo)
3899 qglDeleteFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
3900 r_shadow_prepassgeometryfbo = 0;
3902 if (r_shadow_prepasslightingfbo)
3903 qglDeleteFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
3904 r_shadow_prepasslightingfbo = 0;
3906 if (r_shadow_prepassgeometrydepthtexture)
3907 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
3908 r_shadow_prepassgeometrydepthtexture = NULL;
3910 if (r_shadow_prepassgeometrynormalmaptexture)
3911 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
3912 r_shadow_prepassgeometrynormalmaptexture = NULL;
3914 if (r_shadow_prepasslightingdiffusetexture)
3915 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
3916 r_shadow_prepasslightingdiffusetexture = NULL;
3918 if (r_shadow_prepasslightingspeculartexture)
3919 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
3920 r_shadow_prepasslightingspeculartexture = NULL;
3923 void R_Shadow_DrawPrepass(void)
3931 entity_render_t *ent;
3933 GL_AlphaTest(false);
3934 R_Mesh_ColorPointer(NULL, 0, 0);
3935 R_Mesh_ResetTextureState();
3937 GL_ColorMask(1,1,1,1);
3938 GL_BlendFunc(GL_ONE, GL_ZERO);
3941 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
3942 qglClearColor(0.5f,0.5f,0.5f,1.0f);CHECKGLERROR
3943 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);CHECKGLERROR
3945 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
3946 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
3947 if (r_timereport_active)
3948 R_TimeReport("prepassworld");
3950 for (i = 0;i < r_refdef.scene.numentities;i++)
3952 if (!r_refdef.viewcache.entityvisible[i])
3954 ent = r_refdef.scene.entities[i];
3955 if (ent->model && ent->model->DrawPrepass != NULL)
3956 ent->model->DrawPrepass(ent);
3959 if (r_timereport_active)
3960 R_TimeReport("prepassmodels");
3962 GL_DepthMask(false);
3963 GL_ColorMask(1,1,1,1);
3966 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
3967 qglClearColor(0.0f,0.0f,0.0f,0.0f);CHECKGLERROR
3968 GL_Clear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
3969 if (r_refdef.fogenabled)
3970 qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
3972 R_Shadow_RenderMode_Begin();
3974 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3975 if (r_shadow_debuglight.integer >= 0)
3977 lightindex = r_shadow_debuglight.integer;
3978 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3979 if (light && (light->flags & flag))
3980 R_Shadow_DrawLight(&light->rtlight);
3984 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3985 for (lightindex = 0;lightindex < range;lightindex++)
3987 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3988 if (light && (light->flags & flag))
3989 R_Shadow_DrawLight(&light->rtlight);
3992 if (r_refdef.scene.rtdlight)
3993 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
3994 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
3996 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
3997 if (r_refdef.fogenabled)
3998 qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
4000 R_Shadow_RenderMode_End();
4002 if (r_timereport_active)
4003 R_TimeReport("prepasslights");
4006 void R_Shadow_DrawLightSprites(void);
4007 void R_Shadow_PrepareLights(void)
4017 if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4018 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4019 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0) ||
4020 r_shadow_shadowmaptexturetype != r_shadow_shadowmapping_texturetype.integer ||
4021 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
4022 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
4023 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
4024 R_Shadow_FreeShadowMaps();
4026 switch (vid.renderpath)
4028 case RENDERPATH_GL20:
4029 case RENDERPATH_CGGL:
4030 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || !vid.support.arb_texture_rectangle || vid.maxdrawbuffers < 2)
4032 r_shadow_usingdeferredprepass = false;
4033 if (r_shadow_prepass_width)
4034 R_Shadow_FreeDeferred();
4035 r_shadow_prepass_width = r_shadow_prepass_height = 0;
4039 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4041 R_Shadow_FreeDeferred();
4043 r_shadow_usingdeferredprepass = true;
4044 r_shadow_prepass_width = vid.width;
4045 r_shadow_prepass_height = vid.height;
4046 r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
4047 r_shadow_prepassgeometrynormalmaptexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
4048 r_shadow_prepasslightingdiffusetexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
4049 r_shadow_prepasslightingspeculartexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
4051 // set up the geometry pass fbo (depth + normalmap)
4052 qglGenFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
4053 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
4054 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
4055 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture), 0);CHECKGLERROR
4056 // render depth into one texture and normalmap into the other
4057 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4058 qglReadBuffer(GL_NONE);CHECKGLERROR
4059 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4060 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4062 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4063 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4064 r_shadow_usingdeferredprepass = false;
4067 // set up the lighting pass fbo (diffuse + specular)
4068 qglGenFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
4069 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
4070 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
4071 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepasslightingdiffusetexture), 0);CHECKGLERROR
4072 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepasslightingspeculartexture), 0);CHECKGLERROR
4073 // render diffuse into one texture and specular into another,
4074 // with depth and normalmap bound as textures,
4075 // with depth bound as attachment as well
4076 qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4077 qglReadBuffer(GL_NONE);CHECKGLERROR
4078 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4079 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4081 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4082 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4083 r_shadow_usingdeferredprepass = false;
4087 case RENDERPATH_GL13:
4088 case RENDERPATH_GL11:
4089 r_shadow_usingdeferredprepass = false;
4093 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);
4095 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4096 if (r_shadow_debuglight.integer >= 0)
4098 lightindex = r_shadow_debuglight.integer;
4099 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4100 if (light && (light->flags & flag))
4101 R_Shadow_PrepareLight(&light->rtlight);
4105 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4106 for (lightindex = 0;lightindex < range;lightindex++)
4108 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4109 if (light && (light->flags & flag))
4110 R_Shadow_PrepareLight(&light->rtlight);
4113 if (r_refdef.scene.rtdlight)
4115 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4116 R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4118 else if(gl_flashblend.integer)
4120 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4122 rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4123 f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4124 VectorScale(rtlight->color, f, rtlight->currentcolor);
4128 if (r_editlights.integer)
4129 R_Shadow_DrawLightSprites();
4132 void R_Shadow_DrawLights(void)
4140 R_Shadow_RenderMode_Begin();
4142 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4143 if (r_shadow_debuglight.integer >= 0)
4145 lightindex = r_shadow_debuglight.integer;
4146 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4147 if (light && (light->flags & flag))
4148 R_Shadow_DrawLight(&light->rtlight);
4152 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4153 for (lightindex = 0;lightindex < range;lightindex++)
4155 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4156 if (light && (light->flags & flag))
4157 R_Shadow_DrawLight(&light->rtlight);
4160 if (r_refdef.scene.rtdlight)
4161 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4162 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4164 R_Shadow_RenderMode_End();
4167 extern const float r_screenvertex3f[12];
4168 extern void R_SetupView(qboolean allowwaterclippingplane);
4169 extern void R_ResetViewRendering3D(void);
4170 extern void R_ResetViewRendering2D(void);
4171 extern cvar_t r_shadows;
4172 extern cvar_t r_shadows_darken;
4173 extern cvar_t r_shadows_drawafterrtlighting;
4174 extern cvar_t r_shadows_castfrombmodels;
4175 extern cvar_t r_shadows_throwdistance;
4176 extern cvar_t r_shadows_throwdirection;
4177 void R_DrawModelShadows(void)
4180 float relativethrowdistance;
4181 entity_render_t *ent;
4182 vec3_t relativelightorigin;
4183 vec3_t relativelightdirection;
4184 vec3_t relativeshadowmins, relativeshadowmaxs;
4185 vec3_t tmp, shadowdir;
4187 if (!r_refdef.scene.numentities || !vid.stencil)
4191 R_ResetViewRendering3D();
4192 //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4193 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4194 R_Shadow_RenderMode_Begin();
4195 R_Shadow_RenderMode_ActiveLight(NULL);
4196 r_shadow_lightscissor[0] = r_refdef.view.x;
4197 r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4198 r_shadow_lightscissor[2] = r_refdef.view.width;
4199 r_shadow_lightscissor[3] = r_refdef.view.height;
4200 R_Shadow_RenderMode_StencilShadowVolumes(false);
4203 if (r_shadows.integer == 2)
4205 Math_atov(r_shadows_throwdirection.string, shadowdir);
4206 VectorNormalize(shadowdir);
4209 R_Shadow_ClearStencil();
4211 for (i = 0;i < r_refdef.scene.numentities;i++)
4213 ent = r_refdef.scene.entities[i];
4215 // cast shadows from anything of the map (submodels are optional)
4216 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4218 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4219 VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
4220 VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
4221 if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
4222 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4225 if(ent->entitynumber != 0)
4227 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
4228 int entnum, entnum2, recursion;
4229 entnum = entnum2 = ent->entitynumber;
4230 for(recursion = 32; recursion > 0; --recursion)
4232 entnum2 = cl.entities[entnum].state_current.tagentity;
4233 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
4238 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
4240 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
4241 // transform into modelspace of OUR entity
4242 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
4243 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
4246 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4249 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4252 VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
4253 RSurf_ActiveModelEntity(ent, false, false, false);
4254 ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
4255 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4259 // not really the right mode, but this will disable any silly stencil features
4260 R_Shadow_RenderMode_End();
4262 // set up ortho view for rendering this pass
4263 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4264 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4265 //GL_ScissorTest(true);
4266 //R_EntityMatrix(&identitymatrix);
4267 //R_Mesh_ResetTextureState();
4268 R_ResetViewRendering2D();
4269 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4270 R_Mesh_ColorPointer(NULL, 0, 0);
4271 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
4273 // set up a darkening blend on shadowed areas
4274 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4275 //GL_DepthRange(0, 1);
4276 //GL_DepthTest(false);
4277 //GL_DepthMask(false);
4278 //GL_PolygonOffset(0, 0);CHECKGLERROR
4279 GL_Color(0, 0, 0, r_shadows_darken.value);
4280 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4281 //qglDepthFunc(GL_ALWAYS);CHECKGLERROR
4282 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
4283 qglStencilMask(~0);CHECKGLERROR
4284 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
4285 qglStencilFunc(GL_NOTEQUAL, 128, ~0);CHECKGLERROR
4287 // apply the blend to the shadowed areas
4288 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4290 // restore the viewport
4291 R_SetViewport(&r_refdef.view.viewport);
4293 // restore other state to normal
4294 //R_Shadow_RenderMode_End();
4297 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
4300 vec3_t centerorigin;
4302 // if it's too close, skip it
4303 if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
4305 zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
4308 if (usequery && r_numqueries + 2 <= r_maxqueries)
4310 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
4311 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
4312 // 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
4313 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
4316 // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use qglDepthFunc instead
4317 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
4318 qglDepthFunc(GL_ALWAYS);
4319 R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4320 R_Mesh_VertexPointer(vertex3f, 0, 0);
4321 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4322 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4323 qglDepthFunc(GL_LEQUAL);
4324 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
4325 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4326 R_Mesh_VertexPointer(vertex3f, 0, 0);
4327 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4328 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4331 rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
4334 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4336 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
4339 GLint allpixels = 0, visiblepixels = 0;
4340 // now we have to check the query result
4341 if (rtlight->corona_queryindex_visiblepixels)
4344 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
4345 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
4347 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
4348 if (visiblepixels < 1 || allpixels < 1)
4350 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
4351 cscale *= rtlight->corona_visibility;
4355 // FIXME: these traces should scan all render entities instead of cl.world
4356 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
4359 VectorScale(rtlight->currentcolor, cscale, color);
4360 if (VectorLength(color) > (1.0f / 256.0f))
4363 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
4366 VectorNegate(color, color);
4367 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4369 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4370 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);
4371 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4373 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4377 void R_Shadow_DrawCoronas(void)
4385 if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
4387 if (r_waterstate.renderingscene)
4389 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4390 R_EntityMatrix(&identitymatrix);
4392 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4394 // check occlusion of coronas
4395 // use GL_ARB_occlusion_query if available
4396 // otherwise use raytraces
4398 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
4401 GL_ColorMask(0,0,0,0);
4402 if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
4403 if (r_maxqueries < MAX_OCCLUSION_QUERIES)
4406 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
4407 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
4409 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
4412 RSurf_ActiveWorldEntity();
4413 GL_BlendFunc(GL_ONE, GL_ZERO);
4414 GL_CullFace(GL_NONE);
4415 GL_DepthMask(false);
4416 GL_DepthRange(0, 1);
4417 GL_PolygonOffset(0, 0);
4419 R_Mesh_ColorPointer(NULL, 0, 0);
4420 R_Mesh_ResetTextureState();
4421 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
4423 for (lightindex = 0;lightindex < range;lightindex++)
4425 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4428 rtlight = &light->rtlight;
4429 rtlight->corona_visibility = 0;
4430 rtlight->corona_queryindex_visiblepixels = 0;
4431 rtlight->corona_queryindex_allpixels = 0;
4432 if (!(rtlight->flags & flag))
4434 if (rtlight->corona <= 0)
4436 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
4438 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4440 for (i = 0;i < r_refdef.scene.numlights;i++)
4442 rtlight = r_refdef.scene.lights[i];
4443 rtlight->corona_visibility = 0;
4444 rtlight->corona_queryindex_visiblepixels = 0;
4445 rtlight->corona_queryindex_allpixels = 0;
4446 if (!(rtlight->flags & flag))
4448 if (rtlight->corona <= 0)
4450 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4453 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4455 // now draw the coronas using the query data for intensity info
4456 for (lightindex = 0;lightindex < range;lightindex++)
4458 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4461 rtlight = &light->rtlight;
4462 if (rtlight->corona_visibility <= 0)
4464 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4466 for (i = 0;i < r_refdef.scene.numlights;i++)
4468 rtlight = r_refdef.scene.lights[i];
4469 if (rtlight->corona_visibility <= 0)
4471 if (gl_flashblend.integer)
4472 R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
4474 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4480 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
4481 typedef struct suffixinfo_s
4484 qboolean flipx, flipy, flipdiagonal;
4487 static suffixinfo_t suffix[3][6] =
4490 {"px", false, false, false},
4491 {"nx", false, false, false},
4492 {"py", false, false, false},
4493 {"ny", false, false, false},
4494 {"pz", false, false, false},
4495 {"nz", false, false, false}
4498 {"posx", false, false, false},
4499 {"negx", false, false, false},
4500 {"posy", false, false, false},
4501 {"negy", false, false, false},
4502 {"posz", false, false, false},
4503 {"negz", false, false, false}
4506 {"rt", true, false, true},
4507 {"lf", false, true, true},
4508 {"ft", true, true, false},
4509 {"bk", false, false, false},
4510 {"up", true, false, true},
4511 {"dn", true, false, true}
4515 static int componentorder[4] = {0, 1, 2, 3};
4517 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
4519 int i, j, cubemapsize;
4520 unsigned char *cubemappixels, *image_buffer;
4521 rtexture_t *cubemaptexture;
4523 // must start 0 so the first loadimagepixels has no requested width/height
4525 cubemappixels = NULL;
4526 cubemaptexture = NULL;
4527 // keep trying different suffix groups (posx, px, rt) until one loads
4528 for (j = 0;j < 3 && !cubemappixels;j++)
4530 // load the 6 images in the suffix group
4531 for (i = 0;i < 6;i++)
4533 // generate an image name based on the base and and suffix
4534 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
4536 if ((image_buffer = loadimagepixelsbgra(name, false, false)))
4538 // an image loaded, make sure width and height are equal
4539 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
4541 // if this is the first image to load successfully, allocate the cubemap memory
4542 if (!cubemappixels && image_width >= 1)
4544 cubemapsize = image_width;
4545 // note this clears to black, so unavailable sides are black
4546 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
4548 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
4550 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
4553 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
4555 Mem_Free(image_buffer);
4559 // if a cubemap loaded, upload it
4562 if (developer_loading.integer)
4563 Con_Printf("loading cubemap \"%s\"\n", basename);
4565 if (!r_shadow_filters_texturepool)
4566 r_shadow_filters_texturepool = R_AllocTexturePool();
4567 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
4568 Mem_Free(cubemappixels);
4572 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
4573 if (developer_loading.integer)
4575 Con_Printf("(tried tried images ");
4576 for (j = 0;j < 3;j++)
4577 for (i = 0;i < 6;i++)
4578 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
4579 Con_Print(" and was unable to find any of them).\n");
4582 return cubemaptexture;
4585 rtexture_t *R_Shadow_Cubemap(const char *basename)
4588 for (i = 0;i < numcubemaps;i++)
4589 if (!strcasecmp(cubemaps[i].basename, basename))
4590 return cubemaps[i].texture ? cubemaps[i].texture : r_texture_whitecube;
4591 if (i >= MAX_CUBEMAPS)
4592 return r_texture_whitecube;
4594 strlcpy(cubemaps[i].basename, basename, sizeof(cubemaps[i].basename));
4595 cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
4596 return cubemaps[i].texture;
4599 void R_Shadow_FreeCubemaps(void)
4602 for (i = 0;i < numcubemaps;i++)
4604 if (developer_loading.integer)
4605 Con_Printf("unloading cubemap \"%s\"\n", cubemaps[i].basename);
4606 if (cubemaps[i].texture)
4607 R_FreeTexture(cubemaps[i].texture);
4611 R_FreeTexturePool(&r_shadow_filters_texturepool);
4614 dlight_t *R_Shadow_NewWorldLight(void)
4616 return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
4619 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)
4622 // validate parameters
4623 if (style < 0 || style >= MAX_LIGHTSTYLES)
4625 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
4631 // copy to light properties
4632 VectorCopy(origin, light->origin);
4633 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
4634 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
4635 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
4637 light->color[0] = max(color[0], 0);
4638 light->color[1] = max(color[1], 0);
4639 light->color[2] = max(color[2], 0);
4641 light->color[0] = color[0];
4642 light->color[1] = color[1];
4643 light->color[2] = color[2];
4644 light->radius = max(radius, 0);
4645 light->style = style;
4646 light->shadow = shadowenable;
4647 light->corona = corona;
4648 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
4649 light->coronasizescale = coronasizescale;
4650 light->ambientscale = ambientscale;
4651 light->diffusescale = diffusescale;
4652 light->specularscale = specularscale;
4653 light->flags = flags;
4655 // update renderable light data
4656 Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
4657 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);
4660 void R_Shadow_FreeWorldLight(dlight_t *light)
4662 if (r_shadow_selectedlight == light)
4663 r_shadow_selectedlight = NULL;
4664 R_RTLight_Uncompile(&light->rtlight);
4665 Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
4668 void R_Shadow_ClearWorldLights(void)
4672 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4673 for (lightindex = 0;lightindex < range;lightindex++)
4675 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4677 R_Shadow_FreeWorldLight(light);
4679 r_shadow_selectedlight = NULL;
4680 R_Shadow_FreeCubemaps();
4683 void R_Shadow_SelectLight(dlight_t *light)
4685 if (r_shadow_selectedlight)
4686 r_shadow_selectedlight->selected = false;
4687 r_shadow_selectedlight = light;
4688 if (r_shadow_selectedlight)
4689 r_shadow_selectedlight->selected = true;
4692 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4694 // this is never batched (there can be only one)
4696 R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
4697 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4698 R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4701 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4706 skinframe_t *skinframe;
4709 // this is never batched (due to the ent parameter changing every time)
4710 // so numsurfaces == 1 and surfacelist[0] == lightnumber
4711 const dlight_t *light = (dlight_t *)ent;
4714 R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
4717 VectorScale(light->color, intensity, spritecolor);
4718 if (VectorLength(spritecolor) < 0.1732f)
4719 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
4720 if (VectorLength(spritecolor) > 1.0f)
4721 VectorNormalize(spritecolor);
4723 // draw light sprite
4724 if (light->cubemapname[0] && !light->shadow)
4725 skinframe = r_editlights_sprcubemapnoshadowlight;
4726 else if (light->cubemapname[0])
4727 skinframe = r_editlights_sprcubemaplight;
4728 else if (!light->shadow)
4729 skinframe = r_editlights_sprnoshadowlight;
4731 skinframe = r_editlights_sprlight;
4733 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);
4734 R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4736 // draw selection sprite if light is selected
4737 if (light->selected)
4739 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4740 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4741 // VorteX todo: add normalmode/realtime mode light overlay sprites?
4745 void R_Shadow_DrawLightSprites(void)
4749 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4750 for (lightindex = 0;lightindex < range;lightindex++)
4752 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4754 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
4756 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
4759 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
4764 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
4765 if (lightindex >= range)
4767 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4770 rtlight = &light->rtlight;
4771 //if (!(rtlight->flags & flag))
4773 VectorCopy(rtlight->shadoworigin, origin);
4774 *radius = rtlight->radius;
4775 VectorCopy(rtlight->color, color);
4779 void R_Shadow_SelectLightInView(void)
4781 float bestrating, rating, temp[3];
4785 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4788 for (lightindex = 0;lightindex < range;lightindex++)
4790 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4793 VectorSubtract(light->origin, r_refdef.view.origin, temp);
4794 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
4797 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
4798 if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
4800 bestrating = rating;
4805 R_Shadow_SelectLight(best);
4808 void R_Shadow_LoadWorldLights(void)
4810 int n, a, style, shadow, flags;
4811 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
4812 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
4813 if (cl.worldmodel == NULL)
4815 Con_Print("No map loaded.\n");
4818 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
4819 strlcat (name, ".rtlights", sizeof (name));
4820 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
4830 for (;COM_Parse(t, true) && strcmp(
4831 if (COM_Parse(t, true))
4833 if (com_token[0] == '!')
4836 origin[0] = atof(com_token+1);
4839 origin[0] = atof(com_token);
4844 while (*s && *s != '\n' && *s != '\r')
4850 // check for modifier flags
4857 #if _MSC_VER >= 1400
4858 #define sscanf sscanf_s
4860 cubemapname[sizeof(cubemapname)-1] = 0;
4861 #if MAX_QPATH != 128
4862 #error update this code if MAX_QPATH changes
4864 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
4865 #if _MSC_VER >= 1400
4866 , sizeof(cubemapname)
4868 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
4871 flags = LIGHTFLAG_REALTIMEMODE;
4879 coronasizescale = 0.25f;
4881 VectorClear(angles);
4884 if (a < 9 || !strcmp(cubemapname, "\"\""))
4886 // remove quotes on cubemapname
4887 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
4890 namelen = strlen(cubemapname) - 2;
4891 memmove(cubemapname, cubemapname + 1, namelen);
4892 cubemapname[namelen] = '\0';
4896 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);
4899 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4907 Con_Printf("invalid rtlights file \"%s\"\n", name);
4908 Mem_Free(lightsstring);
4912 void R_Shadow_SaveWorldLights(void)
4916 size_t bufchars, bufmaxchars;
4918 char name[MAX_QPATH];
4919 char line[MAX_INPUTLINE];
4920 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
4921 // I hate lines which are 3 times my screen size :( --blub
4924 if (cl.worldmodel == NULL)
4926 Con_Print("No map loaded.\n");
4929 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
4930 strlcat (name, ".rtlights", sizeof (name));
4931 bufchars = bufmaxchars = 0;
4933 for (lightindex = 0;lightindex < range;lightindex++)
4935 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4938 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
4939 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);
4940 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
4941 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]);
4943 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);
4944 if (bufchars + strlen(line) > bufmaxchars)
4946 bufmaxchars = bufchars + strlen(line) + 2048;
4948 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
4952 memcpy(buf, oldbuf, bufchars);
4958 memcpy(buf + bufchars, line, strlen(line));
4959 bufchars += strlen(line);
4963 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
4968 void R_Shadow_LoadLightsFile(void)
4971 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
4972 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
4973 if (cl.worldmodel == NULL)
4975 Con_Print("No map loaded.\n");
4978 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
4979 strlcat (name, ".lights", sizeof (name));
4980 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
4988 while (*s && *s != '\n' && *s != '\r')
4994 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);
4998 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);
5001 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5002 radius = bound(15, radius, 4096);
5003 VectorScale(color, (2.0f / (8388608.0f)), color);
5004 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5012 Con_Printf("invalid lights file \"%s\"\n", name);
5013 Mem_Free(lightsstring);
5017 // tyrlite/hmap2 light types in the delay field
5018 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5020 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5022 int entnum, style, islight, skin, pflags, effects, type, n;
5025 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5026 char key[256], value[MAX_INPUTLINE];
5028 if (cl.worldmodel == NULL)
5030 Con_Print("No map loaded.\n");
5033 // try to load a .ent file first
5034 FS_StripExtension (cl.worldmodel->name, key, sizeof (key));
5035 strlcat (key, ".ent", sizeof (key));
5036 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5037 // and if that is not found, fall back to the bsp file entity string
5039 data = cl.worldmodel->brush.entities;
5042 for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5044 type = LIGHTTYPE_MINUSX;
5045 origin[0] = origin[1] = origin[2] = 0;
5046 originhack[0] = originhack[1] = originhack[2] = 0;
5047 angles[0] = angles[1] = angles[2] = 0;
5048 color[0] = color[1] = color[2] = 1;
5049 light[0] = light[1] = light[2] = 1;light[3] = 300;
5050 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5060 if (!COM_ParseToken_Simple(&data, false, false))
5062 if (com_token[0] == '}')
5063 break; // end of entity
5064 if (com_token[0] == '_')
5065 strlcpy(key, com_token + 1, sizeof(key));
5067 strlcpy(key, com_token, sizeof(key));
5068 while (key[strlen(key)-1] == ' ') // remove trailing spaces
5069 key[strlen(key)-1] = 0;
5070 if (!COM_ParseToken_Simple(&data, false, false))
5072 strlcpy(value, com_token, sizeof(value));
5074 // now that we have the key pair worked out...
5075 if (!strcmp("light", key))
5077 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5081 light[0] = vec[0] * (1.0f / 256.0f);
5082 light[1] = vec[0] * (1.0f / 256.0f);
5083 light[2] = vec[0] * (1.0f / 256.0f);
5089 light[0] = vec[0] * (1.0f / 255.0f);
5090 light[1] = vec[1] * (1.0f / 255.0f);
5091 light[2] = vec[2] * (1.0f / 255.0f);
5095 else if (!strcmp("delay", key))
5097 else if (!strcmp("origin", key))
5098 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5099 else if (!strcmp("angle", key))
5100 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5101 else if (!strcmp("angles", key))
5102 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5103 else if (!strcmp("color", key))
5104 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5105 else if (!strcmp("wait", key))
5106 fadescale = atof(value);
5107 else if (!strcmp("classname", key))
5109 if (!strncmp(value, "light", 5))
5112 if (!strcmp(value, "light_fluoro"))
5117 overridecolor[0] = 1;
5118 overridecolor[1] = 1;
5119 overridecolor[2] = 1;
5121 if (!strcmp(value, "light_fluorospark"))
5126 overridecolor[0] = 1;
5127 overridecolor[1] = 1;
5128 overridecolor[2] = 1;
5130 if (!strcmp(value, "light_globe"))
5135 overridecolor[0] = 1;
5136 overridecolor[1] = 0.8;
5137 overridecolor[2] = 0.4;
5139 if (!strcmp(value, "light_flame_large_yellow"))
5144 overridecolor[0] = 1;
5145 overridecolor[1] = 0.5;
5146 overridecolor[2] = 0.1;
5148 if (!strcmp(value, "light_flame_small_yellow"))
5153 overridecolor[0] = 1;
5154 overridecolor[1] = 0.5;
5155 overridecolor[2] = 0.1;
5157 if (!strcmp(value, "light_torch_small_white"))
5162 overridecolor[0] = 1;
5163 overridecolor[1] = 0.5;
5164 overridecolor[2] = 0.1;
5166 if (!strcmp(value, "light_torch_small_walltorch"))
5171 overridecolor[0] = 1;
5172 overridecolor[1] = 0.5;
5173 overridecolor[2] = 0.1;
5177 else if (!strcmp("style", key))
5178 style = atoi(value);
5179 else if (!strcmp("skin", key))
5180 skin = (int)atof(value);
5181 else if (!strcmp("pflags", key))
5182 pflags = (int)atof(value);
5183 else if (!strcmp("effects", key))
5184 effects = (int)atof(value);
5185 else if (cl.worldmodel->type == mod_brushq3)
5187 if (!strcmp("scale", key))
5188 lightscale = atof(value);
5189 if (!strcmp("fade", key))
5190 fadescale = atof(value);
5195 if (lightscale <= 0)
5199 if (color[0] == color[1] && color[0] == color[2])
5201 color[0] *= overridecolor[0];
5202 color[1] *= overridecolor[1];
5203 color[2] *= overridecolor[2];
5205 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5206 color[0] = color[0] * light[0];
5207 color[1] = color[1] * light[1];
5208 color[2] = color[2] * light[2];
5211 case LIGHTTYPE_MINUSX:
5213 case LIGHTTYPE_RECIPX:
5215 VectorScale(color, (1.0f / 16.0f), color);
5217 case LIGHTTYPE_RECIPXX:
5219 VectorScale(color, (1.0f / 16.0f), color);
5222 case LIGHTTYPE_NONE:
5226 case LIGHTTYPE_MINUSXX:
5229 VectorAdd(origin, originhack, origin);
5231 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);
5234 Mem_Free(entfiledata);
5238 void R_Shadow_SetCursorLocationForView(void)
5241 vec3_t dest, endpos;
5243 VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5244 trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
5245 if (trace.fraction < 1)
5247 dist = trace.fraction * r_editlights_cursordistance.value;
5248 push = r_editlights_cursorpushback.value;
5252 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
5253 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
5257 VectorClear( endpos );
5259 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5260 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5261 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5264 void R_Shadow_UpdateWorldLightSelection(void)
5266 if (r_editlights.integer)
5268 R_Shadow_SetCursorLocationForView();
5269 R_Shadow_SelectLightInView();
5272 R_Shadow_SelectLight(NULL);
5275 void R_Shadow_EditLights_Clear_f(void)
5277 R_Shadow_ClearWorldLights();
5280 void R_Shadow_EditLights_Reload_f(void)
5284 strlcpy(r_shadow_mapname, cl.worldmodel->name, sizeof(r_shadow_mapname));
5285 R_Shadow_ClearWorldLights();
5286 R_Shadow_LoadWorldLights();
5287 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5289 R_Shadow_LoadLightsFile();
5290 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5291 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5295 void R_Shadow_EditLights_Save_f(void)
5299 R_Shadow_SaveWorldLights();
5302 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
5304 R_Shadow_ClearWorldLights();
5305 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5308 void R_Shadow_EditLights_ImportLightsFile_f(void)
5310 R_Shadow_ClearWorldLights();
5311 R_Shadow_LoadLightsFile();
5314 void R_Shadow_EditLights_Spawn_f(void)
5317 if (!r_editlights.integer)
5319 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5322 if (Cmd_Argc() != 1)
5324 Con_Print("r_editlights_spawn does not take parameters\n");
5327 color[0] = color[1] = color[2] = 1;
5328 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5331 void R_Shadow_EditLights_Edit_f(void)
5333 vec3_t origin, angles, color;
5334 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
5335 int style, shadows, flags, normalmode, realtimemode;
5336 char cubemapname[MAX_INPUTLINE];
5337 if (!r_editlights.integer)
5339 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5342 if (!r_shadow_selectedlight)
5344 Con_Print("No selected light.\n");
5347 VectorCopy(r_shadow_selectedlight->origin, origin);
5348 VectorCopy(r_shadow_selectedlight->angles, angles);
5349 VectorCopy(r_shadow_selectedlight->color, color);
5350 radius = r_shadow_selectedlight->radius;
5351 style = r_shadow_selectedlight->style;
5352 if (r_shadow_selectedlight->cubemapname)
5353 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
5356 shadows = r_shadow_selectedlight->shadow;
5357 corona = r_shadow_selectedlight->corona;
5358 coronasizescale = r_shadow_selectedlight->coronasizescale;
5359 ambientscale = r_shadow_selectedlight->ambientscale;
5360 diffusescale = r_shadow_selectedlight->diffusescale;
5361 specularscale = r_shadow_selectedlight->specularscale;
5362 flags = r_shadow_selectedlight->flags;
5363 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
5364 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
5365 if (!strcmp(Cmd_Argv(1), "origin"))
5367 if (Cmd_Argc() != 5)
5369 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5372 origin[0] = atof(Cmd_Argv(2));
5373 origin[1] = atof(Cmd_Argv(3));
5374 origin[2] = atof(Cmd_Argv(4));
5376 else if (!strcmp(Cmd_Argv(1), "originx"))
5378 if (Cmd_Argc() != 3)
5380 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5383 origin[0] = atof(Cmd_Argv(2));
5385 else if (!strcmp(Cmd_Argv(1), "originy"))
5387 if (Cmd_Argc() != 3)
5389 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5392 origin[1] = atof(Cmd_Argv(2));
5394 else if (!strcmp(Cmd_Argv(1), "originz"))
5396 if (Cmd_Argc() != 3)
5398 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5401 origin[2] = atof(Cmd_Argv(2));
5403 else if (!strcmp(Cmd_Argv(1), "move"))
5405 if (Cmd_Argc() != 5)
5407 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5410 origin[0] += atof(Cmd_Argv(2));
5411 origin[1] += atof(Cmd_Argv(3));
5412 origin[2] += atof(Cmd_Argv(4));
5414 else if (!strcmp(Cmd_Argv(1), "movex"))
5416 if (Cmd_Argc() != 3)
5418 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5421 origin[0] += atof(Cmd_Argv(2));
5423 else if (!strcmp(Cmd_Argv(1), "movey"))
5425 if (Cmd_Argc() != 3)
5427 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5430 origin[1] += atof(Cmd_Argv(2));
5432 else if (!strcmp(Cmd_Argv(1), "movez"))
5434 if (Cmd_Argc() != 3)
5436 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5439 origin[2] += atof(Cmd_Argv(2));
5441 else if (!strcmp(Cmd_Argv(1), "angles"))
5443 if (Cmd_Argc() != 5)
5445 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5448 angles[0] = atof(Cmd_Argv(2));
5449 angles[1] = atof(Cmd_Argv(3));
5450 angles[2] = atof(Cmd_Argv(4));
5452 else if (!strcmp(Cmd_Argv(1), "anglesx"))
5454 if (Cmd_Argc() != 3)
5456 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5459 angles[0] = atof(Cmd_Argv(2));
5461 else if (!strcmp(Cmd_Argv(1), "anglesy"))
5463 if (Cmd_Argc() != 3)
5465 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5468 angles[1] = atof(Cmd_Argv(2));
5470 else if (!strcmp(Cmd_Argv(1), "anglesz"))
5472 if (Cmd_Argc() != 3)
5474 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5477 angles[2] = atof(Cmd_Argv(2));
5479 else if (!strcmp(Cmd_Argv(1), "color"))
5481 if (Cmd_Argc() != 5)
5483 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
5486 color[0] = atof(Cmd_Argv(2));
5487 color[1] = atof(Cmd_Argv(3));
5488 color[2] = atof(Cmd_Argv(4));
5490 else if (!strcmp(Cmd_Argv(1), "radius"))
5492 if (Cmd_Argc() != 3)
5494 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5497 radius = atof(Cmd_Argv(2));
5499 else if (!strcmp(Cmd_Argv(1), "colorscale"))
5501 if (Cmd_Argc() == 3)
5503 double scale = atof(Cmd_Argv(2));
5510 if (Cmd_Argc() != 5)
5512 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
5515 color[0] *= atof(Cmd_Argv(2));
5516 color[1] *= atof(Cmd_Argv(3));
5517 color[2] *= atof(Cmd_Argv(4));
5520 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
5522 if (Cmd_Argc() != 3)
5524 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5527 radius *= atof(Cmd_Argv(2));
5529 else if (!strcmp(Cmd_Argv(1), "style"))
5531 if (Cmd_Argc() != 3)
5533 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5536 style = atoi(Cmd_Argv(2));
5538 else if (!strcmp(Cmd_Argv(1), "cubemap"))
5542 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5545 if (Cmd_Argc() == 3)
5546 strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
5550 else if (!strcmp(Cmd_Argv(1), "shadows"))
5552 if (Cmd_Argc() != 3)
5554 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5557 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5559 else if (!strcmp(Cmd_Argv(1), "corona"))
5561 if (Cmd_Argc() != 3)
5563 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5566 corona = atof(Cmd_Argv(2));
5568 else if (!strcmp(Cmd_Argv(1), "coronasize"))
5570 if (Cmd_Argc() != 3)
5572 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5575 coronasizescale = atof(Cmd_Argv(2));
5577 else if (!strcmp(Cmd_Argv(1), "ambient"))
5579 if (Cmd_Argc() != 3)
5581 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5584 ambientscale = atof(Cmd_Argv(2));
5586 else if (!strcmp(Cmd_Argv(1), "diffuse"))
5588 if (Cmd_Argc() != 3)
5590 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5593 diffusescale = atof(Cmd_Argv(2));
5595 else if (!strcmp(Cmd_Argv(1), "specular"))
5597 if (Cmd_Argc() != 3)
5599 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5602 specularscale = atof(Cmd_Argv(2));
5604 else if (!strcmp(Cmd_Argv(1), "normalmode"))
5606 if (Cmd_Argc() != 3)
5608 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5611 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5613 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
5615 if (Cmd_Argc() != 3)
5617 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5620 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5624 Con_Print("usage: r_editlights_edit [property] [value]\n");
5625 Con_Print("Selected light's properties:\n");
5626 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
5627 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
5628 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
5629 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
5630 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
5631 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
5632 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
5633 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
5634 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
5635 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
5636 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
5637 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
5638 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
5639 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
5642 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
5643 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5646 void R_Shadow_EditLights_EditAll_f(void)
5652 if (!r_editlights.integer)
5654 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
5658 // EditLights doesn't seem to have a "remove" command or something so:
5659 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5660 for (lightindex = 0;lightindex < range;lightindex++)
5662 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5665 R_Shadow_SelectLight(light);
5666 R_Shadow_EditLights_Edit_f();
5670 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
5672 int lightnumber, lightcount;
5673 size_t lightindex, range;
5677 if (!r_editlights.integer)
5679 x = vid_conwidth.value - 240;
5681 DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
5684 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5685 for (lightindex = 0;lightindex < range;lightindex++)
5687 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5690 if (light == r_shadow_selectedlight)
5691 lightnumber = lightindex;
5694 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);y += 8;
5695 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);y += 8;
5697 if (r_shadow_selectedlight == NULL)
5699 dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5700 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);y += 8;
5701 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);y += 8;
5702 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);y += 8;
5703 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);y += 8;
5704 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);y += 8;
5705 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);y += 8;
5706 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);y += 8;
5707 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);y += 8;
5708 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);y += 8;
5709 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);y += 8;
5710 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);y += 8;
5711 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);y += 8;
5712 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);y += 8;
5713 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);y += 8;
5716 void R_Shadow_EditLights_ToggleShadow_f(void)
5718 if (!r_editlights.integer)
5720 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5723 if (!r_shadow_selectedlight)
5725 Con_Print("No selected light.\n");
5728 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);
5731 void R_Shadow_EditLights_ToggleCorona_f(void)
5733 if (!r_editlights.integer)
5735 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5738 if (!r_shadow_selectedlight)
5740 Con_Print("No selected light.\n");
5743 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);
5746 void R_Shadow_EditLights_Remove_f(void)
5748 if (!r_editlights.integer)
5750 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
5753 if (!r_shadow_selectedlight)
5755 Con_Print("No selected light.\n");
5758 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
5759 r_shadow_selectedlight = NULL;
5762 void R_Shadow_EditLights_Help_f(void)
5765 "Documentation on r_editlights system:\n"
5767 "r_editlights : enable/disable editing mode\n"
5768 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
5769 "r_editlights_cursorpushback : push back cursor this far from surface\n"
5770 "r_editlights_cursorpushoff : push cursor off surface this far\n"
5771 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
5772 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
5774 "r_editlights_help : this help\n"
5775 "r_editlights_clear : remove all lights\n"
5776 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
5777 "r_editlights_save : save to .rtlights file\n"
5778 "r_editlights_spawn : create a light with default settings\n"
5779 "r_editlights_edit command : edit selected light - more documentation below\n"
5780 "r_editlights_remove : remove selected light\n"
5781 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
5782 "r_editlights_importlightentitiesfrommap : reload light entities\n"
5783 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
5785 "origin x y z : set light location\n"
5786 "originx x: set x component of light location\n"
5787 "originy y: set y component of light location\n"
5788 "originz z: set z component of light location\n"
5789 "move x y z : adjust light location\n"
5790 "movex x: adjust x component of light location\n"
5791 "movey y: adjust y component of light location\n"
5792 "movez z: adjust z component of light location\n"
5793 "angles x y z : set light angles\n"
5794 "anglesx x: set x component of light angles\n"
5795 "anglesy y: set y component of light angles\n"
5796 "anglesz z: set z component of light angles\n"
5797 "color r g b : set color of light (can be brighter than 1 1 1)\n"
5798 "radius radius : set radius (size) of light\n"
5799 "colorscale grey : multiply color of light (1 does nothing)\n"
5800 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
5801 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
5802 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
5803 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
5804 "cubemap basename : set filter cubemap of light (not yet supported)\n"
5805 "shadows 1/0 : turn on/off shadows\n"
5806 "corona n : set corona intensity\n"
5807 "coronasize n : set corona size (0-1)\n"
5808 "ambient n : set ambient intensity (0-1)\n"
5809 "diffuse n : set diffuse intensity (0-1)\n"
5810 "specular n : set specular intensity (0-1)\n"
5811 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
5812 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
5813 "<nothing> : print light properties to console\n"
5817 void R_Shadow_EditLights_CopyInfo_f(void)
5819 if (!r_editlights.integer)
5821 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
5824 if (!r_shadow_selectedlight)
5826 Con_Print("No selected light.\n");
5829 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
5830 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
5831 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
5832 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
5833 if (r_shadow_selectedlight->cubemapname)
5834 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
5836 r_shadow_bufferlight.cubemapname[0] = 0;
5837 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
5838 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
5839 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
5840 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
5841 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
5842 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
5843 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
5846 void R_Shadow_EditLights_PasteInfo_f(void)
5848 if (!r_editlights.integer)
5850 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
5853 if (!r_shadow_selectedlight)
5855 Con_Print("No selected light.\n");
5858 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);
5861 void R_Shadow_EditLights_Init(void)
5863 Cvar_RegisterVariable(&r_editlights);
5864 Cvar_RegisterVariable(&r_editlights_cursordistance);
5865 Cvar_RegisterVariable(&r_editlights_cursorpushback);
5866 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
5867 Cvar_RegisterVariable(&r_editlights_cursorgrid);
5868 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
5869 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
5870 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
5871 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)");
5872 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
5873 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
5874 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
5875 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)");
5876 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
5877 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
5878 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
5879 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
5880 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
5881 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
5882 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)");
5888 =============================================================================
5892 =============================================================================
5895 void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic)
5897 VectorClear(diffusecolor);
5898 VectorClear(diffusenormal);
5900 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
5902 ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient;
5903 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
5906 VectorSet(ambientcolor, 1, 1, 1);
5913 for (i = 0;i < r_refdef.scene.numlights;i++)
5915 light = r_refdef.scene.lights[i];
5916 Matrix4x4_Transform(&light->matrix_worldtolight, p, v);
5917 f = 1 - VectorLength2(v);
5918 if (f > 0 && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
5919 VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);