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_STENCIL,
149 R_SHADOW_RENDERMODE_SEPARATESTENCIL,
150 R_SHADOW_RENDERMODE_STENCILTWOSIDE,
151 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
152 R_SHADOW_RENDERMODE_LIGHT_DOT3,
153 R_SHADOW_RENDERMODE_LIGHT_GLSL,
154 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
155 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
157 r_shadow_rendermode_t;
159 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
160 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
161 r_shadow_rendermode_t r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_NONE;
163 int maxshadowtriangles;
166 int maxshadowvertices;
167 float *shadowvertex3f;
180 int r_shadow_buffer_numleafpvsbytes;
181 unsigned char *r_shadow_buffer_leafpvs;
182 int *r_shadow_buffer_leaflist;
184 int r_shadow_buffer_numsurfacepvsbytes;
185 unsigned char *r_shadow_buffer_surfacepvs;
186 int *r_shadow_buffer_surfacelist;
188 // current light's cull box (copied out of an rtlight or calculated by GetLightInfo)
189 vec3_t r_shadow_rtlight_cullmins;
190 vec3_t r_shadow_rtlight_cullmaxs;
192 rtexturepool_t *r_shadow_texturepool;
193 rtexture_t *r_shadow_attenuation2dtexture;
194 rtexture_t *r_shadow_attenuation3dtexture;
196 // lights are reloaded when this changes
197 char r_shadow_mapname[MAX_QPATH];
199 // used only for light filters (cubemaps)
200 rtexturepool_t *r_shadow_filters_texturepool;
202 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"};
203 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"};
204 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
205 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)"};
206 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"};
207 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
208 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
209 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5", "changes attenuation texture generation (does not affect r_glsl lighting)"};
210 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1", "changes attenuation texture generation (does not affect r_glsl lighting)"};
211 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
212 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
213 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
214 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
215 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)"};
216 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
217 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
218 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
219 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
220 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)"};
221 cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1", "enables shadows from dynamic lights when using full world lighting"};
222 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"};
223 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
224 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
225 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"};
226 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation"};
227 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation"};
228 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)"};
229 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
230 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_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)"};
231 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)"};
232 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatetencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
233 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
234 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
235 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
236 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
237 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
238 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
239 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
241 float r_shadow_attenpower, r_shadow_attenscale;
243 rtlight_t *r_shadow_compilingrtlight;
244 dlight_t *r_shadow_worldlightchain;
245 dlight_t *r_shadow_selectedlight;
246 dlight_t r_shadow_bufferlight;
247 vec3_t r_editlights_cursorlocation;
249 extern int con_vislines;
251 typedef struct cubemapinfo_s
258 #define MAX_CUBEMAPS 256
259 static int numcubemaps;
260 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
262 void R_Shadow_UncompileWorldLights(void);
263 void R_Shadow_ClearWorldLights(void);
264 void R_Shadow_SaveWorldLights(void);
265 void R_Shadow_LoadWorldLights(void);
266 void R_Shadow_LoadLightsFile(void);
267 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
268 void R_Shadow_EditLights_Reload_f(void);
269 void R_Shadow_ValidateCvars(void);
270 static void R_Shadow_MakeTextures(void);
271 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
273 void r_shadow_start(void)
275 // allocate vertex processing arrays
277 r_shadow_attenuation2dtexture = NULL;
278 r_shadow_attenuation3dtexture = NULL;
279 r_shadow_texturepool = NULL;
280 r_shadow_filters_texturepool = NULL;
281 R_Shadow_ValidateCvars();
282 R_Shadow_MakeTextures();
283 maxshadowtriangles = 0;
284 shadowelements = NULL;
285 maxshadowvertices = 0;
286 shadowvertex3f = NULL;
294 shadowmarklist = NULL;
296 r_shadow_buffer_numleafpvsbytes = 0;
297 r_shadow_buffer_leafpvs = NULL;
298 r_shadow_buffer_leaflist = NULL;
299 r_shadow_buffer_numsurfacepvsbytes = 0;
300 r_shadow_buffer_surfacepvs = NULL;
301 r_shadow_buffer_surfacelist = NULL;
304 void r_shadow_shutdown(void)
306 R_Shadow_UncompileWorldLights();
308 r_shadow_attenuation2dtexture = NULL;
309 r_shadow_attenuation3dtexture = NULL;
310 R_FreeTexturePool(&r_shadow_texturepool);
311 R_FreeTexturePool(&r_shadow_filters_texturepool);
312 maxshadowtriangles = 0;
314 Mem_Free(shadowelements);
315 shadowelements = NULL;
317 Mem_Free(shadowvertex3f);
318 shadowvertex3f = NULL;
321 Mem_Free(vertexupdate);
324 Mem_Free(vertexremap);
330 Mem_Free(shadowmark);
333 Mem_Free(shadowmarklist);
334 shadowmarklist = NULL;
336 r_shadow_buffer_numleafpvsbytes = 0;
337 if (r_shadow_buffer_leafpvs)
338 Mem_Free(r_shadow_buffer_leafpvs);
339 r_shadow_buffer_leafpvs = NULL;
340 if (r_shadow_buffer_leaflist)
341 Mem_Free(r_shadow_buffer_leaflist);
342 r_shadow_buffer_leaflist = NULL;
343 r_shadow_buffer_numsurfacepvsbytes = 0;
344 if (r_shadow_buffer_surfacepvs)
345 Mem_Free(r_shadow_buffer_surfacepvs);
346 r_shadow_buffer_surfacepvs = NULL;
347 if (r_shadow_buffer_surfacelist)
348 Mem_Free(r_shadow_buffer_surfacelist);
349 r_shadow_buffer_surfacelist = NULL;
352 void r_shadow_newmap(void)
356 void R_Shadow_Help_f(void)
359 "Documentation on r_shadow system:\n"
361 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
362 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
363 "r_shadow_debuglight : render only this light number (-1 = all)\n"
364 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
365 "r_shadow_gloss2intensity : brightness of forced gloss\n"
366 "r_shadow_glossintensity : brightness of textured gloss\n"
367 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
368 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
369 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
370 "r_shadow_lightradiusscale : scale rendering radius of all lights\n"
371 "r_shadow_portallight : use portal visibility for static light precomputation\n"
372 "r_shadow_projectdistance : shadow volume projection distance\n"
373 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
374 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
375 "r_shadow_realtime_world : use high quality world lighting mode\n"
376 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
377 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
378 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
379 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
380 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
381 "r_shadow_scissor : use scissor optimization\n"
382 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
383 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
384 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
385 "r_showlighting : useful for performance testing; bright = slow!\n"
386 "r_showshadowvolumes : useful for performance testing; bright = slow!\n"
388 "r_shadow_help : this help\n"
392 void R_Shadow_Init(void)
394 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
395 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
396 Cvar_RegisterVariable(&r_shadow_debuglight);
397 Cvar_RegisterVariable(&r_shadow_gloss);
398 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
399 Cvar_RegisterVariable(&r_shadow_glossintensity);
400 Cvar_RegisterVariable(&r_shadow_glossexponent);
401 Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
402 Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
403 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
404 Cvar_RegisterVariable(&r_shadow_lightradiusscale);
405 Cvar_RegisterVariable(&r_shadow_portallight);
406 Cvar_RegisterVariable(&r_shadow_projectdistance);
407 Cvar_RegisterVariable(&r_shadow_frontsidecasting);
408 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
409 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
410 Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
411 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
412 Cvar_RegisterVariable(&r_shadow_realtime_world);
413 Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
414 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
415 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
416 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
417 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
418 Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
419 Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
420 Cvar_RegisterVariable(&r_shadow_scissor);
421 Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
422 Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
423 Cvar_RegisterVariable(&r_shadow_texture3d);
424 Cvar_RegisterVariable(&gl_ext_separatestencil);
425 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
426 if (gamemode == GAME_TENEBRAE)
428 Cvar_SetValue("r_shadow_gloss", 2);
429 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
431 Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system");
432 R_Shadow_EditLights_Init();
433 r_shadow_worldlightchain = NULL;
434 maxshadowtriangles = 0;
435 shadowelements = NULL;
436 maxshadowvertices = 0;
437 shadowvertex3f = NULL;
445 shadowmarklist = NULL;
447 r_shadow_buffer_numleafpvsbytes = 0;
448 r_shadow_buffer_leafpvs = NULL;
449 r_shadow_buffer_leaflist = NULL;
450 r_shadow_buffer_numsurfacepvsbytes = 0;
451 r_shadow_buffer_surfacepvs = NULL;
452 r_shadow_buffer_surfacelist = NULL;
453 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
456 matrix4x4_t matrix_attenuationxyz =
459 {0.5, 0.0, 0.0, 0.5},
460 {0.0, 0.5, 0.0, 0.5},
461 {0.0, 0.0, 0.5, 0.5},
466 matrix4x4_t matrix_attenuationz =
469 {0.0, 0.0, 0.5, 0.5},
470 {0.0, 0.0, 0.0, 0.5},
471 {0.0, 0.0, 0.0, 0.5},
476 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles)
478 // make sure shadowelements is big enough for this volume
479 if (maxshadowtriangles < numtriangles)
481 maxshadowtriangles = numtriangles;
483 Mem_Free(shadowelements);
484 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[24]));
486 // make sure shadowvertex3f is big enough for this volume
487 if (maxshadowvertices < numvertices)
489 maxshadowvertices = numvertices;
491 Mem_Free(shadowvertex3f);
492 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[6]));
496 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
498 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
499 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
500 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
502 if (r_shadow_buffer_leafpvs)
503 Mem_Free(r_shadow_buffer_leafpvs);
504 if (r_shadow_buffer_leaflist)
505 Mem_Free(r_shadow_buffer_leaflist);
506 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
507 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
508 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
510 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
512 if (r_shadow_buffer_surfacepvs)
513 Mem_Free(r_shadow_buffer_surfacepvs);
514 if (r_shadow_buffer_surfacelist)
515 Mem_Free(r_shadow_buffer_surfacelist);
516 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
517 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
518 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
522 void R_Shadow_PrepareShadowMark(int numtris)
524 // make sure shadowmark is big enough for this volume
525 if (maxshadowmark < numtris)
527 maxshadowmark = numtris;
529 Mem_Free(shadowmark);
531 Mem_Free(shadowmarklist);
532 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
533 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
537 // if shadowmarkcount wrapped we clear the array and adjust accordingly
538 if (shadowmarkcount == 0)
541 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
546 int R_Shadow_ConstructShadowVolume(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)
549 int outtriangles = 0, outvertices = 0;
552 float ratio, direction[3], projectvector[3];
554 if (projectdirection)
555 VectorScale(projectdirection, projectdistance, projectvector);
557 VectorClear(projectvector);
559 if (maxvertexupdate < innumvertices)
561 maxvertexupdate = innumvertices;
563 Mem_Free(vertexupdate);
565 Mem_Free(vertexremap);
566 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
567 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
571 if (vertexupdatenum == 0)
574 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
575 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
578 for (i = 0;i < numshadowmarktris;i++)
579 shadowmark[shadowmarktris[i]] = shadowmarkcount;
581 // create the vertices
582 if (projectdirection)
584 for (i = 0;i < numshadowmarktris;i++)
586 element = inelement3i + shadowmarktris[i] * 3;
587 for (j = 0;j < 3;j++)
589 if (vertexupdate[element[j]] != vertexupdatenum)
591 vertexupdate[element[j]] = vertexupdatenum;
592 vertexremap[element[j]] = outvertices;
593 vertex = invertex3f + element[j] * 3;
594 // project one copy of the vertex according to projectvector
595 VectorCopy(vertex, outvertex3f);
596 VectorAdd(vertex, projectvector, (outvertex3f + 3));
605 for (i = 0;i < numshadowmarktris;i++)
607 element = inelement3i + shadowmarktris[i] * 3;
608 for (j = 0;j < 3;j++)
610 if (vertexupdate[element[j]] != vertexupdatenum)
612 vertexupdate[element[j]] = vertexupdatenum;
613 vertexremap[element[j]] = outvertices;
614 vertex = invertex3f + element[j] * 3;
615 // project one copy of the vertex to the sphere radius of the light
616 // (FIXME: would projecting it to the light box be better?)
617 VectorSubtract(vertex, projectorigin, direction);
618 ratio = projectdistance / VectorLength(direction);
619 VectorCopy(vertex, outvertex3f);
620 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
628 if (r_shadow_frontsidecasting.integer)
630 for (i = 0;i < numshadowmarktris;i++)
632 int remappedelement[3];
634 const int *neighbortriangle;
636 markindex = shadowmarktris[i] * 3;
637 element = inelement3i + markindex;
638 neighbortriangle = inneighbor3i + markindex;
639 // output the front and back triangles
640 outelement3i[0] = vertexremap[element[0]];
641 outelement3i[1] = vertexremap[element[1]];
642 outelement3i[2] = vertexremap[element[2]];
643 outelement3i[3] = vertexremap[element[2]] + 1;
644 outelement3i[4] = vertexremap[element[1]] + 1;
645 outelement3i[5] = vertexremap[element[0]] + 1;
649 // output the sides (facing outward from this triangle)
650 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
652 remappedelement[0] = vertexremap[element[0]];
653 remappedelement[1] = vertexremap[element[1]];
654 outelement3i[0] = remappedelement[1];
655 outelement3i[1] = remappedelement[0];
656 outelement3i[2] = remappedelement[0] + 1;
657 outelement3i[3] = remappedelement[1];
658 outelement3i[4] = remappedelement[0] + 1;
659 outelement3i[5] = remappedelement[1] + 1;
664 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
666 remappedelement[1] = vertexremap[element[1]];
667 remappedelement[2] = vertexremap[element[2]];
668 outelement3i[0] = remappedelement[2];
669 outelement3i[1] = remappedelement[1];
670 outelement3i[2] = remappedelement[1] + 1;
671 outelement3i[3] = remappedelement[2];
672 outelement3i[4] = remappedelement[1] + 1;
673 outelement3i[5] = remappedelement[2] + 1;
678 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
680 remappedelement[0] = vertexremap[element[0]];
681 remappedelement[2] = vertexremap[element[2]];
682 outelement3i[0] = remappedelement[0];
683 outelement3i[1] = remappedelement[2];
684 outelement3i[2] = remappedelement[2] + 1;
685 outelement3i[3] = remappedelement[0];
686 outelement3i[4] = remappedelement[2] + 1;
687 outelement3i[5] = remappedelement[0] + 1;
696 for (i = 0;i < numshadowmarktris;i++)
698 int remappedelement[3];
700 const int *neighbortriangle;
702 markindex = shadowmarktris[i] * 3;
703 element = inelement3i + markindex;
704 neighbortriangle = inneighbor3i + markindex;
705 // output the front and back triangles
706 outelement3i[0] = vertexremap[element[2]];
707 outelement3i[1] = vertexremap[element[1]];
708 outelement3i[2] = vertexremap[element[0]];
709 outelement3i[3] = vertexremap[element[0]] + 1;
710 outelement3i[4] = vertexremap[element[1]] + 1;
711 outelement3i[5] = vertexremap[element[2]] + 1;
715 // output the sides (facing outward from this triangle)
716 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
718 remappedelement[0] = vertexremap[element[0]];
719 remappedelement[1] = vertexremap[element[1]];
720 outelement3i[0] = remappedelement[0];
721 outelement3i[1] = remappedelement[1];
722 outelement3i[2] = remappedelement[1] + 1;
723 outelement3i[3] = remappedelement[0];
724 outelement3i[4] = remappedelement[1] + 1;
725 outelement3i[5] = remappedelement[0] + 1;
730 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
732 remappedelement[1] = vertexremap[element[1]];
733 remappedelement[2] = vertexremap[element[2]];
734 outelement3i[0] = remappedelement[1];
735 outelement3i[1] = remappedelement[2];
736 outelement3i[2] = remappedelement[2] + 1;
737 outelement3i[3] = remappedelement[1];
738 outelement3i[4] = remappedelement[2] + 1;
739 outelement3i[5] = remappedelement[1] + 1;
744 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
746 remappedelement[0] = vertexremap[element[0]];
747 remappedelement[2] = vertexremap[element[2]];
748 outelement3i[0] = remappedelement[2];
749 outelement3i[1] = remappedelement[0];
750 outelement3i[2] = remappedelement[0] + 1;
751 outelement3i[3] = remappedelement[2];
752 outelement3i[4] = remappedelement[0] + 1;
753 outelement3i[5] = remappedelement[2] + 1;
761 *outnumvertices = outvertices;
765 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)
768 if (projectdistance < 0.1)
770 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
773 if (!numverts || !nummarktris)
775 // make sure shadowelements is big enough for this volume
776 if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts)
777 R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255);
778 tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
779 r_refdef.stats.lights_dynamicshadowtriangles += tris;
780 R_Shadow_RenderVolume(outverts, tris, shadowvertex3f, shadowelements);
783 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)
789 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
791 tend = firsttriangle + numtris;
792 if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
793 && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
794 && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
796 // surface box entirely inside light box, no box cull
797 if (projectdirection)
799 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
801 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
802 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
803 shadowmarklist[numshadowmark++] = t;
808 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
809 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
810 shadowmarklist[numshadowmark++] = t;
815 // surface box not entirely inside light box, cull each triangle
816 if (projectdirection)
818 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
820 v[0] = invertex3f + e[0] * 3;
821 v[1] = invertex3f + e[1] * 3;
822 v[2] = invertex3f + e[2] * 3;
823 TriangleNormal(v[0], v[1], v[2], normal);
824 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
825 && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
826 && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
827 && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
828 && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
829 && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
830 && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
831 shadowmarklist[numshadowmark++] = t;
836 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
838 v[0] = invertex3f + e[0] * 3;
839 v[1] = invertex3f + e[1] * 3;
840 v[2] = invertex3f + e[2] * 3;
841 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
842 && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
843 && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
844 && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
845 && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
846 && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
847 && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
848 shadowmarklist[numshadowmark++] = t;
854 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
856 if (r_shadow_compilingrtlight)
858 // if we're compiling an rtlight, capture the mesh
859 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
862 r_refdef.stats.lights_shadowtriangles += numtriangles;
864 R_Mesh_VertexPointer(vertex3f);
865 GL_LockArrays(0, numvertices);
866 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
868 // decrement stencil if backface is behind depthbuffer
869 GL_CullFace(GL_BACK); // quake is backwards, this culls front faces
870 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
871 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
872 // increment stencil if frontface is behind depthbuffer
873 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
874 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
876 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
881 static void R_Shadow_MakeTextures(void)
884 float v[3], intensity;
886 R_FreeTexturePool(&r_shadow_texturepool);
887 r_shadow_texturepool = R_AllocTexturePool();
888 r_shadow_attenpower = r_shadow_lightattenuationpower.value;
889 r_shadow_attenscale = r_shadow_lightattenuationscale.value;
890 #define ATTEN2DSIZE 64
891 #define ATTEN3DSIZE 32
892 data = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
893 for (y = 0;y < ATTEN2DSIZE;y++)
895 for (x = 0;x < ATTEN2DSIZE;x++)
897 v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
898 v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
900 intensity = 1.0f - sqrt(DotProduct(v, v));
902 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
903 d = (int)bound(0, intensity, 255);
904 data[(y*ATTEN2DSIZE+x)*4+0] = d;
905 data[(y*ATTEN2DSIZE+x)*4+1] = d;
906 data[(y*ATTEN2DSIZE+x)*4+2] = d;
907 data[(y*ATTEN2DSIZE+x)*4+3] = d;
910 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
911 if (r_shadow_texture3d.integer && gl_texture3d)
913 for (z = 0;z < ATTEN3DSIZE;z++)
915 for (y = 0;y < ATTEN3DSIZE;y++)
917 for (x = 0;x < ATTEN3DSIZE;x++)
919 v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
920 v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
921 v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
922 intensity = 1.0f - sqrt(DotProduct(v, v));
924 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
925 d = (int)bound(0, intensity, 255);
926 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
927 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
928 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
929 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
933 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
938 void R_Shadow_ValidateCvars(void)
940 if (r_shadow_texture3d.integer && !gl_texture3d)
941 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
942 if (gl_ext_separatestencil.integer && !gl_support_separatestencil)
943 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
944 if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
945 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
948 // light currently being rendered
949 rtlight_t *r_shadow_rtlight;
951 // this is the location of the light in entity space
952 vec3_t r_shadow_entitylightorigin;
953 // this transforms entity coordinates to light filter cubemap coordinates
954 // (also often used for other purposes)
955 matrix4x4_t r_shadow_entitytolight;
956 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
957 // of attenuation texturing in full 3D (Z result often ignored)
958 matrix4x4_t r_shadow_entitytoattenuationxyz;
959 // this transforms only the Z to S, and T is always 0.5
960 matrix4x4_t r_shadow_entitytoattenuationz;
962 void R_Shadow_RenderMode_Begin(void)
964 R_Shadow_ValidateCvars();
966 if (!r_shadow_attenuation2dtexture
967 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
968 || r_shadow_lightattenuationpower.value != r_shadow_attenpower
969 || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
970 R_Shadow_MakeTextures();
973 R_Mesh_ColorPointer(NULL);
974 R_Mesh_ResetTextureState();
975 GL_BlendFunc(GL_ONE, GL_ZERO);
978 GL_Color(0, 0, 0, 1);
979 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
981 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
983 if (gl_ext_separatestencil.integer)
984 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_SEPARATESTENCIL;
985 else if (gl_ext_stenciltwoside.integer)
986 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
988 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
990 if (r_glsl.integer && gl_support_fragment_shader)
991 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
992 else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
993 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
995 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
998 void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight)
1000 r_shadow_rtlight = rtlight;
1003 void R_Shadow_RenderMode_Reset(void)
1006 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1008 qglUseProgramObjectARB(0);CHECKGLERROR
1010 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
1012 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1014 R_Mesh_ColorPointer(NULL);
1015 R_Mesh_ResetTextureState();
1017 GL_DepthMask(false);
1018 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1019 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1020 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1021 qglStencilMask(~0);CHECKGLERROR
1022 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1023 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1024 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
1025 GL_Color(1, 1, 1, 1);
1026 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
1027 GL_BlendFunc(GL_ONE, GL_ZERO);
1030 void R_Shadow_RenderMode_StencilShadowVolumes(void)
1033 R_Shadow_RenderMode_Reset();
1034 GL_ColorMask(0, 0, 0, 0);
1035 qglPolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
1036 qglDepthFunc(GL_LESS);CHECKGLERROR
1037 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1038 r_shadow_rendermode = r_shadow_shadowingrendermode;
1039 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SEPARATESTENCIL)
1041 GL_CullFace(GL_NONE);
1042 qglStencilOpSeparate(GL_BACK, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR // quake is backwards, this is front faces
1043 qglStencilOpSeparate(GL_FRONT, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR // quake is backwards, this is back faces
1045 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
1047 GL_CullFace(GL_NONE);
1048 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1049 qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR // quake is backwards, this is front faces
1050 qglStencilMask(~0);CHECKGLERROR
1051 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1052 qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR // quake is backwards, this is back faces
1053 qglStencilMask(~0);CHECKGLERROR
1054 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1056 GL_Clear(GL_STENCIL_BUFFER_BIT);
1057 r_refdef.stats.lights_clears++;
1060 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
1063 R_Shadow_RenderMode_Reset();
1064 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1067 qglDepthFunc(GL_EQUAL);CHECKGLERROR
1071 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1072 // only draw light where this geometry was already rendered AND the
1073 // stencil is 128 (values other than this mean shadow)
1074 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
1076 r_shadow_rendermode = r_shadow_lightingrendermode;
1077 // do global setup needed for the chosen lighting mode
1078 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1080 R_Mesh_TexBind(0, R_GetTexture(r_texture_blanknormalmap)); // normal
1081 R_Mesh_TexBind(1, R_GetTexture(r_texture_white)); // diffuse
1082 R_Mesh_TexBind(2, R_GetTexture(r_texture_white)); // gloss
1083 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); // light filter
1084 R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog
1085 R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants
1086 R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt
1087 R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); // lightmap
1088 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); // deluxemap
1089 R_Mesh_TexBind(9, R_GetTexture(r_texture_black)); // glow
1090 //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix
1091 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1092 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 0);
1097 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
1100 R_Shadow_RenderMode_Reset();
1101 GL_BlendFunc(GL_ONE, GL_ONE);
1102 GL_DepthTest(r_showshadowvolumes.integer < 2);
1103 GL_Color(0.0, 0.0125 * r_view.colorscale, 0.1 * r_view.colorscale, 1);
1104 qglPolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
1105 GL_CullFace(GL_NONE);
1106 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
1109 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
1112 R_Shadow_RenderMode_Reset();
1113 GL_BlendFunc(GL_ONE, GL_ONE);
1114 GL_DepthTest(r_showlighting.integer < 2);
1115 GL_Color(0.1 * r_view.colorscale, 0.0125 * r_view.colorscale, 0, 1);
1118 qglDepthFunc(GL_EQUAL);CHECKGLERROR
1122 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1123 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
1125 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
1128 void R_Shadow_RenderMode_End(void)
1131 R_Shadow_RenderMode_Reset();
1132 R_Shadow_RenderMode_ActiveLight(NULL);
1134 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1135 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1138 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1140 int i, ix1, iy1, ix2, iy2;
1141 float x1, y1, x2, y2;
1144 mplane_t planes[11];
1145 float vertex3f[256*3];
1147 // if view is inside the light box, just say yes it's visible
1148 if (BoxesOverlap(r_view.origin, r_view.origin, mins, maxs))
1150 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1154 // create a temporary brush describing the area the light can affect in worldspace
1155 VectorNegate(r_view.frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -r_view.frustum[0].dist;
1156 VectorNegate(r_view.frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -r_view.frustum[1].dist;
1157 VectorNegate(r_view.frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -r_view.frustum[2].dist;
1158 VectorNegate(r_view.frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -r_view.frustum[3].dist;
1159 VectorNegate(r_view.frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -r_view.frustum[4].dist;
1160 VectorSet (planes[ 5].normal, 1, 0, 0); planes[ 5].dist = maxs[0];
1161 VectorSet (planes[ 6].normal, -1, 0, 0); planes[ 6].dist = -mins[0];
1162 VectorSet (planes[ 7].normal, 0, 1, 0); planes[ 7].dist = maxs[1];
1163 VectorSet (planes[ 8].normal, 0, -1, 0); planes[ 8].dist = -mins[1];
1164 VectorSet (planes[ 9].normal, 0, 0, 1); planes[ 9].dist = maxs[2];
1165 VectorSet (planes[10].normal, 0, 0, -1); planes[10].dist = -mins[2];
1167 // turn the brush into a mesh
1168 memset(&mesh, 0, sizeof(rmesh_t));
1169 mesh.maxvertices = 256;
1170 mesh.vertex3f = vertex3f;
1171 mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1172 R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1174 // if that mesh is empty, the light is not visible at all
1175 if (!mesh.numvertices)
1178 if (!r_shadow_scissor.integer)
1181 // if that mesh is not empty, check what area of the screen it covers
1182 x1 = y1 = x2 = y2 = 0;
1184 //Con_Printf("%i vertices to transform...\n", mesh.numvertices);
1185 for (i = 0;i < mesh.numvertices;i++)
1187 VectorCopy(mesh.vertex3f + i * 3, v);
1188 GL_TransformToScreen(v, v2);
1189 //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]);
1192 if (x1 > v2[0]) x1 = v2[0];
1193 if (x2 < v2[0]) x2 = v2[0];
1194 if (y1 > v2[1]) y1 = v2[1];
1195 if (y2 < v2[1]) y2 = v2[1];
1204 // now convert the scissor rectangle to integer screen coordinates
1205 ix1 = (int)(x1 - 1.0f);
1206 iy1 = (int)(y1 - 1.0f);
1207 ix2 = (int)(x2 + 1.0f);
1208 iy2 = (int)(y2 + 1.0f);
1209 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1211 // clamp it to the screen
1212 if (ix1 < r_view.x) ix1 = r_view.x;
1213 if (iy1 < r_view.y) iy1 = r_view.y;
1214 if (ix2 > r_view.x + r_view.width) ix2 = r_view.x + r_view.width;
1215 if (iy2 > r_view.y + r_view.height) iy2 = r_view.y + r_view.height;
1217 // if it is inside out, it's not visible
1218 if (ix2 <= ix1 || iy2 <= iy1)
1221 // the light area is visible, set up the scissor rectangle
1222 GL_Scissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1223 //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);CHECKGLERROR
1224 //qglEnable(GL_SCISSOR_TEST);CHECKGLERROR
1225 r_refdef.stats.lights_scissored++;
1229 static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor)
1231 int numverts = surface->num_vertices;
1232 float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1233 float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1234 float *color4f = rsurface_array_color4f + 4 * surface->num_firstvertex;
1235 float dist, dot, distintensity, shadeintensity, v[3], n[3];
1236 if (r_textureunits.integer >= 3)
1238 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1240 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1241 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1242 if ((dot = DotProduct(n, v)) < 0)
1244 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1245 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]);
1246 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]);
1247 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]);
1248 if (r_refdef.fogenabled)
1250 float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
1251 VectorScale(color4f, f, color4f);
1255 VectorClear(color4f);
1259 else if (r_textureunits.integer >= 2)
1261 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1263 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1264 if ((dist = fabs(v[2])) < 1)
1266 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1267 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1268 if ((dot = DotProduct(n, v)) < 0)
1270 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1271 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1272 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1273 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1277 color4f[0] = ambientcolor[0] * distintensity;
1278 color4f[1] = ambientcolor[1] * distintensity;
1279 color4f[2] = ambientcolor[2] * distintensity;
1281 if (r_refdef.fogenabled)
1283 float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
1284 VectorScale(color4f, f, color4f);
1288 VectorClear(color4f);
1294 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1296 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1297 if ((dist = DotProduct(v, v)) < 1)
1300 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1301 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1302 if ((dot = DotProduct(n, v)) < 0)
1304 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1305 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1306 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1307 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1311 color4f[0] = ambientcolor[0] * distintensity;
1312 color4f[1] = ambientcolor[1] * distintensity;
1313 color4f[2] = ambientcolor[2] * distintensity;
1315 if (r_refdef.fogenabled)
1317 float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
1318 VectorScale(color4f, f, color4f);
1322 VectorClear(color4f);
1328 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1330 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int numsurfaces, msurface_t **surfacelist)
1332 int surfacelistindex;
1333 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1335 const msurface_t *surface = surfacelist[surfacelistindex];
1337 float *out3f = rsurface_array_texcoord3f + 3 * surface->num_firstvertex;
1338 const float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1339 const float *svector3f = rsurface_svector3f + 3 * surface->num_firstvertex;
1340 const float *tvector3f = rsurface_tvector3f + 3 * surface->num_firstvertex;
1341 const float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1343 for (i = 0;i < surface->num_vertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1345 VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir);
1346 // the cubemap normalizes this for us
1347 out3f[0] = DotProduct(svector3f, lightdir);
1348 out3f[1] = DotProduct(tvector3f, lightdir);
1349 out3f[2] = DotProduct(normal3f, lightdir);
1354 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int numsurfaces, msurface_t **surfacelist)
1356 int surfacelistindex;
1357 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1359 const msurface_t *surface = surfacelist[surfacelistindex];
1361 float *out3f = rsurface_array_texcoord3f + 3 * surface->num_firstvertex;
1362 const float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1363 const float *svector3f = rsurface_svector3f + 3 * surface->num_firstvertex;
1364 const float *tvector3f = rsurface_tvector3f + 3 * surface->num_firstvertex;
1365 const float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1366 float lightdir[3], eyedir[3], halfdir[3];
1367 for (i = 0;i < surface->num_vertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1369 VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir);
1370 VectorNormalize(lightdir);
1371 VectorSubtract(rsurface_modelorg, vertex3f, eyedir);
1372 VectorNormalize(eyedir);
1373 VectorAdd(lightdir, eyedir, halfdir);
1374 // the cubemap normalizes this for us
1375 out3f[0] = DotProduct(svector3f, halfdir);
1376 out3f[1] = DotProduct(tvector3f, halfdir);
1377 out3f[2] = DotProduct(normal3f, halfdir);
1382 static void R_Shadow_RenderSurfacesLighting_VisibleLighting(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1384 // used to display how many times a surface is lit for level design purposes
1385 GL_Color(0.1 * r_view.colorscale, 0.025 * r_view.colorscale, 0, 1);
1386 R_Mesh_ColorPointer(NULL);
1387 R_Mesh_ResetTextureState();
1388 RSurf_PrepareVerticesForBatch(false, false, numsurfaces, surfacelist);
1389 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1390 GL_LockArrays(0, 0);
1393 static void R_Shadow_RenderSurfacesLighting_Light_GLSL(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1395 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1396 RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist);
1397 R_SetupSurfaceShader(lightcolorbase, false);
1398 R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
1399 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1400 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1401 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1402 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1404 qglDepthFunc(GL_EQUAL);CHECKGLERROR
1406 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1407 GL_LockArrays(0, 0);
1408 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1410 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1414 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(int numsurfaces, msurface_t **surfacelist, float r, float g, float b)
1416 // shared final code for all the dot3 layers
1418 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 0);
1419 for (renders = 0;renders < 64 && (r > 0 || g > 0 || b > 0);renders++, r--, g--, b--)
1421 GL_Color(bound(0, r, 1), bound(0, g, 1), bound(0, b, 1), 1);
1422 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1423 GL_LockArrays(0, 0);
1427 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
1430 // colorscale accounts for how much we multiply the brightness
1433 // mult is how many times the final pass of the lighting will be
1434 // performed to get more brightness than otherwise possible.
1436 // Limit mult to 64 for sanity sake.
1438 if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1440 // 3 3D combine path (Geforce3, Radeon 8500)
1441 memset(&m, 0, sizeof(m));
1442 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1443 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1444 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1445 m.tex[1] = R_GetTexture(basetexture);
1446 m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
1447 m.texmatrix[1] = rsurface_texture->currenttexmatrix;
1448 m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1449 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1450 m.texmatrix[2] = r_shadow_entitytolight;
1451 GL_BlendFunc(GL_ONE, GL_ONE);
1453 else if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1455 // 2 3D combine path (Geforce3, original Radeon)
1456 memset(&m, 0, sizeof(m));
1457 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1458 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1459 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1460 m.tex[1] = R_GetTexture(basetexture);
1461 m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
1462 m.texmatrix[1] = rsurface_texture->currenttexmatrix;
1463 GL_BlendFunc(GL_ONE, GL_ONE);
1465 else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1467 // 4 2D combine path (Geforce3, Radeon 8500)
1468 memset(&m, 0, sizeof(m));
1469 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1470 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1471 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1472 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1473 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1474 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1475 m.tex[2] = R_GetTexture(basetexture);
1476 m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
1477 m.texmatrix[2] = rsurface_texture->currenttexmatrix;
1478 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1480 m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1481 m.pointer_texcoord3f[3] = rsurface_vertex3f;
1482 m.texmatrix[3] = r_shadow_entitytolight;
1484 GL_BlendFunc(GL_ONE, GL_ONE);
1486 else if (r_textureunits.integer >= 3 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1488 // 3 2D combine path (Geforce3, original Radeon)
1489 memset(&m, 0, sizeof(m));
1490 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1491 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1492 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1493 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1494 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1495 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1496 m.tex[2] = R_GetTexture(basetexture);
1497 m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
1498 m.texmatrix[2] = rsurface_texture->currenttexmatrix;
1499 GL_BlendFunc(GL_ONE, GL_ONE);
1503 // 2/2/2 2D combine path (any dot3 card)
1504 memset(&m, 0, sizeof(m));
1505 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1506 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1507 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1508 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1509 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1510 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1511 R_Mesh_TextureState(&m);
1512 GL_ColorMask(0,0,0,1);
1513 GL_BlendFunc(GL_ONE, GL_ZERO);
1514 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1515 GL_LockArrays(0, 0);
1518 memset(&m, 0, sizeof(m));
1519 m.tex[0] = R_GetTexture(basetexture);
1520 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1521 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1522 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1524 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1525 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1526 m.texmatrix[1] = r_shadow_entitytolight;
1528 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1530 // this final code is shared
1531 R_Mesh_TextureState(&m);
1532 R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
1535 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
1538 // colorscale accounts for how much we multiply the brightness
1541 // mult is how many times the final pass of the lighting will be
1542 // performed to get more brightness than otherwise possible.
1544 // Limit mult to 64 for sanity sake.
1546 // generate normalization cubemap texcoords
1547 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(numsurfaces, surfacelist);
1548 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1550 // 3/2 3D combine path (Geforce3, Radeon 8500)
1551 memset(&m, 0, sizeof(m));
1552 m.tex[0] = R_GetTexture(normalmaptexture);
1553 m.texcombinergb[0] = GL_REPLACE;
1554 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1555 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1556 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1557 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1558 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1559 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1560 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1561 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1562 R_Mesh_TextureState(&m);
1563 GL_ColorMask(0,0,0,1);
1564 GL_BlendFunc(GL_ONE, GL_ZERO);
1565 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1566 GL_LockArrays(0, 0);
1569 memset(&m, 0, sizeof(m));
1570 m.tex[0] = R_GetTexture(basetexture);
1571 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1572 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1573 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1575 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1576 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1577 m.texmatrix[1] = r_shadow_entitytolight;
1579 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1581 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1583 // 1/2/2 3D combine path (original Radeon)
1584 memset(&m, 0, sizeof(m));
1585 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1586 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1587 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1588 R_Mesh_TextureState(&m);
1589 GL_ColorMask(0,0,0,1);
1590 GL_BlendFunc(GL_ONE, GL_ZERO);
1591 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1592 GL_LockArrays(0, 0);
1595 memset(&m, 0, sizeof(m));
1596 m.tex[0] = R_GetTexture(normalmaptexture);
1597 m.texcombinergb[0] = GL_REPLACE;
1598 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1599 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1600 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1601 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1602 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1603 R_Mesh_TextureState(&m);
1604 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1605 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1606 GL_LockArrays(0, 0);
1609 memset(&m, 0, sizeof(m));
1610 m.tex[0] = R_GetTexture(basetexture);
1611 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1612 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1613 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1615 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1616 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1617 m.texmatrix[1] = r_shadow_entitytolight;
1619 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1621 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1623 // 2/2 3D combine path (original Radeon)
1624 memset(&m, 0, sizeof(m));
1625 m.tex[0] = R_GetTexture(normalmaptexture);
1626 m.texcombinergb[0] = GL_REPLACE;
1627 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1628 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1629 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1630 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1631 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1632 R_Mesh_TextureState(&m);
1633 GL_ColorMask(0,0,0,1);
1634 GL_BlendFunc(GL_ONE, GL_ZERO);
1635 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1636 GL_LockArrays(0, 0);
1639 memset(&m, 0, sizeof(m));
1640 m.tex[0] = R_GetTexture(basetexture);
1641 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1642 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1643 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1644 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1645 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
1646 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1648 else if (r_textureunits.integer >= 4)
1650 // 4/2 2D combine path (Geforce3, Radeon 8500)
1651 memset(&m, 0, sizeof(m));
1652 m.tex[0] = R_GetTexture(normalmaptexture);
1653 m.texcombinergb[0] = GL_REPLACE;
1654 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1655 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1656 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1657 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1658 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1659 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
1660 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1661 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1662 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
1663 m.pointer_texcoord3f[3] = rsurface_vertex3f;
1664 m.texmatrix[3] = r_shadow_entitytoattenuationz;
1665 R_Mesh_TextureState(&m);
1666 GL_ColorMask(0,0,0,1);
1667 GL_BlendFunc(GL_ONE, GL_ZERO);
1668 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1669 GL_LockArrays(0, 0);
1672 memset(&m, 0, sizeof(m));
1673 m.tex[0] = R_GetTexture(basetexture);
1674 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1675 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1676 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1678 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1679 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1680 m.texmatrix[1] = r_shadow_entitytolight;
1682 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1686 // 2/2/2 2D combine path (any dot3 card)
1687 memset(&m, 0, sizeof(m));
1688 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1689 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1690 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1691 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1692 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1693 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1694 R_Mesh_TextureState(&m);
1695 GL_ColorMask(0,0,0,1);
1696 GL_BlendFunc(GL_ONE, GL_ZERO);
1697 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1698 GL_LockArrays(0, 0);
1701 memset(&m, 0, sizeof(m));
1702 m.tex[0] = R_GetTexture(normalmaptexture);
1703 m.texcombinergb[0] = GL_REPLACE;
1704 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1705 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1706 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1707 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1708 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1709 R_Mesh_TextureState(&m);
1710 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1711 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1712 GL_LockArrays(0, 0);
1715 memset(&m, 0, sizeof(m));
1716 m.tex[0] = R_GetTexture(basetexture);
1717 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1718 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1719 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1721 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1722 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1723 m.texmatrix[1] = r_shadow_entitytolight;
1725 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1727 // this final code is shared
1728 R_Mesh_TextureState(&m);
1729 R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
1732 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
1734 float glossexponent;
1736 // FIXME: detect blendsquare!
1737 //if (!gl_support_blendsquare)
1740 // generate normalization cubemap texcoords
1741 R_Shadow_GenTexCoords_Specular_NormalCubeMap(numsurfaces, surfacelist);
1742 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1744 // 2/0/0/1/2 3D combine blendsquare path
1745 memset(&m, 0, sizeof(m));
1746 m.tex[0] = R_GetTexture(normalmaptexture);
1747 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1748 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1749 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1750 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1751 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1752 R_Mesh_TextureState(&m);
1753 GL_ColorMask(0,0,0,1);
1754 // this squares the result
1755 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1756 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1757 GL_LockArrays(0, 0);
1759 // second and third pass
1760 R_Mesh_ResetTextureState();
1761 // square alpha in framebuffer a few times to make it shiny
1762 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1763 for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
1764 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1765 GL_LockArrays(0, 0);
1768 memset(&m, 0, sizeof(m));
1769 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1770 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1771 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1772 R_Mesh_TextureState(&m);
1773 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1774 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1775 GL_LockArrays(0, 0);
1778 memset(&m, 0, sizeof(m));
1779 m.tex[0] = R_GetTexture(glosstexture);
1780 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1781 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1782 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1784 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1785 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1786 m.texmatrix[1] = r_shadow_entitytolight;
1788 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1790 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
1792 // 2/0/0/2 3D combine blendsquare path
1793 memset(&m, 0, sizeof(m));
1794 m.tex[0] = R_GetTexture(normalmaptexture);
1795 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1796 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1797 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1798 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1799 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1800 R_Mesh_TextureState(&m);
1801 GL_ColorMask(0,0,0,1);
1802 // this squares the result
1803 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1804 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1805 GL_LockArrays(0, 0);
1807 // second and third pass
1808 R_Mesh_ResetTextureState();
1809 // square alpha in framebuffer a few times to make it shiny
1810 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1811 for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
1812 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1813 GL_LockArrays(0, 0);
1816 memset(&m, 0, sizeof(m));
1817 m.tex[0] = R_GetTexture(glosstexture);
1818 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1819 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1820 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1821 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1822 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
1823 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1827 // 2/0/0/2/2 2D combine blendsquare path
1828 memset(&m, 0, sizeof(m));
1829 m.tex[0] = R_GetTexture(normalmaptexture);
1830 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1831 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1832 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1833 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1834 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1835 R_Mesh_TextureState(&m);
1836 GL_ColorMask(0,0,0,1);
1837 // this squares the result
1838 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1839 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1840 GL_LockArrays(0, 0);
1842 // second and third pass
1843 R_Mesh_ResetTextureState();
1844 // square alpha in framebuffer a few times to make it shiny
1845 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1846 for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
1847 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1848 GL_LockArrays(0, 0);
1851 memset(&m, 0, sizeof(m));
1852 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1853 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1854 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1855 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1856 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1857 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1858 R_Mesh_TextureState(&m);
1859 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1860 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1861 GL_LockArrays(0, 0);
1864 memset(&m, 0, sizeof(m));
1865 m.tex[0] = R_GetTexture(glosstexture);
1866 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1867 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1868 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1870 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1871 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1872 m.texmatrix[1] = r_shadow_entitytolight;
1874 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1876 // this final code is shared
1877 R_Mesh_TextureState(&m);
1878 R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
1881 static void R_Shadow_RenderSurfacesLighting_Light_Dot3(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1883 // ARB path (any Geforce, any Radeon)
1884 qboolean doambient = r_shadow_rtlight->ambientscale > 0;
1885 qboolean dodiffuse = r_shadow_rtlight->diffusescale > 0;
1886 qboolean dospecular = specularscale > 0;
1887 if (!doambient && !dodiffuse && !dospecular)
1889 RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist);
1890 R_Mesh_ColorPointer(NULL);
1892 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
1894 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
1898 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
1900 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
1905 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
1907 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
1910 R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(numsurfaces, surfacelist, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_view.colorscale);
1913 void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const model_t *model, int numsurfaces, msurface_t **surfacelist, vec3_t diffusecolor2, vec3_t ambientcolor2)
1915 int surfacelistindex;
1917 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1919 const msurface_t *surface = surfacelist[surfacelistindex];
1920 R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2);
1922 for (renders = 0;renders < 64;renders++)
1928 int newnumtriangles;
1930 int newelements[3072];
1934 newnumtriangles = 0;
1936 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1938 const msurface_t *surface = surfacelist[surfacelistindex];
1939 const int *elements = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
1941 // due to low fillrate on the cards this vertex lighting path is
1942 // designed for, we manually cull all triangles that do not
1943 // contain a lit vertex
1944 // this builds batches of triangles from multiple surfaces and
1945 // renders them at once
1946 for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
1948 if (VectorLength2(rsurface_array_color4f + e[0] * 4) + VectorLength2(rsurface_array_color4f + e[1] * 4) + VectorLength2(rsurface_array_color4f + e[2] * 4) >= 0.01)
1950 if (newnumtriangles)
1952 firstvertex = min(firstvertex, e[0]);
1953 lastvertex = max(lastvertex, e[0]);
1960 firstvertex = min(firstvertex, e[1]);
1961 lastvertex = max(lastvertex, e[1]);
1962 firstvertex = min(firstvertex, e[2]);
1963 lastvertex = max(lastvertex, e[2]);
1969 if (newnumtriangles >= 1024)
1971 GL_LockArrays(firstvertex, lastvertex - firstvertex + 1);
1972 R_Mesh_Draw(firstvertex, lastvertex - firstvertex + 1, newnumtriangles, newelements);
1973 newnumtriangles = 0;
1980 if (newnumtriangles >= 1)
1982 GL_LockArrays(firstvertex, lastvertex - firstvertex + 1);
1983 R_Mesh_Draw(firstvertex, lastvertex - firstvertex + 1, newnumtriangles, newelements);
1986 GL_LockArrays(0, 0);
1987 // if we couldn't find any lit triangles, exit early
1990 // now reduce the intensity for the next overbright pass
1991 // we have to clamp to 0 here incase the drivers have improper
1992 // handling of negative colors
1993 // (some old drivers even have improper handling of >1 color)
1995 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1999 const msurface_t *surface = surfacelist[surfacelistindex];
2000 for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2002 if (c[0] > 1 || c[1] > 1 || c[2] > 1)
2004 c[0] = max(0, c[0] - 1);
2005 c[1] = max(0, c[1] - 1);
2006 c[2] = max(0, c[2] - 1);
2019 static void R_Shadow_RenderSurfacesLighting_Light_Vertex(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
2021 // OpenGL 1.1 path (anything)
2022 model_t *model = rsurface_entity->model;
2023 float ambientcolorbase[3], diffusecolorbase[3];
2024 float ambientcolorpants[3], diffusecolorpants[3];
2025 float ambientcolorshirt[3], diffusecolorshirt[3];
2027 VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorbase);
2028 VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorbase);
2029 VectorScale(lightcolorpants, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorpants);
2030 VectorScale(lightcolorpants, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorpants);
2031 VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorshirt);
2032 VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorshirt);
2033 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2034 R_Mesh_ColorPointer(rsurface_array_color4f);
2035 memset(&m, 0, sizeof(m));
2036 m.tex[0] = R_GetTexture(basetexture);
2037 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
2038 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
2039 if (r_textureunits.integer >= 2)
2042 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2043 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2044 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2045 if (r_textureunits.integer >= 3)
2047 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
2048 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2049 m.texmatrix[2] = r_shadow_entitytoattenuationz;
2050 m.pointer_texcoord3f[2] = rsurface_vertex3f;
2053 R_Mesh_TextureState(&m);
2054 RSurf_PrepareVerticesForBatch(true, false, numsurfaces, surfacelist);
2055 R_Mesh_TexBind(0, R_GetTexture(basetexture));
2056 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorbase, ambientcolorbase);
2059 R_Mesh_TexBind(0, R_GetTexture(pantstexture));
2060 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorpants, ambientcolorpants);
2064 R_Mesh_TexBind(0, R_GetTexture(shirttexture));
2065 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorshirt, ambientcolorshirt);
2069 void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist)
2071 // FIXME: support MATERIALFLAG_NODEPTHTEST
2072 vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
2073 // calculate colors to render this texture with
2074 lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * rsurface_entity->colormod[0] * rsurface_texture->currentalpha;
2075 lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * rsurface_entity->colormod[1] * rsurface_texture->currentalpha;
2076 lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * rsurface_entity->colormod[2] * rsurface_texture->currentalpha;
2077 if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + (r_shadow_rtlight->specularscale * rsurface_texture->specularscale) * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
2079 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
2080 GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
2081 if (rsurface_texture->colormapping)
2083 qboolean dopants = rsurface_texture->currentskinframe->pants != NULL && VectorLength2(rsurface_entity->colormap_pantscolor) >= (1.0f / 1048576.0f);
2084 qboolean doshirt = rsurface_texture->currentskinframe->shirt != NULL && VectorLength2(rsurface_entity->colormap_shirtcolor) >= (1.0f / 1048576.0f);
2087 lightcolorpants[0] = lightcolorbase[0] * rsurface_entity->colormap_pantscolor[0];
2088 lightcolorpants[1] = lightcolorbase[1] * rsurface_entity->colormap_pantscolor[1];
2089 lightcolorpants[2] = lightcolorbase[2] * rsurface_entity->colormap_pantscolor[2];
2092 VectorClear(lightcolorpants);
2095 lightcolorshirt[0] = lightcolorbase[0] * rsurface_entity->colormap_shirtcolor[0];
2096 lightcolorshirt[1] = lightcolorbase[1] * rsurface_entity->colormap_shirtcolor[1];
2097 lightcolorshirt[2] = lightcolorbase[2] * rsurface_entity->colormap_shirtcolor[2];
2100 VectorClear(lightcolorshirt);
2101 switch (r_shadow_rendermode)
2103 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2104 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2105 R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
2107 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2108 R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
2110 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2111 R_Shadow_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
2113 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2114 R_Shadow_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
2117 Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2123 switch (r_shadow_rendermode)
2125 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2126 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2127 R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
2129 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2130 R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
2132 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2133 R_Shadow_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
2135 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2136 R_Shadow_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
2139 Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2145 void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, qboolean shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
2147 matrix4x4_t tempmatrix = *matrix;
2148 Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
2150 // if this light has been compiled before, free the associated data
2151 R_RTLight_Uncompile(rtlight);
2153 // clear it completely to avoid any lingering data
2154 memset(rtlight, 0, sizeof(*rtlight));
2156 // copy the properties
2157 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
2158 Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
2159 rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
2160 VectorCopy(color, rtlight->color);
2161 rtlight->cubemapname[0] = 0;
2162 if (cubemapname && cubemapname[0])
2163 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
2164 rtlight->shadow = shadow;
2165 rtlight->corona = corona;
2166 rtlight->style = style;
2167 rtlight->isstatic = isstatic;
2168 rtlight->coronasizescale = coronasizescale;
2169 rtlight->ambientscale = ambientscale;
2170 rtlight->diffusescale = diffusescale;
2171 rtlight->specularscale = specularscale;
2172 rtlight->flags = flags;
2174 // compute derived data
2175 //rtlight->cullradius = rtlight->radius;
2176 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2177 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2178 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2179 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2180 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2181 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2182 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2185 // compiles rtlight geometry
2186 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2187 void R_RTLight_Compile(rtlight_t *rtlight)
2189 int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2190 entity_render_t *ent = r_refdef.worldentity;
2191 model_t *model = r_refdef.worldmodel;
2192 unsigned char *data;
2194 // compile the light
2195 rtlight->compiled = true;
2196 rtlight->static_numleafs = 0;
2197 rtlight->static_numleafpvsbytes = 0;
2198 rtlight->static_leaflist = NULL;
2199 rtlight->static_leafpvs = NULL;
2200 rtlight->static_numsurfaces = 0;
2201 rtlight->static_surfacelist = NULL;
2202 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2203 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2204 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2205 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2206 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2207 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2209 if (model && model->GetLightInfo)
2211 // this variable must be set for the CompileShadowVolume code
2212 r_shadow_compilingrtlight = rtlight;
2213 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2214 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);
2215 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2216 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2217 rtlight->static_numleafs = numleafs;
2218 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2219 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2220 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2221 rtlight->static_numsurfaces = numsurfaces;
2222 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2224 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2225 if (numleafpvsbytes)
2226 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2228 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2229 if (model->CompileShadowVolume && rtlight->shadow)
2230 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2231 // now we're done compiling the rtlight
2232 r_shadow_compilingrtlight = NULL;
2236 // use smallest available cullradius - box radius or light radius
2237 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2238 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2242 if (rtlight->static_meshchain_shadow)
2245 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2248 shadowtris += mesh->numtriangles;
2252 if (developer.integer >= 10)
2253 Con_Printf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes);
2256 void R_RTLight_Uncompile(rtlight_t *rtlight)
2258 if (rtlight->compiled)
2260 if (rtlight->static_meshchain_shadow)
2261 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2262 rtlight->static_meshchain_shadow = NULL;
2263 // these allocations are grouped
2264 if (rtlight->static_leaflist)
2265 Mem_Free(rtlight->static_leaflist);
2266 rtlight->static_numleafs = 0;
2267 rtlight->static_numleafpvsbytes = 0;
2268 rtlight->static_leaflist = NULL;
2269 rtlight->static_leafpvs = NULL;
2270 rtlight->static_numsurfaces = 0;
2271 rtlight->static_surfacelist = NULL;
2272 rtlight->compiled = false;
2276 void R_Shadow_UncompileWorldLights(void)
2279 for (light = r_shadow_worldlightchain;light;light = light->next)
2280 R_RTLight_Uncompile(&light->rtlight);
2283 void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfacelist)
2285 model_t *model = ent->model;
2286 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2287 vec_t relativeshadowradius;
2288 if (ent == r_refdef.worldentity)
2290 if (r_shadow_rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2293 R_Mesh_Matrix(&ent->matrix);
2295 for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2297 r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
2298 R_Mesh_VertexPointer(mesh->vertex3f);
2299 GL_LockArrays(0, mesh->numverts);
2300 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
2302 // decrement stencil if backface is behind depthbuffer
2303 GL_CullFace(GL_BACK); // quake is backwards, this culls front faces
2304 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2305 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2306 // increment stencil if frontface is behind depthbuffer
2307 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2308 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2310 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2311 GL_LockArrays(0, 0);
2315 else if (numsurfaces)
2317 R_Mesh_Matrix(&ent->matrix);
2318 model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, NULL, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs);
2323 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin);
2324 relativeshadowradius = r_shadow_rtlight->radius / ent->scale;
2325 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2326 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2327 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2328 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2329 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2330 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2331 R_Mesh_Matrix(&ent->matrix);
2332 model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, model->nummodelsurfaces, model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2336 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
2338 // set up properties for rendering light onto this entity
2339 RSurf_ActiveEntity(ent, true, true);
2340 Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_rtlight->matrix_worldtolight, &ent->matrix);
2341 Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2342 Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2343 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin);
2344 if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2345 R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
2348 void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)
2350 model_t *model = ent->model;
2351 if (!model->DrawLight)
2353 R_Shadow_SetupEntityLight(ent);
2354 if (ent == r_refdef.worldentity)
2355 model->DrawLight(ent, numsurfaces, surfacelist);
2357 model->DrawLight(ent, model->nummodelsurfaces, model->surfacelist);
2360 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2364 int numleafs, numsurfaces;
2365 int *leaflist, *surfacelist;
2366 unsigned char *leafpvs;
2367 int numlightentities;
2368 int numshadowentities;
2369 entity_render_t *lightentities[MAX_EDICTS];
2370 entity_render_t *shadowentities[MAX_EDICTS];
2372 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
2373 // skip lights that are basically invisible (color 0 0 0)
2374 if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
2377 // loading is done before visibility checks because loading should happen
2378 // all at once at the start of a level, not when it stalls gameplay.
2379 // (especially important to benchmarks)
2381 if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2382 R_RTLight_Compile(rtlight);
2384 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2386 // look up the light style value at this time
2387 f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2388 VectorScale(rtlight->color, f, rtlight->currentcolor);
2390 if (rtlight->selected)
2392 f = 2 + sin(realtime * M_PI * 4.0);
2393 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
2397 // if lightstyle is currently off, don't draw the light
2398 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
2401 // if the light box is offscreen, skip it
2402 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2405 VectorCopy(rtlight->cullmins, r_shadow_rtlight_cullmins);
2406 VectorCopy(rtlight->cullmaxs, r_shadow_rtlight_cullmaxs);
2408 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2410 // compiled light, world available and can receive realtime lighting
2411 // retrieve leaf information
2412 numleafs = rtlight->static_numleafs;
2413 leaflist = rtlight->static_leaflist;
2414 leafpvs = rtlight->static_leafpvs;
2415 numsurfaces = rtlight->static_numsurfaces;
2416 surfacelist = rtlight->static_surfacelist;
2418 else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2420 // dynamic light, world available and can receive realtime lighting
2421 // calculate lit surfaces and leafs
2422 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2423 r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
2424 leaflist = r_shadow_buffer_leaflist;
2425 leafpvs = r_shadow_buffer_leafpvs;
2426 surfacelist = r_shadow_buffer_surfacelist;
2427 // if the reduced leaf bounds are offscreen, skip it
2428 if (R_CullBox(r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs))
2440 // check if light is illuminating any visible leafs
2443 for (i = 0;i < numleafs;i++)
2444 if (r_viewcache.world_leafvisible[leaflist[i]])
2449 // set up a scissor rectangle for this light
2450 if (R_Shadow_ScissorForBBox(r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs))
2453 // make a list of lit entities and shadow casting entities
2454 numlightentities = 0;
2455 numshadowentities = 0;
2456 // don't count the world unless some surfaces are actually lit
2459 lightentities[numlightentities++] = r_refdef.worldentity;
2460 shadowentities[numshadowentities++] = r_refdef.worldentity;
2462 // add dynamic entities that are lit by the light
2463 if (r_drawentities.integer)
2465 for (i = 0;i < r_refdef.numentities;i++)
2468 entity_render_t *ent = r_refdef.entities[i];
2469 if (BoxesOverlap(ent->mins, ent->maxs, r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs)
2470 && (model = ent->model)
2471 && !(ent->flags & RENDER_TRANSPARENT)
2472 && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
2474 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2476 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2477 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
2478 shadowentities[numshadowentities++] = ent;
2479 if (r_viewcache.entityvisible[i] && (ent->flags & RENDER_LIGHT) && model->DrawLight)
2480 lightentities[numlightentities++] = ent;
2485 // return if there's nothing at all to light
2486 if (!numlightentities)
2489 // don't let sound skip if going slow
2490 if (r_refdef.extraupdate)
2493 // make this the active rtlight for rendering purposes
2494 R_Shadow_RenderMode_ActiveLight(rtlight);
2495 // count this light in the r_speeds
2496 r_refdef.stats.lights++;
2499 if (numshadowentities && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
2501 // draw stencil shadow volumes to mask off pixels that are in shadow
2502 // so that they won't receive lighting
2506 R_Shadow_RenderMode_StencilShadowVolumes();
2507 for (i = 0;i < numshadowentities;i++)
2508 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
2511 // optionally draw visible shape of the shadow volumes
2512 // for performance analysis by level designers
2513 if (r_showshadowvolumes.integer)
2515 R_Shadow_RenderMode_VisibleShadowVolumes();
2516 for (i = 0;i < numshadowentities;i++)
2517 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
2521 if (numlightentities)
2523 // draw lighting in the unmasked areas
2524 R_Shadow_RenderMode_Lighting(usestencil, false);
2525 for (i = 0;i < numlightentities;i++)
2526 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
2528 // optionally draw the illuminated areas
2529 // for performance analysis by level designers
2530 if (r_showlighting.integer)
2532 R_Shadow_RenderMode_VisibleLighting(usestencil && !r_showdisabledepthtest.integer, false);
2533 for (i = 0;i < numlightentities;i++)
2534 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
2539 void R_ShadowVolumeLighting(qboolean visible)
2544 if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
2545 R_Shadow_EditLights_Reload_f();
2547 R_Shadow_RenderMode_Begin();
2549 flag = r_refdef.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2550 if (r_shadow_debuglight.integer >= 0)
2552 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2553 if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
2554 R_DrawRTLight(&light->rtlight, visible);
2557 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2558 if (light->flags & flag)
2559 R_DrawRTLight(&light->rtlight, visible);
2560 if (r_refdef.rtdlight)
2561 for (lnum = 0;lnum < r_refdef.numlights;lnum++)
2562 R_DrawRTLight(&r_refdef.lights[lnum], visible);
2564 R_Shadow_RenderMode_End();
2567 extern void R_SetupView(const matrix4x4_t *matrix);
2568 extern cvar_t r_shadows_throwdistance;
2569 void R_DrawModelShadows(void)
2572 float relativethrowdistance;
2573 entity_render_t *ent;
2574 vec3_t relativelightorigin;
2575 vec3_t relativelightdirection;
2576 vec3_t relativeshadowmins, relativeshadowmaxs;
2579 if (!r_drawentities.integer || !gl_stencil)
2583 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2585 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2587 if (gl_ext_separatestencil.integer)
2588 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_SEPARATESTENCIL;
2589 else if (gl_ext_stenciltwoside.integer)
2590 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
2592 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
2594 R_Shadow_RenderMode_StencilShadowVolumes();
2596 for (i = 0;i < r_refdef.numentities;i++)
2598 ent = r_refdef.entities[i];
2599 // cast shadows from anything that is not a submodel of the map
2600 if (ent->model && ent->model->DrawShadowVolume != NULL && !ent->model->brush.submodel && (ent->flags & RENDER_SHADOW))
2602 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
2603 VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
2604 VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
2605 VectorNegate(ent->modellight_lightdir, relativelightdirection);
2606 VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
2607 R_Mesh_Matrix(&ent->matrix);
2608 ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2612 // not really the right mode, but this will disable any silly stencil features
2613 R_Shadow_RenderMode_VisibleLighting(true, true);
2615 // vertex coordinates for a quad that covers the screen exactly
2616 vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0;
2617 vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0;
2618 vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0;
2619 vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0;
2621 // set up ortho view for rendering this pass
2622 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2623 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2624 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2625 GL_ScissorTest(true);
2626 R_Mesh_Matrix(&identitymatrix);
2627 R_Mesh_ResetTextureState();
2628 R_Mesh_VertexPointer(vertex3f);
2629 R_Mesh_ColorPointer(NULL);
2631 // set up a 50% darkening blend on shadowed areas
2632 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2633 GL_DepthTest(false);
2634 GL_DepthMask(false);
2635 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2636 GL_Color(0, 0, 0, 0.5);
2637 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2638 qglDepthFunc(GL_ALWAYS);CHECKGLERROR
2639 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2640 qglStencilMask(~0);CHECKGLERROR
2641 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2642 qglStencilFunc(GL_NOTEQUAL, 128, ~0);CHECKGLERROR
2644 // apply the blend to the shadowed areas
2645 R_Mesh_Draw(0, 4, 2, polygonelements);
2647 // restoring the perspective view is done by R_RenderScene
2648 //R_SetupView(&r_view.matrix);
2650 // restore other state to normal
2651 R_Shadow_RenderMode_End();
2655 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2656 typedef struct suffixinfo_s
2659 qboolean flipx, flipy, flipdiagonal;
2662 static suffixinfo_t suffix[3][6] =
2665 {"px", false, false, false},
2666 {"nx", false, false, false},
2667 {"py", false, false, false},
2668 {"ny", false, false, false},
2669 {"pz", false, false, false},
2670 {"nz", false, false, false}
2673 {"posx", false, false, false},
2674 {"negx", false, false, false},
2675 {"posy", false, false, false},
2676 {"negy", false, false, false},
2677 {"posz", false, false, false},
2678 {"negz", false, false, false}
2681 {"rt", true, false, true},
2682 {"lf", false, true, true},
2683 {"ft", true, true, false},
2684 {"bk", false, false, false},
2685 {"up", true, false, true},
2686 {"dn", true, false, true}
2690 static int componentorder[4] = {0, 1, 2, 3};
2692 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
2694 int i, j, cubemapsize;
2695 unsigned char *cubemappixels, *image_rgba;
2696 rtexture_t *cubemaptexture;
2698 // must start 0 so the first loadimagepixels has no requested width/height
2700 cubemappixels = NULL;
2701 cubemaptexture = NULL;
2702 // keep trying different suffix groups (posx, px, rt) until one loads
2703 for (j = 0;j < 3 && !cubemappixels;j++)
2705 // load the 6 images in the suffix group
2706 for (i = 0;i < 6;i++)
2708 // generate an image name based on the base and and suffix
2709 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2711 if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
2713 // an image loaded, make sure width and height are equal
2714 if (image_width == image_height)
2716 // if this is the first image to load successfully, allocate the cubemap memory
2717 if (!cubemappixels && image_width >= 1)
2719 cubemapsize = image_width;
2720 // note this clears to black, so unavailable sides are black
2721 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2723 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2725 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
2728 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2730 Mem_Free(image_rgba);
2734 // if a cubemap loaded, upload it
2737 if (!r_shadow_filters_texturepool)
2738 r_shadow_filters_texturepool = R_AllocTexturePool();
2739 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
2740 Mem_Free(cubemappixels);
2744 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
2745 for (j = 0;j < 3;j++)
2746 for (i = 0;i < 6;i++)
2747 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2748 Con_Print(" and was unable to find any of them.\n");
2750 return cubemaptexture;
2753 rtexture_t *R_Shadow_Cubemap(const char *basename)
2756 for (i = 0;i < numcubemaps;i++)
2757 if (!strcasecmp(cubemaps[i].basename, basename))
2758 return cubemaps[i].texture;
2759 if (i >= MAX_CUBEMAPS)
2760 return r_texture_whitecube;
2762 strlcpy(cubemaps[i].basename, basename, sizeof(cubemaps[i].basename));
2763 cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
2764 if (!cubemaps[i].texture)
2765 cubemaps[i].texture = r_texture_whitecube;
2766 return cubemaps[i].texture;
2769 void R_Shadow_FreeCubemaps(void)
2772 R_FreeTexturePool(&r_shadow_filters_texturepool);
2775 dlight_t *R_Shadow_NewWorldLight(void)
2778 light = (dlight_t *)Mem_Alloc(r_main_mempool, sizeof(dlight_t));
2779 light->next = r_shadow_worldlightchain;
2780 r_shadow_worldlightchain = light;
2784 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)
2787 // validate parameters
2788 if (style < 0 || style >= MAX_LIGHTSTYLES)
2790 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
2796 // copy to light properties
2797 VectorCopy(origin, light->origin);
2798 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
2799 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
2800 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
2801 light->color[0] = max(color[0], 0);
2802 light->color[1] = max(color[1], 0);
2803 light->color[2] = max(color[2], 0);
2804 light->radius = max(radius, 0);
2805 light->style = style;
2806 light->shadow = shadowenable;
2807 light->corona = corona;
2808 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
2809 light->coronasizescale = coronasizescale;
2810 light->ambientscale = ambientscale;
2811 light->diffusescale = diffusescale;
2812 light->specularscale = specularscale;
2813 light->flags = flags;
2815 // update renderable light data
2816 Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
2817 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);
2820 void R_Shadow_FreeWorldLight(dlight_t *light)
2822 dlight_t **lightpointer;
2823 R_RTLight_Uncompile(&light->rtlight);
2824 for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
2825 if (*lightpointer != light)
2826 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain");
2827 *lightpointer = light->next;
2831 void R_Shadow_ClearWorldLights(void)
2833 while (r_shadow_worldlightchain)
2834 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
2835 r_shadow_selectedlight = NULL;
2836 R_Shadow_FreeCubemaps();
2839 void R_Shadow_SelectLight(dlight_t *light)
2841 if (r_shadow_selectedlight)
2842 r_shadow_selectedlight->selected = false;
2843 r_shadow_selectedlight = light;
2844 if (r_shadow_selectedlight)
2845 r_shadow_selectedlight->selected = true;
2848 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2850 // this is never batched (there can be only one)
2851 float scale = r_editlights_cursorgrid.value * 0.5f;
2852 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[1]->tex, NULL, false, r_editlights_cursorlocation, r_view.right, r_view.up, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
2855 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2857 // this is never batched (due to the ent parameter changing every time)
2858 // so numsurfaces == 1 and surfacelist[0] == lightnumber
2860 const dlight_t *light = (dlight_t *)ent;
2862 if (light->selected)
2863 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
2866 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[surfacelist[0]]->tex, NULL, false, light->origin, r_view.right, r_view.up, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
2869 void R_Shadow_DrawLightSprites(void)
2874 for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
2875 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 1+(i % 5), &light->rtlight);
2876 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
2879 void R_Shadow_SelectLightInView(void)
2881 float bestrating, rating, temp[3];
2882 dlight_t *best, *light;
2885 for (light = r_shadow_worldlightchain;light;light = light->next)
2887 VectorSubtract(light->origin, r_view.origin, temp);
2888 rating = (DotProduct(temp, r_view.forward) / sqrt(DotProduct(temp, temp)));
2891 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
2892 if (bestrating < rating && CL_Move(light->origin, vec3_origin, vec3_origin, r_view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
2894 bestrating = rating;
2899 R_Shadow_SelectLight(best);
2902 void R_Shadow_LoadWorldLights(void)
2904 int n, a, style, shadow, flags;
2905 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
2906 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
2907 if (r_refdef.worldmodel == NULL)
2909 Con_Print("No map loaded.\n");
2912 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
2913 strlcat (name, ".rtlights", sizeof (name));
2914 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
2924 for (;COM_Parse(t, true) && strcmp(
2925 if (COM_Parse(t, true))
2927 if (com_token[0] == '!')
2930 origin[0] = atof(com_token+1);
2933 origin[0] = atof(com_token);
2938 while (*s && *s != '\n' && *s != '\r')
2944 // check for modifier flags
2951 a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &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);
2954 flags = LIGHTFLAG_REALTIMEMODE;
2962 coronasizescale = 0.25f;
2964 VectorClear(angles);
2967 if (a < 9 || !strcmp(cubemapname, "\"\""))
2969 // remove quotes on cubemapname
2970 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
2973 namelen = strlen(cubemapname) - 2;
2974 memmove(cubemapname, cubemapname + 1, namelen);
2975 cubemapname[namelen] = '\0';
2979 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);
2982 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
2990 Con_Printf("invalid rtlights file \"%s\"\n", name);
2991 Mem_Free(lightsstring);
2995 void R_Shadow_SaveWorldLights(void)
2998 size_t bufchars, bufmaxchars;
3000 char name[MAX_QPATH];
3001 char line[MAX_INPUTLINE];
3002 if (!r_shadow_worldlightchain)
3004 if (r_refdef.worldmodel == NULL)
3006 Con_Print("No map loaded.\n");
3009 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3010 strlcat (name, ".rtlights", sizeof (name));
3011 bufchars = bufmaxchars = 0;
3013 for (light = r_shadow_worldlightchain;light;light = light->next)
3015 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
3016 sprintf(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);
3017 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
3018 sprintf(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]);
3020 sprintf(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);
3021 if (bufchars + strlen(line) > bufmaxchars)
3023 bufmaxchars = bufchars + strlen(line) + 2048;
3025 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
3029 memcpy(buf, oldbuf, bufchars);
3035 memcpy(buf + bufchars, line, strlen(line));
3036 bufchars += strlen(line);
3040 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
3045 void R_Shadow_LoadLightsFile(void)
3048 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
3049 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
3050 if (r_refdef.worldmodel == NULL)
3052 Con_Print("No map loaded.\n");
3055 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3056 strlcat (name, ".lights", sizeof (name));
3057 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
3065 while (*s && *s != '\n' && *s != '\r')
3071 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);
3075 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);
3078 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
3079 radius = bound(15, radius, 4096);
3080 VectorScale(color, (2.0f / (8388608.0f)), color);
3081 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3089 Con_Printf("invalid lights file \"%s\"\n", name);
3090 Mem_Free(lightsstring);
3094 // tyrlite/hmap2 light types in the delay field
3095 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
3097 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
3099 int entnum, style, islight, skin, pflags, effects, type, n;
3102 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
3103 char key[256], value[MAX_INPUTLINE];
3105 if (r_refdef.worldmodel == NULL)
3107 Con_Print("No map loaded.\n");
3110 // try to load a .ent file first
3111 FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
3112 strlcat (key, ".ent", sizeof (key));
3113 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
3114 // and if that is not found, fall back to the bsp file entity string
3116 data = r_refdef.worldmodel->brush.entities;
3119 for (entnum = 0;COM_ParseTokenConsole(&data) && com_token[0] == '{';entnum++)
3121 type = LIGHTTYPE_MINUSX;
3122 origin[0] = origin[1] = origin[2] = 0;
3123 originhack[0] = originhack[1] = originhack[2] = 0;
3124 angles[0] = angles[1] = angles[2] = 0;
3125 color[0] = color[1] = color[2] = 1;
3126 light[0] = light[1] = light[2] = 1;light[3] = 300;
3127 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
3137 if (!COM_ParseTokenConsole(&data))
3139 if (com_token[0] == '}')
3140 break; // end of entity
3141 if (com_token[0] == '_')
3142 strlcpy(key, com_token + 1, sizeof(key));
3144 strlcpy(key, com_token, sizeof(key));
3145 while (key[strlen(key)-1] == ' ') // remove trailing spaces
3146 key[strlen(key)-1] = 0;
3147 if (!COM_ParseTokenConsole(&data))
3149 strlcpy(value, com_token, sizeof(value));
3151 // now that we have the key pair worked out...
3152 if (!strcmp("light", key))
3154 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
3158 light[0] = vec[0] * (1.0f / 256.0f);
3159 light[1] = vec[0] * (1.0f / 256.0f);
3160 light[2] = vec[0] * (1.0f / 256.0f);
3166 light[0] = vec[0] * (1.0f / 255.0f);
3167 light[1] = vec[1] * (1.0f / 255.0f);
3168 light[2] = vec[2] * (1.0f / 255.0f);
3172 else if (!strcmp("delay", key))
3174 else if (!strcmp("origin", key))
3175 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
3176 else if (!strcmp("angle", key))
3177 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
3178 else if (!strcmp("angles", key))
3179 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
3180 else if (!strcmp("color", key))
3181 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
3182 else if (!strcmp("wait", key))
3183 fadescale = atof(value);
3184 else if (!strcmp("classname", key))
3186 if (!strncmp(value, "light", 5))
3189 if (!strcmp(value, "light_fluoro"))
3194 overridecolor[0] = 1;
3195 overridecolor[1] = 1;
3196 overridecolor[2] = 1;
3198 if (!strcmp(value, "light_fluorospark"))
3203 overridecolor[0] = 1;
3204 overridecolor[1] = 1;
3205 overridecolor[2] = 1;
3207 if (!strcmp(value, "light_globe"))
3212 overridecolor[0] = 1;
3213 overridecolor[1] = 0.8;
3214 overridecolor[2] = 0.4;
3216 if (!strcmp(value, "light_flame_large_yellow"))
3221 overridecolor[0] = 1;
3222 overridecolor[1] = 0.5;
3223 overridecolor[2] = 0.1;
3225 if (!strcmp(value, "light_flame_small_yellow"))
3230 overridecolor[0] = 1;
3231 overridecolor[1] = 0.5;
3232 overridecolor[2] = 0.1;
3234 if (!strcmp(value, "light_torch_small_white"))
3239 overridecolor[0] = 1;
3240 overridecolor[1] = 0.5;
3241 overridecolor[2] = 0.1;
3243 if (!strcmp(value, "light_torch_small_walltorch"))
3248 overridecolor[0] = 1;
3249 overridecolor[1] = 0.5;
3250 overridecolor[2] = 0.1;
3254 else if (!strcmp("style", key))
3255 style = atoi(value);
3256 else if (!strcmp("skin", key))
3257 skin = (int)atof(value);
3258 else if (!strcmp("pflags", key))
3259 pflags = (int)atof(value);
3260 else if (!strcmp("effects", key))
3261 effects = (int)atof(value);
3262 else if (r_refdef.worldmodel->type == mod_brushq3)
3264 if (!strcmp("scale", key))
3265 lightscale = atof(value);
3266 if (!strcmp("fade", key))
3267 fadescale = atof(value);
3272 if (lightscale <= 0)
3276 if (color[0] == color[1] && color[0] == color[2])
3278 color[0] *= overridecolor[0];
3279 color[1] *= overridecolor[1];
3280 color[2] *= overridecolor[2];
3282 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3283 color[0] = color[0] * light[0];
3284 color[1] = color[1] * light[1];
3285 color[2] = color[2] * light[2];
3288 case LIGHTTYPE_MINUSX:
3290 case LIGHTTYPE_RECIPX:
3292 VectorScale(color, (1.0f / 16.0f), color);
3294 case LIGHTTYPE_RECIPXX:
3296 VectorScale(color, (1.0f / 16.0f), color);
3299 case LIGHTTYPE_NONE:
3303 case LIGHTTYPE_MINUSXX:
3306 VectorAdd(origin, originhack, origin);
3308 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);
3311 Mem_Free(entfiledata);
3315 void R_Shadow_SetCursorLocationForView(void)
3318 vec3_t dest, endpos;
3320 VectorMA(r_view.origin, r_editlights_cursordistance.value, r_view.forward, dest);
3321 trace = CL_Move(r_view.origin, vec3_origin, vec3_origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
3322 if (trace.fraction < 1)
3324 dist = trace.fraction * r_editlights_cursordistance.value;
3325 push = r_editlights_cursorpushback.value;
3329 VectorMA(trace.endpos, push, r_view.forward, endpos);
3330 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
3334 VectorClear( endpos );
3336 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3337 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3338 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3341 void R_Shadow_UpdateWorldLightSelection(void)
3343 if (r_editlights.integer)
3345 R_Shadow_SetCursorLocationForView();
3346 R_Shadow_SelectLightInView();
3347 R_Shadow_DrawLightSprites();
3350 R_Shadow_SelectLight(NULL);
3353 void R_Shadow_EditLights_Clear_f(void)
3355 R_Shadow_ClearWorldLights();
3358 void R_Shadow_EditLights_Reload_f(void)
3360 if (!r_refdef.worldmodel)
3362 strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
3363 R_Shadow_ClearWorldLights();
3364 R_Shadow_LoadWorldLights();
3365 if (r_shadow_worldlightchain == NULL)
3367 R_Shadow_LoadLightsFile();
3368 if (r_shadow_worldlightchain == NULL)
3369 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3373 void R_Shadow_EditLights_Save_f(void)
3375 if (!r_refdef.worldmodel)
3377 R_Shadow_SaveWorldLights();
3380 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
3382 R_Shadow_ClearWorldLights();
3383 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3386 void R_Shadow_EditLights_ImportLightsFile_f(void)
3388 R_Shadow_ClearWorldLights();
3389 R_Shadow_LoadLightsFile();
3392 void R_Shadow_EditLights_Spawn_f(void)
3395 if (!r_editlights.integer)
3397 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3400 if (Cmd_Argc() != 1)
3402 Con_Print("r_editlights_spawn does not take parameters\n");
3405 color[0] = color[1] = color[2] = 1;
3406 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3409 void R_Shadow_EditLights_Edit_f(void)
3411 vec3_t origin, angles, color;
3412 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
3413 int style, shadows, flags, normalmode, realtimemode;
3414 char cubemapname[MAX_INPUTLINE];
3415 if (!r_editlights.integer)
3417 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3420 if (!r_shadow_selectedlight)
3422 Con_Print("No selected light.\n");
3425 VectorCopy(r_shadow_selectedlight->origin, origin);
3426 VectorCopy(r_shadow_selectedlight->angles, angles);
3427 VectorCopy(r_shadow_selectedlight->color, color);
3428 radius = r_shadow_selectedlight->radius;
3429 style = r_shadow_selectedlight->style;
3430 if (r_shadow_selectedlight->cubemapname)
3431 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
3434 shadows = r_shadow_selectedlight->shadow;
3435 corona = r_shadow_selectedlight->corona;
3436 coronasizescale = r_shadow_selectedlight->coronasizescale;
3437 ambientscale = r_shadow_selectedlight->ambientscale;
3438 diffusescale = r_shadow_selectedlight->diffusescale;
3439 specularscale = r_shadow_selectedlight->specularscale;
3440 flags = r_shadow_selectedlight->flags;
3441 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
3442 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
3443 if (!strcmp(Cmd_Argv(1), "origin"))
3445 if (Cmd_Argc() != 5)
3447 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3450 origin[0] = atof(Cmd_Argv(2));
3451 origin[1] = atof(Cmd_Argv(3));
3452 origin[2] = atof(Cmd_Argv(4));
3454 else if (!strcmp(Cmd_Argv(1), "originx"))
3456 if (Cmd_Argc() != 3)
3458 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3461 origin[0] = atof(Cmd_Argv(2));
3463 else if (!strcmp(Cmd_Argv(1), "originy"))
3465 if (Cmd_Argc() != 3)
3467 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3470 origin[1] = atof(Cmd_Argv(2));
3472 else if (!strcmp(Cmd_Argv(1), "originz"))
3474 if (Cmd_Argc() != 3)
3476 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3479 origin[2] = atof(Cmd_Argv(2));
3481 else if (!strcmp(Cmd_Argv(1), "move"))
3483 if (Cmd_Argc() != 5)
3485 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3488 origin[0] += atof(Cmd_Argv(2));
3489 origin[1] += atof(Cmd_Argv(3));
3490 origin[2] += atof(Cmd_Argv(4));
3492 else if (!strcmp(Cmd_Argv(1), "movex"))
3494 if (Cmd_Argc() != 3)
3496 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3499 origin[0] += atof(Cmd_Argv(2));
3501 else if (!strcmp(Cmd_Argv(1), "movey"))
3503 if (Cmd_Argc() != 3)
3505 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3508 origin[1] += atof(Cmd_Argv(2));
3510 else if (!strcmp(Cmd_Argv(1), "movez"))
3512 if (Cmd_Argc() != 3)
3514 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3517 origin[2] += atof(Cmd_Argv(2));
3519 else if (!strcmp(Cmd_Argv(1), "angles"))
3521 if (Cmd_Argc() != 5)
3523 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3526 angles[0] = atof(Cmd_Argv(2));
3527 angles[1] = atof(Cmd_Argv(3));
3528 angles[2] = atof(Cmd_Argv(4));
3530 else if (!strcmp(Cmd_Argv(1), "anglesx"))
3532 if (Cmd_Argc() != 3)
3534 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3537 angles[0] = atof(Cmd_Argv(2));
3539 else if (!strcmp(Cmd_Argv(1), "anglesy"))
3541 if (Cmd_Argc() != 3)
3543 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3546 angles[1] = atof(Cmd_Argv(2));
3548 else if (!strcmp(Cmd_Argv(1), "anglesz"))
3550 if (Cmd_Argc() != 3)
3552 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3555 angles[2] = atof(Cmd_Argv(2));
3557 else if (!strcmp(Cmd_Argv(1), "color"))
3559 if (Cmd_Argc() != 5)
3561 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
3564 color[0] = atof(Cmd_Argv(2));
3565 color[1] = atof(Cmd_Argv(3));
3566 color[2] = atof(Cmd_Argv(4));
3568 else if (!strcmp(Cmd_Argv(1), "radius"))
3570 if (Cmd_Argc() != 3)
3572 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3575 radius = atof(Cmd_Argv(2));
3577 else if (!strcmp(Cmd_Argv(1), "colorscale"))
3579 if (Cmd_Argc() == 3)
3581 double scale = atof(Cmd_Argv(2));
3588 if (Cmd_Argc() != 5)
3590 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
3593 color[0] *= atof(Cmd_Argv(2));
3594 color[1] *= atof(Cmd_Argv(3));
3595 color[2] *= atof(Cmd_Argv(4));
3598 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
3600 if (Cmd_Argc() != 3)
3602 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3605 radius *= atof(Cmd_Argv(2));
3607 else if (!strcmp(Cmd_Argv(1), "style"))
3609 if (Cmd_Argc() != 3)
3611 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3614 style = atoi(Cmd_Argv(2));
3616 else if (!strcmp(Cmd_Argv(1), "cubemap"))
3620 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3623 if (Cmd_Argc() == 3)
3624 strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
3628 else if (!strcmp(Cmd_Argv(1), "shadows"))
3630 if (Cmd_Argc() != 3)
3632 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3635 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3637 else if (!strcmp(Cmd_Argv(1), "corona"))
3639 if (Cmd_Argc() != 3)
3641 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3644 corona = atof(Cmd_Argv(2));
3646 else if (!strcmp(Cmd_Argv(1), "coronasize"))
3648 if (Cmd_Argc() != 3)
3650 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3653 coronasizescale = atof(Cmd_Argv(2));
3655 else if (!strcmp(Cmd_Argv(1), "ambient"))
3657 if (Cmd_Argc() != 3)
3659 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3662 ambientscale = atof(Cmd_Argv(2));
3664 else if (!strcmp(Cmd_Argv(1), "diffuse"))
3666 if (Cmd_Argc() != 3)
3668 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3671 diffusescale = atof(Cmd_Argv(2));
3673 else if (!strcmp(Cmd_Argv(1), "specular"))
3675 if (Cmd_Argc() != 3)
3677 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3680 specularscale = atof(Cmd_Argv(2));
3682 else if (!strcmp(Cmd_Argv(1), "normalmode"))
3684 if (Cmd_Argc() != 3)
3686 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3689 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3691 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
3693 if (Cmd_Argc() != 3)
3695 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3698 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3702 Con_Print("usage: r_editlights_edit [property] [value]\n");
3703 Con_Print("Selected light's properties:\n");
3704 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
3705 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
3706 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
3707 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
3708 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
3709 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
3710 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
3711 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
3712 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
3713 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
3714 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
3715 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
3716 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
3717 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
3720 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
3721 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3724 void R_Shadow_EditLights_EditAll_f(void)
3728 if (!r_editlights.integer)
3730 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
3734 for (light = r_shadow_worldlightchain;light;light = light->next)
3736 R_Shadow_SelectLight(light);
3737 R_Shadow_EditLights_Edit_f();
3741 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
3743 int lightnumber, lightcount;
3747 if (!r_editlights.integer)
3753 for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
3754 if (light == r_shadow_selectedlight)
3755 lightnumber = lightcount;
3756 sprintf(temp, "Cursor %f %f %f Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3757 if (r_shadow_selectedlight == NULL)
3759 sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3760 sprintf(temp, "Origin : %f %f %f\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);y += 8;
3761 sprintf(temp, "Angles : %f %f %f\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);y += 8;
3762 sprintf(temp, "Color : %f %f %f\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);y += 8;
3763 sprintf(temp, "Radius : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3764 sprintf(temp, "Corona : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3765 sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3766 sprintf(temp, "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3767 sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3768 sprintf(temp, "CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3769 sprintf(temp, "Ambient : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3770 sprintf(temp, "Diffuse : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3771 sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3772 sprintf(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);y += 8;
3773 sprintf(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);y += 8;
3776 void R_Shadow_EditLights_ToggleShadow_f(void)
3778 if (!r_editlights.integer)
3780 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3783 if (!r_shadow_selectedlight)
3785 Con_Print("No selected light.\n");
3788 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);
3791 void R_Shadow_EditLights_ToggleCorona_f(void)
3793 if (!r_editlights.integer)
3795 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3798 if (!r_shadow_selectedlight)
3800 Con_Print("No selected light.\n");
3803 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);
3806 void R_Shadow_EditLights_Remove_f(void)
3808 if (!r_editlights.integer)
3810 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
3813 if (!r_shadow_selectedlight)
3815 Con_Print("No selected light.\n");
3818 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
3819 r_shadow_selectedlight = NULL;
3822 void R_Shadow_EditLights_Help_f(void)
3825 "Documentation on r_editlights system:\n"
3827 "r_editlights : enable/disable editing mode\n"
3828 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
3829 "r_editlights_cursorpushback : push back cursor this far from surface\n"
3830 "r_editlights_cursorpushoff : push cursor off surface this far\n"
3831 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
3832 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
3834 "r_editlights_help : this help\n"
3835 "r_editlights_clear : remove all lights\n"
3836 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
3837 "r_editlights_save : save to .rtlights file\n"
3838 "r_editlights_spawn : create a light with default settings\n"
3839 "r_editlights_edit command : edit selected light - more documentation below\n"
3840 "r_editlights_remove : remove selected light\n"
3841 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
3842 "r_editlights_importlightentitiesfrommap : reload light entities\n"
3843 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
3845 "origin x y z : set light location\n"
3846 "originx x: set x component of light location\n"
3847 "originy y: set y component of light location\n"
3848 "originz z: set z component of light location\n"
3849 "move x y z : adjust light location\n"
3850 "movex x: adjust x component of light location\n"
3851 "movey y: adjust y component of light location\n"
3852 "movez z: adjust z component of light location\n"
3853 "angles x y z : set light angles\n"
3854 "anglesx x: set x component of light angles\n"
3855 "anglesy y: set y component of light angles\n"
3856 "anglesz z: set z component of light angles\n"
3857 "color r g b : set color of light (can be brighter than 1 1 1)\n"
3858 "radius radius : set radius (size) of light\n"
3859 "colorscale grey : multiply color of light (1 does nothing)\n"
3860 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
3861 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
3862 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
3863 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
3864 "cubemap basename : set filter cubemap of light (not yet supported)\n"
3865 "shadows 1/0 : turn on/off shadows\n"
3866 "corona n : set corona intensity\n"
3867 "coronasize n : set corona size (0-1)\n"
3868 "ambient n : set ambient intensity (0-1)\n"
3869 "diffuse n : set diffuse intensity (0-1)\n"
3870 "specular n : set specular intensity (0-1)\n"
3871 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
3872 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
3873 "<nothing> : print light properties to console\n"
3877 void R_Shadow_EditLights_CopyInfo_f(void)
3879 if (!r_editlights.integer)
3881 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
3884 if (!r_shadow_selectedlight)
3886 Con_Print("No selected light.\n");
3889 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
3890 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
3891 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
3892 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
3893 if (r_shadow_selectedlight->cubemapname)
3894 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
3896 r_shadow_bufferlight.cubemapname[0] = 0;
3897 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
3898 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
3899 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
3900 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
3901 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
3902 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
3903 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
3906 void R_Shadow_EditLights_PasteInfo_f(void)
3908 if (!r_editlights.integer)
3910 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
3913 if (!r_shadow_selectedlight)
3915 Con_Print("No selected light.\n");
3918 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);
3921 void R_Shadow_EditLights_Init(void)
3923 Cvar_RegisterVariable(&r_editlights);
3924 Cvar_RegisterVariable(&r_editlights_cursordistance);
3925 Cvar_RegisterVariable(&r_editlights_cursorpushback);
3926 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
3927 Cvar_RegisterVariable(&r_editlights_cursorgrid);
3928 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
3929 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
3930 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
3931 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)");
3932 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
3933 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
3934 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
3935 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)");
3936 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
3937 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
3938 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
3939 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
3940 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
3941 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
3942 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)");