3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however. Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light. This technique is used heavily in many games (Doom3 does not support
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
143 extern void R_Shadow_EditLights_Init(void);
145 typedef enum r_shadow_rendermode_e
147 R_SHADOW_RENDERMODE_NONE,
148 R_SHADOW_RENDERMODE_ZPASS_STENCIL,
149 R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
150 R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
151 R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
152 R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
153 R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
154 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
155 R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
156 R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
157 R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
158 R_SHADOW_RENDERMODE_LIGHT_GLSL,
159 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
160 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
161 R_SHADOW_RENDERMODE_SHADOWMAP2D,
162 R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE,
163 R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE,
165 r_shadow_rendermode_t;
167 typedef enum r_shadow_shadowmode_e
169 R_SHADOW_SHADOWMODE_STENCIL,
170 R_SHADOW_SHADOWMODE_SHADOWMAP2D,
171 R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE,
172 R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE
174 r_shadow_shadowmode_t;
176 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
177 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
178 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
180 qboolean r_shadow_usingshadowmaprect;
181 qboolean r_shadow_usingshadowmap2d;
182 qboolean r_shadow_usingshadowmapcube;
183 qboolean r_shadow_usingshadowmaportho;
184 int r_shadow_shadowmapside;
185 float r_shadow_shadowmap_texturescale[2];
186 float r_shadow_shadowmap_parameters[4];
188 int r_shadow_drawbuffer;
189 int r_shadow_readbuffer;
191 int r_shadow_cullface_front, r_shadow_cullface_back;
192 GLuint r_shadow_fborectangle;
193 GLuint r_shadow_fbocubeside[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
194 GLuint r_shadow_fbo2d;
195 r_shadow_shadowmode_t r_shadow_shadowmode;
196 int r_shadow_shadowmapfilterquality;
197 int r_shadow_shadowmaptexturetype;
198 int r_shadow_shadowmapdepthbits;
199 int r_shadow_shadowmapmaxsize;
200 qboolean r_shadow_shadowmapvsdct;
201 qboolean r_shadow_shadowmapsampler;
202 int r_shadow_shadowmappcf;
203 int r_shadow_shadowmapborder;
204 matrix4x4_t r_shadow_shadowmapmatrix;
205 int r_shadow_lightscissor[4];
206 qboolean r_shadow_usingdeferredprepass;
208 int maxshadowtriangles;
211 int maxshadowvertices;
212 float *shadowvertex3f;
222 unsigned char *shadowsides;
223 int *shadowsideslist;
230 int r_shadow_buffer_numleafpvsbytes;
231 unsigned char *r_shadow_buffer_visitingleafpvs;
232 unsigned char *r_shadow_buffer_leafpvs;
233 int *r_shadow_buffer_leaflist;
235 int r_shadow_buffer_numsurfacepvsbytes;
236 unsigned char *r_shadow_buffer_surfacepvs;
237 int *r_shadow_buffer_surfacelist;
238 unsigned char *r_shadow_buffer_surfacesides;
240 int r_shadow_buffer_numshadowtrispvsbytes;
241 unsigned char *r_shadow_buffer_shadowtrispvs;
242 int r_shadow_buffer_numlighttrispvsbytes;
243 unsigned char *r_shadow_buffer_lighttrispvs;
245 rtexturepool_t *r_shadow_texturepool;
246 rtexture_t *r_shadow_attenuationgradienttexture;
247 rtexture_t *r_shadow_attenuation2dtexture;
248 rtexture_t *r_shadow_attenuation3dtexture;
249 skinframe_t *r_shadow_lightcorona;
250 rtexture_t *r_shadow_shadowmaprectangletexture;
251 rtexture_t *r_shadow_shadowmap2dtexture;
252 rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
253 rtexture_t *r_shadow_shadowmapvsdcttexture;
254 int r_shadow_shadowmapsize; // changes for each light based on distance
255 int r_shadow_shadowmaplod; // changes for each light based on distance
257 GLuint r_shadow_prepassgeometryfbo;
258 GLuint r_shadow_prepasslightingfbo;
259 int r_shadow_prepass_width;
260 int r_shadow_prepass_height;
261 rtexture_t *r_shadow_prepassgeometrydepthtexture;
262 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
263 rtexture_t *r_shadow_prepasslightingdiffusetexture;
264 rtexture_t *r_shadow_prepasslightingspeculartexture;
266 // lights are reloaded when this changes
267 char r_shadow_mapname[MAX_QPATH];
269 // used only for light filters (cubemaps)
270 rtexturepool_t *r_shadow_filters_texturepool;
272 static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
274 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
275 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
276 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
277 cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
278 cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "2", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"};
279 //cvar_t r_shadow_deferred_fp = {CVAR_SAVE, "r_shadow_deferred_fp", "0", "use 16bit (1) or 32bit (2) floating point for accumulation of image-based lighting"};
280 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
281 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
282 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
283 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
284 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
285 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
286 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
287 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
288 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
289 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
290 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
291 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
292 cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
293 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
294 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
295 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
296 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
297 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
298 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
299 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
300 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
301 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
302 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
303 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "0", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
304 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
305 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "0", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
306 cvar_t r_shadow_shadowmapping_texturetype = {CVAR_SAVE, "r_shadow_shadowmapping_texturetype", "-1", "shadowmap texture types: -1 = auto-select, 0 = 2D, 1 = rectangle, 2 = cubemap"};
307 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
308 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
309 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
310 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
311 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
312 cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
313 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
314 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
315 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
316 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
317 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
318 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
319 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
320 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
321 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
322 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
323 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
324 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksm the proportion of hidden pixels controls corona intensity"};
325 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
326 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
327 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
328 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
329 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
330 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
331 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
332 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
333 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
334 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
336 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
337 #define ATTENTABLESIZE 256
338 // 1D gradient, 2D circle and 3D sphere attenuation textures
339 #define ATTEN1DSIZE 32
340 #define ATTEN2DSIZE 64
341 #define ATTEN3DSIZE 32
343 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
344 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
345 static float r_shadow_attentable[ATTENTABLESIZE+1];
347 rtlight_t *r_shadow_compilingrtlight;
348 static memexpandablearray_t r_shadow_worldlightsarray;
349 dlight_t *r_shadow_selectedlight;
350 dlight_t r_shadow_bufferlight;
351 vec3_t r_editlights_cursorlocation;
352 qboolean r_editlights_lockcursor;
354 extern int con_vislines;
356 void R_Shadow_UncompileWorldLights(void);
357 void R_Shadow_ClearWorldLights(void);
358 void R_Shadow_SaveWorldLights(void);
359 void R_Shadow_LoadWorldLights(void);
360 void R_Shadow_LoadLightsFile(void);
361 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
362 void R_Shadow_EditLights_Reload_f(void);
363 void R_Shadow_ValidateCvars(void);
364 static void R_Shadow_MakeTextures(void);
366 #define EDLIGHTSPRSIZE 8
367 skinframe_t *r_editlights_sprcursor;
368 skinframe_t *r_editlights_sprlight;
369 skinframe_t *r_editlights_sprnoshadowlight;
370 skinframe_t *r_editlights_sprcubemaplight;
371 skinframe_t *r_editlights_sprcubemapnoshadowlight;
372 skinframe_t *r_editlights_sprselection;
374 void R_Shadow_SetShadowMode(void)
376 r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
377 r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0;
378 r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
379 r_shadow_shadowmaptexturetype = r_shadow_shadowmapping_texturetype.integer;
380 r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
381 r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
382 r_shadow_shadowmaplod = -1;
383 r_shadow_shadowmapsize = 0;
384 r_shadow_shadowmapsampler = false;
385 r_shadow_shadowmappcf = 0;
386 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
387 switch(vid.renderpath)
389 case RENDERPATH_GL20:
390 case RENDERPATH_CGGL:
391 if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
393 if(r_shadow_shadowmapfilterquality < 0)
395 if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
396 r_shadow_shadowmappcf = 1;
397 else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD"))
399 r_shadow_shadowmapsampler = vid.support.arb_shadow;
400 r_shadow_shadowmappcf = 1;
402 else if(strstr(gl_vendor, "ATI"))
403 r_shadow_shadowmappcf = 1;
405 r_shadow_shadowmapsampler = vid.support.arb_shadow;
409 switch (r_shadow_shadowmapfilterquality)
412 r_shadow_shadowmapsampler = vid.support.arb_shadow;
415 r_shadow_shadowmapsampler = vid.support.arb_shadow;
416 r_shadow_shadowmappcf = 1;
419 r_shadow_shadowmappcf = 1;
422 r_shadow_shadowmappcf = 2;
426 switch (r_shadow_shadowmaptexturetype)
429 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
432 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
435 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE;
438 if((vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) && r_shadow_shadowmappcf && !r_shadow_shadowmapsampler)
439 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
440 else if(vid.support.arb_texture_rectangle)
441 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
443 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
446 // Cg has very little choice in depth texture sampling
449 r_shadow_shadowmapsampler = false;
450 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
454 case RENDERPATH_GL13:
456 case RENDERPATH_GL11:
461 qboolean R_Shadow_ShadowMappingEnabled(void)
463 switch (r_shadow_shadowmode)
465 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
466 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
467 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
474 void R_Shadow_FreeShadowMaps(void)
478 R_Shadow_SetShadowMode();
480 if (!vid.support.ext_framebuffer_object || !vid.support.arb_fragment_shader)
485 if (r_shadow_fborectangle)
486 qglDeleteFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
487 r_shadow_fborectangle = 0;
490 qglDeleteFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
492 for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
493 if (r_shadow_fbocubeside[i])
494 qglDeleteFramebuffersEXT(1, &r_shadow_fbocubeside[i]);CHECKGLERROR
495 memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
497 if (r_shadow_shadowmaprectangletexture)
498 R_FreeTexture(r_shadow_shadowmaprectangletexture);
499 r_shadow_shadowmaprectangletexture = NULL;
501 if (r_shadow_shadowmap2dtexture)
502 R_FreeTexture(r_shadow_shadowmap2dtexture);
503 r_shadow_shadowmap2dtexture = NULL;
505 for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
506 if (r_shadow_shadowmapcubetexture[i])
507 R_FreeTexture(r_shadow_shadowmapcubetexture[i]);
508 memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
510 if (r_shadow_shadowmapvsdcttexture)
511 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
512 r_shadow_shadowmapvsdcttexture = NULL;
517 void r_shadow_start(void)
519 // allocate vertex processing arrays
520 r_shadow_attenuationgradienttexture = NULL;
521 r_shadow_attenuation2dtexture = NULL;
522 r_shadow_attenuation3dtexture = NULL;
523 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
524 r_shadow_shadowmaprectangletexture = NULL;
525 r_shadow_shadowmap2dtexture = NULL;
526 memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
527 r_shadow_shadowmapvsdcttexture = NULL;
528 r_shadow_shadowmapmaxsize = 0;
529 r_shadow_shadowmapsize = 0;
530 r_shadow_shadowmaplod = 0;
531 r_shadow_shadowmapfilterquality = -1;
532 r_shadow_shadowmaptexturetype = -1;
533 r_shadow_shadowmapdepthbits = 0;
534 r_shadow_shadowmapvsdct = false;
535 r_shadow_shadowmapsampler = false;
536 r_shadow_shadowmappcf = 0;
537 r_shadow_fborectangle = 0;
539 memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
541 R_Shadow_FreeShadowMaps();
543 r_shadow_texturepool = NULL;
544 r_shadow_filters_texturepool = NULL;
545 R_Shadow_ValidateCvars();
546 R_Shadow_MakeTextures();
547 maxshadowtriangles = 0;
548 shadowelements = NULL;
549 maxshadowvertices = 0;
550 shadowvertex3f = NULL;
558 shadowmarklist = NULL;
563 shadowsideslist = NULL;
564 r_shadow_buffer_numleafpvsbytes = 0;
565 r_shadow_buffer_visitingleafpvs = NULL;
566 r_shadow_buffer_leafpvs = NULL;
567 r_shadow_buffer_leaflist = NULL;
568 r_shadow_buffer_numsurfacepvsbytes = 0;
569 r_shadow_buffer_surfacepvs = NULL;
570 r_shadow_buffer_surfacelist = NULL;
571 r_shadow_buffer_surfacesides = NULL;
572 r_shadow_buffer_numshadowtrispvsbytes = 0;
573 r_shadow_buffer_shadowtrispvs = NULL;
574 r_shadow_buffer_numlighttrispvsbytes = 0;
575 r_shadow_buffer_lighttrispvs = NULL;
577 r_shadow_usingdeferredprepass = false;
578 r_shadow_prepass_width = r_shadow_prepass_height = 0;
581 static void R_Shadow_FreeDeferred(void);
582 void r_shadow_shutdown(void)
585 R_Shadow_UncompileWorldLights();
587 R_Shadow_FreeShadowMaps();
589 r_shadow_usingdeferredprepass = false;
590 if (r_shadow_prepass_width)
591 R_Shadow_FreeDeferred();
592 r_shadow_prepass_width = r_shadow_prepass_height = 0;
595 r_shadow_attenuationgradienttexture = NULL;
596 r_shadow_attenuation2dtexture = NULL;
597 r_shadow_attenuation3dtexture = NULL;
598 R_FreeTexturePool(&r_shadow_texturepool);
599 R_FreeTexturePool(&r_shadow_filters_texturepool);
600 maxshadowtriangles = 0;
602 Mem_Free(shadowelements);
603 shadowelements = NULL;
605 Mem_Free(shadowvertex3f);
606 shadowvertex3f = NULL;
609 Mem_Free(vertexupdate);
612 Mem_Free(vertexremap);
618 Mem_Free(shadowmark);
621 Mem_Free(shadowmarklist);
622 shadowmarklist = NULL;
627 Mem_Free(shadowsides);
630 Mem_Free(shadowsideslist);
631 shadowsideslist = NULL;
632 r_shadow_buffer_numleafpvsbytes = 0;
633 if (r_shadow_buffer_visitingleafpvs)
634 Mem_Free(r_shadow_buffer_visitingleafpvs);
635 r_shadow_buffer_visitingleafpvs = NULL;
636 if (r_shadow_buffer_leafpvs)
637 Mem_Free(r_shadow_buffer_leafpvs);
638 r_shadow_buffer_leafpvs = NULL;
639 if (r_shadow_buffer_leaflist)
640 Mem_Free(r_shadow_buffer_leaflist);
641 r_shadow_buffer_leaflist = NULL;
642 r_shadow_buffer_numsurfacepvsbytes = 0;
643 if (r_shadow_buffer_surfacepvs)
644 Mem_Free(r_shadow_buffer_surfacepvs);
645 r_shadow_buffer_surfacepvs = NULL;
646 if (r_shadow_buffer_surfacelist)
647 Mem_Free(r_shadow_buffer_surfacelist);
648 r_shadow_buffer_surfacelist = NULL;
649 if (r_shadow_buffer_surfacesides)
650 Mem_Free(r_shadow_buffer_surfacesides);
651 r_shadow_buffer_surfacesides = NULL;
652 r_shadow_buffer_numshadowtrispvsbytes = 0;
653 if (r_shadow_buffer_shadowtrispvs)
654 Mem_Free(r_shadow_buffer_shadowtrispvs);
655 r_shadow_buffer_numlighttrispvsbytes = 0;
656 if (r_shadow_buffer_lighttrispvs)
657 Mem_Free(r_shadow_buffer_lighttrispvs);
660 void r_shadow_newmap(void)
662 if (r_shadow_lightcorona) R_SkinFrame_MarkUsed(r_shadow_lightcorona);
663 if (r_editlights_sprcursor) R_SkinFrame_MarkUsed(r_editlights_sprcursor);
664 if (r_editlights_sprlight) R_SkinFrame_MarkUsed(r_editlights_sprlight);
665 if (r_editlights_sprnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
666 if (r_editlights_sprcubemaplight) R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
667 if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
668 if (r_editlights_sprselection) R_SkinFrame_MarkUsed(r_editlights_sprselection);
669 if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
670 R_Shadow_EditLights_Reload_f();
673 void R_Shadow_Init(void)
675 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
676 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
677 Cvar_RegisterVariable(&r_shadow_usenormalmap);
678 Cvar_RegisterVariable(&r_shadow_debuglight);
679 Cvar_RegisterVariable(&r_shadow_deferred);
680 Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
681 // Cvar_RegisterVariable(&r_shadow_deferred_fp);
682 Cvar_RegisterVariable(&r_shadow_gloss);
683 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
684 Cvar_RegisterVariable(&r_shadow_glossintensity);
685 Cvar_RegisterVariable(&r_shadow_glossexponent);
686 Cvar_RegisterVariable(&r_shadow_gloss2exponent);
687 Cvar_RegisterVariable(&r_shadow_glossexact);
688 Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
689 Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
690 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
691 Cvar_RegisterVariable(&r_shadow_lightradiusscale);
692 Cvar_RegisterVariable(&r_shadow_projectdistance);
693 Cvar_RegisterVariable(&r_shadow_frontsidecasting);
694 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
695 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
696 Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
697 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
698 Cvar_RegisterVariable(&r_shadow_realtime_world);
699 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
700 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
701 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
702 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
703 Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
704 Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
705 Cvar_RegisterVariable(&r_shadow_scissor);
706 Cvar_RegisterVariable(&r_shadow_shadowmapping);
707 Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
708 Cvar_RegisterVariable(&r_shadow_shadowmapping_texturetype);
709 Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
710 Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
711 Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
712 Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
713 Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
714 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
715 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
716 Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
717 Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
718 Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
719 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
720 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
721 Cvar_RegisterVariable(&r_shadow_polygonfactor);
722 Cvar_RegisterVariable(&r_shadow_polygonoffset);
723 Cvar_RegisterVariable(&r_shadow_texture3d);
724 Cvar_RegisterVariable(&r_coronas);
725 Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
726 Cvar_RegisterVariable(&r_coronas_occlusionquery);
727 Cvar_RegisterVariable(&gl_flashblend);
728 Cvar_RegisterVariable(&gl_ext_separatestencil);
729 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
730 if (gamemode == GAME_TENEBRAE)
732 Cvar_SetValue("r_shadow_gloss", 2);
733 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
735 R_Shadow_EditLights_Init();
736 Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
737 maxshadowtriangles = 0;
738 shadowelements = NULL;
739 maxshadowvertices = 0;
740 shadowvertex3f = NULL;
748 shadowmarklist = NULL;
753 shadowsideslist = NULL;
754 r_shadow_buffer_numleafpvsbytes = 0;
755 r_shadow_buffer_visitingleafpvs = NULL;
756 r_shadow_buffer_leafpvs = NULL;
757 r_shadow_buffer_leaflist = NULL;
758 r_shadow_buffer_numsurfacepvsbytes = 0;
759 r_shadow_buffer_surfacepvs = NULL;
760 r_shadow_buffer_surfacelist = NULL;
761 r_shadow_buffer_surfacesides = NULL;
762 r_shadow_buffer_shadowtrispvs = NULL;
763 r_shadow_buffer_lighttrispvs = NULL;
764 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
767 matrix4x4_t matrix_attenuationxyz =
770 {0.5, 0.0, 0.0, 0.5},
771 {0.0, 0.5, 0.0, 0.5},
772 {0.0, 0.0, 0.5, 0.5},
777 matrix4x4_t matrix_attenuationz =
780 {0.0, 0.0, 0.5, 0.5},
781 {0.0, 0.0, 0.0, 0.5},
782 {0.0, 0.0, 0.0, 0.5},
787 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
789 numvertices = ((numvertices + 255) & ~255) * vertscale;
790 numtriangles = ((numtriangles + 255) & ~255) * triscale;
791 // make sure shadowelements is big enough for this volume
792 if (maxshadowtriangles < numtriangles)
794 maxshadowtriangles = numtriangles;
796 Mem_Free(shadowelements);
797 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
799 // make sure shadowvertex3f is big enough for this volume
800 if (maxshadowvertices < numvertices)
802 maxshadowvertices = numvertices;
804 Mem_Free(shadowvertex3f);
805 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
809 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
811 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
812 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
813 int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
814 int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
815 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
817 if (r_shadow_buffer_visitingleafpvs)
818 Mem_Free(r_shadow_buffer_visitingleafpvs);
819 if (r_shadow_buffer_leafpvs)
820 Mem_Free(r_shadow_buffer_leafpvs);
821 if (r_shadow_buffer_leaflist)
822 Mem_Free(r_shadow_buffer_leaflist);
823 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
824 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
825 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
826 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
828 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
830 if (r_shadow_buffer_surfacepvs)
831 Mem_Free(r_shadow_buffer_surfacepvs);
832 if (r_shadow_buffer_surfacelist)
833 Mem_Free(r_shadow_buffer_surfacelist);
834 if (r_shadow_buffer_surfacesides)
835 Mem_Free(r_shadow_buffer_surfacesides);
836 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
837 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
838 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
839 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
841 if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
843 if (r_shadow_buffer_shadowtrispvs)
844 Mem_Free(r_shadow_buffer_shadowtrispvs);
845 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
846 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
848 if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
850 if (r_shadow_buffer_lighttrispvs)
851 Mem_Free(r_shadow_buffer_lighttrispvs);
852 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
853 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
857 void R_Shadow_PrepareShadowMark(int numtris)
859 // make sure shadowmark is big enough for this volume
860 if (maxshadowmark < numtris)
862 maxshadowmark = numtris;
864 Mem_Free(shadowmark);
866 Mem_Free(shadowmarklist);
867 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
868 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
872 // if shadowmarkcount wrapped we clear the array and adjust accordingly
873 if (shadowmarkcount == 0)
876 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
881 void R_Shadow_PrepareShadowSides(int numtris)
883 if (maxshadowsides < numtris)
885 maxshadowsides = numtris;
887 Mem_Free(shadowsides);
889 Mem_Free(shadowsideslist);
890 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
891 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
896 static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
899 int outtriangles = 0, outvertices = 0;
902 float ratio, direction[3], projectvector[3];
904 if (projectdirection)
905 VectorScale(projectdirection, projectdistance, projectvector);
907 VectorClear(projectvector);
909 // create the vertices
910 if (projectdirection)
912 for (i = 0;i < numshadowmarktris;i++)
914 element = inelement3i + shadowmarktris[i] * 3;
915 for (j = 0;j < 3;j++)
917 if (vertexupdate[element[j]] != vertexupdatenum)
919 vertexupdate[element[j]] = vertexupdatenum;
920 vertexremap[element[j]] = outvertices;
921 vertex = invertex3f + element[j] * 3;
922 // project one copy of the vertex according to projectvector
923 VectorCopy(vertex, outvertex3f);
924 VectorAdd(vertex, projectvector, (outvertex3f + 3));
933 for (i = 0;i < numshadowmarktris;i++)
935 element = inelement3i + shadowmarktris[i] * 3;
936 for (j = 0;j < 3;j++)
938 if (vertexupdate[element[j]] != vertexupdatenum)
940 vertexupdate[element[j]] = vertexupdatenum;
941 vertexremap[element[j]] = outvertices;
942 vertex = invertex3f + element[j] * 3;
943 // project one copy of the vertex to the sphere radius of the light
944 // (FIXME: would projecting it to the light box be better?)
945 VectorSubtract(vertex, projectorigin, direction);
946 ratio = projectdistance / VectorLength(direction);
947 VectorCopy(vertex, outvertex3f);
948 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
956 if (r_shadow_frontsidecasting.integer)
958 for (i = 0;i < numshadowmarktris;i++)
960 int remappedelement[3];
962 const int *neighbortriangle;
964 markindex = shadowmarktris[i] * 3;
965 element = inelement3i + markindex;
966 neighbortriangle = inneighbor3i + markindex;
967 // output the front and back triangles
968 outelement3i[0] = vertexremap[element[0]];
969 outelement3i[1] = vertexremap[element[1]];
970 outelement3i[2] = vertexremap[element[2]];
971 outelement3i[3] = vertexremap[element[2]] + 1;
972 outelement3i[4] = vertexremap[element[1]] + 1;
973 outelement3i[5] = vertexremap[element[0]] + 1;
977 // output the sides (facing outward from this triangle)
978 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
980 remappedelement[0] = vertexremap[element[0]];
981 remappedelement[1] = vertexremap[element[1]];
982 outelement3i[0] = remappedelement[1];
983 outelement3i[1] = remappedelement[0];
984 outelement3i[2] = remappedelement[0] + 1;
985 outelement3i[3] = remappedelement[1];
986 outelement3i[4] = remappedelement[0] + 1;
987 outelement3i[5] = remappedelement[1] + 1;
992 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
994 remappedelement[1] = vertexremap[element[1]];
995 remappedelement[2] = vertexremap[element[2]];
996 outelement3i[0] = remappedelement[2];
997 outelement3i[1] = remappedelement[1];
998 outelement3i[2] = remappedelement[1] + 1;
999 outelement3i[3] = remappedelement[2];
1000 outelement3i[4] = remappedelement[1] + 1;
1001 outelement3i[5] = remappedelement[2] + 1;
1006 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1008 remappedelement[0] = vertexremap[element[0]];
1009 remappedelement[2] = vertexremap[element[2]];
1010 outelement3i[0] = remappedelement[0];
1011 outelement3i[1] = remappedelement[2];
1012 outelement3i[2] = remappedelement[2] + 1;
1013 outelement3i[3] = remappedelement[0];
1014 outelement3i[4] = remappedelement[2] + 1;
1015 outelement3i[5] = remappedelement[0] + 1;
1024 for (i = 0;i < numshadowmarktris;i++)
1026 int remappedelement[3];
1028 const int *neighbortriangle;
1030 markindex = shadowmarktris[i] * 3;
1031 element = inelement3i + markindex;
1032 neighbortriangle = inneighbor3i + markindex;
1033 // output the front and back triangles
1034 outelement3i[0] = vertexremap[element[2]];
1035 outelement3i[1] = vertexremap[element[1]];
1036 outelement3i[2] = vertexremap[element[0]];
1037 outelement3i[3] = vertexremap[element[0]] + 1;
1038 outelement3i[4] = vertexremap[element[1]] + 1;
1039 outelement3i[5] = vertexremap[element[2]] + 1;
1043 // output the sides (facing outward from this triangle)
1044 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1046 remappedelement[0] = vertexremap[element[0]];
1047 remappedelement[1] = vertexremap[element[1]];
1048 outelement3i[0] = remappedelement[0];
1049 outelement3i[1] = remappedelement[1];
1050 outelement3i[2] = remappedelement[1] + 1;
1051 outelement3i[3] = remappedelement[0];
1052 outelement3i[4] = remappedelement[1] + 1;
1053 outelement3i[5] = remappedelement[0] + 1;
1058 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1060 remappedelement[1] = vertexremap[element[1]];
1061 remappedelement[2] = vertexremap[element[2]];
1062 outelement3i[0] = remappedelement[1];
1063 outelement3i[1] = remappedelement[2];
1064 outelement3i[2] = remappedelement[2] + 1;
1065 outelement3i[3] = remappedelement[1];
1066 outelement3i[4] = remappedelement[2] + 1;
1067 outelement3i[5] = remappedelement[1] + 1;
1072 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1074 remappedelement[0] = vertexremap[element[0]];
1075 remappedelement[2] = vertexremap[element[2]];
1076 outelement3i[0] = remappedelement[2];
1077 outelement3i[1] = remappedelement[0];
1078 outelement3i[2] = remappedelement[0] + 1;
1079 outelement3i[3] = remappedelement[2];
1080 outelement3i[4] = remappedelement[0] + 1;
1081 outelement3i[5] = remappedelement[2] + 1;
1089 *outnumvertices = outvertices;
1090 return outtriangles;
1093 static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
1096 int outtriangles = 0, outvertices = 0;
1098 const float *vertex;
1099 float ratio, direction[3], projectvector[3];
1102 if (projectdirection)
1103 VectorScale(projectdirection, projectdistance, projectvector);
1105 VectorClear(projectvector);
1107 for (i = 0;i < numshadowmarktris;i++)
1109 int remappedelement[3];
1111 const int *neighbortriangle;
1113 markindex = shadowmarktris[i] * 3;
1114 neighbortriangle = inneighbor3i + markindex;
1115 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1116 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1117 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1118 if (side[0] + side[1] + side[2] == 0)
1122 element = inelement3i + markindex;
1124 // create the vertices
1125 for (j = 0;j < 3;j++)
1127 if (side[j] + side[j+1] == 0)
1130 if (vertexupdate[k] != vertexupdatenum)
1132 vertexupdate[k] = vertexupdatenum;
1133 vertexremap[k] = outvertices;
1134 vertex = invertex3f + k * 3;
1135 VectorCopy(vertex, outvertex3f);
1136 if (projectdirection)
1138 // project one copy of the vertex according to projectvector
1139 VectorAdd(vertex, projectvector, (outvertex3f + 3));
1143 // project one copy of the vertex to the sphere radius of the light
1144 // (FIXME: would projecting it to the light box be better?)
1145 VectorSubtract(vertex, projectorigin, direction);
1146 ratio = projectdistance / VectorLength(direction);
1147 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1154 // output the sides (facing outward from this triangle)
1157 remappedelement[0] = vertexremap[element[0]];
1158 remappedelement[1] = vertexremap[element[1]];
1159 outelement3i[0] = remappedelement[1];
1160 outelement3i[1] = remappedelement[0];
1161 outelement3i[2] = remappedelement[0] + 1;
1162 outelement3i[3] = remappedelement[1];
1163 outelement3i[4] = remappedelement[0] + 1;
1164 outelement3i[5] = remappedelement[1] + 1;
1171 remappedelement[1] = vertexremap[element[1]];
1172 remappedelement[2] = vertexremap[element[2]];
1173 outelement3i[0] = remappedelement[2];
1174 outelement3i[1] = remappedelement[1];
1175 outelement3i[2] = remappedelement[1] + 1;
1176 outelement3i[3] = remappedelement[2];
1177 outelement3i[4] = remappedelement[1] + 1;
1178 outelement3i[5] = remappedelement[2] + 1;
1185 remappedelement[0] = vertexremap[element[0]];
1186 remappedelement[2] = vertexremap[element[2]];
1187 outelement3i[0] = remappedelement[0];
1188 outelement3i[1] = remappedelement[2];
1189 outelement3i[2] = remappedelement[2] + 1;
1190 outelement3i[3] = remappedelement[0];
1191 outelement3i[4] = remappedelement[2] + 1;
1192 outelement3i[5] = remappedelement[0] + 1;
1199 *outnumvertices = outvertices;
1200 return outtriangles;
1203 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)
1209 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1211 tend = firsttriangle + numtris;
1212 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1214 // surface box entirely inside light box, no box cull
1215 if (projectdirection)
1217 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1219 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1220 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1221 shadowmarklist[numshadowmark++] = t;
1226 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1227 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1228 shadowmarklist[numshadowmark++] = t;
1233 // surface box not entirely inside light box, cull each triangle
1234 if (projectdirection)
1236 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1238 v[0] = invertex3f + e[0] * 3;
1239 v[1] = invertex3f + e[1] * 3;
1240 v[2] = invertex3f + e[2] * 3;
1241 TriangleNormal(v[0], v[1], v[2], normal);
1242 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1243 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1244 shadowmarklist[numshadowmark++] = t;
1249 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1251 v[0] = invertex3f + e[0] * 3;
1252 v[1] = invertex3f + e[1] * 3;
1253 v[2] = invertex3f + e[2] * 3;
1254 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1255 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1256 shadowmarklist[numshadowmark++] = t;
1262 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1267 if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1269 // check if the shadow volume intersects the near plane
1271 // a ray between the eye and light origin may intersect the caster,
1272 // indicating that the shadow may touch the eye location, however we must
1273 // test the near plane (a polygon), not merely the eye location, so it is
1274 // easiest to enlarge the caster bounding shape slightly for this.
1280 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs)
1282 int i, tris, outverts;
1283 if (projectdistance < 0.1)
1285 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1288 if (!numverts || !nummarktris)
1290 // make sure shadowelements is big enough for this volume
1291 if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1292 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1294 if (maxvertexupdate < numverts)
1296 maxvertexupdate = numverts;
1298 Mem_Free(vertexupdate);
1300 Mem_Free(vertexremap);
1301 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1302 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1303 vertexupdatenum = 0;
1306 if (vertexupdatenum == 0)
1308 vertexupdatenum = 1;
1309 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1310 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1313 for (i = 0;i < nummarktris;i++)
1314 shadowmark[marktris[i]] = shadowmarkcount;
1316 if (r_shadow_compilingrtlight)
1318 // if we're compiling an rtlight, capture the mesh
1319 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1320 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1321 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1322 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1324 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1326 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1327 R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
1328 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1332 // decide which type of shadow to generate and set stencil mode
1333 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1334 // generate the sides or a solid volume, depending on type
1335 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1336 tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1338 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1339 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1340 r_refdef.stats.lights_shadowtriangles += tris;
1342 R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
1343 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1345 // increment stencil if frontface is infront of depthbuffer
1346 GL_CullFace(r_refdef.view.cullface_front);
1347 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
1348 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1349 // decrement stencil if backface is infront of depthbuffer
1350 GL_CullFace(r_refdef.view.cullface_back);
1351 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
1353 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1355 // decrement stencil if backface is behind depthbuffer
1356 GL_CullFace(r_refdef.view.cullface_front);
1357 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1358 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1359 // increment stencil if frontface is behind depthbuffer
1360 GL_CullFace(r_refdef.view.cullface_back);
1361 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1363 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1368 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1370 // p1, p2, p3 are in the cubemap's local coordinate system
1371 // bias = border/(size - border)
1374 float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1375 dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1376 dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1377 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1379 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1380 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1381 | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1382 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1384 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1385 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1386 | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1388 dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1389 dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1390 dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1391 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1393 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1394 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1395 | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1396 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1398 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1399 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1400 | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1402 dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1403 dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1404 dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1405 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1407 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1408 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1409 | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1410 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1412 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1413 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1414 | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1419 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1421 vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1422 float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1425 VectorSubtract(maxs, mins, radius);
1426 VectorScale(radius, 0.5f, radius);
1427 VectorAdd(mins, radius, center);
1428 Matrix4x4_Transform(worldtolight, center, lightcenter);
1429 Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1430 VectorSubtract(lightcenter, lightradius, pmin);
1431 VectorAdd(lightcenter, lightradius, pmax);
1433 dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1434 dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1435 if(ap1 > bias*an1 && ap2 > bias*an2)
1437 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1438 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1439 if(an1 > bias*ap1 && an2 > bias*ap2)
1441 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1442 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1444 dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1445 dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1446 if(ap1 > bias*an1 && ap2 > bias*an2)
1448 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1449 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1450 if(an1 > bias*ap1 && an2 > bias*ap2)
1452 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1453 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1455 dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1456 dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1457 if(ap1 > bias*an1 && ap2 > bias*an2)
1459 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1460 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1461 if(an1 > bias*ap1 && an2 > bias*ap2)
1463 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1464 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1469 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1471 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1473 // p is in the cubemap's local coordinate system
1474 // bias = border/(size - border)
1475 float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1476 float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1477 float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1479 if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1480 if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1481 if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1482 if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1483 if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1484 if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1488 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1492 int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1493 float scale = (size - 2*border)/size, len;
1494 float bias = border / (float)(size - border), dp, dn, ap, an;
1495 // check if cone enclosing side would cross frustum plane
1496 scale = 2 / (scale*scale + 2);
1497 for (i = 0;i < 5;i++)
1499 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1501 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1502 len = scale*VectorLength2(n);
1503 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1504 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1505 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1507 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1509 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1510 len = scale*VectorLength(n);
1511 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1512 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1513 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1515 // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1516 // check if frustum corners/origin cross plane sides
1518 // infinite version, assumes frustum corners merely give direction and extend to infinite distance
1519 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
1520 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1521 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1522 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1523 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1524 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1525 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1526 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1527 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1528 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1529 for (i = 0;i < 4;i++)
1531 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
1532 VectorSubtract(n, p, n);
1533 dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
1534 if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
1535 if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
1536 dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
1537 if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
1538 if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
1539 dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
1540 if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
1541 if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
1544 // finite version, assumes corners are a finite distance from origin dependent on far plane
1545 for (i = 0;i < 5;i++)
1547 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1548 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1549 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1550 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1551 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1552 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1553 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1554 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1555 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1556 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1559 return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1562 int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals)
1570 int mask, surfacemask = 0;
1571 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1573 bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1574 tend = firsttriangle + numtris;
1575 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1577 // surface box entirely inside light box, no box cull
1578 if (projectdirection)
1580 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1582 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1583 TriangleNormal(v[0], v[1], v[2], normal);
1584 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1586 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1587 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1588 surfacemask |= mask;
1591 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1592 shadowsides[numshadowsides] = mask;
1593 shadowsideslist[numshadowsides++] = t;
1600 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1602 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1603 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1605 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1606 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1607 surfacemask |= mask;
1610 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1611 shadowsides[numshadowsides] = mask;
1612 shadowsideslist[numshadowsides++] = t;
1620 // surface box not entirely inside light box, cull each triangle
1621 if (projectdirection)
1623 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1625 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1626 TriangleNormal(v[0], v[1], v[2], normal);
1627 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1628 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1630 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1631 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1632 surfacemask |= mask;
1635 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1636 shadowsides[numshadowsides] = mask;
1637 shadowsideslist[numshadowsides++] = t;
1644 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1646 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1647 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1648 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1650 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1651 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1652 surfacemask |= mask;
1655 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1656 shadowsides[numshadowsides] = mask;
1657 shadowsideslist[numshadowsides++] = t;
1666 void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris)
1668 int i, j, outtriangles = 0;
1669 int *outelement3i[6];
1670 if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1672 outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1673 // make sure shadowelements is big enough for this mesh
1674 if (maxshadowtriangles < outtriangles)
1675 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1677 // compute the offset and size of the separate index lists for each cubemap side
1679 for (i = 0;i < 6;i++)
1681 outelement3i[i] = shadowelements + outtriangles * 3;
1682 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1683 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1684 outtriangles += sidetotals[i];
1687 // gather up the (sparse) triangles into separate index lists for each cubemap side
1688 for (i = 0;i < numsidetris;i++)
1690 const int *element = elements + sidetris[i] * 3;
1691 for (j = 0;j < 6;j++)
1693 if (sides[i] & (1 << j))
1695 outelement3i[j][0] = element[0];
1696 outelement3i[j][1] = element[1];
1697 outelement3i[j][2] = element[2];
1698 outelement3i[j] += 3;
1703 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1706 static void R_Shadow_MakeTextures_MakeCorona(void)
1710 unsigned char pixels[32][32][4];
1711 for (y = 0;y < 32;y++)
1713 dy = (y - 15.5f) * (1.0f / 16.0f);
1714 for (x = 0;x < 32;x++)
1716 dx = (x - 15.5f) * (1.0f / 16.0f);
1717 a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1718 a = bound(0, a, 255);
1719 pixels[y][x][0] = a;
1720 pixels[y][x][1] = a;
1721 pixels[y][x][2] = a;
1722 pixels[y][x][3] = 255;
1725 r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
1728 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1730 float dist = sqrt(x*x+y*y+z*z);
1731 float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1732 // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1733 return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1736 static void R_Shadow_MakeTextures(void)
1739 float intensity, dist;
1741 R_Shadow_FreeShadowMaps();
1742 R_FreeTexturePool(&r_shadow_texturepool);
1743 r_shadow_texturepool = R_AllocTexturePool();
1744 r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1745 r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1746 data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1747 // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1748 for (x = 0;x <= ATTENTABLESIZE;x++)
1750 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1751 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1752 r_shadow_attentable[x] = bound(0, intensity, 1);
1754 // 1D gradient texture
1755 for (x = 0;x < ATTEN1DSIZE;x++)
1756 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1757 r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1758 // 2D circle texture
1759 for (y = 0;y < ATTEN2DSIZE;y++)
1760 for (x = 0;x < ATTEN2DSIZE;x++)
1761 data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
1762 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1763 // 3D sphere texture
1764 if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1766 for (z = 0;z < ATTEN3DSIZE;z++)
1767 for (y = 0;y < ATTEN3DSIZE;y++)
1768 for (x = 0;x < ATTEN3DSIZE;x++)
1769 data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
1770 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1773 r_shadow_attenuation3dtexture = NULL;
1776 R_Shadow_MakeTextures_MakeCorona();
1778 // Editor light sprites
1779 r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1796 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1797 r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1814 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1815 r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1832 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1833 r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1850 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1851 r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1868 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1869 r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1886 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1889 void R_Shadow_ValidateCvars(void)
1891 if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1892 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1893 if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1894 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1895 if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1896 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1899 void R_Shadow_RenderMode_Begin(void)
1905 R_Shadow_ValidateCvars();
1907 if (!r_shadow_attenuation2dtexture
1908 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1909 || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1910 || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1911 R_Shadow_MakeTextures();
1914 R_Mesh_ColorPointer(NULL, 0, 0);
1915 R_Mesh_ResetTextureState();
1916 GL_BlendFunc(GL_ONE, GL_ZERO);
1917 GL_DepthRange(0, 1);
1918 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1920 GL_DepthMask(false);
1921 GL_Color(0, 0, 0, 1);
1922 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1924 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1926 if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1928 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1929 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1931 else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1933 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1934 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1938 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1939 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1942 switch(vid.renderpath)
1944 case RENDERPATH_GL20:
1945 case RENDERPATH_CGGL:
1946 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1948 case RENDERPATH_GL13:
1949 case RENDERPATH_GL11:
1950 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1951 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1952 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1953 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1954 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1955 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
1957 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1963 qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
1964 qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
1965 r_shadow_drawbuffer = drawbuffer;
1966 r_shadow_readbuffer = readbuffer;
1968 r_shadow_cullface_front = r_refdef.view.cullface_front;
1969 r_shadow_cullface_back = r_refdef.view.cullface_back;
1972 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
1974 rsurface.rtlight = rtlight;
1977 void R_Shadow_RenderMode_Reset(void)
1980 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE)
1982 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1984 if (vid.support.ext_framebuffer_object)
1986 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
1989 qglDrawBuffer(r_shadow_drawbuffer);CHECKGLERROR
1990 qglReadBuffer(r_shadow_readbuffer);CHECKGLERROR
1992 R_SetViewport(&r_refdef.view.viewport);
1993 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
1994 R_Mesh_ColorPointer(NULL, 0, 0);
1995 R_Mesh_ResetTextureState();
1996 GL_DepthRange(0, 1);
1998 GL_DepthMask(false);
1999 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2000 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2001 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2002 qglStencilMask(255);CHECKGLERROR
2003 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2004 qglStencilFunc(GL_ALWAYS, 128, 255);CHECKGLERROR
2005 r_refdef.view.cullface_front = r_shadow_cullface_front;
2006 r_refdef.view.cullface_back = r_shadow_cullface_back;
2007 GL_CullFace(r_refdef.view.cullface_back);
2008 GL_Color(1, 1, 1, 1);
2009 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2010 GL_BlendFunc(GL_ONE, GL_ZERO);
2011 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
2012 r_shadow_usingshadowmaprect = false;
2013 r_shadow_usingshadowmapcube = false;
2014 r_shadow_usingshadowmap2d = false;
2015 r_shadow_usingshadowmaportho = false;
2019 void R_Shadow_ClearStencil(void)
2022 GL_Clear(GL_STENCIL_BUFFER_BIT);
2023 r_refdef.stats.lights_clears++;
2026 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
2028 r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
2029 if (r_shadow_rendermode == mode)
2032 R_Shadow_RenderMode_Reset();
2033 GL_ColorMask(0, 0, 0, 0);
2034 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2035 R_SetupShader_DepthOrShadow();
2036 qglDepthFunc(GL_LESS);CHECKGLERROR
2037 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2038 r_shadow_rendermode = mode;
2043 case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2044 GL_CullFace(GL_NONE);
2045 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
2046 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
2048 case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2049 GL_CullFace(GL_NONE);
2050 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2051 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2053 case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2054 GL_CullFace(GL_NONE);
2055 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2056 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
2057 qglStencilMask(255);CHECKGLERROR
2058 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
2059 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
2060 qglStencilMask(255);CHECKGLERROR
2061 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
2063 case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2064 GL_CullFace(GL_NONE);
2065 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2066 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
2067 qglStencilMask(255);CHECKGLERROR
2068 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2069 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
2070 qglStencilMask(255);CHECKGLERROR
2071 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2076 static void R_Shadow_MakeVSDCT(void)
2078 // maps to a 2x3 texture rectangle with normalized coordinates
2083 // stores abs(dir.xy), offset.xy/2.5
2084 unsigned char data[4*6] =
2086 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2087 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2088 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2089 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2090 0, 0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2091 0, 0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2093 r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2096 static void R_Shadow_MakeShadowMap(int side, int size)
2099 switch (r_shadow_shadowmode)
2101 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2102 if (r_shadow_shadowmap2dtexture) return;
2103 r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2104 qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
2105 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
2106 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR
2108 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
2109 if (r_shadow_shadowmaprectangletexture) return;
2110 r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", size*2, size*3, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2111 qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
2112 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
2113 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
2115 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
2116 if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) return;
2117 r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2118 qglGenFramebuffersEXT(1, &r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
2119 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
2120 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
2125 // render depth into the fbo, do not render color at all
2126 qglDrawBuffer(GL_NONE);CHECKGLERROR
2127 qglReadBuffer(GL_NONE);CHECKGLERROR
2128 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2129 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2131 Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2132 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2133 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2137 void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
2139 float nearclip, farclip, bias;
2140 r_viewport_t viewport;
2144 nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2146 bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2147 r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2148 r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2149 r_shadow_shadowmapside = side;
2150 r_shadow_shadowmapsize = size;
2151 switch (r_shadow_shadowmode)
2153 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2154 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2155 r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2156 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2157 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2159 // complex unrolled cube approach (more flexible)
2160 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2161 R_Shadow_MakeVSDCT();
2162 if (!r_shadow_shadowmap2dtexture)
2163 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2165 if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
2166 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2167 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2168 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2170 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
2171 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2172 r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2173 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2174 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE) goto init_done;
2176 // complex unrolled cube approach (more flexible)
2177 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2178 R_Shadow_MakeVSDCT();
2179 if (!r_shadow_shadowmaprectangletexture)
2180 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2182 if(r_shadow_shadowmaprectangletexture) fbo = r_shadow_fborectangle;
2183 r_shadow_shadowmap_texturescale[0] = 1.0f;
2184 r_shadow_shadowmap_texturescale[1] = 1.0f;
2185 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
2187 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
2188 r_shadow_shadowmap_parameters[0] = 1.0f;
2189 r_shadow_shadowmap_parameters[2] = 1.0f;
2190 R_Viewport_InitCubeSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, nearclip, farclip, NULL);
2191 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE) goto init_done;
2193 // simple cube approach
2194 if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
2195 R_Shadow_MakeShadowMap(side, size);
2197 if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) fbo = r_shadow_fbocubeside[r_shadow_shadowmaplod];
2198 r_shadow_shadowmap_texturescale[0] = 0.0f;
2199 r_shadow_shadowmap_texturescale[1] = 0.0f;
2200 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE;
2206 R_Shadow_RenderMode_Reset();
2209 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
2210 R_SetupShader_DepthOrShadow();
2214 R_SetupShader_ShowDepth();
2215 qglClearColor(1,1,1,1);CHECKGLERROR
2218 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2225 R_SetViewport(&viewport);
2226 switch (r_shadow_rendermode)
2228 case R_SHADOW_RENDERMODE_SHADOWMAP2D:
2229 case R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE:
2230 flipped = (side & 1) ^ (side >> 2);
2231 r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2232 r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2233 GL_CullFace(r_refdef.view.cullface_back);
2234 if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
2236 // get tightest scissor rectangle that encloses all viewports in the clear mask
2237 int x1 = clear & 0x15 ? 0 : size;
2238 int x2 = clear & 0x2A ? 2 * size : size;
2239 int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
2240 int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
2241 GL_Scissor(x1, y1, x2 - x1, y2 - y1);
2242 GL_Clear(GL_DEPTH_BUFFER_BIT);
2244 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2246 case R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE:
2247 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
2248 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2250 GL_Clear(GL_DEPTH_BUFFER_BIT);
2258 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2262 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2263 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2264 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2265 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2268 R_Shadow_RenderMode_Reset();
2269 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2272 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2276 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2277 // only draw light where this geometry was already rendered AND the
2278 // stencil is 128 (values other than this mean shadow)
2279 qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
2281 r_shadow_rendermode = r_shadow_lightingrendermode;
2282 // do global setup needed for the chosen lighting mode
2283 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2285 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2290 switch (r_shadow_shadowmode)
2292 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2293 r_shadow_usingshadowmap2d = true;
2295 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
2296 r_shadow_usingshadowmaprect = true;
2298 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
2299 r_shadow_usingshadowmapcube = true;
2305 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
2309 static const unsigned short bboxelements[36] =
2319 static const float bboxpoints[8][3] =
2331 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2334 float vertex3f[8*3];
2335 const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2337 R_Shadow_RenderMode_Reset();
2338 r_shadow_rendermode = r_shadow_lightingrendermode;
2339 // do global setup needed for the chosen lighting mode
2341 R_EntityMatrix(&identitymatrix);
2342 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2345 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2346 // only draw light where this geometry was already rendered AND the
2347 // stencil is 128 (values other than this mean shadow)
2348 qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
2350 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
2353 switch (r_shadow_shadowmode)
2355 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2356 r_shadow_usingshadowmap2d = true;
2358 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
2359 r_shadow_usingshadowmaprect = true;
2361 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
2362 r_shadow_usingshadowmapcube = true;
2369 // render the lighting
2370 R_SetupShader_DeferredLight(rsurface.rtlight);
2371 for (i = 0;i < 8;i++)
2372 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2374 R_Mesh_VertexPointer(vertex3f, 0, 0);
2375 R_Mesh_ColorPointer(NULL, 0, 0);
2376 GL_ColorMask(1,1,1,1);
2377 GL_DepthMask(false);
2378 GL_DepthRange(0, 1);
2379 GL_PolygonOffset(0, 0);
2381 qglDepthFunc(GL_GREATER);CHECKGLERROR
2382 GL_CullFace(r_refdef.view.cullface_back);
2383 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
2387 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2390 R_Shadow_RenderMode_Reset();
2391 GL_BlendFunc(GL_ONE, GL_ONE);
2392 GL_DepthRange(0, 1);
2393 GL_DepthTest(r_showshadowvolumes.integer < 2);
2394 GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2395 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2396 GL_CullFace(GL_NONE);
2397 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2400 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2403 R_Shadow_RenderMode_Reset();
2404 GL_BlendFunc(GL_ONE, GL_ONE);
2405 GL_DepthRange(0, 1);
2406 GL_DepthTest(r_showlighting.integer < 2);
2407 GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2410 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2414 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2415 qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
2417 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2420 void R_Shadow_RenderMode_End(void)
2423 R_Shadow_RenderMode_Reset();
2424 R_Shadow_RenderMode_ActiveLight(NULL);
2426 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2427 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2430 int bboxedges[12][2] =
2449 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2451 if (!r_shadow_scissor.integer)
2453 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2454 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2455 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2456 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2459 if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
2460 return true; // invisible
2461 if(r_shadow_lightscissor[0] != r_refdef.view.viewport.x
2462 || r_shadow_lightscissor[1] != r_refdef.view.viewport.y
2463 || r_shadow_lightscissor[2] != r_refdef.view.viewport.width
2464 || r_shadow_lightscissor[3] != r_refdef.view.viewport.height)
2465 r_refdef.stats.lights_scissored++;
2469 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
2471 const float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
2472 const float *normal3f = rsurface.normal3f + 3 * firstvertex;
2473 float *color4f = rsurface.array_color4f + 4 * firstvertex;
2474 float dist, dot, distintensity, shadeintensity, v[3], n[3];
2475 switch (r_shadow_rendermode)
2477 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2478 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2479 if (VectorLength2(diffusecolor) > 0)
2481 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2483 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2484 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2485 if ((dot = DotProduct(n, v)) < 0)
2487 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2488 VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
2491 VectorCopy(ambientcolor, color4f);
2492 if (r_refdef.fogenabled)
2495 f = RSurf_FogVertex(vertex3f);
2496 VectorScale(color4f, f, color4f);
2503 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2505 VectorCopy(ambientcolor, color4f);
2506 if (r_refdef.fogenabled)
2509 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2510 f = RSurf_FogVertex(vertex3f);
2511 VectorScale(color4f, f, color4f);
2517 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2518 if (VectorLength2(diffusecolor) > 0)
2520 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2522 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2523 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2525 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2526 if ((dot = DotProduct(n, v)) < 0)
2528 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2529 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2530 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2531 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2535 color4f[0] = ambientcolor[0] * distintensity;
2536 color4f[1] = ambientcolor[1] * distintensity;
2537 color4f[2] = ambientcolor[2] * distintensity;
2539 if (r_refdef.fogenabled)
2542 f = RSurf_FogVertex(vertex3f);
2543 VectorScale(color4f, f, color4f);
2547 VectorClear(color4f);
2553 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2555 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2556 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2558 color4f[0] = ambientcolor[0] * distintensity;
2559 color4f[1] = ambientcolor[1] * distintensity;
2560 color4f[2] = ambientcolor[2] * distintensity;
2561 if (r_refdef.fogenabled)
2564 f = RSurf_FogVertex(vertex3f);
2565 VectorScale(color4f, f, color4f);
2569 VectorClear(color4f);
2574 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2575 if (VectorLength2(diffusecolor) > 0)
2577 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2579 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2580 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2582 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2583 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2584 if ((dot = DotProduct(n, v)) < 0)
2586 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2587 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2588 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2589 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2593 color4f[0] = ambientcolor[0] * distintensity;
2594 color4f[1] = ambientcolor[1] * distintensity;
2595 color4f[2] = ambientcolor[2] * distintensity;
2597 if (r_refdef.fogenabled)
2600 f = RSurf_FogVertex(vertex3f);
2601 VectorScale(color4f, f, color4f);
2605 VectorClear(color4f);
2611 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2613 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2614 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2616 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2617 color4f[0] = ambientcolor[0] * distintensity;
2618 color4f[1] = ambientcolor[1] * distintensity;
2619 color4f[2] = ambientcolor[2] * distintensity;
2620 if (r_refdef.fogenabled)
2623 f = RSurf_FogVertex(vertex3f);
2624 VectorScale(color4f, f, color4f);
2628 VectorClear(color4f);
2638 static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
2640 // used to display how many times a surface is lit for level design purposes
2641 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2644 static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
2646 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
2647 R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
2648 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2650 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2652 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2653 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2655 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2659 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
2666 int newnumtriangles;
2670 int maxtriangles = 4096;
2671 static int newelements[4096*3];
2672 R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
2673 for (renders = 0;renders < 4;renders++)
2678 newnumtriangles = 0;
2680 // due to low fillrate on the cards this vertex lighting path is
2681 // designed for, we manually cull all triangles that do not
2682 // contain a lit vertex
2683 // this builds batches of triangles from multiple surfaces and
2684 // renders them at once
2685 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
2687 if (VectorLength2(rsurface.array_color4f + e[0] * 4) + VectorLength2(rsurface.array_color4f + e[1] * 4) + VectorLength2(rsurface.array_color4f + e[2] * 4) >= 0.01)
2689 if (newnumtriangles)
2691 newfirstvertex = min(newfirstvertex, e[0]);
2692 newlastvertex = max(newlastvertex, e[0]);
2696 newfirstvertex = e[0];
2697 newlastvertex = e[0];
2699 newfirstvertex = min(newfirstvertex, e[1]);
2700 newlastvertex = max(newlastvertex, e[1]);
2701 newfirstvertex = min(newfirstvertex, e[2]);
2702 newlastvertex = max(newlastvertex, e[2]);
2708 if (newnumtriangles >= maxtriangles)
2710 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2711 newnumtriangles = 0;
2717 if (newnumtriangles >= 1)
2719 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2722 // if we couldn't find any lit triangles, exit early
2725 // now reduce the intensity for the next overbright pass
2726 // we have to clamp to 0 here incase the drivers have improper
2727 // handling of negative colors
2728 // (some old drivers even have improper handling of >1 color)
2730 for (i = 0, c = rsurface.array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
2732 if (c[0] > 1 || c[1] > 1 || c[2] > 1)
2734 c[0] = max(0, c[0] - 1);
2735 c[1] = max(0, c[1] - 1);
2736 c[2] = max(0, c[2] - 1);
2748 static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolor, float ambientscale, float diffusescale)
2750 // OpenGL 1.1 path (anything)
2751 float ambientcolorbase[3], diffusecolorbase[3];
2752 float ambientcolorpants[3], diffusecolorpants[3];
2753 float ambientcolorshirt[3], diffusecolorshirt[3];
2754 const float *surfacecolor = rsurface.texture->dlightcolor;
2755 const float *surfacepants = rsurface.colormap_pantscolor;
2756 const float *surfaceshirt = rsurface.colormap_shirtcolor;
2757 rtexture_t *basetexture = rsurface.texture->basetexture;
2758 rtexture_t *pantstexture = rsurface.texture->pantstexture;
2759 rtexture_t *shirttexture = rsurface.texture->shirttexture;
2760 qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
2761 qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
2762 ambientscale *= 2 * r_refdef.view.colorscale;
2763 diffusescale *= 2 * r_refdef.view.colorscale;
2764 ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
2765 diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
2766 ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
2767 diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
2768 ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
2769 diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
2770 R_Mesh_TexBind(0, basetexture);
2771 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
2772 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2773 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
2774 switch(r_shadow_rendermode)
2776 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2777 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
2778 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2779 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2780 R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2782 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2783 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
2784 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
2785 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
2786 R_Mesh_TexCoordPointer(2, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2788 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2789 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
2790 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2791 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2792 R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2794 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2799 //R_Mesh_TexBind(0, basetexture);
2800 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
2803 R_Mesh_TexBind(0, pantstexture);
2804 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants);
2808 R_Mesh_TexBind(0, shirttexture);
2809 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt);
2813 extern cvar_t gl_lightmaps;
2814 void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
2816 float ambientscale, diffusescale, specularscale;
2818 float lightcolor[3];
2819 VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
2820 ambientscale = rsurface.rtlight->ambientscale;
2821 diffusescale = rsurface.rtlight->diffusescale;
2822 specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
2823 if (!r_shadow_usenormalmap.integer)
2825 ambientscale += 1.0f * diffusescale;
2829 if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
2831 negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
2834 VectorNegate(lightcolor, lightcolor);
2835 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2837 RSurf_SetupDepthAndCulling();
2838 switch (r_shadow_rendermode)
2840 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2841 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2842 R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2844 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2845 R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolor, ambientscale, diffusescale, specularscale);
2847 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2848 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2849 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2850 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2851 R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolor, ambientscale, diffusescale);
2854 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2858 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2861 void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
2863 matrix4x4_t tempmatrix = *matrix;
2864 Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
2866 // if this light has been compiled before, free the associated data
2867 R_RTLight_Uncompile(rtlight);
2869 // clear it completely to avoid any lingering data
2870 memset(rtlight, 0, sizeof(*rtlight));
2872 // copy the properties
2873 rtlight->matrix_lighttoworld = tempmatrix;
2874 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
2875 Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
2876 rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
2877 VectorCopy(color, rtlight->color);
2878 rtlight->cubemapname[0] = 0;
2879 if (cubemapname && cubemapname[0])
2880 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
2881 rtlight->shadow = shadow;
2882 rtlight->corona = corona;
2883 rtlight->style = style;
2884 rtlight->isstatic = isstatic;
2885 rtlight->coronasizescale = coronasizescale;
2886 rtlight->ambientscale = ambientscale;
2887 rtlight->diffusescale = diffusescale;
2888 rtlight->specularscale = specularscale;
2889 rtlight->flags = flags;
2891 // compute derived data
2892 //rtlight->cullradius = rtlight->radius;
2893 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2894 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2895 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2896 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2897 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2898 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2899 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2902 // compiles rtlight geometry
2903 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2904 void R_RTLight_Compile(rtlight_t *rtlight)
2907 int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
2908 int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
2909 entity_render_t *ent = r_refdef.scene.worldentity;
2910 dp_model_t *model = r_refdef.scene.worldmodel;
2911 unsigned char *data;
2914 // compile the light
2915 rtlight->compiled = true;
2916 rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
2917 rtlight->static_numleafs = 0;
2918 rtlight->static_numleafpvsbytes = 0;
2919 rtlight->static_leaflist = NULL;
2920 rtlight->static_leafpvs = NULL;
2921 rtlight->static_numsurfaces = 0;
2922 rtlight->static_surfacelist = NULL;
2923 rtlight->static_shadowmap_receivers = 0x3F;
2924 rtlight->static_shadowmap_casters = 0x3F;
2925 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2926 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2927 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2928 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2929 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2930 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2932 if (model && model->GetLightInfo)
2934 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
2935 r_shadow_compilingrtlight = rtlight;
2936 model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL);
2937 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2938 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
2939 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
2940 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
2941 rtlight->static_numsurfaces = numsurfaces;
2942 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2943 rtlight->static_numleafs = numleafs;
2944 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2945 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2946 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2947 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
2948 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
2949 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
2950 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
2951 if (rtlight->static_numsurfaces)
2952 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2953 if (rtlight->static_numleafs)
2954 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2955 if (rtlight->static_numleafpvsbytes)
2956 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2957 if (rtlight->static_numshadowtrispvsbytes)
2958 memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
2959 if (rtlight->static_numlighttrispvsbytes)
2960 memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
2961 switch (rtlight->shadowmode)
2963 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2964 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
2965 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
2966 if (model->CompileShadowMap && rtlight->shadow)
2967 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2970 if (model->CompileShadowVolume && rtlight->shadow)
2971 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2974 // now we're done compiling the rtlight
2975 r_shadow_compilingrtlight = NULL;
2979 // use smallest available cullradius - box radius or light radius
2980 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2981 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2983 shadowzpasstris = 0;
2984 if (rtlight->static_meshchain_shadow_zpass)
2985 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
2986 shadowzpasstris += mesh->numtriangles;
2988 shadowzfailtris = 0;
2989 if (rtlight->static_meshchain_shadow_zfail)
2990 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
2991 shadowzfailtris += mesh->numtriangles;
2994 if (rtlight->static_numlighttrispvsbytes)
2995 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
2996 if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3000 if (rtlight->static_numlighttrispvsbytes)
3001 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3002 if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3005 if (developer_extra.integer)
3006 Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris);
3009 void R_RTLight_Uncompile(rtlight_t *rtlight)
3011 if (rtlight->compiled)
3013 if (rtlight->static_meshchain_shadow_zpass)
3014 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3015 rtlight->static_meshchain_shadow_zpass = NULL;
3016 if (rtlight->static_meshchain_shadow_zfail)
3017 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3018 rtlight->static_meshchain_shadow_zfail = NULL;
3019 if (rtlight->static_meshchain_shadow_shadowmap)
3020 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3021 rtlight->static_meshchain_shadow_shadowmap = NULL;
3022 // these allocations are grouped
3023 if (rtlight->static_surfacelist)
3024 Mem_Free(rtlight->static_surfacelist);
3025 rtlight->static_numleafs = 0;
3026 rtlight->static_numleafpvsbytes = 0;
3027 rtlight->static_leaflist = NULL;
3028 rtlight->static_leafpvs = NULL;
3029 rtlight->static_numsurfaces = 0;
3030 rtlight->static_surfacelist = NULL;
3031 rtlight->static_numshadowtrispvsbytes = 0;
3032 rtlight->static_shadowtrispvs = NULL;
3033 rtlight->static_numlighttrispvsbytes = 0;
3034 rtlight->static_lighttrispvs = NULL;
3035 rtlight->compiled = false;
3039 void R_Shadow_UncompileWorldLights(void)
3043 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3044 for (lightindex = 0;lightindex < range;lightindex++)
3046 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3049 R_RTLight_Uncompile(&light->rtlight);
3053 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3057 // reset the count of frustum planes
3058 // see rtlight->cached_frustumplanes definition for how much this array
3060 rtlight->cached_numfrustumplanes = 0;
3062 // haven't implemented a culling path for ortho rendering
3063 if (!r_refdef.view.useperspective)
3065 // check if the light is on screen and copy the 4 planes if it is
3066 for (i = 0;i < 4;i++)
3067 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3070 for (i = 0;i < 4;i++)
3071 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3076 // generate a deformed frustum that includes the light origin, this is
3077 // used to cull shadow casting surfaces that can not possibly cast a
3078 // shadow onto the visible light-receiving surfaces, which can be a
3081 // if the light origin is onscreen the result will be 4 planes exactly
3082 // if the light origin is offscreen on only one axis the result will
3083 // be exactly 5 planes (split-side case)
3084 // if the light origin is offscreen on two axes the result will be
3085 // exactly 4 planes (stretched corner case)
3086 for (i = 0;i < 4;i++)
3088 // quickly reject standard frustum planes that put the light
3089 // origin outside the frustum
3090 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3093 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3095 // if all the standard frustum planes were accepted, the light is onscreen
3096 // otherwise we need to generate some more planes below...
3097 if (rtlight->cached_numfrustumplanes < 4)
3099 // at least one of the stock frustum planes failed, so we need to
3100 // create one or two custom planes to enclose the light origin
3101 for (i = 0;i < 4;i++)
3103 // create a plane using the view origin and light origin, and a
3104 // single point from the frustum corner set
3105 TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3106 VectorNormalize(plane.normal);
3107 plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3108 // see if this plane is backwards and flip it if so
3109 for (j = 0;j < 4;j++)
3110 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3114 VectorNegate(plane.normal, plane.normal);
3116 // flipped plane, test again to see if it is now valid
3117 for (j = 0;j < 4;j++)
3118 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3120 // if the plane is still not valid, then it is dividing the
3121 // frustum and has to be rejected
3125 // we have created a valid plane, compute extra info
3126 PlaneClassify(&plane);
3128 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3130 // if we've found 5 frustum planes then we have constructed a
3131 // proper split-side case and do not need to keep searching for
3132 // planes to enclose the light origin
3133 if (rtlight->cached_numfrustumplanes == 5)
3141 for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3143 plane = rtlight->cached_frustumplanes[i];
3144 Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_refdef.view.frustumcorner[0], &plane), PlaneDiff(r_refdef.view.frustumcorner[1], &plane), PlaneDiff(r_refdef.view.frustumcorner[2], &plane), PlaneDiff(r_refdef.view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane));
3149 // now add the light-space box planes if the light box is rotated, as any
3150 // caster outside the oriented light box is irrelevant (even if it passed
3151 // the worldspace light box, which is axial)
3152 if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3154 for (i = 0;i < 6;i++)
3158 v[i >> 1] = (i & 1) ? -1 : 1;
3159 Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3160 VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3161 plane.dist = VectorNormalizeLength(plane.normal);
3162 plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3163 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3169 // add the world-space reduced box planes
3170 for (i = 0;i < 6;i++)
3172 VectorClear(plane.normal);
3173 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3174 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3175 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3184 // reduce all plane distances to tightly fit the rtlight cull box, which
3186 VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3187 VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3188 VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3189 VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3190 VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3191 VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3192 VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3193 VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3194 oldnum = rtlight->cached_numfrustumplanes;
3195 rtlight->cached_numfrustumplanes = 0;
3196 for (j = 0;j < oldnum;j++)
3198 // find the nearest point on the box to this plane
3199 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3200 for (i = 1;i < 8;i++)
3202 dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3203 if (bestdist > dist)
3206 Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rtlight->cached_frustumplanes[j].normal[0], rtlight->cached_frustumplanes[j].normal[1], rtlight->cached_frustumplanes[j].normal[2], rtlight->cached_frustumplanes[j].dist, bestdist);
3207 // if the nearest point is near or behind the plane, we want this
3208 // plane, otherwise the plane is useless as it won't cull anything
3209 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3211 PlaneClassify(&rtlight->cached_frustumplanes[j]);
3212 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3219 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3223 RSurf_ActiveWorldEntity();
3225 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3228 GL_CullFace(GL_NONE);
3229 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3230 for (;mesh;mesh = mesh->next)
3232 if (!mesh->sidetotals[r_shadow_shadowmapside])
3234 r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3235 R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
3236 R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3240 else if (r_refdef.scene.worldentity->model)
3241 r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3243 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3246 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3248 qboolean zpass = false;
3251 int surfacelistindex;
3252 msurface_t *surface;
3254 RSurf_ActiveWorldEntity();
3256 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3259 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3261 zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3262 R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3264 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3265 for (;mesh;mesh = mesh->next)
3267 r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3268 R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
3269 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3271 // increment stencil if frontface is infront of depthbuffer
3272 GL_CullFace(r_refdef.view.cullface_back);
3273 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
3274 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3275 // decrement stencil if backface is infront of depthbuffer
3276 GL_CullFace(r_refdef.view.cullface_front);
3277 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
3279 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3281 // decrement stencil if backface is behind depthbuffer
3282 GL_CullFace(r_refdef.view.cullface_front);
3283 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
3284 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3285 // increment stencil if frontface is behind depthbuffer
3286 GL_CullFace(r_refdef.view.cullface_back);
3287 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
3289 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3293 else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3295 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3296 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3297 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3299 surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3300 for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3301 if (CHECKPVSBIT(trispvs, t))
3302 shadowmarklist[numshadowmark++] = t;
3304 R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3306 else if (numsurfaces)
3307 r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3309 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3312 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3314 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3315 vec_t relativeshadowradius;
3316 RSurf_ActiveModelEntity(ent, false, false, false);
3317 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3318 // we need to re-init the shader for each entity because the matrix changed
3319 relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3320 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3321 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3322 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3323 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3324 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3325 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3326 switch (r_shadow_rendermode)
3328 case R_SHADOW_RENDERMODE_SHADOWMAP2D:
3329 case R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE:
3330 case R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE:
3331 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3334 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3337 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3340 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3342 // set up properties for rendering light onto this entity
3343 RSurf_ActiveModelEntity(ent, true, true, false);
3344 GL_AlphaTest(false);
3345 Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3346 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3347 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3348 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3351 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3353 if (!r_refdef.scene.worldmodel->DrawLight)
3356 // set up properties for rendering light onto this entity
3357 RSurf_ActiveWorldEntity();
3358 GL_AlphaTest(false);
3359 rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3360 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3361 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3362 VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3364 r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3366 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3369 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3371 dp_model_t *model = ent->model;
3372 if (!model->DrawLight)
3375 R_Shadow_SetupEntityLight(ent);
3377 model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3379 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3382 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3386 int numleafs, numsurfaces;
3387 int *leaflist, *surfacelist;
3388 unsigned char *leafpvs;
3389 unsigned char *shadowtrispvs;
3390 unsigned char *lighttrispvs;
3391 //unsigned char *surfacesides;
3392 int numlightentities;
3393 int numlightentities_noselfshadow;
3394 int numshadowentities;
3395 int numshadowentities_noselfshadow;
3396 static entity_render_t *lightentities[MAX_EDICTS];
3397 static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3398 static entity_render_t *shadowentities[MAX_EDICTS];
3399 static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3402 rtlight->draw = false;
3404 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3405 // skip lights that are basically invisible (color 0 0 0)
3406 nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
3408 // loading is done before visibility checks because loading should happen
3409 // all at once at the start of a level, not when it stalls gameplay.
3410 // (especially important to benchmarks)
3412 if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3414 if (rtlight->compiled)
3415 R_RTLight_Uncompile(rtlight);
3416 R_RTLight_Compile(rtlight);
3420 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
3422 // look up the light style value at this time
3423 f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3424 VectorScale(rtlight->color, f, rtlight->currentcolor);
3426 if (rtlight->selected)
3428 f = 2 + sin(realtime * M_PI * 4.0);
3429 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3433 // if lightstyle is currently off, don't draw the light
3434 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3437 // skip processing on corona-only lights
3441 // if the light box is offscreen, skip it
3442 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3445 VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
3446 VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
3448 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3450 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
3452 // compiled light, world available and can receive realtime lighting
3453 // retrieve leaf information
3454 numleafs = rtlight->static_numleafs;
3455 leaflist = rtlight->static_leaflist;
3456 leafpvs = rtlight->static_leafpvs;
3457 numsurfaces = rtlight->static_numsurfaces;
3458 surfacelist = rtlight->static_surfacelist;
3459 //surfacesides = NULL;
3460 shadowtrispvs = rtlight->static_shadowtrispvs;
3461 lighttrispvs = rtlight->static_lighttrispvs;
3463 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
3465 // dynamic light, world available and can receive realtime lighting
3466 // calculate lit surfaces and leafs
3467 r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes);
3468 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3469 leaflist = r_shadow_buffer_leaflist;
3470 leafpvs = r_shadow_buffer_leafpvs;
3471 surfacelist = r_shadow_buffer_surfacelist;
3472 //surfacesides = r_shadow_buffer_surfacesides;
3473 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
3474 lighttrispvs = r_shadow_buffer_lighttrispvs;
3475 // if the reduced leaf bounds are offscreen, skip it
3476 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3487 //surfacesides = NULL;
3488 shadowtrispvs = NULL;
3489 lighttrispvs = NULL;
3491 // check if light is illuminating any visible leafs
3494 for (i = 0;i < numleafs;i++)
3495 if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
3501 // make a list of lit entities and shadow casting entities
3502 numlightentities = 0;
3503 numlightentities_noselfshadow = 0;
3504 numshadowentities = 0;
3505 numshadowentities_noselfshadow = 0;
3507 // add dynamic entities that are lit by the light
3508 for (i = 0;i < r_refdef.scene.numentities;i++)
3511 entity_render_t *ent = r_refdef.scene.entities[i];
3513 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3515 // skip the object entirely if it is not within the valid
3516 // shadow-casting region (which includes the lit region)
3517 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
3519 if (!(model = ent->model))
3521 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
3523 // this entity wants to receive light, is visible, and is
3524 // inside the light box
3525 // TODO: check if the surfaces in the model can receive light
3526 // so now check if it's in a leaf seen by the light
3527 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
3529 if (ent->flags & RENDER_NOSELFSHADOW)
3530 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
3532 lightentities[numlightentities++] = ent;
3533 // since it is lit, it probably also casts a shadow...
3534 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3535 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3536 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3538 // note: exterior models without the RENDER_NOSELFSHADOW
3539 // flag still create a RENDER_NOSELFSHADOW shadow but
3540 // are lit normally, this means that they are
3541 // self-shadowing but do not shadow other
3542 // RENDER_NOSELFSHADOW entities such as the gun
3543 // (very weird, but keeps the player shadow off the gun)
3544 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3545 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3547 shadowentities[numshadowentities++] = ent;
3550 else if (ent->flags & RENDER_SHADOW)
3552 // this entity is not receiving light, but may still need to
3554 // TODO: check if the surfaces in the model can cast shadow
3555 // now check if it is in a leaf seen by the light
3556 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
3558 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3559 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3560 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3562 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3563 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3565 shadowentities[numshadowentities++] = ent;
3570 // return if there's nothing at all to light
3571 if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
3574 // count this light in the r_speeds
3575 r_refdef.stats.lights++;
3577 // flag it as worth drawing later
3578 rtlight->draw = true;
3580 // cache all the animated entities that cast a shadow but are not visible
3581 for (i = 0;i < numshadowentities;i++)
3582 if (!shadowentities[i]->animcache_vertex3f)
3583 R_AnimCache_GetEntity(shadowentities[i], false, false);
3584 for (i = 0;i < numshadowentities_noselfshadow;i++)
3585 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
3586 R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
3588 // allocate some temporary memory for rendering this light later in the frame
3589 // reusable buffers need to be copied, static data can be used as-is
3590 rtlight->cached_numlightentities = numlightentities;
3591 rtlight->cached_numlightentities_noselfshadow = numlightentities_noselfshadow;
3592 rtlight->cached_numshadowentities = numshadowentities;
3593 rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
3594 rtlight->cached_numsurfaces = numsurfaces;
3595 rtlight->cached_lightentities = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
3596 rtlight->cached_lightentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
3597 rtlight->cached_shadowentities = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
3598 rtlight->cached_shadowentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
3599 if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
3601 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
3602 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
3603 rtlight->cached_shadowtrispvs = (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
3604 rtlight->cached_lighttrispvs = (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
3605 rtlight->cached_surfacelist = (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
3609 // compiled light data
3610 rtlight->cached_shadowtrispvs = shadowtrispvs;
3611 rtlight->cached_lighttrispvs = lighttrispvs;
3612 rtlight->cached_surfacelist = surfacelist;
3616 void R_Shadow_DrawLight(rtlight_t *rtlight)
3620 unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
3621 int numlightentities;
3622 int numlightentities_noselfshadow;
3623 int numshadowentities;
3624 int numshadowentities_noselfshadow;
3625 entity_render_t **lightentities;
3626 entity_render_t **lightentities_noselfshadow;
3627 entity_render_t **shadowentities;
3628 entity_render_t **shadowentities_noselfshadow;
3630 static unsigned char entitysides[MAX_EDICTS];
3631 static unsigned char entitysides_noselfshadow[MAX_EDICTS];
3632 vec3_t nearestpoint;
3634 qboolean castshadows;
3637 // check if we cached this light this frame (meaning it is worth drawing)
3641 // if R_FrameData_Store ran out of space we skip anything dependent on it
3642 if (r_framedata_failed)
3645 numlightentities = rtlight->cached_numlightentities;
3646 numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
3647 numshadowentities = rtlight->cached_numshadowentities;
3648 numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
3649 numsurfaces = rtlight->cached_numsurfaces;
3650 lightentities = rtlight->cached_lightentities;
3651 lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
3652 shadowentities = rtlight->cached_shadowentities;
3653 shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
3654 shadowtrispvs = rtlight->cached_shadowtrispvs;
3655 lighttrispvs = rtlight->cached_lighttrispvs;
3656 surfacelist = rtlight->cached_surfacelist;
3658 // set up a scissor rectangle for this light
3659 if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3662 // don't let sound skip if going slow
3663 if (r_refdef.scene.extraupdate)
3666 // make this the active rtlight for rendering purposes
3667 R_Shadow_RenderMode_ActiveLight(rtlight);
3669 if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
3671 // optionally draw visible shape of the shadow volumes
3672 // for performance analysis by level designers
3673 R_Shadow_RenderMode_VisibleShadowVolumes();
3675 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3676 for (i = 0;i < numshadowentities;i++)
3677 R_Shadow_DrawEntityShadow(shadowentities[i]);
3678 for (i = 0;i < numshadowentities_noselfshadow;i++)
3679 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3680 R_Shadow_RenderMode_VisibleLighting(false, false);
3683 if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
3685 // optionally draw the illuminated areas
3686 // for performance analysis by level designers
3687 R_Shadow_RenderMode_VisibleLighting(false, false);
3689 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3690 for (i = 0;i < numlightentities;i++)
3691 R_Shadow_DrawEntityLight(lightentities[i]);
3692 for (i = 0;i < numlightentities_noselfshadow;i++)
3693 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3696 castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
3698 nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
3699 nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
3700 nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
3701 distance = VectorDistance(nearestpoint, r_refdef.view.origin);
3703 lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
3704 //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
3705 lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
3707 if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
3713 int receivermask = 0;
3714 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
3715 Matrix4x4_Abs(&radiustolight);
3717 r_shadow_shadowmaplod = 0;
3718 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
3719 if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
3720 r_shadow_shadowmaplod = i;
3722 if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
3723 size = max(1, r_shadow_shadowmapmaxsize >> r_shadow_shadowmaplod);
3725 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
3727 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
3729 surfacesides = NULL;
3732 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3734 castermask = rtlight->static_shadowmap_casters;
3735 receivermask = rtlight->static_shadowmap_receivers;
3739 surfacesides = r_shadow_buffer_surfacesides;
3740 for(i = 0;i < numsurfaces;i++)
3742 msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
3743 surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3744 castermask |= surfacesides[i];
3745 receivermask |= surfacesides[i];
3749 if (receivermask < 0x3F)
3751 for (i = 0;i < numlightentities;i++)
3752 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3753 if (receivermask < 0x3F)
3754 for(i = 0; i < numlightentities_noselfshadow;i++)
3755 receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3758 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
3762 for (i = 0;i < numshadowentities;i++)
3763 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3764 for (i = 0;i < numshadowentities_noselfshadow;i++)
3765 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3768 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
3770 // render shadow casters into 6 sided depth texture
3771 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
3773 R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
3774 if (! (castermask & (1 << side))) continue;
3776 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
3777 for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
3778 R_Shadow_DrawEntityShadow(shadowentities[i]);
3781 if (numlightentities_noselfshadow)
3783 // render lighting using the depth texture as shadowmap
3784 // draw lighting in the unmasked areas
3785 R_Shadow_RenderMode_Lighting(false, false, true);
3786 for (i = 0;i < numlightentities_noselfshadow;i++)
3787 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3790 // render shadow casters into 6 sided depth texture
3791 if (numshadowentities_noselfshadow)
3793 for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
3795 R_Shadow_RenderMode_ShadowMap(side, 0, size);
3796 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
3797 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3801 // render lighting using the depth texture as shadowmap
3802 // draw lighting in the unmasked areas
3803 R_Shadow_RenderMode_Lighting(false, false, true);
3804 // draw lighting in the unmasked areas
3806 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3807 for (i = 0;i < numlightentities;i++)
3808 R_Shadow_DrawEntityLight(lightentities[i]);
3810 else if (castshadows && vid.stencil)
3812 // draw stencil shadow volumes to mask off pixels that are in shadow
3813 // so that they won't receive lighting
3814 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
3815 R_Shadow_ClearStencil();
3818 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3819 for (i = 0;i < numshadowentities;i++)
3820 R_Shadow_DrawEntityShadow(shadowentities[i]);
3822 // draw lighting in the unmasked areas
3823 R_Shadow_RenderMode_Lighting(true, false, false);
3824 for (i = 0;i < numlightentities_noselfshadow;i++)
3825 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3827 for (i = 0;i < numshadowentities_noselfshadow;i++)
3828 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3830 // draw lighting in the unmasked areas
3831 R_Shadow_RenderMode_Lighting(true, false, false);
3833 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3834 for (i = 0;i < numlightentities;i++)
3835 R_Shadow_DrawEntityLight(lightentities[i]);
3839 // draw lighting in the unmasked areas
3840 R_Shadow_RenderMode_Lighting(false, false, false);
3842 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3843 for (i = 0;i < numlightentities;i++)
3844 R_Shadow_DrawEntityLight(lightentities[i]);
3845 for (i = 0;i < numlightentities_noselfshadow;i++)
3846 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3849 if (r_shadow_usingdeferredprepass)
3851 // when rendering deferred lighting, we simply rasterize the box
3852 if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
3853 R_Shadow_RenderMode_DrawDeferredLight(false, true);
3854 else if (castshadows && vid.stencil)
3855 R_Shadow_RenderMode_DrawDeferredLight(true, false);
3857 R_Shadow_RenderMode_DrawDeferredLight(false, false);
3861 static void R_Shadow_FreeDeferred(void)
3863 if (r_shadow_prepassgeometryfbo)
3864 qglDeleteFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
3865 r_shadow_prepassgeometryfbo = 0;
3867 if (r_shadow_prepasslightingfbo)
3868 qglDeleteFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
3869 r_shadow_prepasslightingfbo = 0;
3871 if (r_shadow_prepassgeometrydepthtexture)
3872 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
3873 r_shadow_prepassgeometrydepthtexture = NULL;
3875 if (r_shadow_prepassgeometrynormalmaptexture)
3876 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
3877 r_shadow_prepassgeometrynormalmaptexture = NULL;
3879 if (r_shadow_prepasslightingdiffusetexture)
3880 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
3881 r_shadow_prepasslightingdiffusetexture = NULL;
3883 if (r_shadow_prepasslightingspeculartexture)
3884 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
3885 r_shadow_prepasslightingspeculartexture = NULL;
3888 void R_Shadow_DrawPrepass(void)
3896 entity_render_t *ent;
3898 GL_AlphaTest(false);
3899 R_Mesh_ColorPointer(NULL, 0, 0);
3900 R_Mesh_ResetTextureState();
3902 GL_ColorMask(1,1,1,1);
3903 GL_BlendFunc(GL_ONE, GL_ZERO);
3906 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
3907 qglClearColor(0.5f,0.5f,0.5f,1.0f);CHECKGLERROR
3908 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);CHECKGLERROR
3910 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
3911 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
3912 if (r_timereport_active)
3913 R_TimeReport("prepassworld");
3915 for (i = 0;i < r_refdef.scene.numentities;i++)
3917 if (!r_refdef.viewcache.entityvisible[i])
3919 ent = r_refdef.scene.entities[i];
3920 if (ent->model && ent->model->DrawPrepass != NULL)
3921 ent->model->DrawPrepass(ent);
3924 if (r_timereport_active)
3925 R_TimeReport("prepassmodels");
3927 GL_DepthMask(false);
3928 GL_ColorMask(1,1,1,1);
3931 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
3932 qglClearColor(0.0f,0.0f,0.0f,0.0f);CHECKGLERROR
3933 GL_Clear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
3934 if (r_refdef.fogenabled)
3935 qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
3937 R_Shadow_RenderMode_Begin();
3939 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3940 if (r_shadow_debuglight.integer >= 0)
3942 lightindex = r_shadow_debuglight.integer;
3943 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3944 if (light && (light->flags & flag))
3945 R_Shadow_DrawLight(&light->rtlight);
3949 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3950 for (lightindex = 0;lightindex < range;lightindex++)
3952 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3953 if (light && (light->flags & flag))
3954 R_Shadow_DrawLight(&light->rtlight);
3957 if (r_refdef.scene.rtdlight)
3958 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
3959 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
3961 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
3962 if (r_refdef.fogenabled)
3963 qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
3965 R_Shadow_RenderMode_End();
3967 if (r_timereport_active)
3968 R_TimeReport("prepasslights");
3971 void R_Shadow_DrawLightSprites(void);
3972 void R_Shadow_PrepareLights(void)
3982 if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
3983 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
3984 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0) ||
3985 r_shadow_shadowmaptexturetype != r_shadow_shadowmapping_texturetype.integer ||
3986 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
3987 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
3988 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
3989 R_Shadow_FreeShadowMaps();
3991 r_shadow_usingshadowmaportho = false;
3993 switch (vid.renderpath)
3995 case RENDERPATH_GL20:
3996 case RENDERPATH_CGGL:
3997 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
3999 r_shadow_usingdeferredprepass = false;
4000 if (r_shadow_prepass_width)
4001 R_Shadow_FreeDeferred();
4002 r_shadow_prepass_width = r_shadow_prepass_height = 0;
4006 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4008 R_Shadow_FreeDeferred();
4010 r_shadow_usingdeferredprepass = true;
4011 r_shadow_prepass_width = vid.width;
4012 r_shadow_prepass_height = vid.height;
4013 r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
4014 r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4015 r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4016 r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4018 // set up the geometry pass fbo (depth + normalmap)
4019 qglGenFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
4020 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
4021 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
4022 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture), 0);CHECKGLERROR
4023 // render depth into one texture and normalmap into the other
4024 if (qglDrawBuffersARB)
4026 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4027 qglReadBuffer(GL_NONE);CHECKGLERROR
4029 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4030 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4032 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4033 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4034 r_shadow_usingdeferredprepass = false;
4037 // set up the lighting pass fbo (diffuse + specular)
4038 qglGenFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
4039 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
4040 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
4041 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepasslightingdiffusetexture), 0);CHECKGLERROR
4042 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepasslightingspeculartexture), 0);CHECKGLERROR
4043 // render diffuse into one texture and specular into another,
4044 // with depth and normalmap bound as textures,
4045 // with depth bound as attachment as well
4046 if (qglDrawBuffersARB)
4048 qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4049 qglReadBuffer(GL_NONE);CHECKGLERROR
4051 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4052 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4054 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4055 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4056 r_shadow_usingdeferredprepass = false;
4060 case RENDERPATH_GL13:
4061 case RENDERPATH_GL11:
4062 r_shadow_usingdeferredprepass = false;
4066 R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles);
4068 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4069 if (r_shadow_debuglight.integer >= 0)
4071 lightindex = r_shadow_debuglight.integer;
4072 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4073 if (light && (light->flags & flag))
4074 R_Shadow_PrepareLight(&light->rtlight);
4078 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4079 for (lightindex = 0;lightindex < range;lightindex++)
4081 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4082 if (light && (light->flags & flag))
4083 R_Shadow_PrepareLight(&light->rtlight);
4086 if (r_refdef.scene.rtdlight)
4088 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4089 R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4091 else if(gl_flashblend.integer)
4093 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4095 rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4096 f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4097 VectorScale(rtlight->color, f, rtlight->currentcolor);
4101 if (r_editlights.integer)
4102 R_Shadow_DrawLightSprites();
4105 void R_Shadow_DrawLights(void)
4113 R_Shadow_RenderMode_Begin();
4115 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4116 if (r_shadow_debuglight.integer >= 0)
4118 lightindex = r_shadow_debuglight.integer;
4119 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4120 if (light && (light->flags & flag))
4121 R_Shadow_DrawLight(&light->rtlight);
4125 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4126 for (lightindex = 0;lightindex < range;lightindex++)
4128 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4129 if (light && (light->flags & flag))
4130 R_Shadow_DrawLight(&light->rtlight);
4133 if (r_refdef.scene.rtdlight)
4134 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4135 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4137 R_Shadow_RenderMode_End();
4140 extern const float r_screenvertex3f[12];
4141 extern void R_SetupView(qboolean allowwaterclippingplane);
4142 extern void R_ResetViewRendering3D(void);
4143 extern void R_ResetViewRendering2D(void);
4144 extern cvar_t r_shadows;
4145 extern cvar_t r_shadows_darken;
4146 extern cvar_t r_shadows_drawafterrtlighting;
4147 extern cvar_t r_shadows_castfrombmodels;
4148 extern cvar_t r_shadows_throwdistance;
4149 extern cvar_t r_shadows_throwdirection;
4150 extern cvar_t r_shadows_focus;
4151 extern cvar_t r_shadows_shadowmapscale;
4153 void R_Shadow_PrepareModelShadows(void)
4156 float scale, size, radius, dot1, dot2;
4157 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
4158 entity_render_t *ent;
4160 if (!r_refdef.scene.numentities)
4163 switch (r_shadow_shadowmode)
4165 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4166 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
4167 if (r_shadows.integer >= 2)
4170 case R_SHADOW_SHADOWMODE_STENCIL:
4171 for (i = 0;i < r_refdef.scene.numentities;i++)
4173 ent = r_refdef.scene.entities[i];
4174 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4175 R_AnimCache_GetEntity(ent, false, false);
4182 size = 2*r_shadow_shadowmapmaxsize;
4183 scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
4184 radius = 0.5f * size / scale;
4186 Math_atov(r_shadows_throwdirection.string, shadowdir);
4187 VectorNormalize(shadowdir);
4188 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4189 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4190 if (fabs(dot1) <= fabs(dot2))
4191 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4193 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4194 VectorNormalize(shadowforward);
4195 CrossProduct(shadowdir, shadowforward, shadowright);
4196 Math_atov(r_shadows_focus.string, shadowfocus);
4197 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4198 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4199 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4200 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4201 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4203 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4205 shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4206 shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4207 shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4208 shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4209 shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4210 shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4212 for (i = 0;i < r_refdef.scene.numentities;i++)
4214 ent = r_refdef.scene.entities[i];
4215 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
4217 // cast shadows from anything of the map (submodels are optional)
4218 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4219 R_AnimCache_GetEntity(ent, false, false);
4223 void R_DrawModelShadowMaps(void)
4226 float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
4227 entity_render_t *ent;
4228 vec3_t relativelightorigin;
4229 vec3_t relativelightdirection, relativeforward, relativeright;
4230 vec3_t relativeshadowmins, relativeshadowmaxs;
4231 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
4233 matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
4234 r_viewport_t viewport;
4237 if (!r_refdef.scene.numentities)
4240 switch (r_shadow_shadowmode)
4242 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4243 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
4250 R_ResetViewRendering3D();
4251 R_Shadow_RenderMode_Begin();
4252 R_Shadow_RenderMode_ActiveLight(NULL);
4254 switch (r_shadow_shadowmode)
4256 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4257 if (!r_shadow_shadowmap2dtexture)
4258 R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4259 fbo = r_shadow_fbo2d;
4260 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
4261 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
4262 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
4264 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
4265 if (!r_shadow_shadowmaprectangletexture)
4266 R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4267 fbo = r_shadow_fborectangle;
4268 r_shadow_shadowmap_texturescale[0] = 1.0f;
4269 r_shadow_shadowmap_texturescale[1] = 1.0f;
4270 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
4276 size = 2*r_shadow_shadowmapmaxsize;
4277 scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
4278 radius = 0.5f / scale;
4279 nearclip = -r_shadows_throwdistance.value;
4280 farclip = r_shadows_throwdistance.value;
4281 bias = r_shadow_shadowmapping_bias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
4283 r_shadow_shadowmap_parameters[0] = size;
4284 r_shadow_shadowmap_parameters[1] = size;
4285 r_shadow_shadowmap_parameters[2] = 1.0;
4286 r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
4288 Math_atov(r_shadows_throwdirection.string, shadowdir);
4289 VectorNormalize(shadowdir);
4290 Math_atov(r_shadows_focus.string, shadowfocus);
4291 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4292 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4293 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4294 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4295 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4296 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4297 if (fabs(dot1) <= fabs(dot2))
4298 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4300 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4301 VectorNormalize(shadowforward);
4302 VectorM(scale, shadowforward, &m[0]);
4303 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4305 m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
4306 CrossProduct(shadowdir, shadowforward, shadowright);
4307 VectorM(scale, shadowright, &m[4]);
4308 m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
4309 VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
4310 m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
4311 Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
4312 Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
4313 R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL);
4315 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4318 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
4319 R_SetupShader_ShowDepth();
4321 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
4322 R_SetupShader_DepthOrShadow();
4325 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
4328 R_SetViewport(&viewport);
4329 GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
4332 qglClearColor(1,1,1,1);
4333 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
4335 GL_Clear(GL_DEPTH_BUFFER_BIT);
4337 GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
4340 for (i = 0;i < r_refdef.scene.numentities;i++)
4342 ent = r_refdef.scene.entities[i];
4344 // cast shadows from anything of the map (submodels are optional)
4345 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4347 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4348 Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
4349 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4350 Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
4351 Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
4352 relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4353 relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4354 relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4355 relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4356 relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4357 relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4358 RSurf_ActiveModelEntity(ent, false, false, false);
4359 ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4360 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4364 R_Shadow_RenderMode_End();
4366 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
4367 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
4368 Matrix4x4_CreateScale3(&scalematrix, size, -size, 1);
4369 Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
4370 Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
4371 Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
4373 r_shadow_usingshadowmaportho = true;
4374 switch (r_shadow_shadowmode)
4376 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4377 r_shadow_usingshadowmap2d = true;
4379 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
4380 r_shadow_usingshadowmaprect = true;
4387 void R_DrawModelShadows(void)
4390 float relativethrowdistance;
4391 entity_render_t *ent;
4392 vec3_t relativelightorigin;
4393 vec3_t relativelightdirection;
4394 vec3_t relativeshadowmins, relativeshadowmaxs;
4395 vec3_t tmp, shadowdir;
4397 if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
4401 R_ResetViewRendering3D();
4402 //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4403 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4404 R_Shadow_RenderMode_Begin();
4405 R_Shadow_RenderMode_ActiveLight(NULL);
4406 r_shadow_lightscissor[0] = r_refdef.view.x;
4407 r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4408 r_shadow_lightscissor[2] = r_refdef.view.width;
4409 r_shadow_lightscissor[3] = r_refdef.view.height;
4410 R_Shadow_RenderMode_StencilShadowVolumes(false);
4413 if (r_shadows.integer == 2)
4415 Math_atov(r_shadows_throwdirection.string, shadowdir);
4416 VectorNormalize(shadowdir);
4419 R_Shadow_ClearStencil();
4421 for (i = 0;i < r_refdef.scene.numentities;i++)
4423 ent = r_refdef.scene.entities[i];
4425 // cast shadows from anything of the map (submodels are optional)
4426 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4428 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4429 VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
4430 VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
4431 if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
4432 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4435 if(ent->entitynumber != 0)
4437 if(ent->entitynumber >= MAX_EDICTS) // csqc entity
4439 // FIXME handle this
4440 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4444 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
4445 int entnum, entnum2, recursion;
4446 entnum = entnum2 = ent->entitynumber;
4447 for(recursion = 32; recursion > 0; --recursion)
4449 entnum2 = cl.entities[entnum].state_current.tagentity;
4450 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
4455 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
4457 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
4458 // transform into modelspace of OUR entity
4459 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
4460 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
4463 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4467 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4470 VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
4471 RSurf_ActiveModelEntity(ent, false, false, false);
4472 ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
4473 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4477 // not really the right mode, but this will disable any silly stencil features
4478 R_Shadow_RenderMode_End();
4480 // set up ortho view for rendering this pass
4481 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4482 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4483 //GL_ScissorTest(true);
4484 //R_EntityMatrix(&identitymatrix);
4485 //R_Mesh_ResetTextureState();
4486 R_ResetViewRendering2D();
4487 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4488 R_Mesh_ColorPointer(NULL, 0, 0);
4489 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
4491 // set up a darkening blend on shadowed areas
4492 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4493 //GL_DepthRange(0, 1);
4494 //GL_DepthTest(false);
4495 //GL_DepthMask(false);
4496 //GL_PolygonOffset(0, 0);CHECKGLERROR
4497 GL_Color(0, 0, 0, r_shadows_darken.value);
4498 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4499 //qglDepthFunc(GL_ALWAYS);CHECKGLERROR
4500 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
4501 qglStencilMask(255);CHECKGLERROR
4502 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
4503 qglStencilFunc(GL_NOTEQUAL, 128, 255);CHECKGLERROR
4505 // apply the blend to the shadowed areas
4506 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4508 // restore the viewport
4509 R_SetViewport(&r_refdef.view.viewport);
4511 // restore other state to normal
4512 //R_Shadow_RenderMode_End();
4515 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
4518 vec3_t centerorigin;
4520 // if it's too close, skip it
4521 if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
4523 zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
4526 if (usequery && r_numqueries + 2 <= r_maxqueries)
4528 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
4529 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
4530 // we count potential samples in the middle of the screen, we count actual samples at the light location, this allows counting potential samples of off-screen lights
4531 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
4534 // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use qglDepthFunc instead
4535 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
4536 qglDepthFunc(GL_ALWAYS);
4537 R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4538 R_Mesh_VertexPointer(vertex3f, 0, 0);
4539 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4540 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4541 qglDepthFunc(GL_LEQUAL);
4542 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
4543 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4544 R_Mesh_VertexPointer(vertex3f, 0, 0);
4545 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4546 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4549 rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
4552 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4554 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
4557 GLint allpixels = 0, visiblepixels = 0;
4558 // now we have to check the query result
4559 if (rtlight->corona_queryindex_visiblepixels)
4562 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
4563 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
4565 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
4566 if (visiblepixels < 1 || allpixels < 1)
4568 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
4569 cscale *= rtlight->corona_visibility;
4573 // FIXME: these traces should scan all render entities instead of cl.world
4574 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
4577 VectorScale(rtlight->currentcolor, cscale, color);
4578 if (VectorLength(color) > (1.0f / 256.0f))
4581 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
4584 VectorNegate(color, color);
4585 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4587 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4588 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4589 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4591 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4595 void R_Shadow_DrawCoronas(void)
4603 if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
4605 if (r_waterstate.renderingscene)
4607 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4608 R_EntityMatrix(&identitymatrix);
4610 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4612 // check occlusion of coronas
4613 // use GL_ARB_occlusion_query if available
4614 // otherwise use raytraces
4616 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
4619 GL_ColorMask(0,0,0,0);
4620 if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
4621 if (r_maxqueries < MAX_OCCLUSION_QUERIES)
4624 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
4625 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
4627 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
4630 RSurf_ActiveWorldEntity();
4631 GL_BlendFunc(GL_ONE, GL_ZERO);
4632 GL_CullFace(GL_NONE);
4633 GL_DepthMask(false);
4634 GL_DepthRange(0, 1);
4635 GL_PolygonOffset(0, 0);
4637 R_Mesh_ColorPointer(NULL, 0, 0);
4638 R_Mesh_ResetTextureState();
4639 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
4641 for (lightindex = 0;lightindex < range;lightindex++)
4643 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4646 rtlight = &light->rtlight;
4647 rtlight->corona_visibility = 0;
4648 rtlight->corona_queryindex_visiblepixels = 0;
4649 rtlight->corona_queryindex_allpixels = 0;
4650 if (!(rtlight->flags & flag))
4652 if (rtlight->corona <= 0)
4654 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
4656 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4658 for (i = 0;i < r_refdef.scene.numlights;i++)
4660 rtlight = r_refdef.scene.lights[i];
4661 rtlight->corona_visibility = 0;
4662 rtlight->corona_queryindex_visiblepixels = 0;
4663 rtlight->corona_queryindex_allpixels = 0;
4664 if (!(rtlight->flags & flag))
4666 if (rtlight->corona <= 0)
4668 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4671 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4673 // now draw the coronas using the query data for intensity info
4674 for (lightindex = 0;lightindex < range;lightindex++)
4676 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4679 rtlight = &light->rtlight;
4680 if (rtlight->corona_visibility <= 0)
4682 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4684 for (i = 0;i < r_refdef.scene.numlights;i++)
4686 rtlight = r_refdef.scene.lights[i];
4687 if (rtlight->corona_visibility <= 0)
4689 if (gl_flashblend.integer)
4690 R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
4692 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4698 dlight_t *R_Shadow_NewWorldLight(void)
4700 return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
4703 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)
4706 // validate parameters
4707 if (style < 0 || style >= MAX_LIGHTSTYLES)
4709 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
4715 // copy to light properties
4716 VectorCopy(origin, light->origin);
4717 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
4718 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
4719 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
4721 light->color[0] = max(color[0], 0);
4722 light->color[1] = max(color[1], 0);
4723 light->color[2] = max(color[2], 0);
4725 light->color[0] = color[0];
4726 light->color[1] = color[1];
4727 light->color[2] = color[2];
4728 light->radius = max(radius, 0);
4729 light->style = style;
4730 light->shadow = shadowenable;
4731 light->corona = corona;
4732 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
4733 light->coronasizescale = coronasizescale;
4734 light->ambientscale = ambientscale;
4735 light->diffusescale = diffusescale;
4736 light->specularscale = specularscale;
4737 light->flags = flags;
4739 // update renderable light data
4740 Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
4741 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);
4744 void R_Shadow_FreeWorldLight(dlight_t *light)
4746 if (r_shadow_selectedlight == light)
4747 r_shadow_selectedlight = NULL;
4748 R_RTLight_Uncompile(&light->rtlight);
4749 Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
4752 void R_Shadow_ClearWorldLights(void)
4756 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4757 for (lightindex = 0;lightindex < range;lightindex++)
4759 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4761 R_Shadow_FreeWorldLight(light);
4763 r_shadow_selectedlight = NULL;
4766 void R_Shadow_SelectLight(dlight_t *light)
4768 if (r_shadow_selectedlight)
4769 r_shadow_selectedlight->selected = false;
4770 r_shadow_selectedlight = light;
4771 if (r_shadow_selectedlight)
4772 r_shadow_selectedlight->selected = true;
4775 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4777 // this is never batched (there can be only one)
4779 R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
4780 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4781 R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4784 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4789 skinframe_t *skinframe;
4792 // this is never batched (due to the ent parameter changing every time)
4793 // so numsurfaces == 1 and surfacelist[0] == lightnumber
4794 const dlight_t *light = (dlight_t *)ent;
4797 R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
4800 VectorScale(light->color, intensity, spritecolor);
4801 if (VectorLength(spritecolor) < 0.1732f)
4802 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
4803 if (VectorLength(spritecolor) > 1.0f)
4804 VectorNormalize(spritecolor);
4806 // draw light sprite
4807 if (light->cubemapname[0] && !light->shadow)
4808 skinframe = r_editlights_sprcubemapnoshadowlight;
4809 else if (light->cubemapname[0])
4810 skinframe = r_editlights_sprcubemaplight;
4811 else if (!light->shadow)
4812 skinframe = r_editlights_sprnoshadowlight;
4814 skinframe = r_editlights_sprlight;
4816 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, spritecolor[0], spritecolor[1], spritecolor[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4817 R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4819 // draw selection sprite if light is selected
4820 if (light->selected)
4822 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4823 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4824 // VorteX todo: add normalmode/realtime mode light overlay sprites?
4828 void R_Shadow_DrawLightSprites(void)
4832 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4833 for (lightindex = 0;lightindex < range;lightindex++)
4835 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4837 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
4839 if (!r_editlights_lockcursor)
4840 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
4843 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
4848 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
4849 if (lightindex >= range)
4851 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4854 rtlight = &light->rtlight;
4855 //if (!(rtlight->flags & flag))
4857 VectorCopy(rtlight->shadoworigin, origin);
4858 *radius = rtlight->radius;
4859 VectorCopy(rtlight->color, color);
4863 void R_Shadow_SelectLightInView(void)
4865 float bestrating, rating, temp[3];
4869 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4873 if (r_editlights_lockcursor)
4875 for (lightindex = 0;lightindex < range;lightindex++)
4877 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4880 VectorSubtract(light->origin, r_refdef.view.origin, temp);
4881 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
4884 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
4885 if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
4887 bestrating = rating;
4892 R_Shadow_SelectLight(best);
4895 void R_Shadow_LoadWorldLights(void)
4897 int n, a, style, shadow, flags;
4898 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
4899 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
4900 if (cl.worldmodel == NULL)
4902 Con_Print("No map loaded.\n");
4905 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
4906 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
4916 for (;COM_Parse(t, true) && strcmp(
4917 if (COM_Parse(t, true))
4919 if (com_token[0] == '!')
4922 origin[0] = atof(com_token+1);
4925 origin[0] = atof(com_token);
4930 while (*s && *s != '\n' && *s != '\r')
4936 // check for modifier flags
4943 #if _MSC_VER >= 1400
4944 #define sscanf sscanf_s
4946 cubemapname[sizeof(cubemapname)-1] = 0;
4947 #if MAX_QPATH != 128
4948 #error update this code if MAX_QPATH changes
4950 a = sscanf(t, "%f %f %f %f %f %f %f %d %127s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname
4951 #if _MSC_VER >= 1400
4952 , sizeof(cubemapname)
4954 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
4957 flags = LIGHTFLAG_REALTIMEMODE;
4965 coronasizescale = 0.25f;
4967 VectorClear(angles);
4970 if (a < 9 || !strcmp(cubemapname, "\"\""))
4972 // remove quotes on cubemapname
4973 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
4976 namelen = strlen(cubemapname) - 2;
4977 memmove(cubemapname, cubemapname + 1, namelen);
4978 cubemapname[namelen] = '\0';
4982 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);
4985 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4993 Con_Printf("invalid rtlights file \"%s\"\n", name);
4994 Mem_Free(lightsstring);
4998 void R_Shadow_SaveWorldLights(void)
5002 size_t bufchars, bufmaxchars;
5004 char name[MAX_QPATH];
5005 char line[MAX_INPUTLINE];
5006 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
5007 // I hate lines which are 3 times my screen size :( --blub
5010 if (cl.worldmodel == NULL)
5012 Con_Print("No map loaded.\n");
5015 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5016 bufchars = bufmaxchars = 0;
5018 for (lightindex = 0;lightindex < range;lightindex++)
5020 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5023 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5024 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
5025 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5026 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
5028 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
5029 if (bufchars + strlen(line) > bufmaxchars)
5031 bufmaxchars = bufchars + strlen(line) + 2048;
5033 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5037 memcpy(buf, oldbuf, bufchars);
5043 memcpy(buf + bufchars, line, strlen(line));
5044 bufchars += strlen(line);
5048 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5053 void R_Shadow_LoadLightsFile(void)
5056 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5057 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5058 if (cl.worldmodel == NULL)
5060 Con_Print("No map loaded.\n");
5063 dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
5064 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5072 while (*s && *s != '\n' && *s != '\r')
5078 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);
5082 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);
5085 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5086 radius = bound(15, radius, 4096);
5087 VectorScale(color, (2.0f / (8388608.0f)), color);
5088 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5096 Con_Printf("invalid lights file \"%s\"\n", name);
5097 Mem_Free(lightsstring);
5101 // tyrlite/hmap2 light types in the delay field
5102 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5104 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5116 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5117 char key[256], value[MAX_INPUTLINE];
5119 if (cl.worldmodel == NULL)
5121 Con_Print("No map loaded.\n");
5124 // try to load a .ent file first
5125 dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
5126 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5127 // and if that is not found, fall back to the bsp file entity string
5129 data = cl.worldmodel->brush.entities;
5132 for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5134 type = LIGHTTYPE_MINUSX;
5135 origin[0] = origin[1] = origin[2] = 0;
5136 originhack[0] = originhack[1] = originhack[2] = 0;
5137 angles[0] = angles[1] = angles[2] = 0;
5138 color[0] = color[1] = color[2] = 1;
5139 light[0] = light[1] = light[2] = 1;light[3] = 300;
5140 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5150 if (!COM_ParseToken_Simple(&data, false, false))
5152 if (com_token[0] == '}')
5153 break; // end of entity
5154 if (com_token[0] == '_')
5155 strlcpy(key, com_token + 1, sizeof(key));
5157 strlcpy(key, com_token, sizeof(key));
5158 while (key[strlen(key)-1] == ' ') // remove trailing spaces
5159 key[strlen(key)-1] = 0;
5160 if (!COM_ParseToken_Simple(&data, false, false))
5162 strlcpy(value, com_token, sizeof(value));
5164 // now that we have the key pair worked out...
5165 if (!strcmp("light", key))
5167 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5171 light[0] = vec[0] * (1.0f / 256.0f);
5172 light[1] = vec[0] * (1.0f / 256.0f);
5173 light[2] = vec[0] * (1.0f / 256.0f);
5179 light[0] = vec[0] * (1.0f / 255.0f);
5180 light[1] = vec[1] * (1.0f / 255.0f);
5181 light[2] = vec[2] * (1.0f / 255.0f);
5185 else if (!strcmp("delay", key))
5187 else if (!strcmp("origin", key))
5188 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5189 else if (!strcmp("angle", key))
5190 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5191 else if (!strcmp("angles", key))
5192 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5193 else if (!strcmp("color", key))
5194 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5195 else if (!strcmp("wait", key))
5196 fadescale = atof(value);
5197 else if (!strcmp("classname", key))
5199 if (!strncmp(value, "light", 5))
5202 if (!strcmp(value, "light_fluoro"))
5207 overridecolor[0] = 1;
5208 overridecolor[1] = 1;
5209 overridecolor[2] = 1;
5211 if (!strcmp(value, "light_fluorospark"))
5216 overridecolor[0] = 1;
5217 overridecolor[1] = 1;
5218 overridecolor[2] = 1;
5220 if (!strcmp(value, "light_globe"))
5225 overridecolor[0] = 1;
5226 overridecolor[1] = 0.8;
5227 overridecolor[2] = 0.4;
5229 if (!strcmp(value, "light_flame_large_yellow"))
5234 overridecolor[0] = 1;
5235 overridecolor[1] = 0.5;
5236 overridecolor[2] = 0.1;
5238 if (!strcmp(value, "light_flame_small_yellow"))
5243 overridecolor[0] = 1;
5244 overridecolor[1] = 0.5;
5245 overridecolor[2] = 0.1;
5247 if (!strcmp(value, "light_torch_small_white"))
5252 overridecolor[0] = 1;
5253 overridecolor[1] = 0.5;
5254 overridecolor[2] = 0.1;
5256 if (!strcmp(value, "light_torch_small_walltorch"))
5261 overridecolor[0] = 1;
5262 overridecolor[1] = 0.5;
5263 overridecolor[2] = 0.1;
5267 else if (!strcmp("style", key))
5268 style = atoi(value);
5269 else if (!strcmp("skin", key))
5270 skin = (int)atof(value);
5271 else if (!strcmp("pflags", key))
5272 pflags = (int)atof(value);
5273 //else if (!strcmp("effects", key))
5274 // effects = (int)atof(value);
5275 else if (cl.worldmodel->type == mod_brushq3)
5277 if (!strcmp("scale", key))
5278 lightscale = atof(value);
5279 if (!strcmp("fade", key))
5280 fadescale = atof(value);
5285 if (lightscale <= 0)
5289 if (color[0] == color[1] && color[0] == color[2])
5291 color[0] *= overridecolor[0];
5292 color[1] *= overridecolor[1];
5293 color[2] *= overridecolor[2];
5295 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5296 color[0] = color[0] * light[0];
5297 color[1] = color[1] * light[1];
5298 color[2] = color[2] * light[2];
5301 case LIGHTTYPE_MINUSX:
5303 case LIGHTTYPE_RECIPX:
5305 VectorScale(color, (1.0f / 16.0f), color);
5307 case LIGHTTYPE_RECIPXX:
5309 VectorScale(color, (1.0f / 16.0f), color);
5312 case LIGHTTYPE_NONE:
5316 case LIGHTTYPE_MINUSXX:
5319 VectorAdd(origin, originhack, origin);
5321 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);
5324 Mem_Free(entfiledata);
5328 void R_Shadow_SetCursorLocationForView(void)
5331 vec3_t dest, endpos;
5333 VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5334 trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
5335 if (trace.fraction < 1)
5337 dist = trace.fraction * r_editlights_cursordistance.value;
5338 push = r_editlights_cursorpushback.value;
5342 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
5343 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
5347 VectorClear( endpos );
5349 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5350 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5351 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5354 void R_Shadow_UpdateWorldLightSelection(void)
5356 if (r_editlights.integer)
5358 R_Shadow_SetCursorLocationForView();
5359 R_Shadow_SelectLightInView();
5362 R_Shadow_SelectLight(NULL);
5365 void R_Shadow_EditLights_Clear_f(void)
5367 R_Shadow_ClearWorldLights();
5370 void R_Shadow_EditLights_Reload_f(void)
5374 strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
5375 R_Shadow_ClearWorldLights();
5376 R_Shadow_LoadWorldLights();
5377 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5379 R_Shadow_LoadLightsFile();
5380 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5381 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5385 void R_Shadow_EditLights_Save_f(void)
5389 R_Shadow_SaveWorldLights();
5392 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
5394 R_Shadow_ClearWorldLights();
5395 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5398 void R_Shadow_EditLights_ImportLightsFile_f(void)
5400 R_Shadow_ClearWorldLights();
5401 R_Shadow_LoadLightsFile();
5404 void R_Shadow_EditLights_Spawn_f(void)
5407 if (!r_editlights.integer)
5409 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5412 if (Cmd_Argc() != 1)
5414 Con_Print("r_editlights_spawn does not take parameters\n");
5417 color[0] = color[1] = color[2] = 1;
5418 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5421 void R_Shadow_EditLights_Edit_f(void)
5423 vec3_t origin, angles, color;
5424 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
5425 int style, shadows, flags, normalmode, realtimemode;
5426 char cubemapname[MAX_INPUTLINE];
5427 if (!r_editlights.integer)
5429 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5432 if (!r_shadow_selectedlight)
5434 Con_Print("No selected light.\n");
5437 VectorCopy(r_shadow_selectedlight->origin, origin);
5438 VectorCopy(r_shadow_selectedlight->angles, angles);
5439 VectorCopy(r_shadow_selectedlight->color, color);
5440 radius = r_shadow_selectedlight->radius;
5441 style = r_shadow_selectedlight->style;
5442 if (r_shadow_selectedlight->cubemapname)
5443 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
5446 shadows = r_shadow_selectedlight->shadow;
5447 corona = r_shadow_selectedlight->corona;
5448 coronasizescale = r_shadow_selectedlight->coronasizescale;
5449 ambientscale = r_shadow_selectedlight->ambientscale;
5450 diffusescale = r_shadow_selectedlight->diffusescale;
5451 specularscale = r_shadow_selectedlight->specularscale;
5452 flags = r_shadow_selectedlight->flags;
5453 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
5454 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
5455 if (!strcmp(Cmd_Argv(1), "origin"))
5457 if (Cmd_Argc() != 5)
5459 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5462 origin[0] = atof(Cmd_Argv(2));
5463 origin[1] = atof(Cmd_Argv(3));
5464 origin[2] = atof(Cmd_Argv(4));
5466 else if (!strcmp(Cmd_Argv(1), "originx"))
5468 if (Cmd_Argc() != 3)
5470 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5473 origin[0] = atof(Cmd_Argv(2));
5475 else if (!strcmp(Cmd_Argv(1), "originy"))
5477 if (Cmd_Argc() != 3)
5479 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5482 origin[1] = atof(Cmd_Argv(2));
5484 else if (!strcmp(Cmd_Argv(1), "originz"))
5486 if (Cmd_Argc() != 3)
5488 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5491 origin[2] = atof(Cmd_Argv(2));
5493 else if (!strcmp(Cmd_Argv(1), "move"))
5495 if (Cmd_Argc() != 5)
5497 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5500 origin[0] += atof(Cmd_Argv(2));
5501 origin[1] += atof(Cmd_Argv(3));
5502 origin[2] += atof(Cmd_Argv(4));
5504 else if (!strcmp(Cmd_Argv(1), "movex"))
5506 if (Cmd_Argc() != 3)
5508 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5511 origin[0] += atof(Cmd_Argv(2));
5513 else if (!strcmp(Cmd_Argv(1), "movey"))
5515 if (Cmd_Argc() != 3)
5517 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5520 origin[1] += atof(Cmd_Argv(2));
5522 else if (!strcmp(Cmd_Argv(1), "movez"))
5524 if (Cmd_Argc() != 3)
5526 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5529 origin[2] += atof(Cmd_Argv(2));
5531 else if (!strcmp(Cmd_Argv(1), "angles"))
5533 if (Cmd_Argc() != 5)
5535 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5538 angles[0] = atof(Cmd_Argv(2));
5539 angles[1] = atof(Cmd_Argv(3));
5540 angles[2] = atof(Cmd_Argv(4));
5542 else if (!strcmp(Cmd_Argv(1), "anglesx"))
5544 if (Cmd_Argc() != 3)
5546 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5549 angles[0] = atof(Cmd_Argv(2));
5551 else if (!strcmp(Cmd_Argv(1), "anglesy"))
5553 if (Cmd_Argc() != 3)
5555 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5558 angles[1] = atof(Cmd_Argv(2));
5560 else if (!strcmp(Cmd_Argv(1), "anglesz"))
5562 if (Cmd_Argc() != 3)
5564 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5567 angles[2] = atof(Cmd_Argv(2));
5569 else if (!strcmp(Cmd_Argv(1), "color"))
5571 if (Cmd_Argc() != 5)
5573 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
5576 color[0] = atof(Cmd_Argv(2));
5577 color[1] = atof(Cmd_Argv(3));
5578 color[2] = atof(Cmd_Argv(4));
5580 else if (!strcmp(Cmd_Argv(1), "radius"))
5582 if (Cmd_Argc() != 3)
5584 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5587 radius = atof(Cmd_Argv(2));
5589 else if (!strcmp(Cmd_Argv(1), "colorscale"))
5591 if (Cmd_Argc() == 3)
5593 double scale = atof(Cmd_Argv(2));
5600 if (Cmd_Argc() != 5)
5602 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
5605 color[0] *= atof(Cmd_Argv(2));
5606 color[1] *= atof(Cmd_Argv(3));
5607 color[2] *= atof(Cmd_Argv(4));
5610 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
5612 if (Cmd_Argc() != 3)
5614 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5617 radius *= atof(Cmd_Argv(2));
5619 else if (!strcmp(Cmd_Argv(1), "style"))
5621 if (Cmd_Argc() != 3)
5623 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5626 style = atoi(Cmd_Argv(2));
5628 else if (!strcmp(Cmd_Argv(1), "cubemap"))
5632 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5635 if (Cmd_Argc() == 3)
5636 strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
5640 else if (!strcmp(Cmd_Argv(1), "shadows"))
5642 if (Cmd_Argc() != 3)
5644 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5647 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5649 else if (!strcmp(Cmd_Argv(1), "corona"))
5651 if (Cmd_Argc() != 3)
5653 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5656 corona = atof(Cmd_Argv(2));
5658 else if (!strcmp(Cmd_Argv(1), "coronasize"))
5660 if (Cmd_Argc() != 3)
5662 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5665 coronasizescale = atof(Cmd_Argv(2));
5667 else if (!strcmp(Cmd_Argv(1), "ambient"))
5669 if (Cmd_Argc() != 3)
5671 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5674 ambientscale = atof(Cmd_Argv(2));
5676 else if (!strcmp(Cmd_Argv(1), "diffuse"))
5678 if (Cmd_Argc() != 3)
5680 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5683 diffusescale = atof(Cmd_Argv(2));
5685 else if (!strcmp(Cmd_Argv(1), "specular"))
5687 if (Cmd_Argc() != 3)
5689 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5692 specularscale = atof(Cmd_Argv(2));
5694 else if (!strcmp(Cmd_Argv(1), "normalmode"))
5696 if (Cmd_Argc() != 3)
5698 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5701 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5703 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
5705 if (Cmd_Argc() != 3)
5707 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5710 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5714 Con_Print("usage: r_editlights_edit [property] [value]\n");
5715 Con_Print("Selected light's properties:\n");
5716 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
5717 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
5718 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
5719 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
5720 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
5721 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
5722 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
5723 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
5724 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
5725 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
5726 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
5727 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
5728 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
5729 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
5732 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
5733 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5736 void R_Shadow_EditLights_EditAll_f(void)
5739 dlight_t *light, *oldselected;
5742 if (!r_editlights.integer)
5744 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
5748 oldselected = r_shadow_selectedlight;
5749 // EditLights doesn't seem to have a "remove" command or something so:
5750 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5751 for (lightindex = 0;lightindex < range;lightindex++)
5753 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5756 R_Shadow_SelectLight(light);
5757 R_Shadow_EditLights_Edit_f();
5759 // return to old selected (to not mess editing once selection is locked)
5760 R_Shadow_SelectLight(oldselected);
5763 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
5765 int lightnumber, lightcount;
5766 size_t lightindex, range;
5770 if (!r_editlights.integer)
5772 x = vid_conwidth.value - 240;
5774 DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
5777 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5778 for (lightindex = 0;lightindex < range;lightindex++)
5780 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5783 if (light == r_shadow_selectedlight)
5784 lightnumber = lightindex;
5787 dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
5788 dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
5790 if (r_shadow_selectedlight == NULL)
5792 dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5793 dpsnprintf(temp, sizeof(temp), "Origin : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5794 dpsnprintf(temp, sizeof(temp), "Angles : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5795 dpsnprintf(temp, sizeof(temp), "Color : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5796 dpsnprintf(temp, sizeof(temp), "Radius : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5797 dpsnprintf(temp, sizeof(temp), "Corona : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5798 dpsnprintf(temp, sizeof(temp), "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5799 dpsnprintf(temp, sizeof(temp), "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5800 dpsnprintf(temp, sizeof(temp), "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5801 dpsnprintf(temp, sizeof(temp), "CoronaSize : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5802 dpsnprintf(temp, sizeof(temp), "Ambient : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5803 dpsnprintf(temp, sizeof(temp), "Diffuse : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5804 dpsnprintf(temp, sizeof(temp), "Specular : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5805 dpsnprintf(temp, sizeof(temp), "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5806 dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5809 void R_Shadow_EditLights_ToggleShadow_f(void)
5811 if (!r_editlights.integer)
5813 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5816 if (!r_shadow_selectedlight)
5818 Con_Print("No selected light.\n");
5821 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);
5824 void R_Shadow_EditLights_ToggleCorona_f(void)
5826 if (!r_editlights.integer)
5828 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5831 if (!r_shadow_selectedlight)
5833 Con_Print("No selected light.\n");
5836 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);
5839 void R_Shadow_EditLights_Remove_f(void)
5841 if (!r_editlights.integer)
5843 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
5846 if (!r_shadow_selectedlight)
5848 Con_Print("No selected light.\n");
5851 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
5852 r_shadow_selectedlight = NULL;
5855 void R_Shadow_EditLights_Help_f(void)
5858 "Documentation on r_editlights system:\n"
5860 "r_editlights : enable/disable editing mode\n"
5861 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
5862 "r_editlights_cursorpushback : push back cursor this far from surface\n"
5863 "r_editlights_cursorpushoff : push cursor off surface this far\n"
5864 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
5865 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
5867 "r_editlights_help : this help\n"
5868 "r_editlights_clear : remove all lights\n"
5869 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
5870 "r_editlights_lock : lock selection to current light, if already locked - unlock\n"
5871 "r_editlights_save : save to .rtlights file\n"
5872 "r_editlights_spawn : create a light with default settings\n"
5873 "r_editlights_edit command : edit selected light - more documentation below\n"
5874 "r_editlights_remove : remove selected light\n"
5875 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
5876 "r_editlights_importlightentitiesfrommap : reload light entities\n"
5877 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
5879 "origin x y z : set light location\n"
5880 "originx x: set x component of light location\n"
5881 "originy y: set y component of light location\n"
5882 "originz z: set z component of light location\n"
5883 "move x y z : adjust light location\n"
5884 "movex x: adjust x component of light location\n"
5885 "movey y: adjust y component of light location\n"
5886 "movez z: adjust z component of light location\n"
5887 "angles x y z : set light angles\n"
5888 "anglesx x: set x component of light angles\n"
5889 "anglesy y: set y component of light angles\n"
5890 "anglesz z: set z component of light angles\n"
5891 "color r g b : set color of light (can be brighter than 1 1 1)\n"
5892 "radius radius : set radius (size) of light\n"
5893 "colorscale grey : multiply color of light (1 does nothing)\n"
5894 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
5895 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
5896 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
5897 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
5898 "cubemap basename : set filter cubemap of light (not yet supported)\n"
5899 "shadows 1/0 : turn on/off shadows\n"
5900 "corona n : set corona intensity\n"
5901 "coronasize n : set corona size (0-1)\n"
5902 "ambient n : set ambient intensity (0-1)\n"
5903 "diffuse n : set diffuse intensity (0-1)\n"
5904 "specular n : set specular intensity (0-1)\n"
5905 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
5906 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
5907 "<nothing> : print light properties to console\n"
5911 void R_Shadow_EditLights_CopyInfo_f(void)
5913 if (!r_editlights.integer)
5915 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
5918 if (!r_shadow_selectedlight)
5920 Con_Print("No selected light.\n");
5923 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
5924 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
5925 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
5926 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
5927 if (r_shadow_selectedlight->cubemapname)
5928 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
5930 r_shadow_bufferlight.cubemapname[0] = 0;
5931 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
5932 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
5933 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
5934 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
5935 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
5936 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
5937 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
5940 void R_Shadow_EditLights_PasteInfo_f(void)
5942 if (!r_editlights.integer)
5944 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
5947 if (!r_shadow_selectedlight)
5949 Con_Print("No selected light.\n");
5952 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);
5955 void R_Shadow_EditLights_Lock_f(void)
5957 if (!r_editlights.integer)
5959 Con_Print("Cannot lock on light when not in editing mode. Set r_editlights to 1.\n");
5962 if (r_editlights_lockcursor)
5964 r_editlights_lockcursor = false;
5967 if (!r_shadow_selectedlight)
5969 Con_Print("No selected light to lock on.\n");
5972 r_editlights_lockcursor = true;
5975 void R_Shadow_EditLights_Init(void)
5977 Cvar_RegisterVariable(&r_editlights);
5978 Cvar_RegisterVariable(&r_editlights_cursordistance);
5979 Cvar_RegisterVariable(&r_editlights_cursorpushback);
5980 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
5981 Cvar_RegisterVariable(&r_editlights_cursorgrid);
5982 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
5983 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
5984 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
5985 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)");
5986 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
5987 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
5988 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
5989 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)");
5990 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
5991 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
5992 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
5993 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
5994 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
5995 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
5996 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)");
5997 Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
6003 =============================================================================
6007 =============================================================================
6010 void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, qboolean dynamic, qboolean rtworld)
6012 VectorClear(diffusecolor);
6013 VectorClear(diffusenormal);
6015 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6017 ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient;
6018 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
6021 VectorSet(ambientcolor, 1, 1, 1);
6025 int i, numlights, flag;
6026 float f, relativepoint[3], dist, dist2, lightradius2;
6033 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6034 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6035 for (i = 0; i < numlights; i++)
6037 dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6040 light = &dlight->rtlight;
6041 if (!(light->flags & flag))
6044 lightradius2 = light->radius * light->radius;
6045 VectorSubtract(light->shadoworigin, p, relativepoint);
6046 dist2 = VectorLength2(relativepoint);
6047 if (dist2 >= lightradius2)
6049 dist = sqrt(dist2) / light->radius;
6050 f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6053 // todo: add to both ambient and diffuse
6054 if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
6055 VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);
6060 for (i = 0;i < r_refdef.scene.numlights;i++)
6062 light = r_refdef.scene.lights[i];
6064 lightradius2 = light->radius * light->radius;
6065 VectorSubtract(light->shadoworigin, p, relativepoint);
6066 dist2 = VectorLength2(relativepoint);
6067 if (dist2 >= lightradius2)
6069 dist = sqrt(dist2) / light->radius;
6070 f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6073 // todo: add to both ambient and diffuse
6074 if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
6075 VectorMA(ambientcolor, f, light->color, ambientcolor);