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 #define R_SHADOW_SHADOWMAP_NUMCUBEMAPS 8
145 extern void R_Shadow_EditLights_Init(void);
147 typedef enum r_shadow_rendermode_e
149 R_SHADOW_RENDERMODE_NONE,
150 R_SHADOW_RENDERMODE_ZPASS_STENCIL,
151 R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
152 R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
153 R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
154 R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
155 R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
156 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
157 R_SHADOW_RENDERMODE_LIGHT_DOT3,
158 R_SHADOW_RENDERMODE_LIGHT_GLSL,
159 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
160 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
161 R_SHADOW_RENDERMODE_SHADOWMAP2D,
162 R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE,
163 R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE,
165 r_shadow_rendermode_t;
167 typedef enum r_shadow_shadowmode_e
169 R_SHADOW_SHADOWMODE_STENCIL,
170 R_SHADOW_SHADOWMODE_SHADOWMAP2D,
171 R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE,
172 R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE
174 r_shadow_shadowmode_t;
176 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
177 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
178 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
180 qboolean r_shadow_usingshadowmaprect;
181 qboolean r_shadow_usingshadowmap2d;
182 qboolean r_shadow_usingshadowmapcube;
183 int r_shadow_shadowmapside;
184 float r_shadow_shadowmap_texturescale[2];
185 float r_shadow_shadowmap_parameters[4];
187 int r_shadow_drawbuffer;
188 int r_shadow_readbuffer;
190 int r_shadow_cullface_front, r_shadow_cullface_back;
191 GLuint r_shadow_fborectangle;
192 GLuint r_shadow_fbocubeside[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
193 GLuint r_shadow_fbo2d;
194 r_shadow_shadowmode_t r_shadow_shadowmode;
195 int r_shadow_shadowmapfilterquality;
196 int r_shadow_shadowmaptexturetype;
197 int r_shadow_shadowmapdepthbits;
198 int r_shadow_shadowmapmaxsize;
199 qboolean r_shadow_shadowmapvsdct;
200 qboolean r_shadow_shadowmapsampler;
201 int r_shadow_shadowmappcf;
202 int r_shadow_shadowmapborder;
203 int r_shadow_lightscissor[4];
205 int maxshadowtriangles;
208 int maxshadowvertices;
209 float *shadowvertex3f;
219 unsigned char *shadowsides;
220 int *shadowsideslist;
227 int r_shadow_buffer_numleafpvsbytes;
228 unsigned char *r_shadow_buffer_visitingleafpvs;
229 unsigned char *r_shadow_buffer_leafpvs;
230 int *r_shadow_buffer_leaflist;
232 int r_shadow_buffer_numsurfacepvsbytes;
233 unsigned char *r_shadow_buffer_surfacepvs;
234 int *r_shadow_buffer_surfacelist;
235 unsigned char *r_shadow_buffer_surfacesides;
237 int r_shadow_buffer_numshadowtrispvsbytes;
238 unsigned char *r_shadow_buffer_shadowtrispvs;
239 int r_shadow_buffer_numlighttrispvsbytes;
240 unsigned char *r_shadow_buffer_lighttrispvs;
242 rtexturepool_t *r_shadow_texturepool;
243 rtexture_t *r_shadow_attenuationgradienttexture;
244 rtexture_t *r_shadow_attenuation2dtexture;
245 rtexture_t *r_shadow_attenuation3dtexture;
246 rtexture_t *r_shadow_lightcorona;
247 rtexture_t *r_shadow_shadowmaprectangletexture;
248 rtexture_t *r_shadow_shadowmap2dtexture;
249 rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
250 rtexture_t *r_shadow_shadowmapvsdcttexture;
251 int r_shadow_shadowmapsize; // changes for each light based on distance
252 int r_shadow_shadowmaplod; // changes for each light based on distance
254 // lights are reloaded when this changes
255 char r_shadow_mapname[MAX_QPATH];
257 // used only for light filters (cubemaps)
258 rtexturepool_t *r_shadow_filters_texturepool;
260 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"};
261 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"};
262 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
263 cvar_t r_shadow_dot3 = {CVAR_SAVE, "r_shadow_dot3", "0", "enables use of (slow) per pixel lighting on GL1.3 hardware"};
264 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
265 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)"};
266 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"};
267 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
268 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
269 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
270 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
271 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
272 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
273 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
274 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
275 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
276 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
277 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)"};
278 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
279 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
280 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
281 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
282 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)"};
283 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"};
284 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
285 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
286 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"};
287 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation"};
288 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation"};
289 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)"};
290 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"};
291 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"};
292 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)"};
293 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
294 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
295 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
296 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
297 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"};
298 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
299 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
300 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
301 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
302 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
303 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
304 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
305 cvar_t r_shadow_culltriangles = {0, "r_shadow_culltriangles", "1", "performs more expensive tests to remove unnecessary triangles of lit surfaces"};
306 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
307 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)"};
308 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)"};
309 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
310 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"};
311 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
312 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
313 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
314 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
315 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
316 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
317 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
318 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
319 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
320 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
322 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
323 #define ATTENTABLESIZE 256
324 // 1D gradient, 2D circle and 3D sphere attenuation textures
325 #define ATTEN1DSIZE 32
326 #define ATTEN2DSIZE 64
327 #define ATTEN3DSIZE 32
329 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
330 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
331 static float r_shadow_attentable[ATTENTABLESIZE+1];
333 rtlight_t *r_shadow_compilingrtlight;
334 static memexpandablearray_t r_shadow_worldlightsarray;
335 dlight_t *r_shadow_selectedlight;
336 dlight_t r_shadow_bufferlight;
337 vec3_t r_editlights_cursorlocation;
339 extern int con_vislines;
341 typedef struct cubemapinfo_s
348 #define MAX_CUBEMAPS 256
349 static int numcubemaps;
350 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
352 void R_Shadow_UncompileWorldLights(void);
353 void R_Shadow_ClearWorldLights(void);
354 void R_Shadow_SaveWorldLights(void);
355 void R_Shadow_LoadWorldLights(void);
356 void R_Shadow_LoadLightsFile(void);
357 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
358 void R_Shadow_EditLights_Reload_f(void);
359 void R_Shadow_ValidateCvars(void);
360 static void R_Shadow_MakeTextures(void);
362 // VorteX: custom editor light sprites
363 #define EDLIGHTSPRSIZE 8
364 cachepic_t *r_editlights_sprcursor;
365 cachepic_t *r_editlights_sprlight;
366 cachepic_t *r_editlights_sprnoshadowlight;
367 cachepic_t *r_editlights_sprcubemaplight;
368 cachepic_t *r_editlights_sprcubemapnoshadowlight;
369 cachepic_t *r_editlights_sprselection;
370 extern cvar_t gl_max_size;
372 void R_Shadow_SetShadowMode(void)
374 r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, gl_max_size.integer / 4);
375 r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0;
376 r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
377 r_shadow_shadowmaptexturetype = r_shadow_shadowmapping_texturetype.integer;
378 r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
379 r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
380 r_shadow_shadowmaplod = -1;
381 r_shadow_shadowmapsize = 0;
382 r_shadow_shadowmapsampler = false;
383 r_shadow_shadowmappcf = 0;
384 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
385 if(r_shadow_shadowmapping.integer && r_glsl.integer && gl_support_fragment_shader && gl_support_ext_framebuffer_object)
387 if(r_shadow_shadowmapfilterquality < 0)
389 if(strstr(gl_vendor, "NVIDIA"))
391 r_shadow_shadowmapsampler = gl_support_arb_shadow;
392 r_shadow_shadowmappcf = 1;
394 else if(gl_support_amd_texture_texture4 || gl_support_arb_texture_gather)
395 r_shadow_shadowmappcf = 1;
396 else if(strstr(gl_vendor, "ATI"))
397 r_shadow_shadowmappcf = 1;
399 r_shadow_shadowmapsampler = gl_support_arb_shadow;
403 switch (r_shadow_shadowmapfilterquality)
406 r_shadow_shadowmapsampler = gl_support_arb_shadow;
409 r_shadow_shadowmapsampler = gl_support_arb_shadow;
410 r_shadow_shadowmappcf = 1;
413 r_shadow_shadowmappcf = 1;
416 r_shadow_shadowmappcf = 2;
420 switch (r_shadow_shadowmaptexturetype)
423 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
426 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
429 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE;
432 if((gl_support_amd_texture_texture4 || gl_support_arb_texture_gather) && r_shadow_shadowmappcf && !r_shadow_shadowmapsampler)
433 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
434 else if(gl_texturerectangle)
435 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
437 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
443 void R_Shadow_FreeShadowMaps(void)
447 R_Shadow_SetShadowMode();
449 if (r_shadow_fborectangle)
450 qglDeleteFramebuffersEXT(1, &r_shadow_fborectangle);
451 r_shadow_fborectangle = 0;
455 qglDeleteFramebuffersEXT(1, &r_shadow_fbo2d);
458 for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
459 if (r_shadow_fbocubeside[i])
460 qglDeleteFramebuffersEXT(1, &r_shadow_fbocubeside[i]);
461 memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
464 if (r_shadow_shadowmaprectangletexture)
465 R_FreeTexture(r_shadow_shadowmaprectangletexture);
466 r_shadow_shadowmaprectangletexture = NULL;
468 if (r_shadow_shadowmap2dtexture)
469 R_FreeTexture(r_shadow_shadowmap2dtexture);
470 r_shadow_shadowmap2dtexture = NULL;
472 for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
473 if (r_shadow_shadowmapcubetexture[i])
474 R_FreeTexture(r_shadow_shadowmapcubetexture[i]);
475 memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
477 if (r_shadow_shadowmapvsdcttexture)
478 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
479 r_shadow_shadowmapvsdcttexture = NULL;
484 void r_shadow_start(void)
486 // allocate vertex processing arrays
488 r_shadow_attenuationgradienttexture = NULL;
489 r_shadow_attenuation2dtexture = NULL;
490 r_shadow_attenuation3dtexture = NULL;
491 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
492 r_shadow_shadowmaprectangletexture = NULL;
493 r_shadow_shadowmap2dtexture = NULL;
494 memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
495 r_shadow_shadowmapvsdcttexture = NULL;
496 r_shadow_shadowmapmaxsize = 0;
497 r_shadow_shadowmapsize = 0;
498 r_shadow_shadowmaplod = 0;
499 r_shadow_shadowmapfilterquality = -1;
500 r_shadow_shadowmaptexturetype = -1;
501 r_shadow_shadowmapdepthbits = 0;
502 r_shadow_shadowmapvsdct = false;
503 r_shadow_shadowmapsampler = false;
504 r_shadow_shadowmappcf = 0;
505 r_shadow_fborectangle = 0;
507 memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
509 R_Shadow_FreeShadowMaps();
511 r_shadow_texturepool = NULL;
512 r_shadow_filters_texturepool = NULL;
513 R_Shadow_ValidateCvars();
514 R_Shadow_MakeTextures();
515 maxshadowtriangles = 0;
516 shadowelements = NULL;
517 maxshadowvertices = 0;
518 shadowvertex3f = NULL;
526 shadowmarklist = NULL;
531 shadowsideslist = NULL;
532 r_shadow_buffer_numleafpvsbytes = 0;
533 r_shadow_buffer_visitingleafpvs = NULL;
534 r_shadow_buffer_leafpvs = NULL;
535 r_shadow_buffer_leaflist = NULL;
536 r_shadow_buffer_numsurfacepvsbytes = 0;
537 r_shadow_buffer_surfacepvs = NULL;
538 r_shadow_buffer_surfacelist = NULL;
539 r_shadow_buffer_surfacesides = NULL;
540 r_shadow_buffer_numshadowtrispvsbytes = 0;
541 r_shadow_buffer_shadowtrispvs = NULL;
542 r_shadow_buffer_numlighttrispvsbytes = 0;
543 r_shadow_buffer_lighttrispvs = NULL;
546 void r_shadow_shutdown(void)
549 R_Shadow_UncompileWorldLights();
551 R_Shadow_FreeShadowMaps();
555 r_shadow_attenuationgradienttexture = NULL;
556 r_shadow_attenuation2dtexture = NULL;
557 r_shadow_attenuation3dtexture = NULL;
558 R_FreeTexturePool(&r_shadow_texturepool);
559 R_FreeTexturePool(&r_shadow_filters_texturepool);
560 maxshadowtriangles = 0;
562 Mem_Free(shadowelements);
563 shadowelements = NULL;
565 Mem_Free(shadowvertex3f);
566 shadowvertex3f = NULL;
569 Mem_Free(vertexupdate);
572 Mem_Free(vertexremap);
578 Mem_Free(shadowmark);
581 Mem_Free(shadowmarklist);
582 shadowmarklist = NULL;
587 Mem_Free(shadowsides);
590 Mem_Free(shadowsideslist);
591 shadowsideslist = NULL;
592 r_shadow_buffer_numleafpvsbytes = 0;
593 if (r_shadow_buffer_visitingleafpvs)
594 Mem_Free(r_shadow_buffer_visitingleafpvs);
595 r_shadow_buffer_visitingleafpvs = NULL;
596 if (r_shadow_buffer_leafpvs)
597 Mem_Free(r_shadow_buffer_leafpvs);
598 r_shadow_buffer_leafpvs = NULL;
599 if (r_shadow_buffer_leaflist)
600 Mem_Free(r_shadow_buffer_leaflist);
601 r_shadow_buffer_leaflist = NULL;
602 r_shadow_buffer_numsurfacepvsbytes = 0;
603 if (r_shadow_buffer_surfacepvs)
604 Mem_Free(r_shadow_buffer_surfacepvs);
605 r_shadow_buffer_surfacepvs = NULL;
606 if (r_shadow_buffer_surfacelist)
607 Mem_Free(r_shadow_buffer_surfacelist);
608 r_shadow_buffer_surfacelist = NULL;
609 if (r_shadow_buffer_surfacesides)
610 Mem_Free(r_shadow_buffer_surfacesides);
611 r_shadow_buffer_surfacesides = NULL;
612 r_shadow_buffer_numshadowtrispvsbytes = 0;
613 if (r_shadow_buffer_shadowtrispvs)
614 Mem_Free(r_shadow_buffer_shadowtrispvs);
615 r_shadow_buffer_numlighttrispvsbytes = 0;
616 if (r_shadow_buffer_lighttrispvs)
617 Mem_Free(r_shadow_buffer_lighttrispvs);
620 void r_shadow_newmap(void)
622 if (cl.worldmodel && strncmp(cl.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
623 R_Shadow_EditLights_Reload_f();
626 void R_Shadow_Help_f(void)
629 "Documentation on r_shadow system:\n"
631 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
632 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
633 "r_shadow_debuglight : render only this light number (-1 = all)\n"
634 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
635 "r_shadow_gloss2intensity : brightness of forced gloss\n"
636 "r_shadow_glossintensity : brightness of textured gloss\n"
637 "r_shadow_lightattenuationlinearscale : used to generate attenuation texture\n"
638 "r_shadow_lightattenuationdividebias : used to generate attenuation texture\n"
639 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
640 "r_shadow_lightradiusscale : scale rendering radius of all lights\n"
641 "r_shadow_portallight : use portal visibility for static light precomputation\n"
642 "r_shadow_projectdistance : shadow volume projection distance\n"
643 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
644 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
645 "r_shadow_realtime_world : use high quality world lighting mode\n"
646 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
647 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
648 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
649 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
650 "r_shadow_scissor : use scissor optimization\n"
651 "r_shadow_polygonfactor : nudge shadow volumes closer/further\n"
652 "r_shadow_polygonoffset : nudge shadow volumes closer/further\n"
653 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
654 "r_showlighting : useful for performance testing; bright = slow!\n"
655 "r_showshadowvolumes : useful for performance testing; bright = slow!\n"
657 "r_shadow_help : this help\n"
661 void R_Shadow_Init(void)
663 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
664 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
665 Cvar_RegisterVariable(&r_shadow_dot3);
666 Cvar_RegisterVariable(&r_shadow_usenormalmap);
667 Cvar_RegisterVariable(&r_shadow_debuglight);
668 Cvar_RegisterVariable(&r_shadow_gloss);
669 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
670 Cvar_RegisterVariable(&r_shadow_glossintensity);
671 Cvar_RegisterVariable(&r_shadow_glossexponent);
672 Cvar_RegisterVariable(&r_shadow_gloss2exponent);
673 Cvar_RegisterVariable(&r_shadow_glossexact);
674 Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
675 Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
676 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
677 Cvar_RegisterVariable(&r_shadow_lightradiusscale);
678 Cvar_RegisterVariable(&r_shadow_portallight);
679 Cvar_RegisterVariable(&r_shadow_projectdistance);
680 Cvar_RegisterVariable(&r_shadow_frontsidecasting);
681 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
682 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
683 Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
684 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
685 Cvar_RegisterVariable(&r_shadow_realtime_world);
686 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
687 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
688 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
689 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
690 Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
691 Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
692 Cvar_RegisterVariable(&r_shadow_scissor);
693 Cvar_RegisterVariable(&r_shadow_shadowmapping);
694 Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
695 Cvar_RegisterVariable(&r_shadow_shadowmapping_texturetype);
696 Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
697 Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
698 Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
699 Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
700 Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
701 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
702 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
703 Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
704 Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
705 Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
706 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
707 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
708 Cvar_RegisterVariable(&r_shadow_culltriangles);
709 Cvar_RegisterVariable(&r_shadow_polygonfactor);
710 Cvar_RegisterVariable(&r_shadow_polygonoffset);
711 Cvar_RegisterVariable(&r_shadow_texture3d);
712 Cvar_RegisterVariable(&r_coronas);
713 Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
714 Cvar_RegisterVariable(&r_coronas_occlusionquery);
715 Cvar_RegisterVariable(&gl_flashblend);
716 Cvar_RegisterVariable(&gl_ext_separatestencil);
717 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
718 if (gamemode == GAME_TENEBRAE)
720 Cvar_SetValue("r_shadow_gloss", 2);
721 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
723 Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system");
724 R_Shadow_EditLights_Init();
725 Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
726 maxshadowtriangles = 0;
727 shadowelements = NULL;
728 maxshadowvertices = 0;
729 shadowvertex3f = NULL;
737 shadowmarklist = NULL;
742 shadowsideslist = NULL;
743 r_shadow_buffer_numleafpvsbytes = 0;
744 r_shadow_buffer_visitingleafpvs = NULL;
745 r_shadow_buffer_leafpvs = NULL;
746 r_shadow_buffer_leaflist = NULL;
747 r_shadow_buffer_numsurfacepvsbytes = 0;
748 r_shadow_buffer_surfacepvs = NULL;
749 r_shadow_buffer_surfacelist = NULL;
750 r_shadow_buffer_surfacesides = NULL;
751 r_shadow_buffer_shadowtrispvs = NULL;
752 r_shadow_buffer_lighttrispvs = NULL;
753 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
756 matrix4x4_t matrix_attenuationxyz =
759 {0.5, 0.0, 0.0, 0.5},
760 {0.0, 0.5, 0.0, 0.5},
761 {0.0, 0.0, 0.5, 0.5},
766 matrix4x4_t matrix_attenuationz =
769 {0.0, 0.0, 0.5, 0.5},
770 {0.0, 0.0, 0.0, 0.5},
771 {0.0, 0.0, 0.0, 0.5},
776 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
778 numvertices = ((numvertices + 255) & ~255) * vertscale;
779 numtriangles = ((numtriangles + 255) & ~255) * triscale;
780 // make sure shadowelements is big enough for this volume
781 if (maxshadowtriangles < numtriangles)
783 maxshadowtriangles = numtriangles;
785 Mem_Free(shadowelements);
786 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
788 // make sure shadowvertex3f is big enough for this volume
789 if (maxshadowvertices < numvertices)
791 maxshadowvertices = numvertices;
793 Mem_Free(shadowvertex3f);
794 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
798 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
800 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
801 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
802 int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
803 int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
804 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
806 if (r_shadow_buffer_visitingleafpvs)
807 Mem_Free(r_shadow_buffer_visitingleafpvs);
808 if (r_shadow_buffer_leafpvs)
809 Mem_Free(r_shadow_buffer_leafpvs);
810 if (r_shadow_buffer_leaflist)
811 Mem_Free(r_shadow_buffer_leaflist);
812 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
813 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
814 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
815 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
817 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
819 if (r_shadow_buffer_surfacepvs)
820 Mem_Free(r_shadow_buffer_surfacepvs);
821 if (r_shadow_buffer_surfacelist)
822 Mem_Free(r_shadow_buffer_surfacelist);
823 if (r_shadow_buffer_surfacesides)
824 Mem_Free(r_shadow_buffer_surfacesides);
825 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
826 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
827 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
828 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
830 if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
832 if (r_shadow_buffer_shadowtrispvs)
833 Mem_Free(r_shadow_buffer_shadowtrispvs);
834 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
835 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
837 if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
839 if (r_shadow_buffer_lighttrispvs)
840 Mem_Free(r_shadow_buffer_lighttrispvs);
841 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
842 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
846 void R_Shadow_PrepareShadowMark(int numtris)
848 // make sure shadowmark is big enough for this volume
849 if (maxshadowmark < numtris)
851 maxshadowmark = numtris;
853 Mem_Free(shadowmark);
855 Mem_Free(shadowmarklist);
856 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
857 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
861 // if shadowmarkcount wrapped we clear the array and adjust accordingly
862 if (shadowmarkcount == 0)
865 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
870 void R_Shadow_PrepareShadowSides(int numtris)
872 if (maxshadowsides < numtris)
874 maxshadowsides = numtris;
876 Mem_Free(shadowsides);
878 Mem_Free(shadowsideslist);
879 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
880 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
885 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)
888 int outtriangles = 0, outvertices = 0;
891 float ratio, direction[3], projectvector[3];
893 if (projectdirection)
894 VectorScale(projectdirection, projectdistance, projectvector);
896 VectorClear(projectvector);
898 // create the vertices
899 if (projectdirection)
901 for (i = 0;i < numshadowmarktris;i++)
903 element = inelement3i + shadowmarktris[i] * 3;
904 for (j = 0;j < 3;j++)
906 if (vertexupdate[element[j]] != vertexupdatenum)
908 vertexupdate[element[j]] = vertexupdatenum;
909 vertexremap[element[j]] = outvertices;
910 vertex = invertex3f + element[j] * 3;
911 // project one copy of the vertex according to projectvector
912 VectorCopy(vertex, outvertex3f);
913 VectorAdd(vertex, projectvector, (outvertex3f + 3));
922 for (i = 0;i < numshadowmarktris;i++)
924 element = inelement3i + shadowmarktris[i] * 3;
925 for (j = 0;j < 3;j++)
927 if (vertexupdate[element[j]] != vertexupdatenum)
929 vertexupdate[element[j]] = vertexupdatenum;
930 vertexremap[element[j]] = outvertices;
931 vertex = invertex3f + element[j] * 3;
932 // project one copy of the vertex to the sphere radius of the light
933 // (FIXME: would projecting it to the light box be better?)
934 VectorSubtract(vertex, projectorigin, direction);
935 ratio = projectdistance / VectorLength(direction);
936 VectorCopy(vertex, outvertex3f);
937 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
945 if (r_shadow_frontsidecasting.integer)
947 for (i = 0;i < numshadowmarktris;i++)
949 int remappedelement[3];
951 const int *neighbortriangle;
953 markindex = shadowmarktris[i] * 3;
954 element = inelement3i + markindex;
955 neighbortriangle = inneighbor3i + markindex;
956 // output the front and back triangles
957 outelement3i[0] = vertexremap[element[0]];
958 outelement3i[1] = vertexremap[element[1]];
959 outelement3i[2] = vertexremap[element[2]];
960 outelement3i[3] = vertexremap[element[2]] + 1;
961 outelement3i[4] = vertexremap[element[1]] + 1;
962 outelement3i[5] = vertexremap[element[0]] + 1;
966 // output the sides (facing outward from this triangle)
967 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
969 remappedelement[0] = vertexremap[element[0]];
970 remappedelement[1] = vertexremap[element[1]];
971 outelement3i[0] = remappedelement[1];
972 outelement3i[1] = remappedelement[0];
973 outelement3i[2] = remappedelement[0] + 1;
974 outelement3i[3] = remappedelement[1];
975 outelement3i[4] = remappedelement[0] + 1;
976 outelement3i[5] = remappedelement[1] + 1;
981 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
983 remappedelement[1] = vertexremap[element[1]];
984 remappedelement[2] = vertexremap[element[2]];
985 outelement3i[0] = remappedelement[2];
986 outelement3i[1] = remappedelement[1];
987 outelement3i[2] = remappedelement[1] + 1;
988 outelement3i[3] = remappedelement[2];
989 outelement3i[4] = remappedelement[1] + 1;
990 outelement3i[5] = remappedelement[2] + 1;
995 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
997 remappedelement[0] = vertexremap[element[0]];
998 remappedelement[2] = vertexremap[element[2]];
999 outelement3i[0] = remappedelement[0];
1000 outelement3i[1] = remappedelement[2];
1001 outelement3i[2] = remappedelement[2] + 1;
1002 outelement3i[3] = remappedelement[0];
1003 outelement3i[4] = remappedelement[2] + 1;
1004 outelement3i[5] = remappedelement[0] + 1;
1013 for (i = 0;i < numshadowmarktris;i++)
1015 int remappedelement[3];
1017 const int *neighbortriangle;
1019 markindex = shadowmarktris[i] * 3;
1020 element = inelement3i + markindex;
1021 neighbortriangle = inneighbor3i + markindex;
1022 // output the front and back triangles
1023 outelement3i[0] = vertexremap[element[2]];
1024 outelement3i[1] = vertexremap[element[1]];
1025 outelement3i[2] = vertexremap[element[0]];
1026 outelement3i[3] = vertexremap[element[0]] + 1;
1027 outelement3i[4] = vertexremap[element[1]] + 1;
1028 outelement3i[5] = vertexremap[element[2]] + 1;
1032 // output the sides (facing outward from this triangle)
1033 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1035 remappedelement[0] = vertexremap[element[0]];
1036 remappedelement[1] = vertexremap[element[1]];
1037 outelement3i[0] = remappedelement[0];
1038 outelement3i[1] = remappedelement[1];
1039 outelement3i[2] = remappedelement[1] + 1;
1040 outelement3i[3] = remappedelement[0];
1041 outelement3i[4] = remappedelement[1] + 1;
1042 outelement3i[5] = remappedelement[0] + 1;
1047 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1049 remappedelement[1] = vertexremap[element[1]];
1050 remappedelement[2] = vertexremap[element[2]];
1051 outelement3i[0] = remappedelement[1];
1052 outelement3i[1] = remappedelement[2];
1053 outelement3i[2] = remappedelement[2] + 1;
1054 outelement3i[3] = remappedelement[1];
1055 outelement3i[4] = remappedelement[2] + 1;
1056 outelement3i[5] = remappedelement[1] + 1;
1061 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1063 remappedelement[0] = vertexremap[element[0]];
1064 remappedelement[2] = vertexremap[element[2]];
1065 outelement3i[0] = remappedelement[2];
1066 outelement3i[1] = remappedelement[0];
1067 outelement3i[2] = remappedelement[0] + 1;
1068 outelement3i[3] = remappedelement[2];
1069 outelement3i[4] = remappedelement[0] + 1;
1070 outelement3i[5] = remappedelement[2] + 1;
1078 *outnumvertices = outvertices;
1079 return outtriangles;
1082 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)
1085 int outtriangles = 0, outvertices = 0;
1087 const float *vertex;
1088 float ratio, direction[3], projectvector[3];
1091 if (projectdirection)
1092 VectorScale(projectdirection, projectdistance, projectvector);
1094 VectorClear(projectvector);
1096 for (i = 0;i < numshadowmarktris;i++)
1098 int remappedelement[3];
1100 const int *neighbortriangle;
1102 markindex = shadowmarktris[i] * 3;
1103 neighbortriangle = inneighbor3i + markindex;
1104 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1105 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1106 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1107 if (side[0] + side[1] + side[2] == 0)
1111 element = inelement3i + markindex;
1113 // create the vertices
1114 for (j = 0;j < 3;j++)
1116 if (side[j] + side[j+1] == 0)
1119 if (vertexupdate[k] != vertexupdatenum)
1121 vertexupdate[k] = vertexupdatenum;
1122 vertexremap[k] = outvertices;
1123 vertex = invertex3f + k * 3;
1124 VectorCopy(vertex, outvertex3f);
1125 if (projectdirection)
1127 // project one copy of the vertex according to projectvector
1128 VectorAdd(vertex, projectvector, (outvertex3f + 3));
1132 // project one copy of the vertex to the sphere radius of the light
1133 // (FIXME: would projecting it to the light box be better?)
1134 VectorSubtract(vertex, projectorigin, direction);
1135 ratio = projectdistance / VectorLength(direction);
1136 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1143 // output the sides (facing outward from this triangle)
1146 remappedelement[0] = vertexremap[element[0]];
1147 remappedelement[1] = vertexremap[element[1]];
1148 outelement3i[0] = remappedelement[1];
1149 outelement3i[1] = remappedelement[0];
1150 outelement3i[2] = remappedelement[0] + 1;
1151 outelement3i[3] = remappedelement[1];
1152 outelement3i[4] = remappedelement[0] + 1;
1153 outelement3i[5] = remappedelement[1] + 1;
1160 remappedelement[1] = vertexremap[element[1]];
1161 remappedelement[2] = vertexremap[element[2]];
1162 outelement3i[0] = remappedelement[2];
1163 outelement3i[1] = remappedelement[1];
1164 outelement3i[2] = remappedelement[1] + 1;
1165 outelement3i[3] = remappedelement[2];
1166 outelement3i[4] = remappedelement[1] + 1;
1167 outelement3i[5] = remappedelement[2] + 1;
1174 remappedelement[0] = vertexremap[element[0]];
1175 remappedelement[2] = vertexremap[element[2]];
1176 outelement3i[0] = remappedelement[0];
1177 outelement3i[1] = remappedelement[2];
1178 outelement3i[2] = remappedelement[2] + 1;
1179 outelement3i[3] = remappedelement[0];
1180 outelement3i[4] = remappedelement[2] + 1;
1181 outelement3i[5] = remappedelement[0] + 1;
1188 *outnumvertices = outvertices;
1189 return outtriangles;
1192 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)
1198 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1200 tend = firsttriangle + numtris;
1201 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1203 // surface box entirely inside light box, no box cull
1204 if (projectdirection)
1206 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1208 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1209 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1210 shadowmarklist[numshadowmark++] = t;
1215 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1216 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1217 shadowmarklist[numshadowmark++] = t;
1222 // surface box not entirely inside light box, cull each triangle
1223 if (projectdirection)
1225 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1227 v[0] = invertex3f + e[0] * 3;
1228 v[1] = invertex3f + e[1] * 3;
1229 v[2] = invertex3f + e[2] * 3;
1230 TriangleNormal(v[0], v[1], v[2], normal);
1231 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1232 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1233 shadowmarklist[numshadowmark++] = t;
1238 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1240 v[0] = invertex3f + e[0] * 3;
1241 v[1] = invertex3f + e[1] * 3;
1242 v[2] = invertex3f + e[2] * 3;
1243 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1244 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1245 shadowmarklist[numshadowmark++] = t;
1251 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1256 if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1258 // check if the shadow volume intersects the near plane
1260 // a ray between the eye and light origin may intersect the caster,
1261 // indicating that the shadow may touch the eye location, however we must
1262 // test the near plane (a polygon), not merely the eye location, so it is
1263 // easiest to enlarge the caster bounding shape slightly for this.
1269 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)
1271 int i, tris, outverts;
1272 if (projectdistance < 0.1)
1274 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1277 if (!numverts || !nummarktris)
1279 // make sure shadowelements is big enough for this volume
1280 if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1281 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1283 if (maxvertexupdate < numverts)
1285 maxvertexupdate = numverts;
1287 Mem_Free(vertexupdate);
1289 Mem_Free(vertexremap);
1290 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1291 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1292 vertexupdatenum = 0;
1295 if (vertexupdatenum == 0)
1297 vertexupdatenum = 1;
1298 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1299 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1302 for (i = 0;i < nummarktris;i++)
1303 shadowmark[marktris[i]] = shadowmarkcount;
1305 if (r_shadow_compilingrtlight)
1307 // if we're compiling an rtlight, capture the mesh
1308 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1309 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1310 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1311 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1315 // decide which type of shadow to generate and set stencil mode
1316 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1317 // generate the sides or a solid volume, depending on type
1318 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1319 tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1321 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1322 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1323 r_refdef.stats.lights_shadowtriangles += tris;
1325 R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
1326 GL_LockArrays(0, outverts);
1327 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1329 // increment stencil if frontface is infront of depthbuffer
1330 GL_CullFace(r_refdef.view.cullface_front);
1331 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
1332 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1333 // decrement stencil if backface is infront of depthbuffer
1334 GL_CullFace(r_refdef.view.cullface_back);
1335 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
1337 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1339 // decrement stencil if backface is behind depthbuffer
1340 GL_CullFace(r_refdef.view.cullface_front);
1341 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1342 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1343 // increment stencil if frontface is behind depthbuffer
1344 GL_CullFace(r_refdef.view.cullface_back);
1345 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1347 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1348 GL_LockArrays(0, 0);
1353 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1355 // p1, p2, p3 are in the cubemap's local coordinate system
1356 // bias = border/(size - border)
1359 float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1360 dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1361 dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1362 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1364 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1365 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1366 | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1367 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1369 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1370 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1371 | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1373 dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1374 dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1375 dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1376 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1378 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1379 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1380 | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1381 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1383 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1384 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1385 | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1387 dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1388 dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1389 dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1390 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1392 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1393 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1394 | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1395 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1397 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1398 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1399 | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1404 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1406 vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1407 float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1410 VectorSubtract(maxs, mins, radius);
1411 VectorScale(radius, 0.5f, radius);
1412 VectorAdd(mins, radius, center);
1413 Matrix4x4_Transform(worldtolight, center, lightcenter);
1414 Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1415 VectorSubtract(lightcenter, lightradius, pmin);
1416 VectorAdd(lightcenter, lightradius, pmax);
1418 dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1419 dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1420 if(ap1 > bias*an1 && ap2 > bias*an2)
1422 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1423 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1424 if(an1 > bias*ap1 && an2 > bias*ap2)
1426 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1427 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1429 dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1430 dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1431 if(ap1 > bias*an1 && ap2 > bias*an2)
1433 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1434 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1435 if(an1 > bias*ap1 && an2 > bias*ap2)
1437 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1438 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1440 dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1441 dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1442 if(ap1 > bias*an1 && ap2 > bias*an2)
1444 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1445 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1446 if(an1 > bias*ap1 && an2 > bias*ap2)
1448 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1449 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1454 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1456 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1458 // p is in the cubemap's local coordinate system
1459 // bias = border/(size - border)
1460 float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1461 float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1462 float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1464 if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1465 if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1466 if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1467 if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1468 if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1469 if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1473 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1477 int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1478 float scale = (size - 2*border)/size, len;
1479 float bias = border / (float)(size - border), dp, dn, ap, an;
1480 // check if cone enclosing side would cross frustum plane
1481 scale = 2 / (scale*scale + 2);
1482 for (i = 0;i < 5;i++)
1484 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1486 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1487 len = scale*VectorLength2(n);
1488 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1489 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1490 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1492 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1494 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1495 len = scale*VectorLength(n);
1496 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1497 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1498 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1500 // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1501 // check if frustum corners/origin cross plane sides
1502 for (i = 0;i < 5;i++)
1504 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1505 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn),
1506 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1507 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1508 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn),
1509 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1510 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1511 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn),
1512 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1513 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1515 return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1518 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)
1526 int mask, surfacemask = 0;
1527 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1529 bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1530 tend = firsttriangle + numtris;
1531 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1533 // surface box entirely inside light box, no box cull
1534 if (projectdirection)
1536 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1538 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1539 TriangleNormal(v[0], v[1], v[2], normal);
1540 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1542 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1543 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1544 surfacemask |= mask;
1547 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;
1548 shadowsides[numshadowsides] = mask;
1549 shadowsideslist[numshadowsides++] = t;
1556 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1558 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1559 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1561 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1562 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1563 surfacemask |= mask;
1566 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;
1567 shadowsides[numshadowsides] = mask;
1568 shadowsideslist[numshadowsides++] = t;
1576 // surface box not entirely inside light box, cull each triangle
1577 if (projectdirection)
1579 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1581 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1582 TriangleNormal(v[0], v[1], v[2], normal);
1583 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1584 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
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])
1604 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1606 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1607 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1608 surfacemask |= mask;
1611 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;
1612 shadowsides[numshadowsides] = mask;
1613 shadowsideslist[numshadowsides++] = t;
1622 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)
1624 int i, j, outtriangles = 0;
1625 int *outelement3i[6];
1626 if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1628 outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1629 // make sure shadowelements is big enough for this mesh
1630 if (maxshadowtriangles < outtriangles)
1631 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1633 // compute the offset and size of the separate index lists for each cubemap side
1635 for (i = 0;i < 6;i++)
1637 outelement3i[i] = shadowelements + outtriangles * 3;
1638 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1639 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1640 outtriangles += sidetotals[i];
1643 // gather up the (sparse) triangles into separate index lists for each cubemap side
1644 for (i = 0;i < numsidetris;i++)
1646 const int *element = elements + sidetris[i] * 3;
1647 for (j = 0;j < 6;j++)
1649 if (sides[i] & (1 << j))
1651 outelement3i[j][0] = element[0];
1652 outelement3i[j][1] = element[1];
1653 outelement3i[j][2] = element[2];
1654 outelement3i[j] += 3;
1659 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1662 static void R_Shadow_MakeTextures_MakeCorona(void)
1666 unsigned char pixels[32][32][4];
1667 for (y = 0;y < 32;y++)
1669 dy = (y - 15.5f) * (1.0f / 16.0f);
1670 for (x = 0;x < 32;x++)
1672 dx = (x - 15.5f) * (1.0f / 16.0f);
1673 a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1674 a = bound(0, a, 255);
1675 pixels[y][x][0] = a;
1676 pixels[y][x][1] = a;
1677 pixels[y][x][2] = a;
1678 pixels[y][x][3] = 255;
1681 r_shadow_lightcorona = R_LoadTexture2D(r_shadow_texturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR, NULL);
1684 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1686 float dist = sqrt(x*x+y*y+z*z);
1687 float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1688 // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1689 return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1692 static void R_Shadow_MakeTextures(void)
1695 float intensity, dist;
1697 R_Shadow_FreeShadowMaps();
1698 R_FreeTexturePool(&r_shadow_texturepool);
1699 r_shadow_texturepool = R_AllocTexturePool();
1700 r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1701 r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1702 data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1703 // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1704 for (x = 0;x <= ATTENTABLESIZE;x++)
1706 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1707 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1708 r_shadow_attentable[x] = bound(0, intensity, 1);
1710 // 1D gradient texture
1711 for (x = 0;x < ATTEN1DSIZE;x++)
1712 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1713 r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1714 // 2D circle texture
1715 for (y = 0;y < ATTEN2DSIZE;y++)
1716 for (x = 0;x < ATTEN2DSIZE;x++)
1717 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);
1718 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1719 // 3D sphere texture
1720 if (r_shadow_texture3d.integer && gl_texture3d)
1722 for (z = 0;z < ATTEN3DSIZE;z++)
1723 for (y = 0;y < ATTEN3DSIZE;y++)
1724 for (x = 0;x < ATTEN3DSIZE;x++)
1725 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));
1726 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1729 r_shadow_attenuation3dtexture = NULL;
1732 R_Shadow_MakeTextures_MakeCorona();
1734 // Editor light sprites
1735 r_editlights_sprcursor = Draw_CachePic ("gfx/editlights/cursor");
1736 r_editlights_sprlight = Draw_CachePic ("gfx/editlights/light");
1737 r_editlights_sprnoshadowlight = Draw_CachePic ("gfx/editlights/noshadow");
1738 r_editlights_sprcubemaplight = Draw_CachePic ("gfx/editlights/cubemaplight");
1739 r_editlights_sprcubemapnoshadowlight = Draw_CachePic ("gfx/editlights/cubemapnoshadowlight");
1740 r_editlights_sprselection = Draw_CachePic ("gfx/editlights/selection");
1743 void R_Shadow_ValidateCvars(void)
1745 if (r_shadow_texture3d.integer && !gl_texture3d)
1746 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1747 if (gl_ext_separatestencil.integer && !gl_support_separatestencil)
1748 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1749 if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1750 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1753 void R_Shadow_RenderMode_Begin(void)
1759 R_Shadow_ValidateCvars();
1761 if (!r_shadow_attenuation2dtexture
1762 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1763 || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1764 || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1765 R_Shadow_MakeTextures();
1768 R_Mesh_ColorPointer(NULL, 0, 0);
1769 R_Mesh_ResetTextureState();
1770 GL_BlendFunc(GL_ONE, GL_ZERO);
1771 GL_DepthRange(0, 1);
1772 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1774 GL_DepthMask(false);
1775 GL_Color(0, 0, 0, 1);
1776 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1778 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1780 if (gl_ext_separatestencil.integer)
1782 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1783 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1785 else if (gl_ext_stenciltwoside.integer)
1787 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1788 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1792 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1793 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1796 if (r_glsl.integer && gl_support_fragment_shader)
1797 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1798 else if (gl_dot3arb && gl_texturecubemap && r_shadow_dot3.integer && gl_stencil)
1799 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
1801 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1805 qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
1806 qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
1807 r_shadow_drawbuffer = drawbuffer;
1808 r_shadow_readbuffer = readbuffer;
1810 r_shadow_cullface_front = r_refdef.view.cullface_front;
1811 r_shadow_cullface_back = r_refdef.view.cullface_back;
1814 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
1816 rsurface.rtlight = rtlight;
1819 void R_Shadow_RenderMode_Reset(void)
1822 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE)
1824 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1826 if (gl_support_ext_framebuffer_object)
1828 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
1831 qglDrawBuffer(r_shadow_drawbuffer);CHECKGLERROR
1832 qglReadBuffer(r_shadow_readbuffer);CHECKGLERROR
1834 R_SetViewport(&r_refdef.view.viewport);
1835 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
1836 R_Mesh_ColorPointer(NULL, 0, 0);
1837 R_Mesh_ResetTextureState();
1838 GL_DepthRange(0, 1);
1840 GL_DepthMask(false);
1841 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1842 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1843 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1844 qglStencilMask(~0);CHECKGLERROR
1845 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1846 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1847 r_refdef.view.cullface_front = r_shadow_cullface_front;
1848 r_refdef.view.cullface_back = r_shadow_cullface_back;
1849 GL_CullFace(r_refdef.view.cullface_back);
1850 GL_Color(1, 1, 1, 1);
1851 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
1852 GL_BlendFunc(GL_ONE, GL_ZERO);
1853 R_SetupGenericShader(false);
1854 r_shadow_usingshadowmaprect = false;
1855 r_shadow_usingshadowmapcube = false;
1856 r_shadow_usingshadowmap2d = false;
1860 void R_Shadow_ClearStencil(void)
1863 GL_Clear(GL_STENCIL_BUFFER_BIT);
1864 r_refdef.stats.lights_clears++;
1867 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
1869 r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
1870 if (r_shadow_rendermode == mode)
1873 R_Shadow_RenderMode_Reset();
1874 GL_ColorMask(0, 0, 0, 0);
1875 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
1876 R_SetupDepthOrShadowShader();
1877 qglDepthFunc(GL_LESS);CHECKGLERROR
1878 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1879 r_shadow_rendermode = mode;
1884 case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
1885 GL_CullFace(GL_NONE);
1886 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
1887 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
1889 case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
1890 GL_CullFace(GL_NONE);
1891 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1892 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1894 case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
1895 GL_CullFace(GL_NONE);
1896 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1897 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
1898 qglStencilMask(~0);CHECKGLERROR
1899 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
1900 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
1901 qglStencilMask(~0);CHECKGLERROR
1902 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
1904 case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
1905 GL_CullFace(GL_NONE);
1906 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1907 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
1908 qglStencilMask(~0);CHECKGLERROR
1909 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1910 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
1911 qglStencilMask(~0);CHECKGLERROR
1912 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1917 static void R_Shadow_MakeVSDCT(void)
1919 // maps to a 2x3 texture rectangle with normalized coordinates
1924 // stores abs(dir.xy), offset.xy/2.5
1925 unsigned char data[4*6] =
1927 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
1928 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
1929 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
1930 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
1931 0, 0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
1932 0, 0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
1934 r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_ALWAYSPRECACHE | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, NULL);
1937 void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
1941 float nearclip, farclip, bias;
1942 r_viewport_t viewport;
1945 maxsize = r_shadow_shadowmapmaxsize;
1946 nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
1948 bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
1949 r_shadow_shadowmap_parameters[2] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
1950 r_shadow_shadowmap_parameters[3] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
1951 r_shadow_shadowmapside = side;
1952 r_shadow_shadowmapsize = size;
1953 if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
1955 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
1956 r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
1957 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
1958 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
1960 // complex unrolled cube approach (more flexible)
1961 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
1962 R_Shadow_MakeVSDCT();
1963 if (!r_shadow_shadowmap2dtexture)
1966 int w = maxsize*2, h = gl_support_arb_texture_non_power_of_two ? maxsize*3 : maxsize*4;
1967 r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", w, h, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
1968 qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
1969 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
1970 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR
1971 // render depth into the fbo, do not render color at all
1972 qglDrawBuffer(GL_NONE);CHECKGLERROR
1973 qglReadBuffer(GL_NONE);CHECKGLERROR
1974 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
1975 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && r_shadow_shadowmapping.integer)
1977 Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
1978 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
1983 if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
1984 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
1985 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
1986 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
1988 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
1990 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
1991 r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
1992 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
1993 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE) goto init_done;
1995 // complex unrolled cube approach (more flexible)
1996 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
1997 R_Shadow_MakeVSDCT();
1998 if (!r_shadow_shadowmaprectangletexture)
2001 r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", maxsize*2, maxsize*3, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2002 qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
2003 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
2004 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
2005 // render depth into the fbo, do not render color at all
2006 qglDrawBuffer(GL_NONE);CHECKGLERROR
2007 qglReadBuffer(GL_NONE);CHECKGLERROR
2008 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2009 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && r_shadow_shadowmapping.integer)
2011 Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2012 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2017 if(r_shadow_shadowmaprectangletexture) fbo = r_shadow_fborectangle;
2018 r_shadow_shadowmap_texturescale[0] = 1.0f;
2019 r_shadow_shadowmap_texturescale[1] = 1.0f;
2020 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
2022 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
2024 r_shadow_shadowmap_parameters[0] = 1.0f;
2025 r_shadow_shadowmap_parameters[1] = 1.0f;
2026 R_Viewport_InitCubeSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, nearclip, farclip, NULL);
2027 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE) goto init_done;
2029 // simple cube approach
2030 if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
2033 r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2034 qglGenFramebuffersEXT(1, &r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
2035 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
2036 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
2037 // render depth into the fbo, do not render color at all
2038 qglDrawBuffer(GL_NONE);CHECKGLERROR
2039 qglReadBuffer(GL_NONE);CHECKGLERROR
2040 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2041 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && r_shadow_shadowmapping.integer)
2043 Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2044 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2049 if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) fbo = r_shadow_fbocubeside[r_shadow_shadowmaplod];
2050 r_shadow_shadowmap_texturescale[0] = 0.0f;
2051 r_shadow_shadowmap_texturescale[1] = 0.0f;
2052 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE;
2055 R_Shadow_RenderMode_Reset();
2058 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
2059 R_SetupDepthOrShadowShader();
2063 R_SetupShowDepthShader();
2064 qglClearColor(1,1,1,1);CHECKGLERROR
2067 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2074 R_SetViewport(&viewport);
2075 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2076 if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE)
2078 int flipped = (side&1)^(side>>2);
2079 r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2080 r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2081 GL_CullFace(r_refdef.view.cullface_back);
2083 else if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE)
2085 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
2088 qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
2092 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2096 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2097 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2098 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2099 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2102 R_Shadow_RenderMode_Reset();
2103 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2106 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2110 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2111 // only draw light where this geometry was already rendered AND the
2112 // stencil is 128 (values other than this mean shadow)
2113 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
2115 r_shadow_rendermode = r_shadow_lightingrendermode;
2116 // do global setup needed for the chosen lighting mode
2117 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2119 R_Mesh_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap)); // light filter
2120 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2124 if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
2126 r_shadow_usingshadowmap2d = true;
2127 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, R_GetTexture(r_shadow_shadowmap2dtexture));
2130 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
2132 r_shadow_usingshadowmaprect = true;
2133 R_Mesh_TexBindRectangle(GL20TU_SHADOWMAPRECT, R_GetTexture(r_shadow_shadowmaprectangletexture));
2136 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
2138 r_shadow_usingshadowmapcube = true;
2139 R_Mesh_TexBindCubeMap(GL20TU_SHADOWMAPCUBE, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]));
2143 if (r_shadow_shadowmapvsdct && (r_shadow_usingshadowmap2d || r_shadow_usingshadowmaprect))
2145 R_Mesh_TexBindCubeMap(GL20TU_CUBEPROJECTION, R_GetTexture(r_shadow_shadowmapvsdcttexture));
2150 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_VERTEX)
2151 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
2152 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2156 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2159 R_Shadow_RenderMode_Reset();
2160 GL_BlendFunc(GL_ONE, GL_ONE);
2161 GL_DepthRange(0, 1);
2162 GL_DepthTest(r_showshadowvolumes.integer < 2);
2163 GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2164 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2165 GL_CullFace(GL_NONE);
2166 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2169 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2172 R_Shadow_RenderMode_Reset();
2173 GL_BlendFunc(GL_ONE, GL_ONE);
2174 GL_DepthRange(0, 1);
2175 GL_DepthTest(r_showlighting.integer < 2);
2176 GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2179 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2183 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2184 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
2186 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2189 void R_Shadow_RenderMode_End(void)
2192 R_Shadow_RenderMode_Reset();
2193 R_Shadow_RenderMode_ActiveLight(NULL);
2195 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2196 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2199 int bboxedges[12][2] =
2218 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2220 int i, ix1, iy1, ix2, iy2;
2221 float x1, y1, x2, y2;
2223 float vertex[20][3];
2232 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2233 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2234 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2235 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2237 if (!r_shadow_scissor.integer)
2240 // if view is inside the light box, just say yes it's visible
2241 if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
2244 x1 = y1 = x2 = y2 = 0;
2246 // transform all corners that are infront of the nearclip plane
2247 VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
2248 plane4f[3] = r_refdef.view.frustum[4].dist;
2250 for (i = 0;i < 8;i++)
2252 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
2253 dist[i] = DotProduct4(corner[i], plane4f);
2254 sign[i] = dist[i] > 0;
2257 VectorCopy(corner[i], vertex[numvertices]);
2261 // if some points are behind the nearclip, add clipped edge points to make
2262 // sure that the scissor boundary is complete
2263 if (numvertices > 0 && numvertices < 8)
2265 // add clipped edge points
2266 for (i = 0;i < 12;i++)
2268 j = bboxedges[i][0];
2269 k = bboxedges[i][1];
2270 if (sign[j] != sign[k])
2272 f = dist[j] / (dist[j] - dist[k]);
2273 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
2279 // if we have no points to check, the light is behind the view plane
2283 // if we have some points to transform, check what screen area is covered
2284 x1 = y1 = x2 = y2 = 0;
2286 //Con_Printf("%i vertices to transform...\n", numvertices);
2287 for (i = 0;i < numvertices;i++)
2289 VectorCopy(vertex[i], v);
2290 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
2291 //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
2294 if (x1 > v2[0]) x1 = v2[0];
2295 if (x2 < v2[0]) x2 = v2[0];
2296 if (y1 > v2[1]) y1 = v2[1];
2297 if (y2 < v2[1]) y2 = v2[1];
2306 // now convert the scissor rectangle to integer screen coordinates
2307 ix1 = (int)(x1 - 1.0f);
2308 iy1 = vid.height - (int)(y2 - 1.0f);
2309 ix2 = (int)(x2 + 1.0f);
2310 iy2 = vid.height - (int)(y1 + 1.0f);
2311 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
2313 // clamp it to the screen
2314 if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
2315 if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
2316 if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
2317 if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
2319 // if it is inside out, it's not visible
2320 if (ix2 <= ix1 || iy2 <= iy1)
2323 // the light area is visible, set up the scissor rectangle
2324 r_shadow_lightscissor[0] = ix1;
2325 r_shadow_lightscissor[1] = iy1;
2326 r_shadow_lightscissor[2] = ix2 - ix1;
2327 r_shadow_lightscissor[3] = iy2 - iy1;
2329 r_refdef.stats.lights_scissored++;
2333 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
2335 float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
2336 float *normal3f = rsurface.normal3f + 3 * firstvertex;
2337 float *color4f = rsurface.array_color4f + 4 * firstvertex;
2338 float dist, dot, distintensity, shadeintensity, v[3], n[3];
2339 if (r_textureunits.integer >= 3)
2341 if (VectorLength2(diffusecolor) > 0)
2343 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2345 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2346 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2347 if ((dot = DotProduct(n, v)) < 0)
2349 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2350 VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
2353 VectorCopy(ambientcolor, color4f);
2354 if (r_refdef.fogenabled)
2357 f = FogPoint_Model(vertex3f);
2358 VectorScale(color4f, f, color4f);
2365 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2367 VectorCopy(ambientcolor, color4f);
2368 if (r_refdef.fogenabled)
2371 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2372 f = FogPoint_Model(vertex3f);
2373 VectorScale(color4f, f, color4f);
2379 else if (r_textureunits.integer >= 2)
2381 if (VectorLength2(diffusecolor) > 0)
2383 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2385 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2386 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2388 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2389 if ((dot = DotProduct(n, v)) < 0)
2391 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2392 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2393 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2394 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2398 color4f[0] = ambientcolor[0] * distintensity;
2399 color4f[1] = ambientcolor[1] * distintensity;
2400 color4f[2] = ambientcolor[2] * distintensity;
2402 if (r_refdef.fogenabled)
2405 f = FogPoint_Model(vertex3f);
2406 VectorScale(color4f, f, color4f);
2410 VectorClear(color4f);
2416 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2418 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2419 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2421 color4f[0] = ambientcolor[0] * distintensity;
2422 color4f[1] = ambientcolor[1] * distintensity;
2423 color4f[2] = ambientcolor[2] * distintensity;
2424 if (r_refdef.fogenabled)
2427 f = FogPoint_Model(vertex3f);
2428 VectorScale(color4f, f, color4f);
2432 VectorClear(color4f);
2439 if (VectorLength2(diffusecolor) > 0)
2441 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2443 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2444 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2446 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2447 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2448 if ((dot = DotProduct(n, v)) < 0)
2450 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2451 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2452 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2453 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2457 color4f[0] = ambientcolor[0] * distintensity;
2458 color4f[1] = ambientcolor[1] * distintensity;
2459 color4f[2] = ambientcolor[2] * distintensity;
2461 if (r_refdef.fogenabled)
2464 f = FogPoint_Model(vertex3f);
2465 VectorScale(color4f, f, color4f);
2469 VectorClear(color4f);
2475 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2477 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2478 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2480 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2481 color4f[0] = ambientcolor[0] * distintensity;
2482 color4f[1] = ambientcolor[1] * distintensity;
2483 color4f[2] = ambientcolor[2] * distintensity;
2484 if (r_refdef.fogenabled)
2487 f = FogPoint_Model(vertex3f);
2488 VectorScale(color4f, f, color4f);
2492 VectorClear(color4f);
2499 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
2501 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i)
2504 float *out3f = rsurface.array_texcoord3f + 3 * firstvertex;
2505 const float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
2506 const float *svector3f = rsurface.svector3f + 3 * firstvertex;
2507 const float *tvector3f = rsurface.tvector3f + 3 * firstvertex;
2508 const float *normal3f = rsurface.normal3f + 3 * firstvertex;
2510 for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
2512 VectorSubtract(rsurface.entitylightorigin, vertex3f, lightdir);
2513 // the cubemap normalizes this for us
2514 out3f[0] = DotProduct(svector3f, lightdir);
2515 out3f[1] = DotProduct(tvector3f, lightdir);
2516 out3f[2] = DotProduct(normal3f, lightdir);
2520 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i)
2523 float *out3f = rsurface.array_texcoord3f + 3 * firstvertex;
2524 const float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
2525 const float *svector3f = rsurface.svector3f + 3 * firstvertex;
2526 const float *tvector3f = rsurface.tvector3f + 3 * firstvertex;
2527 const float *normal3f = rsurface.normal3f + 3 * firstvertex;
2528 float lightdir[3], eyedir[3], halfdir[3];
2529 for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
2531 VectorSubtract(rsurface.entitylightorigin, vertex3f, lightdir);
2532 VectorNormalize(lightdir);
2533 VectorSubtract(rsurface.modelorg, vertex3f, eyedir);
2534 VectorNormalize(eyedir);
2535 VectorAdd(lightdir, eyedir, halfdir);
2536 // the cubemap normalizes this for us
2537 out3f[0] = DotProduct(svector3f, halfdir);
2538 out3f[1] = DotProduct(tvector3f, halfdir);
2539 out3f[2] = DotProduct(normal3f, halfdir);
2543 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, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
2545 // used to display how many times a surface is lit for level design purposes
2546 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2549 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 lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
2551 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
2552 R_SetupSurfaceShader(lightcolorbase, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
2553 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
2554 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
2556 R_Mesh_ColorPointer(NULL, 0, 0);
2557 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
2558 R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
2559 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
2560 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
2561 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
2562 if (rsurface.texture->backgroundcurrentskinframe)
2564 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
2565 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
2566 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
2567 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
2569 //R_Mesh_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap));
2570 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
2571 if(rsurface.texture->colormapping)
2573 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
2574 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
2576 R_Mesh_TexBind(GL20TU_ATTENUATION, R_GetTexture(r_shadow_attenuationgradienttexture));
2577 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
2578 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
2579 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
2580 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
2581 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2583 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2585 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2586 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2588 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2592 static void R_Shadow_RenderLighting_Light_Dot3_Finalize(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, float r, float g, float b)
2594 // shared final code for all the dot3 layers
2596 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2597 for (renders = 0;renders < 64 && (r > 0 || g > 0 || b > 0);renders++, r--, g--, b--)
2599 GL_Color(bound(0, r, 1), bound(0, g, 1), bound(0, b, 1), 1);
2600 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2604 static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
2607 // colorscale accounts for how much we multiply the brightness
2610 // mult is how many times the final pass of the lighting will be
2611 // performed to get more brightness than otherwise possible.
2613 // Limit mult to 64 for sanity sake.
2615 if (r_shadow_texture3d.integer && rsurface.rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
2617 // 3 3D combine path (Geforce3, Radeon 8500)
2618 memset(&m, 0, sizeof(m));
2619 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2620 m.pointer_texcoord3f[0] = rsurface.vertex3f;
2621 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2622 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2623 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
2624 m.tex[1] = R_GetTexture(basetexture);
2625 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
2626 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
2627 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
2628 m.texmatrix[1] = rsurface.texture->currenttexmatrix;
2629 m.texcubemap[2] = R_GetTexture(rsurface.rtlight->currentcubemap);
2630 m.pointer_texcoord3f[2] = rsurface.vertex3f;
2631 m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
2632 m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
2633 m.texmatrix[2] = rsurface.entitytolight;
2634 GL_BlendFunc(GL_ONE, GL_ONE);
2636 else if (r_shadow_texture3d.integer && rsurface.rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
2638 // 2 3D combine path (Geforce3, original Radeon)
2639 memset(&m, 0, sizeof(m));
2640 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2641 m.pointer_texcoord3f[0] = rsurface.vertex3f;
2642 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2643 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2644 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
2645 m.tex[1] = R_GetTexture(basetexture);
2646 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
2647 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
2648 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
2649 m.texmatrix[1] = rsurface.texture->currenttexmatrix;
2650 GL_BlendFunc(GL_ONE, GL_ONE);
2652 else if (r_textureunits.integer >= 4 && rsurface.rtlight->currentcubemap != r_texture_whitecube)
2654 // 4 2D combine path (Geforce3, Radeon 8500)
2655 memset(&m, 0, sizeof(m));
2656 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2657 m.pointer_texcoord3f[0] = rsurface.vertex3f;
2658 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2659 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2660 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
2661 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2662 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2663 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2664 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2665 m.texmatrix[1] = rsurface.entitytoattenuationz;
2666 m.tex[2] = R_GetTexture(basetexture);
2667 m.pointer_texcoord[2] = rsurface.texcoordtexture2f;
2668 m.pointer_texcoord_bufferobject[2] = rsurface.texcoordtexture2f_bufferobject;
2669 m.pointer_texcoord_bufferoffset[2] = rsurface.texcoordtexture2f_bufferoffset;
2670 m.texmatrix[2] = rsurface.texture->currenttexmatrix;
2671 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2673 m.texcubemap[3] = R_GetTexture(rsurface.rtlight->currentcubemap);
2674 m.pointer_texcoord3f[3] = rsurface.vertex3f;
2675 m.pointer_texcoord_bufferobject[3] = rsurface.vertex3f_bufferobject;
2676 m.pointer_texcoord_bufferoffset[3] = rsurface.vertex3f_bufferoffset;
2677 m.texmatrix[3] = rsurface.entitytolight;
2679 GL_BlendFunc(GL_ONE, GL_ONE);
2681 else if (r_textureunits.integer >= 3 && rsurface.rtlight->currentcubemap == r_texture_whitecube)
2683 // 3 2D combine path (Geforce3, original Radeon)
2684 memset(&m, 0, sizeof(m));
2685 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2686 m.pointer_texcoord3f[0] = rsurface.vertex3f;
2687 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2688 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2689 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
2690 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2691 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2692 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2693 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2694 m.texmatrix[1] = rsurface.entitytoattenuationz;
2695 m.tex[2] = R_GetTexture(basetexture);
2696 m.pointer_texcoord[2] = rsurface.texcoordtexture2f;
2697 m.pointer_texcoord_bufferobject[2] = rsurface.texcoordtexture2f_bufferobject;
2698 m.pointer_texcoord_bufferoffset[2] = rsurface.texcoordtexture2f_bufferoffset;
2699 m.texmatrix[2] = rsurface.texture->currenttexmatrix;
2700 GL_BlendFunc(GL_ONE, GL_ONE);
2704 // 2/2/2 2D combine path (any dot3 card)
2705 memset(&m, 0, sizeof(m));
2706 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2707 m.pointer_texcoord3f[0] = rsurface.vertex3f;
2708 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2709 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2710 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
2711 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2712 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2713 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2714 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2715 m.texmatrix[1] = rsurface.entitytoattenuationz;
2716 R_Mesh_TextureState(&m);
2717 GL_ColorMask(0,0,0,1);
2718 GL_BlendFunc(GL_ONE, GL_ZERO);
2719 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2722 memset(&m, 0, sizeof(m));
2723 m.tex[0] = R_GetTexture(basetexture);
2724 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2725 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2726 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2727 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2728 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2730 m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
2731 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2732 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2733 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2734 m.texmatrix[1] = rsurface.entitytolight;
2736 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2738 // this final code is shared
2739 R_Mesh_TextureState(&m);
2740 R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
2743 static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
2746 // colorscale accounts for how much we multiply the brightness
2749 // mult is how many times the final pass of the lighting will be
2750 // performed to get more brightness than otherwise possible.
2752 // Limit mult to 64 for sanity sake.
2754 // generate normalization cubemap texcoords
2755 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(firstvertex, numvertices, numtriangles, element3i);
2756 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
2758 // 3/2 3D combine path (Geforce3, Radeon 8500)
2759 memset(&m, 0, sizeof(m));
2760 m.tex[0] = R_GetTexture(normalmaptexture);
2761 m.texcombinergb[0] = GL_REPLACE;
2762 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2763 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2764 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2765 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2766 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2767 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2768 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2769 m.pointer_texcoord_bufferobject[1] = 0;
2770 m.pointer_texcoord_bufferoffset[1] = 0;
2771 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
2772 m.pointer_texcoord3f[2] = rsurface.vertex3f;
2773 m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
2774 m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
2775 m.texmatrix[2] = rsurface.entitytoattenuationxyz;
2776 R_Mesh_TextureState(&m);
2777 GL_ColorMask(0,0,0,1);
2778 GL_BlendFunc(GL_ONE, GL_ZERO);
2779 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2782 memset(&m, 0, sizeof(m));
2783 m.tex[0] = R_GetTexture(basetexture);
2784 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2785 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2786 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2787 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2788 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2790 m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
2791 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2792 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2793 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2794 m.texmatrix[1] = rsurface.entitytolight;
2796 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2798 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap != r_texture_whitecube)
2800 // 1/2/2 3D combine path (original Radeon)
2801 memset(&m, 0, sizeof(m));
2802 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2803 m.pointer_texcoord3f[0] = rsurface.vertex3f;
2804 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2805 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2806 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
2807 R_Mesh_TextureState(&m);
2808 GL_ColorMask(0,0,0,1);
2809 GL_BlendFunc(GL_ONE, GL_ZERO);
2810 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2813 memset(&m, 0, sizeof(m));
2814 m.tex[0] = R_GetTexture(normalmaptexture);
2815 m.texcombinergb[0] = GL_REPLACE;
2816 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2817 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2818 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2819 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2820 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2821 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2822 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2823 m.pointer_texcoord_bufferobject[1] = 0;
2824 m.pointer_texcoord_bufferoffset[1] = 0;
2825 R_Mesh_TextureState(&m);
2826 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2827 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2830 memset(&m, 0, sizeof(m));
2831 m.tex[0] = R_GetTexture(basetexture);
2832 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2833 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2834 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2835 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2836 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2838 m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
2839 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2840 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2841 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2842 m.texmatrix[1] = rsurface.entitytolight;
2844 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2846 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap == r_texture_whitecube)
2848 // 2/2 3D combine path (original Radeon)
2849 memset(&m, 0, sizeof(m));
2850 m.tex[0] = R_GetTexture(normalmaptexture);
2851 m.texcombinergb[0] = GL_REPLACE;
2852 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2853 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2854 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2855 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2856 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2857 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2858 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2859 m.pointer_texcoord_bufferobject[1] = 0;
2860 m.pointer_texcoord_bufferoffset[1] = 0;
2861 R_Mesh_TextureState(&m);
2862 GL_ColorMask(0,0,0,1);
2863 GL_BlendFunc(GL_ONE, GL_ZERO);
2864 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2867 memset(&m, 0, sizeof(m));
2868 m.tex[0] = R_GetTexture(basetexture);
2869 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2870 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2871 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2872 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2873 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2874 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2875 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2876 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2877 m.texmatrix[1] = rsurface.entitytoattenuationxyz;
2878 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2880 else if (r_textureunits.integer >= 4)
2882 // 4/2 2D combine path (Geforce3, Radeon 8500)
2883 memset(&m, 0, sizeof(m));
2884 m.tex[0] = R_GetTexture(normalmaptexture);
2885 m.texcombinergb[0] = GL_REPLACE;
2886 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2887 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2888 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2889 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2890 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2891 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2892 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2893 m.pointer_texcoord_bufferobject[1] = 0;
2894 m.pointer_texcoord_bufferoffset[1] = 0;
2895 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2896 m.pointer_texcoord3f[2] = rsurface.vertex3f;
2897 m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
2898 m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
2899 m.texmatrix[2] = rsurface.entitytoattenuationxyz;
2900 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
2901 m.pointer_texcoord3f[3] = rsurface.vertex3f;
2902 m.pointer_texcoord_bufferobject[3] = rsurface.vertex3f_bufferobject;
2903 m.pointer_texcoord_bufferoffset[3] = rsurface.vertex3f_bufferoffset;
2904 m.texmatrix[3] = rsurface.entitytoattenuationz;
2905 R_Mesh_TextureState(&m);
2906 GL_ColorMask(0,0,0,1);
2907 GL_BlendFunc(GL_ONE, GL_ZERO);
2908 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2911 memset(&m, 0, sizeof(m));
2912 m.tex[0] = R_GetTexture(basetexture);
2913 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2914 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2915 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2916 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2917 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2919 m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
2920 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2921 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2922 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2923 m.texmatrix[1] = rsurface.entitytolight;
2925 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2929 // 2/2/2 2D combine path (any dot3 card)
2930 memset(&m, 0, sizeof(m));
2931 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2932 m.pointer_texcoord3f[0] = rsurface.vertex3f;
2933 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2934 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2935 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
2936 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2937 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2938 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2939 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2940 m.texmatrix[1] = rsurface.entitytoattenuationz;
2941 R_Mesh_TextureState(&m);
2942 GL_ColorMask(0,0,0,1);
2943 GL_BlendFunc(GL_ONE, GL_ZERO);
2944 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2947 memset(&m, 0, sizeof(m));
2948 m.tex[0] = R_GetTexture(normalmaptexture);
2949 m.texcombinergb[0] = GL_REPLACE;
2950 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2951 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2952 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2953 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2954 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2955 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2956 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2957 m.pointer_texcoord_bufferobject[1] = 0;
2958 m.pointer_texcoord_bufferoffset[1] = 0;
2959 R_Mesh_TextureState(&m);
2960 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2961 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2964 memset(&m, 0, sizeof(m));
2965 m.tex[0] = R_GetTexture(basetexture);
2966 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2967 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2968 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2969 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2970 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2972 m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
2973 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2974 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2975 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2976 m.texmatrix[1] = rsurface.entitytolight;
2978 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2980 // this final code is shared
2981 R_Mesh_TextureState(&m);
2982 R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
2985 static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
2987 float glossexponent;
2989 // FIXME: detect blendsquare!
2990 //if (!gl_support_blendsquare)
2993 // generate normalization cubemap texcoords
2994 R_Shadow_GenTexCoords_Specular_NormalCubeMap(firstvertex, numvertices, numtriangles, element3i);
2995 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap != r_texture_whitecube)
2997 // 2/0/0/1/2 3D combine blendsquare path
2998 memset(&m, 0, sizeof(m));
2999 m.tex[0] = R_GetTexture(normalmaptexture);
3000 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
3001 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
3002 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
3003 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
3004 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
3005 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
3006 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
3007 m.pointer_texcoord_bufferobject[1] = 0;
3008 m.pointer_texcoord_bufferoffset[1] = 0;
3009 R_Mesh_TextureState(&m);
3010 GL_ColorMask(0,0,0,1);
3011 // this squares the result
3012 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
3013 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
3015 // second and third pass
3016 R_Mesh_ResetTextureState();
3017 // square alpha in framebuffer a few times to make it shiny
3018 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
3019 for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
3020 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
3023 memset(&m, 0, sizeof(m));
3024 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
3025 m.pointer_texcoord3f[0] = rsurface.vertex3f;
3026 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
3027 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
3028 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
3029 R_Mesh_TextureState(&m);
3030 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
3031 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
3034 memset(&m, 0, sizeof(m));
3035 m.tex[0] = R_GetTexture(glosstexture);
3036 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
3037 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
3038 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
3039 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
3040 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
3042 m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
3043 m.pointer_texcoord3f[1] = rsurface.vertex3f;
3044 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
3045 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
3046 m.texmatrix[1] = rsurface.entitytolight;
3048 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
3050 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
3052 // 2/0/0/2 3D combine blendsquare path
3053 memset(&m, 0, sizeof(m));
3054 m.tex[0] = R_GetTexture(normalmaptexture);
3055 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
3056 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
3057 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
3058 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
3059 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
3060 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
3061 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
3062 m.pointer_texcoord_bufferobject[1] = 0;
3063 m.pointer_texcoord_bufferoffset[1] = 0;
3064 R_Mesh_TextureState(&m);
3065 GL_ColorMask(0,0,0,1);
3066 // this squares the result
3067 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
3068 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
3070 // second and third pass
3071 R_Mesh_ResetTextureState();
3072 // square alpha in framebuffer a few times to make it shiny
3073 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
3074 for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
3075 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
3078 memset(&m, 0, sizeof(m));
3079 m.tex[0] = R_GetTexture(glosstexture);
3080 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
3081 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
3082 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
3083 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
3084 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
3085 m.pointer_texcoord3f[1] = rsurface.vertex3f;
3086 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
3087 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
3088 m.texmatrix[1] = rsurface.entitytoattenuationxyz;
3089 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
3093 // 2/0/0/2/2 2D combine blendsquare path
3094 memset(&m, 0, sizeof(m));
3095 m.tex[0] = R_GetTexture(normalmaptexture);
3096 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
3097 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
3098 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
3099 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
3100 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
3101 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
3102 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
3103 m.pointer_texcoord_bufferobject[1] = 0;
3104 m.pointer_texcoord_bufferoffset[1] = 0;
3105 R_Mesh_TextureState(&m);
3106 GL_ColorMask(0,0,0,1);
3107 // this squares the result
3108 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
3109 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
3111 // second and third pass
3112 R_Mesh_ResetTextureState();
3113 // square alpha in framebuffer a few times to make it shiny
3114 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
3115 for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
3116 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
3119 memset(&m, 0, sizeof(m));
3120 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
3121 m.pointer_texcoord3f[0] = rsurface.vertex3f;
3122 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
3123 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
3124 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
3125 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
3126 m.pointer_texcoord3f[1] = rsurface.vertex3f;
3127 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
3128 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
3129 m.texmatrix[1] = rsurface.entitytoattenuationz;
3130 R_Mesh_TextureState(&m);
3131 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
3132 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
3135 memset(&m, 0, sizeof(m));
3136 m.tex[0] = R_GetTexture(glosstexture);
3137 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
3138 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
3139 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
3140 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
3141 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
3143 m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
3144 m.pointer_texcoord3f[1] = rsurface.vertex3f;
3145 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
3146 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
3147 m.texmatrix[1] = rsurface.entitytolight;
3149 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
3151 // this final code is shared
3152 R_Mesh_TextureState(&m);
3153 R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
3156 static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
3158 // ARB path (any Geforce, any Radeon)
3159 qboolean doambient = ambientscale > 0;
3160 qboolean dodiffuse = diffusescale > 0;
3161 qboolean dospecular = specularscale > 0;
3162 if (!doambient && !dodiffuse && !dospecular)
3164 R_Mesh_ColorPointer(NULL, 0, 0);
3166 R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, basetexture, ambientscale * r_refdef.view.colorscale);
3168 R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, basetexture, normalmaptexture, diffusescale * r_refdef.view.colorscale);
3172 R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorpants, pantstexture, ambientscale * r_refdef.view.colorscale);
3174 R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorpants, pantstexture, normalmaptexture, diffusescale * r_refdef.view.colorscale);
3179 R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorshirt, shirttexture, ambientscale * r_refdef.view.colorscale);
3181 R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorshirt, shirttexture, normalmaptexture, diffusescale * r_refdef.view.colorscale);
3184 R_Shadow_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_refdef.view.colorscale);
3187 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
3194 int newnumtriangles;
3198 int maxtriangles = 4096;
3199 int newelements[4096*3];
3200 R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
3201 for (renders = 0;renders < 64;renders++)
3206 newnumtriangles = 0;
3208 // due to low fillrate on the cards this vertex lighting path is
3209 // designed for, we manually cull all triangles that do not
3210 // contain a lit vertex
3211 // this builds batches of triangles from multiple surfaces and
3212 // renders them at once
3213 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
3215 if (VectorLength2(rsurface.array_color4f + e[0] * 4) + VectorLength2(rsurface.array_color4f + e[1] * 4) + VectorLength2(rsurface.array_color4f + e[2] * 4) >= 0.01)
3217 if (newnumtriangles)
3219 newfirstvertex = min(newfirstvertex, e[0]);
3220 newlastvertex = max(newlastvertex, e[0]);
3224 newfirstvertex = e[0];
3225 newlastvertex = e[0];
3227 newfirstvertex = min(newfirstvertex, e[1]);
3228 newlastvertex = max(newlastvertex, e[1]);
3229 newfirstvertex = min(newfirstvertex, e[2]);
3230 newlastvertex = max(newlastvertex, e[2]);
3236 if (newnumtriangles >= maxtriangles)
3238 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
3239 newnumtriangles = 0;
3245 if (newnumtriangles >= 1)
3247 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
3250 // if we couldn't find any lit triangles, exit early
3253 // now reduce the intensity for the next overbright pass
3254 // we have to clamp to 0 here incase the drivers have improper
3255 // handling of negative colors
3256 // (some old drivers even have improper handling of >1 color)
3258 for (i = 0, c = rsurface.array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
3260 if (c[0] > 1 || c[1] > 1 || c[2] > 1)
3262 c[0] = max(0, c[0] - 1);
3263 c[1] = max(0, c[1] - 1);
3264 c[2] = max(0, c[2] - 1);
3276 static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
3278 // OpenGL 1.1 path (anything)
3279 float ambientcolorbase[3], diffusecolorbase[3];
3280 float ambientcolorpants[3], diffusecolorpants[3];
3281 float ambientcolorshirt[3], diffusecolorshirt[3];
3283 VectorScale(lightcolorbase, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorbase);
3284 VectorScale(lightcolorbase, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorbase);
3285 VectorScale(lightcolorpants, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorpants);
3286 VectorScale(lightcolorpants, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorpants);
3287 VectorScale(lightcolorshirt, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorshirt);
3288 VectorScale(lightcolorshirt, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorshirt);
3289 memset(&m, 0, sizeof(m));
3290 m.tex[0] = R_GetTexture(basetexture);
3291 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
3292 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
3293 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
3294 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
3295 if (r_textureunits.integer >= 2)
3298 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
3299 m.texmatrix[1] = rsurface.entitytoattenuationxyz;
3300 m.pointer_texcoord3f[1] = rsurface.vertex3f;
3301 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
3302 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
3303 if (r_textureunits.integer >= 3)
3305 // Voodoo4 or Kyro (or Geforce3/Radeon with r_shadow_dot3 off)
3306 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
3307 m.texmatrix[2] = rsurface.entitytoattenuationz;
3308 m.pointer_texcoord3f[2] = rsurface.vertex3f;
3309 m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
3310 m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
3313 R_Mesh_TextureState(&m);
3314 //R_Mesh_TexBind(0, R_GetTexture(basetexture));
3315 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
3318 R_Mesh_TexBind(0, R_GetTexture(pantstexture));
3319 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants);
3323 R_Mesh_TexBind(0, R_GetTexture(shirttexture));
3324 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt);
3328 extern cvar_t gl_lightmaps;
3329 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)
3331 float ambientscale, diffusescale, specularscale;
3332 vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
3334 // calculate colors to render this texture with
3335 lightcolorbase[0] = rsurface.rtlight->currentcolor[0] * rsurface.texture->dlightcolor[0];
3336 lightcolorbase[1] = rsurface.rtlight->currentcolor[1] * rsurface.texture->dlightcolor[1];
3337 lightcolorbase[2] = rsurface.rtlight->currentcolor[2] * rsurface.texture->dlightcolor[2];
3338 ambientscale = rsurface.rtlight->ambientscale;
3339 diffusescale = rsurface.rtlight->diffusescale;
3340 specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
3341 if (!r_shadow_usenormalmap.integer)
3343 ambientscale += 1.0f * diffusescale;
3347 if ((ambientscale + diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
3349 RSurf_SetupDepthAndCulling();
3350 nmap = rsurface.texture->currentskinframe->nmap;
3351 if (gl_lightmaps.integer)
3352 nmap = r_texture_blanknormalmap;
3353 if (rsurface.texture->colormapping && !gl_lightmaps.integer)
3355 qboolean dopants = rsurface.texture->currentskinframe->pants != NULL && VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f);
3356 qboolean doshirt = rsurface.texture->currentskinframe->shirt != NULL && VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
3359 lightcolorpants[0] = lightcolorbase[0] * rsurface.colormap_pantscolor[0];
3360 lightcolorpants[1] = lightcolorbase[1] * rsurface.colormap_pantscolor[1];
3361 lightcolorpants[2] = lightcolorbase[2] * rsurface.colormap_pantscolor[2];
3364 VectorClear(lightcolorpants);
3367 lightcolorshirt[0] = lightcolorbase[0] * rsurface.colormap_shirtcolor[0];
3368 lightcolorshirt[1] = lightcolorbase[1] * rsurface.colormap_shirtcolor[1];
3369 lightcolorshirt[2] = lightcolorbase[2] * rsurface.colormap_shirtcolor[2];
3372 VectorClear(lightcolorshirt);
3373 switch (r_shadow_rendermode)
3375 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
3376 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
3377 R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
3379 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
3380 R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
3382 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
3383 R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
3385 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3386 R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
3389 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
3395 switch (r_shadow_rendermode)
3397 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
3398 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
3399 R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
3401 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
3402 R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
3404 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
3405 R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
3407 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3408 R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
3411 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
3417 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)
3419 matrix4x4_t tempmatrix = *matrix;
3420 Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
3422 // if this light has been compiled before, free the associated data
3423 R_RTLight_Uncompile(rtlight);
3425 // clear it completely to avoid any lingering data
3426 memset(rtlight, 0, sizeof(*rtlight));
3428 // copy the properties
3429 rtlight->matrix_lighttoworld = tempmatrix;
3430 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
3431 Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
3432 rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
3433 VectorCopy(color, rtlight->color);
3434 rtlight->cubemapname[0] = 0;
3435 if (cubemapname && cubemapname[0])
3436 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
3437 rtlight->shadow = shadow;
3438 rtlight->corona = corona;
3439 rtlight->style = style;
3440 rtlight->isstatic = isstatic;
3441 rtlight->coronasizescale = coronasizescale;
3442 rtlight->ambientscale = ambientscale;
3443 rtlight->diffusescale = diffusescale;
3444 rtlight->specularscale = specularscale;
3445 rtlight->flags = flags;
3447 // compute derived data
3448 //rtlight->cullradius = rtlight->radius;
3449 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
3450 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3451 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3452 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3453 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3454 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3455 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3458 // compiles rtlight geometry
3459 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
3460 void R_RTLight_Compile(rtlight_t *rtlight)
3463 int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
3464 int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
3465 entity_render_t *ent = r_refdef.scene.worldentity;
3466 dp_model_t *model = r_refdef.scene.worldmodel;
3467 unsigned char *data;
3470 // compile the light
3471 rtlight->compiled = true;
3472 rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
3473 rtlight->static_numleafs = 0;
3474 rtlight->static_numleafpvsbytes = 0;
3475 rtlight->static_leaflist = NULL;
3476 rtlight->static_leafpvs = NULL;
3477 rtlight->static_numsurfaces = 0;
3478 rtlight->static_surfacelist = NULL;
3479 rtlight->static_shadowmap_receivers = 0x3F;
3480 rtlight->static_shadowmap_casters = 0x3F;
3481 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3482 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3483 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3484 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3485 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3486 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3488 if (model && model->GetLightInfo)
3490 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
3491 r_shadow_compilingrtlight = rtlight;
3492 R_Shadow_EnlargeLeafSurfaceTrisBuffer(model->brush.num_leafs, model->num_surfaces, model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles, model->surfmesh.num_triangles);
3493 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);
3494 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
3495 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
3496 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
3497 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
3498 rtlight->static_numsurfaces = numsurfaces;
3499 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
3500 rtlight->static_numleafs = numleafs;
3501 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
3502 rtlight->static_numleafpvsbytes = numleafpvsbytes;
3503 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
3504 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
3505 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
3506 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
3507 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
3508 if (rtlight->static_numsurfaces)
3509 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3510 if (rtlight->static_numleafs)
3511 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3512 if (rtlight->static_numleafpvsbytes)
3513 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3514 if (rtlight->static_numshadowtrispvsbytes)
3515 memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3516 if (rtlight->static_numlighttrispvsbytes)
3517 memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3518 switch (rtlight->shadowmode)
3520 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3521 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
3522 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
3523 if (model->CompileShadowMap && rtlight->shadow)
3524 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3527 if (model->CompileShadowVolume && rtlight->shadow)
3528 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3531 // now we're done compiling the rtlight
3532 r_shadow_compilingrtlight = NULL;
3536 // use smallest available cullradius - box radius or light radius
3537 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3538 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3540 shadowzpasstris = 0;
3541 if (rtlight->static_meshchain_shadow_zpass)
3542 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3543 shadowzpasstris += mesh->numtriangles;
3545 shadowzfailtris = 0;
3546 if (rtlight->static_meshchain_shadow_zfail)
3547 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3548 shadowzfailtris += mesh->numtriangles;
3551 if (rtlight->static_numlighttrispvsbytes)
3552 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3553 if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3557 if (rtlight->static_numlighttrispvsbytes)
3558 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3559 if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3562 if (developer.integer >= 10)
3563 Con_Printf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris);
3566 void R_RTLight_Uncompile(rtlight_t *rtlight)
3568 if (rtlight->compiled)
3570 if (rtlight->static_meshchain_shadow_zpass)
3571 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3572 rtlight->static_meshchain_shadow_zpass = NULL;
3573 if (rtlight->static_meshchain_shadow_zfail)
3574 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3575 rtlight->static_meshchain_shadow_zfail = NULL;
3576 if (rtlight->static_meshchain_shadow_shadowmap)
3577 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3578 rtlight->static_meshchain_shadow_shadowmap = NULL;
3579 // these allocations are grouped
3580 if (rtlight->static_surfacelist)
3581 Mem_Free(rtlight->static_surfacelist);
3582 rtlight->static_numleafs = 0;
3583 rtlight->static_numleafpvsbytes = 0;
3584 rtlight->static_leaflist = NULL;
3585 rtlight->static_leafpvs = NULL;
3586 rtlight->static_numsurfaces = 0;
3587 rtlight->static_surfacelist = NULL;
3588 rtlight->static_numshadowtrispvsbytes = 0;
3589 rtlight->static_shadowtrispvs = NULL;
3590 rtlight->static_numlighttrispvsbytes = 0;
3591 rtlight->static_lighttrispvs = NULL;
3592 rtlight->compiled = false;
3596 void R_Shadow_UncompileWorldLights(void)
3600 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3601 for (lightindex = 0;lightindex < range;lightindex++)
3603 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3606 R_RTLight_Uncompile(&light->rtlight);
3610 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3614 // reset the count of frustum planes
3615 // see rsurface.rtlight_frustumplanes definition for how much this array
3617 rsurface.rtlight_numfrustumplanes = 0;
3619 // haven't implemented a culling path for ortho rendering
3620 if (!r_refdef.view.useperspective)
3622 // check if the light is on screen and copy the 4 planes if it is
3623 for (i = 0;i < 4;i++)
3624 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3627 for (i = 0;i < 4;i++)
3628 rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_refdef.view.frustum[i];
3633 // generate a deformed frustum that includes the light origin, this is
3634 // used to cull shadow casting surfaces that can not possibly cast a
3635 // shadow onto the visible light-receiving surfaces, which can be a
3638 // if the light origin is onscreen the result will be 4 planes exactly
3639 // if the light origin is offscreen on only one axis the result will
3640 // be exactly 5 planes (split-side case)
3641 // if the light origin is offscreen on two axes the result will be
3642 // exactly 4 planes (stretched corner case)
3643 for (i = 0;i < 4;i++)
3645 // quickly reject standard frustum planes that put the light
3646 // origin outside the frustum
3647 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3650 rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_refdef.view.frustum[i];
3652 // if all the standard frustum planes were accepted, the light is onscreen
3653 // otherwise we need to generate some more planes below...
3654 if (rsurface.rtlight_numfrustumplanes < 4)
3656 // at least one of the stock frustum planes failed, so we need to
3657 // create one or two custom planes to enclose the light origin
3658 for (i = 0;i < 4;i++)
3660 // create a plane using the view origin and light origin, and a
3661 // single point from the frustum corner set
3662 TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3663 VectorNormalize(plane.normal);
3664 plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3665 // see if this plane is backwards and flip it if so
3666 for (j = 0;j < 4;j++)
3667 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3671 VectorNegate(plane.normal, plane.normal);
3673 // flipped plane, test again to see if it is now valid
3674 for (j = 0;j < 4;j++)
3675 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3677 // if the plane is still not valid, then it is dividing the
3678 // frustum and has to be rejected
3682 // we have created a valid plane, compute extra info
3683 PlaneClassify(&plane);
3685 rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
3687 // if we've found 5 frustum planes then we have constructed a
3688 // proper split-side case and do not need to keep searching for
3689 // planes to enclose the light origin
3690 if (rsurface.rtlight_numfrustumplanes == 5)
3698 for (i = 0;i < rsurface.rtlight_numfrustumplanes;i++)
3700 plane = rsurface.rtlight_frustumplanes[i];
3701 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));
3706 // now add the light-space box planes if the light box is rotated, as any
3707 // caster outside the oriented light box is irrelevant (even if it passed
3708 // the worldspace light box, which is axial)
3709 if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3711 for (i = 0;i < 6;i++)
3715 v[i >> 1] = (i & 1) ? -1 : 1;
3716 Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3717 VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3718 plane.dist = VectorNormalizeLength(plane.normal);
3719 plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3720 rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
3726 // add the world-space reduced box planes
3727 for (i = 0;i < 6;i++)
3729 VectorClear(plane.normal);
3730 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3731 plane.dist = (i & 1) ? -rsurface.rtlight_cullmaxs[i >> 1] : rsurface.rtlight_cullmins[i >> 1];
3732 rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
3741 // reduce all plane distances to tightly fit the rtlight cull box, which
3743 VectorSet(points[0], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmins[2]);
3744 VectorSet(points[1], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmins[2]);
3745 VectorSet(points[2], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmins[2]);
3746 VectorSet(points[3], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmins[2]);
3747 VectorSet(points[4], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmaxs[2]);
3748 VectorSet(points[5], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmaxs[2]);
3749 VectorSet(points[6], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmaxs[2]);
3750 VectorSet(points[7], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmaxs[2]);
3751 oldnum = rsurface.rtlight_numfrustumplanes;
3752 rsurface.rtlight_numfrustumplanes = 0;
3753 for (j = 0;j < oldnum;j++)
3755 // find the nearest point on the box to this plane
3756 bestdist = DotProduct(rsurface.rtlight_frustumplanes[j].normal, points[0]);
3757 for (i = 1;i < 8;i++)
3759 dist = DotProduct(rsurface.rtlight_frustumplanes[j].normal, points[i]);
3760 if (bestdist > dist)
3763 Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rsurface.rtlight_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rsurface.rtlight_frustumplanes[j].normal[0], rsurface.rtlight_frustumplanes[j].normal[1], rsurface.rtlight_frustumplanes[j].normal[2], rsurface.rtlight_frustumplanes[j].dist, bestdist);
3764 // if the nearest point is near or behind the plane, we want this
3765 // plane, otherwise the plane is useless as it won't cull anything
3766 if (rsurface.rtlight_frustumplanes[j].dist < bestdist + 0.03125)
3768 PlaneClassify(&rsurface.rtlight_frustumplanes[j]);
3769 rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = rsurface.rtlight_frustumplanes[j];
3776 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3780 RSurf_ActiveWorldEntity();
3782 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3785 GL_CullFace(GL_NONE);
3786 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3787 for (;mesh;mesh = mesh->next)
3789 if (!mesh->sidetotals[r_shadow_shadowmapside])
3791 r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3792 R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
3793 R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3797 else if (r_refdef.scene.worldentity->model)
3798 r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs);
3800 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3803 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3808 int surfacelistindex;
3809 msurface_t *surface;
3811 RSurf_ActiveWorldEntity();
3813 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3816 zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3817 R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3818 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3819 for (;mesh;mesh = mesh->next)
3821 r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3822 R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
3823 GL_LockArrays(0, mesh->numverts);
3824 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3826 // increment stencil if frontface is infront of depthbuffer
3827 GL_CullFace(r_refdef.view.cullface_back);
3828 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
3829 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3830 // decrement stencil if backface is infront of depthbuffer
3831 GL_CullFace(r_refdef.view.cullface_front);
3832 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
3834 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3836 // decrement stencil if backface is behind depthbuffer
3837 GL_CullFace(r_refdef.view.cullface_front);
3838 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
3839 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3840 // increment stencil if frontface is behind depthbuffer
3841 GL_CullFace(r_refdef.view.cullface_back);
3842 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
3844 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3845 GL_LockArrays(0, 0);
3849 else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh && r_shadow_culltriangles.integer)
3851 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3852 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3854 surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3855 for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3856 if (CHECKPVSBIT(trispvs, t))
3857 shadowmarklist[numshadowmark++] = t;
3859 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);
3861 else if (numsurfaces)
3862 r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs);
3864 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3867 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3869 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3870 vec_t relativeshadowradius;
3871 RSurf_ActiveModelEntity(ent, false, false);
3872 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3873 relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3874 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3875 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3876 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3877 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3878 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3879 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3880 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D)
3882 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3885 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3886 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3889 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3891 // set up properties for rendering light onto this entity
3892 RSurf_ActiveModelEntity(ent, true, true);
3893 GL_AlphaTest(false);
3894 Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3895 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3896 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3897 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3898 if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
3899 R_Mesh_TexMatrix(3, &rsurface.entitytolight);
3902 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3904 if (!r_refdef.scene.worldmodel->DrawLight)
3907 // set up properties for rendering light onto this entity
3908 RSurf_ActiveWorldEntity();
3909 GL_AlphaTest(false);
3910 rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3911 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3912 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3913 VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3914 if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
3915 R_Mesh_TexMatrix(3, &rsurface.entitytolight);
3917 r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, trispvs);
3919 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3922 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3924 dp_model_t *model = ent->model;
3925 if (!model->DrawLight)
3928 R_Shadow_SetupEntityLight(ent);
3930 model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3932 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3935 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
3939 int numleafs, numsurfaces;
3940 int *leaflist, *surfacelist;
3941 unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs, *surfacesides;
3942 int numlightentities;
3943 int numlightentities_noselfshadow;
3944 int numshadowentities;
3945 int numshadowentities_noselfshadow;
3946 static entity_render_t *lightentities[MAX_EDICTS];
3947 static entity_render_t *shadowentities[MAX_EDICTS];
3948 static unsigned char entitysides[MAX_EDICTS];
3949 int lightentities_noselfshadow;
3950 int shadowentities_noselfshadow;
3951 vec3_t nearestpoint;
3953 qboolean castshadows;
3956 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3957 // skip lights that are basically invisible (color 0 0 0)
3958 if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
3961 // loading is done before visibility checks because loading should happen
3962 // all at once at the start of a level, not when it stalls gameplay.
3963 // (especially important to benchmarks)
3965 if (rtlight->isstatic && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3967 if (rtlight->compiled)
3968 R_RTLight_Uncompile(rtlight);
3969 R_RTLight_Compile(rtlight);
3973 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
3975 // look up the light style value at this time
3976 f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3977 VectorScale(rtlight->color, f, rtlight->currentcolor);
3979 if (rtlight->selected)
3981 f = 2 + sin(realtime * M_PI * 4.0);
3982 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3986 // if lightstyle is currently off, don't draw the light
3987 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3990 // if the light box is offscreen, skip it
3991 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3994 VectorCopy(rtlight->cullmins, rsurface.rtlight_cullmins);
3995 VectorCopy(rtlight->cullmaxs, rsurface.rtlight_cullmaxs);
3997 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
3999 // compiled light, world available and can receive realtime lighting
4000 // retrieve leaf information
4001 numleafs = rtlight->static_numleafs;
4002 leaflist = rtlight->static_leaflist;
4003 leafpvs = rtlight->static_leafpvs;
4004 numsurfaces = rtlight->static_numsurfaces;
4005 surfacelist = rtlight->static_surfacelist;
4006 surfacesides = NULL;
4007 shadowtrispvs = rtlight->static_shadowtrispvs;
4008 lighttrispvs = rtlight->static_lighttrispvs;
4010 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
4012 // dynamic light, world available and can receive realtime lighting
4013 // calculate lit surfaces and leafs
4014 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);
4015 r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rsurface.rtlight_cullmins, rsurface.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);
4016 leaflist = r_shadow_buffer_leaflist;
4017 leafpvs = r_shadow_buffer_leafpvs;
4018 surfacelist = r_shadow_buffer_surfacelist;
4019 surfacesides = r_shadow_buffer_surfacesides;
4020 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
4021 lighttrispvs = r_shadow_buffer_lighttrispvs;
4022 // if the reduced leaf bounds are offscreen, skip it
4023 if (R_CullBox(rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
4034 surfacesides = NULL;
4035 shadowtrispvs = NULL;
4036 lighttrispvs = NULL;
4038 // check if light is illuminating any visible leafs
4041 for (i = 0;i < numleafs;i++)
4042 if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
4047 // set up a scissor rectangle for this light
4048 if (R_Shadow_ScissorForBBox(rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
4051 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
4053 // make a list of lit entities and shadow casting entities
4054 numlightentities = 0;
4055 numlightentities_noselfshadow = 0;
4056 lightentities_noselfshadow = sizeof(lightentities)/sizeof(lightentities[0]) - 1;
4057 numshadowentities = 0;
4058 numshadowentities_noselfshadow = 0;
4059 shadowentities_noselfshadow = sizeof(shadowentities)/sizeof(shadowentities[0]) - 1;
4061 // add dynamic entities that are lit by the light
4062 if (r_drawentities.integer)
4064 for (i = 0;i < r_refdef.scene.numentities;i++)
4067 entity_render_t *ent = r_refdef.scene.entities[i];
4069 if (!BoxesOverlap(ent->mins, ent->maxs, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
4071 // skip the object entirely if it is not within the valid
4072 // shadow-casting region (which includes the lit region)
4073 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes))
4075 if (!(model = ent->model))
4077 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
4079 // this entity wants to receive light, is visible, and is
4080 // inside the light box
4081 // TODO: check if the surfaces in the model can receive light
4082 // so now check if it's in a leaf seen by the light
4083 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))
4085 if (ent->flags & RENDER_NOSELFSHADOW)
4086 lightentities[lightentities_noselfshadow - numlightentities_noselfshadow++] = ent;
4088 lightentities[numlightentities++] = ent;
4089 // since it is lit, it probably also casts a shadow...
4090 // about the VectorDistance2 - light emitting entities should not cast their own shadow
4091 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4092 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4094 // note: exterior models without the RENDER_NOSELFSHADOW
4095 // flag still create a RENDER_NOSELFSHADOW shadow but
4096 // are lit normally, this means that they are
4097 // self-shadowing but do not shadow other
4098 // RENDER_NOSELFSHADOW entities such as the gun
4099 // (very weird, but keeps the player shadow off the gun)
4100 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4101 shadowentities[shadowentities_noselfshadow - numshadowentities_noselfshadow++] = ent;
4103 shadowentities[numshadowentities++] = ent;
4106 else if (ent->flags & RENDER_SHADOW)
4108 // this entity is not receiving light, but may still need to
4110 // TODO: check if the surfaces in the model can cast shadow
4111 // now check if it is in a leaf seen by the light
4112 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))
4114 // about the VectorDistance2 - light emitting entities should not cast their own shadow
4115 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4116 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4118 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4119 shadowentities[shadowentities_noselfshadow - numshadowentities_noselfshadow++] = ent;
4121 shadowentities[numshadowentities++] = ent;
4127 // return if there's nothing at all to light
4128 if (!numlightentities && !numsurfaces)
4131 // don't let sound skip if going slow
4132 if (r_refdef.scene.extraupdate)
4135 // make this the active rtlight for rendering purposes
4136 R_Shadow_RenderMode_ActiveLight(rtlight);
4137 // count this light in the r_speeds
4138 r_refdef.stats.lights++;
4140 if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
4142 // optionally draw visible shape of the shadow volumes
4143 // for performance analysis by level designers
4144 R_Shadow_RenderMode_VisibleShadowVolumes();
4146 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4147 for (i = 0;i < numshadowentities;i++)
4148 R_Shadow_DrawEntityShadow(shadowentities[i]);
4149 for (i = 0;i < numshadowentities_noselfshadow;i++)
4150 R_Shadow_DrawEntityShadow(shadowentities[shadowentities_noselfshadow - i]);
4153 if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
4155 // optionally draw the illuminated areas
4156 // for performance analysis by level designers
4157 R_Shadow_RenderMode_VisibleLighting(false, false);
4159 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4160 for (i = 0;i < numlightentities;i++)
4161 R_Shadow_DrawEntityLight(lightentities[i]);
4162 for (i = 0;i < numlightentities_noselfshadow;i++)
4163 R_Shadow_DrawEntityLight(lightentities[lightentities_noselfshadow - i]);
4166 castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
4168 nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
4169 nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
4170 nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
4171 distance = VectorDistance(nearestpoint, r_refdef.view.origin);
4173 lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
4174 //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
4175 lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
4177 if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
4183 int receivermask = 0;
4184 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
4185 Matrix4x4_Abs(&radiustolight);
4187 r_shadow_shadowmaplod = 0;
4188 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
4189 if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
4190 r_shadow_shadowmaplod = i;
4192 size = r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE ? r_shadow_shadowmapmaxsize >> r_shadow_shadowmaplod : lodlinear;
4193 size = bound(1, size, r_shadow_shadowmapmaxsize);
4194 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
4198 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
4200 castermask = rtlight->static_shadowmap_casters;
4201 receivermask = rtlight->static_shadowmap_receivers;
4205 for(i = 0;i < numsurfaces;i++)
4207 msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
4208 surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4209 castermask |= surfacesides[i];
4210 receivermask |= surfacesides[i];
4214 if (receivermask < 0x3F)
4216 for (i = 0;i < numlightentities;i++)
4217 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4218 if (receivermask < 0x3F)
4219 for(i = 0; i < numlightentities_noselfshadow;i++)
4220 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[lightentities_noselfshadow - i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4223 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
4227 for (i = 0;i < numshadowentities;i++)
4228 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4229 for (i = 0;i < numshadowentities_noselfshadow;i++)
4230 castermask |= (entitysides[shadowentities_noselfshadow - i] = R_Shadow_CalcEntitySideMask(shadowentities[shadowentities_noselfshadow - i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4233 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
4235 // render shadow casters into 6 sided depth texture
4236 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
4238 R_Shadow_RenderMode_ShadowMap(side, true, size);
4239 if (! (castermask & (1 << side))) continue;
4241 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
4242 for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
4243 R_Shadow_DrawEntityShadow(shadowentities[i]);
4246 if (numlightentities_noselfshadow)
4248 // render lighting using the depth texture as shadowmap
4249 // draw lighting in the unmasked areas
4250 R_Shadow_RenderMode_Lighting(false, false, true);
4251 for (i = 0;i < numlightentities_noselfshadow;i++)
4252 R_Shadow_DrawEntityLight(lightentities[lightentities_noselfshadow - i]);
4255 // render shadow casters into 6 sided depth texture
4256 if (numshadowentities_noselfshadow)
4258 for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
4260 R_Shadow_RenderMode_ShadowMap(side, false, size);
4261 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides[shadowentities_noselfshadow - i] & (1 << side))
4262 R_Shadow_DrawEntityShadow(shadowentities[shadowentities_noselfshadow - i]);
4266 // render lighting using the depth texture as shadowmap
4267 // draw lighting in the unmasked areas
4268 R_Shadow_RenderMode_Lighting(false, false, true);
4269 // draw lighting in the unmasked areas
4271 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4272 for (i = 0;i < numlightentities;i++)
4273 R_Shadow_DrawEntityLight(lightentities[i]);
4275 else if (castshadows && gl_stencil)
4277 // draw stencil shadow volumes to mask off pixels that are in shadow
4278 // so that they won't receive lighting
4279 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
4280 R_Shadow_ClearStencil();
4282 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4283 for (i = 0;i < numshadowentities;i++)
4284 R_Shadow_DrawEntityShadow(shadowentities[i]);
4285 if (numlightentities_noselfshadow)
4287 // draw lighting in the unmasked areas
4288 R_Shadow_RenderMode_Lighting(true, false, false);
4289 for (i = 0;i < numlightentities_noselfshadow;i++)
4290 R_Shadow_DrawEntityLight(lightentities[lightentities_noselfshadow - i]);
4292 // optionally draw the illuminated areas
4293 // for performance analysis by level designers
4294 if (r_showlighting.integer && r_refdef.view.showdebug)
4296 R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
4297 for (i = 0;i < numlightentities_noselfshadow;i++)
4298 R_Shadow_DrawEntityLight(lightentities[lightentities_noselfshadow - i]);
4301 for (i = 0;i < numshadowentities_noselfshadow;i++)
4302 R_Shadow_DrawEntityShadow(shadowentities[shadowentities_noselfshadow - i]);
4304 if (numsurfaces + numlightentities)
4306 // draw lighting in the unmasked areas
4307 R_Shadow_RenderMode_Lighting(true, false, false);
4309 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4310 for (i = 0;i < numlightentities;i++)
4311 R_Shadow_DrawEntityLight(lightentities[i]);
4316 if (numsurfaces + numlightentities)
4318 // draw lighting in the unmasked areas
4319 R_Shadow_RenderMode_Lighting(false, false, false);
4321 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4322 for (i = 0;i < numlightentities;i++)
4323 R_Shadow_DrawEntityLight(lightentities[i]);
4324 for (i = 0;i < numlightentities_noselfshadow;i++)
4325 R_Shadow_DrawEntityLight(lightentities[lightentities_noselfshadow - i]);
4330 void R_Shadow_DrawLightSprites(void);
4331 void R_ShadowVolumeLighting(qboolean visible)
4339 if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, gl_max_size.integer / 4) ||
4340 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer && r_glsl.integer && gl_support_fragment_shader && gl_support_ext_framebuffer_object) ||
4341 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0) ||
4342 r_shadow_shadowmaptexturetype != r_shadow_shadowmapping_texturetype.integer ||
4343 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
4344 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
4345 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
4346 R_Shadow_FreeShadowMaps();
4348 if (r_editlights.integer)
4349 R_Shadow_DrawLightSprites();
4351 R_Shadow_RenderMode_Begin();
4353 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4354 if (r_shadow_debuglight.integer >= 0)
4356 lightindex = r_shadow_debuglight.integer;
4357 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4358 if (light && (light->flags & flag))
4359 R_DrawRTLight(&light->rtlight, visible);
4363 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4364 for (lightindex = 0;lightindex < range;lightindex++)
4366 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4367 if (light && (light->flags & flag))
4368 R_DrawRTLight(&light->rtlight, visible);
4371 if (r_refdef.scene.rtdlight)
4372 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4373 R_DrawRTLight(r_refdef.scene.lights[lnum], visible);
4375 R_Shadow_RenderMode_End();
4378 extern const float r_screenvertex3f[12];
4379 extern void R_SetupView(qboolean allowwaterclippingplane);
4380 extern void R_ResetViewRendering3D(void);
4381 extern void R_ResetViewRendering2D(void);
4382 extern cvar_t r_shadows;
4383 extern cvar_t r_shadows_darken;
4384 extern cvar_t r_shadows_drawafterrtlighting;
4385 extern cvar_t r_shadows_castfrombmodels;
4386 extern cvar_t r_shadows_throwdistance;
4387 extern cvar_t r_shadows_throwdirection;
4388 void R_DrawModelShadows(void)
4391 float relativethrowdistance;
4392 entity_render_t *ent;
4393 vec3_t relativelightorigin;
4394 vec3_t relativelightdirection;
4395 vec3_t relativeshadowmins, relativeshadowmaxs;
4396 vec3_t tmp, shadowdir;
4398 if (!r_drawentities.integer || !gl_stencil)
4402 R_ResetViewRendering3D();
4403 //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4404 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4405 R_Shadow_RenderMode_Begin();
4406 R_Shadow_RenderMode_ActiveLight(NULL);
4407 r_shadow_lightscissor[0] = r_refdef.view.x;
4408 r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4409 r_shadow_lightscissor[2] = r_refdef.view.width;
4410 r_shadow_lightscissor[3] = r_refdef.view.height;
4411 R_Shadow_RenderMode_StencilShadowVolumes(false);
4414 if (r_shadows.integer == 2)
4416 Math_atov(r_shadows_throwdirection.string, shadowdir);
4417 VectorNormalize(shadowdir);
4420 R_Shadow_ClearStencil();
4422 for (i = 0;i < r_refdef.scene.numentities;i++)
4424 ent = r_refdef.scene.entities[i];
4426 // cast shadows from anything of the map (submodels are optional)
4427 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4429 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4430 VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
4431 VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
4432 if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
4433 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4436 if(ent->entitynumber != 0)
4438 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
4439 int entnum, entnum2, recursion;
4440 entnum = entnum2 = ent->entitynumber;
4441 for(recursion = 32; recursion > 0; --recursion)
4443 entnum2 = cl.entities[entnum].state_current.tagentity;
4444 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
4449 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
4451 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
4452 // transform into modelspace of OUR entity
4453 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
4454 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
4457 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4460 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4463 VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
4464 RSurf_ActiveModelEntity(ent, false, false);
4465 ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
4466 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4470 // not really the right mode, but this will disable any silly stencil features
4471 R_Shadow_RenderMode_End();
4473 // set up ortho view for rendering this pass
4474 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4475 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4476 //GL_ScissorTest(true);
4477 //R_Mesh_Matrix(&identitymatrix);
4478 //R_Mesh_ResetTextureState();
4479 R_ResetViewRendering2D();
4480 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4481 R_Mesh_ColorPointer(NULL, 0, 0);
4482 R_SetupGenericShader(false);
4484 // set up a darkening blend on shadowed areas
4485 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4486 //GL_DepthRange(0, 1);
4487 //GL_DepthTest(false);
4488 //GL_DepthMask(false);
4489 //GL_PolygonOffset(0, 0);CHECKGLERROR
4490 GL_Color(0, 0, 0, r_shadows_darken.value);
4491 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4492 //qglDepthFunc(GL_ALWAYS);CHECKGLERROR
4493 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
4494 qglStencilMask(~0);CHECKGLERROR
4495 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
4496 qglStencilFunc(GL_NOTEQUAL, 128, ~0);CHECKGLERROR
4498 // apply the blend to the shadowed areas
4499 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4501 // restore the viewport
4502 R_SetViewport(&r_refdef.view.viewport);
4504 // restore other state to normal
4505 //R_Shadow_RenderMode_End();
4508 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
4511 vec3_t centerorigin;
4512 // if it's too close, skip it
4513 if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
4515 zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
4518 if (usequery && r_numqueries + 2 <= r_maxqueries)
4520 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
4521 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
4522 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
4525 // NOTE: we can't disable depth testing using R_DrawSprite's depthdisable argument, which calls GL_DepthTest, as that's broken in the ATI drivers
4526 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
4527 qglDepthFunc(GL_ALWAYS);
4528 R_DrawSprite(GL_ONE, GL_ZERO, r_shadow_lightcorona, NULL, false, false, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, 1, 1, 1, 1);
4529 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4530 qglDepthFunc(GL_LEQUAL);
4531 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
4532 R_DrawSprite(GL_ONE, GL_ZERO, r_shadow_lightcorona, NULL, false, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, 1, 1, 1, 1);
4533 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4536 rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
4539 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
4542 GLint allpixels = 0, visiblepixels = 0;
4543 // now we have to check the query result
4544 if (rtlight->corona_queryindex_visiblepixels)
4547 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
4548 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
4550 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
4551 if (visiblepixels < 1 || allpixels < 1)
4553 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
4554 cscale *= rtlight->corona_visibility;
4558 // FIXME: these traces should scan all render entities instead of cl.world
4559 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
4562 VectorScale(rtlight->currentcolor, cscale, color);
4563 if (VectorLength(color) > (1.0f / 256.0f))
4564 R_DrawSprite(GL_ONE, GL_ONE, r_shadow_lightcorona, NULL, true, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, color[0], color[1], color[2], 1);
4567 void R_DrawCoronas(void)
4575 if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
4577 if (r_waterstate.renderingscene)
4579 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4580 R_Mesh_Matrix(&identitymatrix);
4582 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4584 // check occlusion of coronas
4585 // use GL_ARB_occlusion_query if available
4586 // otherwise use raytraces
4588 usequery = gl_support_arb_occlusion_query && r_coronas_occlusionquery.integer;
4591 GL_ColorMask(0,0,0,0);
4592 if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
4593 if (r_maxqueries < R_MAX_OCCLUSION_QUERIES)
4596 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
4597 r_maxqueries = min(r_maxqueries, R_MAX_OCCLUSION_QUERIES);
4599 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
4603 for (lightindex = 0;lightindex < range;lightindex++)
4605 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4608 rtlight = &light->rtlight;
4609 rtlight->corona_visibility = 0;
4610 rtlight->corona_queryindex_visiblepixels = 0;
4611 rtlight->corona_queryindex_allpixels = 0;
4612 if (!(rtlight->flags & flag))
4614 if (rtlight->corona <= 0)
4616 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
4618 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4620 for (i = 0;i < r_refdef.scene.numlights;i++)
4622 rtlight = r_refdef.scene.lights[i];
4623 rtlight->corona_visibility = 0;
4624 rtlight->corona_queryindex_visiblepixels = 0;
4625 rtlight->corona_queryindex_allpixels = 0;
4626 if (!(rtlight->flags & flag))
4628 if (rtlight->corona <= 0)
4630 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4633 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4635 // now draw the coronas using the query data for intensity info
4636 for (lightindex = 0;lightindex < range;lightindex++)
4638 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4641 rtlight = &light->rtlight;
4642 if (rtlight->corona_visibility <= 0)
4644 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4646 for (i = 0;i < r_refdef.scene.numlights;i++)
4648 rtlight = r_refdef.scene.lights[i];
4649 if (rtlight->corona_visibility <= 0)
4651 if (gl_flashblend.integer)
4652 R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
4654 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4660 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
4661 typedef struct suffixinfo_s
4664 qboolean flipx, flipy, flipdiagonal;
4667 static suffixinfo_t suffix[3][6] =
4670 {"px", false, false, false},
4671 {"nx", false, false, false},
4672 {"py", false, false, false},
4673 {"ny", false, false, false},
4674 {"pz", false, false, false},
4675 {"nz", false, false, false}
4678 {"posx", false, false, false},
4679 {"negx", false, false, false},
4680 {"posy", false, false, false},
4681 {"negy", false, false, false},
4682 {"posz", false, false, false},
4683 {"negz", false, false, false}
4686 {"rt", true, false, true},
4687 {"lf", false, true, true},
4688 {"ft", true, true, false},
4689 {"bk", false, false, false},
4690 {"up", true, false, true},
4691 {"dn", true, false, true}
4695 static int componentorder[4] = {0, 1, 2, 3};
4697 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
4699 int i, j, cubemapsize;
4700 unsigned char *cubemappixels, *image_buffer;
4701 rtexture_t *cubemaptexture;
4703 // must start 0 so the first loadimagepixels has no requested width/height
4705 cubemappixels = NULL;
4706 cubemaptexture = NULL;
4707 // keep trying different suffix groups (posx, px, rt) until one loads
4708 for (j = 0;j < 3 && !cubemappixels;j++)
4710 // load the 6 images in the suffix group
4711 for (i = 0;i < 6;i++)
4713 // generate an image name based on the base and and suffix
4714 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
4716 if ((image_buffer = loadimagepixelsbgra(name, false, false)))
4718 // an image loaded, make sure width and height are equal
4719 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
4721 // if this is the first image to load successfully, allocate the cubemap memory
4722 if (!cubemappixels && image_width >= 1)
4724 cubemapsize = image_width;
4725 // note this clears to black, so unavailable sides are black
4726 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
4728 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
4730 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
4733 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
4735 Mem_Free(image_buffer);
4739 // if a cubemap loaded, upload it
4742 if (developer_loading.integer)
4743 Con_Printf("loading cubemap \"%s\"\n", basename);
4745 if (!r_shadow_filters_texturepool)
4746 r_shadow_filters_texturepool = R_AllocTexturePool();
4747 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, TEXF_PRECACHE | (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
4748 Mem_Free(cubemappixels);
4752 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
4753 if (developer_loading.integer)
4755 Con_Printf("(tried tried images ");
4756 for (j = 0;j < 3;j++)
4757 for (i = 0;i < 6;i++)
4758 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
4759 Con_Print(" and was unable to find any of them).\n");
4762 return cubemaptexture;
4765 rtexture_t *R_Shadow_Cubemap(const char *basename)
4768 for (i = 0;i < numcubemaps;i++)
4769 if (!strcasecmp(cubemaps[i].basename, basename))
4770 return cubemaps[i].texture ? cubemaps[i].texture : r_texture_whitecube;
4771 if (i >= MAX_CUBEMAPS)
4772 return r_texture_whitecube;
4774 strlcpy(cubemaps[i].basename, basename, sizeof(cubemaps[i].basename));
4775 cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
4776 return cubemaps[i].texture;
4779 void R_Shadow_FreeCubemaps(void)
4782 for (i = 0;i < numcubemaps;i++)
4784 if (developer_loading.integer)
4785 Con_Printf("unloading cubemap \"%s\"\n", cubemaps[i].basename);
4786 if (cubemaps[i].texture)
4787 R_FreeTexture(cubemaps[i].texture);
4791 R_FreeTexturePool(&r_shadow_filters_texturepool);
4794 dlight_t *R_Shadow_NewWorldLight(void)
4796 return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
4799 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)
4802 // validate parameters
4803 if (style < 0 || style >= MAX_LIGHTSTYLES)
4805 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
4811 // copy to light properties
4812 VectorCopy(origin, light->origin);
4813 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
4814 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
4815 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
4816 light->color[0] = max(color[0], 0);
4817 light->color[1] = max(color[1], 0);
4818 light->color[2] = max(color[2], 0);
4819 light->radius = max(radius, 0);
4820 light->style = style;
4821 light->shadow = shadowenable;
4822 light->corona = corona;
4823 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
4824 light->coronasizescale = coronasizescale;
4825 light->ambientscale = ambientscale;
4826 light->diffusescale = diffusescale;
4827 light->specularscale = specularscale;
4828 light->flags = flags;
4830 // update renderable light data
4831 Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
4832 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);
4835 void R_Shadow_FreeWorldLight(dlight_t *light)
4837 if (r_shadow_selectedlight == light)
4838 r_shadow_selectedlight = NULL;
4839 R_RTLight_Uncompile(&light->rtlight);
4840 Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
4843 void R_Shadow_ClearWorldLights(void)
4847 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4848 for (lightindex = 0;lightindex < range;lightindex++)
4850 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4852 R_Shadow_FreeWorldLight(light);
4854 r_shadow_selectedlight = NULL;
4855 R_Shadow_FreeCubemaps();
4858 void R_Shadow_SelectLight(dlight_t *light)
4860 if (r_shadow_selectedlight)
4861 r_shadow_selectedlight->selected = false;
4862 r_shadow_selectedlight = light;
4863 if (r_shadow_selectedlight)
4864 r_shadow_selectedlight->selected = true;
4867 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4869 // this is never batched (there can be only one)
4870 R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, r_editlights_sprcursor->tex, r_editlights_sprcursor->tex, false, false, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE, 1, 1, 1, 1);
4873 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4880 // this is never batched (due to the ent parameter changing every time)
4881 // so numsurfaces == 1 and surfacelist[0] == lightnumber
4882 const dlight_t *light = (dlight_t *)ent;
4885 VectorScale(light->color, intensity, spritecolor);
4886 if (VectorLength(spritecolor) < 0.1732f)
4887 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
4888 if (VectorLength(spritecolor) > 1.0f)
4889 VectorNormalize(spritecolor);
4891 // draw light sprite
4892 if (light->cubemapname[0] && !light->shadow)
4893 pic = r_editlights_sprcubemapnoshadowlight;
4894 else if (light->cubemapname[0])
4895 pic = r_editlights_sprcubemaplight;
4896 else if (!light->shadow)
4897 pic = r_editlights_sprnoshadowlight;
4899 pic = r_editlights_sprlight;
4900 R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, pic->tex, pic->tex, false, false, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s, spritecolor[0], spritecolor[1], spritecolor[2], 1);
4901 // draw selection sprite if light is selected
4902 if (light->selected)
4903 R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, r_editlights_sprselection->tex, r_editlights_sprselection->tex, false, false, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s, 1, 1, 1, 1);
4904 // VorteX todo: add normalmode/realtime mode light overlay sprites?
4907 void R_Shadow_DrawLightSprites(void)
4911 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4912 for (lightindex = 0;lightindex < range;lightindex++)
4914 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4916 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
4918 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
4921 void R_Shadow_SelectLightInView(void)
4923 float bestrating, rating, temp[3];
4927 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4930 for (lightindex = 0;lightindex < range;lightindex++)
4932 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4935 VectorSubtract(light->origin, r_refdef.view.origin, temp);
4936 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
4939 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
4940 if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
4942 bestrating = rating;
4947 R_Shadow_SelectLight(best);
4950 void R_Shadow_LoadWorldLights(void)
4952 int n, a, style, shadow, flags;
4953 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
4954 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
4955 if (cl.worldmodel == NULL)
4957 Con_Print("No map loaded.\n");
4960 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
4961 strlcat (name, ".rtlights", sizeof (name));
4962 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
4972 for (;COM_Parse(t, true) && strcmp(
4973 if (COM_Parse(t, true))
4975 if (com_token[0] == '!')
4978 origin[0] = atof(com_token+1);
4981 origin[0] = atof(com_token);
4986 while (*s && *s != '\n' && *s != '\r')
4992 // check for modifier flags
4999 #if _MSC_VER >= 1400
5000 #define sscanf sscanf_s
5002 cubemapname[sizeof(cubemapname)-1] = 0;
5003 #if MAX_QPATH != 128
5004 #error update this code if MAX_QPATH changes
5006 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
5007 #if _MSC_VER >= 1400
5008 , sizeof(cubemapname)
5010 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
5013 flags = LIGHTFLAG_REALTIMEMODE;
5021 coronasizescale = 0.25f;
5023 VectorClear(angles);
5026 if (a < 9 || !strcmp(cubemapname, "\"\""))
5028 // remove quotes on cubemapname
5029 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
5032 namelen = strlen(cubemapname) - 2;
5033 memmove(cubemapname, cubemapname + 1, namelen);
5034 cubemapname[namelen] = '\0';
5038 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);
5041 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5049 Con_Printf("invalid rtlights file \"%s\"\n", name);
5050 Mem_Free(lightsstring);
5054 void R_Shadow_SaveWorldLights(void)
5058 size_t bufchars, bufmaxchars;
5060 char name[MAX_QPATH];
5061 char line[MAX_INPUTLINE];
5062 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
5063 // I hate lines which are 3 times my screen size :( --blub
5066 if (cl.worldmodel == NULL)
5068 Con_Print("No map loaded.\n");
5071 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
5072 strlcat (name, ".rtlights", sizeof (name));
5073 bufchars = bufmaxchars = 0;
5075 for (lightindex = 0;lightindex < range;lightindex++)
5077 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5080 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5081 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);
5082 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5083 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]);
5085 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);
5086 if (bufchars + strlen(line) > bufmaxchars)
5088 bufmaxchars = bufchars + strlen(line) + 2048;
5090 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5094 memcpy(buf, oldbuf, bufchars);
5100 memcpy(buf + bufchars, line, strlen(line));
5101 bufchars += strlen(line);
5105 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5110 void R_Shadow_LoadLightsFile(void)
5113 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5114 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5115 if (cl.worldmodel == NULL)
5117 Con_Print("No map loaded.\n");
5120 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
5121 strlcat (name, ".lights", sizeof (name));
5122 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5130 while (*s && *s != '\n' && *s != '\r')
5136 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);
5140 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);
5143 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5144 radius = bound(15, radius, 4096);
5145 VectorScale(color, (2.0f / (8388608.0f)), color);
5146 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5154 Con_Printf("invalid lights file \"%s\"\n", name);
5155 Mem_Free(lightsstring);
5159 // tyrlite/hmap2 light types in the delay field
5160 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5162 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5164 int entnum, style, islight, skin, pflags, effects, type, n;
5167 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5168 char key[256], value[MAX_INPUTLINE];
5170 if (cl.worldmodel == NULL)
5172 Con_Print("No map loaded.\n");
5175 // try to load a .ent file first
5176 FS_StripExtension (cl.worldmodel->name, key, sizeof (key));
5177 strlcat (key, ".ent", sizeof (key));
5178 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5179 // and if that is not found, fall back to the bsp file entity string
5181 data = cl.worldmodel->brush.entities;
5184 for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5186 type = LIGHTTYPE_MINUSX;
5187 origin[0] = origin[1] = origin[2] = 0;
5188 originhack[0] = originhack[1] = originhack[2] = 0;
5189 angles[0] = angles[1] = angles[2] = 0;
5190 color[0] = color[1] = color[2] = 1;
5191 light[0] = light[1] = light[2] = 1;light[3] = 300;
5192 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5202 if (!COM_ParseToken_Simple(&data, false, false))
5204 if (com_token[0] == '}')
5205 break; // end of entity
5206 if (com_token[0] == '_')
5207 strlcpy(key, com_token + 1, sizeof(key));
5209 strlcpy(key, com_token, sizeof(key));
5210 while (key[strlen(key)-1] == ' ') // remove trailing spaces
5211 key[strlen(key)-1] = 0;
5212 if (!COM_ParseToken_Simple(&data, false, false))
5214 strlcpy(value, com_token, sizeof(value));
5216 // now that we have the key pair worked out...
5217 if (!strcmp("light", key))
5219 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5223 light[0] = vec[0] * (1.0f / 256.0f);
5224 light[1] = vec[0] * (1.0f / 256.0f);
5225 light[2] = vec[0] * (1.0f / 256.0f);
5231 light[0] = vec[0] * (1.0f / 255.0f);
5232 light[1] = vec[1] * (1.0f / 255.0f);
5233 light[2] = vec[2] * (1.0f / 255.0f);
5237 else if (!strcmp("delay", key))
5239 else if (!strcmp("origin", key))
5240 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5241 else if (!strcmp("angle", key))
5242 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5243 else if (!strcmp("angles", key))
5244 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5245 else if (!strcmp("color", key))
5246 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5247 else if (!strcmp("wait", key))
5248 fadescale = atof(value);
5249 else if (!strcmp("classname", key))
5251 if (!strncmp(value, "light", 5))
5254 if (!strcmp(value, "light_fluoro"))
5259 overridecolor[0] = 1;
5260 overridecolor[1] = 1;
5261 overridecolor[2] = 1;
5263 if (!strcmp(value, "light_fluorospark"))
5268 overridecolor[0] = 1;
5269 overridecolor[1] = 1;
5270 overridecolor[2] = 1;
5272 if (!strcmp(value, "light_globe"))
5277 overridecolor[0] = 1;
5278 overridecolor[1] = 0.8;
5279 overridecolor[2] = 0.4;
5281 if (!strcmp(value, "light_flame_large_yellow"))
5286 overridecolor[0] = 1;
5287 overridecolor[1] = 0.5;
5288 overridecolor[2] = 0.1;
5290 if (!strcmp(value, "light_flame_small_yellow"))
5295 overridecolor[0] = 1;
5296 overridecolor[1] = 0.5;
5297 overridecolor[2] = 0.1;
5299 if (!strcmp(value, "light_torch_small_white"))
5304 overridecolor[0] = 1;
5305 overridecolor[1] = 0.5;
5306 overridecolor[2] = 0.1;
5308 if (!strcmp(value, "light_torch_small_walltorch"))
5313 overridecolor[0] = 1;
5314 overridecolor[1] = 0.5;
5315 overridecolor[2] = 0.1;
5319 else if (!strcmp("style", key))
5320 style = atoi(value);
5321 else if (!strcmp("skin", key))
5322 skin = (int)atof(value);
5323 else if (!strcmp("pflags", key))
5324 pflags = (int)atof(value);
5325 else if (!strcmp("effects", key))
5326 effects = (int)atof(value);
5327 else if (cl.worldmodel->type == mod_brushq3)
5329 if (!strcmp("scale", key))
5330 lightscale = atof(value);
5331 if (!strcmp("fade", key))
5332 fadescale = atof(value);
5337 if (lightscale <= 0)
5341 if (color[0] == color[1] && color[0] == color[2])
5343 color[0] *= overridecolor[0];
5344 color[1] *= overridecolor[1];
5345 color[2] *= overridecolor[2];
5347 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5348 color[0] = color[0] * light[0];
5349 color[1] = color[1] * light[1];
5350 color[2] = color[2] * light[2];
5353 case LIGHTTYPE_MINUSX:
5355 case LIGHTTYPE_RECIPX:
5357 VectorScale(color, (1.0f / 16.0f), color);
5359 case LIGHTTYPE_RECIPXX:
5361 VectorScale(color, (1.0f / 16.0f), color);
5364 case LIGHTTYPE_NONE:
5368 case LIGHTTYPE_MINUSXX:
5371 VectorAdd(origin, originhack, origin);
5373 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);
5376 Mem_Free(entfiledata);
5380 void R_Shadow_SetCursorLocationForView(void)
5383 vec3_t dest, endpos;
5385 VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5386 trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
5387 if (trace.fraction < 1)
5389 dist = trace.fraction * r_editlights_cursordistance.value;
5390 push = r_editlights_cursorpushback.value;
5394 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
5395 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
5399 VectorClear( endpos );
5401 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5402 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5403 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5406 void R_Shadow_UpdateWorldLightSelection(void)
5408 if (r_editlights.integer)
5410 R_Shadow_SetCursorLocationForView();
5411 R_Shadow_SelectLightInView();
5414 R_Shadow_SelectLight(NULL);
5417 void R_Shadow_EditLights_Clear_f(void)
5419 R_Shadow_ClearWorldLights();
5422 void R_Shadow_EditLights_Reload_f(void)
5426 strlcpy(r_shadow_mapname, cl.worldmodel->name, sizeof(r_shadow_mapname));
5427 R_Shadow_ClearWorldLights();
5428 R_Shadow_LoadWorldLights();
5429 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5431 R_Shadow_LoadLightsFile();
5432 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5433 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5437 void R_Shadow_EditLights_Save_f(void)
5441 R_Shadow_SaveWorldLights();
5444 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
5446 R_Shadow_ClearWorldLights();
5447 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5450 void R_Shadow_EditLights_ImportLightsFile_f(void)
5452 R_Shadow_ClearWorldLights();
5453 R_Shadow_LoadLightsFile();
5456 void R_Shadow_EditLights_Spawn_f(void)
5459 if (!r_editlights.integer)
5461 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5464 if (Cmd_Argc() != 1)
5466 Con_Print("r_editlights_spawn does not take parameters\n");
5469 color[0] = color[1] = color[2] = 1;
5470 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5473 void R_Shadow_EditLights_Edit_f(void)
5475 vec3_t origin, angles, color;
5476 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
5477 int style, shadows, flags, normalmode, realtimemode;
5478 char cubemapname[MAX_INPUTLINE];
5479 if (!r_editlights.integer)
5481 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5484 if (!r_shadow_selectedlight)
5486 Con_Print("No selected light.\n");
5489 VectorCopy(r_shadow_selectedlight->origin, origin);
5490 VectorCopy(r_shadow_selectedlight->angles, angles);
5491 VectorCopy(r_shadow_selectedlight->color, color);
5492 radius = r_shadow_selectedlight->radius;
5493 style = r_shadow_selectedlight->style;
5494 if (r_shadow_selectedlight->cubemapname)
5495 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
5498 shadows = r_shadow_selectedlight->shadow;
5499 corona = r_shadow_selectedlight->corona;
5500 coronasizescale = r_shadow_selectedlight->coronasizescale;
5501 ambientscale = r_shadow_selectedlight->ambientscale;
5502 diffusescale = r_shadow_selectedlight->diffusescale;
5503 specularscale = r_shadow_selectedlight->specularscale;
5504 flags = r_shadow_selectedlight->flags;
5505 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
5506 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
5507 if (!strcmp(Cmd_Argv(1), "origin"))
5509 if (Cmd_Argc() != 5)
5511 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5514 origin[0] = atof(Cmd_Argv(2));
5515 origin[1] = atof(Cmd_Argv(3));
5516 origin[2] = atof(Cmd_Argv(4));
5518 else if (!strcmp(Cmd_Argv(1), "originx"))
5520 if (Cmd_Argc() != 3)
5522 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5525 origin[0] = atof(Cmd_Argv(2));
5527 else if (!strcmp(Cmd_Argv(1), "originy"))
5529 if (Cmd_Argc() != 3)
5531 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5534 origin[1] = atof(Cmd_Argv(2));
5536 else if (!strcmp(Cmd_Argv(1), "originz"))
5538 if (Cmd_Argc() != 3)
5540 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5543 origin[2] = atof(Cmd_Argv(2));
5545 else if (!strcmp(Cmd_Argv(1), "move"))
5547 if (Cmd_Argc() != 5)
5549 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5552 origin[0] += atof(Cmd_Argv(2));
5553 origin[1] += atof(Cmd_Argv(3));
5554 origin[2] += atof(Cmd_Argv(4));
5556 else if (!strcmp(Cmd_Argv(1), "movex"))
5558 if (Cmd_Argc() != 3)
5560 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5563 origin[0] += atof(Cmd_Argv(2));
5565 else if (!strcmp(Cmd_Argv(1), "movey"))
5567 if (Cmd_Argc() != 3)
5569 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5572 origin[1] += atof(Cmd_Argv(2));
5574 else if (!strcmp(Cmd_Argv(1), "movez"))
5576 if (Cmd_Argc() != 3)
5578 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5581 origin[2] += atof(Cmd_Argv(2));
5583 else if (!strcmp(Cmd_Argv(1), "angles"))
5585 if (Cmd_Argc() != 5)
5587 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5590 angles[0] = atof(Cmd_Argv(2));
5591 angles[1] = atof(Cmd_Argv(3));
5592 angles[2] = atof(Cmd_Argv(4));
5594 else if (!strcmp(Cmd_Argv(1), "anglesx"))
5596 if (Cmd_Argc() != 3)
5598 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5601 angles[0] = atof(Cmd_Argv(2));
5603 else if (!strcmp(Cmd_Argv(1), "anglesy"))
5605 if (Cmd_Argc() != 3)
5607 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5610 angles[1] = atof(Cmd_Argv(2));
5612 else if (!strcmp(Cmd_Argv(1), "anglesz"))
5614 if (Cmd_Argc() != 3)
5616 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5619 angles[2] = atof(Cmd_Argv(2));
5621 else if (!strcmp(Cmd_Argv(1), "color"))
5623 if (Cmd_Argc() != 5)
5625 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
5628 color[0] = atof(Cmd_Argv(2));
5629 color[1] = atof(Cmd_Argv(3));
5630 color[2] = atof(Cmd_Argv(4));
5632 else if (!strcmp(Cmd_Argv(1), "radius"))
5634 if (Cmd_Argc() != 3)
5636 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5639 radius = atof(Cmd_Argv(2));
5641 else if (!strcmp(Cmd_Argv(1), "colorscale"))
5643 if (Cmd_Argc() == 3)
5645 double scale = atof(Cmd_Argv(2));
5652 if (Cmd_Argc() != 5)
5654 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
5657 color[0] *= atof(Cmd_Argv(2));
5658 color[1] *= atof(Cmd_Argv(3));
5659 color[2] *= atof(Cmd_Argv(4));
5662 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
5664 if (Cmd_Argc() != 3)
5666 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5669 radius *= atof(Cmd_Argv(2));
5671 else if (!strcmp(Cmd_Argv(1), "style"))
5673 if (Cmd_Argc() != 3)
5675 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5678 style = atoi(Cmd_Argv(2));
5680 else if (!strcmp(Cmd_Argv(1), "cubemap"))
5684 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5687 if (Cmd_Argc() == 3)
5688 strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
5692 else if (!strcmp(Cmd_Argv(1), "shadows"))
5694 if (Cmd_Argc() != 3)
5696 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5699 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5701 else if (!strcmp(Cmd_Argv(1), "corona"))
5703 if (Cmd_Argc() != 3)
5705 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5708 corona = atof(Cmd_Argv(2));
5710 else if (!strcmp(Cmd_Argv(1), "coronasize"))
5712 if (Cmd_Argc() != 3)
5714 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5717 coronasizescale = atof(Cmd_Argv(2));
5719 else if (!strcmp(Cmd_Argv(1), "ambient"))
5721 if (Cmd_Argc() != 3)
5723 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5726 ambientscale = atof(Cmd_Argv(2));
5728 else if (!strcmp(Cmd_Argv(1), "diffuse"))
5730 if (Cmd_Argc() != 3)
5732 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5735 diffusescale = atof(Cmd_Argv(2));
5737 else if (!strcmp(Cmd_Argv(1), "specular"))
5739 if (Cmd_Argc() != 3)
5741 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5744 specularscale = atof(Cmd_Argv(2));
5746 else if (!strcmp(Cmd_Argv(1), "normalmode"))
5748 if (Cmd_Argc() != 3)
5750 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5753 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5755 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
5757 if (Cmd_Argc() != 3)
5759 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5762 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5766 Con_Print("usage: r_editlights_edit [property] [value]\n");
5767 Con_Print("Selected light's properties:\n");
5768 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
5769 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
5770 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
5771 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
5772 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
5773 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
5774 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
5775 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
5776 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
5777 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
5778 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
5779 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
5780 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
5781 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
5784 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
5785 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5788 void R_Shadow_EditLights_EditAll_f(void)
5794 if (!r_editlights.integer)
5796 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
5800 // EditLights doesn't seem to have a "remove" command or something so:
5801 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5802 for (lightindex = 0;lightindex < range;lightindex++)
5804 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5807 R_Shadow_SelectLight(light);
5808 R_Shadow_EditLights_Edit_f();
5812 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
5814 int lightnumber, lightcount;
5815 size_t lightindex, range;
5819 if (!r_editlights.integer)
5821 x = vid_conwidth.value - 240;
5823 DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
5826 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5827 for (lightindex = 0;lightindex < range;lightindex++)
5829 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5832 if (light == r_shadow_selectedlight)
5833 lightnumber = lightindex;
5836 dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8;
5837 dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8;
5839 if (r_shadow_selectedlight == NULL)
5841 dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5842 dpsnprintf(temp, sizeof(temp), "Origin : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5843 dpsnprintf(temp, sizeof(temp), "Angles : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5844 dpsnprintf(temp, sizeof(temp), "Color : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5845 dpsnprintf(temp, sizeof(temp), "Radius : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5846 dpsnprintf(temp, sizeof(temp), "Corona : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5847 dpsnprintf(temp, sizeof(temp), "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5848 dpsnprintf(temp, sizeof(temp), "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5849 dpsnprintf(temp, sizeof(temp), "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5850 dpsnprintf(temp, sizeof(temp), "CoronaSize : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5851 dpsnprintf(temp, sizeof(temp), "Ambient : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5852 dpsnprintf(temp, sizeof(temp), "Diffuse : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5853 dpsnprintf(temp, sizeof(temp), "Specular : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5854 dpsnprintf(temp, sizeof(temp), "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5855 dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5858 void R_Shadow_EditLights_ToggleShadow_f(void)
5860 if (!r_editlights.integer)
5862 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5865 if (!r_shadow_selectedlight)
5867 Con_Print("No selected light.\n");
5870 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);
5873 void R_Shadow_EditLights_ToggleCorona_f(void)
5875 if (!r_editlights.integer)
5877 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5880 if (!r_shadow_selectedlight)
5882 Con_Print("No selected light.\n");
5885 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);
5888 void R_Shadow_EditLights_Remove_f(void)
5890 if (!r_editlights.integer)
5892 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
5895 if (!r_shadow_selectedlight)
5897 Con_Print("No selected light.\n");
5900 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
5901 r_shadow_selectedlight = NULL;
5904 void R_Shadow_EditLights_Help_f(void)
5907 "Documentation on r_editlights system:\n"
5909 "r_editlights : enable/disable editing mode\n"
5910 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
5911 "r_editlights_cursorpushback : push back cursor this far from surface\n"
5912 "r_editlights_cursorpushoff : push cursor off surface this far\n"
5913 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
5914 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
5916 "r_editlights_help : this help\n"
5917 "r_editlights_clear : remove all lights\n"
5918 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
5919 "r_editlights_save : save to .rtlights file\n"
5920 "r_editlights_spawn : create a light with default settings\n"
5921 "r_editlights_edit command : edit selected light - more documentation below\n"
5922 "r_editlights_remove : remove selected light\n"
5923 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
5924 "r_editlights_importlightentitiesfrommap : reload light entities\n"
5925 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
5927 "origin x y z : set light location\n"
5928 "originx x: set x component of light location\n"
5929 "originy y: set y component of light location\n"
5930 "originz z: set z component of light location\n"
5931 "move x y z : adjust light location\n"
5932 "movex x: adjust x component of light location\n"
5933 "movey y: adjust y component of light location\n"
5934 "movez z: adjust z component of light location\n"
5935 "angles x y z : set light angles\n"
5936 "anglesx x: set x component of light angles\n"
5937 "anglesy y: set y component of light angles\n"
5938 "anglesz z: set z component of light angles\n"
5939 "color r g b : set color of light (can be brighter than 1 1 1)\n"
5940 "radius radius : set radius (size) of light\n"
5941 "colorscale grey : multiply color of light (1 does nothing)\n"
5942 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
5943 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
5944 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
5945 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
5946 "cubemap basename : set filter cubemap of light (not yet supported)\n"
5947 "shadows 1/0 : turn on/off shadows\n"
5948 "corona n : set corona intensity\n"
5949 "coronasize n : set corona size (0-1)\n"
5950 "ambient n : set ambient intensity (0-1)\n"
5951 "diffuse n : set diffuse intensity (0-1)\n"
5952 "specular n : set specular intensity (0-1)\n"
5953 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
5954 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
5955 "<nothing> : print light properties to console\n"
5959 void R_Shadow_EditLights_CopyInfo_f(void)
5961 if (!r_editlights.integer)
5963 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
5966 if (!r_shadow_selectedlight)
5968 Con_Print("No selected light.\n");
5971 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
5972 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
5973 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
5974 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
5975 if (r_shadow_selectedlight->cubemapname)
5976 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
5978 r_shadow_bufferlight.cubemapname[0] = 0;
5979 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
5980 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
5981 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
5982 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
5983 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
5984 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
5985 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
5988 void R_Shadow_EditLights_PasteInfo_f(void)
5990 if (!r_editlights.integer)
5992 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
5995 if (!r_shadow_selectedlight)
5997 Con_Print("No selected light.\n");
6000 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);
6003 void R_Shadow_EditLights_Init(void)
6005 Cvar_RegisterVariable(&r_editlights);
6006 Cvar_RegisterVariable(&r_editlights_cursordistance);
6007 Cvar_RegisterVariable(&r_editlights_cursorpushback);
6008 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
6009 Cvar_RegisterVariable(&r_editlights_cursorgrid);
6010 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
6011 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
6012 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
6013 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)");
6014 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
6015 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
6016 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
6017 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)");
6018 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
6019 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
6020 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
6021 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
6022 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
6023 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
6024 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)");
6030 =============================================================================
6034 =============================================================================
6037 void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic)
6039 VectorClear(diffusecolor);
6040 VectorClear(diffusenormal);
6042 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6044 ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient * (2.0f / 128.0f);
6045 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
6048 VectorSet(ambientcolor, 1, 1, 1);
6055 for (i = 0;i < r_refdef.scene.numlights;i++)
6057 light = r_refdef.scene.lights[i];
6058 Matrix4x4_Transform(&light->matrix_worldtolight, p, v);
6059 f = 1 - VectorLength2(v);
6060 if (f > 0 && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
6061 VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);