3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however. Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light. This technique is used heavily in many games (Doom3 does not support
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
143 extern void R_Shadow_EditLights_Init(void);
145 typedef enum r_shadow_rendermode_e
147 R_SHADOW_RENDERMODE_NONE,
148 R_SHADOW_RENDERMODE_STENCIL,
149 R_SHADOW_RENDERMODE_STENCILTWOSIDE,
150 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
151 R_SHADOW_RENDERMODE_LIGHT_DOT3,
152 R_SHADOW_RENDERMODE_LIGHT_GLSL,
153 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
154 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
156 r_shadow_rendermode_t;
158 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
159 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
160 r_shadow_rendermode_t r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_NONE;
162 int maxshadowtriangles;
165 int maxshadowvertices;
166 float *shadowvertex3f;
179 int r_shadow_buffer_numleafpvsbytes;
180 unsigned char *r_shadow_buffer_leafpvs;
181 int *r_shadow_buffer_leaflist;
183 int r_shadow_buffer_numsurfacepvsbytes;
184 unsigned char *r_shadow_buffer_surfacepvs;
185 int *r_shadow_buffer_surfacelist;
187 rtexturepool_t *r_shadow_texturepool;
188 rtexture_t *r_shadow_attenuation2dtexture;
189 rtexture_t *r_shadow_attenuation3dtexture;
191 // lights are reloaded when this changes
192 char r_shadow_mapname[MAX_QPATH];
194 // used only for light filters (cubemaps)
195 rtexturepool_t *r_shadow_filters_texturepool;
197 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"};
198 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"};
199 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
200 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)"};
201 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
202 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
203 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5", "changes attenuation texture generation (does not affect r_glsl lighting)"};
204 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1", "changes attenuation texture generation (does not affect r_glsl lighting)"};
205 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
206 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
207 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
208 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
209 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
210 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal culling optimizations on dynamic lights (slow! you probably don't want this!)"};
211 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)"};
212 cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1", "enables shadows from dynamic lights when using full world lighting"};
213 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"};
214 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
215 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
216 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"};
217 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)"};
218 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
219 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
220 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)"};
221 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
222 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
223 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
224 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
225 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
226 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
227 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
229 float r_shadow_attenpower, r_shadow_attenscale;
231 rtlight_t *r_shadow_compilingrtlight;
232 dlight_t *r_shadow_worldlightchain;
233 dlight_t *r_shadow_selectedlight;
234 dlight_t r_shadow_bufferlight;
235 vec3_t r_editlights_cursorlocation;
237 extern int con_vislines;
239 typedef struct cubemapinfo_s
246 #define MAX_CUBEMAPS 256
247 static int numcubemaps;
248 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
250 void R_Shadow_UncompileWorldLights(void);
251 void R_Shadow_ClearWorldLights(void);
252 void R_Shadow_SaveWorldLights(void);
253 void R_Shadow_LoadWorldLights(void);
254 void R_Shadow_LoadLightsFile(void);
255 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
256 void R_Shadow_EditLights_Reload_f(void);
257 void R_Shadow_ValidateCvars(void);
258 static void R_Shadow_MakeTextures(void);
259 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
261 void r_shadow_start(void)
263 // allocate vertex processing arrays
265 r_shadow_attenuation2dtexture = NULL;
266 r_shadow_attenuation3dtexture = NULL;
267 r_shadow_texturepool = NULL;
268 r_shadow_filters_texturepool = NULL;
269 R_Shadow_ValidateCvars();
270 R_Shadow_MakeTextures();
271 maxshadowtriangles = 0;
272 shadowelements = NULL;
273 maxshadowvertices = 0;
274 shadowvertex3f = NULL;
282 shadowmarklist = NULL;
284 r_shadow_buffer_numleafpvsbytes = 0;
285 r_shadow_buffer_leafpvs = NULL;
286 r_shadow_buffer_leaflist = NULL;
287 r_shadow_buffer_numsurfacepvsbytes = 0;
288 r_shadow_buffer_surfacepvs = NULL;
289 r_shadow_buffer_surfacelist = NULL;
292 void r_shadow_shutdown(void)
294 R_Shadow_UncompileWorldLights();
296 r_shadow_attenuation2dtexture = NULL;
297 r_shadow_attenuation3dtexture = NULL;
298 R_FreeTexturePool(&r_shadow_texturepool);
299 R_FreeTexturePool(&r_shadow_filters_texturepool);
300 maxshadowtriangles = 0;
302 Mem_Free(shadowelements);
303 shadowelements = NULL;
305 Mem_Free(shadowvertex3f);
306 shadowvertex3f = NULL;
309 Mem_Free(vertexupdate);
312 Mem_Free(vertexremap);
318 Mem_Free(shadowmark);
321 Mem_Free(shadowmarklist);
322 shadowmarklist = NULL;
324 r_shadow_buffer_numleafpvsbytes = 0;
325 if (r_shadow_buffer_leafpvs)
326 Mem_Free(r_shadow_buffer_leafpvs);
327 r_shadow_buffer_leafpvs = NULL;
328 if (r_shadow_buffer_leaflist)
329 Mem_Free(r_shadow_buffer_leaflist);
330 r_shadow_buffer_leaflist = NULL;
331 r_shadow_buffer_numsurfacepvsbytes = 0;
332 if (r_shadow_buffer_surfacepvs)
333 Mem_Free(r_shadow_buffer_surfacepvs);
334 r_shadow_buffer_surfacepvs = NULL;
335 if (r_shadow_buffer_surfacelist)
336 Mem_Free(r_shadow_buffer_surfacelist);
337 r_shadow_buffer_surfacelist = NULL;
340 void r_shadow_newmap(void)
344 void R_Shadow_Help_f(void)
347 "Documentation on r_shadow system:\n"
349 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
350 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
351 "r_shadow_debuglight : render only this light number (-1 = all)\n"
352 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
353 "r_shadow_gloss2intensity : brightness of forced gloss\n"
354 "r_shadow_glossintensity : brightness of textured gloss\n"
355 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
356 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
357 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
358 "r_shadow_portallight : use portal visibility for static light precomputation\n"
359 "r_shadow_projectdistance : shadow volume projection distance\n"
360 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
361 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
362 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
363 "r_shadow_realtime_world : use high quality world lighting mode\n"
364 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
365 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
366 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
367 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
368 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
369 "r_shadow_scissor : use scissor optimization\n"
370 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
371 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
372 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
373 "r_showlighting : useful for performance testing; bright = slow!\n"
374 "r_showshadowvolumes : useful for performance testing; bright = slow!\n"
376 "r_shadow_help : this help\n"
380 void R_Shadow_Init(void)
382 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
383 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
384 Cvar_RegisterVariable(&r_shadow_debuglight);
385 Cvar_RegisterVariable(&r_shadow_gloss);
386 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
387 Cvar_RegisterVariable(&r_shadow_glossintensity);
388 Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
389 Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
390 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
391 Cvar_RegisterVariable(&r_shadow_portallight);
392 Cvar_RegisterVariable(&r_shadow_projectdistance);
393 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
394 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
395 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
396 Cvar_RegisterVariable(&r_shadow_realtime_world);
397 Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
398 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
399 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
400 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
401 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
402 Cvar_RegisterVariable(&r_shadow_scissor);
403 Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
404 Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
405 Cvar_RegisterVariable(&r_shadow_texture3d);
406 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
407 if (gamemode == GAME_TENEBRAE)
409 Cvar_SetValue("r_shadow_gloss", 2);
410 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
412 Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system");
413 R_Shadow_EditLights_Init();
414 r_shadow_worldlightchain = NULL;
415 maxshadowtriangles = 0;
416 shadowelements = NULL;
417 maxshadowvertices = 0;
418 shadowvertex3f = NULL;
426 shadowmarklist = NULL;
428 r_shadow_buffer_numleafpvsbytes = 0;
429 r_shadow_buffer_leafpvs = NULL;
430 r_shadow_buffer_leaflist = NULL;
431 r_shadow_buffer_numsurfacepvsbytes = 0;
432 r_shadow_buffer_surfacepvs = NULL;
433 r_shadow_buffer_surfacelist = NULL;
434 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
437 matrix4x4_t matrix_attenuationxyz =
440 {0.5, 0.0, 0.0, 0.5},
441 {0.0, 0.5, 0.0, 0.5},
442 {0.0, 0.0, 0.5, 0.5},
447 matrix4x4_t matrix_attenuationz =
450 {0.0, 0.0, 0.5, 0.5},
451 {0.0, 0.0, 0.0, 0.5},
452 {0.0, 0.0, 0.0, 0.5},
457 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles)
459 // make sure shadowelements is big enough for this volume
460 if (maxshadowtriangles < numtriangles)
462 maxshadowtriangles = numtriangles;
464 Mem_Free(shadowelements);
465 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[24]));
467 // make sure shadowvertex3f is big enough for this volume
468 if (maxshadowvertices < numvertices)
470 maxshadowvertices = numvertices;
472 Mem_Free(shadowvertex3f);
473 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[6]));
477 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
479 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
480 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
481 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
483 if (r_shadow_buffer_leafpvs)
484 Mem_Free(r_shadow_buffer_leafpvs);
485 if (r_shadow_buffer_leaflist)
486 Mem_Free(r_shadow_buffer_leaflist);
487 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
488 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
489 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
491 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
493 if (r_shadow_buffer_surfacepvs)
494 Mem_Free(r_shadow_buffer_surfacepvs);
495 if (r_shadow_buffer_surfacelist)
496 Mem_Free(r_shadow_buffer_surfacelist);
497 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
498 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
499 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
503 void R_Shadow_PrepareShadowMark(int numtris)
505 // make sure shadowmark is big enough for this volume
506 if (maxshadowmark < numtris)
508 maxshadowmark = numtris;
510 Mem_Free(shadowmark);
512 Mem_Free(shadowmarklist);
513 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
514 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
518 // if shadowmarkcount wrapped we clear the array and adjust accordingly
519 if (shadowmarkcount == 0)
522 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
527 int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
530 int outtriangles = 0, outvertices = 0;
534 if (maxvertexupdate < innumvertices)
536 maxvertexupdate = innumvertices;
538 Mem_Free(vertexupdate);
540 Mem_Free(vertexremap);
541 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
542 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
546 if (vertexupdatenum == 0)
549 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
550 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
553 for (i = 0;i < numshadowmarktris;i++)
554 shadowmark[shadowmarktris[i]] = shadowmarkcount;
556 for (i = 0;i < numshadowmarktris;i++)
558 element = inelement3i + shadowmarktris[i] * 3;
559 // make sure the vertices are created
560 for (j = 0;j < 3;j++)
562 if (vertexupdate[element[j]] != vertexupdatenum)
564 float ratio, direction[3];
565 vertexupdate[element[j]] = vertexupdatenum;
566 vertexremap[element[j]] = outvertices;
567 vertex = invertex3f + element[j] * 3;
568 // project one copy of the vertex to the sphere radius of the light
569 // (FIXME: would projecting it to the light box be better?)
570 VectorSubtract(vertex, projectorigin, direction);
571 ratio = projectdistance / VectorLength(direction);
572 VectorCopy(vertex, outvertex3f);
573 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
580 for (i = 0;i < numshadowmarktris;i++)
582 int remappedelement[3];
584 const int *neighbortriangle;
586 markindex = shadowmarktris[i] * 3;
587 element = inelement3i + markindex;
588 neighbortriangle = inneighbor3i + markindex;
589 // output the front and back triangles
590 outelement3i[0] = vertexremap[element[0]];
591 outelement3i[1] = vertexremap[element[1]];
592 outelement3i[2] = vertexremap[element[2]];
593 outelement3i[3] = vertexremap[element[2]] + 1;
594 outelement3i[4] = vertexremap[element[1]] + 1;
595 outelement3i[5] = vertexremap[element[0]] + 1;
599 // output the sides (facing outward from this triangle)
600 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
602 remappedelement[0] = vertexremap[element[0]];
603 remappedelement[1] = vertexremap[element[1]];
604 outelement3i[0] = remappedelement[1];
605 outelement3i[1] = remappedelement[0];
606 outelement3i[2] = remappedelement[0] + 1;
607 outelement3i[3] = remappedelement[1];
608 outelement3i[4] = remappedelement[0] + 1;
609 outelement3i[5] = remappedelement[1] + 1;
614 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
616 remappedelement[1] = vertexremap[element[1]];
617 remappedelement[2] = vertexremap[element[2]];
618 outelement3i[0] = remappedelement[2];
619 outelement3i[1] = remappedelement[1];
620 outelement3i[2] = remappedelement[1] + 1;
621 outelement3i[3] = remappedelement[2];
622 outelement3i[4] = remappedelement[1] + 1;
623 outelement3i[5] = remappedelement[2] + 1;
628 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
630 remappedelement[0] = vertexremap[element[0]];
631 remappedelement[2] = vertexremap[element[2]];
632 outelement3i[0] = remappedelement[0];
633 outelement3i[1] = remappedelement[2];
634 outelement3i[2] = remappedelement[2] + 1;
635 outelement3i[3] = remappedelement[0];
636 outelement3i[4] = remappedelement[2] + 1;
637 outelement3i[5] = remappedelement[0] + 1;
644 *outnumvertices = outvertices;
648 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
651 if (projectdistance < 0.1)
653 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
656 if (!numverts || !nummarktris)
658 // make sure shadowelements is big enough for this volume
659 if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts)
660 R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255);
661 tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdistance, nummarktris, marktris);
662 renderstats.lights_dynamicshadowtriangles += tris;
663 R_Shadow_RenderVolume(outverts, tris, shadowvertex3f, shadowelements);
666 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
671 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
673 tend = firsttriangle + numtris;
674 if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
675 && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
676 && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
678 // surface box entirely inside light box, no box cull
679 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
680 if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
681 shadowmarklist[numshadowmark++] = t;
685 // surface box not entirely inside light box, cull each triangle
686 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
688 v[0] = invertex3f + e[0] * 3;
689 v[1] = invertex3f + e[1] * 3;
690 v[2] = invertex3f + e[2] * 3;
691 if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
692 && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
693 && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
694 && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
695 && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
696 && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
697 && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
698 shadowmarklist[numshadowmark++] = t;
703 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
706 if (r_shadow_compilingrtlight)
708 // if we're compiling an rtlight, capture the mesh
709 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
712 renderstats.lights_shadowtriangles += numtriangles;
713 memset(&m, 0, sizeof(m));
714 m.pointer_vertex = vertex3f;
716 GL_LockArrays(0, numvertices);
717 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
719 // decrement stencil if backface is behind depthbuffer
720 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
721 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
722 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
723 // increment stencil if frontface is behind depthbuffer
724 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
725 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
727 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
731 static void R_Shadow_MakeTextures(void)
734 float v[3], intensity;
736 R_FreeTexturePool(&r_shadow_texturepool);
737 r_shadow_texturepool = R_AllocTexturePool();
738 r_shadow_attenpower = r_shadow_lightattenuationpower.value;
739 r_shadow_attenscale = r_shadow_lightattenuationscale.value;
740 #define ATTEN2DSIZE 64
741 #define ATTEN3DSIZE 32
742 data = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
743 for (y = 0;y < ATTEN2DSIZE;y++)
745 for (x = 0;x < ATTEN2DSIZE;x++)
747 v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
748 v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
750 intensity = 1.0f - sqrt(DotProduct(v, v));
752 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
753 d = bound(0, intensity, 255);
754 data[(y*ATTEN2DSIZE+x)*4+0] = d;
755 data[(y*ATTEN2DSIZE+x)*4+1] = d;
756 data[(y*ATTEN2DSIZE+x)*4+2] = d;
757 data[(y*ATTEN2DSIZE+x)*4+3] = d;
760 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
761 if (r_shadow_texture3d.integer)
763 for (z = 0;z < ATTEN3DSIZE;z++)
765 for (y = 0;y < ATTEN3DSIZE;y++)
767 for (x = 0;x < ATTEN3DSIZE;x++)
769 v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
770 v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
771 v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
772 intensity = 1.0f - sqrt(DotProduct(v, v));
774 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
775 d = bound(0, intensity, 255);
776 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
777 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
778 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
779 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
783 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
788 void R_Shadow_ValidateCvars(void)
790 if (r_shadow_texture3d.integer && !gl_texture3d)
791 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
792 if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
793 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
796 // light currently being rendered
797 rtlight_t *r_shadow_rtlight;
799 // this is the location of the eye in entity space
800 vec3_t r_shadow_entityeyeorigin;
801 // this is the location of the light in entity space
802 vec3_t r_shadow_entitylightorigin;
803 // this transforms entity coordinates to light filter cubemap coordinates
804 // (also often used for other purposes)
805 matrix4x4_t r_shadow_entitytolight;
806 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
807 // of attenuation texturing in full 3D (Z result often ignored)
808 matrix4x4_t r_shadow_entitytoattenuationxyz;
809 // this transforms only the Z to S, and T is always 0.5
810 matrix4x4_t r_shadow_entitytoattenuationz;
812 void R_Shadow_RenderMode_Begin(void)
816 R_Shadow_ValidateCvars();
818 if (!r_shadow_attenuation2dtexture
819 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
820 || r_shadow_lightattenuationpower.value != r_shadow_attenpower
821 || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
822 R_Shadow_MakeTextures();
824 memset(&m, 0, sizeof(m));
826 GL_BlendFunc(GL_ONE, GL_ZERO);
829 GL_Color(0, 0, 0, 1);
830 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
831 qglEnable(GL_CULL_FACE);
832 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
834 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
836 if (gl_ext_stenciltwoside.integer)
837 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
839 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
841 if (r_glsl.integer && gl_support_fragment_shader)
842 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
843 else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
844 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
846 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
849 void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight)
851 r_shadow_rtlight = rtlight;
854 void R_Shadow_RenderMode_Reset(void)
857 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
859 qglUseProgramObjectARB(0);
860 // HACK HACK HACK: work around for bug in NVIDIAI 6xxx drivers that causes GL_OUT_OF_MEMORY and/or software rendering
861 qglBegin(GL_TRIANGLES);
865 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
866 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
867 memset(&m, 0, sizeof(m));
871 void R_Shadow_RenderMode_StencilShadowVolumes(void)
873 R_Shadow_RenderMode_Reset();
874 GL_Color(1, 1, 1, 1);
875 GL_ColorMask(0, 0, 0, 0);
876 GL_BlendFunc(GL_ONE, GL_ZERO);
879 qglPolygonOffset(r_shadowpolygonfactor, r_shadowpolygonoffset);
880 qglDepthFunc(GL_LESS);
881 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
882 qglEnable(GL_STENCIL_TEST);
883 qglStencilFunc(GL_ALWAYS, 128, ~0);
884 r_shadow_rendermode = r_shadow_shadowingrendermode;
885 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
887 qglDisable(GL_CULL_FACE);
888 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
889 qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
891 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
892 qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
894 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
898 qglEnable(GL_CULL_FACE);
900 // this is changed by every shadow render so its value here is unimportant
901 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
903 GL_Clear(GL_STENCIL_BUFFER_BIT);
904 renderstats.lights_clears++;
907 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
909 R_Shadow_RenderMode_Reset();
910 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
913 qglPolygonOffset(r_polygonfactor, r_polygonoffset);
914 //qglDisable(GL_POLYGON_OFFSET_FILL);
915 GL_Color(1, 1, 1, 1);
916 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
918 qglDepthFunc(GL_LEQUAL);
920 qglDepthFunc(GL_EQUAL);
921 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
922 qglEnable(GL_CULL_FACE);
924 qglEnable(GL_STENCIL_TEST);
926 qglDisable(GL_STENCIL_TEST);
928 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
929 // only draw light where this geometry was already rendered AND the
930 // stencil is 128 (values other than this mean shadow)
931 qglStencilFunc(GL_EQUAL, 128, ~0);
932 r_shadow_rendermode = r_shadow_lightingrendermode;
933 // do global setup needed for the chosen lighting mode
934 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
936 R_Mesh_TexBind(0, R_GetTexture(r_texture_blanknormalmap)); // normal
937 R_Mesh_TexBind(1, R_GetTexture(r_texture_white)); // diffuse
938 R_Mesh_TexBind(2, R_GetTexture(r_texture_white)); // gloss
939 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); // light filter
940 R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog
941 R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants
942 R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt
943 //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix
944 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
945 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
950 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
952 R_Shadow_RenderMode_Reset();
953 GL_BlendFunc(GL_ONE, GL_ONE);
955 GL_DepthTest(!r_showdisabledepthtest.integer);
956 qglPolygonOffset(r_polygonfactor, r_polygonoffset);
957 GL_Color(0.0, 0.0125, 0.1, 1);
958 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
959 qglDepthFunc(GL_GEQUAL);
960 qglCullFace(GL_FRONT); // this culls back
961 qglDisable(GL_CULL_FACE);
962 qglDisable(GL_STENCIL_TEST);
963 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
966 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
968 R_Shadow_RenderMode_Reset();
969 GL_BlendFunc(GL_ONE, GL_ONE);
971 GL_DepthTest(!r_showdisabledepthtest.integer);
972 qglPolygonOffset(r_polygonfactor, r_polygonoffset);
973 GL_Color(0.1, 0.0125, 0, 1);
974 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
976 qglDepthFunc(GL_LEQUAL);
978 qglDepthFunc(GL_EQUAL);
979 qglCullFace(GL_FRONT); // this culls back
980 qglEnable(GL_CULL_FACE);
982 qglEnable(GL_STENCIL_TEST);
984 qglDisable(GL_STENCIL_TEST);
985 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
988 void R_Shadow_RenderMode_End(void)
990 R_Shadow_RenderMode_Reset();
991 R_Shadow_RenderMode_ActiveLight(NULL);
992 GL_BlendFunc(GL_ONE, GL_ZERO);
995 qglPolygonOffset(r_polygonfactor, r_polygonoffset);
996 //qglDisable(GL_POLYGON_OFFSET_FILL);
997 GL_Color(1, 1, 1, 1);
998 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
999 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1000 qglDepthFunc(GL_LEQUAL);
1001 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1002 qglEnable(GL_CULL_FACE);
1003 qglDisable(GL_STENCIL_TEST);
1004 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1005 if (gl_support_stenciltwoside)
1006 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1008 qglStencilFunc(GL_ALWAYS, 128, ~0);
1009 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1012 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1014 int i, ix1, iy1, ix2, iy2;
1015 float x1, y1, x2, y2;
1018 mplane_t planes[11];
1019 float vertex3f[256*3];
1021 // if view is inside the light box, just say yes it's visible
1022 if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1024 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1028 // create a temporary brush describing the area the light can affect in worldspace
1029 VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
1030 VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
1031 VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
1032 VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
1033 VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
1034 VectorSet (planes[ 5].normal, 1, 0, 0); planes[ 5].dist = maxs[0];
1035 VectorSet (planes[ 6].normal, -1, 0, 0); planes[ 6].dist = -mins[0];
1036 VectorSet (planes[ 7].normal, 0, 1, 0); planes[ 7].dist = maxs[1];
1037 VectorSet (planes[ 8].normal, 0, -1, 0); planes[ 8].dist = -mins[1];
1038 VectorSet (planes[ 9].normal, 0, 0, 1); planes[ 9].dist = maxs[2];
1039 VectorSet (planes[10].normal, 0, 0, -1); planes[10].dist = -mins[2];
1041 // turn the brush into a mesh
1042 memset(&mesh, 0, sizeof(rmesh_t));
1043 mesh.maxvertices = 256;
1044 mesh.vertex3f = vertex3f;
1045 mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1046 R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1048 // if that mesh is empty, the light is not visible at all
1049 if (!mesh.numvertices)
1052 if (!r_shadow_scissor.integer)
1055 // if that mesh is not empty, check what area of the screen it covers
1056 x1 = y1 = x2 = y2 = 0;
1058 for (i = 0;i < mesh.numvertices;i++)
1060 VectorCopy(mesh.vertex3f + i * 3, v);
1061 GL_TransformToScreen(v, v2);
1062 //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]);
1065 if (x1 > v2[0]) x1 = v2[0];
1066 if (x2 < v2[0]) x2 = v2[0];
1067 if (y1 > v2[1]) y1 = v2[1];
1068 if (y2 < v2[1]) y2 = v2[1];
1077 // now convert the scissor rectangle to integer screen coordinates
1082 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1084 // clamp it to the screen
1085 if (ix1 < r_view_x) ix1 = r_view_x;
1086 if (iy1 < r_view_y) iy1 = r_view_y;
1087 if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1088 if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1090 // if it is inside out, it's not visible
1091 if (ix2 <= ix1 || iy2 <= iy1)
1094 // the light area is visible, set up the scissor rectangle
1095 GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1096 //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1097 //qglEnable(GL_SCISSOR_TEST);
1098 renderstats.lights_scissored++;
1102 extern float *rsurface_vertex3f;
1103 extern float *rsurface_svector3f;
1104 extern float *rsurface_tvector3f;
1105 extern float *rsurface_normal3f;
1106 extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg, qboolean generatenormals, qboolean generatetangents);
1108 static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor)
1110 int numverts = surface->num_vertices;
1111 float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1112 float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1113 float *color4f = rsurface_array_color4f + 4 * surface->num_firstvertex;
1114 float dist, dot, distintensity, shadeintensity, v[3], n[3];
1115 if (r_textureunits.integer >= 3)
1117 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1119 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1120 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1121 if ((dot = DotProduct(n, v)) < 0)
1123 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1124 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]);
1125 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]);
1126 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]);
1129 float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1130 VectorScale(color4f, f, color4f);
1134 VectorClear(color4f);
1138 else if (r_textureunits.integer >= 2)
1140 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1142 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1143 if ((dist = fabs(v[2])) < 1)
1145 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1146 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1147 if ((dot = DotProduct(n, v)) < 0)
1149 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1150 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1151 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1152 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1156 color4f[0] = ambientcolor[0] * distintensity;
1157 color4f[1] = ambientcolor[1] * distintensity;
1158 color4f[2] = ambientcolor[2] * distintensity;
1162 float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1163 VectorScale(color4f, f, color4f);
1167 VectorClear(color4f);
1173 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1175 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1176 if ((dist = DotProduct(v, v)) < 1)
1179 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1180 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1181 if ((dot = DotProduct(n, v)) < 0)
1183 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1184 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1185 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1186 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1190 color4f[0] = ambientcolor[0] * distintensity;
1191 color4f[1] = ambientcolor[1] * distintensity;
1192 color4f[2] = ambientcolor[2] * distintensity;
1196 float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1197 VectorScale(color4f, f, color4f);
1201 VectorClear(color4f);
1207 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1209 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
1213 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1215 VectorSubtract(relativelightorigin, vertex3f, lightdir);
1216 // the cubemap normalizes this for us
1217 out3f[0] = DotProduct(svector3f, lightdir);
1218 out3f[1] = DotProduct(tvector3f, lightdir);
1219 out3f[2] = DotProduct(normal3f, lightdir);
1223 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
1226 float lightdir[3], eyedir[3], halfdir[3];
1227 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1229 VectorSubtract(relativelightorigin, vertex3f, lightdir);
1230 VectorNormalize(lightdir);
1231 VectorSubtract(relativeeyeorigin, vertex3f, eyedir);
1232 VectorNormalize(eyedir);
1233 VectorAdd(lightdir, eyedir, halfdir);
1234 // the cubemap normalizes this for us
1235 out3f[0] = DotProduct(svector3f, halfdir);
1236 out3f[1] = DotProduct(tvector3f, halfdir);
1237 out3f[2] = DotProduct(normal3f, halfdir);
1241 static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1243 // used to display how many times a surface is lit for level design purposes
1244 int surfacelistindex;
1246 GL_Color(0.1, 0.025, 0, 1);
1247 memset(&m, 0, sizeof(m));
1249 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1251 const msurface_t *surface = surfacelist[surfacelistindex];
1252 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin, false, false);
1253 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1254 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle);
1255 GL_LockArrays(0, 0);
1259 static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1261 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1262 int surfacelistindex;
1263 R_SetupSurfaceShader(ent, texture, r_shadow_entityeyeorigin, lightcolorbase, false);
1264 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1266 const msurface_t *surface = surfacelist[surfacelistindex];
1267 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1268 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin, false, true);
1269 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
1270 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1271 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1272 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1273 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1274 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1275 GL_LockArrays(0, 0);
1279 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
1284 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1286 // colorscale accounts for how much we multiply the brightness
1289 // mult is how many times the final pass of the lighting will be
1290 // performed to get more brightness than otherwise possible.
1292 // Limit mult to 64 for sanity sake.
1293 if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1295 // 3 3D combine path (Geforce3, Radeon 8500)
1296 memset(&m, 0, sizeof(m));
1297 m.pointer_vertex = rsurface_vertex3f;
1298 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1299 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1300 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1301 m.tex[1] = R_GetTexture(basetexture);
1302 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1303 m.texmatrix[1] = texture->currenttexmatrix;
1304 m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1305 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1306 m.texmatrix[2] = r_shadow_entitytolight;
1307 GL_BlendFunc(GL_ONE, GL_ONE);
1309 else if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1311 // 2 3D combine path (Geforce3, original Radeon)
1312 memset(&m, 0, sizeof(m));
1313 m.pointer_vertex = rsurface_vertex3f;
1314 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1315 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1316 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1317 m.tex[1] = R_GetTexture(basetexture);
1318 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1319 m.texmatrix[1] = texture->currenttexmatrix;
1320 GL_BlendFunc(GL_ONE, GL_ONE);
1322 else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1324 // 4 2D combine path (Geforce3, Radeon 8500)
1325 memset(&m, 0, sizeof(m));
1326 m.pointer_vertex = rsurface_vertex3f;
1327 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1328 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1329 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1330 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1331 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1332 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1333 m.tex[2] = R_GetTexture(basetexture);
1334 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1335 m.texmatrix[2] = texture->currenttexmatrix;
1336 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1338 m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1339 m.pointer_texcoord3f[3] = rsurface_vertex3f;
1340 m.texmatrix[3] = r_shadow_entitytolight;
1342 GL_BlendFunc(GL_ONE, GL_ONE);
1344 else if (r_textureunits.integer >= 3 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1346 // 3 2D combine path (Geforce3, original Radeon)
1347 memset(&m, 0, sizeof(m));
1348 m.pointer_vertex = rsurface_vertex3f;
1349 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1350 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1351 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1352 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1353 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1354 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1355 m.tex[2] = R_GetTexture(basetexture);
1356 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1357 m.texmatrix[2] = texture->currenttexmatrix;
1358 GL_BlendFunc(GL_ONE, GL_ONE);
1362 // 2/2/2 2D combine path (any dot3 card)
1363 memset(&m, 0, sizeof(m));
1364 m.pointer_vertex = rsurface_vertex3f;
1365 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1366 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1367 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1368 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1369 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1370 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1372 GL_ColorMask(0,0,0,1);
1373 GL_BlendFunc(GL_ONE, GL_ZERO);
1374 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1375 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1376 GL_LockArrays(0, 0);
1378 memset(&m, 0, sizeof(m));
1379 m.pointer_vertex = rsurface_vertex3f;
1380 m.tex[0] = R_GetTexture(basetexture);
1381 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1382 m.texmatrix[0] = texture->currenttexmatrix;
1383 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1385 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1386 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1387 m.texmatrix[1] = r_shadow_entitytolight;
1389 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1391 // this final code is shared
1393 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1394 VectorScale(lightcolorbase, colorscale, color2);
1395 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1396 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1398 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1399 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1401 GL_LockArrays(0, 0);
1404 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
1409 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1411 // colorscale accounts for how much we multiply the brightness
1414 // mult is how many times the final pass of the lighting will be
1415 // performed to get more brightness than otherwise possible.
1417 // Limit mult to 64 for sanity sake.
1418 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1420 // 3/2 3D combine path (Geforce3, Radeon 8500)
1421 memset(&m, 0, sizeof(m));
1422 m.pointer_vertex = rsurface_vertex3f;
1423 m.tex[0] = R_GetTexture(normalmaptexture);
1424 m.texcombinergb[0] = GL_REPLACE;
1425 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1426 m.texmatrix[0] = texture->currenttexmatrix;
1427 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1428 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1429 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1430 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1431 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1432 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1433 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1435 GL_ColorMask(0,0,0,1);
1436 GL_BlendFunc(GL_ONE, GL_ZERO);
1437 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1438 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1439 GL_LockArrays(0, 0);
1441 memset(&m, 0, sizeof(m));
1442 m.pointer_vertex = rsurface_vertex3f;
1443 m.tex[0] = R_GetTexture(basetexture);
1444 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1445 m.texmatrix[0] = texture->currenttexmatrix;
1446 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1448 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1449 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1450 m.texmatrix[1] = r_shadow_entitytolight;
1452 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1454 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1456 // 1/2/2 3D combine path (original Radeon)
1457 memset(&m, 0, sizeof(m));
1458 m.pointer_vertex = rsurface_vertex3f;
1459 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1460 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1461 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1463 GL_ColorMask(0,0,0,1);
1464 GL_BlendFunc(GL_ONE, GL_ZERO);
1465 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1466 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1467 GL_LockArrays(0, 0);
1469 memset(&m, 0, sizeof(m));
1470 m.pointer_vertex = rsurface_vertex3f;
1471 m.tex[0] = R_GetTexture(normalmaptexture);
1472 m.texcombinergb[0] = GL_REPLACE;
1473 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1474 m.texmatrix[0] = texture->currenttexmatrix;
1475 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1476 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1477 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1478 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1480 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1481 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1482 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1483 GL_LockArrays(0, 0);
1485 memset(&m, 0, sizeof(m));
1486 m.pointer_vertex = rsurface_vertex3f;
1487 m.tex[0] = R_GetTexture(basetexture);
1488 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1489 m.texmatrix[0] = texture->currenttexmatrix;
1490 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1492 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1493 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1494 m.texmatrix[1] = r_shadow_entitytolight;
1496 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1498 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1500 // 2/2 3D combine path (original Radeon)
1501 memset(&m, 0, sizeof(m));
1502 m.pointer_vertex = rsurface_vertex3f;
1503 m.tex[0] = R_GetTexture(normalmaptexture);
1504 m.texcombinergb[0] = GL_REPLACE;
1505 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1506 m.texmatrix[0] = texture->currenttexmatrix;
1507 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1508 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1509 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1510 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1512 GL_ColorMask(0,0,0,1);
1513 GL_BlendFunc(GL_ONE, GL_ZERO);
1514 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1515 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1516 GL_LockArrays(0, 0);
1518 memset(&m, 0, sizeof(m));
1519 m.pointer_vertex = rsurface_vertex3f;
1520 m.tex[0] = R_GetTexture(basetexture);
1521 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1522 m.texmatrix[0] = texture->currenttexmatrix;
1523 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1524 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1525 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
1526 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1528 else if (r_textureunits.integer >= 4)
1530 // 4/2 2D combine path (Geforce3, Radeon 8500)
1531 memset(&m, 0, sizeof(m));
1532 m.pointer_vertex = rsurface_vertex3f;
1533 m.tex[0] = R_GetTexture(normalmaptexture);
1534 m.texcombinergb[0] = GL_REPLACE;
1535 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1536 m.texmatrix[0] = texture->currenttexmatrix;
1537 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1538 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1539 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1540 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1541 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
1542 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1543 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1544 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
1545 m.pointer_texcoord3f[3] = rsurface_vertex3f;
1546 m.texmatrix[3] = r_shadow_entitytoattenuationz;
1548 GL_ColorMask(0,0,0,1);
1549 GL_BlendFunc(GL_ONE, GL_ZERO);
1550 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1551 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1552 GL_LockArrays(0, 0);
1554 memset(&m, 0, sizeof(m));
1555 m.pointer_vertex = rsurface_vertex3f;
1556 m.tex[0] = R_GetTexture(basetexture);
1557 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1558 m.texmatrix[0] = texture->currenttexmatrix;
1559 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1561 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1562 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1563 m.texmatrix[1] = r_shadow_entitytolight;
1565 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1569 // 2/2/2 2D combine path (any dot3 card)
1570 memset(&m, 0, sizeof(m));
1571 m.pointer_vertex = rsurface_vertex3f;
1572 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1573 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1574 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1575 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1576 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1577 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1579 GL_ColorMask(0,0,0,1);
1580 GL_BlendFunc(GL_ONE, GL_ZERO);
1581 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1582 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1583 GL_LockArrays(0, 0);
1585 memset(&m, 0, sizeof(m));
1586 m.pointer_vertex = rsurface_vertex3f;
1587 m.tex[0] = R_GetTexture(normalmaptexture);
1588 m.texcombinergb[0] = GL_REPLACE;
1589 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1590 m.texmatrix[0] = texture->currenttexmatrix;
1591 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1592 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1593 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1594 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1596 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1597 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1598 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1599 GL_LockArrays(0, 0);
1601 memset(&m, 0, sizeof(m));
1602 m.pointer_vertex = rsurface_vertex3f;
1603 m.tex[0] = R_GetTexture(basetexture);
1604 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1605 m.texmatrix[0] = texture->currenttexmatrix;
1606 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1608 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1609 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1610 m.texmatrix[1] = r_shadow_entitytolight;
1612 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1614 // this final code is shared
1616 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1617 VectorScale(lightcolorbase, colorscale, color2);
1618 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1619 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1621 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1622 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1624 GL_LockArrays(0, 0);
1627 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
1632 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1633 // FIXME: detect blendsquare!
1634 //if (!gl_support_blendsquare)
1637 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
1639 // 2/0/0/1/2 3D combine blendsquare path
1640 memset(&m, 0, sizeof(m));
1641 m.pointer_vertex = rsurface_vertex3f;
1642 m.tex[0] = R_GetTexture(normalmaptexture);
1643 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1644 m.texmatrix[0] = texture->currenttexmatrix;
1645 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1646 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1647 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1648 R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
1650 GL_ColorMask(0,0,0,1);
1651 // this squares the result
1652 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1653 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1654 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1655 GL_LockArrays(0, 0);
1657 memset(&m, 0, sizeof(m));
1658 m.pointer_vertex = rsurface_vertex3f;
1660 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1661 // square alpha in framebuffer a few times to make it shiny
1662 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1663 // these comments are a test run through this math for intensity 0.5
1664 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1665 // 0.25 * 0.25 = 0.0625 (this is another pass)
1666 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1667 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1668 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1669 GL_LockArrays(0, 0);
1671 memset(&m, 0, sizeof(m));
1672 m.pointer_vertex = rsurface_vertex3f;
1673 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1674 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1675 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1677 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1678 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1679 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1680 GL_LockArrays(0, 0);
1682 memset(&m, 0, sizeof(m));
1683 m.pointer_vertex = rsurface_vertex3f;
1684 m.tex[0] = R_GetTexture(glosstexture);
1685 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1686 m.texmatrix[0] = texture->currenttexmatrix;
1687 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1689 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1690 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1691 m.texmatrix[1] = r_shadow_entitytolight;
1693 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1695 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
1697 // 2/0/0/2 3D combine blendsquare path
1698 memset(&m, 0, sizeof(m));
1699 m.pointer_vertex = rsurface_vertex3f;
1700 m.tex[0] = R_GetTexture(normalmaptexture);
1701 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1702 m.texmatrix[0] = texture->currenttexmatrix;
1703 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1704 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1705 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1706 R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
1708 GL_ColorMask(0,0,0,1);
1709 // this squares the result
1710 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1711 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1712 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1713 GL_LockArrays(0, 0);
1715 memset(&m, 0, sizeof(m));
1716 m.pointer_vertex = rsurface_vertex3f;
1718 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1719 // square alpha in framebuffer a few times to make it shiny
1720 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1721 // these comments are a test run through this math for intensity 0.5
1722 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1723 // 0.25 * 0.25 = 0.0625 (this is another pass)
1724 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1725 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1726 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1727 GL_LockArrays(0, 0);
1729 memset(&m, 0, sizeof(m));
1730 m.pointer_vertex = rsurface_vertex3f;
1731 m.tex[0] = R_GetTexture(glosstexture);
1732 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1733 m.texmatrix[0] = texture->currenttexmatrix;
1734 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1735 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1736 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
1737 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1741 // 2/0/0/2/2 2D combine blendsquare path
1742 memset(&m, 0, sizeof(m));
1743 m.pointer_vertex = rsurface_vertex3f;
1744 m.tex[0] = R_GetTexture(normalmaptexture);
1745 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1746 m.texmatrix[0] = texture->currenttexmatrix;
1747 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1748 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1749 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1750 R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
1752 GL_ColorMask(0,0,0,1);
1753 // this squares the result
1754 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1755 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1756 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1757 GL_LockArrays(0, 0);
1759 memset(&m, 0, sizeof(m));
1760 m.pointer_vertex = rsurface_vertex3f;
1762 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1763 // square alpha in framebuffer a few times to make it shiny
1764 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1765 // these comments are a test run through this math for intensity 0.5
1766 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1767 // 0.25 * 0.25 = 0.0625 (this is another pass)
1768 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1769 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1770 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1771 GL_LockArrays(0, 0);
1773 memset(&m, 0, sizeof(m));
1774 m.pointer_vertex = rsurface_vertex3f;
1775 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1776 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1777 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1778 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1779 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1780 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1782 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1783 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1784 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1785 GL_LockArrays(0, 0);
1787 memset(&m, 0, sizeof(m));
1788 m.pointer_vertex = rsurface_vertex3f;
1789 m.tex[0] = R_GetTexture(glosstexture);
1790 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1791 m.texmatrix[0] = texture->currenttexmatrix;
1792 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1794 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1795 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1796 m.texmatrix[1] = r_shadow_entitytolight;
1798 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1801 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1802 VectorScale(lightcolorbase, colorscale, color2);
1803 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1804 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1806 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1807 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1809 GL_LockArrays(0, 0);
1812 static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1814 // ARB path (any Geforce, any Radeon)
1815 int surfacelistindex;
1816 qboolean doambient = r_shadow_rtlight->ambientscale > 0;
1817 qboolean dodiffuse = r_shadow_rtlight->diffusescale > 0;
1818 qboolean dospecular = specularscale > 0;
1819 if (!doambient && !dodiffuse && !dospecular)
1821 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1823 const msurface_t *surface = surfacelist[surfacelistindex];
1824 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin, false, true);
1826 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale);
1828 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale);
1832 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale);
1834 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale);
1839 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale);
1841 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale);
1844 R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(ent, texture, surface, lightcolorbase, glosstexture, normalmaptexture, specularscale);
1848 void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const msurface_t *surface, vec3_t diffusecolor2, vec3_t ambientcolor2)
1851 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1852 R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2);
1853 for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
1858 // due to low fillrate on the cards this vertex lighting path is
1859 // designed for, we manually cull all triangles that do not
1860 // contain a lit vertex
1863 int newnumtriangles;
1865 int newelements[3072];
1867 newnumtriangles = 0;
1869 for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
1871 if (newnumtriangles >= 1024)
1873 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1874 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
1875 GL_LockArrays(0, 0);
1876 newnumtriangles = 0;
1879 if (VectorLength2(rsurface_array_color4f + e[0] * 4) + VectorLength2(rsurface_array_color4f + e[1] * 4) + VectorLength2(rsurface_array_color4f + e[2] * 4) >= 0.01)
1889 if (newnumtriangles >= 1)
1891 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1892 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
1893 GL_LockArrays(0, 0);
1899 for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
1900 if (VectorLength2(c))
1904 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1905 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1906 GL_LockArrays(0, 0);
1908 // now reduce the intensity for the next overbright pass
1909 for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
1911 c[0] = max(0, c[0] - 1);
1912 c[1] = max(0, c[1] - 1);
1913 c[2] = max(0, c[2] - 1);
1918 static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1920 int surfacelistindex;
1921 float ambientcolorbase[3], diffusecolorbase[3];
1922 float ambientcolorpants[3], diffusecolorpants[3];
1923 float ambientcolorshirt[3], diffusecolorshirt[3];
1925 VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale * 2, ambientcolorbase);
1926 VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale * 2, diffusecolorbase);
1927 VectorScale(lightcolorpants, r_shadow_rtlight->ambientscale * 2, ambientcolorpants);
1928 VectorScale(lightcolorpants, r_shadow_rtlight->diffusescale * 2, diffusecolorpants);
1929 VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2, ambientcolorshirt);
1930 VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2, diffusecolorshirt);
1931 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1932 memset(&m, 0, sizeof(m));
1933 m.tex[0] = R_GetTexture(basetexture);
1934 if (r_textureunits.integer >= 2)
1937 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1938 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
1939 if (r_textureunits.integer >= 3)
1941 // Geforce3/Radeon class but not using dot3
1942 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
1943 m.texmatrix[2] = r_shadow_entitytoattenuationz;
1946 m.pointer_color = rsurface_array_color4f;
1948 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1950 const msurface_t *surface = surfacelist[surfacelistindex];
1951 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin, true, false);
1952 // OpenGL 1.1 path (anything)
1953 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
1954 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
1955 if (r_textureunits.integer >= 2)
1958 R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f);
1959 if (r_textureunits.integer >= 3)
1961 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
1962 R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f);
1965 R_Mesh_TexBind(0, R_GetTexture(basetexture));
1966 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorbase, ambientcolorbase);
1969 R_Mesh_TexBind(0, R_GetTexture(pantstexture));
1970 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorpants, ambientcolorpants);
1974 R_Mesh_TexBind(0, R_GetTexture(shirttexture));
1975 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorshirt, ambientcolorshirt);
1980 void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist)
1982 // FIXME: support MATERIALFLAG_NODEPTHTEST
1983 vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
1984 // calculate colors to render this texture with
1985 lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * ent->colormod[0] * texture->currentalpha;
1986 lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * ent->colormod[1] * texture->currentalpha;
1987 lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * ent->colormod[2] * texture->currentalpha;
1988 if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + (r_shadow_rtlight->specularscale * texture->specularscale) * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
1990 if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
1991 qglDisable(GL_CULL_FACE);
1993 qglEnable(GL_CULL_FACE);
1994 if (texture->colormapping)
1996 qboolean dopants = texture->skin.pants != NULL && VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f);
1997 qboolean doshirt = texture->skin.shirt != NULL && VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
2000 lightcolorpants[0] = lightcolorbase[0] * ent->colormap_pantscolor[0];
2001 lightcolorpants[1] = lightcolorbase[1] * ent->colormap_pantscolor[1];
2002 lightcolorpants[2] = lightcolorbase[2] * ent->colormap_pantscolor[2];
2005 VectorClear(lightcolorpants);
2008 lightcolorshirt[0] = lightcolorbase[0] * ent->colormap_shirtcolor[0];
2009 lightcolorshirt[1] = lightcolorbase[1] * ent->colormap_shirtcolor[1];
2010 lightcolorshirt[2] = lightcolorbase[2] * ent->colormap_shirtcolor[2];
2013 VectorClear(lightcolorshirt);
2014 switch (r_shadow_rendermode)
2016 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2017 R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt);
2019 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2020 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt);
2022 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2023 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt);
2025 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2026 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt);
2029 Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2035 switch (r_shadow_rendermode)
2037 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2038 R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false);
2040 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2041 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false);
2043 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2044 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false);
2046 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2047 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false);
2050 Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2056 void R_RTLight_Update(dlight_t *light, int isstatic)
2060 rtlight_t *rtlight = &light->rtlight;
2061 R_RTLight_Uncompile(rtlight);
2062 memset(rtlight, 0, sizeof(*rtlight));
2064 VectorCopy(light->origin, rtlight->shadoworigin);
2065 VectorCopy(light->color, rtlight->color);
2066 rtlight->radius = light->radius;
2067 //rtlight->cullradius = rtlight->radius;
2068 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2069 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2070 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2071 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2072 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2073 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2074 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2075 rtlight->cubemapname[0] = 0;
2076 if (light->cubemapname[0])
2077 strcpy(rtlight->cubemapname, light->cubemapname);
2078 else if (light->cubemapnum > 0)
2079 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2080 rtlight->shadow = light->shadow;
2081 rtlight->corona = light->corona;
2082 rtlight->style = light->style;
2083 rtlight->isstatic = isstatic;
2084 rtlight->coronasizescale = light->coronasizescale;
2085 rtlight->ambientscale = light->ambientscale;
2086 rtlight->diffusescale = light->diffusescale;
2087 rtlight->specularscale = light->specularscale;
2088 rtlight->flags = light->flags;
2089 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2090 // ConcatScale won't work here because this needs to scale rotate and
2091 // translate, not just rotate
2092 scale = 1.0f / rtlight->radius;
2093 for (k = 0;k < 3;k++)
2094 for (j = 0;j < 4;j++)
2095 rtlight->matrix_worldtolight.m[k][j] *= scale;
2098 // compiles rtlight geometry
2099 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2100 void R_RTLight_Compile(rtlight_t *rtlight)
2102 int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2103 entity_render_t *ent = r_refdef.worldentity;
2104 model_t *model = r_refdef.worldmodel;
2105 unsigned char *data;
2107 // compile the light
2108 rtlight->compiled = true;
2109 rtlight->static_numleafs = 0;
2110 rtlight->static_numleafpvsbytes = 0;
2111 rtlight->static_leaflist = NULL;
2112 rtlight->static_leafpvs = NULL;
2113 rtlight->static_numsurfaces = 0;
2114 rtlight->static_surfacelist = NULL;
2115 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2116 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2117 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2118 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2119 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2120 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2122 if (model && model->GetLightInfo)
2124 // this variable must be set for the CompileShadowVolume code
2125 r_shadow_compilingrtlight = rtlight;
2126 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2127 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);
2128 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2129 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2130 rtlight->static_numleafs = numleafs;
2131 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2132 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2133 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2134 rtlight->static_numsurfaces = numsurfaces;
2135 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2137 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2138 if (numleafpvsbytes)
2139 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2141 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2142 if (model->CompileShadowVolume && rtlight->shadow)
2143 model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2144 // now we're done compiling the rtlight
2145 r_shadow_compilingrtlight = NULL;
2149 // use smallest available cullradius - box radius or light radius
2150 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2151 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2155 if (rtlight->static_meshchain_shadow)
2158 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2161 shadowtris += mesh->numtriangles;
2165 if (developer.integer >= 10)
2166 Con_Printf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes);
2169 void R_RTLight_Uncompile(rtlight_t *rtlight)
2171 if (rtlight->compiled)
2173 if (rtlight->static_meshchain_shadow)
2174 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2175 rtlight->static_meshchain_shadow = NULL;
2176 // these allocations are grouped
2177 if (rtlight->static_leaflist)
2178 Mem_Free(rtlight->static_leaflist);
2179 rtlight->static_numleafs = 0;
2180 rtlight->static_numleafpvsbytes = 0;
2181 rtlight->static_leaflist = NULL;
2182 rtlight->static_leafpvs = NULL;
2183 rtlight->static_numsurfaces = 0;
2184 rtlight->static_surfacelist = NULL;
2185 rtlight->compiled = false;
2189 void R_Shadow_UncompileWorldLights(void)
2192 for (light = r_shadow_worldlightchain;light;light = light->next)
2193 R_RTLight_Uncompile(&light->rtlight);
2196 void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfacelist)
2198 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2199 vec_t relativeshadowradius;
2200 if (ent == r_refdef.worldentity)
2202 if (r_shadow_rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2205 R_Mesh_Matrix(&ent->matrix);
2206 for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2208 renderstats.lights_shadowtriangles += mesh->numtriangles;
2209 R_Mesh_VertexPointer(mesh->vertex3f);
2210 GL_LockArrays(0, mesh->numverts);
2211 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
2213 // decrement stencil if backface is behind depthbuffer
2214 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2215 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2216 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2217 // increment stencil if frontface is behind depthbuffer
2218 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2219 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2221 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2222 GL_LockArrays(0, 0);
2225 else if (numsurfaces)
2227 R_Mesh_Matrix(&ent->matrix);
2228 ent->model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight->cullmins, r_shadow_rtlight->cullmaxs);
2233 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin);
2234 relativeshadowradius = r_shadow_rtlight->radius / ent->scale;
2235 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2236 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2237 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2238 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2239 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2240 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2241 R_Mesh_Matrix(&ent->matrix);
2242 ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2246 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
2248 // set up properties for rendering light onto this entity
2249 Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_rtlight->matrix_worldtolight, &ent->matrix);
2250 Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2251 Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2252 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin);
2253 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
2254 R_Mesh_Matrix(&ent->matrix);
2257 void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)
2259 if (!ent->model->DrawLight)
2261 R_Shadow_SetupEntityLight(ent);
2262 if (ent == r_refdef.worldentity)
2263 ent->model->DrawLight(ent, numsurfaces, surfacelist);
2265 ent->model->DrawLight(ent, ent->model->nummodelsurfaces, ent->model->surfacelist);
2268 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2272 int numleafs, numsurfaces;
2273 int *leaflist, *surfacelist;
2274 unsigned char *leafpvs;
2275 int numlightentities;
2276 int numshadowentities;
2277 entity_render_t *lightentities[MAX_EDICTS];
2278 entity_render_t *shadowentities[MAX_EDICTS];
2280 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
2281 // skip lights that are basically invisible (color 0 0 0)
2282 if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
2285 // loading is done before visibility checks because loading should happen
2286 // all at once at the start of a level, not when it stalls gameplay.
2287 // (especially important to benchmarks)
2289 if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2290 R_RTLight_Compile(rtlight);
2292 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2294 // look up the light style value at this time
2295 f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2296 VectorScale(rtlight->color, f, rtlight->currentcolor);
2298 if (rtlight->selected)
2300 f = 2 + sin(realtime * M_PI * 4.0);
2301 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
2305 // if lightstyle is currently off, don't draw the light
2306 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
2309 // if the light box is offscreen, skip it
2310 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2313 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2315 // compiled light, world available and can receive realtime lighting
2316 // retrieve leaf information
2317 numleafs = rtlight->static_numleafs;
2318 leaflist = rtlight->static_leaflist;
2319 leafpvs = rtlight->static_leafpvs;
2320 numsurfaces = rtlight->static_numsurfaces;
2321 surfacelist = rtlight->static_surfacelist;
2323 else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2325 // dynamic light, world available and can receive realtime lighting
2326 // calculate lit surfaces and leafs
2327 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2328 r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, 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);
2329 leaflist = r_shadow_buffer_leaflist;
2330 leafpvs = r_shadow_buffer_leafpvs;
2331 surfacelist = r_shadow_buffer_surfacelist;
2332 // if the reduced leaf bounds are offscreen, skip it
2333 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2345 // check if light is illuminating any visible leafs
2348 for (i = 0;i < numleafs;i++)
2349 if (r_worldleafvisible[leaflist[i]])
2354 // set up a scissor rectangle for this light
2355 if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2358 // make a list of lit entities and shadow casting entities
2359 numlightentities = 0;
2360 numshadowentities = 0;
2361 // don't count the world unless some surfaces are actually lit
2364 lightentities[numlightentities++] = r_refdef.worldentity;
2365 shadowentities[numshadowentities++] = r_refdef.worldentity;
2367 // add dynamic entities that are lit by the light
2368 if (r_drawentities.integer)
2370 for (i = 0;i < r_refdef.numentities;i++)
2372 entity_render_t *ent = r_refdef.entities[i];
2373 if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
2375 && !(ent->flags & RENDER_TRANSPARENT)
2376 && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
2378 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2379 if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
2380 shadowentities[numshadowentities++] = ent;
2381 if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight)
2382 lightentities[numlightentities++] = ent;
2387 // return if there's nothing at all to light
2388 if (!numlightentities)
2391 // don't let sound skip if going slow
2392 if (r_refdef.extraupdate)
2395 // make this the active rtlight for rendering purposes
2396 R_Shadow_RenderMode_ActiveLight(rtlight);
2397 // count this light in the r_speeds
2398 renderstats.lights++;
2401 if (numshadowentities && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2403 // draw stencil shadow volumes to mask off pixels that are in shadow
2404 // so that they won't receive lighting
2408 R_Shadow_RenderMode_StencilShadowVolumes();
2409 for (i = 0;i < numshadowentities;i++)
2410 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
2413 // optionally draw visible shape of the shadow volumes
2414 // for performance analysis by level designers
2415 if (r_showshadowvolumes.integer)
2417 R_Shadow_RenderMode_VisibleShadowVolumes();
2418 for (i = 0;i < numshadowentities;i++)
2419 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
2423 if (numlightentities)
2425 // draw lighting in the unmasked areas
2426 R_Shadow_RenderMode_Lighting(usestencil, false);
2427 for (i = 0;i < numlightentities;i++)
2428 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
2430 // optionally draw the illuminated areas
2431 // for performance analysis by level designers
2432 if (r_showlighting.integer)
2434 R_Shadow_RenderMode_VisibleLighting(usestencil && !r_showdisabledepthtest.integer, false);
2435 for (i = 0;i < numlightentities;i++)
2436 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
2441 void R_ShadowVolumeLighting(qboolean visible)
2446 if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
2447 R_Shadow_EditLights_Reload_f();
2449 R_Shadow_RenderMode_Begin();
2451 flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2452 if (r_shadow_debuglight.integer >= 0)
2454 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2455 if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
2456 R_DrawRTLight(&light->rtlight, visible);
2459 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2460 if (light->flags & flag)
2461 R_DrawRTLight(&light->rtlight, visible);
2463 for (lnum = 0;lnum < r_refdef.numlights;lnum++)
2464 R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible);
2466 R_Shadow_RenderMode_End();
2469 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2470 typedef struct suffixinfo_s
2473 qboolean flipx, flipy, flipdiagonal;
2476 static suffixinfo_t suffix[3][6] =
2479 {"px", false, false, false},
2480 {"nx", false, false, false},
2481 {"py", false, false, false},
2482 {"ny", false, false, false},
2483 {"pz", false, false, false},
2484 {"nz", false, false, false}
2487 {"posx", false, false, false},
2488 {"negx", false, false, false},
2489 {"posy", false, false, false},
2490 {"negy", false, false, false},
2491 {"posz", false, false, false},
2492 {"negz", false, false, false}
2495 {"rt", true, false, true},
2496 {"lf", false, true, true},
2497 {"ft", true, true, false},
2498 {"bk", false, false, false},
2499 {"up", true, false, true},
2500 {"dn", true, false, true}
2504 static int componentorder[4] = {0, 1, 2, 3};
2506 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
2508 int i, j, cubemapsize;
2509 unsigned char *cubemappixels, *image_rgba;
2510 rtexture_t *cubemaptexture;
2512 // must start 0 so the first loadimagepixels has no requested width/height
2514 cubemappixels = NULL;
2515 cubemaptexture = NULL;
2516 // keep trying different suffix groups (posx, px, rt) until one loads
2517 for (j = 0;j < 3 && !cubemappixels;j++)
2519 // load the 6 images in the suffix group
2520 for (i = 0;i < 6;i++)
2522 // generate an image name based on the base and and suffix
2523 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2525 if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
2527 // an image loaded, make sure width and height are equal
2528 if (image_width == image_height)
2530 // if this is the first image to load successfully, allocate the cubemap memory
2531 if (!cubemappixels && image_width >= 1)
2533 cubemapsize = image_width;
2534 // note this clears to black, so unavailable sides are black
2535 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2537 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2539 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
2542 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2544 Mem_Free(image_rgba);
2548 // if a cubemap loaded, upload it
2551 if (!r_shadow_filters_texturepool)
2552 r_shadow_filters_texturepool = R_AllocTexturePool();
2553 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
2554 Mem_Free(cubemappixels);
2558 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
2559 for (j = 0;j < 3;j++)
2560 for (i = 0;i < 6;i++)
2561 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2562 Con_Print(" and was unable to find any of them.\n");
2564 return cubemaptexture;
2567 rtexture_t *R_Shadow_Cubemap(const char *basename)
2570 for (i = 0;i < numcubemaps;i++)
2571 if (!strcasecmp(cubemaps[i].basename, basename))
2572 return cubemaps[i].texture;
2573 if (i >= MAX_CUBEMAPS)
2574 return r_texture_whitecube;
2576 strcpy(cubemaps[i].basename, basename);
2577 cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
2578 if (!cubemaps[i].texture)
2579 cubemaps[i].texture = r_texture_whitecube;
2580 return cubemaps[i].texture;
2583 void R_Shadow_FreeCubemaps(void)
2586 R_FreeTexturePool(&r_shadow_filters_texturepool);
2589 dlight_t *R_Shadow_NewWorldLight(void)
2592 light = (dlight_t *)Mem_Alloc(r_main_mempool, sizeof(dlight_t));
2593 light->next = r_shadow_worldlightchain;
2594 r_shadow_worldlightchain = light;
2598 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)
2600 VectorCopy(origin, light->origin);
2601 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
2602 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
2603 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
2604 light->color[0] = max(color[0], 0);
2605 light->color[1] = max(color[1], 0);
2606 light->color[2] = max(color[2], 0);
2607 light->radius = max(radius, 0);
2608 light->style = style;
2609 if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
2611 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
2614 light->shadow = shadowenable;
2615 light->corona = corona;
2618 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
2619 light->coronasizescale = coronasizescale;
2620 light->ambientscale = ambientscale;
2621 light->diffusescale = diffusescale;
2622 light->specularscale = specularscale;
2623 light->flags = flags;
2624 Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
2626 R_RTLight_Update(light, true);
2629 void R_Shadow_FreeWorldLight(dlight_t *light)
2631 dlight_t **lightpointer;
2632 R_RTLight_Uncompile(&light->rtlight);
2633 for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
2634 if (*lightpointer != light)
2635 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain");
2636 *lightpointer = light->next;
2640 void R_Shadow_ClearWorldLights(void)
2642 while (r_shadow_worldlightchain)
2643 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
2644 r_shadow_selectedlight = NULL;
2645 R_Shadow_FreeCubemaps();
2648 void R_Shadow_SelectLight(dlight_t *light)
2650 if (r_shadow_selectedlight)
2651 r_shadow_selectedlight->selected = false;
2652 r_shadow_selectedlight = light;
2653 if (r_shadow_selectedlight)
2654 r_shadow_selectedlight->selected = true;
2657 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
2659 float scale = r_editlights_cursorgrid.value * 0.5f;
2660 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[1]->tex, NULL, false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
2663 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
2666 const dlight_t *light = (dlight_t *)ent;
2668 if (light->selected)
2669 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
2672 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[surfacenumber]->tex, NULL, false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
2675 void R_Shadow_DrawLightSprites(void)
2680 for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
2681 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 1+(i % 5), &light->rtlight);
2682 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
2685 void R_Shadow_SelectLightInView(void)
2687 float bestrating, rating, temp[3];
2688 dlight_t *best, *light;
2691 for (light = r_shadow_worldlightchain;light;light = light->next)
2693 VectorSubtract(light->origin, r_vieworigin, temp);
2694 rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
2697 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
2698 if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
2700 bestrating = rating;
2705 R_Shadow_SelectLight(best);
2708 void R_Shadow_LoadWorldLights(void)
2710 int n, a, style, shadow, flags;
2711 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
2712 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
2713 if (r_refdef.worldmodel == NULL)
2715 Con_Print("No map loaded.\n");
2718 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
2719 strlcat (name, ".rtlights", sizeof (name));
2720 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
2730 for (;COM_Parse(t, true) && strcmp(
2731 if (COM_Parse(t, true))
2733 if (com_token[0] == '!')
2736 origin[0] = atof(com_token+1);
2739 origin[0] = atof(com_token);
2744 while (*s && *s != '\n' && *s != '\r')
2750 // check for modifier flags
2757 a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
2760 flags = LIGHTFLAG_REALTIMEMODE;
2768 coronasizescale = 0.25f;
2770 VectorClear(angles);
2773 if (a < 9 || !strcmp(cubemapname, "\"\""))
2775 // remove quotes on cubemapname
2776 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
2778 cubemapname[strlen(cubemapname)-1] = 0;
2779 strcpy(cubemapname, cubemapname + 1);
2783 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);
2786 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
2794 Con_Printf("invalid rtlights file \"%s\"\n", name);
2795 Mem_Free(lightsstring);
2799 void R_Shadow_SaveWorldLights(void)
2802 size_t bufchars, bufmaxchars;
2804 char name[MAX_QPATH];
2805 char line[MAX_INPUTLINE];
2806 if (!r_shadow_worldlightchain)
2808 if (r_refdef.worldmodel == NULL)
2810 Con_Print("No map loaded.\n");
2813 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
2814 strlcat (name, ".rtlights", sizeof (name));
2815 bufchars = bufmaxchars = 0;
2817 for (light = r_shadow_worldlightchain;light;light = light->next)
2819 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
2820 sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
2821 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
2822 sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
2824 sprintf(line, "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
2825 if (bufchars + strlen(line) > bufmaxchars)
2827 bufmaxchars = bufchars + strlen(line) + 2048;
2829 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
2833 memcpy(buf, oldbuf, bufchars);
2839 memcpy(buf + bufchars, line, strlen(line));
2840 bufchars += strlen(line);
2844 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
2849 void R_Shadow_LoadLightsFile(void)
2852 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
2853 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
2854 if (r_refdef.worldmodel == NULL)
2856 Con_Print("No map loaded.\n");
2859 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
2860 strlcat (name, ".lights", sizeof (name));
2861 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
2869 while (*s && *s != '\n' && *s != '\r')
2875 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);
2879 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);
2882 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
2883 radius = bound(15, radius, 4096);
2884 VectorScale(color, (2.0f / (8388608.0f)), color);
2885 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
2893 Con_Printf("invalid lights file \"%s\"\n", name);
2894 Mem_Free(lightsstring);
2898 // tyrlite/hmap2 light types in the delay field
2899 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
2901 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
2903 int entnum, style, islight, skin, pflags, effects, type, n;
2906 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
2907 char key[256], value[MAX_INPUTLINE];
2909 if (r_refdef.worldmodel == NULL)
2911 Con_Print("No map loaded.\n");
2914 // try to load a .ent file first
2915 FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
2916 strlcat (key, ".ent", sizeof (key));
2917 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
2918 // and if that is not found, fall back to the bsp file entity string
2920 data = r_refdef.worldmodel->brush.entities;
2923 for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
2925 type = LIGHTTYPE_MINUSX;
2926 origin[0] = origin[1] = origin[2] = 0;
2927 originhack[0] = originhack[1] = originhack[2] = 0;
2928 angles[0] = angles[1] = angles[2] = 0;
2929 color[0] = color[1] = color[2] = 1;
2930 light[0] = light[1] = light[2] = 1;light[3] = 300;
2931 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
2941 if (!COM_ParseToken(&data, false))
2943 if (com_token[0] == '}')
2944 break; // end of entity
2945 if (com_token[0] == '_')
2946 strcpy(key, com_token + 1);
2948 strcpy(key, com_token);
2949 while (key[strlen(key)-1] == ' ') // remove trailing spaces
2950 key[strlen(key)-1] = 0;
2951 if (!COM_ParseToken(&data, false))
2953 strcpy(value, com_token);
2955 // now that we have the key pair worked out...
2956 if (!strcmp("light", key))
2958 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
2962 light[0] = vec[0] * (1.0f / 256.0f);
2963 light[1] = vec[0] * (1.0f / 256.0f);
2964 light[2] = vec[0] * (1.0f / 256.0f);
2970 light[0] = vec[0] * (1.0f / 255.0f);
2971 light[1] = vec[1] * (1.0f / 255.0f);
2972 light[2] = vec[2] * (1.0f / 255.0f);
2976 else if (!strcmp("delay", key))
2978 else if (!strcmp("origin", key))
2979 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
2980 else if (!strcmp("angle", key))
2981 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
2982 else if (!strcmp("angles", key))
2983 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
2984 else if (!strcmp("color", key))
2985 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
2986 else if (!strcmp("wait", key))
2987 fadescale = atof(value);
2988 else if (!strcmp("classname", key))
2990 if (!strncmp(value, "light", 5))
2993 if (!strcmp(value, "light_fluoro"))
2998 overridecolor[0] = 1;
2999 overridecolor[1] = 1;
3000 overridecolor[2] = 1;
3002 if (!strcmp(value, "light_fluorospark"))
3007 overridecolor[0] = 1;
3008 overridecolor[1] = 1;
3009 overridecolor[2] = 1;
3011 if (!strcmp(value, "light_globe"))
3016 overridecolor[0] = 1;
3017 overridecolor[1] = 0.8;
3018 overridecolor[2] = 0.4;
3020 if (!strcmp(value, "light_flame_large_yellow"))
3025 overridecolor[0] = 1;
3026 overridecolor[1] = 0.5;
3027 overridecolor[2] = 0.1;
3029 if (!strcmp(value, "light_flame_small_yellow"))
3034 overridecolor[0] = 1;
3035 overridecolor[1] = 0.5;
3036 overridecolor[2] = 0.1;
3038 if (!strcmp(value, "light_torch_small_white"))
3043 overridecolor[0] = 1;
3044 overridecolor[1] = 0.5;
3045 overridecolor[2] = 0.1;
3047 if (!strcmp(value, "light_torch_small_walltorch"))
3052 overridecolor[0] = 1;
3053 overridecolor[1] = 0.5;
3054 overridecolor[2] = 0.1;
3058 else if (!strcmp("style", key))
3059 style = atoi(value);
3060 else if (!strcmp("skin", key))
3061 skin = (int)atof(value);
3062 else if (!strcmp("pflags", key))
3063 pflags = (int)atof(value);
3064 else if (!strcmp("effects", key))
3065 effects = (int)atof(value);
3066 else if (r_refdef.worldmodel->type == mod_brushq3)
3068 if (!strcmp("scale", key))
3069 lightscale = atof(value);
3070 if (!strcmp("fade", key))
3071 fadescale = atof(value);
3076 if (lightscale <= 0)
3080 if (color[0] == color[1] && color[0] == color[2])
3082 color[0] *= overridecolor[0];
3083 color[1] *= overridecolor[1];
3084 color[2] *= overridecolor[2];
3086 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3087 color[0] = color[0] * light[0];
3088 color[1] = color[1] * light[1];
3089 color[2] = color[2] * light[2];
3092 case LIGHTTYPE_MINUSX:
3094 case LIGHTTYPE_RECIPX:
3096 VectorScale(color, (1.0f / 16.0f), color);
3098 case LIGHTTYPE_RECIPXX:
3100 VectorScale(color, (1.0f / 16.0f), color);
3103 case LIGHTTYPE_NONE:
3107 case LIGHTTYPE_MINUSXX:
3110 VectorAdd(origin, originhack, origin);
3112 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);
3115 Mem_Free(entfiledata);
3119 void R_Shadow_SetCursorLocationForView(void)
3122 vec3_t dest, endpos;
3124 VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
3125 trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
3126 if (trace.fraction < 1)
3128 dist = trace.fraction * r_editlights_cursordistance.value;
3129 push = r_editlights_cursorpushback.value;
3133 VectorMA(trace.endpos, push, r_viewforward, endpos);
3134 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
3138 VectorClear( endpos );
3140 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3141 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3142 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3145 void R_Shadow_UpdateWorldLightSelection(void)
3147 if (r_editlights.integer)
3149 R_Shadow_SetCursorLocationForView();
3150 R_Shadow_SelectLightInView();
3151 R_Shadow_DrawLightSprites();
3154 R_Shadow_SelectLight(NULL);
3157 void R_Shadow_EditLights_Clear_f(void)
3159 R_Shadow_ClearWorldLights();
3162 void R_Shadow_EditLights_Reload_f(void)
3164 if (!r_refdef.worldmodel)
3166 strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
3167 R_Shadow_ClearWorldLights();
3168 R_Shadow_LoadWorldLights();
3169 if (r_shadow_worldlightchain == NULL)
3171 R_Shadow_LoadLightsFile();
3172 if (r_shadow_worldlightchain == NULL)
3173 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3177 void R_Shadow_EditLights_Save_f(void)
3179 if (!r_refdef.worldmodel)
3181 R_Shadow_SaveWorldLights();
3184 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
3186 R_Shadow_ClearWorldLights();
3187 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3190 void R_Shadow_EditLights_ImportLightsFile_f(void)
3192 R_Shadow_ClearWorldLights();
3193 R_Shadow_LoadLightsFile();
3196 void R_Shadow_EditLights_Spawn_f(void)
3199 if (!r_editlights.integer)
3201 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3204 if (Cmd_Argc() != 1)
3206 Con_Print("r_editlights_spawn does not take parameters\n");
3209 color[0] = color[1] = color[2] = 1;
3210 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3213 void R_Shadow_EditLights_Edit_f(void)
3215 vec3_t origin, angles, color;
3216 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
3217 int style, shadows, flags, normalmode, realtimemode;
3218 char cubemapname[MAX_INPUTLINE];
3219 if (!r_editlights.integer)
3221 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3224 if (!r_shadow_selectedlight)
3226 Con_Print("No selected light.\n");
3229 VectorCopy(r_shadow_selectedlight->origin, origin);
3230 VectorCopy(r_shadow_selectedlight->angles, angles);
3231 VectorCopy(r_shadow_selectedlight->color, color);
3232 radius = r_shadow_selectedlight->radius;
3233 style = r_shadow_selectedlight->style;
3234 if (r_shadow_selectedlight->cubemapname)
3235 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
3238 shadows = r_shadow_selectedlight->shadow;
3239 corona = r_shadow_selectedlight->corona;
3240 coronasizescale = r_shadow_selectedlight->coronasizescale;
3241 ambientscale = r_shadow_selectedlight->ambientscale;
3242 diffusescale = r_shadow_selectedlight->diffusescale;
3243 specularscale = r_shadow_selectedlight->specularscale;
3244 flags = r_shadow_selectedlight->flags;
3245 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
3246 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
3247 if (!strcmp(Cmd_Argv(1), "origin"))
3249 if (Cmd_Argc() != 5)
3251 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3254 origin[0] = atof(Cmd_Argv(2));
3255 origin[1] = atof(Cmd_Argv(3));
3256 origin[2] = atof(Cmd_Argv(4));
3258 else if (!strcmp(Cmd_Argv(1), "originx"))
3260 if (Cmd_Argc() != 3)
3262 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3265 origin[0] = atof(Cmd_Argv(2));
3267 else if (!strcmp(Cmd_Argv(1), "originy"))
3269 if (Cmd_Argc() != 3)
3271 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3274 origin[1] = atof(Cmd_Argv(2));
3276 else if (!strcmp(Cmd_Argv(1), "originz"))
3278 if (Cmd_Argc() != 3)
3280 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3283 origin[2] = atof(Cmd_Argv(2));
3285 else if (!strcmp(Cmd_Argv(1), "move"))
3287 if (Cmd_Argc() != 5)
3289 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3292 origin[0] += atof(Cmd_Argv(2));
3293 origin[1] += atof(Cmd_Argv(3));
3294 origin[2] += atof(Cmd_Argv(4));
3296 else if (!strcmp(Cmd_Argv(1), "movex"))
3298 if (Cmd_Argc() != 3)
3300 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3303 origin[0] += atof(Cmd_Argv(2));
3305 else if (!strcmp(Cmd_Argv(1), "movey"))
3307 if (Cmd_Argc() != 3)
3309 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3312 origin[1] += atof(Cmd_Argv(2));
3314 else if (!strcmp(Cmd_Argv(1), "movez"))
3316 if (Cmd_Argc() != 3)
3318 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3321 origin[2] += atof(Cmd_Argv(2));
3323 else if (!strcmp(Cmd_Argv(1), "angles"))
3325 if (Cmd_Argc() != 5)
3327 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3330 angles[0] = atof(Cmd_Argv(2));
3331 angles[1] = atof(Cmd_Argv(3));
3332 angles[2] = atof(Cmd_Argv(4));
3334 else if (!strcmp(Cmd_Argv(1), "anglesx"))
3336 if (Cmd_Argc() != 3)
3338 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3341 angles[0] = atof(Cmd_Argv(2));
3343 else if (!strcmp(Cmd_Argv(1), "anglesy"))
3345 if (Cmd_Argc() != 3)
3347 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3350 angles[1] = atof(Cmd_Argv(2));
3352 else if (!strcmp(Cmd_Argv(1), "anglesz"))
3354 if (Cmd_Argc() != 3)
3356 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3359 angles[2] = atof(Cmd_Argv(2));
3361 else if (!strcmp(Cmd_Argv(1), "color"))
3363 if (Cmd_Argc() != 5)
3365 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
3368 color[0] = atof(Cmd_Argv(2));
3369 color[1] = atof(Cmd_Argv(3));
3370 color[2] = atof(Cmd_Argv(4));
3372 else if (!strcmp(Cmd_Argv(1), "radius"))
3374 if (Cmd_Argc() != 3)
3376 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3379 radius = atof(Cmd_Argv(2));
3381 else if (!strcmp(Cmd_Argv(1), "colorscale"))
3383 if (Cmd_Argc() == 3)
3385 double scale = atof(Cmd_Argv(2));
3392 if (Cmd_Argc() != 5)
3394 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
3397 color[0] *= atof(Cmd_Argv(2));
3398 color[1] *= atof(Cmd_Argv(3));
3399 color[2] *= atof(Cmd_Argv(4));
3402 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
3404 if (Cmd_Argc() != 3)
3406 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3409 radius *= atof(Cmd_Argv(2));
3411 else if (!strcmp(Cmd_Argv(1), "style"))
3413 if (Cmd_Argc() != 3)
3415 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3418 style = atoi(Cmd_Argv(2));
3420 else if (!strcmp(Cmd_Argv(1), "cubemap"))
3424 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3427 if (Cmd_Argc() == 3)
3428 strcpy(cubemapname, Cmd_Argv(2));
3432 else if (!strcmp(Cmd_Argv(1), "shadows"))
3434 if (Cmd_Argc() != 3)
3436 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3439 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3441 else if (!strcmp(Cmd_Argv(1), "corona"))
3443 if (Cmd_Argc() != 3)
3445 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3448 corona = atof(Cmd_Argv(2));
3450 else if (!strcmp(Cmd_Argv(1), "coronasize"))
3452 if (Cmd_Argc() != 3)
3454 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3457 coronasizescale = atof(Cmd_Argv(2));
3459 else if (!strcmp(Cmd_Argv(1), "ambient"))
3461 if (Cmd_Argc() != 3)
3463 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3466 ambientscale = atof(Cmd_Argv(2));
3468 else if (!strcmp(Cmd_Argv(1), "diffuse"))
3470 if (Cmd_Argc() != 3)
3472 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3475 diffusescale = atof(Cmd_Argv(2));
3477 else if (!strcmp(Cmd_Argv(1), "specular"))
3479 if (Cmd_Argc() != 3)
3481 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3484 specularscale = atof(Cmd_Argv(2));
3486 else if (!strcmp(Cmd_Argv(1), "normalmode"))
3488 if (Cmd_Argc() != 3)
3490 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3493 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3495 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
3497 if (Cmd_Argc() != 3)
3499 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3502 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3506 Con_Print("usage: r_editlights_edit [property] [value]\n");
3507 Con_Print("Selected light's properties:\n");
3508 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
3509 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
3510 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
3511 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
3512 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
3513 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
3514 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
3515 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
3516 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
3517 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
3518 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
3519 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
3520 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
3521 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
3524 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
3525 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3528 void R_Shadow_EditLights_EditAll_f(void)
3532 if (!r_editlights.integer)
3534 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
3538 for (light = r_shadow_worldlightchain;light;light = light->next)
3540 R_Shadow_SelectLight(light);
3541 R_Shadow_EditLights_Edit_f();
3545 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
3547 int lightnumber, lightcount;
3551 if (!r_editlights.integer)
3557 for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
3558 if (light == r_shadow_selectedlight)
3559 lightnumber = lightcount;
3560 sprintf(temp, "Cursor %f %f %f Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3561 if (r_shadow_selectedlight == NULL)
3563 sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3564 sprintf(temp, "Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3565 sprintf(temp, "Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3566 sprintf(temp, "Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3567 sprintf(temp, "Radius : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3568 sprintf(temp, "Corona : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3569 sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3570 sprintf(temp, "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3571 sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3572 sprintf(temp, "CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3573 sprintf(temp, "Ambient : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3574 sprintf(temp, "Diffuse : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3575 sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3576 sprintf(temp, "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3577 sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3580 void R_Shadow_EditLights_ToggleShadow_f(void)
3582 if (!r_editlights.integer)
3584 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3587 if (!r_shadow_selectedlight)
3589 Con_Print("No selected light.\n");
3592 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);
3595 void R_Shadow_EditLights_ToggleCorona_f(void)
3597 if (!r_editlights.integer)
3599 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3602 if (!r_shadow_selectedlight)
3604 Con_Print("No selected light.\n");
3607 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);
3610 void R_Shadow_EditLights_Remove_f(void)
3612 if (!r_editlights.integer)
3614 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
3617 if (!r_shadow_selectedlight)
3619 Con_Print("No selected light.\n");
3622 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
3623 r_shadow_selectedlight = NULL;
3626 void R_Shadow_EditLights_Help_f(void)
3629 "Documentation on r_editlights system:\n"
3631 "r_editlights : enable/disable editing mode\n"
3632 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
3633 "r_editlights_cursorpushback : push back cursor this far from surface\n"
3634 "r_editlights_cursorpushoff : push cursor off surface this far\n"
3635 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
3636 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
3638 "r_editlights_help : this help\n"
3639 "r_editlights_clear : remove all lights\n"
3640 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
3641 "r_editlights_save : save to .rtlights file\n"
3642 "r_editlights_spawn : create a light with default settings\n"
3643 "r_editlights_edit command : edit selected light - more documentation below\n"
3644 "r_editlights_remove : remove selected light\n"
3645 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
3646 "r_editlights_importlightentitiesfrommap : reload light entities\n"
3647 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
3649 "origin x y z : set light location\n"
3650 "originx x: set x component of light location\n"
3651 "originy y: set y component of light location\n"
3652 "originz z: set z component of light location\n"
3653 "move x y z : adjust light location\n"
3654 "movex x: adjust x component of light location\n"
3655 "movey y: adjust y component of light location\n"
3656 "movez z: adjust z component of light location\n"
3657 "angles x y z : set light angles\n"
3658 "anglesx x: set x component of light angles\n"
3659 "anglesy y: set y component of light angles\n"
3660 "anglesz z: set z component of light angles\n"
3661 "color r g b : set color of light (can be brighter than 1 1 1)\n"
3662 "radius radius : set radius (size) of light\n"
3663 "colorscale grey : multiply color of light (1 does nothing)\n"
3664 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
3665 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
3666 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
3667 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
3668 "cubemap basename : set filter cubemap of light (not yet supported)\n"
3669 "shadows 1/0 : turn on/off shadows\n"
3670 "corona n : set corona intensity\n"
3671 "coronasize n : set corona size (0-1)\n"
3672 "ambient n : set ambient intensity (0-1)\n"
3673 "diffuse n : set diffuse intensity (0-1)\n"
3674 "specular n : set specular intensity (0-1)\n"
3675 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
3676 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
3677 "<nothing> : print light properties to console\n"
3681 void R_Shadow_EditLights_CopyInfo_f(void)
3683 if (!r_editlights.integer)
3685 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
3688 if (!r_shadow_selectedlight)
3690 Con_Print("No selected light.\n");
3693 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
3694 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
3695 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
3696 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
3697 if (r_shadow_selectedlight->cubemapname)
3698 strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname);
3700 r_shadow_bufferlight.cubemapname[0] = 0;
3701 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
3702 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
3703 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
3704 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
3705 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
3706 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
3707 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
3710 void R_Shadow_EditLights_PasteInfo_f(void)
3712 if (!r_editlights.integer)
3714 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
3717 if (!r_shadow_selectedlight)
3719 Con_Print("No selected light.\n");
3722 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);
3725 void R_Shadow_EditLights_Init(void)
3727 Cvar_RegisterVariable(&r_editlights);
3728 Cvar_RegisterVariable(&r_editlights_cursordistance);
3729 Cvar_RegisterVariable(&r_editlights_cursorpushback);
3730 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
3731 Cvar_RegisterVariable(&r_editlights_cursorgrid);
3732 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
3733 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
3734 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
3735 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)");
3736 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
3737 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
3738 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
3739 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)");
3740 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
3741 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
3742 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
3743 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
3744 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
3745 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
3746 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)");