3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however. Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light. This technique is used heavily in many games (Doom3 does not support
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
143 extern void R_Shadow_EditLights_Init(void);
145 typedef enum r_shadow_rendermode_e
147 R_SHADOW_RENDERMODE_NONE,
148 R_SHADOW_RENDERMODE_ZPASS_STENCIL,
149 R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
150 R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
151 R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
152 R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
153 R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
154 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
155 R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
156 R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
157 R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
158 R_SHADOW_RENDERMODE_LIGHT_GLSL,
159 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
160 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
161 R_SHADOW_RENDERMODE_SHADOWMAP2D,
162 R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE,
163 R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE,
165 r_shadow_rendermode_t;
167 typedef enum r_shadow_shadowmode_e
169 R_SHADOW_SHADOWMODE_STENCIL,
170 R_SHADOW_SHADOWMODE_SHADOWMAP2D,
171 R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE,
172 R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE
174 r_shadow_shadowmode_t;
176 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
177 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
178 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
180 qboolean r_shadow_usingshadowmaprect;
181 qboolean r_shadow_usingshadowmap2d;
182 qboolean r_shadow_usingshadowmapcube;
183 qboolean r_shadow_usingshadowmaportho;
184 int r_shadow_shadowmapside;
185 float r_shadow_shadowmap_texturescale[2];
186 float r_shadow_shadowmap_parameters[4];
188 int r_shadow_drawbuffer;
189 int r_shadow_readbuffer;
191 int r_shadow_cullface_front, r_shadow_cullface_back;
192 GLuint r_shadow_fborectangle;
193 GLuint r_shadow_fbocubeside[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
194 GLuint r_shadow_fbo2d;
195 r_shadow_shadowmode_t r_shadow_shadowmode;
196 int r_shadow_shadowmapfilterquality;
197 int r_shadow_shadowmaptexturetype;
198 int r_shadow_shadowmapdepthbits;
199 int r_shadow_shadowmapmaxsize;
200 qboolean r_shadow_shadowmapvsdct;
201 qboolean r_shadow_shadowmapsampler;
202 int r_shadow_shadowmappcf;
203 int r_shadow_shadowmapborder;
204 matrix4x4_t r_shadow_shadowmapmatrix;
205 int r_shadow_lightscissor[4];
206 qboolean r_shadow_usingdeferredprepass;
208 int maxshadowtriangles;
211 int maxshadowvertices;
212 float *shadowvertex3f;
222 unsigned char *shadowsides;
223 int *shadowsideslist;
230 int r_shadow_buffer_numleafpvsbytes;
231 unsigned char *r_shadow_buffer_visitingleafpvs;
232 unsigned char *r_shadow_buffer_leafpvs;
233 int *r_shadow_buffer_leaflist;
235 int r_shadow_buffer_numsurfacepvsbytes;
236 unsigned char *r_shadow_buffer_surfacepvs;
237 int *r_shadow_buffer_surfacelist;
238 unsigned char *r_shadow_buffer_surfacesides;
240 int r_shadow_buffer_numshadowtrispvsbytes;
241 unsigned char *r_shadow_buffer_shadowtrispvs;
242 int r_shadow_buffer_numlighttrispvsbytes;
243 unsigned char *r_shadow_buffer_lighttrispvs;
245 rtexturepool_t *r_shadow_texturepool;
246 rtexture_t *r_shadow_attenuationgradienttexture;
247 rtexture_t *r_shadow_attenuation2dtexture;
248 rtexture_t *r_shadow_attenuation3dtexture;
249 skinframe_t *r_shadow_lightcorona;
250 rtexture_t *r_shadow_shadowmaprectangletexture;
251 rtexture_t *r_shadow_shadowmap2dtexture;
252 rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
253 rtexture_t *r_shadow_shadowmapvsdcttexture;
254 int r_shadow_shadowmapsize; // changes for each light based on distance
255 int r_shadow_shadowmaplod; // changes for each light based on distance
257 GLuint r_shadow_prepassgeometryfbo;
258 GLuint r_shadow_prepasslightingfbo;
259 int r_shadow_prepass_width;
260 int r_shadow_prepass_height;
261 rtexture_t *r_shadow_prepassgeometrydepthtexture;
262 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
263 rtexture_t *r_shadow_prepasslightingdiffusetexture;
264 rtexture_t *r_shadow_prepasslightingspeculartexture;
266 // lights are reloaded when this changes
267 char r_shadow_mapname[MAX_QPATH];
269 // used only for light filters (cubemaps)
270 rtexturepool_t *r_shadow_filters_texturepool;
272 static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
274 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
275 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
276 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
277 cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
278 cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "2", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"};
279 //cvar_t r_shadow_deferred_fp = {CVAR_SAVE, "r_shadow_deferred_fp", "0", "use 16bit (1) or 32bit (2) floating point for accumulation of image-based lighting"};
280 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
281 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
282 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
283 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
284 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
285 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
286 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
287 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
288 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
289 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
290 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
291 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
292 cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
293 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
294 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
295 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
296 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
297 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
298 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
299 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
300 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
301 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
302 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
303 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "0", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
304 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
305 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "0", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
306 cvar_t r_shadow_shadowmapping_texturetype = {CVAR_SAVE, "r_shadow_shadowmapping_texturetype", "-1", "shadowmap texture types: -1 = auto-select, 0 = 2D, 1 = rectangle, 2 = cubemap"};
307 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
308 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
309 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
310 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
311 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
312 cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
313 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
314 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
315 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
316 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
317 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
318 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
319 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
320 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
321 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
322 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
323 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
324 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksm the proportion of hidden pixels controls corona intensity"};
325 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
326 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
327 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
328 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
329 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
330 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
331 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
332 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
333 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
334 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
336 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
337 #define ATTENTABLESIZE 256
338 // 1D gradient, 2D circle and 3D sphere attenuation textures
339 #define ATTEN1DSIZE 32
340 #define ATTEN2DSIZE 64
341 #define ATTEN3DSIZE 32
343 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
344 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
345 static float r_shadow_attentable[ATTENTABLESIZE+1];
347 rtlight_t *r_shadow_compilingrtlight;
348 static memexpandablearray_t r_shadow_worldlightsarray;
349 dlight_t *r_shadow_selectedlight;
350 dlight_t r_shadow_bufferlight;
351 vec3_t r_editlights_cursorlocation;
352 qboolean r_editlights_lockcursor;
354 extern int con_vislines;
356 void R_Shadow_UncompileWorldLights(void);
357 void R_Shadow_ClearWorldLights(void);
358 void R_Shadow_SaveWorldLights(void);
359 void R_Shadow_LoadWorldLights(void);
360 void R_Shadow_LoadLightsFile(void);
361 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
362 void R_Shadow_EditLights_Reload_f(void);
363 void R_Shadow_ValidateCvars(void);
364 static void R_Shadow_MakeTextures(void);
366 #define EDLIGHTSPRSIZE 8
367 skinframe_t *r_editlights_sprcursor;
368 skinframe_t *r_editlights_sprlight;
369 skinframe_t *r_editlights_sprnoshadowlight;
370 skinframe_t *r_editlights_sprcubemaplight;
371 skinframe_t *r_editlights_sprcubemapnoshadowlight;
372 skinframe_t *r_editlights_sprselection;
374 void R_Shadow_SetShadowMode(void)
376 r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
377 r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0;
378 r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
379 r_shadow_shadowmaptexturetype = r_shadow_shadowmapping_texturetype.integer;
380 r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
381 r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
382 r_shadow_shadowmaplod = -1;
383 r_shadow_shadowmapsize = 0;
384 r_shadow_shadowmapsampler = false;
385 r_shadow_shadowmappcf = 0;
386 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
387 switch(vid.renderpath)
389 case RENDERPATH_GL20:
390 case RENDERPATH_CGGL:
391 if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
393 if(r_shadow_shadowmapfilterquality < 0)
395 if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
396 r_shadow_shadowmappcf = 1;
397 else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD"))
399 r_shadow_shadowmapsampler = vid.support.arb_shadow;
400 r_shadow_shadowmappcf = 1;
402 else if(strstr(gl_vendor, "ATI"))
403 r_shadow_shadowmappcf = 1;
405 r_shadow_shadowmapsampler = vid.support.arb_shadow;
409 switch (r_shadow_shadowmapfilterquality)
412 r_shadow_shadowmapsampler = vid.support.arb_shadow;
415 r_shadow_shadowmapsampler = vid.support.arb_shadow;
416 r_shadow_shadowmappcf = 1;
419 r_shadow_shadowmappcf = 1;
422 r_shadow_shadowmappcf = 2;
426 switch (r_shadow_shadowmaptexturetype)
429 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
432 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
435 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE;
438 if((vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) && r_shadow_shadowmappcf && !r_shadow_shadowmapsampler)
439 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
440 else if(vid.support.arb_texture_rectangle)
441 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
443 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
446 // Cg has very little choice in depth texture sampling
449 r_shadow_shadowmapsampler = false;
450 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
454 case RENDERPATH_GL13:
456 case RENDERPATH_GL11:
461 qboolean R_Shadow_ShadowMappingEnabled(void)
463 switch (r_shadow_shadowmode)
465 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
466 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
467 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
474 void R_Shadow_FreeShadowMaps(void)
478 R_Shadow_SetShadowMode();
480 if (!vid.support.ext_framebuffer_object || !vid.support.arb_fragment_shader)
485 if (r_shadow_fborectangle)
486 qglDeleteFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
487 r_shadow_fborectangle = 0;
490 qglDeleteFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
492 for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
493 if (r_shadow_fbocubeside[i])
494 qglDeleteFramebuffersEXT(1, &r_shadow_fbocubeside[i]);CHECKGLERROR
495 memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
497 if (r_shadow_shadowmaprectangletexture)
498 R_FreeTexture(r_shadow_shadowmaprectangletexture);
499 r_shadow_shadowmaprectangletexture = NULL;
501 if (r_shadow_shadowmap2dtexture)
502 R_FreeTexture(r_shadow_shadowmap2dtexture);
503 r_shadow_shadowmap2dtexture = NULL;
505 for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
506 if (r_shadow_shadowmapcubetexture[i])
507 R_FreeTexture(r_shadow_shadowmapcubetexture[i]);
508 memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
510 if (r_shadow_shadowmapvsdcttexture)
511 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
512 r_shadow_shadowmapvsdcttexture = NULL;
517 void r_shadow_start(void)
519 // allocate vertex processing arrays
520 r_shadow_attenuationgradienttexture = NULL;
521 r_shadow_attenuation2dtexture = NULL;
522 r_shadow_attenuation3dtexture = NULL;
523 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
524 r_shadow_shadowmaprectangletexture = NULL;
525 r_shadow_shadowmap2dtexture = NULL;
526 memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
527 r_shadow_shadowmapvsdcttexture = NULL;
528 r_shadow_shadowmapmaxsize = 0;
529 r_shadow_shadowmapsize = 0;
530 r_shadow_shadowmaplod = 0;
531 r_shadow_shadowmapfilterquality = -1;
532 r_shadow_shadowmaptexturetype = -1;
533 r_shadow_shadowmapdepthbits = 0;
534 r_shadow_shadowmapvsdct = false;
535 r_shadow_shadowmapsampler = false;
536 r_shadow_shadowmappcf = 0;
537 r_shadow_fborectangle = 0;
539 memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
541 R_Shadow_FreeShadowMaps();
543 r_shadow_texturepool = NULL;
544 r_shadow_filters_texturepool = NULL;
545 R_Shadow_ValidateCvars();
546 R_Shadow_MakeTextures();
547 maxshadowtriangles = 0;
548 shadowelements = NULL;
549 maxshadowvertices = 0;
550 shadowvertex3f = NULL;
558 shadowmarklist = NULL;
563 shadowsideslist = NULL;
564 r_shadow_buffer_numleafpvsbytes = 0;
565 r_shadow_buffer_visitingleafpvs = NULL;
566 r_shadow_buffer_leafpvs = NULL;
567 r_shadow_buffer_leaflist = NULL;
568 r_shadow_buffer_numsurfacepvsbytes = 0;
569 r_shadow_buffer_surfacepvs = NULL;
570 r_shadow_buffer_surfacelist = NULL;
571 r_shadow_buffer_surfacesides = NULL;
572 r_shadow_buffer_numshadowtrispvsbytes = 0;
573 r_shadow_buffer_shadowtrispvs = NULL;
574 r_shadow_buffer_numlighttrispvsbytes = 0;
575 r_shadow_buffer_lighttrispvs = NULL;
577 r_shadow_usingdeferredprepass = false;
578 r_shadow_prepass_width = r_shadow_prepass_height = 0;
581 static void R_Shadow_FreeDeferred(void);
582 void r_shadow_shutdown(void)
585 R_Shadow_UncompileWorldLights();
587 R_Shadow_FreeShadowMaps();
589 r_shadow_usingdeferredprepass = false;
590 if (r_shadow_prepass_width)
591 R_Shadow_FreeDeferred();
592 r_shadow_prepass_width = r_shadow_prepass_height = 0;
595 r_shadow_attenuationgradienttexture = NULL;
596 r_shadow_attenuation2dtexture = NULL;
597 r_shadow_attenuation3dtexture = NULL;
598 R_FreeTexturePool(&r_shadow_texturepool);
599 R_FreeTexturePool(&r_shadow_filters_texturepool);
600 maxshadowtriangles = 0;
602 Mem_Free(shadowelements);
603 shadowelements = NULL;
605 Mem_Free(shadowvertex3f);
606 shadowvertex3f = NULL;
609 Mem_Free(vertexupdate);
612 Mem_Free(vertexremap);
618 Mem_Free(shadowmark);
621 Mem_Free(shadowmarklist);
622 shadowmarklist = NULL;
627 Mem_Free(shadowsides);
630 Mem_Free(shadowsideslist);
631 shadowsideslist = NULL;
632 r_shadow_buffer_numleafpvsbytes = 0;
633 if (r_shadow_buffer_visitingleafpvs)
634 Mem_Free(r_shadow_buffer_visitingleafpvs);
635 r_shadow_buffer_visitingleafpvs = NULL;
636 if (r_shadow_buffer_leafpvs)
637 Mem_Free(r_shadow_buffer_leafpvs);
638 r_shadow_buffer_leafpvs = NULL;
639 if (r_shadow_buffer_leaflist)
640 Mem_Free(r_shadow_buffer_leaflist);
641 r_shadow_buffer_leaflist = NULL;
642 r_shadow_buffer_numsurfacepvsbytes = 0;
643 if (r_shadow_buffer_surfacepvs)
644 Mem_Free(r_shadow_buffer_surfacepvs);
645 r_shadow_buffer_surfacepvs = NULL;
646 if (r_shadow_buffer_surfacelist)
647 Mem_Free(r_shadow_buffer_surfacelist);
648 r_shadow_buffer_surfacelist = NULL;
649 if (r_shadow_buffer_surfacesides)
650 Mem_Free(r_shadow_buffer_surfacesides);
651 r_shadow_buffer_surfacesides = NULL;
652 r_shadow_buffer_numshadowtrispvsbytes = 0;
653 if (r_shadow_buffer_shadowtrispvs)
654 Mem_Free(r_shadow_buffer_shadowtrispvs);
655 r_shadow_buffer_numlighttrispvsbytes = 0;
656 if (r_shadow_buffer_lighttrispvs)
657 Mem_Free(r_shadow_buffer_lighttrispvs);
660 void r_shadow_newmap(void)
662 if (r_shadow_lightcorona) R_SkinFrame_MarkUsed(r_shadow_lightcorona);
663 if (r_editlights_sprcursor) R_SkinFrame_MarkUsed(r_editlights_sprcursor);
664 if (r_editlights_sprlight) R_SkinFrame_MarkUsed(r_editlights_sprlight);
665 if (r_editlights_sprnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
666 if (r_editlights_sprcubemaplight) R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
667 if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
668 if (r_editlights_sprselection) R_SkinFrame_MarkUsed(r_editlights_sprselection);
669 if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
670 R_Shadow_EditLights_Reload_f();
673 void R_Shadow_Init(void)
675 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
676 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
677 Cvar_RegisterVariable(&r_shadow_usenormalmap);
678 Cvar_RegisterVariable(&r_shadow_debuglight);
679 Cvar_RegisterVariable(&r_shadow_deferred);
680 Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
681 // Cvar_RegisterVariable(&r_shadow_deferred_fp);
682 Cvar_RegisterVariable(&r_shadow_gloss);
683 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
684 Cvar_RegisterVariable(&r_shadow_glossintensity);
685 Cvar_RegisterVariable(&r_shadow_glossexponent);
686 Cvar_RegisterVariable(&r_shadow_gloss2exponent);
687 Cvar_RegisterVariable(&r_shadow_glossexact);
688 Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
689 Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
690 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
691 Cvar_RegisterVariable(&r_shadow_lightradiusscale);
692 Cvar_RegisterVariable(&r_shadow_projectdistance);
693 Cvar_RegisterVariable(&r_shadow_frontsidecasting);
694 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
695 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
696 Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
697 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
698 Cvar_RegisterVariable(&r_shadow_realtime_world);
699 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
700 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
701 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
702 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
703 Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
704 Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
705 Cvar_RegisterVariable(&r_shadow_scissor);
706 Cvar_RegisterVariable(&r_shadow_shadowmapping);
707 Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
708 Cvar_RegisterVariable(&r_shadow_shadowmapping_texturetype);
709 Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
710 Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
711 Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
712 Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
713 Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
714 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
715 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
716 Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
717 Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
718 Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
719 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
720 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
721 Cvar_RegisterVariable(&r_shadow_polygonfactor);
722 Cvar_RegisterVariable(&r_shadow_polygonoffset);
723 Cvar_RegisterVariable(&r_shadow_texture3d);
724 Cvar_RegisterVariable(&r_coronas);
725 Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
726 Cvar_RegisterVariable(&r_coronas_occlusionquery);
727 Cvar_RegisterVariable(&gl_flashblend);
728 Cvar_RegisterVariable(&gl_ext_separatestencil);
729 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
730 if (gamemode == GAME_TENEBRAE)
732 Cvar_SetValue("r_shadow_gloss", 2);
733 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
735 R_Shadow_EditLights_Init();
736 Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
737 maxshadowtriangles = 0;
738 shadowelements = NULL;
739 maxshadowvertices = 0;
740 shadowvertex3f = NULL;
748 shadowmarklist = NULL;
753 shadowsideslist = NULL;
754 r_shadow_buffer_numleafpvsbytes = 0;
755 r_shadow_buffer_visitingleafpvs = NULL;
756 r_shadow_buffer_leafpvs = NULL;
757 r_shadow_buffer_leaflist = NULL;
758 r_shadow_buffer_numsurfacepvsbytes = 0;
759 r_shadow_buffer_surfacepvs = NULL;
760 r_shadow_buffer_surfacelist = NULL;
761 r_shadow_buffer_surfacesides = NULL;
762 r_shadow_buffer_shadowtrispvs = NULL;
763 r_shadow_buffer_lighttrispvs = NULL;
764 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
767 matrix4x4_t matrix_attenuationxyz =
770 {0.5, 0.0, 0.0, 0.5},
771 {0.0, 0.5, 0.0, 0.5},
772 {0.0, 0.0, 0.5, 0.5},
777 matrix4x4_t matrix_attenuationz =
780 {0.0, 0.0, 0.5, 0.5},
781 {0.0, 0.0, 0.0, 0.5},
782 {0.0, 0.0, 0.0, 0.5},
787 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
789 numvertices = ((numvertices + 255) & ~255) * vertscale;
790 numtriangles = ((numtriangles + 255) & ~255) * triscale;
791 // make sure shadowelements is big enough for this volume
792 if (maxshadowtriangles < numtriangles)
794 maxshadowtriangles = numtriangles;
796 Mem_Free(shadowelements);
797 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
799 // make sure shadowvertex3f is big enough for this volume
800 if (maxshadowvertices < numvertices)
802 maxshadowvertices = numvertices;
804 Mem_Free(shadowvertex3f);
805 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
809 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
811 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
812 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
813 int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
814 int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
815 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
817 if (r_shadow_buffer_visitingleafpvs)
818 Mem_Free(r_shadow_buffer_visitingleafpvs);
819 if (r_shadow_buffer_leafpvs)
820 Mem_Free(r_shadow_buffer_leafpvs);
821 if (r_shadow_buffer_leaflist)
822 Mem_Free(r_shadow_buffer_leaflist);
823 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
824 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
825 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
826 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
828 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
830 if (r_shadow_buffer_surfacepvs)
831 Mem_Free(r_shadow_buffer_surfacepvs);
832 if (r_shadow_buffer_surfacelist)
833 Mem_Free(r_shadow_buffer_surfacelist);
834 if (r_shadow_buffer_surfacesides)
835 Mem_Free(r_shadow_buffer_surfacesides);
836 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
837 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
838 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
839 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
841 if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
843 if (r_shadow_buffer_shadowtrispvs)
844 Mem_Free(r_shadow_buffer_shadowtrispvs);
845 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
846 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
848 if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
850 if (r_shadow_buffer_lighttrispvs)
851 Mem_Free(r_shadow_buffer_lighttrispvs);
852 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
853 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
857 void R_Shadow_PrepareShadowMark(int numtris)
859 // make sure shadowmark is big enough for this volume
860 if (maxshadowmark < numtris)
862 maxshadowmark = numtris;
864 Mem_Free(shadowmark);
866 Mem_Free(shadowmarklist);
867 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
868 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
872 // if shadowmarkcount wrapped we clear the array and adjust accordingly
873 if (shadowmarkcount == 0)
876 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
881 void R_Shadow_PrepareShadowSides(int numtris)
883 if (maxshadowsides < numtris)
885 maxshadowsides = numtris;
887 Mem_Free(shadowsides);
889 Mem_Free(shadowsideslist);
890 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
891 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
896 static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
899 int outtriangles = 0, outvertices = 0;
902 float ratio, direction[3], projectvector[3];
904 if (projectdirection)
905 VectorScale(projectdirection, projectdistance, projectvector);
907 VectorClear(projectvector);
909 // create the vertices
910 if (projectdirection)
912 for (i = 0;i < numshadowmarktris;i++)
914 element = inelement3i + shadowmarktris[i] * 3;
915 for (j = 0;j < 3;j++)
917 if (vertexupdate[element[j]] != vertexupdatenum)
919 vertexupdate[element[j]] = vertexupdatenum;
920 vertexremap[element[j]] = outvertices;
921 vertex = invertex3f + element[j] * 3;
922 // project one copy of the vertex according to projectvector
923 VectorCopy(vertex, outvertex3f);
924 VectorAdd(vertex, projectvector, (outvertex3f + 3));
933 for (i = 0;i < numshadowmarktris;i++)
935 element = inelement3i + shadowmarktris[i] * 3;
936 for (j = 0;j < 3;j++)
938 if (vertexupdate[element[j]] != vertexupdatenum)
940 vertexupdate[element[j]] = vertexupdatenum;
941 vertexremap[element[j]] = outvertices;
942 vertex = invertex3f + element[j] * 3;
943 // project one copy of the vertex to the sphere radius of the light
944 // (FIXME: would projecting it to the light box be better?)
945 VectorSubtract(vertex, projectorigin, direction);
946 ratio = projectdistance / VectorLength(direction);
947 VectorCopy(vertex, outvertex3f);
948 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
956 if (r_shadow_frontsidecasting.integer)
958 for (i = 0;i < numshadowmarktris;i++)
960 int remappedelement[3];
962 const int *neighbortriangle;
964 markindex = shadowmarktris[i] * 3;
965 element = inelement3i + markindex;
966 neighbortriangle = inneighbor3i + markindex;
967 // output the front and back triangles
968 outelement3i[0] = vertexremap[element[0]];
969 outelement3i[1] = vertexremap[element[1]];
970 outelement3i[2] = vertexremap[element[2]];
971 outelement3i[3] = vertexremap[element[2]] + 1;
972 outelement3i[4] = vertexremap[element[1]] + 1;
973 outelement3i[5] = vertexremap[element[0]] + 1;
977 // output the sides (facing outward from this triangle)
978 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
980 remappedelement[0] = vertexremap[element[0]];
981 remappedelement[1] = vertexremap[element[1]];
982 outelement3i[0] = remappedelement[1];
983 outelement3i[1] = remappedelement[0];
984 outelement3i[2] = remappedelement[0] + 1;
985 outelement3i[3] = remappedelement[1];
986 outelement3i[4] = remappedelement[0] + 1;
987 outelement3i[5] = remappedelement[1] + 1;
992 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
994 remappedelement[1] = vertexremap[element[1]];
995 remappedelement[2] = vertexremap[element[2]];
996 outelement3i[0] = remappedelement[2];
997 outelement3i[1] = remappedelement[1];
998 outelement3i[2] = remappedelement[1] + 1;
999 outelement3i[3] = remappedelement[2];
1000 outelement3i[4] = remappedelement[1] + 1;
1001 outelement3i[5] = remappedelement[2] + 1;
1006 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1008 remappedelement[0] = vertexremap[element[0]];
1009 remappedelement[2] = vertexremap[element[2]];
1010 outelement3i[0] = remappedelement[0];
1011 outelement3i[1] = remappedelement[2];
1012 outelement3i[2] = remappedelement[2] + 1;
1013 outelement3i[3] = remappedelement[0];
1014 outelement3i[4] = remappedelement[2] + 1;
1015 outelement3i[5] = remappedelement[0] + 1;
1024 for (i = 0;i < numshadowmarktris;i++)
1026 int remappedelement[3];
1028 const int *neighbortriangle;
1030 markindex = shadowmarktris[i] * 3;
1031 element = inelement3i + markindex;
1032 neighbortriangle = inneighbor3i + markindex;
1033 // output the front and back triangles
1034 outelement3i[0] = vertexremap[element[2]];
1035 outelement3i[1] = vertexremap[element[1]];
1036 outelement3i[2] = vertexremap[element[0]];
1037 outelement3i[3] = vertexremap[element[0]] + 1;
1038 outelement3i[4] = vertexremap[element[1]] + 1;
1039 outelement3i[5] = vertexremap[element[2]] + 1;
1043 // output the sides (facing outward from this triangle)
1044 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1046 remappedelement[0] = vertexremap[element[0]];
1047 remappedelement[1] = vertexremap[element[1]];
1048 outelement3i[0] = remappedelement[0];
1049 outelement3i[1] = remappedelement[1];
1050 outelement3i[2] = remappedelement[1] + 1;
1051 outelement3i[3] = remappedelement[0];
1052 outelement3i[4] = remappedelement[1] + 1;
1053 outelement3i[5] = remappedelement[0] + 1;
1058 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1060 remappedelement[1] = vertexremap[element[1]];
1061 remappedelement[2] = vertexremap[element[2]];
1062 outelement3i[0] = remappedelement[1];
1063 outelement3i[1] = remappedelement[2];
1064 outelement3i[2] = remappedelement[2] + 1;
1065 outelement3i[3] = remappedelement[1];
1066 outelement3i[4] = remappedelement[2] + 1;
1067 outelement3i[5] = remappedelement[1] + 1;
1072 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1074 remappedelement[0] = vertexremap[element[0]];
1075 remappedelement[2] = vertexremap[element[2]];
1076 outelement3i[0] = remappedelement[2];
1077 outelement3i[1] = remappedelement[0];
1078 outelement3i[2] = remappedelement[0] + 1;
1079 outelement3i[3] = remappedelement[2];
1080 outelement3i[4] = remappedelement[0] + 1;
1081 outelement3i[5] = remappedelement[2] + 1;
1089 *outnumvertices = outvertices;
1090 return outtriangles;
1093 static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
1096 int outtriangles = 0, outvertices = 0;
1098 const float *vertex;
1099 float ratio, direction[3], projectvector[3];
1102 if (projectdirection)
1103 VectorScale(projectdirection, projectdistance, projectvector);
1105 VectorClear(projectvector);
1107 for (i = 0;i < numshadowmarktris;i++)
1109 int remappedelement[3];
1111 const int *neighbortriangle;
1113 markindex = shadowmarktris[i] * 3;
1114 neighbortriangle = inneighbor3i + markindex;
1115 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1116 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1117 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1118 if (side[0] + side[1] + side[2] == 0)
1122 element = inelement3i + markindex;
1124 // create the vertices
1125 for (j = 0;j < 3;j++)
1127 if (side[j] + side[j+1] == 0)
1130 if (vertexupdate[k] != vertexupdatenum)
1132 vertexupdate[k] = vertexupdatenum;
1133 vertexremap[k] = outvertices;
1134 vertex = invertex3f + k * 3;
1135 VectorCopy(vertex, outvertex3f);
1136 if (projectdirection)
1138 // project one copy of the vertex according to projectvector
1139 VectorAdd(vertex, projectvector, (outvertex3f + 3));
1143 // project one copy of the vertex to the sphere radius of the light
1144 // (FIXME: would projecting it to the light box be better?)
1145 VectorSubtract(vertex, projectorigin, direction);
1146 ratio = projectdistance / VectorLength(direction);
1147 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1154 // output the sides (facing outward from this triangle)
1157 remappedelement[0] = vertexremap[element[0]];
1158 remappedelement[1] = vertexremap[element[1]];
1159 outelement3i[0] = remappedelement[1];
1160 outelement3i[1] = remappedelement[0];
1161 outelement3i[2] = remappedelement[0] + 1;
1162 outelement3i[3] = remappedelement[1];
1163 outelement3i[4] = remappedelement[0] + 1;
1164 outelement3i[5] = remappedelement[1] + 1;
1171 remappedelement[1] = vertexremap[element[1]];
1172 remappedelement[2] = vertexremap[element[2]];
1173 outelement3i[0] = remappedelement[2];
1174 outelement3i[1] = remappedelement[1];
1175 outelement3i[2] = remappedelement[1] + 1;
1176 outelement3i[3] = remappedelement[2];
1177 outelement3i[4] = remappedelement[1] + 1;
1178 outelement3i[5] = remappedelement[2] + 1;
1185 remappedelement[0] = vertexremap[element[0]];
1186 remappedelement[2] = vertexremap[element[2]];
1187 outelement3i[0] = remappedelement[0];
1188 outelement3i[1] = remappedelement[2];
1189 outelement3i[2] = remappedelement[2] + 1;
1190 outelement3i[3] = remappedelement[0];
1191 outelement3i[4] = remappedelement[2] + 1;
1192 outelement3i[5] = remappedelement[0] + 1;
1199 *outnumvertices = outvertices;
1200 return outtriangles;
1203 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
1209 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1211 tend = firsttriangle + numtris;
1212 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1214 // surface box entirely inside light box, no box cull
1215 if (projectdirection)
1217 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1219 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1220 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1221 shadowmarklist[numshadowmark++] = t;
1226 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1227 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1228 shadowmarklist[numshadowmark++] = t;
1233 // surface box not entirely inside light box, cull each triangle
1234 if (projectdirection)
1236 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1238 v[0] = invertex3f + e[0] * 3;
1239 v[1] = invertex3f + e[1] * 3;
1240 v[2] = invertex3f + e[2] * 3;
1241 TriangleNormal(v[0], v[1], v[2], normal);
1242 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1243 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1244 shadowmarklist[numshadowmark++] = t;
1249 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1251 v[0] = invertex3f + e[0] * 3;
1252 v[1] = invertex3f + e[1] * 3;
1253 v[2] = invertex3f + e[2] * 3;
1254 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1255 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1256 shadowmarklist[numshadowmark++] = t;
1262 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1267 if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1269 // check if the shadow volume intersects the near plane
1271 // a ray between the eye and light origin may intersect the caster,
1272 // indicating that the shadow may touch the eye location, however we must
1273 // test the near plane (a polygon), not merely the eye location, so it is
1274 // easiest to enlarge the caster bounding shape slightly for this.
1280 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs)
1282 int i, tris, outverts;
1283 if (projectdistance < 0.1)
1285 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1288 if (!numverts || !nummarktris)
1290 // make sure shadowelements is big enough for this volume
1291 if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1292 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1294 if (maxvertexupdate < numverts)
1296 maxvertexupdate = numverts;
1298 Mem_Free(vertexupdate);
1300 Mem_Free(vertexremap);
1301 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1302 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1303 vertexupdatenum = 0;
1306 if (vertexupdatenum == 0)
1308 vertexupdatenum = 1;
1309 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1310 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1313 for (i = 0;i < nummarktris;i++)
1314 shadowmark[marktris[i]] = shadowmarkcount;
1316 if (r_shadow_compilingrtlight)
1318 // if we're compiling an rtlight, capture the mesh
1319 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1320 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1321 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1322 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1324 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1326 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1327 R_Mesh_PrepareVertices_Position_Arrays(outverts, shadowvertex3f);
1328 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1332 // decide which type of shadow to generate and set stencil mode
1333 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1334 // generate the sides or a solid volume, depending on type
1335 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1336 tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1338 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1339 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1340 r_refdef.stats.lights_shadowtriangles += tris;
1342 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1344 // increment stencil if frontface is infront of depthbuffer
1345 GL_CullFace(r_refdef.view.cullface_front);
1346 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
1347 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1348 // decrement stencil if backface is infront of depthbuffer
1349 GL_CullFace(r_refdef.view.cullface_back);
1350 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
1352 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1354 // decrement stencil if backface is behind depthbuffer
1355 GL_CullFace(r_refdef.view.cullface_front);
1356 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1357 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1358 // increment stencil if frontface is behind depthbuffer
1359 GL_CullFace(r_refdef.view.cullface_back);
1360 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1362 R_Mesh_PrepareVertices_Position_Arrays(outverts, shadowvertex3f);
1363 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1368 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1370 // p1, p2, p3 are in the cubemap's local coordinate system
1371 // bias = border/(size - border)
1374 float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1375 dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1376 dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1377 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1379 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1380 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1381 | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1382 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1384 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1385 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1386 | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1388 dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1389 dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1390 dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1391 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1393 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1394 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1395 | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1396 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1398 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1399 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1400 | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1402 dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1403 dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1404 dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1405 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1407 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1408 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1409 | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1410 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1412 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1413 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1414 | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1419 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1421 vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1422 float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1425 VectorSubtract(maxs, mins, radius);
1426 VectorScale(radius, 0.5f, radius);
1427 VectorAdd(mins, radius, center);
1428 Matrix4x4_Transform(worldtolight, center, lightcenter);
1429 Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1430 VectorSubtract(lightcenter, lightradius, pmin);
1431 VectorAdd(lightcenter, lightradius, pmax);
1433 dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1434 dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1435 if(ap1 > bias*an1 && ap2 > bias*an2)
1437 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1438 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1439 if(an1 > bias*ap1 && an2 > bias*ap2)
1441 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1442 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1444 dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1445 dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1446 if(ap1 > bias*an1 && ap2 > bias*an2)
1448 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1449 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1450 if(an1 > bias*ap1 && an2 > bias*ap2)
1452 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1453 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1455 dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1456 dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1457 if(ap1 > bias*an1 && ap2 > bias*an2)
1459 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1460 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1461 if(an1 > bias*ap1 && an2 > bias*ap2)
1463 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1464 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1469 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1471 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1473 // p is in the cubemap's local coordinate system
1474 // bias = border/(size - border)
1475 float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1476 float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1477 float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1479 if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1480 if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1481 if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1482 if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1483 if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1484 if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1488 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1492 int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1493 float scale = (size - 2*border)/size, len;
1494 float bias = border / (float)(size - border), dp, dn, ap, an;
1495 // check if cone enclosing side would cross frustum plane
1496 scale = 2 / (scale*scale + 2);
1497 for (i = 0;i < 5;i++)
1499 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1501 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1502 len = scale*VectorLength2(n);
1503 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1504 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1505 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1507 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1509 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1510 len = scale*VectorLength(n);
1511 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1512 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1513 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1515 // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1516 // check if frustum corners/origin cross plane sides
1518 // infinite version, assumes frustum corners merely give direction and extend to infinite distance
1519 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
1520 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1521 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1522 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1523 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1524 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1525 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1526 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1527 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1528 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1529 for (i = 0;i < 4;i++)
1531 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
1532 VectorSubtract(n, p, n);
1533 dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
1534 if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
1535 if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
1536 dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
1537 if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
1538 if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
1539 dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
1540 if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
1541 if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
1544 // finite version, assumes corners are a finite distance from origin dependent on far plane
1545 for (i = 0;i < 5;i++)
1547 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1548 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1549 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1550 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1551 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1552 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1553 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1554 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1555 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1556 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1559 return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1562 int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals)
1570 int mask, surfacemask = 0;
1571 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1573 bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1574 tend = firsttriangle + numtris;
1575 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1577 // surface box entirely inside light box, no box cull
1578 if (projectdirection)
1580 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1582 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1583 TriangleNormal(v[0], v[1], v[2], normal);
1584 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1586 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1587 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1588 surfacemask |= mask;
1591 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1592 shadowsides[numshadowsides] = mask;
1593 shadowsideslist[numshadowsides++] = t;
1600 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1602 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1603 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1605 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1606 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1607 surfacemask |= mask;
1610 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1611 shadowsides[numshadowsides] = mask;
1612 shadowsideslist[numshadowsides++] = t;
1620 // surface box not entirely inside light box, cull each triangle
1621 if (projectdirection)
1623 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1625 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1626 TriangleNormal(v[0], v[1], v[2], normal);
1627 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1628 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1630 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1631 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1632 surfacemask |= mask;
1635 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1636 shadowsides[numshadowsides] = mask;
1637 shadowsideslist[numshadowsides++] = t;
1644 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1646 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1647 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1648 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1650 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1651 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1652 surfacemask |= mask;
1655 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1656 shadowsides[numshadowsides] = mask;
1657 shadowsideslist[numshadowsides++] = t;
1666 void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris)
1668 int i, j, outtriangles = 0;
1669 int *outelement3i[6];
1670 if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1672 outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1673 // make sure shadowelements is big enough for this mesh
1674 if (maxshadowtriangles < outtriangles)
1675 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1677 // compute the offset and size of the separate index lists for each cubemap side
1679 for (i = 0;i < 6;i++)
1681 outelement3i[i] = shadowelements + outtriangles * 3;
1682 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1683 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1684 outtriangles += sidetotals[i];
1687 // gather up the (sparse) triangles into separate index lists for each cubemap side
1688 for (i = 0;i < numsidetris;i++)
1690 const int *element = elements + sidetris[i] * 3;
1691 for (j = 0;j < 6;j++)
1693 if (sides[i] & (1 << j))
1695 outelement3i[j][0] = element[0];
1696 outelement3i[j][1] = element[1];
1697 outelement3i[j][2] = element[2];
1698 outelement3i[j] += 3;
1703 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1706 static void R_Shadow_MakeTextures_MakeCorona(void)
1710 unsigned char pixels[32][32][4];
1711 for (y = 0;y < 32;y++)
1713 dy = (y - 15.5f) * (1.0f / 16.0f);
1714 for (x = 0;x < 32;x++)
1716 dx = (x - 15.5f) * (1.0f / 16.0f);
1717 a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1718 a = bound(0, a, 255);
1719 pixels[y][x][0] = a;
1720 pixels[y][x][1] = a;
1721 pixels[y][x][2] = a;
1722 pixels[y][x][3] = 255;
1725 r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
1728 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1730 float dist = sqrt(x*x+y*y+z*z);
1731 float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1732 // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1733 return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1736 static void R_Shadow_MakeTextures(void)
1739 float intensity, dist;
1741 R_Shadow_FreeShadowMaps();
1742 R_FreeTexturePool(&r_shadow_texturepool);
1743 r_shadow_texturepool = R_AllocTexturePool();
1744 r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1745 r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1746 data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1747 // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1748 for (x = 0;x <= ATTENTABLESIZE;x++)
1750 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1751 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1752 r_shadow_attentable[x] = bound(0, intensity, 1);
1754 // 1D gradient texture
1755 for (x = 0;x < ATTEN1DSIZE;x++)
1756 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1757 r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1758 // 2D circle texture
1759 for (y = 0;y < ATTEN2DSIZE;y++)
1760 for (x = 0;x < ATTEN2DSIZE;x++)
1761 data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
1762 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1763 // 3D sphere texture
1764 if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1766 for (z = 0;z < ATTEN3DSIZE;z++)
1767 for (y = 0;y < ATTEN3DSIZE;y++)
1768 for (x = 0;x < ATTEN3DSIZE;x++)
1769 data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
1770 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1773 r_shadow_attenuation3dtexture = NULL;
1776 R_Shadow_MakeTextures_MakeCorona();
1778 // Editor light sprites
1779 r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1796 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1797 r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1814 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1815 r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1832 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1833 r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1850 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1851 r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1868 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1869 r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1886 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1889 void R_Shadow_ValidateCvars(void)
1891 if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1892 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1893 if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1894 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1895 if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1896 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1899 static const r_vertexposition_t resetvertexposition[3];
1901 void R_Shadow_RenderMode_Begin(void)
1907 R_Shadow_ValidateCvars();
1909 if (!r_shadow_attenuation2dtexture
1910 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1911 || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1912 || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1913 R_Shadow_MakeTextures();
1916 R_Mesh_ResetTextureState();
1917 R_Mesh_PrepareVertices_Position(0, resetvertexposition, NULL);
1918 GL_BlendFunc(GL_ONE, GL_ZERO);
1919 GL_DepthRange(0, 1);
1920 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1922 GL_DepthMask(false);
1923 GL_Color(0, 0, 0, 1);
1924 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1926 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1928 if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1930 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1931 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1933 else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1935 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1936 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1940 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1941 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1944 switch(vid.renderpath)
1946 case RENDERPATH_GL20:
1947 case RENDERPATH_CGGL:
1948 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1950 case RENDERPATH_GL13:
1951 case RENDERPATH_GL11:
1952 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1953 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1954 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1955 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1956 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1957 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
1959 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1965 qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
1966 qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
1967 r_shadow_drawbuffer = drawbuffer;
1968 r_shadow_readbuffer = readbuffer;
1970 r_shadow_cullface_front = r_refdef.view.cullface_front;
1971 r_shadow_cullface_back = r_refdef.view.cullface_back;
1974 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
1976 rsurface.rtlight = rtlight;
1979 void R_Shadow_RenderMode_Reset(void)
1982 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE)
1984 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1986 if (vid.support.ext_framebuffer_object)
1988 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
1991 qglDrawBuffer(r_shadow_drawbuffer);CHECKGLERROR
1992 qglReadBuffer(r_shadow_readbuffer);CHECKGLERROR
1994 R_SetViewport(&r_refdef.view.viewport);
1995 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
1996 R_Mesh_ResetTextureState();
1997 R_Mesh_PrepareVertices_Position(0, resetvertexposition, NULL);
1998 GL_DepthRange(0, 1);
2000 GL_DepthMask(false);
2001 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2002 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2003 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2004 qglStencilMask(255);CHECKGLERROR
2005 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2006 qglStencilFunc(GL_ALWAYS, 128, 255);CHECKGLERROR
2007 r_refdef.view.cullface_front = r_shadow_cullface_front;
2008 r_refdef.view.cullface_back = r_shadow_cullface_back;
2009 GL_CullFace(r_refdef.view.cullface_back);
2010 GL_Color(1, 1, 1, 1);
2011 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2012 GL_BlendFunc(GL_ONE, GL_ZERO);
2013 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
2014 r_shadow_usingshadowmaprect = false;
2015 r_shadow_usingshadowmapcube = false;
2016 r_shadow_usingshadowmap2d = false;
2017 r_shadow_usingshadowmaportho = false;
2021 void R_Shadow_ClearStencil(void)
2024 GL_Clear(GL_STENCIL_BUFFER_BIT);
2025 r_refdef.stats.lights_clears++;
2028 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
2030 r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
2031 if (r_shadow_rendermode == mode)
2034 R_Shadow_RenderMode_Reset();
2035 GL_ColorMask(0, 0, 0, 0);
2036 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2037 R_SetupShader_DepthOrShadow();
2038 qglDepthFunc(GL_LESS);CHECKGLERROR
2039 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2040 r_shadow_rendermode = mode;
2045 case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2046 GL_CullFace(GL_NONE);
2047 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
2048 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
2050 case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2051 GL_CullFace(GL_NONE);
2052 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2053 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2055 case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2056 GL_CullFace(GL_NONE);
2057 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2058 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
2059 qglStencilMask(255);CHECKGLERROR
2060 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
2061 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
2062 qglStencilMask(255);CHECKGLERROR
2063 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
2065 case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2066 GL_CullFace(GL_NONE);
2067 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2068 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
2069 qglStencilMask(255);CHECKGLERROR
2070 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2071 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
2072 qglStencilMask(255);CHECKGLERROR
2073 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2078 static void R_Shadow_MakeVSDCT(void)
2080 // maps to a 2x3 texture rectangle with normalized coordinates
2085 // stores abs(dir.xy), offset.xy/2.5
2086 unsigned char data[4*6] =
2088 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2089 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2090 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2091 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2092 0, 0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2093 0, 0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2095 r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, NULL);
2098 static void R_Shadow_MakeShadowMap(int side, int size)
2101 switch (r_shadow_shadowmode)
2103 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2104 if (r_shadow_shadowmap2dtexture) return;
2105 r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2106 qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
2107 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
2108 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR
2110 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
2111 if (r_shadow_shadowmaprectangletexture) return;
2112 r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", size*2, size*3, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2113 qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
2114 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
2115 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
2117 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
2118 if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) return;
2119 r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2120 qglGenFramebuffersEXT(1, &r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
2121 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
2122 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
2127 // render depth into the fbo, do not render color at all
2128 qglDrawBuffer(GL_NONE);CHECKGLERROR
2129 qglReadBuffer(GL_NONE);CHECKGLERROR
2130 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2131 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2133 Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2134 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2135 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2139 void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
2141 float nearclip, farclip, bias;
2142 r_viewport_t viewport;
2146 nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2148 bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2149 r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2150 r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2151 r_shadow_shadowmapside = side;
2152 r_shadow_shadowmapsize = size;
2153 switch (r_shadow_shadowmode)
2155 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2156 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2157 r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2158 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2159 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2161 // complex unrolled cube approach (more flexible)
2162 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2163 R_Shadow_MakeVSDCT();
2164 if (!r_shadow_shadowmap2dtexture)
2165 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2167 if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
2168 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2169 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2170 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2172 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
2173 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2174 r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2175 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2176 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE) goto init_done;
2178 // complex unrolled cube approach (more flexible)
2179 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2180 R_Shadow_MakeVSDCT();
2181 if (!r_shadow_shadowmaprectangletexture)
2182 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2184 if(r_shadow_shadowmaprectangletexture) fbo = r_shadow_fborectangle;
2185 r_shadow_shadowmap_texturescale[0] = 1.0f;
2186 r_shadow_shadowmap_texturescale[1] = 1.0f;
2187 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
2189 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
2190 r_shadow_shadowmap_parameters[0] = 1.0f;
2191 r_shadow_shadowmap_parameters[2] = 1.0f;
2192 R_Viewport_InitCubeSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, nearclip, farclip, NULL);
2193 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE) goto init_done;
2195 // simple cube approach
2196 if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
2197 R_Shadow_MakeShadowMap(side, size);
2199 if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) fbo = r_shadow_fbocubeside[r_shadow_shadowmaplod];
2200 r_shadow_shadowmap_texturescale[0] = 0.0f;
2201 r_shadow_shadowmap_texturescale[1] = 0.0f;
2202 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE;
2208 R_Shadow_RenderMode_Reset();
2211 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
2212 R_SetupShader_DepthOrShadow();
2216 R_SetupShader_ShowDepth();
2217 qglClearColor(1,1,1,1);CHECKGLERROR
2220 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2227 R_SetViewport(&viewport);
2228 switch (r_shadow_rendermode)
2230 case R_SHADOW_RENDERMODE_SHADOWMAP2D:
2231 case R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE:
2232 flipped = (side & 1) ^ (side >> 2);
2233 r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2234 r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2235 GL_CullFace(r_refdef.view.cullface_back);
2236 if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
2238 // get tightest scissor rectangle that encloses all viewports in the clear mask
2239 int x1 = clear & 0x15 ? 0 : size;
2240 int x2 = clear & 0x2A ? 2 * size : size;
2241 int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
2242 int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
2243 GL_Scissor(x1, y1, x2 - x1, y2 - y1);
2244 GL_Clear(GL_DEPTH_BUFFER_BIT);
2246 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2248 case R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE:
2249 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
2250 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2252 GL_Clear(GL_DEPTH_BUFFER_BIT);
2260 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2264 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2265 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2266 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2267 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2270 R_Shadow_RenderMode_Reset();
2271 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2274 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2278 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2279 // only draw light where this geometry was already rendered AND the
2280 // stencil is 128 (values other than this mean shadow)
2281 qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
2283 r_shadow_rendermode = r_shadow_lightingrendermode;
2284 // do global setup needed for the chosen lighting mode
2285 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2287 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2292 switch (r_shadow_shadowmode)
2294 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2295 r_shadow_usingshadowmap2d = true;
2297 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
2298 r_shadow_usingshadowmaprect = true;
2300 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
2301 r_shadow_usingshadowmapcube = true;
2307 //R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
2311 static const unsigned short bboxelements[36] =
2321 static const float bboxpoints[8][3] =
2333 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2336 float vertex3f[8*3];
2337 const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2339 R_Shadow_RenderMode_Reset();
2340 r_shadow_rendermode = r_shadow_lightingrendermode;
2341 // do global setup needed for the chosen lighting mode
2343 R_EntityMatrix(&identitymatrix);
2344 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2347 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2348 // only draw light where this geometry was already rendered AND the
2349 // stencil is 128 (values other than this mean shadow)
2350 qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
2352 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
2355 switch (r_shadow_shadowmode)
2357 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2358 r_shadow_usingshadowmap2d = true;
2360 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
2361 r_shadow_usingshadowmaprect = true;
2363 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
2364 r_shadow_usingshadowmapcube = true;
2371 // render the lighting
2372 R_SetupShader_DeferredLight(rsurface.rtlight);
2373 for (i = 0;i < 8;i++)
2374 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2376 GL_ColorMask(1,1,1,1);
2377 GL_DepthMask(false);
2378 GL_DepthRange(0, 1);
2379 GL_PolygonOffset(0, 0);
2381 qglDepthFunc(GL_GREATER);CHECKGLERROR
2382 GL_CullFace(r_refdef.view.cullface_back);
2383 R_Mesh_PrepareVertices_Position_Arrays(8, vertex3f);
2384 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
2388 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2391 R_Shadow_RenderMode_Reset();
2392 GL_BlendFunc(GL_ONE, GL_ONE);
2393 GL_DepthRange(0, 1);
2394 GL_DepthTest(r_showshadowvolumes.integer < 2);
2395 GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2396 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2397 GL_CullFace(GL_NONE);
2398 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2401 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2404 R_Shadow_RenderMode_Reset();
2405 GL_BlendFunc(GL_ONE, GL_ONE);
2406 GL_DepthRange(0, 1);
2407 GL_DepthTest(r_showlighting.integer < 2);
2408 GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2411 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2415 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2416 qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
2418 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2421 void R_Shadow_RenderMode_End(void)
2424 R_Shadow_RenderMode_Reset();
2425 R_Shadow_RenderMode_ActiveLight(NULL);
2427 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2428 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2431 int bboxedges[12][2] =
2450 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2452 int i, ix1, iy1, ix2, iy2;
2453 float x1, y1, x2, y2;
2455 float vertex[20][3];
2464 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2465 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2466 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2467 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2469 if (!r_shadow_scissor.integer)
2472 // if view is inside the light box, just say yes it's visible
2473 if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
2476 x1 = y1 = x2 = y2 = 0;
2478 // transform all corners that are infront of the nearclip plane
2479 VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
2480 plane4f[3] = r_refdef.view.frustum[4].dist;
2482 for (i = 0;i < 8;i++)
2484 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
2485 dist[i] = DotProduct4(corner[i], plane4f);
2486 sign[i] = dist[i] > 0;
2489 VectorCopy(corner[i], vertex[numvertices]);
2493 // if some points are behind the nearclip, add clipped edge points to make
2494 // sure that the scissor boundary is complete
2495 if (numvertices > 0 && numvertices < 8)
2497 // add clipped edge points
2498 for (i = 0;i < 12;i++)
2500 j = bboxedges[i][0];
2501 k = bboxedges[i][1];
2502 if (sign[j] != sign[k])
2504 f = dist[j] / (dist[j] - dist[k]);
2505 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
2511 // if we have no points to check, the light is behind the view plane
2515 // if we have some points to transform, check what screen area is covered
2516 x1 = y1 = x2 = y2 = 0;
2518 //Con_Printf("%i vertices to transform...\n", numvertices);
2519 for (i = 0;i < numvertices;i++)
2521 VectorCopy(vertex[i], v);
2522 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
2523 //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]);
2526 if (x1 > v2[0]) x1 = v2[0];
2527 if (x2 < v2[0]) x2 = v2[0];
2528 if (y1 > v2[1]) y1 = v2[1];
2529 if (y2 < v2[1]) y2 = v2[1];
2538 // now convert the scissor rectangle to integer screen coordinates
2539 ix1 = (int)(x1 - 1.0f);
2540 iy1 = vid.height - (int)(y2 - 1.0f);
2541 ix2 = (int)(x2 + 1.0f);
2542 iy2 = vid.height - (int)(y1 + 1.0f);
2543 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
2545 // clamp it to the screen
2546 if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
2547 if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
2548 if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
2549 if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
2551 // if it is inside out, it's not visible
2552 if (ix2 <= ix1 || iy2 <= iy1)
2555 // the light area is visible, set up the scissor rectangle
2556 r_shadow_lightscissor[0] = ix1;
2557 r_shadow_lightscissor[1] = iy1;
2558 r_shadow_lightscissor[2] = ix2 - ix1;
2559 r_shadow_lightscissor[3] = iy2 - iy1;
2561 r_refdef.stats.lights_scissored++;
2565 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
2568 const float *vertex3f;
2569 const float *normal3f;
2571 float dist, dot, distintensity, shadeintensity, v[3], n[3];
2572 switch (r_shadow_rendermode)
2574 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2575 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2576 if (VectorLength2(diffusecolor) > 0)
2578 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
2580 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2581 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2582 if ((dot = DotProduct(n, v)) < 0)
2584 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2585 VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
2588 VectorCopy(ambientcolor, color4f);
2589 if (r_refdef.fogenabled)
2592 f = RSurf_FogVertex(vertex3f);
2593 VectorScale(color4f, f, color4f);
2600 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
2602 VectorCopy(ambientcolor, color4f);
2603 if (r_refdef.fogenabled)
2606 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2607 f = RSurf_FogVertex(vertex3f);
2608 VectorScale(color4f + 4*i, f, color4f);
2614 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2615 if (VectorLength2(diffusecolor) > 0)
2617 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
2619 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2620 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2622 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2623 if ((dot = DotProduct(n, v)) < 0)
2625 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2626 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2627 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2628 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2632 color4f[0] = ambientcolor[0] * distintensity;
2633 color4f[1] = ambientcolor[1] * distintensity;
2634 color4f[2] = ambientcolor[2] * distintensity;
2636 if (r_refdef.fogenabled)
2639 f = RSurf_FogVertex(vertex3f);
2640 VectorScale(color4f, f, color4f);
2644 VectorClear(color4f);
2650 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
2652 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2653 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2655 color4f[0] = ambientcolor[0] * distintensity;
2656 color4f[1] = ambientcolor[1] * distintensity;
2657 color4f[2] = ambientcolor[2] * distintensity;
2658 if (r_refdef.fogenabled)
2661 f = RSurf_FogVertex(vertex3f);
2662 VectorScale(color4f, f, color4f);
2666 VectorClear(color4f);
2671 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2672 if (VectorLength2(diffusecolor) > 0)
2674 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
2676 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2677 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2679 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2680 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2681 if ((dot = DotProduct(n, v)) < 0)
2683 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2684 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2685 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2686 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2690 color4f[0] = ambientcolor[0] * distintensity;
2691 color4f[1] = ambientcolor[1] * distintensity;
2692 color4f[2] = ambientcolor[2] * distintensity;
2694 if (r_refdef.fogenabled)
2697 f = RSurf_FogVertex(vertex3f);
2698 VectorScale(color4f, f, color4f);
2702 VectorClear(color4f);
2708 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
2710 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2711 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2713 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2714 color4f[0] = ambientcolor[0] * distintensity;
2715 color4f[1] = ambientcolor[1] * distintensity;
2716 color4f[2] = ambientcolor[2] * distintensity;
2717 if (r_refdef.fogenabled)
2720 f = RSurf_FogVertex(vertex3f);
2721 VectorScale(color4f, f, color4f);
2725 VectorClear(color4f);
2735 static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
2737 // used to display how many times a surface is lit for level design purposes
2738 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
2739 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
2743 static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
2745 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
2746 R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist);
2747 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2749 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2752 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2754 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2758 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
2765 int newnumtriangles;
2769 int maxtriangles = 4096;
2770 static int newelements[4096*3];
2771 R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
2772 for (renders = 0;renders < 4;renders++)
2777 newnumtriangles = 0;
2779 // due to low fillrate on the cards this vertex lighting path is
2780 // designed for, we manually cull all triangles that do not
2781 // contain a lit vertex
2782 // this builds batches of triangles from multiple surfaces and
2783 // renders them at once
2784 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
2786 if (VectorLength2(rsurface.array_passcolor4f + e[0] * 4) + VectorLength2(rsurface.array_passcolor4f + e[1] * 4) + VectorLength2(rsurface.array_passcolor4f + e[2] * 4) >= 0.01)
2788 if (newnumtriangles)
2790 newfirstvertex = min(newfirstvertex, e[0]);
2791 newlastvertex = max(newlastvertex, e[0]);
2795 newfirstvertex = e[0];
2796 newlastvertex = e[0];
2798 newfirstvertex = min(newfirstvertex, e[1]);
2799 newlastvertex = max(newlastvertex, e[1]);
2800 newfirstvertex = min(newfirstvertex, e[2]);
2801 newlastvertex = max(newlastvertex, e[2]);
2807 if (newnumtriangles >= maxtriangles)
2809 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
2810 newnumtriangles = 0;
2816 if (newnumtriangles >= 1)
2818 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
2821 // if we couldn't find any lit triangles, exit early
2824 // now reduce the intensity for the next overbright pass
2825 // we have to clamp to 0 here incase the drivers have improper
2826 // handling of negative colors
2827 // (some old drivers even have improper handling of >1 color)
2829 for (i = 0, c = rsurface.array_passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
2831 if (c[0] > 1 || c[1] > 1 || c[2] > 1)
2833 c[0] = max(0, c[0] - 1);
2834 c[1] = max(0, c[1] - 1);
2835 c[2] = max(0, c[2] - 1);
2847 static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
2849 // OpenGL 1.1 path (anything)
2850 float ambientcolorbase[3], diffusecolorbase[3];
2851 float ambientcolorpants[3], diffusecolorpants[3];
2852 float ambientcolorshirt[3], diffusecolorshirt[3];
2853 const float *surfacecolor = rsurface.texture->dlightcolor;
2854 const float *surfacepants = rsurface.colormap_pantscolor;
2855 const float *surfaceshirt = rsurface.colormap_shirtcolor;
2856 rtexture_t *basetexture = rsurface.texture->basetexture;
2857 rtexture_t *pantstexture = rsurface.texture->pantstexture;
2858 rtexture_t *shirttexture = rsurface.texture->shirttexture;
2859 qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
2860 qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
2861 ambientscale *= 2 * r_refdef.view.colorscale;
2862 diffusescale *= 2 * r_refdef.view.colorscale;
2863 ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
2864 diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
2865 ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
2866 diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
2867 ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
2868 diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
2869 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD, texturenumsurfaces, texturesurfacelist);
2870 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2871 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
2872 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2873 R_Mesh_TexBind(0, basetexture);
2874 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
2875 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2876 switch(r_shadow_rendermode)
2878 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2879 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
2880 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2881 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2882 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2884 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2885 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
2886 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
2887 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
2888 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2890 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2891 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
2892 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2893 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2894 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2896 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2901 //R_Mesh_TexBind(0, basetexture);
2902 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
2905 R_Mesh_TexBind(0, pantstexture);
2906 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
2910 R_Mesh_TexBind(0, shirttexture);
2911 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
2915 extern cvar_t gl_lightmaps;
2916 void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
2918 float ambientscale, diffusescale, specularscale;
2920 float lightcolor[3];
2921 VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
2922 ambientscale = rsurface.rtlight->ambientscale;
2923 diffusescale = rsurface.rtlight->diffusescale;
2924 specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
2925 if (!r_shadow_usenormalmap.integer)
2927 ambientscale += 1.0f * diffusescale;
2931 if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
2933 negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
2936 VectorNegate(lightcolor, lightcolor);
2937 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2939 RSurf_SetupDepthAndCulling();
2940 switch (r_shadow_rendermode)
2942 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2943 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2944 R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
2946 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2947 R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
2949 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2950 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2951 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2952 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2953 R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
2956 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2960 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2963 void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
2965 matrix4x4_t tempmatrix = *matrix;
2966 Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
2968 // if this light has been compiled before, free the associated data
2969 R_RTLight_Uncompile(rtlight);
2971 // clear it completely to avoid any lingering data
2972 memset(rtlight, 0, sizeof(*rtlight));
2974 // copy the properties
2975 rtlight->matrix_lighttoworld = tempmatrix;
2976 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
2977 Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
2978 rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
2979 VectorCopy(color, rtlight->color);
2980 rtlight->cubemapname[0] = 0;
2981 if (cubemapname && cubemapname[0])
2982 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
2983 rtlight->shadow = shadow;
2984 rtlight->corona = corona;
2985 rtlight->style = style;
2986 rtlight->isstatic = isstatic;
2987 rtlight->coronasizescale = coronasizescale;
2988 rtlight->ambientscale = ambientscale;
2989 rtlight->diffusescale = diffusescale;
2990 rtlight->specularscale = specularscale;
2991 rtlight->flags = flags;
2993 // compute derived data
2994 //rtlight->cullradius = rtlight->radius;
2995 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2996 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2997 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2998 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2999 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3000 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3001 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3004 // compiles rtlight geometry
3005 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
3006 void R_RTLight_Compile(rtlight_t *rtlight)
3009 int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
3010 int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
3011 entity_render_t *ent = r_refdef.scene.worldentity;
3012 dp_model_t *model = r_refdef.scene.worldmodel;
3013 unsigned char *data;
3016 // compile the light
3017 rtlight->compiled = true;
3018 rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
3019 rtlight->static_numleafs = 0;
3020 rtlight->static_numleafpvsbytes = 0;
3021 rtlight->static_leaflist = NULL;
3022 rtlight->static_leafpvs = NULL;
3023 rtlight->static_numsurfaces = 0;
3024 rtlight->static_surfacelist = NULL;
3025 rtlight->static_shadowmap_receivers = 0x3F;
3026 rtlight->static_shadowmap_casters = 0x3F;
3027 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3028 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3029 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3030 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3031 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3032 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3034 if (model && model->GetLightInfo)
3036 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
3037 r_shadow_compilingrtlight = rtlight;
3038 model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL);
3039 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
3040 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
3041 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
3042 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
3043 rtlight->static_numsurfaces = numsurfaces;
3044 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
3045 rtlight->static_numleafs = numleafs;
3046 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
3047 rtlight->static_numleafpvsbytes = numleafpvsbytes;
3048 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
3049 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
3050 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
3051 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
3052 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
3053 if (rtlight->static_numsurfaces)
3054 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3055 if (rtlight->static_numleafs)
3056 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3057 if (rtlight->static_numleafpvsbytes)
3058 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3059 if (rtlight->static_numshadowtrispvsbytes)
3060 memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3061 if (rtlight->static_numlighttrispvsbytes)
3062 memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3063 switch (rtlight->shadowmode)
3065 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3066 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
3067 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
3068 if (model->CompileShadowMap && rtlight->shadow)
3069 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3072 if (model->CompileShadowVolume && rtlight->shadow)
3073 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3076 // now we're done compiling the rtlight
3077 r_shadow_compilingrtlight = NULL;
3081 // use smallest available cullradius - box radius or light radius
3082 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3083 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3085 shadowzpasstris = 0;
3086 if (rtlight->static_meshchain_shadow_zpass)
3087 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3088 shadowzpasstris += mesh->numtriangles;
3090 shadowzfailtris = 0;
3091 if (rtlight->static_meshchain_shadow_zfail)
3092 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3093 shadowzfailtris += mesh->numtriangles;
3096 if (rtlight->static_numlighttrispvsbytes)
3097 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3098 if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3102 if (rtlight->static_numlighttrispvsbytes)
3103 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3104 if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3107 if (developer_extra.integer)
3108 Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris);
3111 void R_RTLight_Uncompile(rtlight_t *rtlight)
3113 if (rtlight->compiled)
3115 if (rtlight->static_meshchain_shadow_zpass)
3116 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3117 rtlight->static_meshchain_shadow_zpass = NULL;
3118 if (rtlight->static_meshchain_shadow_zfail)
3119 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3120 rtlight->static_meshchain_shadow_zfail = NULL;
3121 if (rtlight->static_meshchain_shadow_shadowmap)
3122 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3123 rtlight->static_meshchain_shadow_shadowmap = NULL;
3124 // these allocations are grouped
3125 if (rtlight->static_surfacelist)
3126 Mem_Free(rtlight->static_surfacelist);
3127 rtlight->static_numleafs = 0;
3128 rtlight->static_numleafpvsbytes = 0;
3129 rtlight->static_leaflist = NULL;
3130 rtlight->static_leafpvs = NULL;
3131 rtlight->static_numsurfaces = 0;
3132 rtlight->static_surfacelist = NULL;
3133 rtlight->static_numshadowtrispvsbytes = 0;
3134 rtlight->static_shadowtrispvs = NULL;
3135 rtlight->static_numlighttrispvsbytes = 0;
3136 rtlight->static_lighttrispvs = NULL;
3137 rtlight->compiled = false;
3141 void R_Shadow_UncompileWorldLights(void)
3145 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3146 for (lightindex = 0;lightindex < range;lightindex++)
3148 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3151 R_RTLight_Uncompile(&light->rtlight);
3155 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3159 // reset the count of frustum planes
3160 // see rtlight->cached_frustumplanes definition for how much this array
3162 rtlight->cached_numfrustumplanes = 0;
3164 // haven't implemented a culling path for ortho rendering
3165 if (!r_refdef.view.useperspective)
3167 // check if the light is on screen and copy the 4 planes if it is
3168 for (i = 0;i < 4;i++)
3169 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3172 for (i = 0;i < 4;i++)
3173 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3178 // generate a deformed frustum that includes the light origin, this is
3179 // used to cull shadow casting surfaces that can not possibly cast a
3180 // shadow onto the visible light-receiving surfaces, which can be a
3183 // if the light origin is onscreen the result will be 4 planes exactly
3184 // if the light origin is offscreen on only one axis the result will
3185 // be exactly 5 planes (split-side case)
3186 // if the light origin is offscreen on two axes the result will be
3187 // exactly 4 planes (stretched corner case)
3188 for (i = 0;i < 4;i++)
3190 // quickly reject standard frustum planes that put the light
3191 // origin outside the frustum
3192 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3195 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3197 // if all the standard frustum planes were accepted, the light is onscreen
3198 // otherwise we need to generate some more planes below...
3199 if (rtlight->cached_numfrustumplanes < 4)
3201 // at least one of the stock frustum planes failed, so we need to
3202 // create one or two custom planes to enclose the light origin
3203 for (i = 0;i < 4;i++)
3205 // create a plane using the view origin and light origin, and a
3206 // single point from the frustum corner set
3207 TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3208 VectorNormalize(plane.normal);
3209 plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3210 // see if this plane is backwards and flip it if so
3211 for (j = 0;j < 4;j++)
3212 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3216 VectorNegate(plane.normal, plane.normal);
3218 // flipped plane, test again to see if it is now valid
3219 for (j = 0;j < 4;j++)
3220 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3222 // if the plane is still not valid, then it is dividing the
3223 // frustum and has to be rejected
3227 // we have created a valid plane, compute extra info
3228 PlaneClassify(&plane);
3230 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3232 // if we've found 5 frustum planes then we have constructed a
3233 // proper split-side case and do not need to keep searching for
3234 // planes to enclose the light origin
3235 if (rtlight->cached_numfrustumplanes == 5)
3243 for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3245 plane = rtlight->cached_frustumplanes[i];
3246 Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_refdef.view.frustumcorner[0], &plane), PlaneDiff(r_refdef.view.frustumcorner[1], &plane), PlaneDiff(r_refdef.view.frustumcorner[2], &plane), PlaneDiff(r_refdef.view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane));
3251 // now add the light-space box planes if the light box is rotated, as any
3252 // caster outside the oriented light box is irrelevant (even if it passed
3253 // the worldspace light box, which is axial)
3254 if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3256 for (i = 0;i < 6;i++)
3260 v[i >> 1] = (i & 1) ? -1 : 1;
3261 Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3262 VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3263 plane.dist = VectorNormalizeLength(plane.normal);
3264 plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3265 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3271 // add the world-space reduced box planes
3272 for (i = 0;i < 6;i++)
3274 VectorClear(plane.normal);
3275 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3276 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3277 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3286 // reduce all plane distances to tightly fit the rtlight cull box, which
3288 VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3289 VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3290 VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3291 VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3292 VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3293 VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3294 VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3295 VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3296 oldnum = rtlight->cached_numfrustumplanes;
3297 rtlight->cached_numfrustumplanes = 0;
3298 for (j = 0;j < oldnum;j++)
3300 // find the nearest point on the box to this plane
3301 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3302 for (i = 1;i < 8;i++)
3304 dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3305 if (bestdist > dist)
3308 Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rtlight->cached_frustumplanes[j].normal[0], rtlight->cached_frustumplanes[j].normal[1], rtlight->cached_frustumplanes[j].normal[2], rtlight->cached_frustumplanes[j].dist, bestdist);
3309 // if the nearest point is near or behind the plane, we want this
3310 // plane, otherwise the plane is useless as it won't cull anything
3311 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3313 PlaneClassify(&rtlight->cached_frustumplanes[j]);
3314 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3321 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3325 RSurf_ActiveWorldEntity();
3327 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3330 GL_CullFace(GL_NONE);
3331 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3332 for (;mesh;mesh = mesh->next)
3334 if (!mesh->sidetotals[r_shadow_shadowmapside])
3336 r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3337 R_Mesh_PrepareVertices_Position(mesh->numverts, mesh->vertexposition, mesh->vertexpositionbuffer);
3338 R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3342 else if (r_refdef.scene.worldentity->model)
3343 r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3345 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3348 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3350 qboolean zpass = false;
3353 int surfacelistindex;
3354 msurface_t *surface;
3356 RSurf_ActiveWorldEntity();
3358 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3361 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3363 zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3364 R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3366 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3367 for (;mesh;mesh = mesh->next)
3369 r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3370 R_Mesh_PrepareVertices_Position(mesh->numverts, mesh->vertexposition, mesh->vertexpositionbuffer);
3371 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3373 // increment stencil if frontface is infront of depthbuffer
3374 GL_CullFace(r_refdef.view.cullface_back);
3375 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
3376 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3377 // decrement stencil if backface is infront of depthbuffer
3378 GL_CullFace(r_refdef.view.cullface_front);
3379 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
3381 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3383 // decrement stencil if backface is behind depthbuffer
3384 GL_CullFace(r_refdef.view.cullface_front);
3385 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
3386 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3387 // increment stencil if frontface is behind depthbuffer
3388 GL_CullFace(r_refdef.view.cullface_back);
3389 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
3391 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3395 else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3397 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3398 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3399 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3401 surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3402 for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3403 if (CHECKPVSBIT(trispvs, t))
3404 shadowmarklist[numshadowmark++] = t;
3406 R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3408 else if (numsurfaces)
3409 r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3411 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3414 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3416 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3417 vec_t relativeshadowradius;
3418 RSurf_ActiveModelEntity(ent, false, false, false);
3419 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3420 // we need to re-init the shader for each entity because the matrix changed
3421 relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3422 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3423 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3424 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3425 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3426 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3427 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3428 switch (r_shadow_rendermode)
3430 case R_SHADOW_RENDERMODE_SHADOWMAP2D:
3431 case R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE:
3432 case R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE:
3433 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3436 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3439 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3442 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3444 // set up properties for rendering light onto this entity
3445 RSurf_ActiveModelEntity(ent, true, true, false);
3446 GL_AlphaTest(false);
3447 Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3448 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3449 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3450 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3453 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3455 if (!r_refdef.scene.worldmodel->DrawLight)
3458 // set up properties for rendering light onto this entity
3459 RSurf_ActiveWorldEntity();
3460 GL_AlphaTest(false);
3461 rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3462 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3463 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3464 VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3466 r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3468 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3471 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3473 dp_model_t *model = ent->model;
3474 if (!model->DrawLight)
3477 R_Shadow_SetupEntityLight(ent);
3479 model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3481 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3484 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3488 int numleafs, numsurfaces;
3489 int *leaflist, *surfacelist;
3490 unsigned char *leafpvs;
3491 unsigned char *shadowtrispvs;
3492 unsigned char *lighttrispvs;
3493 //unsigned char *surfacesides;
3494 int numlightentities;
3495 int numlightentities_noselfshadow;
3496 int numshadowentities;
3497 int numshadowentities_noselfshadow;
3498 static entity_render_t *lightentities[MAX_EDICTS];
3499 static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3500 static entity_render_t *shadowentities[MAX_EDICTS];
3501 static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3504 rtlight->draw = false;
3506 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3507 // skip lights that are basically invisible (color 0 0 0)
3508 nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
3510 // loading is done before visibility checks because loading should happen
3511 // all at once at the start of a level, not when it stalls gameplay.
3512 // (especially important to benchmarks)
3514 if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3516 if (rtlight->compiled)
3517 R_RTLight_Uncompile(rtlight);
3518 R_RTLight_Compile(rtlight);
3522 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
3524 // look up the light style value at this time
3525 f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3526 VectorScale(rtlight->color, f, rtlight->currentcolor);
3528 if (rtlight->selected)
3530 f = 2 + sin(realtime * M_PI * 4.0);
3531 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3535 // if lightstyle is currently off, don't draw the light
3536 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3539 // skip processing on corona-only lights
3543 // if the light box is offscreen, skip it
3544 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3547 VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
3548 VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
3550 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3552 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
3554 // compiled light, world available and can receive realtime lighting
3555 // retrieve leaf information
3556 numleafs = rtlight->static_numleafs;
3557 leaflist = rtlight->static_leaflist;
3558 leafpvs = rtlight->static_leafpvs;
3559 numsurfaces = rtlight->static_numsurfaces;
3560 surfacelist = rtlight->static_surfacelist;
3561 //surfacesides = NULL;
3562 shadowtrispvs = rtlight->static_shadowtrispvs;
3563 lighttrispvs = rtlight->static_lighttrispvs;
3565 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
3567 // dynamic light, world available and can receive realtime lighting
3568 // calculate lit surfaces and leafs
3569 r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes);
3570 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3571 leaflist = r_shadow_buffer_leaflist;
3572 leafpvs = r_shadow_buffer_leafpvs;
3573 surfacelist = r_shadow_buffer_surfacelist;
3574 //surfacesides = r_shadow_buffer_surfacesides;
3575 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
3576 lighttrispvs = r_shadow_buffer_lighttrispvs;
3577 // if the reduced leaf bounds are offscreen, skip it
3578 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3589 //surfacesides = NULL;
3590 shadowtrispvs = NULL;
3591 lighttrispvs = NULL;
3593 // check if light is illuminating any visible leafs
3596 for (i = 0;i < numleafs;i++)
3597 if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
3603 // make a list of lit entities and shadow casting entities
3604 numlightentities = 0;
3605 numlightentities_noselfshadow = 0;
3606 numshadowentities = 0;
3607 numshadowentities_noselfshadow = 0;
3609 // add dynamic entities that are lit by the light
3610 for (i = 0;i < r_refdef.scene.numentities;i++)
3613 entity_render_t *ent = r_refdef.scene.entities[i];
3615 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3617 // skip the object entirely if it is not within the valid
3618 // shadow-casting region (which includes the lit region)
3619 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
3621 if (!(model = ent->model))
3623 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
3625 // this entity wants to receive light, is visible, and is
3626 // inside the light box
3627 // TODO: check if the surfaces in the model can receive light
3628 // so now check if it's in a leaf seen by the light
3629 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
3631 if (ent->flags & RENDER_NOSELFSHADOW)
3632 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
3634 lightentities[numlightentities++] = ent;
3635 // since it is lit, it probably also casts a shadow...
3636 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3637 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3638 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3640 // note: exterior models without the RENDER_NOSELFSHADOW
3641 // flag still create a RENDER_NOSELFSHADOW shadow but
3642 // are lit normally, this means that they are
3643 // self-shadowing but do not shadow other
3644 // RENDER_NOSELFSHADOW entities such as the gun
3645 // (very weird, but keeps the player shadow off the gun)
3646 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3647 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3649 shadowentities[numshadowentities++] = ent;
3652 else if (ent->flags & RENDER_SHADOW)
3654 // this entity is not receiving light, but may still need to
3656 // TODO: check if the surfaces in the model can cast shadow
3657 // now check if it is in a leaf seen by the light
3658 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
3660 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3661 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3662 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3664 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3665 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3667 shadowentities[numshadowentities++] = ent;
3672 // return if there's nothing at all to light
3673 if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
3676 // count this light in the r_speeds
3677 r_refdef.stats.lights++;
3679 // flag it as worth drawing later
3680 rtlight->draw = true;
3682 // cache all the animated entities that cast a shadow but are not visible
3683 for (i = 0;i < numshadowentities;i++)
3684 if (!shadowentities[i]->animcache_vertex3f)
3685 R_AnimCache_GetEntity(shadowentities[i], false, false);
3686 for (i = 0;i < numshadowentities_noselfshadow;i++)
3687 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
3688 R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
3690 // allocate some temporary memory for rendering this light later in the frame
3691 // reusable buffers need to be copied, static data can be used as-is
3692 rtlight->cached_numlightentities = numlightentities;
3693 rtlight->cached_numlightentities_noselfshadow = numlightentities_noselfshadow;
3694 rtlight->cached_numshadowentities = numshadowentities;
3695 rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
3696 rtlight->cached_numsurfaces = numsurfaces;
3697 rtlight->cached_lightentities = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
3698 rtlight->cached_lightentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
3699 rtlight->cached_shadowentities = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
3700 rtlight->cached_shadowentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
3701 if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
3703 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
3704 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
3705 rtlight->cached_shadowtrispvs = (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
3706 rtlight->cached_lighttrispvs = (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
3707 rtlight->cached_surfacelist = (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
3711 // compiled light data
3712 rtlight->cached_shadowtrispvs = shadowtrispvs;
3713 rtlight->cached_lighttrispvs = lighttrispvs;
3714 rtlight->cached_surfacelist = surfacelist;
3718 void R_Shadow_DrawLight(rtlight_t *rtlight)
3722 unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
3723 int numlightentities;
3724 int numlightentities_noselfshadow;
3725 int numshadowentities;
3726 int numshadowentities_noselfshadow;
3727 entity_render_t **lightentities;
3728 entity_render_t **lightentities_noselfshadow;
3729 entity_render_t **shadowentities;
3730 entity_render_t **shadowentities_noselfshadow;
3732 static unsigned char entitysides[MAX_EDICTS];
3733 static unsigned char entitysides_noselfshadow[MAX_EDICTS];
3734 vec3_t nearestpoint;
3736 qboolean castshadows;
3739 // check if we cached this light this frame (meaning it is worth drawing)
3743 // if R_FrameData_Store ran out of space we skip anything dependent on it
3744 if (r_framedata_failed)
3747 numlightentities = rtlight->cached_numlightentities;
3748 numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
3749 numshadowentities = rtlight->cached_numshadowentities;
3750 numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
3751 numsurfaces = rtlight->cached_numsurfaces;
3752 lightentities = rtlight->cached_lightentities;
3753 lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
3754 shadowentities = rtlight->cached_shadowentities;
3755 shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
3756 shadowtrispvs = rtlight->cached_shadowtrispvs;
3757 lighttrispvs = rtlight->cached_lighttrispvs;
3758 surfacelist = rtlight->cached_surfacelist;
3760 // set up a scissor rectangle for this light
3761 if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3764 // don't let sound skip if going slow
3765 if (r_refdef.scene.extraupdate)
3768 // make this the active rtlight for rendering purposes
3769 R_Shadow_RenderMode_ActiveLight(rtlight);
3771 if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
3773 // optionally draw visible shape of the shadow volumes
3774 // for performance analysis by level designers
3775 R_Shadow_RenderMode_VisibleShadowVolumes();
3777 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3778 for (i = 0;i < numshadowentities;i++)
3779 R_Shadow_DrawEntityShadow(shadowentities[i]);
3780 for (i = 0;i < numshadowentities_noselfshadow;i++)
3781 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3782 R_Shadow_RenderMode_VisibleLighting(false, false);
3785 if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
3787 // optionally draw the illuminated areas
3788 // for performance analysis by level designers
3789 R_Shadow_RenderMode_VisibleLighting(false, false);
3791 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3792 for (i = 0;i < numlightentities;i++)
3793 R_Shadow_DrawEntityLight(lightentities[i]);
3794 for (i = 0;i < numlightentities_noselfshadow;i++)
3795 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3798 castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
3800 nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
3801 nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
3802 nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
3803 distance = VectorDistance(nearestpoint, r_refdef.view.origin);
3805 lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
3806 //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
3807 lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
3809 if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
3815 int receivermask = 0;
3816 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
3817 Matrix4x4_Abs(&radiustolight);
3819 r_shadow_shadowmaplod = 0;
3820 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
3821 if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
3822 r_shadow_shadowmaplod = i;
3824 if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
3825 size = max(1, r_shadow_shadowmapmaxsize >> r_shadow_shadowmaplod);
3827 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
3829 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
3831 surfacesides = NULL;
3834 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3836 castermask = rtlight->static_shadowmap_casters;
3837 receivermask = rtlight->static_shadowmap_receivers;
3841 surfacesides = r_shadow_buffer_surfacesides;
3842 for(i = 0;i < numsurfaces;i++)
3844 msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
3845 surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3846 castermask |= surfacesides[i];
3847 receivermask |= surfacesides[i];
3851 if (receivermask < 0x3F)
3853 for (i = 0;i < numlightentities;i++)
3854 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3855 if (receivermask < 0x3F)
3856 for(i = 0; i < numlightentities_noselfshadow;i++)
3857 receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3860 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
3864 for (i = 0;i < numshadowentities;i++)
3865 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3866 for (i = 0;i < numshadowentities_noselfshadow;i++)
3867 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3870 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
3872 // render shadow casters into 6 sided depth texture
3873 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
3875 R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
3876 if (! (castermask & (1 << side))) continue;
3878 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
3879 for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
3880 R_Shadow_DrawEntityShadow(shadowentities[i]);
3883 if (numlightentities_noselfshadow)
3885 // render lighting using the depth texture as shadowmap
3886 // draw lighting in the unmasked areas
3887 R_Shadow_RenderMode_Lighting(false, false, true);
3888 for (i = 0;i < numlightentities_noselfshadow;i++)
3889 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3892 // render shadow casters into 6 sided depth texture
3893 if (numshadowentities_noselfshadow)
3895 for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
3897 R_Shadow_RenderMode_ShadowMap(side, 0, size);
3898 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
3899 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3903 // render lighting using the depth texture as shadowmap
3904 // draw lighting in the unmasked areas
3905 R_Shadow_RenderMode_Lighting(false, false, true);
3906 // draw lighting in the unmasked areas
3908 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3909 for (i = 0;i < numlightentities;i++)
3910 R_Shadow_DrawEntityLight(lightentities[i]);
3912 else if (castshadows && vid.stencil)
3914 // draw stencil shadow volumes to mask off pixels that are in shadow
3915 // so that they won't receive lighting
3916 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
3917 R_Shadow_ClearStencil();
3920 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3921 for (i = 0;i < numshadowentities;i++)
3922 R_Shadow_DrawEntityShadow(shadowentities[i]);
3924 // draw lighting in the unmasked areas
3925 R_Shadow_RenderMode_Lighting(true, false, false);
3926 for (i = 0;i < numlightentities_noselfshadow;i++)
3927 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3929 for (i = 0;i < numshadowentities_noselfshadow;i++)
3930 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3932 // draw lighting in the unmasked areas
3933 R_Shadow_RenderMode_Lighting(true, false, false);
3935 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3936 for (i = 0;i < numlightentities;i++)
3937 R_Shadow_DrawEntityLight(lightentities[i]);
3941 // draw lighting in the unmasked areas
3942 R_Shadow_RenderMode_Lighting(false, false, false);
3944 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3945 for (i = 0;i < numlightentities;i++)
3946 R_Shadow_DrawEntityLight(lightentities[i]);
3947 for (i = 0;i < numlightentities_noselfshadow;i++)
3948 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3951 if (r_shadow_usingdeferredprepass)
3953 // when rendering deferred lighting, we simply rasterize the box
3954 if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
3955 R_Shadow_RenderMode_DrawDeferredLight(false, true);
3956 else if (castshadows && vid.stencil)
3957 R_Shadow_RenderMode_DrawDeferredLight(true, false);
3959 R_Shadow_RenderMode_DrawDeferredLight(false, false);
3963 static void R_Shadow_FreeDeferred(void)
3965 if (r_shadow_prepassgeometryfbo)
3966 qglDeleteFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
3967 r_shadow_prepassgeometryfbo = 0;
3969 if (r_shadow_prepasslightingfbo)
3970 qglDeleteFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
3971 r_shadow_prepasslightingfbo = 0;
3973 if (r_shadow_prepassgeometrydepthtexture)
3974 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
3975 r_shadow_prepassgeometrydepthtexture = NULL;
3977 if (r_shadow_prepassgeometrynormalmaptexture)
3978 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
3979 r_shadow_prepassgeometrynormalmaptexture = NULL;
3981 if (r_shadow_prepasslightingdiffusetexture)
3982 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
3983 r_shadow_prepasslightingdiffusetexture = NULL;
3985 if (r_shadow_prepasslightingspeculartexture)
3986 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
3987 r_shadow_prepasslightingspeculartexture = NULL;
3990 void R_Shadow_DrawPrepass(void)
3998 entity_render_t *ent;
4000 GL_AlphaTest(false);
4001 R_Mesh_ResetTextureState();
4003 GL_ColorMask(1,1,1,1);
4004 GL_BlendFunc(GL_ONE, GL_ZERO);
4007 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
4008 qglClearColor(0.5f,0.5f,0.5f,1.0f);CHECKGLERROR
4009 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);CHECKGLERROR
4011 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
4012 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
4013 if (r_timereport_active)
4014 R_TimeReport("prepassworld");
4016 for (i = 0;i < r_refdef.scene.numentities;i++)
4018 if (!r_refdef.viewcache.entityvisible[i])
4020 ent = r_refdef.scene.entities[i];
4021 if (ent->model && ent->model->DrawPrepass != NULL)
4022 ent->model->DrawPrepass(ent);
4025 if (r_timereport_active)
4026 R_TimeReport("prepassmodels");
4028 GL_DepthMask(false);
4029 GL_ColorMask(1,1,1,1);
4032 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
4033 qglClearColor(0.0f,0.0f,0.0f,0.0f);CHECKGLERROR
4034 GL_Clear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
4035 if (r_refdef.fogenabled)
4036 qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
4038 R_Shadow_RenderMode_Begin();
4040 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4041 if (r_shadow_debuglight.integer >= 0)
4043 lightindex = r_shadow_debuglight.integer;
4044 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4045 if (light && (light->flags & flag))
4046 R_Shadow_DrawLight(&light->rtlight);
4050 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4051 for (lightindex = 0;lightindex < range;lightindex++)
4053 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4054 if (light && (light->flags & flag))
4055 R_Shadow_DrawLight(&light->rtlight);
4058 if (r_refdef.scene.rtdlight)
4059 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4060 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4062 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
4063 if (r_refdef.fogenabled)
4064 qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
4066 R_Shadow_RenderMode_End();
4068 if (r_timereport_active)
4069 R_TimeReport("prepasslights");
4072 void R_Shadow_DrawLightSprites(void);
4073 void R_Shadow_PrepareLights(void)
4083 if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4084 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4085 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0) ||
4086 r_shadow_shadowmaptexturetype != r_shadow_shadowmapping_texturetype.integer ||
4087 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
4088 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
4089 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
4090 R_Shadow_FreeShadowMaps();
4092 r_shadow_usingshadowmaportho = false;
4094 switch (vid.renderpath)
4096 case RENDERPATH_GL20:
4097 case RENDERPATH_CGGL:
4098 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
4100 r_shadow_usingdeferredprepass = false;
4101 if (r_shadow_prepass_width)
4102 R_Shadow_FreeDeferred();
4103 r_shadow_prepass_width = r_shadow_prepass_height = 0;
4107 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4109 R_Shadow_FreeDeferred();
4111 r_shadow_usingdeferredprepass = true;
4112 r_shadow_prepass_width = vid.width;
4113 r_shadow_prepass_height = vid.height;
4114 r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
4115 r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
4116 r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
4117 r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
4119 // set up the geometry pass fbo (depth + normalmap)
4120 qglGenFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
4121 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
4122 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
4123 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture), 0);CHECKGLERROR
4124 // render depth into one texture and normalmap into the other
4125 if (qglDrawBuffersARB)
4127 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4128 qglReadBuffer(GL_NONE);CHECKGLERROR
4130 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4131 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4133 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4134 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4135 r_shadow_usingdeferredprepass = false;
4138 // set up the lighting pass fbo (diffuse + specular)
4139 qglGenFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
4140 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
4141 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
4142 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepasslightingdiffusetexture), 0);CHECKGLERROR
4143 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepasslightingspeculartexture), 0);CHECKGLERROR
4144 // render diffuse into one texture and specular into another,
4145 // with depth and normalmap bound as textures,
4146 // with depth bound as attachment as well
4147 if (qglDrawBuffersARB)
4149 qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4150 qglReadBuffer(GL_NONE);CHECKGLERROR
4152 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4153 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4155 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4156 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4157 r_shadow_usingdeferredprepass = false;
4161 case RENDERPATH_GL13:
4162 case RENDERPATH_GL11:
4163 r_shadow_usingdeferredprepass = false;
4167 R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles);
4169 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4170 if (r_shadow_debuglight.integer >= 0)
4172 lightindex = r_shadow_debuglight.integer;
4173 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4174 if (light && (light->flags & flag))
4175 R_Shadow_PrepareLight(&light->rtlight);
4179 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4180 for (lightindex = 0;lightindex < range;lightindex++)
4182 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4183 if (light && (light->flags & flag))
4184 R_Shadow_PrepareLight(&light->rtlight);
4187 if (r_refdef.scene.rtdlight)
4189 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4190 R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4192 else if(gl_flashblend.integer)
4194 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4196 rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4197 f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4198 VectorScale(rtlight->color, f, rtlight->currentcolor);
4202 if (r_editlights.integer)
4203 R_Shadow_DrawLightSprites();
4206 void R_Shadow_DrawLights(void)
4214 R_Shadow_RenderMode_Begin();
4216 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4217 if (r_shadow_debuglight.integer >= 0)
4219 lightindex = r_shadow_debuglight.integer;
4220 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4221 if (light && (light->flags & flag))
4222 R_Shadow_DrawLight(&light->rtlight);
4226 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4227 for (lightindex = 0;lightindex < range;lightindex++)
4229 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4230 if (light && (light->flags & flag))
4231 R_Shadow_DrawLight(&light->rtlight);
4234 if (r_refdef.scene.rtdlight)
4235 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4236 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4238 R_Shadow_RenderMode_End();
4241 extern const float r_screenvertex3f[12];
4242 extern void R_SetupView(qboolean allowwaterclippingplane);
4243 extern void R_ResetViewRendering3D(void);
4244 extern void R_ResetViewRendering2D(void);
4245 extern cvar_t r_shadows;
4246 extern cvar_t r_shadows_darken;
4247 extern cvar_t r_shadows_drawafterrtlighting;
4248 extern cvar_t r_shadows_castfrombmodels;
4249 extern cvar_t r_shadows_throwdistance;
4250 extern cvar_t r_shadows_throwdirection;
4251 extern cvar_t r_shadows_focus;
4252 extern cvar_t r_shadows_shadowmapscale;
4254 void R_Shadow_PrepareModelShadows(void)
4257 float scale, size, radius, dot1, dot2;
4258 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
4259 entity_render_t *ent;
4261 if (!r_refdef.scene.numentities)
4264 switch (r_shadow_shadowmode)
4266 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4267 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
4268 if (r_shadows.integer >= 2)
4271 case R_SHADOW_SHADOWMODE_STENCIL:
4272 for (i = 0;i < r_refdef.scene.numentities;i++)
4274 ent = r_refdef.scene.entities[i];
4275 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4276 R_AnimCache_GetEntity(ent, false, false);
4283 size = 2*r_shadow_shadowmapmaxsize;
4284 scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
4285 radius = 0.5f * size / scale;
4287 Math_atov(r_shadows_throwdirection.string, shadowdir);
4288 VectorNormalize(shadowdir);
4289 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4290 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4291 if (fabs(dot1) <= fabs(dot2))
4292 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4294 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4295 VectorNormalize(shadowforward);
4296 CrossProduct(shadowdir, shadowforward, shadowright);
4297 Math_atov(r_shadows_focus.string, shadowfocus);
4298 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4299 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4300 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4301 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4302 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4304 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4306 shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4307 shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4308 shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4309 shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4310 shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4311 shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4313 for (i = 0;i < r_refdef.scene.numentities;i++)
4315 ent = r_refdef.scene.entities[i];
4316 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
4318 // cast shadows from anything of the map (submodels are optional)
4319 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4320 R_AnimCache_GetEntity(ent, false, false);
4324 void R_DrawModelShadowMaps(void)
4327 float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
4328 entity_render_t *ent;
4329 vec3_t relativelightorigin;
4330 vec3_t relativelightdirection, relativeforward, relativeright;
4331 vec3_t relativeshadowmins, relativeshadowmaxs;
4332 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
4334 matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
4335 r_viewport_t viewport;
4338 if (!r_refdef.scene.numentities)
4341 switch (r_shadow_shadowmode)
4343 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4344 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
4351 R_ResetViewRendering3D();
4352 R_Shadow_RenderMode_Begin();
4353 R_Shadow_RenderMode_ActiveLight(NULL);
4355 switch (r_shadow_shadowmode)
4357 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4358 if (!r_shadow_shadowmap2dtexture)
4359 R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4360 fbo = r_shadow_fbo2d;
4361 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
4362 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
4363 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
4365 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
4366 if (!r_shadow_shadowmaprectangletexture)
4367 R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4368 fbo = r_shadow_fborectangle;
4369 r_shadow_shadowmap_texturescale[0] = 1.0f;
4370 r_shadow_shadowmap_texturescale[1] = 1.0f;
4371 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
4377 size = 2*r_shadow_shadowmapmaxsize;
4378 scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
4379 radius = 0.5f / scale;
4380 nearclip = -r_shadows_throwdistance.value;
4381 farclip = r_shadows_throwdistance.value;
4382 bias = r_shadow_shadowmapping_bias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
4384 r_shadow_shadowmap_parameters[0] = size;
4385 r_shadow_shadowmap_parameters[1] = size;
4386 r_shadow_shadowmap_parameters[2] = 1.0;
4387 r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
4389 Math_atov(r_shadows_throwdirection.string, shadowdir);
4390 VectorNormalize(shadowdir);
4391 Math_atov(r_shadows_focus.string, shadowfocus);
4392 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4393 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4394 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4395 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4396 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4397 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4398 if (fabs(dot1) <= fabs(dot2))
4399 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4401 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4402 VectorNormalize(shadowforward);
4403 VectorM(scale, shadowforward, &m[0]);
4404 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4406 m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
4407 CrossProduct(shadowdir, shadowforward, shadowright);
4408 VectorM(scale, shadowright, &m[4]);
4409 m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
4410 VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
4411 m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
4412 Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
4413 Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
4414 R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL);
4416 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4419 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
4420 R_SetupShader_ShowDepth();
4422 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
4423 R_SetupShader_DepthOrShadow();
4426 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
4429 R_SetViewport(&viewport);
4430 GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
4433 qglClearColor(1,1,1,1);
4434 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
4436 GL_Clear(GL_DEPTH_BUFFER_BIT);
4438 GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
4441 for (i = 0;i < r_refdef.scene.numentities;i++)
4443 ent = r_refdef.scene.entities[i];
4445 // cast shadows from anything of the map (submodels are optional)
4446 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4448 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4449 Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
4450 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4451 Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
4452 Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
4453 relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4454 relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4455 relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4456 relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4457 relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4458 relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4459 RSurf_ActiveModelEntity(ent, false, false, false);
4460 ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4461 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4465 R_Shadow_RenderMode_End();
4467 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
4468 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
4469 Matrix4x4_CreateScale3(&scalematrix, size, -size, 1);
4470 Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
4471 Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
4472 Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
4474 r_shadow_usingshadowmaportho = true;
4475 switch (r_shadow_shadowmode)
4477 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4478 r_shadow_usingshadowmap2d = true;
4480 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
4481 r_shadow_usingshadowmaprect = true;
4488 void R_DrawModelShadows(void)
4491 float relativethrowdistance;
4492 entity_render_t *ent;
4493 vec3_t relativelightorigin;
4494 vec3_t relativelightdirection;
4495 vec3_t relativeshadowmins, relativeshadowmaxs;
4496 vec3_t tmp, shadowdir;
4498 if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
4502 R_ResetViewRendering3D();
4503 //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4504 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4505 R_Shadow_RenderMode_Begin();
4506 R_Shadow_RenderMode_ActiveLight(NULL);
4507 r_shadow_lightscissor[0] = r_refdef.view.x;
4508 r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4509 r_shadow_lightscissor[2] = r_refdef.view.width;
4510 r_shadow_lightscissor[3] = r_refdef.view.height;
4511 R_Shadow_RenderMode_StencilShadowVolumes(false);
4514 if (r_shadows.integer == 2)
4516 Math_atov(r_shadows_throwdirection.string, shadowdir);
4517 VectorNormalize(shadowdir);
4520 R_Shadow_ClearStencil();
4522 for (i = 0;i < r_refdef.scene.numentities;i++)
4524 ent = r_refdef.scene.entities[i];
4526 // cast shadows from anything of the map (submodels are optional)
4527 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4529 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4530 VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
4531 VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
4532 if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
4533 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4536 if(ent->entitynumber != 0)
4538 if(ent->entitynumber >= MAX_EDICTS) // csqc entity
4540 // FIXME handle this
4541 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4545 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
4546 int entnum, entnum2, recursion;
4547 entnum = entnum2 = ent->entitynumber;
4548 for(recursion = 32; recursion > 0; --recursion)
4550 entnum2 = cl.entities[entnum].state_current.tagentity;
4551 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
4556 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
4558 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
4559 // transform into modelspace of OUR entity
4560 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
4561 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
4564 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4568 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4571 VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
4572 RSurf_ActiveModelEntity(ent, false, false, false);
4573 ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
4574 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4578 // not really the right mode, but this will disable any silly stencil features
4579 R_Shadow_RenderMode_End();
4581 // set up ortho view for rendering this pass
4582 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4583 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4584 //GL_ScissorTest(true);
4585 //R_EntityMatrix(&identitymatrix);
4586 //R_Mesh_ResetTextureState();
4587 R_ResetViewRendering2D();
4589 // set up a darkening blend on shadowed areas
4590 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4591 //GL_DepthRange(0, 1);
4592 //GL_DepthTest(false);
4593 //GL_DepthMask(false);
4594 //GL_PolygonOffset(0, 0);CHECKGLERROR
4595 GL_Color(0, 0, 0, r_shadows_darken.value);
4596 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4597 //qglDepthFunc(GL_ALWAYS);CHECKGLERROR
4598 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
4599 qglStencilMask(255);CHECKGLERROR
4600 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
4601 qglStencilFunc(GL_NOTEQUAL, 128, 255);CHECKGLERROR
4603 // apply the blend to the shadowed areas
4604 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
4605 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
4606 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
4608 // restore the viewport
4609 R_SetViewport(&r_refdef.view.viewport);
4611 // restore other state to normal
4612 //R_Shadow_RenderMode_End();
4615 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
4618 vec3_t centerorigin;
4620 // if it's too close, skip it
4621 if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
4623 zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
4626 if (usequery && r_numqueries + 2 <= r_maxqueries)
4628 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
4629 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
4630 // we count potential samples in the middle of the screen, we count actual samples at the light location, this allows counting potential samples of off-screen lights
4631 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
4634 // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use qglDepthFunc instead
4635 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
4636 qglDepthFunc(GL_ALWAYS);
4637 R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4638 R_Mesh_PrepareVertices_Position_Arrays(4, vertex3f);
4639 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
4640 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4641 qglDepthFunc(GL_LEQUAL);
4642 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
4643 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4644 R_Mesh_PrepareVertices_Position_Arrays(4, vertex3f);
4645 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
4646 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4649 rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
4652 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4654 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
4657 GLint allpixels = 0, visiblepixels = 0;
4658 // now we have to check the query result
4659 if (rtlight->corona_queryindex_visiblepixels)
4662 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
4663 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
4665 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
4666 if (visiblepixels < 1 || allpixels < 1)
4668 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
4669 cscale *= rtlight->corona_visibility;
4673 // FIXME: these traces should scan all render entities instead of cl.world
4674 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
4677 VectorScale(rtlight->currentcolor, cscale, color);
4678 if (VectorLength(color) > (1.0f / 256.0f))
4681 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
4684 VectorNegate(color, color);
4685 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4687 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4688 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4689 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4691 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4695 void R_Shadow_DrawCoronas(void)
4703 if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
4705 if (r_waterstate.renderingscene)
4707 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4708 R_EntityMatrix(&identitymatrix);
4710 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4712 // check occlusion of coronas
4713 // use GL_ARB_occlusion_query if available
4714 // otherwise use raytraces
4716 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
4719 GL_ColorMask(0,0,0,0);
4720 if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
4721 if (r_maxqueries < MAX_OCCLUSION_QUERIES)
4724 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
4725 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
4727 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
4730 RSurf_ActiveWorldEntity();
4731 GL_BlendFunc(GL_ONE, GL_ZERO);
4732 GL_CullFace(GL_NONE);
4733 GL_DepthMask(false);
4734 GL_DepthRange(0, 1);
4735 GL_PolygonOffset(0, 0);
4737 R_Mesh_ResetTextureState();
4738 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
4740 for (lightindex = 0;lightindex < range;lightindex++)
4742 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4745 rtlight = &light->rtlight;
4746 rtlight->corona_visibility = 0;
4747 rtlight->corona_queryindex_visiblepixels = 0;
4748 rtlight->corona_queryindex_allpixels = 0;
4749 if (!(rtlight->flags & flag))
4751 if (rtlight->corona <= 0)
4753 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
4755 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4757 for (i = 0;i < r_refdef.scene.numlights;i++)
4759 rtlight = r_refdef.scene.lights[i];
4760 rtlight->corona_visibility = 0;
4761 rtlight->corona_queryindex_visiblepixels = 0;
4762 rtlight->corona_queryindex_allpixels = 0;
4763 if (!(rtlight->flags & flag))
4765 if (rtlight->corona <= 0)
4767 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4770 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4772 // now draw the coronas using the query data for intensity info
4773 for (lightindex = 0;lightindex < range;lightindex++)
4775 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4778 rtlight = &light->rtlight;
4779 if (rtlight->corona_visibility <= 0)
4781 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4783 for (i = 0;i < r_refdef.scene.numlights;i++)
4785 rtlight = r_refdef.scene.lights[i];
4786 if (rtlight->corona_visibility <= 0)
4788 if (gl_flashblend.integer)
4789 R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
4791 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4797 dlight_t *R_Shadow_NewWorldLight(void)
4799 return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
4802 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)
4805 // validate parameters
4806 if (style < 0 || style >= MAX_LIGHTSTYLES)
4808 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
4814 // copy to light properties
4815 VectorCopy(origin, light->origin);
4816 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
4817 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
4818 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
4820 light->color[0] = max(color[0], 0);
4821 light->color[1] = max(color[1], 0);
4822 light->color[2] = max(color[2], 0);
4824 light->color[0] = color[0];
4825 light->color[1] = color[1];
4826 light->color[2] = color[2];
4827 light->radius = max(radius, 0);
4828 light->style = style;
4829 light->shadow = shadowenable;
4830 light->corona = corona;
4831 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
4832 light->coronasizescale = coronasizescale;
4833 light->ambientscale = ambientscale;
4834 light->diffusescale = diffusescale;
4835 light->specularscale = specularscale;
4836 light->flags = flags;
4838 // update renderable light data
4839 Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
4840 R_RTLight_Update(&light->rtlight, true, &matrix, light->color, light->style, light->cubemapname[0] ? light->cubemapname : NULL, light->shadow, light->corona, light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
4843 void R_Shadow_FreeWorldLight(dlight_t *light)
4845 if (r_shadow_selectedlight == light)
4846 r_shadow_selectedlight = NULL;
4847 R_RTLight_Uncompile(&light->rtlight);
4848 Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
4851 void R_Shadow_ClearWorldLights(void)
4855 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4856 for (lightindex = 0;lightindex < range;lightindex++)
4858 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4860 R_Shadow_FreeWorldLight(light);
4862 r_shadow_selectedlight = NULL;
4865 void R_Shadow_SelectLight(dlight_t *light)
4867 if (r_shadow_selectedlight)
4868 r_shadow_selectedlight->selected = false;
4869 r_shadow_selectedlight = light;
4870 if (r_shadow_selectedlight)
4871 r_shadow_selectedlight->selected = true;
4874 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4876 // this is never batched (there can be only one)
4878 R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
4879 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4880 R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4883 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4888 skinframe_t *skinframe;
4891 // this is never batched (due to the ent parameter changing every time)
4892 // so numsurfaces == 1 and surfacelist[0] == lightnumber
4893 const dlight_t *light = (dlight_t *)ent;
4896 R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
4899 VectorScale(light->color, intensity, spritecolor);
4900 if (VectorLength(spritecolor) < 0.1732f)
4901 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
4902 if (VectorLength(spritecolor) > 1.0f)
4903 VectorNormalize(spritecolor);
4905 // draw light sprite
4906 if (light->cubemapname[0] && !light->shadow)
4907 skinframe = r_editlights_sprcubemapnoshadowlight;
4908 else if (light->cubemapname[0])
4909 skinframe = r_editlights_sprcubemaplight;
4910 else if (!light->shadow)
4911 skinframe = r_editlights_sprnoshadowlight;
4913 skinframe = r_editlights_sprlight;
4915 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, spritecolor[0], spritecolor[1], spritecolor[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4916 R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4918 // draw selection sprite if light is selected
4919 if (light->selected)
4921 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4922 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4923 // VorteX todo: add normalmode/realtime mode light overlay sprites?
4927 void R_Shadow_DrawLightSprites(void)
4931 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4932 for (lightindex = 0;lightindex < range;lightindex++)
4934 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4936 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
4938 if (!r_editlights_lockcursor)
4939 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
4942 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
4947 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
4948 if (lightindex >= range)
4950 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4953 rtlight = &light->rtlight;
4954 //if (!(rtlight->flags & flag))
4956 VectorCopy(rtlight->shadoworigin, origin);
4957 *radius = rtlight->radius;
4958 VectorCopy(rtlight->color, color);
4962 void R_Shadow_SelectLightInView(void)
4964 float bestrating, rating, temp[3];
4968 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4972 if (r_editlights_lockcursor)
4974 for (lightindex = 0;lightindex < range;lightindex++)
4976 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4979 VectorSubtract(light->origin, r_refdef.view.origin, temp);
4980 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
4983 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
4984 if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
4986 bestrating = rating;
4991 R_Shadow_SelectLight(best);
4994 void R_Shadow_LoadWorldLights(void)
4996 int n, a, style, shadow, flags;
4997 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
4998 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
4999 if (cl.worldmodel == NULL)
5001 Con_Print("No map loaded.\n");
5004 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5005 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5015 for (;COM_Parse(t, true) && strcmp(
5016 if (COM_Parse(t, true))
5018 if (com_token[0] == '!')
5021 origin[0] = atof(com_token+1);
5024 origin[0] = atof(com_token);
5029 while (*s && *s != '\n' && *s != '\r')
5035 // check for modifier flags
5042 #if _MSC_VER >= 1400
5043 #define sscanf sscanf_s
5045 cubemapname[sizeof(cubemapname)-1] = 0;
5046 #if MAX_QPATH != 128
5047 #error update this code if MAX_QPATH changes
5049 a = sscanf(t, "%f %f %f %f %f %f %f %d %127s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname
5050 #if _MSC_VER >= 1400
5051 , sizeof(cubemapname)
5053 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
5056 flags = LIGHTFLAG_REALTIMEMODE;
5064 coronasizescale = 0.25f;
5066 VectorClear(angles);
5069 if (a < 9 || !strcmp(cubemapname, "\"\""))
5071 // remove quotes on cubemapname
5072 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
5075 namelen = strlen(cubemapname) - 2;
5076 memmove(cubemapname, cubemapname + 1, namelen);
5077 cubemapname[namelen] = '\0';
5081 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);
5084 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5092 Con_Printf("invalid rtlights file \"%s\"\n", name);
5093 Mem_Free(lightsstring);
5097 void R_Shadow_SaveWorldLights(void)
5101 size_t bufchars, bufmaxchars;
5103 char name[MAX_QPATH];
5104 char line[MAX_INPUTLINE];
5105 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
5106 // I hate lines which are 3 times my screen size :( --blub
5109 if (cl.worldmodel == NULL)
5111 Con_Print("No map loaded.\n");
5114 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5115 bufchars = bufmaxchars = 0;
5117 for (lightindex = 0;lightindex < range;lightindex++)
5119 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5122 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5123 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
5124 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5125 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
5127 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
5128 if (bufchars + strlen(line) > bufmaxchars)
5130 bufmaxchars = bufchars + strlen(line) + 2048;
5132 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5136 memcpy(buf, oldbuf, bufchars);
5142 memcpy(buf + bufchars, line, strlen(line));
5143 bufchars += strlen(line);
5147 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5152 void R_Shadow_LoadLightsFile(void)
5155 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5156 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5157 if (cl.worldmodel == NULL)
5159 Con_Print("No map loaded.\n");
5162 dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
5163 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5171 while (*s && *s != '\n' && *s != '\r')
5177 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);
5181 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);
5184 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5185 radius = bound(15, radius, 4096);
5186 VectorScale(color, (2.0f / (8388608.0f)), color);
5187 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5195 Con_Printf("invalid lights file \"%s\"\n", name);
5196 Mem_Free(lightsstring);
5200 // tyrlite/hmap2 light types in the delay field
5201 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5203 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5215 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5216 char key[256], value[MAX_INPUTLINE];
5218 if (cl.worldmodel == NULL)
5220 Con_Print("No map loaded.\n");
5223 // try to load a .ent file first
5224 dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
5225 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5226 // and if that is not found, fall back to the bsp file entity string
5228 data = cl.worldmodel->brush.entities;
5231 for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5233 type = LIGHTTYPE_MINUSX;
5234 origin[0] = origin[1] = origin[2] = 0;
5235 originhack[0] = originhack[1] = originhack[2] = 0;
5236 angles[0] = angles[1] = angles[2] = 0;
5237 color[0] = color[1] = color[2] = 1;
5238 light[0] = light[1] = light[2] = 1;light[3] = 300;
5239 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5249 if (!COM_ParseToken_Simple(&data, false, false))
5251 if (com_token[0] == '}')
5252 break; // end of entity
5253 if (com_token[0] == '_')
5254 strlcpy(key, com_token + 1, sizeof(key));
5256 strlcpy(key, com_token, sizeof(key));
5257 while (key[strlen(key)-1] == ' ') // remove trailing spaces
5258 key[strlen(key)-1] = 0;
5259 if (!COM_ParseToken_Simple(&data, false, false))
5261 strlcpy(value, com_token, sizeof(value));
5263 // now that we have the key pair worked out...
5264 if (!strcmp("light", key))
5266 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5270 light[0] = vec[0] * (1.0f / 256.0f);
5271 light[1] = vec[0] * (1.0f / 256.0f);
5272 light[2] = vec[0] * (1.0f / 256.0f);
5278 light[0] = vec[0] * (1.0f / 255.0f);
5279 light[1] = vec[1] * (1.0f / 255.0f);
5280 light[2] = vec[2] * (1.0f / 255.0f);
5284 else if (!strcmp("delay", key))
5286 else if (!strcmp("origin", key))
5287 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5288 else if (!strcmp("angle", key))
5289 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5290 else if (!strcmp("angles", key))
5291 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5292 else if (!strcmp("color", key))
5293 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5294 else if (!strcmp("wait", key))
5295 fadescale = atof(value);
5296 else if (!strcmp("classname", key))
5298 if (!strncmp(value, "light", 5))
5301 if (!strcmp(value, "light_fluoro"))
5306 overridecolor[0] = 1;
5307 overridecolor[1] = 1;
5308 overridecolor[2] = 1;
5310 if (!strcmp(value, "light_fluorospark"))
5315 overridecolor[0] = 1;
5316 overridecolor[1] = 1;
5317 overridecolor[2] = 1;
5319 if (!strcmp(value, "light_globe"))
5324 overridecolor[0] = 1;
5325 overridecolor[1] = 0.8;
5326 overridecolor[2] = 0.4;
5328 if (!strcmp(value, "light_flame_large_yellow"))
5333 overridecolor[0] = 1;
5334 overridecolor[1] = 0.5;
5335 overridecolor[2] = 0.1;
5337 if (!strcmp(value, "light_flame_small_yellow"))
5342 overridecolor[0] = 1;
5343 overridecolor[1] = 0.5;
5344 overridecolor[2] = 0.1;
5346 if (!strcmp(value, "light_torch_small_white"))
5351 overridecolor[0] = 1;
5352 overridecolor[1] = 0.5;
5353 overridecolor[2] = 0.1;
5355 if (!strcmp(value, "light_torch_small_walltorch"))
5360 overridecolor[0] = 1;
5361 overridecolor[1] = 0.5;
5362 overridecolor[2] = 0.1;
5366 else if (!strcmp("style", key))
5367 style = atoi(value);
5368 else if (!strcmp("skin", key))
5369 skin = (int)atof(value);
5370 else if (!strcmp("pflags", key))
5371 pflags = (int)atof(value);
5372 //else if (!strcmp("effects", key))
5373 // effects = (int)atof(value);
5374 else if (cl.worldmodel->type == mod_brushq3)
5376 if (!strcmp("scale", key))
5377 lightscale = atof(value);
5378 if (!strcmp("fade", key))
5379 fadescale = atof(value);
5384 if (lightscale <= 0)
5388 if (color[0] == color[1] && color[0] == color[2])
5390 color[0] *= overridecolor[0];
5391 color[1] *= overridecolor[1];
5392 color[2] *= overridecolor[2];
5394 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5395 color[0] = color[0] * light[0];
5396 color[1] = color[1] * light[1];
5397 color[2] = color[2] * light[2];
5400 case LIGHTTYPE_MINUSX:
5402 case LIGHTTYPE_RECIPX:
5404 VectorScale(color, (1.0f / 16.0f), color);
5406 case LIGHTTYPE_RECIPXX:
5408 VectorScale(color, (1.0f / 16.0f), color);
5411 case LIGHTTYPE_NONE:
5415 case LIGHTTYPE_MINUSXX:
5418 VectorAdd(origin, originhack, origin);
5420 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);
5423 Mem_Free(entfiledata);
5427 void R_Shadow_SetCursorLocationForView(void)
5430 vec3_t dest, endpos;
5432 VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5433 trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
5434 if (trace.fraction < 1)
5436 dist = trace.fraction * r_editlights_cursordistance.value;
5437 push = r_editlights_cursorpushback.value;
5441 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
5442 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
5446 VectorClear( endpos );
5448 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5449 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5450 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5453 void R_Shadow_UpdateWorldLightSelection(void)
5455 if (r_editlights.integer)
5457 R_Shadow_SetCursorLocationForView();
5458 R_Shadow_SelectLightInView();
5461 R_Shadow_SelectLight(NULL);
5464 void R_Shadow_EditLights_Clear_f(void)
5466 R_Shadow_ClearWorldLights();
5469 void R_Shadow_EditLights_Reload_f(void)
5473 strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
5474 R_Shadow_ClearWorldLights();
5475 R_Shadow_LoadWorldLights();
5476 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5478 R_Shadow_LoadLightsFile();
5479 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5480 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5484 void R_Shadow_EditLights_Save_f(void)
5488 R_Shadow_SaveWorldLights();
5491 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
5493 R_Shadow_ClearWorldLights();
5494 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5497 void R_Shadow_EditLights_ImportLightsFile_f(void)
5499 R_Shadow_ClearWorldLights();
5500 R_Shadow_LoadLightsFile();
5503 void R_Shadow_EditLights_Spawn_f(void)
5506 if (!r_editlights.integer)
5508 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5511 if (Cmd_Argc() != 1)
5513 Con_Print("r_editlights_spawn does not take parameters\n");
5516 color[0] = color[1] = color[2] = 1;
5517 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5520 void R_Shadow_EditLights_Edit_f(void)
5522 vec3_t origin, angles, color;
5523 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
5524 int style, shadows, flags, normalmode, realtimemode;
5525 char cubemapname[MAX_INPUTLINE];
5526 if (!r_editlights.integer)
5528 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5531 if (!r_shadow_selectedlight)
5533 Con_Print("No selected light.\n");
5536 VectorCopy(r_shadow_selectedlight->origin, origin);
5537 VectorCopy(r_shadow_selectedlight->angles, angles);
5538 VectorCopy(r_shadow_selectedlight->color, color);
5539 radius = r_shadow_selectedlight->radius;
5540 style = r_shadow_selectedlight->style;
5541 if (r_shadow_selectedlight->cubemapname)
5542 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
5545 shadows = r_shadow_selectedlight->shadow;
5546 corona = r_shadow_selectedlight->corona;
5547 coronasizescale = r_shadow_selectedlight->coronasizescale;
5548 ambientscale = r_shadow_selectedlight->ambientscale;
5549 diffusescale = r_shadow_selectedlight->diffusescale;
5550 specularscale = r_shadow_selectedlight->specularscale;
5551 flags = r_shadow_selectedlight->flags;
5552 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
5553 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
5554 if (!strcmp(Cmd_Argv(1), "origin"))
5556 if (Cmd_Argc() != 5)
5558 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5561 origin[0] = atof(Cmd_Argv(2));
5562 origin[1] = atof(Cmd_Argv(3));
5563 origin[2] = atof(Cmd_Argv(4));
5565 else if (!strcmp(Cmd_Argv(1), "originx"))
5567 if (Cmd_Argc() != 3)
5569 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5572 origin[0] = atof(Cmd_Argv(2));
5574 else if (!strcmp(Cmd_Argv(1), "originy"))
5576 if (Cmd_Argc() != 3)
5578 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5581 origin[1] = atof(Cmd_Argv(2));
5583 else if (!strcmp(Cmd_Argv(1), "originz"))
5585 if (Cmd_Argc() != 3)
5587 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5590 origin[2] = atof(Cmd_Argv(2));
5592 else if (!strcmp(Cmd_Argv(1), "move"))
5594 if (Cmd_Argc() != 5)
5596 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5599 origin[0] += atof(Cmd_Argv(2));
5600 origin[1] += atof(Cmd_Argv(3));
5601 origin[2] += atof(Cmd_Argv(4));
5603 else if (!strcmp(Cmd_Argv(1), "movex"))
5605 if (Cmd_Argc() != 3)
5607 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5610 origin[0] += atof(Cmd_Argv(2));
5612 else if (!strcmp(Cmd_Argv(1), "movey"))
5614 if (Cmd_Argc() != 3)
5616 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5619 origin[1] += atof(Cmd_Argv(2));
5621 else if (!strcmp(Cmd_Argv(1), "movez"))
5623 if (Cmd_Argc() != 3)
5625 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5628 origin[2] += atof(Cmd_Argv(2));
5630 else if (!strcmp(Cmd_Argv(1), "angles"))
5632 if (Cmd_Argc() != 5)
5634 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5637 angles[0] = atof(Cmd_Argv(2));
5638 angles[1] = atof(Cmd_Argv(3));
5639 angles[2] = atof(Cmd_Argv(4));
5641 else if (!strcmp(Cmd_Argv(1), "anglesx"))
5643 if (Cmd_Argc() != 3)
5645 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5648 angles[0] = atof(Cmd_Argv(2));
5650 else if (!strcmp(Cmd_Argv(1), "anglesy"))
5652 if (Cmd_Argc() != 3)
5654 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5657 angles[1] = atof(Cmd_Argv(2));
5659 else if (!strcmp(Cmd_Argv(1), "anglesz"))
5661 if (Cmd_Argc() != 3)
5663 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5666 angles[2] = atof(Cmd_Argv(2));
5668 else if (!strcmp(Cmd_Argv(1), "color"))
5670 if (Cmd_Argc() != 5)
5672 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
5675 color[0] = atof(Cmd_Argv(2));
5676 color[1] = atof(Cmd_Argv(3));
5677 color[2] = atof(Cmd_Argv(4));
5679 else if (!strcmp(Cmd_Argv(1), "radius"))
5681 if (Cmd_Argc() != 3)
5683 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5686 radius = atof(Cmd_Argv(2));
5688 else if (!strcmp(Cmd_Argv(1), "colorscale"))
5690 if (Cmd_Argc() == 3)
5692 double scale = atof(Cmd_Argv(2));
5699 if (Cmd_Argc() != 5)
5701 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
5704 color[0] *= atof(Cmd_Argv(2));
5705 color[1] *= atof(Cmd_Argv(3));
5706 color[2] *= atof(Cmd_Argv(4));
5709 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
5711 if (Cmd_Argc() != 3)
5713 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5716 radius *= atof(Cmd_Argv(2));
5718 else if (!strcmp(Cmd_Argv(1), "style"))
5720 if (Cmd_Argc() != 3)
5722 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5725 style = atoi(Cmd_Argv(2));
5727 else if (!strcmp(Cmd_Argv(1), "cubemap"))
5731 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5734 if (Cmd_Argc() == 3)
5735 strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
5739 else if (!strcmp(Cmd_Argv(1), "shadows"))
5741 if (Cmd_Argc() != 3)
5743 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5746 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5748 else if (!strcmp(Cmd_Argv(1), "corona"))
5750 if (Cmd_Argc() != 3)
5752 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5755 corona = atof(Cmd_Argv(2));
5757 else if (!strcmp(Cmd_Argv(1), "coronasize"))
5759 if (Cmd_Argc() != 3)
5761 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5764 coronasizescale = atof(Cmd_Argv(2));
5766 else if (!strcmp(Cmd_Argv(1), "ambient"))
5768 if (Cmd_Argc() != 3)
5770 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5773 ambientscale = atof(Cmd_Argv(2));
5775 else if (!strcmp(Cmd_Argv(1), "diffuse"))
5777 if (Cmd_Argc() != 3)
5779 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5782 diffusescale = atof(Cmd_Argv(2));
5784 else if (!strcmp(Cmd_Argv(1), "specular"))
5786 if (Cmd_Argc() != 3)
5788 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5791 specularscale = atof(Cmd_Argv(2));
5793 else if (!strcmp(Cmd_Argv(1), "normalmode"))
5795 if (Cmd_Argc() != 3)
5797 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5800 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5802 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
5804 if (Cmd_Argc() != 3)
5806 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5809 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5813 Con_Print("usage: r_editlights_edit [property] [value]\n");
5814 Con_Print("Selected light's properties:\n");
5815 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
5816 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
5817 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
5818 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
5819 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
5820 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
5821 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
5822 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
5823 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
5824 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
5825 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
5826 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
5827 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
5828 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
5831 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
5832 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5835 void R_Shadow_EditLights_EditAll_f(void)
5838 dlight_t *light, *oldselected;
5841 if (!r_editlights.integer)
5843 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
5847 oldselected = r_shadow_selectedlight;
5848 // EditLights doesn't seem to have a "remove" command or something so:
5849 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5850 for (lightindex = 0;lightindex < range;lightindex++)
5852 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5855 R_Shadow_SelectLight(light);
5856 R_Shadow_EditLights_Edit_f();
5858 // return to old selected (to not mess editing once selection is locked)
5859 R_Shadow_SelectLight(oldselected);
5862 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
5864 int lightnumber, lightcount;
5865 size_t lightindex, range;
5869 if (!r_editlights.integer)
5871 x = vid_conwidth.value - 240;
5873 DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
5876 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5877 for (lightindex = 0;lightindex < range;lightindex++)
5879 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5882 if (light == r_shadow_selectedlight)
5883 lightnumber = lightindex;
5886 dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
5887 dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
5889 if (r_shadow_selectedlight == NULL)
5891 dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5892 dpsnprintf(temp, sizeof(temp), "Origin : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5893 dpsnprintf(temp, sizeof(temp), "Angles : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5894 dpsnprintf(temp, sizeof(temp), "Color : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5895 dpsnprintf(temp, sizeof(temp), "Radius : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5896 dpsnprintf(temp, sizeof(temp), "Corona : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5897 dpsnprintf(temp, sizeof(temp), "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5898 dpsnprintf(temp, sizeof(temp), "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5899 dpsnprintf(temp, sizeof(temp), "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5900 dpsnprintf(temp, sizeof(temp), "CoronaSize : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5901 dpsnprintf(temp, sizeof(temp), "Ambient : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5902 dpsnprintf(temp, sizeof(temp), "Diffuse : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5903 dpsnprintf(temp, sizeof(temp), "Specular : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5904 dpsnprintf(temp, sizeof(temp), "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5905 dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5908 void R_Shadow_EditLights_ToggleShadow_f(void)
5910 if (!r_editlights.integer)
5912 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5915 if (!r_shadow_selectedlight)
5917 Con_Print("No selected light.\n");
5920 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);
5923 void R_Shadow_EditLights_ToggleCorona_f(void)
5925 if (!r_editlights.integer)
5927 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5930 if (!r_shadow_selectedlight)
5932 Con_Print("No selected light.\n");
5935 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);
5938 void R_Shadow_EditLights_Remove_f(void)
5940 if (!r_editlights.integer)
5942 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
5945 if (!r_shadow_selectedlight)
5947 Con_Print("No selected light.\n");
5950 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
5951 r_shadow_selectedlight = NULL;
5954 void R_Shadow_EditLights_Help_f(void)
5957 "Documentation on r_editlights system:\n"
5959 "r_editlights : enable/disable editing mode\n"
5960 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
5961 "r_editlights_cursorpushback : push back cursor this far from surface\n"
5962 "r_editlights_cursorpushoff : push cursor off surface this far\n"
5963 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
5964 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
5966 "r_editlights_help : this help\n"
5967 "r_editlights_clear : remove all lights\n"
5968 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
5969 "r_editlights_lock : lock selection to current light, if already locked - unlock\n"
5970 "r_editlights_save : save to .rtlights file\n"
5971 "r_editlights_spawn : create a light with default settings\n"
5972 "r_editlights_edit command : edit selected light - more documentation below\n"
5973 "r_editlights_remove : remove selected light\n"
5974 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
5975 "r_editlights_importlightentitiesfrommap : reload light entities\n"
5976 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
5978 "origin x y z : set light location\n"
5979 "originx x: set x component of light location\n"
5980 "originy y: set y component of light location\n"
5981 "originz z: set z component of light location\n"
5982 "move x y z : adjust light location\n"
5983 "movex x: adjust x component of light location\n"
5984 "movey y: adjust y component of light location\n"
5985 "movez z: adjust z component of light location\n"
5986 "angles x y z : set light angles\n"
5987 "anglesx x: set x component of light angles\n"
5988 "anglesy y: set y component of light angles\n"
5989 "anglesz z: set z component of light angles\n"
5990 "color r g b : set color of light (can be brighter than 1 1 1)\n"
5991 "radius radius : set radius (size) of light\n"
5992 "colorscale grey : multiply color of light (1 does nothing)\n"
5993 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
5994 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
5995 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
5996 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
5997 "cubemap basename : set filter cubemap of light (not yet supported)\n"
5998 "shadows 1/0 : turn on/off shadows\n"
5999 "corona n : set corona intensity\n"
6000 "coronasize n : set corona size (0-1)\n"
6001 "ambient n : set ambient intensity (0-1)\n"
6002 "diffuse n : set diffuse intensity (0-1)\n"
6003 "specular n : set specular intensity (0-1)\n"
6004 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
6005 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
6006 "<nothing> : print light properties to console\n"
6010 void R_Shadow_EditLights_CopyInfo_f(void)
6012 if (!r_editlights.integer)
6014 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
6017 if (!r_shadow_selectedlight)
6019 Con_Print("No selected light.\n");
6022 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
6023 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
6024 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
6025 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
6026 if (r_shadow_selectedlight->cubemapname)
6027 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
6029 r_shadow_bufferlight.cubemapname[0] = 0;
6030 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
6031 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
6032 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
6033 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
6034 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
6035 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
6036 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
6039 void R_Shadow_EditLights_PasteInfo_f(void)
6041 if (!r_editlights.integer)
6043 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
6046 if (!r_shadow_selectedlight)
6048 Con_Print("No selected light.\n");
6051 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);
6054 void R_Shadow_EditLights_Lock_f(void)
6056 if (!r_editlights.integer)
6058 Con_Print("Cannot lock on light when not in editing mode. Set r_editlights to 1.\n");
6061 if (r_editlights_lockcursor)
6063 r_editlights_lockcursor = false;
6066 if (!r_shadow_selectedlight)
6068 Con_Print("No selected light to lock on.\n");
6071 r_editlights_lockcursor = true;
6074 void R_Shadow_EditLights_Init(void)
6076 Cvar_RegisterVariable(&r_editlights);
6077 Cvar_RegisterVariable(&r_editlights_cursordistance);
6078 Cvar_RegisterVariable(&r_editlights_cursorpushback);
6079 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
6080 Cvar_RegisterVariable(&r_editlights_cursorgrid);
6081 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
6082 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
6083 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
6084 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)");
6085 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
6086 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
6087 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
6088 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)");
6089 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
6090 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
6091 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
6092 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
6093 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
6094 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
6095 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)");
6096 Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
6102 =============================================================================
6106 =============================================================================
6109 void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic)
6111 VectorClear(diffusecolor);
6112 VectorClear(diffusenormal);
6114 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6116 ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient;
6117 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
6120 VectorSet(ambientcolor, 1, 1, 1);
6127 for (i = 0;i < r_refdef.scene.numlights;i++)
6129 light = r_refdef.scene.lights[i];
6130 Matrix4x4_Transform(&light->matrix_worldtolight, p, v);
6131 f = 1 - VectorLength2(v);
6132 if (f > 0 && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
6133 VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);