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"
142 #include "dpsoftrast.h"
146 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
149 static void R_Shadow_EditLights_Init(void);
151 typedef enum r_shadow_rendermode_e
153 R_SHADOW_RENDERMODE_NONE,
154 R_SHADOW_RENDERMODE_ZPASS_STENCIL,
155 R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
156 R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
157 R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
158 R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
159 R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
160 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
161 R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
162 R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
163 R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
164 R_SHADOW_RENDERMODE_LIGHT_GLSL,
165 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
166 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
167 R_SHADOW_RENDERMODE_SHADOWMAP2D
169 r_shadow_rendermode_t;
171 typedef enum r_shadow_shadowmode_e
173 R_SHADOW_SHADOWMODE_STENCIL,
174 R_SHADOW_SHADOWMODE_SHADOWMAP2D
176 r_shadow_shadowmode_t;
178 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
180 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
181 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
182 qboolean r_shadow_usingshadowmap2d;
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_fbo2d;
193 r_shadow_shadowmode_t r_shadow_shadowmode;
194 int r_shadow_shadowmapfilterquality;
195 int r_shadow_shadowmapdepthbits;
196 int r_shadow_shadowmapmaxsize;
197 qboolean r_shadow_shadowmapvsdct;
198 qboolean r_shadow_shadowmapsampler;
199 qboolean r_shadow_shadowmapshadowsampler;
200 int r_shadow_shadowmappcf;
201 int r_shadow_shadowmapborder;
202 matrix4x4_t r_shadow_shadowmapmatrix;
203 int r_shadow_lightscissor[4];
204 qboolean r_shadow_usingdeferredprepass;
205 qboolean r_shadow_shadowmapdepthtexture;
206 int maxshadowtriangles;
209 int maxshadowvertices;
210 float *shadowvertex3f;
220 unsigned char *shadowsides;
221 int *shadowsideslist;
228 int r_shadow_buffer_numleafpvsbytes;
229 unsigned char *r_shadow_buffer_visitingleafpvs;
230 unsigned char *r_shadow_buffer_leafpvs;
231 int *r_shadow_buffer_leaflist;
233 int r_shadow_buffer_numsurfacepvsbytes;
234 unsigned char *r_shadow_buffer_surfacepvs;
235 int *r_shadow_buffer_surfacelist;
236 unsigned char *r_shadow_buffer_surfacesides;
238 int r_shadow_buffer_numshadowtrispvsbytes;
239 unsigned char *r_shadow_buffer_shadowtrispvs;
240 int r_shadow_buffer_numlighttrispvsbytes;
241 unsigned char *r_shadow_buffer_lighttrispvs;
243 rtexturepool_t *r_shadow_texturepool;
244 rtexture_t *r_shadow_attenuationgradienttexture;
245 rtexture_t *r_shadow_attenuation2dtexture;
246 rtexture_t *r_shadow_attenuation3dtexture;
247 skinframe_t *r_shadow_lightcorona;
248 rtexture_t *r_shadow_shadowmap2ddepthbuffer;
249 rtexture_t *r_shadow_shadowmap2ddepthtexture;
250 rtexture_t *r_shadow_shadowmapvsdcttexture;
251 int r_shadow_shadowmapsize; // changes for each light based on distance
252 int r_shadow_shadowmaplod; // changes for each light based on distance
254 GLuint r_shadow_prepassgeometryfbo;
255 GLuint r_shadow_prepasslightingdiffusespecularfbo;
256 GLuint r_shadow_prepasslightingdiffusefbo;
257 int r_shadow_prepass_width;
258 int r_shadow_prepass_height;
259 rtexture_t *r_shadow_prepassgeometrydepthbuffer;
260 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
261 rtexture_t *r_shadow_prepasslightingdiffusetexture;
262 rtexture_t *r_shadow_prepasslightingspeculartexture;
264 // keep track of the provided framebuffer info
265 static int r_shadow_fb_fbo;
266 static rtexture_t *r_shadow_fb_depthtexture;
267 static rtexture_t *r_shadow_fb_colortexture;
269 // lights are reloaded when this changes
270 char r_shadow_mapname[MAX_QPATH];
272 // used only for light filters (cubemaps)
273 rtexturepool_t *r_shadow_filters_texturepool;
275 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"};
276 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"};
277 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
278 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"};
279 cvar_t r_shadow_usebihculling = {0, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"};
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", "1", "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", "1", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
306 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)"};
307 cvar_t r_shadow_shadowmapping_useshadowsampler = {CVAR_SAVE, "r_shadow_shadowmapping_useshadowsampler", "1", "whether to use sampler2DShadow if available"};
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_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
321 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
322 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)"};
323 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)"};
324 cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"};
325 cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"};
326 cvar_t r_shadow_bouncegrid_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"};
327 cvar_t r_shadow_bouncegrid_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dlightparticlemultiplier", "0", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
328 cvar_t r_shadow_bouncegrid_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
329 cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_SAVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"};
330 cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
331 cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "4", "particles stop at this fraction of light radius (can be more than 1)"};
332 cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "2", "maximum number of bounces for a particle (minimum is 0)"};
333 cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "1", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
334 cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "1", "brightness of particles contributing to bouncegrid texture"};
335 cvar_t r_shadow_bouncegrid_photons = {CVAR_SAVE, "r_shadow_bouncegrid_photons", "2000", "total photons to shoot per update, divided proportionately between lights"};
336 cvar_t r_shadow_bouncegrid_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_spacing", "64", "unit size of bouncegrid pixel"};
337 cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"};
338 cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
339 cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"};
340 cvar_t r_shadow_bouncegrid_static_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_static_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1) when in static mode"};
341 cvar_t r_shadow_bouncegrid_static_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_static_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0) in static mode"};
342 cvar_t r_shadow_bouncegrid_static_photons = {CVAR_SAVE, "r_shadow_bouncegrid_static_photons", "25000", "photons value to use when in static mode"};
343 cvar_t r_shadow_bouncegrid_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"};
344 cvar_t r_shadow_bouncegrid_x = {CVAR_SAVE, "r_shadow_bouncegrid_x", "64", "maximum texture size of bouncegrid on X axis"};
345 cvar_t r_shadow_bouncegrid_y = {CVAR_SAVE, "r_shadow_bouncegrid_y", "64", "maximum texture size of bouncegrid on Y axis"};
346 cvar_t r_shadow_bouncegrid_z = {CVAR_SAVE, "r_shadow_bouncegrid_z", "32", "maximum texture size of bouncegrid on Z axis"};
347 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "0", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
348 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"};
349 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "0", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility) - bad performance (synchronous rendering) - worse on multi-gpu!"};
350 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
351 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
352 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
353 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
354 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
355 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
356 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
357 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
358 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
359 cvar_t r_editlights_drawproperties = {0, "r_editlights_drawproperties", "1", "draw properties of currently selected light"};
360 cvar_t r_editlights_current_origin = {0, "r_editlights_current_origin", "0 0 0", "origin of selected light"};
361 cvar_t r_editlights_current_angles = {0, "r_editlights_current_angles", "0 0 0", "angles of selected light"};
362 cvar_t r_editlights_current_color = {0, "r_editlights_current_color", "1 1 1", "color of selected light"};
363 cvar_t r_editlights_current_radius = {0, "r_editlights_current_radius", "0", "radius of selected light"};
364 cvar_t r_editlights_current_corona = {0, "r_editlights_current_corona", "0", "corona intensity of selected light"};
365 cvar_t r_editlights_current_coronasize = {0, "r_editlights_current_coronasize", "0", "corona size of selected light"};
366 cvar_t r_editlights_current_style = {0, "r_editlights_current_style", "0", "style of selected light"};
367 cvar_t r_editlights_current_shadows = {0, "r_editlights_current_shadows", "0", "shadows flag of selected light"};
368 cvar_t r_editlights_current_cubemap = {0, "r_editlights_current_cubemap", "0", "cubemap of selected light"};
369 cvar_t r_editlights_current_ambient = {0, "r_editlights_current_ambient", "0", "ambient intensity of selected light"};
370 cvar_t r_editlights_current_diffuse = {0, "r_editlights_current_diffuse", "1", "diffuse intensity of selected light"};
371 cvar_t r_editlights_current_specular = {0, "r_editlights_current_specular", "1", "specular intensity of selected light"};
372 cvar_t r_editlights_current_normalmode = {0, "r_editlights_current_normalmode", "0", "normalmode flag of selected light"};
373 cvar_t r_editlights_current_realtimemode = {0, "r_editlights_current_realtimemode", "0", "realtimemode flag of selected light"};
376 typedef struct r_shadow_bouncegrid_settings_s
379 qboolean bounceanglediffuse;
380 qboolean directionalshading;
381 qboolean includedirectlighting;
382 float dlightparticlemultiplier;
384 float lightradiusscale;
386 float particlebounceintensity;
387 float particleintensity;
392 r_shadow_bouncegrid_settings_t;
394 r_shadow_bouncegrid_settings_t r_shadow_bouncegridsettings;
395 rtexture_t *r_shadow_bouncegridtexture;
396 matrix4x4_t r_shadow_bouncegridmatrix;
397 vec_t r_shadow_bouncegridintensity;
398 qboolean r_shadow_bouncegriddirectional;
399 static double r_shadow_bouncegridtime;
400 static int r_shadow_bouncegridresolution[3];
401 static int r_shadow_bouncegridnumpixels;
402 static unsigned char *r_shadow_bouncegridpixels;
403 static float *r_shadow_bouncegridhighpixels;
405 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
406 #define ATTENTABLESIZE 256
407 // 1D gradient, 2D circle and 3D sphere attenuation textures
408 #define ATTEN1DSIZE 32
409 #define ATTEN2DSIZE 64
410 #define ATTEN3DSIZE 32
412 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
413 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
414 static float r_shadow_attentable[ATTENTABLESIZE+1];
416 rtlight_t *r_shadow_compilingrtlight;
417 static memexpandablearray_t r_shadow_worldlightsarray;
418 dlight_t *r_shadow_selectedlight;
419 dlight_t r_shadow_bufferlight;
420 vec3_t r_editlights_cursorlocation;
421 qboolean r_editlights_lockcursor;
423 extern int con_vislines;
425 void R_Shadow_UncompileWorldLights(void);
426 void R_Shadow_ClearWorldLights(void);
427 void R_Shadow_SaveWorldLights(void);
428 void R_Shadow_LoadWorldLights(void);
429 void R_Shadow_LoadLightsFile(void);
430 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
431 void R_Shadow_EditLights_Reload_f(void);
432 void R_Shadow_ValidateCvars(void);
433 static void R_Shadow_MakeTextures(void);
435 #define EDLIGHTSPRSIZE 8
436 skinframe_t *r_editlights_sprcursor;
437 skinframe_t *r_editlights_sprlight;
438 skinframe_t *r_editlights_sprnoshadowlight;
439 skinframe_t *r_editlights_sprcubemaplight;
440 skinframe_t *r_editlights_sprcubemapnoshadowlight;
441 skinframe_t *r_editlights_sprselection;
443 static void R_Shadow_SetShadowMode(void)
445 r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
446 r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
447 r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
448 r_shadow_shadowmapshadowsampler = r_shadow_shadowmapping_useshadowsampler.integer != 0;
449 r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
450 r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
451 r_shadow_shadowmaplod = -1;
452 r_shadow_shadowmapsize = 0;
453 r_shadow_shadowmapsampler = false;
454 r_shadow_shadowmappcf = 0;
455 r_shadow_shadowmapdepthtexture = r_fb.usedepthtextures;
456 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
457 if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
459 switch(vid.renderpath)
461 case RENDERPATH_GL20:
462 if(r_shadow_shadowmapfilterquality < 0)
464 if (!r_fb.usedepthtextures)
465 r_shadow_shadowmappcf = 1;
466 else if((strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) && vid.support.arb_shadow && r_shadow_shadowmapshadowsampler)
468 r_shadow_shadowmapsampler = true;
469 r_shadow_shadowmappcf = 1;
471 else if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
472 r_shadow_shadowmappcf = 1;
473 else if((strstr(gl_vendor, "ATI") || strstr(gl_vendor, "Advanced Micro Devices")) && !strstr(gl_renderer, "Mesa") && !strstr(gl_version, "Mesa"))
474 r_shadow_shadowmappcf = 1;
476 r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
480 r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
481 switch (r_shadow_shadowmapfilterquality)
486 r_shadow_shadowmappcf = 1;
489 r_shadow_shadowmappcf = 1;
492 r_shadow_shadowmappcf = 2;
496 if (!r_fb.usedepthtextures)
497 r_shadow_shadowmapsampler = false;
498 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
500 case RENDERPATH_D3D9:
501 case RENDERPATH_D3D10:
502 case RENDERPATH_D3D11:
503 case RENDERPATH_SOFT:
504 r_shadow_shadowmapsampler = false;
505 r_shadow_shadowmappcf = 1;
506 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
508 case RENDERPATH_GL11:
509 case RENDERPATH_GL13:
510 case RENDERPATH_GLES1:
511 case RENDERPATH_GLES2:
516 if(R_CompileShader_CheckStaticParms())
520 qboolean R_Shadow_ShadowMappingEnabled(void)
522 switch (r_shadow_shadowmode)
524 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
531 static void R_Shadow_FreeShadowMaps(void)
533 R_Shadow_SetShadowMode();
535 R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
539 if (r_shadow_shadowmap2ddepthtexture)
540 R_FreeTexture(r_shadow_shadowmap2ddepthtexture);
541 r_shadow_shadowmap2ddepthtexture = NULL;
543 if (r_shadow_shadowmap2ddepthbuffer)
544 R_FreeTexture(r_shadow_shadowmap2ddepthbuffer);
545 r_shadow_shadowmap2ddepthbuffer = NULL;
547 if (r_shadow_shadowmapvsdcttexture)
548 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
549 r_shadow_shadowmapvsdcttexture = NULL;
552 static void r_shadow_start(void)
554 // allocate vertex processing arrays
555 r_shadow_bouncegridpixels = NULL;
556 r_shadow_bouncegridhighpixels = NULL;
557 r_shadow_bouncegridnumpixels = 0;
558 r_shadow_bouncegridtexture = NULL;
559 r_shadow_bouncegriddirectional = false;
560 r_shadow_attenuationgradienttexture = NULL;
561 r_shadow_attenuation2dtexture = NULL;
562 r_shadow_attenuation3dtexture = NULL;
563 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
564 r_shadow_shadowmap2ddepthtexture = NULL;
565 r_shadow_shadowmap2ddepthbuffer = NULL;
566 r_shadow_shadowmapvsdcttexture = NULL;
567 r_shadow_shadowmapmaxsize = 0;
568 r_shadow_shadowmapsize = 0;
569 r_shadow_shadowmaplod = 0;
570 r_shadow_shadowmapfilterquality = -1;
571 r_shadow_shadowmapdepthbits = 0;
572 r_shadow_shadowmapvsdct = false;
573 r_shadow_shadowmapsampler = false;
574 r_shadow_shadowmappcf = 0;
577 R_Shadow_FreeShadowMaps();
579 r_shadow_texturepool = NULL;
580 r_shadow_filters_texturepool = NULL;
581 R_Shadow_ValidateCvars();
582 R_Shadow_MakeTextures();
583 maxshadowtriangles = 0;
584 shadowelements = NULL;
585 maxshadowvertices = 0;
586 shadowvertex3f = NULL;
594 shadowmarklist = NULL;
599 shadowsideslist = NULL;
600 r_shadow_buffer_numleafpvsbytes = 0;
601 r_shadow_buffer_visitingleafpvs = NULL;
602 r_shadow_buffer_leafpvs = NULL;
603 r_shadow_buffer_leaflist = NULL;
604 r_shadow_buffer_numsurfacepvsbytes = 0;
605 r_shadow_buffer_surfacepvs = NULL;
606 r_shadow_buffer_surfacelist = NULL;
607 r_shadow_buffer_surfacesides = NULL;
608 r_shadow_buffer_numshadowtrispvsbytes = 0;
609 r_shadow_buffer_shadowtrispvs = NULL;
610 r_shadow_buffer_numlighttrispvsbytes = 0;
611 r_shadow_buffer_lighttrispvs = NULL;
613 r_shadow_usingdeferredprepass = false;
614 r_shadow_prepass_width = r_shadow_prepass_height = 0;
617 static void R_Shadow_FreeDeferred(void);
618 static void r_shadow_shutdown(void)
621 R_Shadow_UncompileWorldLights();
623 R_Shadow_FreeShadowMaps();
625 r_shadow_usingdeferredprepass = false;
626 if (r_shadow_prepass_width)
627 R_Shadow_FreeDeferred();
628 r_shadow_prepass_width = r_shadow_prepass_height = 0;
631 r_shadow_bouncegridtexture = NULL;
632 r_shadow_bouncegridpixels = NULL;
633 r_shadow_bouncegridhighpixels = NULL;
634 r_shadow_bouncegridnumpixels = 0;
635 r_shadow_bouncegriddirectional = false;
636 r_shadow_attenuationgradienttexture = NULL;
637 r_shadow_attenuation2dtexture = NULL;
638 r_shadow_attenuation3dtexture = NULL;
639 R_FreeTexturePool(&r_shadow_texturepool);
640 R_FreeTexturePool(&r_shadow_filters_texturepool);
641 maxshadowtriangles = 0;
643 Mem_Free(shadowelements);
644 shadowelements = NULL;
646 Mem_Free(shadowvertex3f);
647 shadowvertex3f = NULL;
650 Mem_Free(vertexupdate);
653 Mem_Free(vertexremap);
659 Mem_Free(shadowmark);
662 Mem_Free(shadowmarklist);
663 shadowmarklist = NULL;
668 Mem_Free(shadowsides);
671 Mem_Free(shadowsideslist);
672 shadowsideslist = NULL;
673 r_shadow_buffer_numleafpvsbytes = 0;
674 if (r_shadow_buffer_visitingleafpvs)
675 Mem_Free(r_shadow_buffer_visitingleafpvs);
676 r_shadow_buffer_visitingleafpvs = NULL;
677 if (r_shadow_buffer_leafpvs)
678 Mem_Free(r_shadow_buffer_leafpvs);
679 r_shadow_buffer_leafpvs = NULL;
680 if (r_shadow_buffer_leaflist)
681 Mem_Free(r_shadow_buffer_leaflist);
682 r_shadow_buffer_leaflist = NULL;
683 r_shadow_buffer_numsurfacepvsbytes = 0;
684 if (r_shadow_buffer_surfacepvs)
685 Mem_Free(r_shadow_buffer_surfacepvs);
686 r_shadow_buffer_surfacepvs = NULL;
687 if (r_shadow_buffer_surfacelist)
688 Mem_Free(r_shadow_buffer_surfacelist);
689 r_shadow_buffer_surfacelist = NULL;
690 if (r_shadow_buffer_surfacesides)
691 Mem_Free(r_shadow_buffer_surfacesides);
692 r_shadow_buffer_surfacesides = NULL;
693 r_shadow_buffer_numshadowtrispvsbytes = 0;
694 if (r_shadow_buffer_shadowtrispvs)
695 Mem_Free(r_shadow_buffer_shadowtrispvs);
696 r_shadow_buffer_numlighttrispvsbytes = 0;
697 if (r_shadow_buffer_lighttrispvs)
698 Mem_Free(r_shadow_buffer_lighttrispvs);
701 static void r_shadow_newmap(void)
703 if (r_shadow_bouncegridtexture) R_FreeTexture(r_shadow_bouncegridtexture);r_shadow_bouncegridtexture = NULL;
704 if (r_shadow_lightcorona) R_SkinFrame_MarkUsed(r_shadow_lightcorona);
705 if (r_editlights_sprcursor) R_SkinFrame_MarkUsed(r_editlights_sprcursor);
706 if (r_editlights_sprlight) R_SkinFrame_MarkUsed(r_editlights_sprlight);
707 if (r_editlights_sprnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
708 if (r_editlights_sprcubemaplight) R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
709 if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
710 if (r_editlights_sprselection) R_SkinFrame_MarkUsed(r_editlights_sprselection);
711 if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
712 R_Shadow_EditLights_Reload_f();
715 void R_Shadow_Init(void)
717 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
718 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
719 Cvar_RegisterVariable(&r_shadow_usebihculling);
720 Cvar_RegisterVariable(&r_shadow_usenormalmap);
721 Cvar_RegisterVariable(&r_shadow_debuglight);
722 Cvar_RegisterVariable(&r_shadow_deferred);
723 Cvar_RegisterVariable(&r_shadow_gloss);
724 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
725 Cvar_RegisterVariable(&r_shadow_glossintensity);
726 Cvar_RegisterVariable(&r_shadow_glossexponent);
727 Cvar_RegisterVariable(&r_shadow_gloss2exponent);
728 Cvar_RegisterVariable(&r_shadow_glossexact);
729 Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
730 Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
731 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
732 Cvar_RegisterVariable(&r_shadow_lightradiusscale);
733 Cvar_RegisterVariable(&r_shadow_projectdistance);
734 Cvar_RegisterVariable(&r_shadow_frontsidecasting);
735 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
736 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
737 Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
738 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
739 Cvar_RegisterVariable(&r_shadow_realtime_world);
740 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
741 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
742 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
743 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
744 Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
745 Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
746 Cvar_RegisterVariable(&r_shadow_scissor);
747 Cvar_RegisterVariable(&r_shadow_shadowmapping);
748 Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
749 Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
750 Cvar_RegisterVariable(&r_shadow_shadowmapping_useshadowsampler);
751 Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
752 Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
753 Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
754 Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
755 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
756 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
757 Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
758 Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
759 Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
760 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
761 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
762 Cvar_RegisterVariable(&r_shadow_sortsurfaces);
763 Cvar_RegisterVariable(&r_shadow_polygonfactor);
764 Cvar_RegisterVariable(&r_shadow_polygonoffset);
765 Cvar_RegisterVariable(&r_shadow_texture3d);
766 Cvar_RegisterVariable(&r_shadow_bouncegrid);
767 Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
768 Cvar_RegisterVariable(&r_shadow_bouncegrid_directionalshading);
769 Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier);
770 Cvar_RegisterVariable(&r_shadow_bouncegrid_hitmodels);
771 Cvar_RegisterVariable(&r_shadow_bouncegrid_includedirectlighting);
772 Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
773 Cvar_RegisterVariable(&r_shadow_bouncegrid_lightradiusscale);
774 Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce);
775 Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
776 Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
777 Cvar_RegisterVariable(&r_shadow_bouncegrid_photons);
778 Cvar_RegisterVariable(&r_shadow_bouncegrid_spacing);
779 Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom);
780 Cvar_RegisterVariable(&r_shadow_bouncegrid_static);
781 Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading);
782 Cvar_RegisterVariable(&r_shadow_bouncegrid_static_lightradiusscale);
783 Cvar_RegisterVariable(&r_shadow_bouncegrid_static_maxbounce);
784 Cvar_RegisterVariable(&r_shadow_bouncegrid_static_photons);
785 Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval);
786 Cvar_RegisterVariable(&r_shadow_bouncegrid_x);
787 Cvar_RegisterVariable(&r_shadow_bouncegrid_y);
788 Cvar_RegisterVariable(&r_shadow_bouncegrid_z);
789 Cvar_RegisterVariable(&r_coronas);
790 Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
791 Cvar_RegisterVariable(&r_coronas_occlusionquery);
792 Cvar_RegisterVariable(&gl_flashblend);
793 Cvar_RegisterVariable(&gl_ext_separatestencil);
794 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
795 R_Shadow_EditLights_Init();
796 Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
797 maxshadowtriangles = 0;
798 shadowelements = NULL;
799 maxshadowvertices = 0;
800 shadowvertex3f = NULL;
808 shadowmarklist = NULL;
813 shadowsideslist = NULL;
814 r_shadow_buffer_numleafpvsbytes = 0;
815 r_shadow_buffer_visitingleafpvs = NULL;
816 r_shadow_buffer_leafpvs = NULL;
817 r_shadow_buffer_leaflist = NULL;
818 r_shadow_buffer_numsurfacepvsbytes = 0;
819 r_shadow_buffer_surfacepvs = NULL;
820 r_shadow_buffer_surfacelist = NULL;
821 r_shadow_buffer_surfacesides = NULL;
822 r_shadow_buffer_shadowtrispvs = NULL;
823 r_shadow_buffer_lighttrispvs = NULL;
824 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
827 matrix4x4_t matrix_attenuationxyz =
830 {0.5, 0.0, 0.0, 0.5},
831 {0.0, 0.5, 0.0, 0.5},
832 {0.0, 0.0, 0.5, 0.5},
837 matrix4x4_t matrix_attenuationz =
840 {0.0, 0.0, 0.5, 0.5},
841 {0.0, 0.0, 0.0, 0.5},
842 {0.0, 0.0, 0.0, 0.5},
847 static void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
849 numvertices = ((numvertices + 255) & ~255) * vertscale;
850 numtriangles = ((numtriangles + 255) & ~255) * triscale;
851 // make sure shadowelements is big enough for this volume
852 if (maxshadowtriangles < numtriangles)
854 maxshadowtriangles = numtriangles;
856 Mem_Free(shadowelements);
857 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
859 // make sure shadowvertex3f is big enough for this volume
860 if (maxshadowvertices < numvertices)
862 maxshadowvertices = numvertices;
864 Mem_Free(shadowvertex3f);
865 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
869 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
871 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
872 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
873 int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
874 int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
875 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
877 if (r_shadow_buffer_visitingleafpvs)
878 Mem_Free(r_shadow_buffer_visitingleafpvs);
879 if (r_shadow_buffer_leafpvs)
880 Mem_Free(r_shadow_buffer_leafpvs);
881 if (r_shadow_buffer_leaflist)
882 Mem_Free(r_shadow_buffer_leaflist);
883 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
884 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
885 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
886 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
888 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
890 if (r_shadow_buffer_surfacepvs)
891 Mem_Free(r_shadow_buffer_surfacepvs);
892 if (r_shadow_buffer_surfacelist)
893 Mem_Free(r_shadow_buffer_surfacelist);
894 if (r_shadow_buffer_surfacesides)
895 Mem_Free(r_shadow_buffer_surfacesides);
896 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
897 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
898 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
899 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
901 if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
903 if (r_shadow_buffer_shadowtrispvs)
904 Mem_Free(r_shadow_buffer_shadowtrispvs);
905 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
906 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
908 if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
910 if (r_shadow_buffer_lighttrispvs)
911 Mem_Free(r_shadow_buffer_lighttrispvs);
912 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
913 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
917 void R_Shadow_PrepareShadowMark(int numtris)
919 // make sure shadowmark is big enough for this volume
920 if (maxshadowmark < numtris)
922 maxshadowmark = numtris;
924 Mem_Free(shadowmark);
926 Mem_Free(shadowmarklist);
927 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
928 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
932 // if shadowmarkcount wrapped we clear the array and adjust accordingly
933 if (shadowmarkcount == 0)
936 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
941 void R_Shadow_PrepareShadowSides(int numtris)
943 if (maxshadowsides < numtris)
945 maxshadowsides = numtris;
947 Mem_Free(shadowsides);
949 Mem_Free(shadowsideslist);
950 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
951 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
956 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)
959 int outtriangles = 0, outvertices = 0;
962 float ratio, direction[3], projectvector[3];
964 if (projectdirection)
965 VectorScale(projectdirection, projectdistance, projectvector);
967 VectorClear(projectvector);
969 // create the vertices
970 if (projectdirection)
972 for (i = 0;i < numshadowmarktris;i++)
974 element = inelement3i + shadowmarktris[i] * 3;
975 for (j = 0;j < 3;j++)
977 if (vertexupdate[element[j]] != vertexupdatenum)
979 vertexupdate[element[j]] = vertexupdatenum;
980 vertexremap[element[j]] = outvertices;
981 vertex = invertex3f + element[j] * 3;
982 // project one copy of the vertex according to projectvector
983 VectorCopy(vertex, outvertex3f);
984 VectorAdd(vertex, projectvector, (outvertex3f + 3));
993 for (i = 0;i < numshadowmarktris;i++)
995 element = inelement3i + shadowmarktris[i] * 3;
996 for (j = 0;j < 3;j++)
998 if (vertexupdate[element[j]] != vertexupdatenum)
1000 vertexupdate[element[j]] = vertexupdatenum;
1001 vertexremap[element[j]] = outvertices;
1002 vertex = invertex3f + element[j] * 3;
1003 // project one copy of the vertex to the sphere radius of the light
1004 // (FIXME: would projecting it to the light box be better?)
1005 VectorSubtract(vertex, projectorigin, direction);
1006 ratio = projectdistance / VectorLength(direction);
1007 VectorCopy(vertex, outvertex3f);
1008 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1016 if (r_shadow_frontsidecasting.integer)
1018 for (i = 0;i < numshadowmarktris;i++)
1020 int remappedelement[3];
1022 const int *neighbortriangle;
1024 markindex = shadowmarktris[i] * 3;
1025 element = inelement3i + markindex;
1026 neighbortriangle = inneighbor3i + markindex;
1027 // output the front and back triangles
1028 outelement3i[0] = vertexremap[element[0]];
1029 outelement3i[1] = vertexremap[element[1]];
1030 outelement3i[2] = vertexremap[element[2]];
1031 outelement3i[3] = vertexremap[element[2]] + 1;
1032 outelement3i[4] = vertexremap[element[1]] + 1;
1033 outelement3i[5] = vertexremap[element[0]] + 1;
1037 // output the sides (facing outward from this triangle)
1038 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1040 remappedelement[0] = vertexremap[element[0]];
1041 remappedelement[1] = vertexremap[element[1]];
1042 outelement3i[0] = remappedelement[1];
1043 outelement3i[1] = remappedelement[0];
1044 outelement3i[2] = remappedelement[0] + 1;
1045 outelement3i[3] = remappedelement[1];
1046 outelement3i[4] = remappedelement[0] + 1;
1047 outelement3i[5] = remappedelement[1] + 1;
1052 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1054 remappedelement[1] = vertexremap[element[1]];
1055 remappedelement[2] = vertexremap[element[2]];
1056 outelement3i[0] = remappedelement[2];
1057 outelement3i[1] = remappedelement[1];
1058 outelement3i[2] = remappedelement[1] + 1;
1059 outelement3i[3] = remappedelement[2];
1060 outelement3i[4] = remappedelement[1] + 1;
1061 outelement3i[5] = remappedelement[2] + 1;
1066 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1068 remappedelement[0] = vertexremap[element[0]];
1069 remappedelement[2] = vertexremap[element[2]];
1070 outelement3i[0] = remappedelement[0];
1071 outelement3i[1] = remappedelement[2];
1072 outelement3i[2] = remappedelement[2] + 1;
1073 outelement3i[3] = remappedelement[0];
1074 outelement3i[4] = remappedelement[2] + 1;
1075 outelement3i[5] = remappedelement[0] + 1;
1084 for (i = 0;i < numshadowmarktris;i++)
1086 int remappedelement[3];
1088 const int *neighbortriangle;
1090 markindex = shadowmarktris[i] * 3;
1091 element = inelement3i + markindex;
1092 neighbortriangle = inneighbor3i + markindex;
1093 // output the front and back triangles
1094 outelement3i[0] = vertexremap[element[2]];
1095 outelement3i[1] = vertexremap[element[1]];
1096 outelement3i[2] = vertexremap[element[0]];
1097 outelement3i[3] = vertexremap[element[0]] + 1;
1098 outelement3i[4] = vertexremap[element[1]] + 1;
1099 outelement3i[5] = vertexremap[element[2]] + 1;
1103 // output the sides (facing outward from this triangle)
1104 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1106 remappedelement[0] = vertexremap[element[0]];
1107 remappedelement[1] = vertexremap[element[1]];
1108 outelement3i[0] = remappedelement[0];
1109 outelement3i[1] = remappedelement[1];
1110 outelement3i[2] = remappedelement[1] + 1;
1111 outelement3i[3] = remappedelement[0];
1112 outelement3i[4] = remappedelement[1] + 1;
1113 outelement3i[5] = remappedelement[0] + 1;
1118 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1120 remappedelement[1] = vertexremap[element[1]];
1121 remappedelement[2] = vertexremap[element[2]];
1122 outelement3i[0] = remappedelement[1];
1123 outelement3i[1] = remappedelement[2];
1124 outelement3i[2] = remappedelement[2] + 1;
1125 outelement3i[3] = remappedelement[1];
1126 outelement3i[4] = remappedelement[2] + 1;
1127 outelement3i[5] = remappedelement[1] + 1;
1132 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1134 remappedelement[0] = vertexremap[element[0]];
1135 remappedelement[2] = vertexremap[element[2]];
1136 outelement3i[0] = remappedelement[2];
1137 outelement3i[1] = remappedelement[0];
1138 outelement3i[2] = remappedelement[0] + 1;
1139 outelement3i[3] = remappedelement[2];
1140 outelement3i[4] = remappedelement[0] + 1;
1141 outelement3i[5] = remappedelement[2] + 1;
1149 *outnumvertices = outvertices;
1150 return outtriangles;
1153 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)
1156 int outtriangles = 0, outvertices = 0;
1158 const float *vertex;
1159 float ratio, direction[3], projectvector[3];
1162 if (projectdirection)
1163 VectorScale(projectdirection, projectdistance, projectvector);
1165 VectorClear(projectvector);
1167 for (i = 0;i < numshadowmarktris;i++)
1169 int remappedelement[3];
1171 const int *neighbortriangle;
1173 markindex = shadowmarktris[i] * 3;
1174 neighbortriangle = inneighbor3i + markindex;
1175 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1176 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1177 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1178 if (side[0] + side[1] + side[2] == 0)
1182 element = inelement3i + markindex;
1184 // create the vertices
1185 for (j = 0;j < 3;j++)
1187 if (side[j] + side[j+1] == 0)
1190 if (vertexupdate[k] != vertexupdatenum)
1192 vertexupdate[k] = vertexupdatenum;
1193 vertexremap[k] = outvertices;
1194 vertex = invertex3f + k * 3;
1195 VectorCopy(vertex, outvertex3f);
1196 if (projectdirection)
1198 // project one copy of the vertex according to projectvector
1199 VectorAdd(vertex, projectvector, (outvertex3f + 3));
1203 // project one copy of the vertex to the sphere radius of the light
1204 // (FIXME: would projecting it to the light box be better?)
1205 VectorSubtract(vertex, projectorigin, direction);
1206 ratio = projectdistance / VectorLength(direction);
1207 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1214 // output the sides (facing outward from this triangle)
1217 remappedelement[0] = vertexremap[element[0]];
1218 remappedelement[1] = vertexremap[element[1]];
1219 outelement3i[0] = remappedelement[1];
1220 outelement3i[1] = remappedelement[0];
1221 outelement3i[2] = remappedelement[0] + 1;
1222 outelement3i[3] = remappedelement[1];
1223 outelement3i[4] = remappedelement[0] + 1;
1224 outelement3i[5] = remappedelement[1] + 1;
1231 remappedelement[1] = vertexremap[element[1]];
1232 remappedelement[2] = vertexremap[element[2]];
1233 outelement3i[0] = remappedelement[2];
1234 outelement3i[1] = remappedelement[1];
1235 outelement3i[2] = remappedelement[1] + 1;
1236 outelement3i[3] = remappedelement[2];
1237 outelement3i[4] = remappedelement[1] + 1;
1238 outelement3i[5] = remappedelement[2] + 1;
1245 remappedelement[0] = vertexremap[element[0]];
1246 remappedelement[2] = vertexremap[element[2]];
1247 outelement3i[0] = remappedelement[0];
1248 outelement3i[1] = remappedelement[2];
1249 outelement3i[2] = remappedelement[2] + 1;
1250 outelement3i[3] = remappedelement[0];
1251 outelement3i[4] = remappedelement[2] + 1;
1252 outelement3i[5] = remappedelement[0] + 1;
1259 *outnumvertices = outvertices;
1260 return outtriangles;
1263 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)
1269 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1271 tend = firsttriangle + numtris;
1272 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1274 // surface box entirely inside light box, no box cull
1275 if (projectdirection)
1277 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1279 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1280 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1281 shadowmarklist[numshadowmark++] = t;
1286 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1287 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1288 shadowmarklist[numshadowmark++] = t;
1293 // surface box not entirely inside light box, cull each triangle
1294 if (projectdirection)
1296 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1298 v[0] = invertex3f + e[0] * 3;
1299 v[1] = invertex3f + e[1] * 3;
1300 v[2] = invertex3f + e[2] * 3;
1301 TriangleNormal(v[0], v[1], v[2], normal);
1302 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1303 && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1304 shadowmarklist[numshadowmark++] = t;
1309 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1311 v[0] = invertex3f + e[0] * 3;
1312 v[1] = invertex3f + e[1] * 3;
1313 v[2] = invertex3f + e[2] * 3;
1314 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1315 && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1316 shadowmarklist[numshadowmark++] = t;
1322 static qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1327 if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1329 // check if the shadow volume intersects the near plane
1331 // a ray between the eye and light origin may intersect the caster,
1332 // indicating that the shadow may touch the eye location, however we must
1333 // test the near plane (a polygon), not merely the eye location, so it is
1334 // easiest to enlarge the caster bounding shape slightly for this.
1340 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)
1342 int i, tris, outverts;
1343 if (projectdistance < 0.1)
1345 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1348 if (!numverts || !nummarktris)
1350 // make sure shadowelements is big enough for this volume
1351 if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1352 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1354 if (maxvertexupdate < numverts)
1356 maxvertexupdate = numverts;
1358 Mem_Free(vertexupdate);
1360 Mem_Free(vertexremap);
1361 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1362 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1363 vertexupdatenum = 0;
1366 if (vertexupdatenum == 0)
1368 vertexupdatenum = 1;
1369 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1370 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1373 for (i = 0;i < nummarktris;i++)
1374 shadowmark[marktris[i]] = shadowmarkcount;
1376 if (r_shadow_compilingrtlight)
1378 // if we're compiling an rtlight, capture the mesh
1379 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1380 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1381 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1382 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1384 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1386 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1387 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL, 0);
1388 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1392 // decide which type of shadow to generate and set stencil mode
1393 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1394 // generate the sides or a solid volume, depending on type
1395 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1396 tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1398 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1399 r_refdef.stats[r_stat_lights_dynamicshadowtriangles] += tris;
1400 r_refdef.stats[r_stat_lights_shadowtriangles] += tris;
1401 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1403 // increment stencil if frontface is infront of depthbuffer
1404 GL_CullFace(r_refdef.view.cullface_front);
1405 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
1406 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1407 // decrement stencil if backface is infront of depthbuffer
1408 GL_CullFace(r_refdef.view.cullface_back);
1409 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
1411 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1413 // decrement stencil if backface is behind depthbuffer
1414 GL_CullFace(r_refdef.view.cullface_front);
1415 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
1416 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1417 // increment stencil if frontface is behind depthbuffer
1418 GL_CullFace(r_refdef.view.cullface_back);
1419 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
1421 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL, 0);
1422 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1426 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1428 // p1, p2, p3 are in the cubemap's local coordinate system
1429 // bias = border/(size - border)
1432 float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1433 dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1434 dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1435 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1437 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1438 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1439 | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1440 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1442 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1443 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1444 | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1446 dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1447 dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1448 dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1449 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1451 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1452 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1453 | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1454 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1456 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1457 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1458 | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1460 dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1461 dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1462 dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1463 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1465 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1466 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1467 | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1468 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1470 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1471 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1472 | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1477 static int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1479 vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1480 float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1483 VectorSubtract(maxs, mins, radius);
1484 VectorScale(radius, 0.5f, radius);
1485 VectorAdd(mins, radius, center);
1486 Matrix4x4_Transform(worldtolight, center, lightcenter);
1487 Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1488 VectorSubtract(lightcenter, lightradius, pmin);
1489 VectorAdd(lightcenter, lightradius, pmax);
1491 dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1492 dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1493 if(ap1 > bias*an1 && ap2 > bias*an2)
1495 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1496 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1497 if(an1 > bias*ap1 && an2 > bias*ap2)
1499 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1500 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1502 dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1503 dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1504 if(ap1 > bias*an1 && ap2 > bias*an2)
1506 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1507 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1508 if(an1 > bias*ap1 && an2 > bias*ap2)
1510 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1511 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1513 dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1514 dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1515 if(ap1 > bias*an1 && ap2 > bias*an2)
1517 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1518 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1519 if(an1 > bias*ap1 && an2 > bias*ap2)
1521 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1522 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1527 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1529 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1531 // p is in the cubemap's local coordinate system
1532 // bias = border/(size - border)
1533 float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1534 float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1535 float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1537 if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1538 if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1539 if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1540 if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1541 if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1542 if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1546 static int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1550 int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1551 float scale = (size - 2*border)/size, len;
1552 float bias = border / (float)(size - border), dp, dn, ap, an;
1553 // check if cone enclosing side would cross frustum plane
1554 scale = 2 / (scale*scale + 2);
1555 Matrix4x4_OriginFromMatrix(&rtlight->matrix_lighttoworld, o);
1556 for (i = 0;i < 5;i++)
1558 if (PlaneDiff(o, &r_refdef.view.frustum[i]) > -0.03125)
1560 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1561 len = scale*VectorLength2(n);
1562 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1563 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1564 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1566 if (PlaneDiff(o, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1568 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1569 len = scale*VectorLength2(n);
1570 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1571 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1572 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1574 // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1575 // check if frustum corners/origin cross plane sides
1577 // infinite version, assumes frustum corners merely give direction and extend to infinite distance
1578 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
1579 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1580 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1581 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1582 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1583 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1584 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1585 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1586 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1587 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1588 for (i = 0;i < 4;i++)
1590 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
1591 VectorSubtract(n, p, n);
1592 dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
1593 if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
1594 if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
1595 dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
1596 if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
1597 if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
1598 dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
1599 if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
1600 if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
1603 // finite version, assumes corners are a finite distance from origin dependent on far plane
1604 for (i = 0;i < 5;i++)
1606 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1607 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1608 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1609 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1610 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1611 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1612 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1613 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1614 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1615 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1618 return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1621 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)
1629 int mask, surfacemask = 0;
1630 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1632 bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1633 tend = firsttriangle + numtris;
1634 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1636 // surface box entirely inside light box, no box cull
1637 if (projectdirection)
1639 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1641 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1642 TriangleNormal(v[0], v[1], v[2], normal);
1643 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1645 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1646 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1647 surfacemask |= mask;
1650 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;
1651 shadowsides[numshadowsides] = mask;
1652 shadowsideslist[numshadowsides++] = t;
1659 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1661 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1662 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1664 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1665 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1666 surfacemask |= mask;
1669 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;
1670 shadowsides[numshadowsides] = mask;
1671 shadowsideslist[numshadowsides++] = t;
1679 // surface box not entirely inside light box, cull each triangle
1680 if (projectdirection)
1682 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1684 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1685 TriangleNormal(v[0], v[1], v[2], normal);
1686 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1687 && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1689 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1690 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1691 surfacemask |= mask;
1694 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;
1695 shadowsides[numshadowsides] = mask;
1696 shadowsideslist[numshadowsides++] = t;
1703 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1705 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1706 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1707 && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1709 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1710 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1711 surfacemask |= mask;
1714 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;
1715 shadowsides[numshadowsides] = mask;
1716 shadowsideslist[numshadowsides++] = t;
1725 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)
1727 int i, j, outtriangles = 0;
1728 int *outelement3i[6];
1729 if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1731 outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1732 // make sure shadowelements is big enough for this mesh
1733 if (maxshadowtriangles < outtriangles)
1734 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1736 // compute the offset and size of the separate index lists for each cubemap side
1738 for (i = 0;i < 6;i++)
1740 outelement3i[i] = shadowelements + outtriangles * 3;
1741 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1742 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1743 outtriangles += sidetotals[i];
1746 // gather up the (sparse) triangles into separate index lists for each cubemap side
1747 for (i = 0;i < numsidetris;i++)
1749 const int *element = elements + sidetris[i] * 3;
1750 for (j = 0;j < 6;j++)
1752 if (sides[i] & (1 << j))
1754 outelement3i[j][0] = element[0];
1755 outelement3i[j][1] = element[1];
1756 outelement3i[j][2] = element[2];
1757 outelement3i[j] += 3;
1762 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1765 static void R_Shadow_MakeTextures_MakeCorona(void)
1769 unsigned char pixels[32][32][4];
1770 for (y = 0;y < 32;y++)
1772 dy = (y - 15.5f) * (1.0f / 16.0f);
1773 for (x = 0;x < 32;x++)
1775 dx = (x - 15.5f) * (1.0f / 16.0f);
1776 a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1777 a = bound(0, a, 255);
1778 pixels[y][x][0] = a;
1779 pixels[y][x][1] = a;
1780 pixels[y][x][2] = a;
1781 pixels[y][x][3] = 255;
1784 r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32, false);
1787 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1789 float dist = sqrt(x*x+y*y+z*z);
1790 float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1791 // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1792 return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1795 static void R_Shadow_MakeTextures(void)
1798 float intensity, dist;
1800 R_Shadow_FreeShadowMaps();
1801 R_FreeTexturePool(&r_shadow_texturepool);
1802 r_shadow_texturepool = R_AllocTexturePool();
1803 r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1804 r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1805 data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1806 // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1807 for (x = 0;x <= ATTENTABLESIZE;x++)
1809 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1810 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1811 r_shadow_attentable[x] = bound(0, intensity, 1);
1813 // 1D gradient texture
1814 for (x = 0;x < ATTEN1DSIZE;x++)
1815 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1816 r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1817 // 2D circle texture
1818 for (y = 0;y < ATTEN2DSIZE;y++)
1819 for (x = 0;x < ATTEN2DSIZE;x++)
1820 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);
1821 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1822 // 3D sphere texture
1823 if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1825 for (z = 0;z < ATTEN3DSIZE;z++)
1826 for (y = 0;y < ATTEN3DSIZE;y++)
1827 for (x = 0;x < ATTEN3DSIZE;x++)
1828 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));
1829 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1832 r_shadow_attenuation3dtexture = NULL;
1835 R_Shadow_MakeTextures_MakeCorona();
1837 // Editor light sprites
1838 r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1855 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1856 r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1873 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1874 r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1891 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1892 r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1909 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1910 r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1927 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1928 r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1945 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1948 void R_Shadow_ValidateCvars(void)
1950 if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1951 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1952 if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1953 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1954 if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1955 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1958 void R_Shadow_RenderMode_Begin(void)
1964 R_Shadow_ValidateCvars();
1966 if (!r_shadow_attenuation2dtexture
1967 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1968 || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1969 || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1970 R_Shadow_MakeTextures();
1973 R_Mesh_ResetTextureState();
1974 GL_BlendFunc(GL_ONE, GL_ZERO);
1975 GL_DepthRange(0, 1);
1976 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1978 GL_DepthMask(false);
1979 GL_Color(0, 0, 0, 1);
1980 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1982 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1984 if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1986 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1987 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1989 else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1991 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1992 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1996 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1997 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
2000 switch(vid.renderpath)
2002 case RENDERPATH_GL20:
2003 case RENDERPATH_D3D9:
2004 case RENDERPATH_D3D10:
2005 case RENDERPATH_D3D11:
2006 case RENDERPATH_SOFT:
2007 case RENDERPATH_GLES2:
2008 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
2010 case RENDERPATH_GL11:
2011 case RENDERPATH_GL13:
2012 case RENDERPATH_GLES1:
2013 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
2014 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
2015 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
2016 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
2017 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
2018 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
2020 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
2026 qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
2027 qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
2028 r_shadow_drawbuffer = drawbuffer;
2029 r_shadow_readbuffer = readbuffer;
2031 r_shadow_cullface_front = r_refdef.view.cullface_front;
2032 r_shadow_cullface_back = r_refdef.view.cullface_back;
2035 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
2037 rsurface.rtlight = rtlight;
2040 void R_Shadow_RenderMode_Reset(void)
2042 R_Mesh_ResetTextureState();
2043 R_Mesh_SetRenderTargets(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture, NULL, NULL, NULL);
2044 R_SetViewport(&r_refdef.view.viewport);
2045 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
2046 GL_DepthRange(0, 1);
2048 GL_DepthMask(false);
2049 GL_DepthFunc(GL_LEQUAL);
2050 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2051 r_refdef.view.cullface_front = r_shadow_cullface_front;
2052 r_refdef.view.cullface_back = r_shadow_cullface_back;
2053 GL_CullFace(r_refdef.view.cullface_back);
2054 GL_Color(1, 1, 1, 1);
2055 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2056 GL_BlendFunc(GL_ONE, GL_ZERO);
2057 R_SetupShader_Generic_NoTexture(false, false);
2058 r_shadow_usingshadowmap2d = false;
2059 r_shadow_usingshadowmaportho = false;
2060 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2063 void R_Shadow_ClearStencil(void)
2065 GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
2066 r_refdef.stats[r_stat_lights_clears]++;
2069 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
2071 r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
2072 if (r_shadow_rendermode == mode)
2074 R_Shadow_RenderMode_Reset();
2075 GL_DepthFunc(GL_LESS);
2076 GL_ColorMask(0, 0, 0, 0);
2077 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2078 GL_CullFace(GL_NONE);
2079 R_SetupShader_DepthOrShadow(false, false, false); // FIXME test if we have a skeletal model?
2080 r_shadow_rendermode = mode;
2085 case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2086 case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2087 R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
2089 case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2090 case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2091 R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
2096 static void R_Shadow_MakeVSDCT(void)
2098 // maps to a 2x3 texture rectangle with normalized coordinates
2103 // stores abs(dir.xy), offset.xy/2.5
2104 unsigned char data[4*6] =
2106 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2107 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2108 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2109 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2110 0, 0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2111 0, 0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2113 r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2116 static void R_Shadow_MakeShadowMap(int side, int size)
2118 switch (r_shadow_shadowmode)
2120 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2121 if (r_shadow_shadowmap2ddepthtexture) return;
2122 if (r_fb.usedepthtextures)
2124 r_shadow_shadowmap2ddepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits >= 24 ? (r_shadow_shadowmapsampler ? TEXTYPE_SHADOWMAP24_COMP : TEXTYPE_SHADOWMAP24_RAW) : (r_shadow_shadowmapsampler ? TEXTYPE_SHADOWMAP16_COMP : TEXTYPE_SHADOWMAP16_RAW), r_shadow_shadowmapsampler);
2125 r_shadow_shadowmap2ddepthbuffer = NULL;
2126 r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL);
2130 r_shadow_shadowmap2ddepthtexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2131 r_shadow_shadowmap2ddepthbuffer = R_LoadTextureRenderBuffer(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits >= 24 ? TEXTYPE_DEPTHBUFFER24 : TEXTYPE_DEPTHBUFFER16);
2132 r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL);
2140 static void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
2142 float nearclip, farclip, bias;
2143 r_viewport_t viewport;
2146 float clearcolor[4];
2147 nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2149 bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2150 r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2151 r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2152 r_shadow_shadowmapside = side;
2153 r_shadow_shadowmapsize = size;
2155 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2156 r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2157 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2158 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2160 // complex unrolled cube approach (more flexible)
2161 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2162 R_Shadow_MakeVSDCT();
2163 if (!r_shadow_shadowmap2ddepthtexture)
2164 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2165 fbo2d = r_shadow_fbo2d;
2166 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2ddepthtexture);
2167 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2ddepthtexture);
2168 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2170 R_Mesh_ResetTextureState();
2171 R_Shadow_RenderMode_Reset();
2172 if (r_shadow_shadowmap2ddepthbuffer)
2173 R_Mesh_SetRenderTargets(fbo2d, r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL);
2175 R_Mesh_SetRenderTargets(fbo2d, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL);
2176 R_SetupShader_DepthOrShadow(true, r_shadow_shadowmap2ddepthbuffer != NULL, false); // FIXME test if we have a skeletal model?
2177 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2182 R_SetViewport(&viewport);
2183 flipped = (side & 1) ^ (side >> 2);
2184 r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2185 r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2186 if (r_shadow_shadowmap2ddepthbuffer)
2188 // completely different meaning than in depthtexture approach
2189 r_shadow_shadowmap_parameters[1] = 0;
2190 r_shadow_shadowmap_parameters[3] = -bias;
2192 Vector4Set(clearcolor, 1,1,1,1);
2193 if (r_shadow_shadowmap2ddepthbuffer)
2194 GL_ColorMask(1,1,1,1);
2196 GL_ColorMask(0,0,0,0);
2197 switch(vid.renderpath)
2199 case RENDERPATH_GL11:
2200 case RENDERPATH_GL13:
2201 case RENDERPATH_GL20:
2202 case RENDERPATH_SOFT:
2203 case RENDERPATH_GLES1:
2204 case RENDERPATH_GLES2:
2205 GL_CullFace(r_refdef.view.cullface_back);
2206 // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
2207 if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
2209 // get tightest scissor rectangle that encloses all viewports in the clear mask
2210 int x1 = clear & 0x15 ? 0 : size;
2211 int x2 = clear & 0x2A ? 2 * size : size;
2212 int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
2213 int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
2214 GL_Scissor(x1, y1, x2 - x1, y2 - y1);
2217 if (r_shadow_shadowmap2ddepthbuffer)
2218 GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
2220 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
2223 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2225 case RENDERPATH_D3D9:
2226 case RENDERPATH_D3D10:
2227 case RENDERPATH_D3D11:
2228 // we invert the cull mode because we flip the projection matrix
2229 // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
2230 GL_CullFace(r_refdef.view.cullface_front);
2231 // D3D considers it an error to use a scissor larger than the viewport... clear just this view
2232 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2235 if (r_shadow_shadowmap2ddepthbuffer)
2236 GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
2238 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
2244 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2246 R_Mesh_ResetTextureState();
2249 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2250 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2251 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2252 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2254 R_Shadow_RenderMode_Reset();
2255 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2257 GL_DepthFunc(GL_EQUAL);
2258 // do global setup needed for the chosen lighting mode
2259 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2260 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2261 r_shadow_usingshadowmap2d = shadowmapping;
2262 r_shadow_rendermode = r_shadow_lightingrendermode;
2263 // only draw light where this geometry was already rendered AND the
2264 // stencil is 128 (values other than this mean shadow)
2266 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2268 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2271 static const unsigned short bboxelements[36] =
2281 static const float bboxpoints[8][3] =
2293 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2296 float vertex3f[8*3];
2297 const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2298 // do global setup needed for the chosen lighting mode
2299 R_Shadow_RenderMode_Reset();
2300 r_shadow_rendermode = r_shadow_lightingrendermode;
2301 R_EntityMatrix(&identitymatrix);
2302 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2303 // only draw light where this geometry was already rendered AND the
2304 // stencil is 128 (values other than this mean shadow)
2305 R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2306 if (rsurface.rtlight->specularscale > 0 && r_shadow_gloss.integer > 0)
2307 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
2309 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
2311 r_shadow_usingshadowmap2d = shadowmapping;
2313 // render the lighting
2314 R_SetupShader_DeferredLight(rsurface.rtlight);
2315 for (i = 0;i < 8;i++)
2316 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2317 GL_ColorMask(1,1,1,1);
2318 GL_DepthMask(false);
2319 GL_DepthRange(0, 1);
2320 GL_PolygonOffset(0, 0);
2322 GL_DepthFunc(GL_GREATER);
2323 GL_CullFace(r_refdef.view.cullface_back);
2324 R_Mesh_PrepareVertices_Vertex3f(8, vertex3f, NULL, 0);
2325 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
2328 void R_Shadow_UpdateBounceGridTexture(void)
2330 #define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576
2332 int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2334 int hitsupercontentsmask;
2343 //trace_t cliptrace2;
2344 //trace_t cliptrace3;
2345 unsigned char *pixel;
2346 unsigned char *pixels;
2349 unsigned int lightindex;
2351 unsigned int range1;
2352 unsigned int range2;
2353 unsigned int seed = (unsigned int)(realtime * 1000.0f);
2355 vec3_t baseshotcolor;
2368 vec3_t cullmins, cullmaxs;
2371 vec_t lightintensity;
2372 vec_t photonscaling;
2373 vec_t photonresidual;
2375 float texlerp[2][3];
2376 float splatcolor[32];
2377 float pixelweight[8];
2389 r_shadow_bouncegrid_settings_t settings;
2390 qboolean enable = r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel;
2391 qboolean allowdirectionalshading = false;
2392 switch(vid.renderpath)
2394 case RENDERPATH_GL20:
2395 allowdirectionalshading = true;
2396 if (!vid.support.ext_texture_3d)
2399 case RENDERPATH_GLES2:
2400 // for performance reasons, do not use directional shading on GLES devices
2401 if (!vid.support.ext_texture_3d)
2404 // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them...
2405 case RENDERPATH_GL11:
2406 case RENDERPATH_GL13:
2407 case RENDERPATH_GLES1:
2408 case RENDERPATH_SOFT:
2409 case RENDERPATH_D3D9:
2410 case RENDERPATH_D3D10:
2411 case RENDERPATH_D3D11:
2415 r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value;
2417 // see if there are really any lights to render...
2418 if (enable && r_shadow_bouncegrid_static.integer)
2421 range = (unsigned int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2422 for (lightindex = 0;lightindex < range;lightindex++)
2424 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2425 if (!light || !(light->flags & flag))
2427 rtlight = &light->rtlight;
2428 // when static, we skip styled lights because they tend to change...
2429 if (rtlight->style > 0)
2431 VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale), lightcolor);
2432 if (!VectorLength2(lightcolor))
2441 if (r_shadow_bouncegridtexture)
2443 R_FreeTexture(r_shadow_bouncegridtexture);
2444 r_shadow_bouncegridtexture = NULL;
2446 if (r_shadow_bouncegridpixels)
2447 Mem_Free(r_shadow_bouncegridpixels);
2448 r_shadow_bouncegridpixels = NULL;
2449 if (r_shadow_bouncegridhighpixels)
2450 Mem_Free(r_shadow_bouncegridhighpixels);
2451 r_shadow_bouncegridhighpixels = NULL;
2452 r_shadow_bouncegridnumpixels = 0;
2453 r_shadow_bouncegriddirectional = false;
2457 // build up a complete collection of the desired settings, so that memcmp can be used to compare parameters
2458 memset(&settings, 0, sizeof(settings));
2459 settings.staticmode = r_shadow_bouncegrid_static.integer != 0;
2460 settings.bounceanglediffuse = r_shadow_bouncegrid_bounceanglediffuse.integer != 0;
2461 settings.directionalshading = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_directionalshading.integer != 0) && allowdirectionalshading;
2462 settings.dlightparticlemultiplier = r_shadow_bouncegrid_dlightparticlemultiplier.value;
2463 settings.hitmodels = r_shadow_bouncegrid_hitmodels.integer != 0;
2464 settings.includedirectlighting = r_shadow_bouncegrid_includedirectlighting.integer != 0 || r_shadow_bouncegrid.integer == 2;
2465 settings.lightradiusscale = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_lightradiusscale.value : r_shadow_bouncegrid_lightradiusscale.value);
2466 settings.maxbounce = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_maxbounce.integer : r_shadow_bouncegrid_maxbounce.integer);
2467 settings.particlebounceintensity = r_shadow_bouncegrid_particlebounceintensity.value;
2468 settings.particleintensity = r_shadow_bouncegrid_particleintensity.value * 16384.0f * (settings.directionalshading ? 4.0f : 1.0f) / (r_shadow_bouncegrid_spacing.value * r_shadow_bouncegrid_spacing.value);
2469 settings.photons = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_photons.integer : r_shadow_bouncegrid_photons.integer;
2470 settings.spacing[0] = r_shadow_bouncegrid_spacing.value;
2471 settings.spacing[1] = r_shadow_bouncegrid_spacing.value;
2472 settings.spacing[2] = r_shadow_bouncegrid_spacing.value;
2473 settings.stablerandom = r_shadow_bouncegrid_stablerandom.integer;
2475 // bound the values for sanity
2476 settings.photons = bound(1, settings.photons, 1048576);
2477 settings.lightradiusscale = bound(0.0001f, settings.lightradiusscale, 1024.0f);
2478 settings.maxbounce = bound(0, settings.maxbounce, 16);
2479 settings.spacing[0] = bound(1, settings.spacing[0], 512);
2480 settings.spacing[1] = bound(1, settings.spacing[1], 512);
2481 settings.spacing[2] = bound(1, settings.spacing[2], 512);
2483 // get the spacing values
2484 spacing[0] = settings.spacing[0];
2485 spacing[1] = settings.spacing[1];
2486 spacing[2] = settings.spacing[2];
2487 ispacing[0] = 1.0f / spacing[0];
2488 ispacing[1] = 1.0f / spacing[1];
2489 ispacing[2] = 1.0f / spacing[2];
2491 // calculate texture size enclosing entire world bounds at the spacing
2492 VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
2493 VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
2494 VectorSubtract(maxs, mins, size);
2495 // now we can calculate the resolution we want
2496 c[0] = (int)floor(size[0] / spacing[0] + 0.5f);
2497 c[1] = (int)floor(size[1] / spacing[1] + 0.5f);
2498 c[2] = (int)floor(size[2] / spacing[2] + 0.5f);
2499 // figure out the exact texture size (honoring power of 2 if required)
2500 c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2501 c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2502 c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2503 if (vid.support.arb_texture_non_power_of_two)
2505 resolution[0] = c[0];
2506 resolution[1] = c[1];
2507 resolution[2] = c[2];
2511 for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2512 for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2513 for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2515 size[0] = spacing[0] * resolution[0];
2516 size[1] = spacing[1] * resolution[1];
2517 size[2] = spacing[2] * resolution[2];
2519 // if dynamic we may or may not want to use the world bounds
2520 // if the dynamic size is smaller than the world bounds, use it instead
2521 if (!settings.staticmode && (r_shadow_bouncegrid_x.integer * r_shadow_bouncegrid_y.integer * r_shadow_bouncegrid_z.integer < resolution[0] * resolution[1] * resolution[2]))
2523 // we know the resolution we want
2524 c[0] = r_shadow_bouncegrid_x.integer;
2525 c[1] = r_shadow_bouncegrid_y.integer;
2526 c[2] = r_shadow_bouncegrid_z.integer;
2527 // now we can calculate the texture size (power of 2 if required)
2528 c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2529 c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2530 c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2531 if (vid.support.arb_texture_non_power_of_two)
2533 resolution[0] = c[0];
2534 resolution[1] = c[1];
2535 resolution[2] = c[2];
2539 for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2540 for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2541 for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2543 size[0] = spacing[0] * resolution[0];
2544 size[1] = spacing[1] * resolution[1];
2545 size[2] = spacing[2] * resolution[2];
2546 // center the rendering on the view
2547 mins[0] = floor(r_refdef.view.origin[0] * ispacing[0] + 0.5f) * spacing[0] - 0.5f * size[0];
2548 mins[1] = floor(r_refdef.view.origin[1] * ispacing[1] + 0.5f) * spacing[1] - 0.5f * size[1];
2549 mins[2] = floor(r_refdef.view.origin[2] * ispacing[2] + 0.5f) * spacing[2] - 0.5f * size[2];
2552 // recalculate the maxs in case the resolution was not satisfactory
2553 VectorAdd(mins, size, maxs);
2555 // if all the settings seem identical to the previous update, return
2556 if (r_shadow_bouncegridtexture && (settings.staticmode || realtime < r_shadow_bouncegridtime + r_shadow_bouncegrid_updateinterval.value) && !memcmp(&r_shadow_bouncegridsettings, &settings, sizeof(settings)))
2559 // store the new settings
2560 r_shadow_bouncegridsettings = settings;
2562 pixelbands = settings.directionalshading ? 8 : 1;
2563 pixelsperband = resolution[0]*resolution[1]*resolution[2];
2564 numpixels = pixelsperband*pixelbands;
2566 // we're going to update the bouncegrid, update the matrix...
2567 memset(m, 0, sizeof(m));
2568 m[0] = 1.0f / size[0];
2569 m[3] = -mins[0] * m[0];
2570 m[5] = 1.0f / size[1];
2571 m[7] = -mins[1] * m[5];
2572 m[10] = 1.0f / size[2];
2573 m[11] = -mins[2] * m[10];
2575 Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegridmatrix, m);
2576 // reallocate pixels for this update if needed...
2577 if (r_shadow_bouncegridnumpixels != numpixels || !r_shadow_bouncegridpixels || !r_shadow_bouncegridhighpixels)
2579 if (r_shadow_bouncegridtexture)
2581 R_FreeTexture(r_shadow_bouncegridtexture);
2582 r_shadow_bouncegridtexture = NULL;
2584 r_shadow_bouncegridpixels = (unsigned char *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridpixels, numpixels * sizeof(unsigned char[4]));
2585 r_shadow_bouncegridhighpixels = (float *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridhighpixels, numpixels * sizeof(float[4]));
2587 r_shadow_bouncegridnumpixels = numpixels;
2588 pixels = r_shadow_bouncegridpixels;
2589 highpixels = r_shadow_bouncegridhighpixels;
2590 x = pixelsperband*4;
2591 for (pixelband = 0;pixelband < pixelbands;pixelband++)
2594 memset(pixels + pixelband * x, 128, x);
2596 memset(pixels + pixelband * x, 0, x);
2598 memset(highpixels, 0, numpixels * sizeof(float[4]));
2599 // figure out what we want to interact with
2600 if (settings.hitmodels)
2601 hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;// | SUPERCONTENTS_LIQUIDSMASK;
2603 hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK;
2604 maxbounce = settings.maxbounce;
2605 // clear variables that produce warnings otherwise
2606 memset(splatcolor, 0, sizeof(splatcolor));
2607 // iterate world rtlights
2608 range = (unsigned int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2609 range1 = settings.staticmode ? 0 : r_refdef.scene.numlights;
2610 range2 = range + range1;
2612 for (lightindex = 0;lightindex < range2;lightindex++)
2614 if (lightindex < range)
2616 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2619 rtlight = &light->rtlight;
2620 VectorClear(rtlight->photoncolor);
2621 rtlight->photons = 0;
2622 if (!(light->flags & flag))
2624 if (settings.staticmode)
2626 // when static, we skip styled lights because they tend to change...
2627 if (rtlight->style > 0 && r_shadow_bouncegrid.integer != 2)
2633 rtlight = r_refdef.scene.lights[lightindex - range];
2634 VectorClear(rtlight->photoncolor);
2635 rtlight->photons = 0;
2637 // draw only visible lights (major speedup)
2638 radius = rtlight->radius * settings.lightradiusscale;
2639 cullmins[0] = rtlight->shadoworigin[0] - radius;
2640 cullmins[1] = rtlight->shadoworigin[1] - radius;
2641 cullmins[2] = rtlight->shadoworigin[2] - radius;
2642 cullmaxs[0] = rtlight->shadoworigin[0] + radius;
2643 cullmaxs[1] = rtlight->shadoworigin[1] + radius;
2644 cullmaxs[2] = rtlight->shadoworigin[2] + radius;
2645 if (R_CullBox(cullmins, cullmaxs))
2647 if (r_refdef.scene.worldmodel
2648 && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs
2649 && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, cullmins, cullmaxs))
2651 w = r_shadow_lightintensityscale.value * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2652 if (w * VectorLength2(rtlight->color) == 0.0f)
2654 w *= ((rtlight->style >= 0 && rtlight->style < MAX_LIGHTSTYLES) ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1);
2655 VectorScale(rtlight->color, w, rtlight->photoncolor);
2656 //if (!VectorLength2(rtlight->photoncolor))
2658 // shoot particles from this light
2659 // use a calculation for the number of particles that will not
2660 // vary with lightstyle, otherwise we get randomized particle
2661 // distribution, the seeded random is only consistent for a
2662 // consistent number of particles on this light...
2663 s = rtlight->radius;
2664 lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2665 if (lightindex >= range)
2666 lightintensity *= settings.dlightparticlemultiplier;
2667 rtlight->photons = max(0.0f, lightintensity * s * s);
2668 photoncount += rtlight->photons;
2670 photonscaling = (float)settings.photons / max(1, photoncount);
2671 photonresidual = 0.0f;
2672 for (lightindex = 0;lightindex < range2;lightindex++)
2674 if (lightindex < range)
2676 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2679 rtlight = &light->rtlight;
2682 rtlight = r_refdef.scene.lights[lightindex - range];
2683 // skip a light with no photons
2684 if (rtlight->photons == 0.0f)
2686 // skip a light with no photon color)
2687 if (VectorLength2(rtlight->photoncolor) == 0.0f)
2689 photonresidual += rtlight->photons * photonscaling;
2690 shootparticles = (int)bound(0, photonresidual, MAXBOUNCEGRIDPARTICLESPERLIGHT);
2691 if (!shootparticles)
2693 photonresidual -= shootparticles;
2694 radius = rtlight->radius * settings.lightradiusscale;
2695 s = settings.particleintensity / shootparticles;
2696 VectorScale(rtlight->photoncolor, s, baseshotcolor);
2697 r_refdef.stats[r_stat_bouncegrid_lights]++;
2698 r_refdef.stats[r_stat_bouncegrid_particles] += shootparticles;
2699 for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
2701 if (settings.stablerandom > 0)
2702 seed = lightindex * 11937 + shotparticles;
2703 VectorCopy(baseshotcolor, shotcolor);
2704 VectorCopy(rtlight->shadoworigin, clipstart);
2705 if (settings.stablerandom < 0)
2706 VectorRandom(clipend);
2708 VectorCheeseRandom(clipend);
2709 VectorMA(clipstart, radius, clipend, clipend);
2710 for (bouncecount = 0;;bouncecount++)
2712 r_refdef.stats[r_stat_bouncegrid_traces]++;
2713 //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
2714 //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
2715 if (settings.staticmode)
2717 // static mode fires a LOT of rays but none of them are identical, so they are not cached
2718 cliptrace = CL_TraceLine(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, collision_extendmovelength.value, true, false, NULL, true, true);
2722 // dynamic mode fires many rays and most will match the cache from the previous frame
2723 cliptrace = CL_Cache_TraceLineSurfaces(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), hitsupercontentsmask);
2725 if (bouncecount > 0 || settings.includedirectlighting)
2727 // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ)
2728 // accumulate average shotcolor
2729 w = VectorLength(shotcolor);
2730 splatcolor[ 0] = shotcolor[0];
2731 splatcolor[ 1] = shotcolor[1];
2732 splatcolor[ 2] = shotcolor[2];
2733 splatcolor[ 3] = 0.0f;
2736 VectorSubtract(clipstart, cliptrace.endpos, clipdiff);
2737 VectorNormalize(clipdiff);
2738 // store bentnormal in case the shader has a use for it
2739 splatcolor[ 4] = clipdiff[0] * w;
2740 splatcolor[ 5] = clipdiff[1] * w;
2741 splatcolor[ 6] = clipdiff[2] * w;
2743 // accumulate directional contributions (+X, +Y, +Z, -X, -Y, -Z)
2744 splatcolor[ 8] = shotcolor[0] * max(0.0f, clipdiff[0]);
2745 splatcolor[ 9] = shotcolor[0] * max(0.0f, clipdiff[1]);
2746 splatcolor[10] = shotcolor[0] * max(0.0f, clipdiff[2]);
2747 splatcolor[11] = 0.0f;
2748 splatcolor[12] = shotcolor[1] * max(0.0f, clipdiff[0]);
2749 splatcolor[13] = shotcolor[1] * max(0.0f, clipdiff[1]);
2750 splatcolor[14] = shotcolor[1] * max(0.0f, clipdiff[2]);
2751 splatcolor[15] = 0.0f;
2752 splatcolor[16] = shotcolor[2] * max(0.0f, clipdiff[0]);
2753 splatcolor[17] = shotcolor[2] * max(0.0f, clipdiff[1]);
2754 splatcolor[18] = shotcolor[2] * max(0.0f, clipdiff[2]);
2755 splatcolor[19] = 0.0f;
2756 splatcolor[20] = shotcolor[0] * max(0.0f, -clipdiff[0]);
2757 splatcolor[21] = shotcolor[0] * max(0.0f, -clipdiff[1]);
2758 splatcolor[22] = shotcolor[0] * max(0.0f, -clipdiff[2]);
2759 splatcolor[23] = 0.0f;
2760 splatcolor[24] = shotcolor[1] * max(0.0f, -clipdiff[0]);
2761 splatcolor[25] = shotcolor[1] * max(0.0f, -clipdiff[1]);
2762 splatcolor[26] = shotcolor[1] * max(0.0f, -clipdiff[2]);
2763 splatcolor[27] = 0.0f;
2764 splatcolor[28] = shotcolor[2] * max(0.0f, -clipdiff[0]);
2765 splatcolor[29] = shotcolor[2] * max(0.0f, -clipdiff[1]);
2766 splatcolor[30] = shotcolor[2] * max(0.0f, -clipdiff[2]);
2767 splatcolor[31] = 0.0f;
2769 // calculate the number of steps we need to traverse this distance
2770 VectorSubtract(cliptrace.endpos, clipstart, stepdelta);
2771 numsteps = (int)(VectorLength(stepdelta) * ispacing[0]);
2772 numsteps = bound(1, numsteps, 1024);
2773 w = 1.0f / numsteps;
2774 VectorScale(stepdelta, w, stepdelta);
2775 VectorMA(clipstart, 0.5f, stepdelta, steppos);
2776 for (step = 0;step < numsteps;step++)
2778 r_refdef.stats[r_stat_bouncegrid_splats]++;
2779 // figure out which texture pixel this is in
2780 texlerp[1][0] = ((steppos[0] - mins[0]) * ispacing[0]) - 0.5f;
2781 texlerp[1][1] = ((steppos[1] - mins[1]) * ispacing[1]) - 0.5f;
2782 texlerp[1][2] = ((steppos[2] - mins[2]) * ispacing[2]) - 0.5f;
2783 tex[0] = (int)floor(texlerp[1][0]);
2784 tex[1] = (int)floor(texlerp[1][1]);
2785 tex[2] = (int)floor(texlerp[1][2]);
2786 if (tex[0] >= 1 && tex[1] >= 1 && tex[2] >= 1 && tex[0] < resolution[0] - 2 && tex[1] < resolution[1] - 2 && tex[2] < resolution[2] - 2)
2788 // it is within bounds... do the real work now
2789 // calculate the lerp factors
2790 texlerp[1][0] -= tex[0];
2791 texlerp[1][1] -= tex[1];
2792 texlerp[1][2] -= tex[2];
2793 texlerp[0][0] = 1.0f - texlerp[1][0];
2794 texlerp[0][1] = 1.0f - texlerp[1][1];
2795 texlerp[0][2] = 1.0f - texlerp[1][2];
2796 // calculate individual pixel indexes and weights
2797 pixelindex[0] = (((tex[2] )*resolution[1]+tex[1] )*resolution[0]+tex[0] );pixelweight[0] = (texlerp[0][0]*texlerp[0][1]*texlerp[0][2]);
2798 pixelindex[1] = (((tex[2] )*resolution[1]+tex[1] )*resolution[0]+tex[0]+1);pixelweight[1] = (texlerp[1][0]*texlerp[0][1]*texlerp[0][2]);
2799 pixelindex[2] = (((tex[2] )*resolution[1]+tex[1]+1)*resolution[0]+tex[0] );pixelweight[2] = (texlerp[0][0]*texlerp[1][1]*texlerp[0][2]);
2800 pixelindex[3] = (((tex[2] )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[3] = (texlerp[1][0]*texlerp[1][1]*texlerp[0][2]);
2801 pixelindex[4] = (((tex[2]+1)*resolution[1]+tex[1] )*resolution[0]+tex[0] );pixelweight[4] = (texlerp[0][0]*texlerp[0][1]*texlerp[1][2]);
2802 pixelindex[5] = (((tex[2]+1)*resolution[1]+tex[1] )*resolution[0]+tex[0]+1);pixelweight[5] = (texlerp[1][0]*texlerp[0][1]*texlerp[1][2]);
2803 pixelindex[6] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0] );pixelweight[6] = (texlerp[0][0]*texlerp[1][1]*texlerp[1][2]);
2804 pixelindex[7] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[7] = (texlerp[1][0]*texlerp[1][1]*texlerp[1][2]);
2805 // update the 8 pixels...
2806 for (pixelband = 0;pixelband < pixelbands;pixelband++)
2808 for (corner = 0;corner < 8;corner++)
2810 // calculate address for pixel
2811 w = pixelweight[corner];
2812 pixel = pixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
2813 highpixel = highpixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
2814 // add to the high precision pixel color
2815 highpixel[0] += (splatcolor[pixelband*4+0]*w);
2816 highpixel[1] += (splatcolor[pixelband*4+1]*w);
2817 highpixel[2] += (splatcolor[pixelband*4+2]*w);
2818 highpixel[3] += (splatcolor[pixelband*4+3]*w);
2819 // flag the low precision pixel as needing to be updated
2821 // advance to next band of coefficients
2822 //pixel += pixelsperband*4;
2823 //highpixel += pixelsperband*4;
2827 VectorAdd(steppos, stepdelta, steppos);
2830 if (cliptrace.fraction >= 1.0f)
2832 r_refdef.stats[r_stat_bouncegrid_hits]++;
2833 if (bouncecount >= maxbounce)
2835 // scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
2836 // also clamp the resulting color to never add energy, even if the user requests extreme values
2837 if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
2838 VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor);
2840 VectorSet(surfcolor, 0.5f, 0.5f, 0.5f);
2841 VectorScale(surfcolor, settings.particlebounceintensity, surfcolor);
2842 surfcolor[0] = min(surfcolor[0], 1.0f);
2843 surfcolor[1] = min(surfcolor[1], 1.0f);
2844 surfcolor[2] = min(surfcolor[2], 1.0f);
2845 VectorMultiply(shotcolor, surfcolor, shotcolor);
2846 if (VectorLength2(baseshotcolor) == 0.0f)
2848 r_refdef.stats[r_stat_bouncegrid_bounces]++;
2849 if (settings.bounceanglediffuse)
2851 // random direction, primarily along plane normal
2852 s = VectorDistance(cliptrace.endpos, clipend);
2853 if (settings.stablerandom < 0)
2854 VectorRandom(clipend);
2856 VectorCheeseRandom(clipend);
2857 VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend);
2858 VectorNormalize(clipend);
2859 VectorScale(clipend, s, clipend);
2863 // reflect the remaining portion of the line across plane normal
2864 VectorSubtract(clipend, cliptrace.endpos, clipdiff);
2865 VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend);
2867 // calculate the new line start and end
2868 VectorCopy(cliptrace.endpos, clipstart);
2869 VectorAdd(clipstart, clipend, clipend);
2873 // generate pixels array from highpixels array
2874 // skip first and last columns, rows, and layers as these are blank
2875 // the pixel[3] value was written above, so we can use it to detect only pixels that need to be calculated
2876 for (pixelband = 0;pixelband < pixelbands;pixelband++)
2878 for (z = 1;z < resolution[2]-1;z++)
2880 for (y = 1;y < resolution[1]-1;y++)
2882 for (x = 1, pixelindex[0] = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x, pixel = pixels + 4*pixelindex[0], highpixel = highpixels + 4*pixelindex[0];x < resolution[0]-1;x++, pixel += 4, highpixel += 4)
2884 // only convert pixels that were hit by photons
2885 if (pixel[3] == 255)
2887 // normalize the bentnormal...
2890 VectorNormalize(highpixel);
2891 c[0] = (int)(highpixel[0]*128.0f+128.0f);
2892 c[1] = (int)(highpixel[1]*128.0f+128.0f);
2893 c[2] = (int)(highpixel[2]*128.0f+128.0f);
2894 c[3] = (int)(highpixel[3]*128.0f+128.0f);
2898 c[0] = (int)(highpixel[0]*256.0f);
2899 c[1] = (int)(highpixel[1]*256.0f);
2900 c[2] = (int)(highpixel[2]*256.0f);
2901 c[3] = (int)(highpixel[3]*256.0f);
2903 pixel[2] = (unsigned char)bound(0, c[0], 255);
2904 pixel[1] = (unsigned char)bound(0, c[1], 255);
2905 pixel[0] = (unsigned char)bound(0, c[2], 255);
2906 pixel[3] = (unsigned char)bound(0, c[3], 255);
2912 if (r_shadow_bouncegridtexture && r_shadow_bouncegridresolution[0] == resolution[0] && r_shadow_bouncegridresolution[1] == resolution[1] && r_shadow_bouncegridresolution[2] == resolution[2] && r_shadow_bouncegriddirectional == settings.directionalshading)
2913 R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
2916 VectorCopy(resolution, r_shadow_bouncegridresolution);
2917 r_shadow_bouncegriddirectional = settings.directionalshading;
2918 if (r_shadow_bouncegridtexture)
2919 R_FreeTexture(r_shadow_bouncegridtexture);
2920 r_shadow_bouncegridtexture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
2922 r_shadow_bouncegridtime = realtime;
2925 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2927 R_Shadow_RenderMode_Reset();
2928 GL_BlendFunc(GL_ONE, GL_ONE);
2929 GL_DepthRange(0, 1);
2930 GL_DepthTest(r_showshadowvolumes.integer < 2);
2931 GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2932 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2933 GL_CullFace(GL_NONE);
2934 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2937 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2939 R_Shadow_RenderMode_Reset();
2940 GL_BlendFunc(GL_ONE, GL_ONE);
2941 GL_DepthRange(0, 1);
2942 GL_DepthTest(r_showlighting.integer < 2);
2943 GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2945 GL_DepthFunc(GL_EQUAL);
2946 R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2947 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2950 void R_Shadow_RenderMode_End(void)
2952 R_Shadow_RenderMode_Reset();
2953 R_Shadow_RenderMode_ActiveLight(NULL);
2955 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2956 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2959 int bboxedges[12][2] =
2978 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2980 if (!r_shadow_scissor.integer || r_shadow_usingdeferredprepass || r_trippy.integer)
2982 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2983 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2984 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2985 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2988 if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
2989 return true; // invisible
2990 if(r_shadow_lightscissor[0] != r_refdef.view.viewport.x
2991 || r_shadow_lightscissor[1] != r_refdef.view.viewport.y
2992 || r_shadow_lightscissor[2] != r_refdef.view.viewport.width
2993 || r_shadow_lightscissor[3] != r_refdef.view.viewport.height)
2994 r_refdef.stats[r_stat_lights_scissored]++;
2998 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
3001 const float *vertex3f;
3002 const float *normal3f;
3004 float dist, dot, distintensity, shadeintensity, v[3], n[3];
3005 switch (r_shadow_rendermode)
3007 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3008 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3009 if (VectorLength2(diffusecolor) > 0)
3011 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
3013 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3014 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3015 if ((dot = DotProduct(n, v)) < 0)
3017 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3018 VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
3021 VectorCopy(ambientcolor, color4f);
3022 if (r_refdef.fogenabled)
3025 f = RSurf_FogVertex(vertex3f);
3026 VectorScale(color4f, f, color4f);
3033 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3035 VectorCopy(ambientcolor, color4f);
3036 if (r_refdef.fogenabled)
3039 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3040 f = RSurf_FogVertex(vertex3f);
3041 VectorScale(color4f + 4*i, f, color4f);
3047 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3048 if (VectorLength2(diffusecolor) > 0)
3050 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
3052 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3053 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3055 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3056 if ((dot = DotProduct(n, v)) < 0)
3058 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3059 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3060 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3061 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3065 color4f[0] = ambientcolor[0] * distintensity;
3066 color4f[1] = ambientcolor[1] * distintensity;
3067 color4f[2] = ambientcolor[2] * distintensity;
3069 if (r_refdef.fogenabled)
3072 f = RSurf_FogVertex(vertex3f);
3073 VectorScale(color4f, f, color4f);
3077 VectorClear(color4f);
3083 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3085 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3086 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3088 color4f[0] = ambientcolor[0] * distintensity;
3089 color4f[1] = ambientcolor[1] * distintensity;
3090 color4f[2] = ambientcolor[2] * distintensity;
3091 if (r_refdef.fogenabled)
3094 f = RSurf_FogVertex(vertex3f);
3095 VectorScale(color4f, f, color4f);
3099 VectorClear(color4f);
3104 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3105 if (VectorLength2(diffusecolor) > 0)
3107 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
3109 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3110 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3112 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3113 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3114 if ((dot = DotProduct(n, v)) < 0)
3116 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3117 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3118 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3119 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3123 color4f[0] = ambientcolor[0] * distintensity;
3124 color4f[1] = ambientcolor[1] * distintensity;
3125 color4f[2] = ambientcolor[2] * distintensity;
3127 if (r_refdef.fogenabled)
3130 f = RSurf_FogVertex(vertex3f);
3131 VectorScale(color4f, f, color4f);
3135 VectorClear(color4f);
3141 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3143 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3144 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3146 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3147 color4f[0] = ambientcolor[0] * distintensity;
3148 color4f[1] = ambientcolor[1] * distintensity;
3149 color4f[2] = ambientcolor[2] * distintensity;
3150 if (r_refdef.fogenabled)
3153 f = RSurf_FogVertex(vertex3f);
3154 VectorScale(color4f, f, color4f);
3158 VectorClear(color4f);
3168 static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3170 // used to display how many times a surface is lit for level design purposes
3171 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3172 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
3176 static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
3178 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
3179 R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false);
3183 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
3190 int newnumtriangles;
3194 int maxtriangles = 1024;
3195 int newelements[1024*3];
3196 R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
3197 for (renders = 0;renders < 4;renders++)
3202 newnumtriangles = 0;
3204 // due to low fillrate on the cards this vertex lighting path is
3205 // designed for, we manually cull all triangles that do not
3206 // contain a lit vertex
3207 // this builds batches of triangles from multiple surfaces and
3208 // renders them at once
3209 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
3211 if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01)
3213 if (newnumtriangles)
3215 newfirstvertex = min(newfirstvertex, e[0]);
3216 newlastvertex = max(newlastvertex, e[0]);
3220 newfirstvertex = e[0];
3221 newlastvertex = e[0];
3223 newfirstvertex = min(newfirstvertex, e[1]);
3224 newlastvertex = max(newlastvertex, e[1]);
3225 newfirstvertex = min(newfirstvertex, e[2]);
3226 newlastvertex = max(newlastvertex, e[2]);
3232 if (newnumtriangles >= maxtriangles)
3234 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3235 newnumtriangles = 0;
3241 if (newnumtriangles >= 1)
3243 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3246 // if we couldn't find any lit triangles, exit early
3249 // now reduce the intensity for the next overbright pass
3250 // we have to clamp to 0 here incase the drivers have improper
3251 // handling of negative colors
3252 // (some old drivers even have improper handling of >1 color)
3254 for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
3256 if (c[0] > 1 || c[1] > 1 || c[2] > 1)
3258 c[0] = max(0, c[0] - 1);
3259 c[1] = max(0, c[1] - 1);
3260 c[2] = max(0, c[2] - 1);
3272 static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
3274 // OpenGL 1.1 path (anything)
3275 float ambientcolorbase[3], diffusecolorbase[3];
3276 float ambientcolorpants[3], diffusecolorpants[3];
3277 float ambientcolorshirt[3], diffusecolorshirt[3];
3278 const float *surfacecolor = rsurface.texture->dlightcolor;
3279 const float *surfacepants = rsurface.colormap_pantscolor;
3280 const float *surfaceshirt = rsurface.colormap_shirtcolor;
3281 rtexture_t *basetexture = rsurface.texture->basetexture;
3282 rtexture_t *pantstexture = rsurface.texture->pantstexture;
3283 rtexture_t *shirttexture = rsurface.texture->shirttexture;
3284 qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
3285 qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
3286 ambientscale *= 2 * r_refdef.view.colorscale;
3287 diffusescale *= 2 * r_refdef.view.colorscale;
3288 ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
3289 diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
3290 ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
3291 diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
3292 ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
3293 diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
3294 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3295 rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4]));
3296 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3297 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
3298 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
3299 R_Mesh_TexBind(0, basetexture);
3300 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
3301 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
3302 switch(r_shadow_rendermode)
3304 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3305 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
3306 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3307 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3308 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3310 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3311 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
3312 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
3313 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
3314 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3316 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3317 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
3318 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3319 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3320 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3322 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3327 //R_Mesh_TexBind(0, basetexture);
3328 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
3331 R_Mesh_TexBind(0, pantstexture);
3332 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
3336 R_Mesh_TexBind(0, shirttexture);
3337 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
3341 extern cvar_t gl_lightmaps;
3342 void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3344 float ambientscale, diffusescale, specularscale;
3346 float lightcolor[3];
3347 VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
3348 ambientscale = rsurface.rtlight->ambientscale + rsurface.texture->rtlightambient;
3349 diffusescale = rsurface.rtlight->diffusescale * max(0, 1.0 - rsurface.texture->rtlightambient);
3350 specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
3351 if (!r_shadow_usenormalmap.integer)
3353 ambientscale += 1.0f * diffusescale;
3357 if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
3359 negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
3362 VectorNegate(lightcolor, lightcolor);
3363 GL_BlendEquationSubtract(true);
3365 RSurf_SetupDepthAndCulling();
3366 switch (r_shadow_rendermode)
3368 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
3369 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
3370 R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
3372 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
3373 R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
3375 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3376 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3377 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3378 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3379 R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
3382 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
3386 GL_BlendEquationSubtract(false);
3389 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)
3391 matrix4x4_t tempmatrix = *matrix;
3392 Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
3394 // if this light has been compiled before, free the associated data
3395 R_RTLight_Uncompile(rtlight);
3397 // clear it completely to avoid any lingering data
3398 memset(rtlight, 0, sizeof(*rtlight));
3400 // copy the properties
3401 rtlight->matrix_lighttoworld = tempmatrix;
3402 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
3403 Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
3404 rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
3405 VectorCopy(color, rtlight->color);
3406 rtlight->cubemapname[0] = 0;
3407 if (cubemapname && cubemapname[0])
3408 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
3409 rtlight->shadow = shadow;
3410 rtlight->corona = corona;
3411 rtlight->style = style;
3412 rtlight->isstatic = isstatic;
3413 rtlight->coronasizescale = coronasizescale;
3414 rtlight->ambientscale = ambientscale;
3415 rtlight->diffusescale = diffusescale;
3416 rtlight->specularscale = specularscale;
3417 rtlight->flags = flags;
3419 // compute derived data
3420 //rtlight->cullradius = rtlight->radius;
3421 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
3422 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3423 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3424 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3425 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3426 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3427 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3430 // compiles rtlight geometry
3431 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
3432 void R_RTLight_Compile(rtlight_t *rtlight)
3435 int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
3436 int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
3437 entity_render_t *ent = r_refdef.scene.worldentity;
3438 dp_model_t *model = r_refdef.scene.worldmodel;
3439 unsigned char *data;
3442 // compile the light
3443 rtlight->compiled = true;
3444 rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
3445 rtlight->static_numleafs = 0;
3446 rtlight->static_numleafpvsbytes = 0;
3447 rtlight->static_leaflist = NULL;
3448 rtlight->static_leafpvs = NULL;
3449 rtlight->static_numsurfaces = 0;
3450 rtlight->static_surfacelist = NULL;
3451 rtlight->static_shadowmap_receivers = 0x3F;
3452 rtlight->static_shadowmap_casters = 0x3F;
3453 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3454 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3455 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3456 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3457 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3458 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3460 if (model && model->GetLightInfo)
3462 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
3463 r_shadow_compilingrtlight = rtlight;
3464 R_FrameData_SetMark();
3465 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);
3466 R_FrameData_ReturnToMark();
3467 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
3468 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
3469 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
3470 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
3471 rtlight->static_numsurfaces = numsurfaces;
3472 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
3473 rtlight->static_numleafs = numleafs;
3474 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
3475 rtlight->static_numleafpvsbytes = numleafpvsbytes;
3476 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
3477 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
3478 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
3479 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
3480 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
3481 if (rtlight->static_numsurfaces)
3482 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3483 if (rtlight->static_numleafs)
3484 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3485 if (rtlight->static_numleafpvsbytes)
3486 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3487 if (rtlight->static_numshadowtrispvsbytes)
3488 memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3489 if (rtlight->static_numlighttrispvsbytes)
3490 memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3491 R_FrameData_SetMark();
3492 switch (rtlight->shadowmode)
3494 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3495 if (model->CompileShadowMap && rtlight->shadow)
3496 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3499 if (model->CompileShadowVolume && rtlight->shadow)
3500 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3503 R_FrameData_ReturnToMark();
3504 // now we're done compiling the rtlight
3505 r_shadow_compilingrtlight = NULL;
3509 // use smallest available cullradius - box radius or light radius
3510 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3511 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3513 shadowzpasstris = 0;
3514 if (rtlight->static_meshchain_shadow_zpass)
3515 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3516 shadowzpasstris += mesh->numtriangles;
3518 shadowzfailtris = 0;
3519 if (rtlight->static_meshchain_shadow_zfail)
3520 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3521 shadowzfailtris += mesh->numtriangles;
3524 if (rtlight->static_numlighttrispvsbytes)
3525 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3526 if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3530 if (rtlight->static_numlighttrispvsbytes)
3531 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3532 if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3535 if (developer_extra.integer)
3536 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);
3539 void R_RTLight_Uncompile(rtlight_t *rtlight)
3541 if (rtlight->compiled)
3543 if (rtlight->static_meshchain_shadow_zpass)
3544 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3545 rtlight->static_meshchain_shadow_zpass = NULL;
3546 if (rtlight->static_meshchain_shadow_zfail)
3547 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3548 rtlight->static_meshchain_shadow_zfail = NULL;
3549 if (rtlight->static_meshchain_shadow_shadowmap)
3550 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3551 rtlight->static_meshchain_shadow_shadowmap = NULL;
3552 // these allocations are grouped
3553 if (rtlight->static_surfacelist)
3554 Mem_Free(rtlight->static_surfacelist);
3555 rtlight->static_numleafs = 0;
3556 rtlight->static_numleafpvsbytes = 0;
3557 rtlight->static_leaflist = NULL;
3558 rtlight->static_leafpvs = NULL;
3559 rtlight->static_numsurfaces = 0;
3560 rtlight->static_surfacelist = NULL;
3561 rtlight->static_numshadowtrispvsbytes = 0;
3562 rtlight->static_shadowtrispvs = NULL;
3563 rtlight->static_numlighttrispvsbytes = 0;
3564 rtlight->static_lighttrispvs = NULL;
3565 rtlight->compiled = false;
3569 void R_Shadow_UncompileWorldLights(void)
3573 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3574 for (lightindex = 0;lightindex < range;lightindex++)
3576 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3579 R_RTLight_Uncompile(&light->rtlight);
3583 static void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3587 // reset the count of frustum planes
3588 // see rtlight->cached_frustumplanes definition for how much this array
3590 rtlight->cached_numfrustumplanes = 0;
3592 if (r_trippy.integer)
3595 // haven't implemented a culling path for ortho rendering
3596 if (!r_refdef.view.useperspective)
3598 // check if the light is on screen and copy the 4 planes if it is
3599 for (i = 0;i < 4;i++)
3600 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3603 for (i = 0;i < 4;i++)
3604 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3609 // generate a deformed frustum that includes the light origin, this is
3610 // used to cull shadow casting surfaces that can not possibly cast a
3611 // shadow onto the visible light-receiving surfaces, which can be a
3614 // if the light origin is onscreen the result will be 4 planes exactly
3615 // if the light origin is offscreen on only one axis the result will
3616 // be exactly 5 planes (split-side case)
3617 // if the light origin is offscreen on two axes the result will be
3618 // exactly 4 planes (stretched corner case)
3619 for (i = 0;i < 4;i++)
3621 // quickly reject standard frustum planes that put the light
3622 // origin outside the frustum
3623 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3626 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3628 // if all the standard frustum planes were accepted, the light is onscreen
3629 // otherwise we need to generate some more planes below...
3630 if (rtlight->cached_numfrustumplanes < 4)
3632 // at least one of the stock frustum planes failed, so we need to
3633 // create one or two custom planes to enclose the light origin
3634 for (i = 0;i < 4;i++)
3636 // create a plane using the view origin and light origin, and a
3637 // single point from the frustum corner set
3638 TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3639 VectorNormalize(plane.normal);
3640 plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3641 // see if this plane is backwards and flip it if so
3642 for (j = 0;j < 4;j++)
3643 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3647 VectorNegate(plane.normal, plane.normal);
3649 // flipped plane, test again to see if it is now valid
3650 for (j = 0;j < 4;j++)
3651 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3653 // if the plane is still not valid, then it is dividing the
3654 // frustum and has to be rejected
3658 // we have created a valid plane, compute extra info
3659 PlaneClassify(&plane);
3661 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3663 // if we've found 5 frustum planes then we have constructed a
3664 // proper split-side case and do not need to keep searching for
3665 // planes to enclose the light origin
3666 if (rtlight->cached_numfrustumplanes == 5)
3674 for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3676 plane = rtlight->cached_frustumplanes[i];
3677 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));
3682 // now add the light-space box planes if the light box is rotated, as any
3683 // caster outside the oriented light box is irrelevant (even if it passed
3684 // the worldspace light box, which is axial)
3685 if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3687 for (i = 0;i < 6;i++)
3691 v[i >> 1] = (i & 1) ? -1 : 1;
3692 Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3693 VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3694 plane.dist = VectorNormalizeLength(plane.normal);
3695 plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3696 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3702 // add the world-space reduced box planes
3703 for (i = 0;i < 6;i++)
3705 VectorClear(plane.normal);
3706 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3707 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3708 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3717 // reduce all plane distances to tightly fit the rtlight cull box, which
3719 VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3720 VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3721 VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3722 VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3723 VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3724 VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3725 VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3726 VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3727 oldnum = rtlight->cached_numfrustumplanes;
3728 rtlight->cached_numfrustumplanes = 0;
3729 for (j = 0;j < oldnum;j++)
3731 // find the nearest point on the box to this plane
3732 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3733 for (i = 1;i < 8;i++)
3735 dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3736 if (bestdist > dist)
3739 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);
3740 // if the nearest point is near or behind the plane, we want this
3741 // plane, otherwise the plane is useless as it won't cull anything
3742 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3744 PlaneClassify(&rtlight->cached_frustumplanes[j]);
3745 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3752 static void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3756 RSurf_ActiveWorldEntity();
3758 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3761 GL_CullFace(GL_NONE);
3762 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3763 for (;mesh;mesh = mesh->next)
3765 if (!mesh->sidetotals[r_shadow_shadowmapside])
3767 r_refdef.stats[r_stat_lights_shadowtriangles] += mesh->sidetotals[r_shadow_shadowmapside];
3768 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer, mesh->vbooffset_vertex3f);
3769 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);
3773 else if (r_refdef.scene.worldentity->model)
3774 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);
3776 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3779 static void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3781 qboolean zpass = false;
3784 int surfacelistindex;
3785 msurface_t *surface;
3787 // if triangle neighbors are disabled, shadowvolumes are disabled
3788 if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
3791 RSurf_ActiveWorldEntity();
3793 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3796 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3798 zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3799 R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3801 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3802 for (;mesh;mesh = mesh->next)
3804 r_refdef.stats[r_stat_lights_shadowtriangles] += mesh->numtriangles;
3805 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer, mesh->vbooffset_vertex3f);
3806 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3808 // increment stencil if frontface is infront of depthbuffer
3809 GL_CullFace(r_refdef.view.cullface_back);
3810 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
3811 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);
3812 // decrement stencil if backface is infront of depthbuffer
3813 GL_CullFace(r_refdef.view.cullface_front);
3814 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
3816 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3818 // decrement stencil if backface is behind depthbuffer
3819 GL_CullFace(r_refdef.view.cullface_front);
3820 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
3821 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);
3822 // increment stencil if frontface is behind depthbuffer
3823 GL_CullFace(r_refdef.view.cullface_back);
3824 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
3826 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);
3830 else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3832 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3833 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3834 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3836 surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3837 for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3838 if (CHECKPVSBIT(trispvs, t))
3839 shadowmarklist[numshadowmark++] = t;
3841 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);
3843 else if (numsurfaces)
3845 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);
3848 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3851 static void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3853 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3854 vec_t relativeshadowradius;
3855 RSurf_ActiveModelEntity(ent, false, false, false);
3856 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3857 // we need to re-init the shader for each entity because the matrix changed
3858 relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3859 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3860 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3861 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3862 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3863 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3864 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3865 switch (r_shadow_rendermode)
3867 case R_SHADOW_RENDERMODE_SHADOWMAP2D:
3868 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3871 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3874 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3877 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3879 // set up properties for rendering light onto this entity
3880 RSurf_ActiveModelEntity(ent, true, true, false);
3881 Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3882 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3883 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3884 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3887 static void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3889 if (!r_refdef.scene.worldmodel->DrawLight)
3892 // set up properties for rendering light onto this entity
3893 RSurf_ActiveWorldEntity();
3894 rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3895 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3896 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3897 VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3899 r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3901 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3904 static void R_Shadow_DrawEntityLight(entity_render_t *ent)
3906 dp_model_t *model = ent->model;
3907 if (!model->DrawLight)
3910 R_Shadow_SetupEntityLight(ent);
3912 model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3914 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3917 static void R_Shadow_PrepareLight(rtlight_t *rtlight)
3921 int numleafs, numsurfaces;
3922 int *leaflist, *surfacelist;
3923 unsigned char *leafpvs;
3924 unsigned char *shadowtrispvs;
3925 unsigned char *lighttrispvs;
3926 //unsigned char *surfacesides;
3927 int numlightentities;
3928 int numlightentities_noselfshadow;
3929 int numshadowentities;
3930 int numshadowentities_noselfshadow;
3931 static entity_render_t *lightentities[MAX_EDICTS];
3932 static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3933 static entity_render_t *shadowentities[MAX_EDICTS];
3934 static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3936 qboolean castshadows;
3938 rtlight->draw = false;
3939 rtlight->cached_numlightentities = 0;
3940 rtlight->cached_numlightentities_noselfshadow = 0;
3941 rtlight->cached_numshadowentities = 0;
3942 rtlight->cached_numshadowentities_noselfshadow = 0;
3943 rtlight->cached_numsurfaces = 0;
3944 rtlight->occlusion_buf = 0;
3945 rtlight->cached_lightentities = NULL;
3946 rtlight->cached_lightentities_noselfshadow = NULL;
3947 rtlight->cached_shadowentities = NULL;
3948 rtlight->cached_shadowentities_noselfshadow = NULL;
3949 rtlight->cached_shadowtrispvs = NULL;
3950 rtlight->cached_lighttrispvs = NULL;
3951 rtlight->cached_surfacelist = NULL;
3953 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3954 // skip lights that are basically invisible (color 0 0 0)
3955 nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
3957 // loading is done before visibility checks because loading should happen
3958 // all at once at the start of a level, not when it stalls gameplay.
3959 // (especially important to benchmarks)
3961 if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3963 if (rtlight->compiled)
3964 R_RTLight_Uncompile(rtlight);
3965 R_RTLight_Compile(rtlight);
3969 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
3971 // look up the light style value at this time
3972 f = ((rtlight->style >= 0 && rtlight->style < MAX_LIGHTSTYLES) ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3973 VectorScale(rtlight->color, f, rtlight->currentcolor);
3975 if (rtlight->selected)
3977 f = 2 + sin(realtime * M_PI * 4.0);
3978 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3982 // if lightstyle is currently off, don't draw the light
3983 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3986 // skip processing on corona-only lights
3990 // if the light box is offscreen, skip it
3991 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3994 VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
3995 VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
3997 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3999 // don't allow lights to be drawn if using r_shadow_bouncegrid 2, except if we're using static bouncegrid where dynamic lights still need to draw
4000 if (r_shadow_bouncegrid.integer == 2 && (rtlight->isstatic || !r_shadow_bouncegrid_static.integer))
4003 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
4005 // compiled light, world available and can receive realtime lighting
4006 // retrieve leaf information
4007 numleafs = rtlight->static_numleafs;
4008 leaflist = rtlight->static_leaflist;
4009 leafpvs = rtlight->static_leafpvs;
4010 numsurfaces = rtlight->static_numsurfaces;
4011 surfacelist = rtlight->static_surfacelist;
4012 //surfacesides = NULL;
4013 shadowtrispvs = rtlight->static_shadowtrispvs;
4014 lighttrispvs = rtlight->static_lighttrispvs;
4016 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
4018 // dynamic light, world available and can receive realtime lighting
4019 // calculate lit surfaces and leafs
4020 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);
4021 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
4022 leaflist = r_shadow_buffer_leaflist;
4023 leafpvs = r_shadow_buffer_leafpvs;
4024 surfacelist = r_shadow_buffer_surfacelist;
4025 //surfacesides = r_shadow_buffer_surfacesides;
4026 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
4027 lighttrispvs = r_shadow_buffer_lighttrispvs;
4028 // if the reduced leaf bounds are offscreen, skip it
4029 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4040 //surfacesides = NULL;
4041 shadowtrispvs = NULL;
4042 lighttrispvs = NULL;
4044 // check if light is illuminating any visible leafs
4047 for (i = 0;i < numleafs;i++)
4048 if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
4054 // make a list of lit entities and shadow casting entities
4055 numlightentities = 0;
4056 numlightentities_noselfshadow = 0;
4057 numshadowentities = 0;
4058 numshadowentities_noselfshadow = 0;
4060 // add dynamic entities that are lit by the light
4061 for (i = 0;i < r_refdef.scene.numentities;i++)
4064 entity_render_t *ent = r_refdef.scene.entities[i];
4066 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4068 // skip the object entirely if it is not within the valid
4069 // shadow-casting region (which includes the lit region)
4070 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
4072 if (!(model = ent->model))
4074 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
4076 // this entity wants to receive light, is visible, and is
4077 // inside the light box
4078 // TODO: check if the surfaces in the model can receive light
4079 // so now check if it's in a leaf seen by the light
4080 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))
4082 if (ent->flags & RENDER_NOSELFSHADOW)
4083 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
4085 lightentities[numlightentities++] = ent;
4086 // since it is lit, it probably also casts a shadow...
4087 // about the VectorDistance2 - light emitting entities should not cast their own shadow
4088 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4089 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4091 // note: exterior models without the RENDER_NOSELFSHADOW
4092 // flag still create a RENDER_NOSELFSHADOW shadow but
4093 // are lit normally, this means that they are
4094 // self-shadowing but do not shadow other
4095 // RENDER_NOSELFSHADOW entities such as the gun
4096 // (very weird, but keeps the player shadow off the gun)
4097 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4098 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4100 shadowentities[numshadowentities++] = ent;
4103 else if (ent->flags & RENDER_SHADOW)
4105 // this entity is not receiving light, but may still need to
4107 // TODO: check if the surfaces in the model can cast shadow
4108 // now check if it is in a leaf seen by the light
4109 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))
4111 // about the VectorDistance2 - light emitting entities should not cast their own shadow
4112 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4113 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4115 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4116 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4118 shadowentities[numshadowentities++] = ent;
4123 // return if there's nothing at all to light
4124 if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
4127 // count this light in the r_speeds
4128 r_refdef.stats[r_stat_lights]++;
4130 // flag it as worth drawing later
4131 rtlight->draw = true;
4133 // if we have shadows disabled, don't count the shadow entities, this way we don't do the R_AnimCache_GetEntity on each one
4134 castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
4136 numshadowentities = numshadowentities_noselfshadow = 0;
4138 // cache all the animated entities that cast a shadow but are not visible
4139 for (i = 0;i < numshadowentities;i++)
4140 R_AnimCache_GetEntity(shadowentities[i], false, false);
4141 for (i = 0;i < numshadowentities_noselfshadow;i++)
4142 R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
4144 // allocate some temporary memory for rendering this light later in the frame
4145 // reusable buffers need to be copied, static data can be used as-is
4146 rtlight->cached_numlightentities = numlightentities;
4147 rtlight->cached_numlightentities_noselfshadow = numlightentities_noselfshadow;
4148 rtlight->cached_numshadowentities = numshadowentities;
4149 rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
4150 rtlight->cached_numsurfaces = numsurfaces;
4151 rtlight->cached_lightentities = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
4152 rtlight->cached_lightentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
4153 rtlight->cached_shadowentities = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
4154 rtlight->cached_shadowentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
4155 if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
4157 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
4158 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
4159 rtlight->cached_shadowtrispvs = (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
4160 rtlight->cached_lighttrispvs = (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
4161 rtlight->cached_surfacelist = (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
4165 // compiled light data
4166 rtlight->cached_shadowtrispvs = shadowtrispvs;
4167 rtlight->cached_lighttrispvs = lighttrispvs;
4168 rtlight->cached_surfacelist = surfacelist;
4172 static void R_Shadow_DrawLight(rtlight_t *rtlight)
4176 unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
4177 int numlightentities;
4178 int numlightentities_noselfshadow;
4179 int numshadowentities;
4180 int numshadowentities_noselfshadow;
4181 entity_render_t **lightentities;
4182 entity_render_t **lightentities_noselfshadow;
4183 entity_render_t **shadowentities;
4184 entity_render_t **shadowentities_noselfshadow;
4186 static unsigned char entitysides[MAX_EDICTS];
4187 static unsigned char entitysides_noselfshadow[MAX_EDICTS];
4188 vec3_t nearestpoint;
4190 qboolean castshadows;
4193 // check if we cached this light this frame (meaning it is worth drawing)
4197 numlightentities = rtlight->cached_numlightentities;
4198 numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
4199 numshadowentities = rtlight->cached_numshadowentities;
4200 numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
4201 numsurfaces = rtlight->cached_numsurfaces;
4202 lightentities = rtlight->cached_lightentities;
4203 lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
4204 shadowentities = rtlight->cached_shadowentities;
4205 shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
4206 shadowtrispvs = rtlight->cached_shadowtrispvs;
4207 lighttrispvs = rtlight->cached_lighttrispvs;
4208 surfacelist = rtlight->cached_surfacelist;
4210 // set up a scissor rectangle for this light
4211 if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4214 // don't let sound skip if going slow
4215 if (r_refdef.scene.extraupdate)
4218 // make this the active rtlight for rendering purposes
4219 R_Shadow_RenderMode_ActiveLight(rtlight);
4221 if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
4223 // optionally draw visible shape of the shadow volumes
4224 // for performance analysis by level designers
4225 R_Shadow_RenderMode_VisibleShadowVolumes();
4227 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4228 for (i = 0;i < numshadowentities;i++)
4229 R_Shadow_DrawEntityShadow(shadowentities[i]);
4230 for (i = 0;i < numshadowentities_noselfshadow;i++)
4231 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4232 R_Shadow_RenderMode_VisibleLighting(false, false);
4235 if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
4237 // optionally draw the illuminated areas
4238 // for performance analysis by level designers
4239 R_Shadow_RenderMode_VisibleLighting(false, false);
4241 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4242 for (i = 0;i < numlightentities;i++)
4243 R_Shadow_DrawEntityLight(lightentities[i]);
4244 for (i = 0;i < numlightentities_noselfshadow;i++)
4245 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4248 castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
4250 nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
4251 nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
4252 nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
4253 distance = VectorDistance(nearestpoint, r_refdef.view.origin);
4255 lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
4256 //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
4257 lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
4259 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4265 int receivermask = 0;
4266 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
4267 Matrix4x4_Abs(&radiustolight);
4269 r_shadow_shadowmaplod = 0;
4270 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
4271 if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
4272 r_shadow_shadowmaplod = i;
4274 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
4276 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
4278 surfacesides = NULL;
4281 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
4283 castermask = rtlight->static_shadowmap_casters;
4284 receivermask = rtlight->static_shadowmap_receivers;
4288 surfacesides = r_shadow_buffer_surfacesides;
4289 for(i = 0;i < numsurfaces;i++)
4291 msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
4292 surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4293 castermask |= surfacesides[i];
4294 receivermask |= surfacesides[i];
4298 if (receivermask < 0x3F)
4300 for (i = 0;i < numlightentities;i++)
4301 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4302 if (receivermask < 0x3F)
4303 for(i = 0; i < numlightentities_noselfshadow;i++)
4304 receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4307 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
4311 for (i = 0;i < numshadowentities;i++)
4312 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4313 for (i = 0;i < numshadowentities_noselfshadow;i++)
4314 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4317 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
4319 // render shadow casters into 6 sided depth texture
4320 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
4322 R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
4323 if (! (castermask & (1 << side))) continue;
4325 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
4326 for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
4327 R_Shadow_DrawEntityShadow(shadowentities[i]);
4330 if (numlightentities_noselfshadow)
4332 // render lighting using the depth texture as shadowmap
4333 // draw lighting in the unmasked areas
4334 R_Shadow_RenderMode_Lighting(false, false, true);
4335 for (i = 0;i < numlightentities_noselfshadow;i++)
4336 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4339 // render shadow casters into 6 sided depth texture
4340 if (numshadowentities_noselfshadow)
4342 for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
4344 R_Shadow_RenderMode_ShadowMap(side, 0, size);
4345 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
4346 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4350 // render lighting using the depth texture as shadowmap
4351 // draw lighting in the unmasked areas
4352 R_Shadow_RenderMode_Lighting(false, false, true);
4353 // draw lighting in the unmasked areas
4355 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4356 for (i = 0;i < numlightentities;i++)
4357 R_Shadow_DrawEntityLight(lightentities[i]);
4359 else if (castshadows && vid.stencil)
4361 // draw stencil shadow volumes to mask off pixels that are in shadow
4362 // so that they won't receive lighting
4363 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
4364 R_Shadow_ClearStencil();
4367 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4368 for (i = 0;i < numshadowentities;i++)
4369 R_Shadow_DrawEntityShadow(shadowentities[i]);
4371 // draw lighting in the unmasked areas
4372 R_Shadow_RenderMode_Lighting(true, false, false);
4373 for (i = 0;i < numlightentities_noselfshadow;i++)
4374 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4376 for (i = 0;i < numshadowentities_noselfshadow;i++)
4377 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4379 // draw lighting in the unmasked areas
4380 R_Shadow_RenderMode_Lighting(true, false, false);
4382 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4383 for (i = 0;i < numlightentities;i++)
4384 R_Shadow_DrawEntityLight(lightentities[i]);
4388 // draw lighting in the unmasked areas
4389 R_Shadow_RenderMode_Lighting(false, false, false);
4391 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4392 for (i = 0;i < numlightentities;i++)
4393 R_Shadow_DrawEntityLight(lightentities[i]);
4394 for (i = 0;i < numlightentities_noselfshadow;i++)
4395 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4398 if (r_shadow_usingdeferredprepass)
4400 // when rendering deferred lighting, we simply rasterize the box
4401 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4402 R_Shadow_RenderMode_DrawDeferredLight(false, true);
4403 else if (castshadows && vid.stencil)
4404 R_Shadow_RenderMode_DrawDeferredLight(true, false);
4406 R_Shadow_RenderMode_DrawDeferredLight(false, false);
4410 static void R_Shadow_FreeDeferred(void)
4412 R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
4413 r_shadow_prepassgeometryfbo = 0;
4415 R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusespecularfbo);
4416 r_shadow_prepasslightingdiffusespecularfbo = 0;
4418 R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusefbo);
4419 r_shadow_prepasslightingdiffusefbo = 0;
4421 if (r_shadow_prepassgeometrydepthbuffer)
4422 R_FreeTexture(r_shadow_prepassgeometrydepthbuffer);
4423 r_shadow_prepassgeometrydepthbuffer = NULL;
4425 if (r_shadow_prepassgeometrynormalmaptexture)
4426 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
4427 r_shadow_prepassgeometrynormalmaptexture = NULL;
4429 if (r_shadow_prepasslightingdiffusetexture)
4430 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
4431 r_shadow_prepasslightingdiffusetexture = NULL;
4433 if (r_shadow_prepasslightingspeculartexture)
4434 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
4435 r_shadow_prepasslightingspeculartexture = NULL;
4438 void R_Shadow_DrawPrepass(void)
4446 entity_render_t *ent;
4447 float clearcolor[4];
4449 R_Mesh_ResetTextureState();
4451 GL_ColorMask(1,1,1,1);
4452 GL_BlendFunc(GL_ONE, GL_ZERO);
4455 R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4456 Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
4457 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4458 if (r_timereport_active)
4459 R_TimeReport("prepasscleargeom");
4461 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
4462 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
4463 if (r_timereport_active)
4464 R_TimeReport("prepassworld");
4466 for (i = 0;i < r_refdef.scene.numentities;i++)
4468 if (!r_refdef.viewcache.entityvisible[i])
4470 ent = r_refdef.scene.entities[i];
4471 if (ent->model && ent->model->DrawPrepass != NULL)
4472 ent->model->DrawPrepass(ent);
4475 if (r_timereport_active)
4476 R_TimeReport("prepassmodels");
4478 GL_DepthMask(false);
4479 GL_ColorMask(1,1,1,1);
4482 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4483 Vector4Set(clearcolor, 0, 0, 0, 0);
4484 GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
4485 if (r_timereport_active)
4486 R_TimeReport("prepassclearlit");
4488 R_Shadow_RenderMode_Begin();
4490 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4491 if (r_shadow_debuglight.integer >= 0)
4493 lightindex = r_shadow_debuglight.integer;
4494 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4495 if (light && (light->flags & flag) && light->rtlight.draw)
4496 R_Shadow_DrawLight(&light->rtlight);
4500 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4501 for (lightindex = 0;lightindex < range;lightindex++)
4503 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4504 if (light && (light->flags & flag) && light->rtlight.draw)
4505 R_Shadow_DrawLight(&light->rtlight);
4508 if (r_refdef.scene.rtdlight)
4509 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4510 if (r_refdef.scene.lights[lnum]->draw)
4511 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4513 R_Shadow_RenderMode_End();
4515 if (r_timereport_active)
4516 R_TimeReport("prepasslights");
4519 void R_Shadow_DrawLightSprites(void);
4520 void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
4529 if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4530 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4531 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) ||
4532 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
4533 r_shadow_shadowmapshadowsampler != (vid.support.arb_shadow && r_shadow_shadowmapping_useshadowsampler.integer) ||
4534 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
4535 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16) ||
4536 r_shadow_shadowmapdepthtexture != r_fb.usedepthtextures)
4537 R_Shadow_FreeShadowMaps();
4539 r_shadow_fb_fbo = fbo;
4540 r_shadow_fb_depthtexture = depthtexture;
4541 r_shadow_fb_colortexture = colortexture;
4543 r_shadow_usingshadowmaportho = false;
4545 switch (vid.renderpath)
4547 case RENDERPATH_GL20:
4548 case RENDERPATH_D3D9:
4549 case RENDERPATH_D3D10:
4550 case RENDERPATH_D3D11:
4551 case RENDERPATH_SOFT:
4553 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
4555 r_shadow_usingdeferredprepass = false;
4556 if (r_shadow_prepass_width)
4557 R_Shadow_FreeDeferred();
4558 r_shadow_prepass_width = r_shadow_prepass_height = 0;
4562 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4564 R_Shadow_FreeDeferred();
4566 r_shadow_usingdeferredprepass = true;
4567 r_shadow_prepass_width = vid.width;
4568 r_shadow_prepass_height = vid.height;
4569 r_shadow_prepassgeometrydepthbuffer = R_LoadTextureRenderBuffer(r_shadow_texturepool, "prepassgeometrydepthbuffer", vid.width, vid.height, TEXTYPE_DEPTHBUFFER24);
4570 r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER32F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4571 r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER16F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4572 r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER16F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4574 // set up the geometry pass fbo (depth + normalmap)
4575 r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4576 R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4577 // render depth into a renderbuffer and other important properties into the normalmap texture
4579 // set up the lighting pass fbo (diffuse + specular)
4580 r_shadow_prepasslightingdiffusespecularfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4581 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4582 // render diffuse into one texture and specular into another,
4583 // with depth and normalmap bound as textures,
4584 // with depth bound as attachment as well
4586 // set up the lighting pass fbo (diffuse)
4587 r_shadow_prepasslightingdiffusefbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4588 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4589 // render diffuse into one texture,
4590 // with depth and normalmap bound as textures,
4591 // with depth bound as attachment as well
4595 case RENDERPATH_GL11:
4596 case RENDERPATH_GL13:
4597 case RENDERPATH_GLES1:
4598 case RENDERPATH_GLES2:
4599 r_shadow_usingdeferredprepass = false;
4603 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);
4605 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4606 if (r_shadow_debuglight.integer >= 0)
4608 lightindex = r_shadow_debuglight.integer;
4609 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4611 R_Shadow_PrepareLight(&light->rtlight);
4615 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4616 for (lightindex = 0;lightindex < range;lightindex++)
4618 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4619 if (light && (light->flags & flag))
4620 R_Shadow_PrepareLight(&light->rtlight);
4623 if (r_refdef.scene.rtdlight)
4625 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4626 R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4628 else if(gl_flashblend.integer)
4630 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4632 rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4633 f = ((rtlight->style >= 0 && rtlight->style < MAX_LIGHTSTYLES) ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4634 VectorScale(rtlight->color, f, rtlight->currentcolor);
4638 if (r_editlights.integer)
4639 R_Shadow_DrawLightSprites();
4642 void R_Shadow_DrawLights(void)
4650 R_Shadow_RenderMode_Begin();
4652 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4653 if (r_shadow_debuglight.integer >= 0)
4655 lightindex = r_shadow_debuglight.integer;
4656 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4658 R_Shadow_DrawLight(&light->rtlight);
4662 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4663 for (lightindex = 0;lightindex < range;lightindex++)
4665 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4666 if (light && (light->flags & flag))
4667 R_Shadow_DrawLight(&light->rtlight);
4670 if (r_refdef.scene.rtdlight)
4671 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4672 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4674 R_Shadow_RenderMode_End();
4677 #define MAX_MODELSHADOWS 1024
4678 static int r_shadow_nummodelshadows;
4679 static entity_render_t *r_shadow_modelshadows[MAX_MODELSHADOWS];
4681 void R_Shadow_PrepareModelShadows(void)
4684 float scale, size, radius, dot1, dot2;
4685 prvm_vec3_t prvmshadowdir, prvmshadowfocus;
4686 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
4687 entity_render_t *ent;
4689 r_shadow_nummodelshadows = 0;
4690 if (!r_refdef.scene.numentities)
4693 switch (r_shadow_shadowmode)
4695 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4696 if (r_shadows.integer >= 2)
4699 case R_SHADOW_SHADOWMODE_STENCIL:
4702 for (i = 0;i < r_refdef.scene.numentities;i++)
4704 ent = r_refdef.scene.entities[i];
4705 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4707 if (r_shadow_nummodelshadows >= MAX_MODELSHADOWS)
4709 r_shadow_modelshadows[r_shadow_nummodelshadows++] = ent;
4710 R_AnimCache_GetEntity(ent, false, false);
4718 size = 2*r_shadow_shadowmapmaxsize;
4719 scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
4720 radius = 0.5f * size / scale;
4722 Math_atov(r_shadows_throwdirection.string, prvmshadowdir);
4723 VectorCopy(prvmshadowdir, shadowdir);
4724 VectorNormalize(shadowdir);
4725 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4726 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4727 if (fabs(dot1) <= fabs(dot2))
4728 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4730 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4731 VectorNormalize(shadowforward);
4732 CrossProduct(shadowdir, shadowforward, shadowright);
4733 Math_atov(r_shadows_focus.string, prvmshadowfocus);
4734 VectorCopy(prvmshadowfocus, shadowfocus);
4735 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4736 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4737 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4738 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4739 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4741 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4743 shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4744 shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4745 shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4746 shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4747 shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4748 shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4750 for (i = 0;i < r_refdef.scene.numentities;i++)
4752 ent = r_refdef.scene.entities[i];
4753 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
4755 // cast shadows from anything of the map (submodels are optional)
4756 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4758 if (r_shadow_nummodelshadows >= MAX_MODELSHADOWS)
4760 r_shadow_modelshadows[r_shadow_nummodelshadows++] = ent;
4761 R_AnimCache_GetEntity(ent, false, false);
4766 void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
4769 float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
4770 entity_render_t *ent;
4771 vec3_t relativelightorigin;
4772 vec3_t relativelightdirection, relativeforward, relativeright;
4773 vec3_t relativeshadowmins, relativeshadowmaxs;
4774 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
4775 prvm_vec3_t prvmshadowdir, prvmshadowfocus;
4777 matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
4778 r_viewport_t viewport;
4779 GLuint shadowfbo = 0;
4780 float clearcolor[4];
4782 if (!r_shadow_nummodelshadows)
4785 switch (r_shadow_shadowmode)
4787 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4793 r_shadow_fb_fbo = fbo;
4794 r_shadow_fb_depthtexture = depthtexture;
4795 r_shadow_fb_colortexture = colortexture;
4797 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
4798 R_Shadow_RenderMode_Begin();
4799 R_Shadow_RenderMode_ActiveLight(NULL);
4801 switch (r_shadow_shadowmode)
4803 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4804 if (!r_shadow_shadowmap2ddepthtexture)
4805 R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4806 shadowfbo = r_shadow_fbo2d;
4807 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2ddepthtexture);
4808 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2ddepthtexture);
4809 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
4815 size = 2*r_shadow_shadowmapmaxsize;
4816 scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
4817 radius = 0.5f / scale;
4818 nearclip = -r_shadows_throwdistance.value;
4819 farclip = r_shadows_throwdistance.value;
4820 bias = (r_shadows_shadowmapbias.value < 0) ? r_shadow_shadowmapping_bias.value : r_shadows_shadowmapbias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
4822 r_shadow_shadowmap_parameters[0] = size;
4823 r_shadow_shadowmap_parameters[1] = size;
4824 r_shadow_shadowmap_parameters[2] = 1.0;
4825 r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
4827 Math_atov(r_shadows_throwdirection.string, prvmshadowdir);
4828 VectorCopy(prvmshadowdir, shadowdir);
4829 VectorNormalize(shadowdir);
4830 Math_atov(r_shadows_focus.string, prvmshadowfocus);
4831 VectorCopy(prvmshadowfocus, shadowfocus);
4832 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4833 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4834 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4835 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4836 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4837 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4838 if (fabs(dot1) <= fabs(dot2))
4839 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4841 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4842 VectorNormalize(shadowforward);
4843 VectorM(scale, shadowforward, &m[0]);
4844 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4846 m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
4847 CrossProduct(shadowdir, shadowforward, shadowright);
4848 VectorM(scale, shadowright, &m[4]);
4849 m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
4850 VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
4851 m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
4852 Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
4853 Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
4854 R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL);
4856 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4858 if (r_shadow_shadowmap2ddepthbuffer)
4859 R_Mesh_SetRenderTargets(shadowfbo, r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL);
4861 R_Mesh_SetRenderTargets(shadowfbo, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL);
4862 R_SetupShader_DepthOrShadow(true, r_shadow_shadowmap2ddepthbuffer != NULL, false); // FIXME test if we have a skeletal model?
4863 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
4866 R_SetViewport(&viewport);
4867 GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
4868 Vector4Set(clearcolor, 1,1,1,1);
4869 // in D3D9 we have to render to a color texture shadowmap
4870 // in GL we render directly to a depth texture only
4871 if (r_shadow_shadowmap2ddepthbuffer)
4872 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4874 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4875 // render into a slightly restricted region so that the borders of the
4876 // shadowmap area fade away, rather than streaking across everything
4877 // outside the usable area
4878 GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
4880 for (i = 0;i < r_shadow_nummodelshadows;i++)
4882 ent = r_shadow_modelshadows[i];
4883 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4884 Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
4885 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4886 Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
4887 Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
4888 relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4889 relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4890 relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4891 relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4892 relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4893 relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4894 RSurf_ActiveModelEntity(ent, false, false, false);
4895 ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4896 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4902 unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
4904 qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
4906 Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
4907 Cvar_SetValueQuick(&r_test, 0);
4912 R_Shadow_RenderMode_End();
4914 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
4915 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
4916 Matrix4x4_CreateScale3(&scalematrix, size, -size, 1);
4917 Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
4918 Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
4919 Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
4921 switch (vid.renderpath)
4923 case RENDERPATH_GL11:
4924 case RENDERPATH_GL13:
4925 case RENDERPATH_GL20:
4926 case RENDERPATH_SOFT:
4927 case RENDERPATH_GLES1:
4928 case RENDERPATH_GLES2:
4930 case RENDERPATH_D3D9:
4931 case RENDERPATH_D3D10:
4932 case RENDERPATH_D3D11:
4933 #ifdef MATRIX4x4_OPENGLORIENTATION
4934 r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
4935 r_shadow_shadowmapmatrix.m[0][1] *= -1.0f;
4936 r_shadow_shadowmapmatrix.m[0][2] *= -1.0f;
4937 r_shadow_shadowmapmatrix.m[0][3] *= -1.0f;
4939 r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
4940 r_shadow_shadowmapmatrix.m[1][0] *= -1.0f;
4941 r_shadow_shadowmapmatrix.m[2][0] *= -1.0f;
4942 r_shadow_shadowmapmatrix.m[3][0] *= -1.0f;
4947 r_shadow_usingshadowmaportho = true;
4948 switch (r_shadow_shadowmode)
4950 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4951 r_shadow_usingshadowmap2d = true;
4958 void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
4961 float relativethrowdistance;
4962 entity_render_t *ent;
4963 vec3_t relativelightorigin;
4964 vec3_t relativelightdirection;
4965 vec3_t relativeshadowmins, relativeshadowmaxs;
4966 vec3_t tmp, shadowdir;
4967 prvm_vec3_t prvmshadowdir;
4969 if (!r_shadow_nummodelshadows || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
4972 r_shadow_fb_fbo = fbo;
4973 r_shadow_fb_depthtexture = depthtexture;
4974 r_shadow_fb_colortexture = colortexture;
4976 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
4977 //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4978 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4979 R_Shadow_RenderMode_Begin();
4980 R_Shadow_RenderMode_ActiveLight(NULL);
4981 r_shadow_lightscissor[0] = r_refdef.view.x;
4982 r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4983 r_shadow_lightscissor[2] = r_refdef.view.width;
4984 r_shadow_lightscissor[3] = r_refdef.view.height;
4985 R_Shadow_RenderMode_StencilShadowVolumes(false);
4988 if (r_shadows.integer == 2)
4990 Math_atov(r_shadows_throwdirection.string, prvmshadowdir);
4991 VectorCopy(prvmshadowdir, shadowdir);
4992 VectorNormalize(shadowdir);
4995 R_Shadow_ClearStencil();
4997 for (i = 0;i < r_shadow_nummodelshadows;i++)
4999 ent = r_shadow_modelshadows[i];
5001 // cast shadows from anything of the map (submodels are optional)
5002 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
5003 VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
5004 VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
5005 if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
5006 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
5009 if(ent->entitynumber != 0)
5011 if(ent->entitynumber >= MAX_EDICTS) // csqc entity
5013 // FIXME handle this
5014 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5018 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
5019 int entnum, entnum2, recursion;
5020 entnum = entnum2 = ent->entitynumber;
5021 for(recursion = 32; recursion > 0; --recursion)
5023 entnum2 = cl.entities[entnum].state_current.tagentity;
5024 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
5029 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
5031 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
5032 // transform into modelspace of OUR entity
5033 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
5034 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
5037 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5041 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5044 VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
5045 RSurf_ActiveModelEntity(ent, false, false, false);
5046 ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
5047 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
5050 // not really the right mode, but this will disable any silly stencil features
5051 R_Shadow_RenderMode_End();
5053 // set up ortho view for rendering this pass
5054 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5055 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5056 //GL_ScissorTest(true);
5057 //R_EntityMatrix(&identitymatrix);
5058 //R_Mesh_ResetTextureState();
5059 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
5061 // set up a darkening blend on shadowed areas
5062 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5063 //GL_DepthRange(0, 1);
5064 //GL_DepthTest(false);
5065 //GL_DepthMask(false);
5066 //GL_PolygonOffset(0, 0);CHECKGLERROR
5067 GL_Color(0, 0, 0, r_shadows_darken.value);
5068 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5069 //GL_DepthFunc(GL_ALWAYS);
5070 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
5072 // apply the blend to the shadowed areas
5073 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
5074 R_SetupShader_Generic_NoTexture(false, true);
5075 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5077 // restore the viewport
5078 R_SetViewport(&r_refdef.view.viewport);
5080 // restore other state to normal
5081 //R_Shadow_RenderMode_End();
5084 static void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
5087 vec3_t centerorigin;
5088 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
5091 // if it's too close, skip it
5092 if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
5094 zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
5097 if (usequery && r_numqueries + 2 <= r_maxqueries)
5099 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
5100 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
5101 // 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
5102 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
5104 switch(vid.renderpath)
5106 case RENDERPATH_GL11:
5107 case RENDERPATH_GL13:
5108 case RENDERPATH_GL20:
5109 case RENDERPATH_GLES1:
5110 case RENDERPATH_GLES2:
5111 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
5113 // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
5114 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
5115 GL_DepthFunc(GL_ALWAYS);
5116 R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5117 R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL, 0);
5118 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5119 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5120 GL_DepthFunc(GL_LEQUAL);
5121 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
5122 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5123 R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL, 0);
5124 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5125 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5129 case RENDERPATH_D3D9:
5130 Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5132 case RENDERPATH_D3D10:
5133 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5135 case RENDERPATH_D3D11:
5136 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5138 case RENDERPATH_SOFT:
5139 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5143 rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
5146 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5148 static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
5151 unsigned int occlude = 0;
5152 GLint allpixels = 0, visiblepixels = 0;
5154 // now we have to check the query result
5155 if (rtlight->corona_queryindex_visiblepixels)
5157 switch(vid.renderpath)
5159 case RENDERPATH_GL11:
5160 case RENDERPATH_GL13:
5161 case RENDERPATH_GL20:
5162 case RENDERPATH_GLES1:
5163 case RENDERPATH_GLES2:
5164 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
5166 // See if we can use the GPU-side method to prevent implicit sync
5167 if (vid.support.arb_query_buffer_object) {
5168 #define BUFFER_OFFSET(i) ((void*)NULL + (i))
5169 qglGenBuffersARB(1, &rtlight->occlusion_buf);
5170 qglBindBufferARB(GL_QUERY_BUFFER_ARB, rtlight->occlusion_buf);
5171 qglBufferDataARB(GL_QUERY_BUFFER_ARB, 8, NULL, GL_DYNAMIC_COPY);
5172 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, BUFFER_OFFSET(0));
5173 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, BUFFER_OFFSET(4));
5174 qglBindBufferBase(GL_UNIFORM_BUFFER, 0, rtlight->occlusion_buf);
5175 occlude = MATERIALFLAG_OCCLUDE;
5177 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
5178 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
5179 if (visiblepixels < 1 || allpixels < 1)
5181 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
5183 cscale *= rtlight->corona_visibility;
5189 case RENDERPATH_D3D9:
5190 Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5192 case RENDERPATH_D3D10:
5193 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5195 case RENDERPATH_D3D11:
5196 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5198 case RENDERPATH_SOFT:
5199 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5207 // FIXME: these traces should scan all render entities instead of cl.world
5208 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1)
5211 VectorScale(rtlight->currentcolor, cscale, color);
5212 if (VectorLength(color) > (1.0f / 256.0f))
5215 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
5218 VectorNegate(color, color);
5219 GL_BlendEquationSubtract(true);
5221 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5222 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);
5223 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE | MATERIALFLAG_NODEPTHTEST | occlude, 0, 4, 0, 2, false, false);
5225 GL_BlendEquationSubtract(false);
5227 if (rtlight->occlusion_buf) {
5228 qglDeleteBuffersARB(1, &rtlight->occlusion_buf);
5232 void R_Shadow_DrawCoronas(void)
5235 qboolean usequery = false;
5240 if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
5242 if (r_fb.water.renderingscene)
5244 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
5245 R_EntityMatrix(&identitymatrix);
5247 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5249 // check occlusion of coronas
5250 // use GL_ARB_occlusion_query if available
5251 // otherwise use raytraces
5253 switch (vid.renderpath)
5255 case RENDERPATH_GL11:
5256 case RENDERPATH_GL13:
5257 case RENDERPATH_GL20:
5258 case RENDERPATH_GLES1:
5259 case RENDERPATH_GLES2:
5260 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
5261 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
5264 GL_ColorMask(0,0,0,0);
5265 if (r_maxqueries < ((unsigned int)range + r_refdef.scene.numlights) * 2)
5266 if (r_maxqueries < MAX_OCCLUSION_QUERIES)
5269 r_maxqueries = ((unsigned int)range + r_refdef.scene.numlights) * 4;
5270 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
5272 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
5275 RSurf_ActiveWorldEntity();
5276 GL_BlendFunc(GL_ONE, GL_ZERO);
5277 GL_CullFace(GL_NONE);
5278 GL_DepthMask(false);
5279 GL_DepthRange(0, 1);
5280 GL_PolygonOffset(0, 0);
5282 R_Mesh_ResetTextureState();
5283 R_SetupShader_Generic_NoTexture(false, false);
5287 case RENDERPATH_D3D9:
5289 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5291 case RENDERPATH_D3D10:
5292 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5294 case RENDERPATH_D3D11:
5295 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5297 case RENDERPATH_SOFT:
5299 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5302 for (lightindex = 0;lightindex < range;lightindex++)
5304 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5307 rtlight = &light->rtlight;
5308 rtlight->corona_visibility = 0;
5309 rtlight->corona_queryindex_visiblepixels = 0;
5310 rtlight->corona_queryindex_allpixels = 0;
5311 if (!(rtlight->flags & flag))
5313 if (rtlight->corona <= 0)
5315 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
5317 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5319 for (i = 0;i < r_refdef.scene.numlights;i++)
5321 rtlight = r_refdef.scene.lights[i];
5322 rtlight->corona_visibility = 0;
5323 rtlight->corona_queryindex_visiblepixels = 0;
5324 rtlight->corona_queryindex_allpixels = 0;
5325 if (!(rtlight->flags & flag))
5327 if (rtlight->corona <= 0)
5329 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5332 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5334 // now draw the coronas using the query data for intensity info
5335 for (lightindex = 0;lightindex < range;lightindex++)
5337 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5340 rtlight = &light->rtlight;
5341 if (rtlight->corona_visibility <= 0)
5343 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5345 for (i = 0;i < r_refdef.scene.numlights;i++)
5347 rtlight = r_refdef.scene.lights[i];
5348 if (rtlight->corona_visibility <= 0)
5350 if (gl_flashblend.integer)
5351 R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
5353 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5359 static dlight_t *R_Shadow_NewWorldLight(void)
5361 return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
5364 static 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)
5368 // note that style is no longer validated here, -1 is used for unstyled lights and >= MAX_LIGHTSTYLES is accepted for sake of editing rtlights files that might be out of bounds but perfectly formatted
5370 // validate parameters
5374 // copy to light properties
5375 VectorCopy(origin, light->origin);
5376 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
5377 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
5378 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
5380 light->color[0] = max(color[0], 0);
5381 light->color[1] = max(color[1], 0);
5382 light->color[2] = max(color[2], 0);
5384 light->color[0] = color[0];
5385 light->color[1] = color[1];
5386 light->color[2] = color[2];
5387 light->radius = max(radius, 0);
5388 light->style = style;
5389 light->shadow = shadowenable;
5390 light->corona = corona;
5391 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
5392 light->coronasizescale = coronasizescale;
5393 light->ambientscale = ambientscale;
5394 light->diffusescale = diffusescale;
5395 light->specularscale = specularscale;
5396 light->flags = flags;
5398 // update renderable light data
5399 Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
5400 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);
5403 static void R_Shadow_FreeWorldLight(dlight_t *light)
5405 if (r_shadow_selectedlight == light)
5406 r_shadow_selectedlight = NULL;
5407 R_RTLight_Uncompile(&light->rtlight);
5408 Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
5411 void R_Shadow_ClearWorldLights(void)
5415 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5416 for (lightindex = 0;lightindex < range;lightindex++)
5418 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5420 R_Shadow_FreeWorldLight(light);
5422 r_shadow_selectedlight = NULL;
5425 static void R_Shadow_SelectLight(dlight_t *light)
5427 if (r_shadow_selectedlight)
5428 r_shadow_selectedlight->selected = false;
5429 r_shadow_selectedlight = light;
5430 if (r_shadow_selectedlight)
5431 r_shadow_selectedlight->selected = true;
5434 static void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5436 // this is never batched (there can be only one)
5438 R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
5439 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5440 R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5443 static void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5448 skinframe_t *skinframe;
5451 // this is never batched (due to the ent parameter changing every time)
5452 // so numsurfaces == 1 and surfacelist[0] == lightnumber
5453 const dlight_t *light = (dlight_t *)ent;
5456 R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
5459 VectorScale(light->color, intensity, spritecolor);
5460 if (VectorLength(spritecolor) < 0.1732f)
5461 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
5462 if (VectorLength(spritecolor) > 1.0f)
5463 VectorNormalize(spritecolor);
5465 // draw light sprite
5466 if (light->cubemapname[0] && !light->shadow)
5467 skinframe = r_editlights_sprcubemapnoshadowlight;
5468 else if (light->cubemapname[0])
5469 skinframe = r_editlights_sprcubemaplight;
5470 else if (!light->shadow)
5471 skinframe = r_editlights_sprnoshadowlight;
5473 skinframe = r_editlights_sprlight;
5475 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);
5476 R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5478 // draw selection sprite if light is selected
5479 if (light->selected)
5481 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5482 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5483 // VorteX todo: add normalmode/realtime mode light overlay sprites?
5487 void R_Shadow_DrawLightSprites(void)
5491 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5492 for (lightindex = 0;lightindex < range;lightindex++)
5494 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5496 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
5498 if (!r_editlights_lockcursor)
5499 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
5502 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
5507 range = (unsigned int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
5508 if (lightindex >= range)
5510 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5513 rtlight = &light->rtlight;
5514 //if (!(rtlight->flags & flag))
5516 VectorCopy(rtlight->shadoworigin, origin);
5517 *radius = rtlight->radius;
5518 VectorCopy(rtlight->color, color);
5522 static void R_Shadow_SelectLightInView(void)
5524 float bestrating, rating, temp[3];
5528 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5532 if (r_editlights_lockcursor)
5534 for (lightindex = 0;lightindex < range;lightindex++)
5536 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5539 VectorSubtract(light->origin, r_refdef.view.origin, temp);
5540 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
5543 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
5544 if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1.0f)
5546 bestrating = rating;
5551 R_Shadow_SelectLight(best);
5554 void R_Shadow_LoadWorldLights(void)
5556 int n, a, style, shadow, flags;
5557 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
5558 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
5559 if (cl.worldmodel == NULL)
5561 Con_Print("No map loaded.\n");
5564 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5565 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5575 for (;COM_Parse(t, true) && strcmp(
5576 if (COM_Parse(t, true))
5578 if (com_token[0] == '!')
5581 origin[0] = atof(com_token+1);
5584 origin[0] = atof(com_token);
5589 while (*s && *s != '\n' && *s != '\r')
5595 // check for modifier flags
5602 #if _MSC_VER >= 1400
5603 #define sscanf sscanf_s
5605 cubemapname[sizeof(cubemapname)-1] = 0;
5606 #if MAX_QPATH != 128
5607 #error update this code if MAX_QPATH changes
5609 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
5610 #if _MSC_VER >= 1400
5611 , sizeof(cubemapname)
5613 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
5616 flags = LIGHTFLAG_REALTIMEMODE;
5624 coronasizescale = 0.25f;
5626 VectorClear(angles);
5629 if (a < 9 || !strcmp(cubemapname, "\"\""))
5631 // remove quotes on cubemapname
5632 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
5635 namelen = strlen(cubemapname) - 2;
5636 memmove(cubemapname, cubemapname + 1, namelen);
5637 cubemapname[namelen] = '\0';
5641 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);
5644 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5652 Con_Printf("invalid rtlights file \"%s\"\n", name);
5653 Mem_Free(lightsstring);
5657 void R_Shadow_SaveWorldLights(void)
5661 size_t bufchars, bufmaxchars;
5663 char name[MAX_QPATH];
5664 char line[MAX_INPUTLINE];
5665 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
5666 // I hate lines which are 3 times my screen size :( --blub
5669 if (cl.worldmodel == NULL)
5671 Con_Print("No map loaded.\n");
5674 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5675 bufchars = bufmaxchars = 0;
5677 for (lightindex = 0;lightindex < range;lightindex++)
5679 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5682 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5683 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);
5684 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5685 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]);
5687 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);
5688 if (bufchars + strlen(line) > bufmaxchars)
5690 bufmaxchars = bufchars + strlen(line) + 2048;
5692 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5696 memcpy(buf, oldbuf, bufchars);
5702 memcpy(buf + bufchars, line, strlen(line));
5703 bufchars += strlen(line);
5707 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5712 void R_Shadow_LoadLightsFile(void)
5715 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5716 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5717 if (cl.worldmodel == NULL)
5719 Con_Print("No map loaded.\n");
5722 dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
5723 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5731 while (*s && *s != '\n' && *s != '\r')
5737 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);
5741 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);
5744 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5745 radius = bound(15, radius, 4096);
5746 VectorScale(color, (2.0f / (8388608.0f)), color);
5747 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5755 Con_Printf("invalid lights file \"%s\"\n", name);
5756 Mem_Free(lightsstring);
5760 // tyrlite/hmap2 light types in the delay field
5761 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5763 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5775 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5776 char key[256], value[MAX_INPUTLINE];
5779 if (cl.worldmodel == NULL)
5781 Con_Print("No map loaded.\n");
5784 // try to load a .ent file first
5785 dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
5786 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5787 // and if that is not found, fall back to the bsp file entity string
5789 data = cl.worldmodel->brush.entities;
5792 for (entnum = 0;COM_ParseToken_Simple(&data, false, false, true) && com_token[0] == '{';entnum++)
5794 type = LIGHTTYPE_MINUSX;
5795 origin[0] = origin[1] = origin[2] = 0;
5796 originhack[0] = originhack[1] = originhack[2] = 0;
5797 angles[0] = angles[1] = angles[2] = 0;
5798 color[0] = color[1] = color[2] = 1;
5799 light[0] = light[1] = light[2] = 1;light[3] = 300;
5800 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5810 if (!COM_ParseToken_Simple(&data, false, false, true))
5812 if (com_token[0] == '}')
5813 break; // end of entity
5814 if (com_token[0] == '_')
5815 strlcpy(key, com_token + 1, sizeof(key));
5817 strlcpy(key, com_token, sizeof(key));
5818 while (key[strlen(key)-1] == ' ') // remove trailing spaces
5819 key[strlen(key)-1] = 0;
5820 if (!COM_ParseToken_Simple(&data, false, false, true))
5822 strlcpy(value, com_token, sizeof(value));
5824 // now that we have the key pair worked out...
5825 if (!strcmp("light", key))
5827 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5831 light[0] = vec[0] * (1.0f / 256.0f);
5832 light[1] = vec[0] * (1.0f / 256.0f);
5833 light[2] = vec[0] * (1.0f / 256.0f);
5839 light[0] = vec[0] * (1.0f / 255.0f);
5840 light[1] = vec[1] * (1.0f / 255.0f);
5841 light[2] = vec[2] * (1.0f / 255.0f);
5845 else if (!strcmp("delay", key))
5847 else if (!strcmp("origin", key))
5848 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5849 else if (!strcmp("angle", key))
5850 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5851 else if (!strcmp("angles", key))
5852 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5853 else if (!strcmp("color", key))
5854 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5855 else if (!strcmp("wait", key))
5856 fadescale = atof(value);
5857 else if (!strcmp("classname", key))
5859 if (!strncmp(value, "light", 5))
5862 if (!strcmp(value, "light_fluoro"))
5867 overridecolor[0] = 1;
5868 overridecolor[1] = 1;
5869 overridecolor[2] = 1;
5871 if (!strcmp(value, "light_fluorospark"))
5876 overridecolor[0] = 1;
5877 overridecolor[1] = 1;
5878 overridecolor[2] = 1;
5880 if (!strcmp(value, "light_globe"))
5885 overridecolor[0] = 1;
5886 overridecolor[1] = 0.8;
5887 overridecolor[2] = 0.4;
5889 if (!strcmp(value, "light_flame_large_yellow"))
5894 overridecolor[0] = 1;
5895 overridecolor[1] = 0.5;
5896 overridecolor[2] = 0.1;
5898 if (!strcmp(value, "light_flame_small_yellow"))
5903 overridecolor[0] = 1;
5904 overridecolor[1] = 0.5;
5905 overridecolor[2] = 0.1;
5907 if (!strcmp(value, "light_torch_small_white"))
5912 overridecolor[0] = 1;
5913 overridecolor[1] = 0.5;
5914 overridecolor[2] = 0.1;
5916 if (!strcmp(value, "light_torch_small_walltorch"))
5921 overridecolor[0] = 1;
5922 overridecolor[1] = 0.5;
5923 overridecolor[2] = 0.1;
5927 else if (!strcmp("style", key))
5928 style = atoi(value);
5929 else if (!strcmp("skin", key))
5930 skin = (int)atof(value);
5931 else if (!strcmp("pflags", key))
5932 pflags = (int)atof(value);
5933 //else if (!strcmp("effects", key))
5934 // effects = (int)atof(value);
5935 else if (cl.worldmodel->type == mod_brushq3)
5937 if (!strcmp("scale", key))
5938 lightscale = atof(value);
5939 if (!strcmp("fade", key))
5940 fadescale = atof(value);
5945 if (lightscale <= 0)
5949 if (color[0] == color[1] && color[0] == color[2])
5951 color[0] *= overridecolor[0];
5952 color[1] *= overridecolor[1];
5953 color[2] *= overridecolor[2];
5955 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5956 color[0] = color[0] * light[0];
5957 color[1] = color[1] * light[1];
5958 color[2] = color[2] * light[2];
5961 case LIGHTTYPE_MINUSX:
5963 case LIGHTTYPE_RECIPX:
5965 VectorScale(color, (1.0f / 16.0f), color);
5967 case LIGHTTYPE_RECIPXX:
5969 VectorScale(color, (1.0f / 16.0f), color);
5972 case LIGHTTYPE_NONE:
5976 case LIGHTTYPE_MINUSXX:
5979 VectorAdd(origin, originhack, origin);
5981 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va(vabuf, sizeof(vabuf), "cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5984 Mem_Free(entfiledata);
5988 static void R_Shadow_SetCursorLocationForView(void)
5991 vec3_t dest, endpos;
5993 VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5994 trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, collision_extendmovelength.value, true, false, NULL, false, true);
5995 if (trace.fraction < 1)
5997 dist = trace.fraction * r_editlights_cursordistance.value;
5998 push = r_editlights_cursorpushback.value;
6002 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
6003 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
6007 VectorClear( endpos );
6009 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6010 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6011 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6014 void R_Shadow_UpdateWorldLightSelection(void)
6016 if (r_editlights.integer)
6018 R_Shadow_SetCursorLocationForView();
6019 R_Shadow_SelectLightInView();
6022 R_Shadow_SelectLight(NULL);
6025 static void R_Shadow_EditLights_Clear_f(void)
6027 R_Shadow_ClearWorldLights();
6030 void R_Shadow_EditLights_Reload_f(void)
6034 strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
6035 R_Shadow_ClearWorldLights();
6036 R_Shadow_LoadWorldLights();
6037 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6039 R_Shadow_LoadLightsFile();
6040 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6041 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6045 static void R_Shadow_EditLights_Save_f(void)
6049 R_Shadow_SaveWorldLights();
6052 static void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
6054 R_Shadow_ClearWorldLights();
6055 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6058 static void R_Shadow_EditLights_ImportLightsFile_f(void)
6060 R_Shadow_ClearWorldLights();
6061 R_Shadow_LoadLightsFile();
6064 static void R_Shadow_EditLights_Spawn_f(void)
6067 if (!r_editlights.integer)
6069 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6072 if (Cmd_Argc() != 1)
6074 Con_Print("r_editlights_spawn does not take parameters\n");
6077 color[0] = color[1] = color[2] = 1;
6078 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
6081 static void R_Shadow_EditLights_Edit_f(void)
6083 vec3_t origin, angles, color;
6084 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
6085 int style, shadows, flags, normalmode, realtimemode;
6086 char cubemapname[MAX_INPUTLINE];
6087 if (!r_editlights.integer)
6089 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6092 if (!r_shadow_selectedlight)
6094 Con_Print("No selected light.\n");
6097 VectorCopy(r_shadow_selectedlight->origin, origin);
6098 VectorCopy(r_shadow_selectedlight->angles, angles);
6099 VectorCopy(r_shadow_selectedlight->color, color);
6100 radius = r_shadow_selectedlight->radius;
6101 style = r_shadow_selectedlight->style;
6102 if (r_shadow_selectedlight->cubemapname)
6103 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
6106 shadows = r_shadow_selectedlight->shadow;
6107 corona = r_shadow_selectedlight->corona;
6108 coronasizescale = r_shadow_selectedlight->coronasizescale;
6109 ambientscale = r_shadow_selectedlight->ambientscale;
6110 diffusescale = r_shadow_selectedlight->diffusescale;
6111 specularscale = r_shadow_selectedlight->specularscale;
6112 flags = r_shadow_selectedlight->flags;
6113 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
6114 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
6115 if (!strcmp(Cmd_Argv(1), "origin"))
6117 if (Cmd_Argc() != 5)
6119 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6122 origin[0] = atof(Cmd_Argv(2));
6123 origin[1] = atof(Cmd_Argv(3));
6124 origin[2] = atof(Cmd_Argv(4));
6126 else if (!strcmp(Cmd_Argv(1), "originscale"))
6128 if (Cmd_Argc() != 5)
6130 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6133 origin[0] *= atof(Cmd_Argv(2));
6134 origin[1] *= atof(Cmd_Argv(3));
6135 origin[2] *= atof(Cmd_Argv(4));
6137 else if (!strcmp(Cmd_Argv(1), "originx"))
6139 if (Cmd_Argc() != 3)
6141 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6144 origin[0] = atof(Cmd_Argv(2));
6146 else if (!strcmp(Cmd_Argv(1), "originy"))
6148 if (Cmd_Argc() != 3)
6150 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6153 origin[1] = atof(Cmd_Argv(2));
6155 else if (!strcmp(Cmd_Argv(1), "originz"))
6157 if (Cmd_Argc() != 3)
6159 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6162 origin[2] = atof(Cmd_Argv(2));
6164 else if (!strcmp(Cmd_Argv(1), "move"))
6166 if (Cmd_Argc() != 5)
6168 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6171 origin[0] += atof(Cmd_Argv(2));
6172 origin[1] += atof(Cmd_Argv(3));
6173 origin[2] += atof(Cmd_Argv(4));
6175 else if (!strcmp(Cmd_Argv(1), "movex"))
6177 if (Cmd_Argc() != 3)
6179 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6182 origin[0] += atof(Cmd_Argv(2));
6184 else if (!strcmp(Cmd_Argv(1), "movey"))
6186 if (Cmd_Argc() != 3)
6188 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6191 origin[1] += atof(Cmd_Argv(2));
6193 else if (!strcmp(Cmd_Argv(1), "movez"))
6195 if (Cmd_Argc() != 3)
6197 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6200 origin[2] += atof(Cmd_Argv(2));
6202 else if (!strcmp(Cmd_Argv(1), "angles"))
6204 if (Cmd_Argc() != 5)
6206 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6209 angles[0] = atof(Cmd_Argv(2));
6210 angles[1] = atof(Cmd_Argv(3));
6211 angles[2] = atof(Cmd_Argv(4));
6213 else if (!strcmp(Cmd_Argv(1), "anglesx"))
6215 if (Cmd_Argc() != 3)
6217 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6220 angles[0] = atof(Cmd_Argv(2));
6222 else if (!strcmp(Cmd_Argv(1), "anglesy"))
6224 if (Cmd_Argc() != 3)
6226 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6229 angles[1] = atof(Cmd_Argv(2));
6231 else if (!strcmp(Cmd_Argv(1), "anglesz"))
6233 if (Cmd_Argc() != 3)
6235 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6238 angles[2] = atof(Cmd_Argv(2));
6240 else if (!strcmp(Cmd_Argv(1), "color"))
6242 if (Cmd_Argc() != 5)
6244 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
6247 color[0] = atof(Cmd_Argv(2));
6248 color[1] = atof(Cmd_Argv(3));
6249 color[2] = atof(Cmd_Argv(4));
6251 else if (!strcmp(Cmd_Argv(1), "radius"))
6253 if (Cmd_Argc() != 3)
6255 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6258 radius = atof(Cmd_Argv(2));
6260 else if (!strcmp(Cmd_Argv(1), "colorscale"))
6262 if (Cmd_Argc() == 3)
6264 double scale = atof(Cmd_Argv(2));
6271 if (Cmd_Argc() != 5)
6273 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
6276 color[0] *= atof(Cmd_Argv(2));
6277 color[1] *= atof(Cmd_Argv(3));
6278 color[2] *= atof(Cmd_Argv(4));
6281 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
6283 if (Cmd_Argc() != 3)
6285 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6288 radius *= atof(Cmd_Argv(2));
6290 else if (!strcmp(Cmd_Argv(1), "style"))
6292 if (Cmd_Argc() != 3)
6294 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6297 style = atoi(Cmd_Argv(2));
6299 else if (!strcmp(Cmd_Argv(1), "cubemap"))
6303 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6306 if (Cmd_Argc() == 3)
6307 strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
6311 else if (!strcmp(Cmd_Argv(1), "shadows"))
6313 if (Cmd_Argc() != 3)
6315 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6318 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6320 else if (!strcmp(Cmd_Argv(1), "corona"))
6322 if (Cmd_Argc() != 3)
6324 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6327 corona = atof(Cmd_Argv(2));
6329 else if (!strcmp(Cmd_Argv(1), "coronasize"))
6331 if (Cmd_Argc() != 3)
6333 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6336 coronasizescale = atof(Cmd_Argv(2));
6338 else if (!strcmp(Cmd_Argv(1), "ambient"))
6340 if (Cmd_Argc() != 3)
6342 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6345 ambientscale = atof(Cmd_Argv(2));
6347 else if (!strcmp(Cmd_Argv(1), "diffuse"))
6349 if (Cmd_Argc() != 3)
6351 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6354 diffusescale = atof(Cmd_Argv(2));
6356 else if (!strcmp(Cmd_Argv(1), "specular"))
6358 if (Cmd_Argc() != 3)
6360 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6363 specularscale = atof(Cmd_Argv(2));
6365 else if (!strcmp(Cmd_Argv(1), "normalmode"))
6367 if (Cmd_Argc() != 3)
6369 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6372 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6374 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
6376 if (Cmd_Argc() != 3)
6378 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6381 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6385 Con_Print("usage: r_editlights_edit [property] [value]\n");
6386 Con_Print("Selected light's properties:\n");
6387 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
6388 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
6389 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
6390 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
6391 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
6392 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
6393 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
6394 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
6395 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
6396 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
6397 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
6398 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
6399 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
6400 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
6403 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
6404 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
6407 static void R_Shadow_EditLights_EditAll_f(void)
6410 dlight_t *light, *oldselected;
6413 if (!r_editlights.integer)
6415 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
6419 oldselected = r_shadow_selectedlight;
6420 // EditLights doesn't seem to have a "remove" command or something so:
6421 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6422 for (lightindex = 0;lightindex < range;lightindex++)
6424 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6427 R_Shadow_SelectLight(light);
6428 R_Shadow_EditLights_Edit_f();
6430 // return to old selected (to not mess editing once selection is locked)
6431 R_Shadow_SelectLight(oldselected);
6434 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
6436 int lightnumber, lightcount;
6437 size_t lightindex, range;
6442 if (!r_editlights.integer)
6445 // update cvars so QC can query them
6446 if (r_shadow_selectedlight)
6448 dpsnprintf(temp, sizeof(temp), "%f %f %f", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
6449 Cvar_SetQuick(&r_editlights_current_origin, temp);
6450 dpsnprintf(temp, sizeof(temp), "%f %f %f", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
6451 Cvar_SetQuick(&r_editlights_current_angles, temp);
6452 dpsnprintf(temp, sizeof(temp), "%f %f %f", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
6453 Cvar_SetQuick(&r_editlights_current_color, temp);
6454 Cvar_SetValueQuick(&r_editlights_current_radius, r_shadow_selectedlight->radius);
6455 Cvar_SetValueQuick(&r_editlights_current_corona, r_shadow_selectedlight->corona);
6456 Cvar_SetValueQuick(&r_editlights_current_coronasize, r_shadow_selectedlight->coronasizescale);
6457 Cvar_SetValueQuick(&r_editlights_current_style, r_shadow_selectedlight->style);
6458 Cvar_SetValueQuick(&r_editlights_current_shadows, r_shadow_selectedlight->shadow);
6459 Cvar_SetQuick(&r_editlights_current_cubemap, r_shadow_selectedlight->cubemapname);
6460 Cvar_SetValueQuick(&r_editlights_current_ambient, r_shadow_selectedlight->ambientscale);
6461 Cvar_SetValueQuick(&r_editlights_current_diffuse, r_shadow_selectedlight->diffusescale);
6462 Cvar_SetValueQuick(&r_editlights_current_specular, r_shadow_selectedlight->specularscale);
6463 Cvar_SetValueQuick(&r_editlights_current_normalmode, (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? 1 : 0);
6464 Cvar_SetValueQuick(&r_editlights_current_realtimemode, (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? 1 : 0);
6467 // draw properties on screen
6468 if (!r_editlights_drawproperties.integer)
6470 x = vid_conwidth.value - 240;
6472 DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
6475 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6476 for (lightindex = 0;lightindex < range;lightindex++)
6478 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6481 if (light == r_shadow_selectedlight)
6482 lightnumber = (int)lightindex;
6485 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;
6486 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;
6488 if (r_shadow_selectedlight == NULL)
6490 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;
6491 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;
6492 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;
6493 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;
6494 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;
6495 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;
6496 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;
6497 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;
6498 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;
6499 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;
6500 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;
6501 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;
6502 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;
6503 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;
6504 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;
6507 static void R_Shadow_EditLights_ToggleShadow_f(void)
6509 if (!r_editlights.integer)
6511 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6514 if (!r_shadow_selectedlight)
6516 Con_Print("No selected light.\n");
6519 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);
6522 static void R_Shadow_EditLights_ToggleCorona_f(void)
6524 if (!r_editlights.integer)
6526 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6529 if (!r_shadow_selectedlight)
6531 Con_Print("No selected light.\n");
6534 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);
6537 static void R_Shadow_EditLights_Remove_f(void)
6539 if (!r_editlights.integer)
6541 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
6544 if (!r_shadow_selectedlight)
6546 Con_Print("No selected light.\n");
6549 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
6550 r_shadow_selectedlight = NULL;
6553 static void R_Shadow_EditLights_Help_f(void)
6556 "Documentation on r_editlights system:\n"
6558 "r_editlights : enable/disable editing mode\n"
6559 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
6560 "r_editlights_cursorpushback : push back cursor this far from surface\n"
6561 "r_editlights_cursorpushoff : push cursor off surface this far\n"
6562 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
6563 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
6565 "r_editlights_help : this help\n"
6566 "r_editlights_clear : remove all lights\n"
6567 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
6568 "r_editlights_lock : lock selection to current light, if already locked - unlock\n"
6569 "r_editlights_save : save to .rtlights file\n"
6570 "r_editlights_spawn : create a light with default settings\n"
6571 "r_editlights_edit command : edit selected light - more documentation below\n"
6572 "r_editlights_remove : remove selected light\n"
6573 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
6574 "r_editlights_importlightentitiesfrommap : reload light entities\n"
6575 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
6577 "origin x y z : set light location\n"
6578 "originx x: set x component of light location\n"
6579 "originy y: set y component of light location\n"
6580 "originz z: set z component of light location\n"
6581 "move x y z : adjust light location\n"
6582 "movex x: adjust x component of light location\n"
6583 "movey y: adjust y component of light location\n"
6584 "movez z: adjust z component of light location\n"
6585 "angles x y z : set light angles\n"
6586 "anglesx x: set x component of light angles\n"
6587 "anglesy y: set y component of light angles\n"
6588 "anglesz z: set z component of light angles\n"
6589 "color r g b : set color of light (can be brighter than 1 1 1)\n"
6590 "radius radius : set radius (size) of light\n"
6591 "colorscale grey : multiply color of light (1 does nothing)\n"
6592 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
6593 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
6594 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
6595 "originscale x y z : multiply origin of light (1 1 1 does nothing)\n"
6596 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
6597 "cubemap basename : set filter cubemap of light\n"
6598 "shadows 1/0 : turn on/off shadows\n"
6599 "corona n : set corona intensity\n"
6600 "coronasize n : set corona size (0-1)\n"
6601 "ambient n : set ambient intensity (0-1)\n"
6602 "diffuse n : set diffuse intensity (0-1)\n"
6603 "specular n : set specular intensity (0-1)\n"
6604 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
6605 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
6606 "<nothing> : print light properties to console\n"
6610 static void R_Shadow_EditLights_CopyInfo_f(void)
6612 if (!r_editlights.integer)
6614 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
6617 if (!r_shadow_selectedlight)
6619 Con_Print("No selected light.\n");
6622 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
6623 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
6624 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
6625 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
6626 if (r_shadow_selectedlight->cubemapname)
6627 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
6629 r_shadow_bufferlight.cubemapname[0] = 0;
6630 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
6631 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
6632 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
6633 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
6634 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
6635 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
6636 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
6639 static void R_Shadow_EditLights_PasteInfo_f(void)
6641 if (!r_editlights.integer)
6643 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
6646 if (!r_shadow_selectedlight)
6648 Con_Print("No selected light.\n");
6651 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);
6654 static void R_Shadow_EditLights_Lock_f(void)
6656 if (!r_editlights.integer)
6658 Con_Print("Cannot lock on light when not in editing mode. Set r_editlights to 1.\n");
6661 if (r_editlights_lockcursor)
6663 r_editlights_lockcursor = false;
6666 if (!r_shadow_selectedlight)
6668 Con_Print("No selected light to lock on.\n");
6671 r_editlights_lockcursor = true;
6674 static void R_Shadow_EditLights_Init(void)
6676 Cvar_RegisterVariable(&r_editlights);
6677 Cvar_RegisterVariable(&r_editlights_cursordistance);
6678 Cvar_RegisterVariable(&r_editlights_cursorpushback);
6679 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
6680 Cvar_RegisterVariable(&r_editlights_cursorgrid);
6681 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
6682 Cvar_RegisterVariable(&r_editlights_drawproperties);
6683 Cvar_RegisterVariable(&r_editlights_current_origin);
6684 Cvar_RegisterVariable(&r_editlights_current_angles);
6685 Cvar_RegisterVariable(&r_editlights_current_color);
6686 Cvar_RegisterVariable(&r_editlights_current_radius);
6687 Cvar_RegisterVariable(&r_editlights_current_corona);
6688 Cvar_RegisterVariable(&r_editlights_current_coronasize);
6689 Cvar_RegisterVariable(&r_editlights_current_style);
6690 Cvar_RegisterVariable(&r_editlights_current_shadows);
6691 Cvar_RegisterVariable(&r_editlights_current_cubemap);
6692 Cvar_RegisterVariable(&r_editlights_current_ambient);
6693 Cvar_RegisterVariable(&r_editlights_current_diffuse);
6694 Cvar_RegisterVariable(&r_editlights_current_specular);
6695 Cvar_RegisterVariable(&r_editlights_current_normalmode);
6696 Cvar_RegisterVariable(&r_editlights_current_realtimemode);
6697 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
6698 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
6699 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)");
6700 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
6701 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
6702 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
6703 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)");
6704 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
6705 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
6706 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
6707 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
6708 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
6709 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
6710 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)");
6711 Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
6717 =============================================================================
6721 =============================================================================
6724 void R_LightPoint(float *color, const vec3_t p, const int flags)
6726 int i, numlights, flag;
6727 float f, relativepoint[3], dist, dist2, lightradius2;
6732 if (r_fullbright.integer)
6734 VectorSet(color, 1, 1, 1);
6740 if (flags & LP_LIGHTMAP)
6742 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6744 VectorClear(diffuse);
6745 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n);
6746 VectorAdd(color, diffuse, color);
6749 VectorSet(color, 1, 1, 1);
6750 color[0] += r_refdef.scene.ambient;
6751 color[1] += r_refdef.scene.ambient;
6752 color[2] += r_refdef.scene.ambient;
6755 if (flags & LP_RTWORLD)
6757 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6758 numlights = (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6759 for (i = 0; i < numlights; i++)
6761 dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6764 light = &dlight->rtlight;
6765 if (!(light->flags & flag))
6768 lightradius2 = light->radius * light->radius;
6769 VectorSubtract(light->shadoworigin, p, relativepoint);
6770 dist2 = VectorLength2(relativepoint);
6771 if (dist2 >= lightradius2)
6773 dist = sqrt(dist2) / light->radius;
6774 f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6777 // todo: add to both ambient and diffuse
6778 if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1)
6779 VectorMA(color, f, light->currentcolor, color);
6782 if (flags & LP_DYNLIGHT)
6785 for (i = 0;i < r_refdef.scene.numlights;i++)
6787 light = r_refdef.scene.lights[i];
6789 lightradius2 = light->radius * light->radius;
6790 VectorSubtract(light->shadoworigin, p, relativepoint);
6791 dist2 = VectorLength2(relativepoint);
6792 if (dist2 >= lightradius2)
6794 dist = sqrt(dist2) / light->radius;
6795 f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6798 // todo: add to both ambient and diffuse
6799 if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1)
6800 VectorMA(color, f, light->color, color);
6805 void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
6807 int i, numlights, flag;
6810 float relativepoint[3];
6819 if (r_fullbright.integer)
6821 VectorSet(ambient, 1, 1, 1);
6822 VectorClear(diffuse);
6823 VectorClear(lightdir);
6827 if (flags == LP_LIGHTMAP)
6829 VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6830 VectorClear(diffuse);
6831 VectorClear(lightdir);
6832 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6833 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
6835 VectorSet(ambient, 1, 1, 1);
6839 memset(sample, 0, sizeof(sample));
6840 VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6842 if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6845 VectorClear(tempambient);
6847 VectorClear(relativepoint);
6848 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
6849 VectorScale(tempambient, r_refdef.lightmapintensity, tempambient);
6850 VectorScale(color, r_refdef.lightmapintensity, color);
6851 VectorAdd(sample, tempambient, sample);
6852 VectorMA(sample , 0.5f , color, sample );
6853 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6854 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6855 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6856 // calculate a weighted average light direction as well
6857 intensity = VectorLength(color);
6858 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6861 if (flags & LP_RTWORLD)
6863 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6864 numlights = (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6865 for (i = 0; i < numlights; i++)
6867 dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6870 light = &dlight->rtlight;
6871 if (!(light->flags & flag))
6874 lightradius2 = light->radius * light->radius;
6875 VectorSubtract(light->shadoworigin, p, relativepoint);
6876 dist2 = VectorLength2(relativepoint);
6877 if (dist2 >= lightradius2)
6879 dist = sqrt(dist2) / light->radius;
6880 intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
6881 if (intensity <= 0.0f)
6883 if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1)
6885 // scale down intensity to add to both ambient and diffuse
6886 //intensity *= 0.5f;
6887 VectorNormalize(relativepoint);
6888 VectorScale(light->currentcolor, intensity, color);
6889 VectorMA(sample , 0.5f , color, sample );
6890 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6891 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6892 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6893 // calculate a weighted average light direction as well
6894 intensity *= VectorLength(color);
6895 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6897 // FIXME: sample bouncegrid too!
6900 if (flags & LP_DYNLIGHT)
6903 for (i = 0;i < r_refdef.scene.numlights;i++)
6905 light = r_refdef.scene.lights[i];
6907 lightradius2 = light->radius * light->radius;
6908 VectorSubtract(light->shadoworigin, p, relativepoint);
6909 dist2 = VectorLength2(relativepoint);
6910 if (dist2 >= lightradius2)
6912 dist = sqrt(dist2) / light->radius;
6913 intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
6914 if (intensity <= 0.0f)
6916 if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1)
6918 // scale down intensity to add to both ambient and diffuse
6919 //intensity *= 0.5f;
6920 VectorNormalize(relativepoint);
6921 VectorScale(light->currentcolor, intensity, color);
6922 VectorMA(sample , 0.5f , color, sample );
6923 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6924 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6925 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6926 // calculate a weighted average light direction as well
6927 intensity *= VectorLength(color);
6928 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6932 // calculate the direction we'll use to reduce the sample to a directional light source
6933 VectorCopy(sample + 12, dir);
6934 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
6935 VectorNormalize(dir);
6936 // extract the diffuse color along the chosen direction and scale it
6937 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
6938 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
6939 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
6940 // subtract some of diffuse from ambient
6941 VectorMA(sample, -0.333f, diffuse, ambient);
6942 // store the normalized lightdir
6943 VectorCopy(dir, lightdir);