+void R_DrawNoModel(entity_render_t *ent);
+void R_DrawModels (int baselighting)
+{
+ int i;
+ entity_render_t *ent;
+
+ if (!r_drawentities.integer)
+ return;
+
+ R_DrawViewModel();
+ for (i = 0;i < r_refdef.numentities;i++)
+ {
+ ent = r_refdef.entities[i];
+ if (ent->visframe == r_framecount)
+ {
+ if (ent->model)
+ {
+ if (baselighting && ent->model->DrawBaseLighting != NULL)
+ {
+ if (ent->model->DrawBaseLighting)
+ ent->model->DrawBaseLighting(ent);
+ }
+ else if (ent->model->Draw)
+ ent->model->Draw(ent);
+ }
+ else
+ R_DrawNoModel(ent);
+ }
+ }
+}
+
+void R_DrawFakeShadows (void)
+{
+ int i;
+ entity_render_t *ent;
+
+ ent = &cl_entities[0].render;
+ if (ent->model && ent->model->DrawFakeShadow)
+ ent->model->DrawFakeShadow(ent);
+
+ if (!r_drawentities.integer)
+ return;
+ for (i = 0;i < r_refdef.numentities;i++)
+ {
+ ent = r_refdef.entities[i];
+ if (ent->model && ent->model->DrawFakeShadow)
+ ent->model->DrawFakeShadow(ent);
+ }
+}
+
+#include "r_shadow.h"
+
+void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t lightorigin, float lightradius, int visiblevolume)
+{
+ int i;
+ vec3_t p, p2, temp, relativelightorigin;
+ float dist, projectdistance;
+ // rough checks
+ if (ent->model && ent->model->DrawShadowVolume)
+ {
+ temp[0] = bound(ent->mins[0], lightorigin[0], ent->maxs[0]) - lightorigin[0];
+ temp[1] = bound(ent->mins[1], lightorigin[1], ent->maxs[1]) - lightorigin[1];
+ temp[2] = bound(ent->mins[2], lightorigin[2], ent->maxs[2]) - lightorigin[2];
+ dist = DotProduct(temp, temp);
+ if (dist < lightradius * lightradius)
+ {
+ projectdistance = lightradius - sqrt(dist);
+ {
+#if 0
+ int d0, d1, d2, d3;
+ // calculate projected bounding box and decide if it is on-screen
+ d0 = false;
+ d1 = false;
+ d2 = false;
+ d3 = false;
+ for (i = 0;i < 8;i++)
+ {
+ p[0] = i & 1 ? ent->maxs[0] : ent->mins[0];
+ p[1] = i & 2 ? ent->maxs[1] : ent->mins[1];
+ p[2] = i & 4 ? ent->maxs[2] : ent->mins[2];
+ VectorSubtract(p, lightorigin, temp);
+ dist = projectdistance / sqrt(DotProduct(temp, temp));
+ VectorMA(p, dist, temp, p2);
+ if (!d0 && (DotProduct(p , frustum[0].normal) < frustum[0].dist || DotProduct(p2, frustum[0].normal) < frustum[0].dist))
+ d0 = true;
+ if (!d1 && (DotProduct(p , frustum[1].normal) < frustum[1].dist || DotProduct(p2, frustum[1].normal) < frustum[1].dist))
+ d1 = true;
+ if (!d2 && (DotProduct(p , frustum[2].normal) < frustum[2].dist || DotProduct(p2, frustum[2].normal) < frustum[2].dist))
+ d2 = true;
+ if (!d3 && (DotProduct(p , frustum[3].normal) < frustum[3].dist || DotProduct(p2, frustum[3].normal) < frustum[3].dist))
+ d3 = true;
+ }
+ if (d0 && d1 && d2 && d3)
+#else
+ vec3_t mins, maxs;
+ // calculate projected bounding box and decide if it is on-screen
+ VectorCopy(ent->mins, mins);
+ VectorCopy(ent->maxs, maxs);
+ for (i = 0;i < 8;i++)
+ {
+ p[0] = i & 1 ? ent->maxs[0] : ent->mins[0];
+ p[1] = i & 2 ? ent->maxs[1] : ent->mins[1];
+ p[2] = i & 4 ? ent->maxs[2] : ent->mins[2];
+ VectorSubtract(p, lightorigin, temp);
+ dist = projectdistance / sqrt(DotProduct(temp, temp));
+ VectorMA(p, dist, temp, p2);
+ if (mins[0] > p2[0]) mins[0] = p2[0];if (maxs[0] < p2[0]) maxs[0] = p2[0];
+ if (mins[1] > p2[1]) mins[1] = p2[1];if (maxs[1] < p2[1]) maxs[1] = p2[1];
+ if (mins[2] > p2[2]) mins[2] = p2[2];if (maxs[2] < p2[2]) maxs[2] = p2[2];
+ }
+ if (R_NotCulledBox(mins, maxs))
+#endif
+ {
+ Matrix4x4_Transform(&ent->inversematrix, lightorigin, relativelightorigin);
+ ent->model->DrawShadowVolume (ent, relativelightorigin, lightradius, visiblevolume);
+ }
+ }
+ }
+ }
+}
+
+void R_DrawWorldLightShadowVolume(mlight_t *sl, int visiblevolume)
+{
+ shadowmesh_t *mesh;
+ R_Mesh_Matrix(&cl_entities[0].render.matrix);
+ for (mesh = sl->shadowvolume;mesh;mesh = mesh->next)
+ {
+ memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+ R_Shadow_RenderVolume(mesh->numverts, mesh->numtriangles, mesh->elements, visiblevolume);
+ }
+}
+
+void R_DrawShadowVolumes (void)
+{
+ int i, lnum;
+ entity_render_t *ent;
+ vec3_t mins, maxs;//, relativelightorigin;
+ mlight_t *sl;
+ rdlight_t *rd;
+ rmeshstate_t m;
+
+ for (lnum = 0, sl = cl.worldmodel->lights;lnum < cl.worldmodel->numlights;lnum++, sl++)
+ {
+ if (d_lightstylevalue[sl->style] <= 0)
+ continue;
+ if (r_light_debuglight.integer >= 0 && lnum != r_light_debuglight.integer)
+ continue;
+ /*
+ mins[0] = sl->origin[0] - sl->cullradius;
+ maxs[0] = sl->origin[0] + sl->cullradius;
+ mins[1] = sl->origin[1] - sl->cullradius;
+ maxs[1] = sl->origin[1] + sl->cullradius;
+ mins[2] = sl->origin[2] - sl->cullradius;
+ maxs[2] = sl->origin[2] + sl->cullradius;
+ if (R_CullBox(mins, maxs))
+ continue;
+ */
+ if (R_CullBox(sl->mins, sl->maxs))
+ continue;
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ONE;
+ R_Mesh_State(&m);
+ GL_Color(0.0 * r_colorscale, 0.0125 * r_colorscale, 0.1 * r_colorscale, 1);
+ if (sl->shadowvolume && r_staticworldlights.integer)
+ R_DrawWorldLightShadowVolume(sl, true);
+ else
+ {
+ ent = &cl_entities[0].render;
+ R_TestAndDrawShadowVolume(ent, sl->origin, sl->cullradius, true);
+ }
+ /*
+ ent = &cl_entities[0].render;
+ if (ent->model && ent->model->DrawShadowVolume && ent->maxs[0] >= mins[0] && ent->mins[0] <= maxs[0] && ent->maxs[1] >= mins[1] && ent->mins[1] <= maxs[1] && ent->maxs[2] >= mins[2] && ent->mins[2] <= maxs[2])
+ {
+ Matrix4x4_Transform(&ent->inversematrix, sl->origin, relativelightorigin);
+ ent->model->DrawShadowVolume (ent, relativelightorigin, sl->cullradius, true);
+ }
+ */
+ if (r_drawentities.integer)
+ {
+ for (i = 0;i < r_refdef.numentities;i++)
+ {
+ ent = r_refdef.entities[i];
+ /*
+ if (ent->mins[0] <= sl->maxs[0]
+ && ent->maxs[0] >= sl->mins[0]
+ && ent->mins[1] <= sl->maxs[1]
+ && ent->maxs[1] >= sl->mins[1]
+ && ent->mins[2] <= sl->maxs[2]
+ && ent->maxs[2] >= sl->mins[2])
+ */
+ R_TestAndDrawShadowVolume(ent, sl->origin, sl->cullradius, true);
+ /*
+ ent = r_refdef.entities[i];
+ if (ent->model && ent->model->DrawShadowVolume && ent->maxs[0] >= mins[0] && ent->mins[0] <= maxs[0] && ent->maxs[1] >= mins[1] && ent->mins[1] <= maxs[1] && ent->maxs[2] >= mins[2] && ent->mins[2] <= maxs[2])
+ {
+ Matrix4x4_Transform(&ent->inversematrix, sl->origin, relativelightorigin);
+ ent->model->DrawShadowVolume (ent, relativelightorigin, sl->cullradius, true);
+ }
+ */
+ }
+ }
+ }
+
+ for (lnum = 0, rd = r_dlight;lnum < r_numdlights;lnum++, rd++)
+ {
+ mins[0] = rd->origin[0] - rd->cullradius;
+ maxs[0] = rd->origin[0] + rd->cullradius;
+ mins[1] = rd->origin[1] - rd->cullradius;
+ maxs[1] = rd->origin[1] + rd->cullradius;
+ mins[2] = rd->origin[2] - rd->cullradius;
+ maxs[2] = rd->origin[2] + rd->cullradius;
+ if (R_CullBox(mins, maxs))
+ continue;
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ONE;
+ R_Mesh_State(&m);
+ GL_Color(0.1 * r_colorscale, 0.0125 * r_colorscale, 0.0 * r_colorscale, 1);
+ ent = &cl_entities[0].render;
+ if (ent != rd->ent)
+ R_TestAndDrawShadowVolume(ent, rd->origin, rd->cullradius, true);
+ /*
+ ent = &cl_entities[0].render;
+ if (ent != rd->ent && ent->model && ent->model->DrawShadowVolume && ent->maxs[0] >= mins[0] && ent->mins[0] <= maxs[0] && ent->maxs[1] >= mins[1] && ent->mins[1] <= maxs[1] && ent->maxs[2] >= mins[2] && ent->mins[2] <= maxs[2])
+ {
+ Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
+ ent->model->DrawShadowVolume (ent, relativelightorigin, rd->cullradius, true);
+ }
+ */
+ if (r_drawentities.integer)
+ {
+ for (i = 0;i < r_refdef.numentities;i++)
+ {
+ ent = r_refdef.entities[i];
+ if (ent != rd->ent)
+ R_TestAndDrawShadowVolume(ent, rd->origin, rd->cullradius, true);
+ /*
+ ent = r_refdef.entities[i];
+ if (ent != rd->ent && ent->model && ent->model->DrawShadowVolume && ent->maxs[0] >= mins[0] && ent->mins[0] <= maxs[0] && ent->maxs[1] >= mins[1] && ent->mins[1] <= maxs[1] && ent->maxs[2] >= mins[2] && ent->mins[2] <= maxs[2])
+ {
+ Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
+ ent->model->DrawShadowVolume (ent, relativelightorigin, rd->cullradius, true);
+ }
+ */
+ }
+ }
+ }
+}
+
+#define SHADOWSPHERE_SEGMENTS 16
+
+shadowmesh_t *shadowsphere;
+void R_CreateShadowSphere(void)
+{
+ int i, j;
+ vec3_t angles, angles2, angles3, angles4;
+ float verts[12];
+ shadowsphere = Mod_ShadowMesh_Begin(zonemempool);
+ for (i = 0;i < SHADOWSPHERE_SEGMENTS / 2;i++)
+ {
+ for (j = 0;j < SHADOWSPHERE_SEGMENTS;j++)
+ {
+ angles[0] = (i * 360.0f / SHADOWSPHERE_SEGMENTS) + 90.0f;
+ angles[1] = j * 360.0f / SHADOWSPHERE_SEGMENTS;
+ angles[2] = 0;
+ VectorCopy(angles, angles2);
+ VectorCopy(angles, angles3);
+ VectorCopy(angles, angles4);
+ angles2[1] += 360.0f / SHADOWSPHERE_SEGMENTS;
+ angles3[0] += 360.0f / SHADOWSPHERE_SEGMENTS;
+ angles3[1] += 360.0f / SHADOWSPHERE_SEGMENTS;
+ angles4[0] += 360.0f / SHADOWSPHERE_SEGMENTS;
+ AngleVectorsFLU(angles, verts, NULL, NULL);
+ AngleVectorsFLU(angles2, verts + 9, NULL, NULL);
+ AngleVectorsFLU(angles3, verts + 6, NULL, NULL);
+ AngleVectorsFLU(angles4, verts + 3, NULL, NULL);
+ VectorScale(&verts[0], 1.0f, &verts[0]);
+ VectorScale(&verts[3], 1.0f, &verts[3]);
+ VectorScale(&verts[6], 1.0f, &verts[6]);
+ VectorScale(&verts[9], 1.0f, &verts[9]);
+ Mod_ShadowMesh_AddPolygon(zonemempool, shadowsphere, 4, verts);
+ /*
+ AngleVectorsFLU(angles, verts, NULL, NULL);
+ AngleVectorsFLU(angles2, verts + 3, NULL, NULL);
+ AngleVectorsFLU(angles3, verts + 6, NULL, NULL);
+ AngleVectorsFLU(angles4, verts + 9, NULL, NULL);
+ VectorScale(&verts[0], -4.0f, &verts[0]);
+ VectorScale(&verts[3], -4.0f, &verts[3]);
+ VectorScale(&verts[6], -4.0f, &verts[6]);
+ VectorScale(&verts[9], -4.0f, &verts[9]);
+ Mod_ShadowMesh_AddPolygon(zonemempool, shadowsphere, 4, verts);
+ */
+ }
+ }
+ shadowsphere = Mod_ShadowMesh_Finish(zonemempool, shadowsphere);
+}
+
+
+void R_DrawShadowSphere(vec3_t origin, float cullradius, float lightradius, int visiblevolume)
+{
+ shadowmesh_t *mesh;
+ matrix4x4_t matrix;
+ if (!shadowsphere)
+ R_CreateShadowSphere();
+ Matrix4x4_CreateScale(&matrix, lightradius);
+ Matrix4x4_ConcatTranslate(&matrix, origin[0], origin[1], origin[2]);
+ R_Mesh_Matrix(&matrix);
+ for (mesh = shadowsphere;mesh;mesh = mesh->next)
+ {
+ memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+ R_Shadow_RenderVolume(mesh->numverts, mesh->numtriangles, mesh->elements, visiblevolume);
+ }
+ Matrix4x4_CreateScale(&matrix, -cullradius);
+ Matrix4x4_ConcatTranslate(&matrix, origin[0], origin[1], origin[2]);
+ R_Mesh_Matrix(&matrix);
+ for (mesh = shadowsphere;mesh;mesh = mesh->next)
+ {
+ memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+ R_Shadow_RenderVolume(mesh->numverts, mesh->numtriangles, mesh->elements, visiblevolume);
+ }
+}
+
+void R_ShadowVolumeLighting (void)
+{
+ int i;
+ entity_render_t *ent;
+ int lnum;
+ float f;
+ vec3_t mins, maxs, relativelightorigin, relativeeyeorigin, lightcolor;
+ mlight_t *sl;
+ rdlight_t *rd;
+
+ R_Shadow_Stage_Begin();
+ for (lnum = 0, sl = cl.worldmodel->lights;lnum < cl.worldmodel->numlights;lnum++, sl++)
+ {
+ if (d_lightstylevalue[sl->style] <= 0)
+ continue;
+ if (r_light_debuglight.integer >= 0 && lnum != r_light_debuglight.integer)
+ continue;
+ VectorCopy(sl->mins, mins);
+ VectorCopy(sl->maxs, maxs);
+ if (R_CullBox(mins, maxs))
+ continue;
+
+ f = d_lightstylevalue[sl->style] * (1.0f / 32768.0f);
+ VectorScale(sl->light, f, lightcolor);
+
+ R_Shadow_Stage_ShadowVolumes();
+ R_DrawShadowSphere(sl->origin, sl->cullradius, sl->lightradius * 2, false);
+ if (sl->shadowvolume && r_staticworldlights.integer)
+ R_DrawWorldLightShadowVolume(sl, false);
+ else
+ R_TestAndDrawShadowVolume(&cl_entities[0].render, sl->origin, sl->cullradius, false);
+ if (r_drawentities.integer)
+ {
+ for (i = 0;i < r_refdef.numentities;i++)
+ {
+ ent = r_refdef.entities[i];
+ /*
+ if (ent->maxs[0] >= mins[0]
+ && ent->mins[0] <= maxs[0]
+ && ent->maxs[1] >= mins[1]
+ && ent->mins[1] <= maxs[1]
+ && ent->maxs[2] >= mins[2]
+ && ent->mins[2] <= maxs[2])
+ */
+ R_TestAndDrawShadowVolume(r_refdef.entities[i], sl->origin, sl->cullradius, false);
+ }
+ }
+
+ R_Shadow_Stage_Light();
+ ent = &cl_entities[0].render;
+ if (ent->model && ent->model->DrawLight)
+ {
+ Matrix4x4_Transform(&ent->inversematrix, sl->origin, relativelightorigin);
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
+ ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, sl->lightradius, sl->distbias, sl->subtract, lightcolor);
+ }
+ if (r_drawentities.integer)
+ {
+ for (i = 0;i < r_refdef.numentities;i++)
+ {
+ ent = r_refdef.entities[i];
+ if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
+ /*
+ && ent->maxs[0] >= mins[0]
+ && ent->mins[0] <= maxs[0]
+ && ent->maxs[1] >= mins[1]
+ && ent->mins[1] <= maxs[1]
+ && ent->maxs[2] >= mins[2]
+ && ent->mins[2] <= maxs[2]*/)
+ {
+ Matrix4x4_Transform(&ent->inversematrix, sl->origin, relativelightorigin);
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
+ ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, sl->lightradius, sl->distbias, sl->subtract, lightcolor);
+ }
+ }
+ }
+ }
+ for (lnum = 0, rd = r_dlight;lnum < r_numdlights;lnum++, rd++)
+ {
+ mins[0] = rd->origin[0] - rd->cullradius;
+ maxs[0] = rd->origin[0] + rd->cullradius;
+ mins[1] = rd->origin[1] - rd->cullradius;
+ maxs[1] = rd->origin[1] + rd->cullradius;
+ mins[2] = rd->origin[2] - rd->cullradius;
+ maxs[2] = rd->origin[2] + rd->cullradius;
+ if (R_CullBox(mins, maxs))
+ continue;
+
+ R_Shadow_Stage_ShadowVolumes();
+ R_TestAndDrawShadowVolume(&cl_entities[0].render, rd->origin, rd->cullradius, false);
+ if (r_drawentities.integer)
+ {
+ for (i = 0;i < r_refdef.numentities;i++)
+ {
+ ent = r_refdef.entities[i];
+ /*
+ if (ent->maxs[0] >= mins[0]
+ && ent->mins[0] <= maxs[0]
+ && ent->maxs[1] >= mins[1]
+ && ent->mins[1] <= maxs[1]
+ && ent->maxs[2] >= mins[2]
+ && ent->mins[2] <= maxs[2])
+ */
+ R_TestAndDrawShadowVolume(ent, rd->origin, rd->cullradius, false);
+ }
+ }
+
+ R_Shadow_Stage_Light();
+ ent = &cl_entities[0].render;
+ if (ent->model && ent->model->DrawLight)
+ {
+ Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
+ ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rd->cullradius, LIGHTOFFSET, rd->subtract, rd->light);
+ }
+ if (r_drawentities.integer)
+ {
+ for (i = 0;i < r_refdef.numentities;i++)
+ {
+ ent = r_refdef.entities[i];
+ if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
+ /*
+ && ent->maxs[0] >= mins[0]
+ && ent->mins[0] <= maxs[0]
+ && ent->maxs[1] >= mins[1]
+ && ent->mins[1] <= maxs[1]
+ && ent->maxs[2] >= mins[2]
+ && ent->mins[2] <= maxs[2]*/)
+ {
+ Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
+ ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rd->cullradius, LIGHTOFFSET, rd->subtract, rd->light);
+ }
+ }
+ }
+ }
+
+ R_Shadow_Stage_End();
+}
+