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);
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);
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);
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 = 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 = 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 ? 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, 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 if (mesh->vertex3fbuffer)
3769 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3771 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3772 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);
3776 else if (r_refdef.scene.worldentity->model)
3777 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);
3779 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3782 static void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3784 qboolean zpass = false;
3787 int surfacelistindex;
3788 msurface_t *surface;
3790 // if triangle neighbors are disabled, shadowvolumes are disabled
3791 if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
3794 RSurf_ActiveWorldEntity();
3796 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3799 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3801 zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3802 R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3804 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3805 for (;mesh;mesh = mesh->next)
3807 r_refdef.stats[r_stat_lights_shadowtriangles] += mesh->numtriangles;
3808 if (mesh->vertex3fbuffer)
3809 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3811 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3812 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3814 // increment stencil if frontface is infront of depthbuffer
3815 GL_CullFace(r_refdef.view.cullface_back);
3816 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
3817 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);
3818 // decrement stencil if backface is infront of depthbuffer
3819 GL_CullFace(r_refdef.view.cullface_front);
3820 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
3822 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3824 // decrement stencil if backface is behind depthbuffer
3825 GL_CullFace(r_refdef.view.cullface_front);
3826 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
3827 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);
3828 // increment stencil if frontface is behind depthbuffer
3829 GL_CullFace(r_refdef.view.cullface_back);
3830 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
3832 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);
3836 else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3838 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3839 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3840 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3842 surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3843 for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3844 if (CHECKPVSBIT(trispvs, t))
3845 shadowmarklist[numshadowmark++] = t;
3847 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);
3849 else if (numsurfaces)
3851 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);
3854 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3857 static void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3859 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3860 vec_t relativeshadowradius;
3861 RSurf_ActiveModelEntity(ent, false, false, false);
3862 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3863 // we need to re-init the shader for each entity because the matrix changed
3864 relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3865 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3866 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3867 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3868 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3869 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3870 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3871 switch (r_shadow_rendermode)
3873 case R_SHADOW_RENDERMODE_SHADOWMAP2D:
3874 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3877 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3880 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3883 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3885 // set up properties for rendering light onto this entity
3886 RSurf_ActiveModelEntity(ent, true, true, false);
3887 Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3888 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3889 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3890 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3893 static void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3895 if (!r_refdef.scene.worldmodel->DrawLight)
3898 // set up properties for rendering light onto this entity
3899 RSurf_ActiveWorldEntity();
3900 rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3901 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3902 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3903 VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3905 r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3907 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3910 static void R_Shadow_DrawEntityLight(entity_render_t *ent)
3912 dp_model_t *model = ent->model;
3913 if (!model->DrawLight)
3916 R_Shadow_SetupEntityLight(ent);
3918 model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3920 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3923 static void R_Shadow_PrepareLight(rtlight_t *rtlight)
3927 int numleafs, numsurfaces;
3928 int *leaflist, *surfacelist;
3929 unsigned char *leafpvs;
3930 unsigned char *shadowtrispvs;
3931 unsigned char *lighttrispvs;
3932 //unsigned char *surfacesides;
3933 int numlightentities;
3934 int numlightentities_noselfshadow;
3935 int numshadowentities;
3936 int numshadowentities_noselfshadow;
3937 static entity_render_t *lightentities[MAX_EDICTS];
3938 static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3939 static entity_render_t *shadowentities[MAX_EDICTS];
3940 static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3943 rtlight->draw = false;
3944 rtlight->cached_numlightentities = 0;
3945 rtlight->cached_numlightentities_noselfshadow = 0;
3946 rtlight->cached_numshadowentities = 0;
3947 rtlight->cached_numshadowentities_noselfshadow = 0;
3948 rtlight->cached_numsurfaces = 0;
3949 rtlight->cached_lightentities = NULL;
3950 rtlight->cached_lightentities_noselfshadow = NULL;
3951 rtlight->cached_shadowentities = NULL;
3952 rtlight->cached_shadowentities_noselfshadow = NULL;
3953 rtlight->cached_shadowtrispvs = NULL;
3954 rtlight->cached_lighttrispvs = NULL;
3955 rtlight->cached_surfacelist = NULL;
3957 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3958 // skip lights that are basically invisible (color 0 0 0)
3959 nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
3961 // loading is done before visibility checks because loading should happen
3962 // all at once at the start of a level, not when it stalls gameplay.
3963 // (especially important to benchmarks)
3965 if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3967 if (rtlight->compiled)
3968 R_RTLight_Uncompile(rtlight);
3969 R_RTLight_Compile(rtlight);
3973 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
3975 // look up the light style value at this time
3976 f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3977 VectorScale(rtlight->color, f, rtlight->currentcolor);
3979 if (rtlight->selected)
3981 f = 2 + sin(realtime * M_PI * 4.0);
3982 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3986 // if lightstyle is currently off, don't draw the light
3987 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3990 // skip processing on corona-only lights
3994 // if the light box is offscreen, skip it
3995 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3998 VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
3999 VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
4001 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
4003 // 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
4004 if (r_shadow_bouncegrid.integer == 2 && (rtlight->isstatic || !r_shadow_bouncegrid_static.integer))
4007 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
4009 // compiled light, world available and can receive realtime lighting
4010 // retrieve leaf information
4011 numleafs = rtlight->static_numleafs;
4012 leaflist = rtlight->static_leaflist;
4013 leafpvs = rtlight->static_leafpvs;
4014 numsurfaces = rtlight->static_numsurfaces;
4015 surfacelist = rtlight->static_surfacelist;
4016 //surfacesides = NULL;
4017 shadowtrispvs = rtlight->static_shadowtrispvs;
4018 lighttrispvs = rtlight->static_lighttrispvs;
4020 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
4022 // dynamic light, world available and can receive realtime lighting
4023 // calculate lit surfaces and leafs
4024 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);
4025 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
4026 leaflist = r_shadow_buffer_leaflist;
4027 leafpvs = r_shadow_buffer_leafpvs;
4028 surfacelist = r_shadow_buffer_surfacelist;
4029 //surfacesides = r_shadow_buffer_surfacesides;
4030 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
4031 lighttrispvs = r_shadow_buffer_lighttrispvs;
4032 // if the reduced leaf bounds are offscreen, skip it
4033 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4044 //surfacesides = NULL;
4045 shadowtrispvs = NULL;
4046 lighttrispvs = NULL;
4048 // check if light is illuminating any visible leafs
4051 for (i = 0;i < numleafs;i++)
4052 if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
4058 // make a list of lit entities and shadow casting entities
4059 numlightentities = 0;
4060 numlightentities_noselfshadow = 0;
4061 numshadowentities = 0;
4062 numshadowentities_noselfshadow = 0;
4064 // add dynamic entities that are lit by the light
4065 for (i = 0;i < r_refdef.scene.numentities;i++)
4068 entity_render_t *ent = r_refdef.scene.entities[i];
4070 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4072 // skip the object entirely if it is not within the valid
4073 // shadow-casting region (which includes the lit region)
4074 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
4076 if (!(model = ent->model))
4078 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
4080 // this entity wants to receive light, is visible, and is
4081 // inside the light box
4082 // TODO: check if the surfaces in the model can receive light
4083 // so now check if it's in a leaf seen by the light
4084 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))
4086 if (ent->flags & RENDER_NOSELFSHADOW)
4087 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
4089 lightentities[numlightentities++] = ent;
4090 // since it is lit, it probably also casts a shadow...
4091 // about the VectorDistance2 - light emitting entities should not cast their own shadow
4092 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4093 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4095 // note: exterior models without the RENDER_NOSELFSHADOW
4096 // flag still create a RENDER_NOSELFSHADOW shadow but
4097 // are lit normally, this means that they are
4098 // self-shadowing but do not shadow other
4099 // RENDER_NOSELFSHADOW entities such as the gun
4100 // (very weird, but keeps the player shadow off the gun)
4101 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4102 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4104 shadowentities[numshadowentities++] = ent;
4107 else if (ent->flags & RENDER_SHADOW)
4109 // this entity is not receiving light, but may still need to
4111 // TODO: check if the surfaces in the model can cast shadow
4112 // now check if it is in a leaf seen by the light
4113 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))
4115 // about the VectorDistance2 - light emitting entities should not cast their own shadow
4116 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4117 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4119 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4120 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4122 shadowentities[numshadowentities++] = ent;
4127 // return if there's nothing at all to light
4128 if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
4131 // count this light in the r_speeds
4132 r_refdef.stats[r_stat_lights]++;
4134 // flag it as worth drawing later
4135 rtlight->draw = true;
4137 // cache all the animated entities that cast a shadow but are not visible
4138 for (i = 0;i < numshadowentities;i++)
4139 if (!shadowentities[i]->animcache_vertex3f)
4140 R_AnimCache_GetEntity(shadowentities[i], false, false);
4141 for (i = 0;i < numshadowentities_noselfshadow;i++)
4142 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
4143 R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
4145 // allocate some temporary memory for rendering this light later in the frame
4146 // reusable buffers need to be copied, static data can be used as-is
4147 rtlight->cached_numlightentities = numlightentities;
4148 rtlight->cached_numlightentities_noselfshadow = numlightentities_noselfshadow;
4149 rtlight->cached_numshadowentities = numshadowentities;
4150 rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
4151 rtlight->cached_numsurfaces = numsurfaces;
4152 rtlight->cached_lightentities = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
4153 rtlight->cached_lightentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
4154 rtlight->cached_shadowentities = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
4155 rtlight->cached_shadowentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
4156 if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
4158 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
4159 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
4160 rtlight->cached_shadowtrispvs = (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
4161 rtlight->cached_lighttrispvs = (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
4162 rtlight->cached_surfacelist = (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
4166 // compiled light data
4167 rtlight->cached_shadowtrispvs = shadowtrispvs;
4168 rtlight->cached_lighttrispvs = lighttrispvs;
4169 rtlight->cached_surfacelist = surfacelist;
4173 static void R_Shadow_DrawLight(rtlight_t *rtlight)
4177 unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
4178 int numlightentities;
4179 int numlightentities_noselfshadow;
4180 int numshadowentities;
4181 int numshadowentities_noselfshadow;
4182 entity_render_t **lightentities;
4183 entity_render_t **lightentities_noselfshadow;
4184 entity_render_t **shadowentities;
4185 entity_render_t **shadowentities_noselfshadow;
4187 static unsigned char entitysides[MAX_EDICTS];
4188 static unsigned char entitysides_noselfshadow[MAX_EDICTS];
4189 vec3_t nearestpoint;
4191 qboolean castshadows;
4194 // check if we cached this light this frame (meaning it is worth drawing)
4198 numlightentities = rtlight->cached_numlightentities;
4199 numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
4200 numshadowentities = rtlight->cached_numshadowentities;
4201 numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
4202 numsurfaces = rtlight->cached_numsurfaces;
4203 lightentities = rtlight->cached_lightentities;
4204 lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
4205 shadowentities = rtlight->cached_shadowentities;
4206 shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
4207 shadowtrispvs = rtlight->cached_shadowtrispvs;
4208 lighttrispvs = rtlight->cached_lighttrispvs;
4209 surfacelist = rtlight->cached_surfacelist;
4211 // set up a scissor rectangle for this light
4212 if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4215 // don't let sound skip if going slow
4216 if (r_refdef.scene.extraupdate)
4219 // make this the active rtlight for rendering purposes
4220 R_Shadow_RenderMode_ActiveLight(rtlight);
4222 if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
4224 // optionally draw visible shape of the shadow volumes
4225 // for performance analysis by level designers
4226 R_Shadow_RenderMode_VisibleShadowVolumes();
4228 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4229 for (i = 0;i < numshadowentities;i++)
4230 R_Shadow_DrawEntityShadow(shadowentities[i]);
4231 for (i = 0;i < numshadowentities_noselfshadow;i++)
4232 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4233 R_Shadow_RenderMode_VisibleLighting(false, false);
4236 if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
4238 // optionally draw the illuminated areas
4239 // for performance analysis by level designers
4240 R_Shadow_RenderMode_VisibleLighting(false, false);
4242 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4243 for (i = 0;i < numlightentities;i++)
4244 R_Shadow_DrawEntityLight(lightentities[i]);
4245 for (i = 0;i < numlightentities_noselfshadow;i++)
4246 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4249 castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
4251 nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
4252 nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
4253 nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
4254 distance = VectorDistance(nearestpoint, r_refdef.view.origin);
4256 lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
4257 //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
4258 lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
4260 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4266 int receivermask = 0;
4267 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
4268 Matrix4x4_Abs(&radiustolight);
4270 r_shadow_shadowmaplod = 0;
4271 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
4272 if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
4273 r_shadow_shadowmaplod = i;
4275 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
4277 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
4279 surfacesides = NULL;
4282 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
4284 castermask = rtlight->static_shadowmap_casters;
4285 receivermask = rtlight->static_shadowmap_receivers;
4289 surfacesides = r_shadow_buffer_surfacesides;
4290 for(i = 0;i < numsurfaces;i++)
4292 msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
4293 surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4294 castermask |= surfacesides[i];
4295 receivermask |= surfacesides[i];
4299 if (receivermask < 0x3F)
4301 for (i = 0;i < numlightentities;i++)
4302 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4303 if (receivermask < 0x3F)
4304 for(i = 0; i < numlightentities_noselfshadow;i++)
4305 receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4308 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
4312 for (i = 0;i < numshadowentities;i++)
4313 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4314 for (i = 0;i < numshadowentities_noselfshadow;i++)
4315 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4318 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
4320 // render shadow casters into 6 sided depth texture
4321 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
4323 R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
4324 if (! (castermask & (1 << side))) continue;
4326 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
4327 for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
4328 R_Shadow_DrawEntityShadow(shadowentities[i]);
4331 if (numlightentities_noselfshadow)
4333 // render lighting using the depth texture as shadowmap
4334 // draw lighting in the unmasked areas
4335 R_Shadow_RenderMode_Lighting(false, false, true);
4336 for (i = 0;i < numlightentities_noselfshadow;i++)
4337 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4340 // render shadow casters into 6 sided depth texture
4341 if (numshadowentities_noselfshadow)
4343 for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
4345 R_Shadow_RenderMode_ShadowMap(side, 0, size);
4346 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
4347 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4351 // render lighting using the depth texture as shadowmap
4352 // draw lighting in the unmasked areas
4353 R_Shadow_RenderMode_Lighting(false, false, true);
4354 // draw lighting in the unmasked areas
4356 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4357 for (i = 0;i < numlightentities;i++)
4358 R_Shadow_DrawEntityLight(lightentities[i]);
4360 else if (castshadows && vid.stencil)
4362 // draw stencil shadow volumes to mask off pixels that are in shadow
4363 // so that they won't receive lighting
4364 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
4365 R_Shadow_ClearStencil();
4368 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4369 for (i = 0;i < numshadowentities;i++)
4370 R_Shadow_DrawEntityShadow(shadowentities[i]);
4372 // draw lighting in the unmasked areas
4373 R_Shadow_RenderMode_Lighting(true, false, false);
4374 for (i = 0;i < numlightentities_noselfshadow;i++)
4375 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4377 for (i = 0;i < numshadowentities_noselfshadow;i++)
4378 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4380 // draw lighting in the unmasked areas
4381 R_Shadow_RenderMode_Lighting(true, false, false);
4383 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4384 for (i = 0;i < numlightentities;i++)
4385 R_Shadow_DrawEntityLight(lightentities[i]);
4389 // draw lighting in the unmasked areas
4390 R_Shadow_RenderMode_Lighting(false, false, false);
4392 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4393 for (i = 0;i < numlightentities;i++)
4394 R_Shadow_DrawEntityLight(lightentities[i]);
4395 for (i = 0;i < numlightentities_noselfshadow;i++)
4396 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4399 if (r_shadow_usingdeferredprepass)
4401 // when rendering deferred lighting, we simply rasterize the box
4402 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4403 R_Shadow_RenderMode_DrawDeferredLight(false, true);
4404 else if (castshadows && vid.stencil)
4405 R_Shadow_RenderMode_DrawDeferredLight(true, false);
4407 R_Shadow_RenderMode_DrawDeferredLight(false, false);
4411 static void R_Shadow_FreeDeferred(void)
4413 R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
4414 r_shadow_prepassgeometryfbo = 0;
4416 R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusespecularfbo);
4417 r_shadow_prepasslightingdiffusespecularfbo = 0;
4419 R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusefbo);
4420 r_shadow_prepasslightingdiffusefbo = 0;
4422 if (r_shadow_prepassgeometrydepthbuffer)
4423 R_FreeTexture(r_shadow_prepassgeometrydepthbuffer);
4424 r_shadow_prepassgeometrydepthbuffer = NULL;
4426 if (r_shadow_prepassgeometrynormalmaptexture)
4427 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
4428 r_shadow_prepassgeometrynormalmaptexture = NULL;
4430 if (r_shadow_prepasslightingdiffusetexture)
4431 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
4432 r_shadow_prepasslightingdiffusetexture = NULL;
4434 if (r_shadow_prepasslightingspeculartexture)
4435 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
4436 r_shadow_prepasslightingspeculartexture = NULL;
4439 void R_Shadow_DrawPrepass(void)
4447 entity_render_t *ent;
4448 float clearcolor[4];
4450 R_Mesh_ResetTextureState();
4452 GL_ColorMask(1,1,1,1);
4453 GL_BlendFunc(GL_ONE, GL_ZERO);
4456 R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4457 Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
4458 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4459 if (r_timereport_active)
4460 R_TimeReport("prepasscleargeom");
4462 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
4463 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
4464 if (r_timereport_active)
4465 R_TimeReport("prepassworld");
4467 for (i = 0;i < r_refdef.scene.numentities;i++)
4469 if (!r_refdef.viewcache.entityvisible[i])
4471 ent = r_refdef.scene.entities[i];
4472 if (ent->model && ent->model->DrawPrepass != NULL)
4473 ent->model->DrawPrepass(ent);
4476 if (r_timereport_active)
4477 R_TimeReport("prepassmodels");
4479 GL_DepthMask(false);
4480 GL_ColorMask(1,1,1,1);
4483 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4484 Vector4Set(clearcolor, 0, 0, 0, 0);
4485 GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
4486 if (r_timereport_active)
4487 R_TimeReport("prepassclearlit");
4489 R_Shadow_RenderMode_Begin();
4491 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4492 if (r_shadow_debuglight.integer >= 0)
4494 lightindex = r_shadow_debuglight.integer;
4495 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4496 if (light && (light->flags & flag) && light->rtlight.draw)
4497 R_Shadow_DrawLight(&light->rtlight);
4501 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4502 for (lightindex = 0;lightindex < range;lightindex++)
4504 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4505 if (light && (light->flags & flag) && light->rtlight.draw)
4506 R_Shadow_DrawLight(&light->rtlight);
4509 if (r_refdef.scene.rtdlight)
4510 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4511 if (r_refdef.scene.lights[lnum]->draw)
4512 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4514 R_Shadow_RenderMode_End();
4516 if (r_timereport_active)
4517 R_TimeReport("prepasslights");
4520 void R_Shadow_DrawLightSprites(void);
4521 void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
4530 if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4531 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4532 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) ||
4533 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
4534 r_shadow_shadowmapshadowsampler != (vid.support.arb_shadow && r_shadow_shadowmapping_useshadowsampler.integer) ||
4535 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
4536 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16) ||
4537 r_shadow_shadowmapdepthtexture != r_fb.usedepthtextures)
4538 R_Shadow_FreeShadowMaps();
4540 r_shadow_fb_fbo = fbo;
4541 r_shadow_fb_depthtexture = depthtexture;
4542 r_shadow_fb_colortexture = colortexture;
4544 r_shadow_usingshadowmaportho = false;
4546 switch (vid.renderpath)
4548 case RENDERPATH_GL20:
4549 case RENDERPATH_D3D9:
4550 case RENDERPATH_D3D10:
4551 case RENDERPATH_D3D11:
4552 case RENDERPATH_SOFT:
4554 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
4556 r_shadow_usingdeferredprepass = false;
4557 if (r_shadow_prepass_width)
4558 R_Shadow_FreeDeferred();
4559 r_shadow_prepass_width = r_shadow_prepass_height = 0;
4563 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4565 R_Shadow_FreeDeferred();
4567 r_shadow_usingdeferredprepass = true;
4568 r_shadow_prepass_width = vid.width;
4569 r_shadow_prepass_height = vid.height;
4570 r_shadow_prepassgeometrydepthbuffer = R_LoadTextureRenderBuffer(r_shadow_texturepool, "prepassgeometrydepthbuffer", vid.width, vid.height, TEXTYPE_DEPTHBUFFER24);
4571 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);
4572 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);
4573 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);
4575 // set up the geometry pass fbo (depth + normalmap)
4576 r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4577 R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4578 // render depth into a renderbuffer and other important properties into the normalmap texture
4580 // set up the lighting pass fbo (diffuse + specular)
4581 r_shadow_prepasslightingdiffusespecularfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4582 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4583 // render diffuse into one texture and specular into another,
4584 // with depth and normalmap bound as textures,
4585 // with depth bound as attachment as well
4587 // set up the lighting pass fbo (diffuse)
4588 r_shadow_prepasslightingdiffusefbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4589 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4590 // render diffuse into one texture,
4591 // with depth and normalmap bound as textures,
4592 // with depth bound as attachment as well
4596 case RENDERPATH_GL11:
4597 case RENDERPATH_GL13:
4598 case RENDERPATH_GLES1:
4599 case RENDERPATH_GLES2:
4600 r_shadow_usingdeferredprepass = false;
4604 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);
4606 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4607 if (r_shadow_debuglight.integer >= 0)
4609 lightindex = r_shadow_debuglight.integer;
4610 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4612 R_Shadow_PrepareLight(&light->rtlight);
4616 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4617 for (lightindex = 0;lightindex < range;lightindex++)
4619 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4620 if (light && (light->flags & flag))
4621 R_Shadow_PrepareLight(&light->rtlight);
4624 if (r_refdef.scene.rtdlight)
4626 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4627 R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4629 else if(gl_flashblend.integer)
4631 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4633 rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4634 f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4635 VectorScale(rtlight->color, f, rtlight->currentcolor);
4639 if (r_editlights.integer)
4640 R_Shadow_DrawLightSprites();
4643 void R_Shadow_DrawLights(void)
4651 R_Shadow_RenderMode_Begin();
4653 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4654 if (r_shadow_debuglight.integer >= 0)
4656 lightindex = r_shadow_debuglight.integer;
4657 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4659 R_Shadow_DrawLight(&light->rtlight);
4663 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4664 for (lightindex = 0;lightindex < range;lightindex++)
4666 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4667 if (light && (light->flags & flag))
4668 R_Shadow_DrawLight(&light->rtlight);
4671 if (r_refdef.scene.rtdlight)
4672 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4673 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4675 R_Shadow_RenderMode_End();
4678 void R_Shadow_PrepareModelShadows(void)
4681 float scale, size, radius, dot1, dot2;
4682 prvm_vec3_t prvmshadowdir, prvmshadowfocus;
4683 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
4684 entity_render_t *ent;
4686 if (!r_refdef.scene.numentities)
4689 switch (r_shadow_shadowmode)
4691 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4692 if (r_shadows.integer >= 2)
4695 case R_SHADOW_SHADOWMODE_STENCIL:
4696 for (i = 0;i < r_refdef.scene.numentities;i++)
4698 ent = r_refdef.scene.entities[i];
4699 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4700 R_AnimCache_GetEntity(ent, false, false);
4707 size = 2*r_shadow_shadowmapmaxsize;
4708 scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
4709 radius = 0.5f * size / scale;
4711 Math_atov(r_shadows_throwdirection.string, prvmshadowdir);
4712 VectorCopy(prvmshadowdir, shadowdir);
4713 VectorNormalize(shadowdir);
4714 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4715 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4716 if (fabs(dot1) <= fabs(dot2))
4717 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4719 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4720 VectorNormalize(shadowforward);
4721 CrossProduct(shadowdir, shadowforward, shadowright);
4722 Math_atov(r_shadows_focus.string, prvmshadowfocus);
4723 VectorCopy(prvmshadowfocus, shadowfocus);
4724 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4725 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4726 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4727 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4728 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4730 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4732 shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4733 shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4734 shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4735 shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4736 shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4737 shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4739 for (i = 0;i < r_refdef.scene.numentities;i++)
4741 ent = r_refdef.scene.entities[i];
4742 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
4744 // cast shadows from anything of the map (submodels are optional)
4745 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4746 R_AnimCache_GetEntity(ent, false, false);
4750 void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
4753 float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
4754 entity_render_t *ent;
4755 vec3_t relativelightorigin;
4756 vec3_t relativelightdirection, relativeforward, relativeright;
4757 vec3_t relativeshadowmins, relativeshadowmaxs;
4758 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
4759 prvm_vec3_t prvmshadowdir, prvmshadowfocus;
4761 matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
4762 r_viewport_t viewport;
4763 GLuint shadowfbo = 0;
4764 float clearcolor[4];
4766 if (!r_refdef.scene.numentities)
4769 switch (r_shadow_shadowmode)
4771 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4777 r_shadow_fb_fbo = fbo;
4778 r_shadow_fb_depthtexture = depthtexture;
4779 r_shadow_fb_colortexture = colortexture;
4781 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
4782 R_Shadow_RenderMode_Begin();
4783 R_Shadow_RenderMode_ActiveLight(NULL);
4785 switch (r_shadow_shadowmode)
4787 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4788 if (!r_shadow_shadowmap2ddepthtexture)
4789 R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4790 shadowfbo = r_shadow_fbo2d;
4791 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2ddepthtexture);
4792 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2ddepthtexture);
4793 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
4799 size = 2*r_shadow_shadowmapmaxsize;
4800 scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
4801 radius = 0.5f / scale;
4802 nearclip = -r_shadows_throwdistance.value;
4803 farclip = r_shadows_throwdistance.value;
4804 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);
4806 r_shadow_shadowmap_parameters[0] = size;
4807 r_shadow_shadowmap_parameters[1] = size;
4808 r_shadow_shadowmap_parameters[2] = 1.0;
4809 r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
4811 Math_atov(r_shadows_throwdirection.string, prvmshadowdir);
4812 VectorCopy(prvmshadowdir, shadowdir);
4813 VectorNormalize(shadowdir);
4814 Math_atov(r_shadows_focus.string, prvmshadowfocus);
4815 VectorCopy(prvmshadowfocus, shadowfocus);
4816 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4817 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4818 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4819 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4820 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4821 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4822 if (fabs(dot1) <= fabs(dot2))
4823 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4825 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4826 VectorNormalize(shadowforward);
4827 VectorM(scale, shadowforward, &m[0]);
4828 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4830 m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
4831 CrossProduct(shadowdir, shadowforward, shadowright);
4832 VectorM(scale, shadowright, &m[4]);
4833 m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
4834 VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
4835 m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
4836 Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
4837 Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
4838 R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL);
4840 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4842 if (r_shadow_shadowmap2ddepthbuffer)
4843 R_Mesh_SetRenderTargets(shadowfbo, r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL);
4845 R_Mesh_SetRenderTargets(shadowfbo, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL);
4846 R_SetupShader_DepthOrShadow(true, r_shadow_shadowmap2ddepthbuffer != NULL, false); // FIXME test if we have a skeletal model?
4847 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
4850 R_SetViewport(&viewport);
4851 GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
4852 Vector4Set(clearcolor, 1,1,1,1);
4853 // in D3D9 we have to render to a color texture shadowmap
4854 // in GL we render directly to a depth texture only
4855 if (r_shadow_shadowmap2ddepthbuffer)
4856 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4858 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4859 // render into a slightly restricted region so that the borders of the
4860 // shadowmap area fade away, rather than streaking across everything
4861 // outside the usable area
4862 GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
4864 for (i = 0;i < r_refdef.scene.numentities;i++)
4866 ent = r_refdef.scene.entities[i];
4868 // cast shadows from anything of the map (submodels are optional)
4869 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4871 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4872 Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
4873 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4874 Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
4875 Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
4876 relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4877 relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4878 relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4879 relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4880 relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4881 relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4882 RSurf_ActiveModelEntity(ent, false, false, false);
4883 ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4884 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4891 unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
4893 qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
4895 Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
4896 Cvar_SetValueQuick(&r_test, 0);
4901 R_Shadow_RenderMode_End();
4903 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
4904 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
4905 Matrix4x4_CreateScale3(&scalematrix, size, -size, 1);
4906 Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
4907 Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
4908 Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
4910 switch (vid.renderpath)
4912 case RENDERPATH_GL11:
4913 case RENDERPATH_GL13:
4914 case RENDERPATH_GL20:
4915 case RENDERPATH_SOFT:
4916 case RENDERPATH_GLES1:
4917 case RENDERPATH_GLES2:
4919 case RENDERPATH_D3D9:
4920 case RENDERPATH_D3D10:
4921 case RENDERPATH_D3D11:
4922 #ifdef OPENGL_ORIENTATION
4923 r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
4924 r_shadow_shadowmapmatrix.m[0][1] *= -1.0f;
4925 r_shadow_shadowmapmatrix.m[0][2] *= -1.0f;
4926 r_shadow_shadowmapmatrix.m[0][3] *= -1.0f;
4928 r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
4929 r_shadow_shadowmapmatrix.m[1][0] *= -1.0f;
4930 r_shadow_shadowmapmatrix.m[2][0] *= -1.0f;
4931 r_shadow_shadowmapmatrix.m[3][0] *= -1.0f;
4936 r_shadow_usingshadowmaportho = true;
4937 switch (r_shadow_shadowmode)
4939 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4940 r_shadow_usingshadowmap2d = true;
4947 void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
4950 float relativethrowdistance;
4951 entity_render_t *ent;
4952 vec3_t relativelightorigin;
4953 vec3_t relativelightdirection;
4954 vec3_t relativeshadowmins, relativeshadowmaxs;
4955 vec3_t tmp, shadowdir;
4956 prvm_vec3_t prvmshadowdir;
4958 if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
4961 r_shadow_fb_fbo = fbo;
4962 r_shadow_fb_depthtexture = depthtexture;
4963 r_shadow_fb_colortexture = colortexture;
4965 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
4966 //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4967 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4968 R_Shadow_RenderMode_Begin();
4969 R_Shadow_RenderMode_ActiveLight(NULL);
4970 r_shadow_lightscissor[0] = r_refdef.view.x;
4971 r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4972 r_shadow_lightscissor[2] = r_refdef.view.width;
4973 r_shadow_lightscissor[3] = r_refdef.view.height;
4974 R_Shadow_RenderMode_StencilShadowVolumes(false);
4977 if (r_shadows.integer == 2)
4979 Math_atov(r_shadows_throwdirection.string, prvmshadowdir);
4980 VectorCopy(prvmshadowdir, shadowdir);
4981 VectorNormalize(shadowdir);
4984 R_Shadow_ClearStencil();
4986 for (i = 0;i < r_refdef.scene.numentities;i++)
4988 ent = r_refdef.scene.entities[i];
4990 // cast shadows from anything of the map (submodels are optional)
4991 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4993 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4994 VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
4995 VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
4996 if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
4997 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
5000 if(ent->entitynumber != 0)
5002 if(ent->entitynumber >= MAX_EDICTS) // csqc entity
5004 // FIXME handle this
5005 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5009 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
5010 int entnum, entnum2, recursion;
5011 entnum = entnum2 = ent->entitynumber;
5012 for(recursion = 32; recursion > 0; --recursion)
5014 entnum2 = cl.entities[entnum].state_current.tagentity;
5015 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
5020 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
5022 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
5023 // transform into modelspace of OUR entity
5024 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
5025 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
5028 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5032 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5035 VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
5036 RSurf_ActiveModelEntity(ent, false, false, false);
5037 ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
5038 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
5042 // not really the right mode, but this will disable any silly stencil features
5043 R_Shadow_RenderMode_End();
5045 // set up ortho view for rendering this pass
5046 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5047 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5048 //GL_ScissorTest(true);
5049 //R_EntityMatrix(&identitymatrix);
5050 //R_Mesh_ResetTextureState();
5051 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
5053 // set up a darkening blend on shadowed areas
5054 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5055 //GL_DepthRange(0, 1);
5056 //GL_DepthTest(false);
5057 //GL_DepthMask(false);
5058 //GL_PolygonOffset(0, 0);CHECKGLERROR
5059 GL_Color(0, 0, 0, r_shadows_darken.value);
5060 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5061 //GL_DepthFunc(GL_ALWAYS);
5062 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
5064 // apply the blend to the shadowed areas
5065 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
5066 R_SetupShader_Generic_NoTexture(false, true);
5067 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5069 // restore the viewport
5070 R_SetViewport(&r_refdef.view.viewport);
5072 // restore other state to normal
5073 //R_Shadow_RenderMode_End();
5076 static void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
5079 vec3_t centerorigin;
5081 // if it's too close, skip it
5082 if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
5084 zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
5087 if (usequery && r_numqueries + 2 <= r_maxqueries)
5089 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
5090 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
5091 // 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
5092 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
5094 switch(vid.renderpath)
5096 case RENDERPATH_GL11:
5097 case RENDERPATH_GL13:
5098 case RENDERPATH_GL20:
5099 case RENDERPATH_GLES1:
5100 case RENDERPATH_GLES2:
5101 #ifdef GL_SAMPLES_PASSED_ARB
5103 // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
5104 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
5105 GL_DepthFunc(GL_ALWAYS);
5106 R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5107 R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5108 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5109 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5110 GL_DepthFunc(GL_LEQUAL);
5111 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
5112 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5113 R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5114 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5115 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5119 case RENDERPATH_D3D9:
5120 Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5122 case RENDERPATH_D3D10:
5123 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5125 case RENDERPATH_D3D11:
5126 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5128 case RENDERPATH_SOFT:
5129 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5133 rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
5136 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5138 static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
5141 GLint allpixels = 0, visiblepixels = 0;
5142 // now we have to check the query result
5143 if (rtlight->corona_queryindex_visiblepixels)
5145 switch(vid.renderpath)
5147 case RENDERPATH_GL11:
5148 case RENDERPATH_GL13:
5149 case RENDERPATH_GL20:
5150 case RENDERPATH_GLES1:
5151 case RENDERPATH_GLES2:
5152 #ifdef GL_SAMPLES_PASSED_ARB
5154 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
5155 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
5159 case RENDERPATH_D3D9:
5160 Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5162 case RENDERPATH_D3D10:
5163 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5165 case RENDERPATH_D3D11:
5166 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5168 case RENDERPATH_SOFT:
5169 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5172 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
5173 if (visiblepixels < 1 || allpixels < 1)
5175 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
5176 cscale *= rtlight->corona_visibility;
5180 // FIXME: these traces should scan all render entities instead of cl.world
5181 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
5184 VectorScale(rtlight->currentcolor, cscale, color);
5185 if (VectorLength(color) > (1.0f / 256.0f))
5188 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
5191 VectorNegate(color, color);
5192 GL_BlendEquationSubtract(true);
5194 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5195 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);
5196 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE | MATERIALFLAG_NODEPTHTEST, 0, 4, 0, 2, false, false);
5198 GL_BlendEquationSubtract(false);
5202 void R_Shadow_DrawCoronas(void)
5205 qboolean usequery = false;
5210 if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
5212 if (r_fb.water.renderingscene)
5214 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
5215 R_EntityMatrix(&identitymatrix);
5217 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5219 // check occlusion of coronas
5220 // use GL_ARB_occlusion_query if available
5221 // otherwise use raytraces
5223 switch (vid.renderpath)
5225 case RENDERPATH_GL11:
5226 case RENDERPATH_GL13:
5227 case RENDERPATH_GL20:
5228 case RENDERPATH_GLES1:
5229 case RENDERPATH_GLES2:
5230 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
5231 #ifdef GL_SAMPLES_PASSED_ARB
5234 GL_ColorMask(0,0,0,0);
5235 if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
5236 if (r_maxqueries < MAX_OCCLUSION_QUERIES)
5239 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
5240 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
5242 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
5245 RSurf_ActiveWorldEntity();
5246 GL_BlendFunc(GL_ONE, GL_ZERO);
5247 GL_CullFace(GL_NONE);
5248 GL_DepthMask(false);
5249 GL_DepthRange(0, 1);
5250 GL_PolygonOffset(0, 0);
5252 R_Mesh_ResetTextureState();
5253 R_SetupShader_Generic_NoTexture(false, false);
5257 case RENDERPATH_D3D9:
5259 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5261 case RENDERPATH_D3D10:
5262 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5264 case RENDERPATH_D3D11:
5265 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5267 case RENDERPATH_SOFT:
5269 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5272 for (lightindex = 0;lightindex < range;lightindex++)
5274 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5277 rtlight = &light->rtlight;
5278 rtlight->corona_visibility = 0;
5279 rtlight->corona_queryindex_visiblepixels = 0;
5280 rtlight->corona_queryindex_allpixels = 0;
5281 if (!(rtlight->flags & flag))
5283 if (rtlight->corona <= 0)
5285 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
5287 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5289 for (i = 0;i < r_refdef.scene.numlights;i++)
5291 rtlight = r_refdef.scene.lights[i];
5292 rtlight->corona_visibility = 0;
5293 rtlight->corona_queryindex_visiblepixels = 0;
5294 rtlight->corona_queryindex_allpixels = 0;
5295 if (!(rtlight->flags & flag))
5297 if (rtlight->corona <= 0)
5299 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5302 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5304 // now draw the coronas using the query data for intensity info
5305 for (lightindex = 0;lightindex < range;lightindex++)
5307 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5310 rtlight = &light->rtlight;
5311 if (rtlight->corona_visibility <= 0)
5313 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5315 for (i = 0;i < r_refdef.scene.numlights;i++)
5317 rtlight = r_refdef.scene.lights[i];
5318 if (rtlight->corona_visibility <= 0)
5320 if (gl_flashblend.integer)
5321 R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
5323 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5329 static dlight_t *R_Shadow_NewWorldLight(void)
5331 return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
5334 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)
5337 // validate parameters
5338 if (style < 0 || style >= MAX_LIGHTSTYLES)
5340 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
5346 // copy to light properties
5347 VectorCopy(origin, light->origin);
5348 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
5349 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
5350 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
5352 light->color[0] = max(color[0], 0);
5353 light->color[1] = max(color[1], 0);
5354 light->color[2] = max(color[2], 0);
5356 light->color[0] = color[0];
5357 light->color[1] = color[1];
5358 light->color[2] = color[2];
5359 light->radius = max(radius, 0);
5360 light->style = style;
5361 light->shadow = shadowenable;
5362 light->corona = corona;
5363 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
5364 light->coronasizescale = coronasizescale;
5365 light->ambientscale = ambientscale;
5366 light->diffusescale = diffusescale;
5367 light->specularscale = specularscale;
5368 light->flags = flags;
5370 // update renderable light data
5371 Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
5372 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);
5375 static void R_Shadow_FreeWorldLight(dlight_t *light)
5377 if (r_shadow_selectedlight == light)
5378 r_shadow_selectedlight = NULL;
5379 R_RTLight_Uncompile(&light->rtlight);
5380 Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
5383 void R_Shadow_ClearWorldLights(void)
5387 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5388 for (lightindex = 0;lightindex < range;lightindex++)
5390 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5392 R_Shadow_FreeWorldLight(light);
5394 r_shadow_selectedlight = NULL;
5397 static void R_Shadow_SelectLight(dlight_t *light)
5399 if (r_shadow_selectedlight)
5400 r_shadow_selectedlight->selected = false;
5401 r_shadow_selectedlight = light;
5402 if (r_shadow_selectedlight)
5403 r_shadow_selectedlight->selected = true;
5406 static void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5408 // this is never batched (there can be only one)
5410 R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
5411 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5412 R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5415 static void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5420 skinframe_t *skinframe;
5423 // this is never batched (due to the ent parameter changing every time)
5424 // so numsurfaces == 1 and surfacelist[0] == lightnumber
5425 const dlight_t *light = (dlight_t *)ent;
5428 R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
5431 VectorScale(light->color, intensity, spritecolor);
5432 if (VectorLength(spritecolor) < 0.1732f)
5433 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
5434 if (VectorLength(spritecolor) > 1.0f)
5435 VectorNormalize(spritecolor);
5437 // draw light sprite
5438 if (light->cubemapname[0] && !light->shadow)
5439 skinframe = r_editlights_sprcubemapnoshadowlight;
5440 else if (light->cubemapname[0])
5441 skinframe = r_editlights_sprcubemaplight;
5442 else if (!light->shadow)
5443 skinframe = r_editlights_sprnoshadowlight;
5445 skinframe = r_editlights_sprlight;
5447 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);
5448 R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5450 // draw selection sprite if light is selected
5451 if (light->selected)
5453 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5454 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5455 // VorteX todo: add normalmode/realtime mode light overlay sprites?
5459 void R_Shadow_DrawLightSprites(void)
5463 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5464 for (lightindex = 0;lightindex < range;lightindex++)
5466 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5468 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
5470 if (!r_editlights_lockcursor)
5471 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
5474 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
5479 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
5480 if (lightindex >= range)
5482 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5485 rtlight = &light->rtlight;
5486 //if (!(rtlight->flags & flag))
5488 VectorCopy(rtlight->shadoworigin, origin);
5489 *radius = rtlight->radius;
5490 VectorCopy(rtlight->color, color);
5494 static void R_Shadow_SelectLightInView(void)
5496 float bestrating, rating, temp[3];
5500 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5504 if (r_editlights_lockcursor)
5506 for (lightindex = 0;lightindex < range;lightindex++)
5508 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5511 VectorSubtract(light->origin, r_refdef.view.origin, temp);
5512 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
5515 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
5516 if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1.0f)
5518 bestrating = rating;
5523 R_Shadow_SelectLight(best);
5526 void R_Shadow_LoadWorldLights(void)
5528 int n, a, style, shadow, flags;
5529 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
5530 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
5531 if (cl.worldmodel == NULL)
5533 Con_Print("No map loaded.\n");
5536 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5537 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5547 for (;COM_Parse(t, true) && strcmp(
5548 if (COM_Parse(t, true))
5550 if (com_token[0] == '!')
5553 origin[0] = atof(com_token+1);
5556 origin[0] = atof(com_token);
5561 while (*s && *s != '\n' && *s != '\r')
5567 // check for modifier flags
5574 #if _MSC_VER >= 1400
5575 #define sscanf sscanf_s
5577 cubemapname[sizeof(cubemapname)-1] = 0;
5578 #if MAX_QPATH != 128
5579 #error update this code if MAX_QPATH changes
5581 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
5582 #if _MSC_VER >= 1400
5583 , sizeof(cubemapname)
5585 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
5588 flags = LIGHTFLAG_REALTIMEMODE;
5596 coronasizescale = 0.25f;
5598 VectorClear(angles);
5601 if (a < 9 || !strcmp(cubemapname, "\"\""))
5603 // remove quotes on cubemapname
5604 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
5607 namelen = strlen(cubemapname) - 2;
5608 memmove(cubemapname, cubemapname + 1, namelen);
5609 cubemapname[namelen] = '\0';
5613 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);
5616 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5624 Con_Printf("invalid rtlights file \"%s\"\n", name);
5625 Mem_Free(lightsstring);
5629 void R_Shadow_SaveWorldLights(void)
5633 size_t bufchars, bufmaxchars;
5635 char name[MAX_QPATH];
5636 char line[MAX_INPUTLINE];
5637 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
5638 // I hate lines which are 3 times my screen size :( --blub
5641 if (cl.worldmodel == NULL)
5643 Con_Print("No map loaded.\n");
5646 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5647 bufchars = bufmaxchars = 0;
5649 for (lightindex = 0;lightindex < range;lightindex++)
5651 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5654 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5655 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);
5656 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5657 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]);
5659 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);
5660 if (bufchars + strlen(line) > bufmaxchars)
5662 bufmaxchars = bufchars + strlen(line) + 2048;
5664 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5668 memcpy(buf, oldbuf, bufchars);
5674 memcpy(buf + bufchars, line, strlen(line));
5675 bufchars += strlen(line);
5679 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5684 void R_Shadow_LoadLightsFile(void)
5687 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5688 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5689 if (cl.worldmodel == NULL)
5691 Con_Print("No map loaded.\n");
5694 dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
5695 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5703 while (*s && *s != '\n' && *s != '\r')
5709 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);
5713 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);
5716 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5717 radius = bound(15, radius, 4096);
5718 VectorScale(color, (2.0f / (8388608.0f)), color);
5719 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5727 Con_Printf("invalid lights file \"%s\"\n", name);
5728 Mem_Free(lightsstring);
5732 // tyrlite/hmap2 light types in the delay field
5733 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5735 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5747 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5748 char key[256], value[MAX_INPUTLINE];
5751 if (cl.worldmodel == NULL)
5753 Con_Print("No map loaded.\n");
5756 // try to load a .ent file first
5757 dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
5758 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5759 // and if that is not found, fall back to the bsp file entity string
5761 data = cl.worldmodel->brush.entities;
5764 for (entnum = 0;COM_ParseToken_Simple(&data, false, false, true) && com_token[0] == '{';entnum++)
5766 type = LIGHTTYPE_MINUSX;
5767 origin[0] = origin[1] = origin[2] = 0;
5768 originhack[0] = originhack[1] = originhack[2] = 0;
5769 angles[0] = angles[1] = angles[2] = 0;
5770 color[0] = color[1] = color[2] = 1;
5771 light[0] = light[1] = light[2] = 1;light[3] = 300;
5772 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5782 if (!COM_ParseToken_Simple(&data, false, false, true))
5784 if (com_token[0] == '}')
5785 break; // end of entity
5786 if (com_token[0] == '_')
5787 strlcpy(key, com_token + 1, sizeof(key));
5789 strlcpy(key, com_token, sizeof(key));
5790 while (key[strlen(key)-1] == ' ') // remove trailing spaces
5791 key[strlen(key)-1] = 0;
5792 if (!COM_ParseToken_Simple(&data, false, false, true))
5794 strlcpy(value, com_token, sizeof(value));
5796 // now that we have the key pair worked out...
5797 if (!strcmp("light", key))
5799 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5803 light[0] = vec[0] * (1.0f / 256.0f);
5804 light[1] = vec[0] * (1.0f / 256.0f);
5805 light[2] = vec[0] * (1.0f / 256.0f);
5811 light[0] = vec[0] * (1.0f / 255.0f);
5812 light[1] = vec[1] * (1.0f / 255.0f);
5813 light[2] = vec[2] * (1.0f / 255.0f);
5817 else if (!strcmp("delay", key))
5819 else if (!strcmp("origin", key))
5820 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5821 else if (!strcmp("angle", key))
5822 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5823 else if (!strcmp("angles", key))
5824 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5825 else if (!strcmp("color", key))
5826 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5827 else if (!strcmp("wait", key))
5828 fadescale = atof(value);
5829 else if (!strcmp("classname", key))
5831 if (!strncmp(value, "light", 5))
5834 if (!strcmp(value, "light_fluoro"))
5839 overridecolor[0] = 1;
5840 overridecolor[1] = 1;
5841 overridecolor[2] = 1;
5843 if (!strcmp(value, "light_fluorospark"))
5848 overridecolor[0] = 1;
5849 overridecolor[1] = 1;
5850 overridecolor[2] = 1;
5852 if (!strcmp(value, "light_globe"))
5857 overridecolor[0] = 1;
5858 overridecolor[1] = 0.8;
5859 overridecolor[2] = 0.4;
5861 if (!strcmp(value, "light_flame_large_yellow"))
5866 overridecolor[0] = 1;
5867 overridecolor[1] = 0.5;
5868 overridecolor[2] = 0.1;
5870 if (!strcmp(value, "light_flame_small_yellow"))
5875 overridecolor[0] = 1;
5876 overridecolor[1] = 0.5;
5877 overridecolor[2] = 0.1;
5879 if (!strcmp(value, "light_torch_small_white"))
5884 overridecolor[0] = 1;
5885 overridecolor[1] = 0.5;
5886 overridecolor[2] = 0.1;
5888 if (!strcmp(value, "light_torch_small_walltorch"))
5893 overridecolor[0] = 1;
5894 overridecolor[1] = 0.5;
5895 overridecolor[2] = 0.1;
5899 else if (!strcmp("style", key))
5900 style = atoi(value);
5901 else if (!strcmp("skin", key))
5902 skin = (int)atof(value);
5903 else if (!strcmp("pflags", key))
5904 pflags = (int)atof(value);
5905 //else if (!strcmp("effects", key))
5906 // effects = (int)atof(value);
5907 else if (cl.worldmodel->type == mod_brushq3)
5909 if (!strcmp("scale", key))
5910 lightscale = atof(value);
5911 if (!strcmp("fade", key))
5912 fadescale = atof(value);
5917 if (lightscale <= 0)
5921 if (color[0] == color[1] && color[0] == color[2])
5923 color[0] *= overridecolor[0];
5924 color[1] *= overridecolor[1];
5925 color[2] *= overridecolor[2];
5927 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5928 color[0] = color[0] * light[0];
5929 color[1] = color[1] * light[1];
5930 color[2] = color[2] * light[2];
5933 case LIGHTTYPE_MINUSX:
5935 case LIGHTTYPE_RECIPX:
5937 VectorScale(color, (1.0f / 16.0f), color);
5939 case LIGHTTYPE_RECIPXX:
5941 VectorScale(color, (1.0f / 16.0f), color);
5944 case LIGHTTYPE_NONE:
5948 case LIGHTTYPE_MINUSXX:
5951 VectorAdd(origin, originhack, origin);
5953 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);
5956 Mem_Free(entfiledata);
5960 static void R_Shadow_SetCursorLocationForView(void)
5963 vec3_t dest, endpos;
5965 VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5966 trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true);
5967 if (trace.fraction < 1)
5969 dist = trace.fraction * r_editlights_cursordistance.value;
5970 push = r_editlights_cursorpushback.value;
5974 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
5975 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
5979 VectorClear( endpos );
5981 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5982 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5983 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5986 void R_Shadow_UpdateWorldLightSelection(void)
5988 if (r_editlights.integer)
5990 R_Shadow_SetCursorLocationForView();
5991 R_Shadow_SelectLightInView();
5994 R_Shadow_SelectLight(NULL);
5997 static void R_Shadow_EditLights_Clear_f(void)
5999 R_Shadow_ClearWorldLights();
6002 void R_Shadow_EditLights_Reload_f(void)
6006 strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
6007 R_Shadow_ClearWorldLights();
6008 R_Shadow_LoadWorldLights();
6009 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6011 R_Shadow_LoadLightsFile();
6012 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6013 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6017 static void R_Shadow_EditLights_Save_f(void)
6021 R_Shadow_SaveWorldLights();
6024 static void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
6026 R_Shadow_ClearWorldLights();
6027 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6030 static void R_Shadow_EditLights_ImportLightsFile_f(void)
6032 R_Shadow_ClearWorldLights();
6033 R_Shadow_LoadLightsFile();
6036 static void R_Shadow_EditLights_Spawn_f(void)
6039 if (!r_editlights.integer)
6041 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6044 if (Cmd_Argc() != 1)
6046 Con_Print("r_editlights_spawn does not take parameters\n");
6049 color[0] = color[1] = color[2] = 1;
6050 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
6053 static void R_Shadow_EditLights_Edit_f(void)
6055 vec3_t origin, angles, color;
6056 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
6057 int style, shadows, flags, normalmode, realtimemode;
6058 char cubemapname[MAX_INPUTLINE];
6059 if (!r_editlights.integer)
6061 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6064 if (!r_shadow_selectedlight)
6066 Con_Print("No selected light.\n");
6069 VectorCopy(r_shadow_selectedlight->origin, origin);
6070 VectorCopy(r_shadow_selectedlight->angles, angles);
6071 VectorCopy(r_shadow_selectedlight->color, color);
6072 radius = r_shadow_selectedlight->radius;
6073 style = r_shadow_selectedlight->style;
6074 if (r_shadow_selectedlight->cubemapname)
6075 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
6078 shadows = r_shadow_selectedlight->shadow;
6079 corona = r_shadow_selectedlight->corona;
6080 coronasizescale = r_shadow_selectedlight->coronasizescale;
6081 ambientscale = r_shadow_selectedlight->ambientscale;
6082 diffusescale = r_shadow_selectedlight->diffusescale;
6083 specularscale = r_shadow_selectedlight->specularscale;
6084 flags = r_shadow_selectedlight->flags;
6085 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
6086 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
6087 if (!strcmp(Cmd_Argv(1), "origin"))
6089 if (Cmd_Argc() != 5)
6091 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6094 origin[0] = atof(Cmd_Argv(2));
6095 origin[1] = atof(Cmd_Argv(3));
6096 origin[2] = atof(Cmd_Argv(4));
6098 else if (!strcmp(Cmd_Argv(1), "originscale"))
6100 if (Cmd_Argc() != 5)
6102 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6105 origin[0] *= atof(Cmd_Argv(2));
6106 origin[1] *= atof(Cmd_Argv(3));
6107 origin[2] *= atof(Cmd_Argv(4));
6109 else if (!strcmp(Cmd_Argv(1), "originx"))
6111 if (Cmd_Argc() != 3)
6113 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6116 origin[0] = atof(Cmd_Argv(2));
6118 else if (!strcmp(Cmd_Argv(1), "originy"))
6120 if (Cmd_Argc() != 3)
6122 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6125 origin[1] = atof(Cmd_Argv(2));
6127 else if (!strcmp(Cmd_Argv(1), "originz"))
6129 if (Cmd_Argc() != 3)
6131 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6134 origin[2] = atof(Cmd_Argv(2));
6136 else if (!strcmp(Cmd_Argv(1), "move"))
6138 if (Cmd_Argc() != 5)
6140 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6143 origin[0] += atof(Cmd_Argv(2));
6144 origin[1] += atof(Cmd_Argv(3));
6145 origin[2] += atof(Cmd_Argv(4));
6147 else if (!strcmp(Cmd_Argv(1), "movex"))
6149 if (Cmd_Argc() != 3)
6151 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6154 origin[0] += atof(Cmd_Argv(2));
6156 else if (!strcmp(Cmd_Argv(1), "movey"))
6158 if (Cmd_Argc() != 3)
6160 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6163 origin[1] += atof(Cmd_Argv(2));
6165 else if (!strcmp(Cmd_Argv(1), "movez"))
6167 if (Cmd_Argc() != 3)
6169 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6172 origin[2] += atof(Cmd_Argv(2));
6174 else if (!strcmp(Cmd_Argv(1), "angles"))
6176 if (Cmd_Argc() != 5)
6178 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6181 angles[0] = atof(Cmd_Argv(2));
6182 angles[1] = atof(Cmd_Argv(3));
6183 angles[2] = atof(Cmd_Argv(4));
6185 else if (!strcmp(Cmd_Argv(1), "anglesx"))
6187 if (Cmd_Argc() != 3)
6189 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6192 angles[0] = atof(Cmd_Argv(2));
6194 else if (!strcmp(Cmd_Argv(1), "anglesy"))
6196 if (Cmd_Argc() != 3)
6198 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6201 angles[1] = atof(Cmd_Argv(2));
6203 else if (!strcmp(Cmd_Argv(1), "anglesz"))
6205 if (Cmd_Argc() != 3)
6207 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6210 angles[2] = atof(Cmd_Argv(2));
6212 else if (!strcmp(Cmd_Argv(1), "color"))
6214 if (Cmd_Argc() != 5)
6216 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
6219 color[0] = atof(Cmd_Argv(2));
6220 color[1] = atof(Cmd_Argv(3));
6221 color[2] = atof(Cmd_Argv(4));
6223 else if (!strcmp(Cmd_Argv(1), "radius"))
6225 if (Cmd_Argc() != 3)
6227 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6230 radius = atof(Cmd_Argv(2));
6232 else if (!strcmp(Cmd_Argv(1), "colorscale"))
6234 if (Cmd_Argc() == 3)
6236 double scale = atof(Cmd_Argv(2));
6243 if (Cmd_Argc() != 5)
6245 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
6248 color[0] *= atof(Cmd_Argv(2));
6249 color[1] *= atof(Cmd_Argv(3));
6250 color[2] *= atof(Cmd_Argv(4));
6253 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
6255 if (Cmd_Argc() != 3)
6257 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6260 radius *= atof(Cmd_Argv(2));
6262 else if (!strcmp(Cmd_Argv(1), "style"))
6264 if (Cmd_Argc() != 3)
6266 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6269 style = atoi(Cmd_Argv(2));
6271 else if (!strcmp(Cmd_Argv(1), "cubemap"))
6275 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6278 if (Cmd_Argc() == 3)
6279 strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
6283 else if (!strcmp(Cmd_Argv(1), "shadows"))
6285 if (Cmd_Argc() != 3)
6287 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6290 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6292 else if (!strcmp(Cmd_Argv(1), "corona"))
6294 if (Cmd_Argc() != 3)
6296 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6299 corona = atof(Cmd_Argv(2));
6301 else if (!strcmp(Cmd_Argv(1), "coronasize"))
6303 if (Cmd_Argc() != 3)
6305 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6308 coronasizescale = atof(Cmd_Argv(2));
6310 else if (!strcmp(Cmd_Argv(1), "ambient"))
6312 if (Cmd_Argc() != 3)
6314 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6317 ambientscale = atof(Cmd_Argv(2));
6319 else if (!strcmp(Cmd_Argv(1), "diffuse"))
6321 if (Cmd_Argc() != 3)
6323 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6326 diffusescale = atof(Cmd_Argv(2));
6328 else if (!strcmp(Cmd_Argv(1), "specular"))
6330 if (Cmd_Argc() != 3)
6332 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6335 specularscale = atof(Cmd_Argv(2));
6337 else if (!strcmp(Cmd_Argv(1), "normalmode"))
6339 if (Cmd_Argc() != 3)
6341 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6344 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6346 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
6348 if (Cmd_Argc() != 3)
6350 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6353 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6357 Con_Print("usage: r_editlights_edit [property] [value]\n");
6358 Con_Print("Selected light's properties:\n");
6359 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
6360 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
6361 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
6362 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
6363 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
6364 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
6365 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
6366 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
6367 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
6368 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
6369 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
6370 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
6371 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
6372 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
6375 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
6376 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
6379 static void R_Shadow_EditLights_EditAll_f(void)
6382 dlight_t *light, *oldselected;
6385 if (!r_editlights.integer)
6387 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
6391 oldselected = r_shadow_selectedlight;
6392 // EditLights doesn't seem to have a "remove" command or something so:
6393 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6394 for (lightindex = 0;lightindex < range;lightindex++)
6396 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6399 R_Shadow_SelectLight(light);
6400 R_Shadow_EditLights_Edit_f();
6402 // return to old selected (to not mess editing once selection is locked)
6403 R_Shadow_SelectLight(oldselected);
6406 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
6408 int lightnumber, lightcount;
6409 size_t lightindex, range;
6414 if (!r_editlights.integer)
6417 // update cvars so QC can query them
6418 if (r_shadow_selectedlight)
6420 dpsnprintf(temp, sizeof(temp), "%f %f %f", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
6421 Cvar_SetQuick(&r_editlights_current_origin, temp);
6422 dpsnprintf(temp, sizeof(temp), "%f %f %f", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
6423 Cvar_SetQuick(&r_editlights_current_angles, temp);
6424 dpsnprintf(temp, sizeof(temp), "%f %f %f", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
6425 Cvar_SetQuick(&r_editlights_current_color, temp);
6426 Cvar_SetValueQuick(&r_editlights_current_radius, r_shadow_selectedlight->radius);
6427 Cvar_SetValueQuick(&r_editlights_current_corona, r_shadow_selectedlight->corona);
6428 Cvar_SetValueQuick(&r_editlights_current_coronasize, r_shadow_selectedlight->coronasizescale);
6429 Cvar_SetValueQuick(&r_editlights_current_style, r_shadow_selectedlight->style);
6430 Cvar_SetValueQuick(&r_editlights_current_shadows, r_shadow_selectedlight->shadow);
6431 Cvar_SetQuick(&r_editlights_current_cubemap, r_shadow_selectedlight->cubemapname);
6432 Cvar_SetValueQuick(&r_editlights_current_ambient, r_shadow_selectedlight->ambientscale);
6433 Cvar_SetValueQuick(&r_editlights_current_diffuse, r_shadow_selectedlight->diffusescale);
6434 Cvar_SetValueQuick(&r_editlights_current_specular, r_shadow_selectedlight->specularscale);
6435 Cvar_SetValueQuick(&r_editlights_current_normalmode, (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? 1 : 0);
6436 Cvar_SetValueQuick(&r_editlights_current_realtimemode, (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? 1 : 0);
6439 // draw properties on screen
6440 if (!r_editlights_drawproperties.integer)
6442 x = vid_conwidth.value - 240;
6444 DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
6447 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6448 for (lightindex = 0;lightindex < range;lightindex++)
6450 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6453 if (light == r_shadow_selectedlight)
6454 lightnumber = lightindex;
6457 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;
6458 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;
6460 if (r_shadow_selectedlight == NULL)
6462 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;
6463 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;
6464 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;
6465 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;
6466 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;
6467 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;
6468 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;
6469 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;
6470 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;
6471 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;
6472 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;
6473 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;
6474 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;
6475 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;
6476 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;
6479 static void R_Shadow_EditLights_ToggleShadow_f(void)
6481 if (!r_editlights.integer)
6483 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6486 if (!r_shadow_selectedlight)
6488 Con_Print("No selected light.\n");
6491 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);
6494 static void R_Shadow_EditLights_ToggleCorona_f(void)
6496 if (!r_editlights.integer)
6498 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6501 if (!r_shadow_selectedlight)
6503 Con_Print("No selected light.\n");
6506 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);
6509 static void R_Shadow_EditLights_Remove_f(void)
6511 if (!r_editlights.integer)
6513 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
6516 if (!r_shadow_selectedlight)
6518 Con_Print("No selected light.\n");
6521 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
6522 r_shadow_selectedlight = NULL;
6525 static void R_Shadow_EditLights_Help_f(void)
6528 "Documentation on r_editlights system:\n"
6530 "r_editlights : enable/disable editing mode\n"
6531 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
6532 "r_editlights_cursorpushback : push back cursor this far from surface\n"
6533 "r_editlights_cursorpushoff : push cursor off surface this far\n"
6534 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
6535 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
6537 "r_editlights_help : this help\n"
6538 "r_editlights_clear : remove all lights\n"
6539 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
6540 "r_editlights_lock : lock selection to current light, if already locked - unlock\n"
6541 "r_editlights_save : save to .rtlights file\n"
6542 "r_editlights_spawn : create a light with default settings\n"
6543 "r_editlights_edit command : edit selected light - more documentation below\n"
6544 "r_editlights_remove : remove selected light\n"
6545 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
6546 "r_editlights_importlightentitiesfrommap : reload light entities\n"
6547 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
6549 "origin x y z : set light location\n"
6550 "originx x: set x component of light location\n"
6551 "originy y: set y component of light location\n"
6552 "originz z: set z component of light location\n"
6553 "move x y z : adjust light location\n"
6554 "movex x: adjust x component of light location\n"
6555 "movey y: adjust y component of light location\n"
6556 "movez z: adjust z component of light location\n"
6557 "angles x y z : set light angles\n"
6558 "anglesx x: set x component of light angles\n"
6559 "anglesy y: set y component of light angles\n"
6560 "anglesz z: set z component of light angles\n"
6561 "color r g b : set color of light (can be brighter than 1 1 1)\n"
6562 "radius radius : set radius (size) of light\n"
6563 "colorscale grey : multiply color of light (1 does nothing)\n"
6564 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
6565 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
6566 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
6567 "originscale x y z : multiply origin of light (1 1 1 does nothing)\n"
6568 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
6569 "cubemap basename : set filter cubemap of light\n"
6570 "shadows 1/0 : turn on/off shadows\n"
6571 "corona n : set corona intensity\n"
6572 "coronasize n : set corona size (0-1)\n"
6573 "ambient n : set ambient intensity (0-1)\n"
6574 "diffuse n : set diffuse intensity (0-1)\n"
6575 "specular n : set specular intensity (0-1)\n"
6576 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
6577 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
6578 "<nothing> : print light properties to console\n"
6582 static void R_Shadow_EditLights_CopyInfo_f(void)
6584 if (!r_editlights.integer)
6586 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
6589 if (!r_shadow_selectedlight)
6591 Con_Print("No selected light.\n");
6594 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
6595 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
6596 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
6597 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
6598 if (r_shadow_selectedlight->cubemapname)
6599 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
6601 r_shadow_bufferlight.cubemapname[0] = 0;
6602 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
6603 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
6604 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
6605 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
6606 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
6607 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
6608 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
6611 static void R_Shadow_EditLights_PasteInfo_f(void)
6613 if (!r_editlights.integer)
6615 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
6618 if (!r_shadow_selectedlight)
6620 Con_Print("No selected light.\n");
6623 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);
6626 static void R_Shadow_EditLights_Lock_f(void)
6628 if (!r_editlights.integer)
6630 Con_Print("Cannot lock on light when not in editing mode. Set r_editlights to 1.\n");
6633 if (r_editlights_lockcursor)
6635 r_editlights_lockcursor = false;
6638 if (!r_shadow_selectedlight)
6640 Con_Print("No selected light to lock on.\n");
6643 r_editlights_lockcursor = true;
6646 static void R_Shadow_EditLights_Init(void)
6648 Cvar_RegisterVariable(&r_editlights);
6649 Cvar_RegisterVariable(&r_editlights_cursordistance);
6650 Cvar_RegisterVariable(&r_editlights_cursorpushback);
6651 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
6652 Cvar_RegisterVariable(&r_editlights_cursorgrid);
6653 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
6654 Cvar_RegisterVariable(&r_editlights_drawproperties);
6655 Cvar_RegisterVariable(&r_editlights_current_origin);
6656 Cvar_RegisterVariable(&r_editlights_current_angles);
6657 Cvar_RegisterVariable(&r_editlights_current_color);
6658 Cvar_RegisterVariable(&r_editlights_current_radius);
6659 Cvar_RegisterVariable(&r_editlights_current_corona);
6660 Cvar_RegisterVariable(&r_editlights_current_coronasize);
6661 Cvar_RegisterVariable(&r_editlights_current_style);
6662 Cvar_RegisterVariable(&r_editlights_current_shadows);
6663 Cvar_RegisterVariable(&r_editlights_current_cubemap);
6664 Cvar_RegisterVariable(&r_editlights_current_ambient);
6665 Cvar_RegisterVariable(&r_editlights_current_diffuse);
6666 Cvar_RegisterVariable(&r_editlights_current_specular);
6667 Cvar_RegisterVariable(&r_editlights_current_normalmode);
6668 Cvar_RegisterVariable(&r_editlights_current_realtimemode);
6669 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
6670 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
6671 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)");
6672 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
6673 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
6674 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
6675 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)");
6676 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
6677 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
6678 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
6679 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
6680 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
6681 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
6682 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)");
6683 Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
6689 =============================================================================
6693 =============================================================================
6696 void R_LightPoint(float *color, const vec3_t p, const int flags)
6698 int i, numlights, flag;
6699 float f, relativepoint[3], dist, dist2, lightradius2;
6704 if (r_fullbright.integer)
6706 VectorSet(color, 1, 1, 1);
6712 if (flags & LP_LIGHTMAP)
6714 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6716 VectorClear(diffuse);
6717 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n);
6718 VectorAdd(color, diffuse, color);
6721 VectorSet(color, 1, 1, 1);
6722 color[0] += r_refdef.scene.ambient;
6723 color[1] += r_refdef.scene.ambient;
6724 color[2] += r_refdef.scene.ambient;
6727 if (flags & LP_RTWORLD)
6729 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6730 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6731 for (i = 0; i < numlights; i++)
6733 dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6736 light = &dlight->rtlight;
6737 if (!(light->flags & flag))
6740 lightradius2 = light->radius * light->radius;
6741 VectorSubtract(light->shadoworigin, p, relativepoint);
6742 dist2 = VectorLength2(relativepoint);
6743 if (dist2 >= lightradius2)
6745 dist = sqrt(dist2) / light->radius;
6746 f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6749 // todo: add to both ambient and diffuse
6750 if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6751 VectorMA(color, f, light->currentcolor, color);
6754 if (flags & LP_DYNLIGHT)
6757 for (i = 0;i < r_refdef.scene.numlights;i++)
6759 light = r_refdef.scene.lights[i];
6761 lightradius2 = light->radius * light->radius;
6762 VectorSubtract(light->shadoworigin, p, relativepoint);
6763 dist2 = VectorLength2(relativepoint);
6764 if (dist2 >= lightradius2)
6766 dist = sqrt(dist2) / light->radius;
6767 f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6770 // todo: add to both ambient and diffuse
6771 if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6772 VectorMA(color, f, light->color, color);
6777 void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
6779 int i, numlights, flag;
6782 float relativepoint[3];
6791 if (r_fullbright.integer)
6793 VectorSet(ambient, 1, 1, 1);
6794 VectorClear(diffuse);
6795 VectorClear(lightdir);
6799 if (flags == LP_LIGHTMAP)
6801 VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6802 VectorClear(diffuse);
6803 VectorClear(lightdir);
6804 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6805 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
6807 VectorSet(ambient, 1, 1, 1);
6811 memset(sample, 0, sizeof(sample));
6812 VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6814 if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6817 VectorClear(tempambient);
6819 VectorClear(relativepoint);
6820 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
6821 VectorScale(tempambient, r_refdef.lightmapintensity, tempambient);
6822 VectorScale(color, r_refdef.lightmapintensity, color);
6823 VectorAdd(sample, tempambient, sample);
6824 VectorMA(sample , 0.5f , color, sample );
6825 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6826 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6827 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6828 // calculate a weighted average light direction as well
6829 intensity = VectorLength(color);
6830 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6833 if (flags & LP_RTWORLD)
6835 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6836 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6837 for (i = 0; i < numlights; i++)
6839 dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6842 light = &dlight->rtlight;
6843 if (!(light->flags & flag))
6846 lightradius2 = light->radius * light->radius;
6847 VectorSubtract(light->shadoworigin, p, relativepoint);
6848 dist2 = VectorLength2(relativepoint);
6849 if (dist2 >= lightradius2)
6851 dist = sqrt(dist2) / light->radius;
6852 intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
6853 if (intensity <= 0.0f)
6855 if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6857 // scale down intensity to add to both ambient and diffuse
6858 //intensity *= 0.5f;
6859 VectorNormalize(relativepoint);
6860 VectorScale(light->currentcolor, intensity, color);
6861 VectorMA(sample , 0.5f , color, sample );
6862 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6863 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6864 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6865 // calculate a weighted average light direction as well
6866 intensity *= VectorLength(color);
6867 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6869 // FIXME: sample bouncegrid too!
6872 if (flags & LP_DYNLIGHT)
6875 for (i = 0;i < r_refdef.scene.numlights;i++)
6877 light = r_refdef.scene.lights[i];
6879 lightradius2 = light->radius * light->radius;
6880 VectorSubtract(light->shadoworigin, p, relativepoint);
6881 dist2 = VectorLength2(relativepoint);
6882 if (dist2 >= lightradius2)
6884 dist = sqrt(dist2) / light->radius;
6885 intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
6886 if (intensity <= 0.0f)
6888 if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6890 // scale down intensity to add to both ambient and diffuse
6891 //intensity *= 0.5f;
6892 VectorNormalize(relativepoint);
6893 VectorScale(light->currentcolor, intensity, color);
6894 VectorMA(sample , 0.5f , color, sample );
6895 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6896 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6897 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6898 // calculate a weighted average light direction as well
6899 intensity *= VectorLength(color);
6900 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6904 // calculate the direction we'll use to reduce the sample to a directional light source
6905 VectorCopy(sample + 12, dir);
6906 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
6907 VectorNormalize(dir);
6908 // extract the diffuse color along the chosen direction and scale it
6909 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
6910 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
6911 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
6912 // subtract some of diffuse from ambient
6913 VectorMA(sample, -0.333f, diffuse, ambient);
6914 // store the normalized lightdir
6915 VectorCopy(dir, lightdir);