/* Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows) An extrusion of the lit faces, beginning at the original geometry and ending further from the light source than the original geometry (presumably at least as far as the light's radius, if the light has a radius at all), capped at both front and back to avoid any problems (extrusion from dark faces also works but has a different set of problems) This is rendered using Carmack's Reverse technique, in which backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind zbuffer (zfail) decrement the stencil, the result is a stencil value of zero where shadows did not intersect the visible geometry, suitable as a stencil mask for rendering lighting everywhere but shadow. In our case we use a biased stencil clear of 128 to avoid requiring the stencil wrap extension (but probably should support it), and to address Creative's patent on this sort of technology we also draw the frontfaces first, and backfaces second (decrement, increment). Patent warning: This algorithm may be covered by Creative's patent (US Patent #6384822) on Carmack's Reverse paper (which I have not read), however that patent seems to be about drawing a stencil shadow from a model in an otherwise unshadowed scene, where as realtime lighting technology draws light where shadows do not lie. Terminology: Stencil Light Volume (sometimes called Light Volumes) Similar to a Stencil Shadow Volume, but inverted; rather than containing the areas in shadow it contanis the areas in light, this can only be built quickly for certain limited cases (such as portal visibility from a point), but is quite useful for some effects (sunlight coming from sky polygons is one possible example, translucent occluders is another example). Terminology: Optimized Stencil Shadow Volume A Stencil Shadow Volume that has been processed sufficiently to ensure it has no duplicate coverage of areas (no need to shadow an area twice), often this greatly improves performance but is an operation too costly to use on moving lights (however completely optimal Stencil Light Volumes can be constructed in some ideal cases). Terminology: Per Pixel Lighting (sometimes abbreviated PPL) Per pixel evaluation of lighting equations, at a bare minimum this involves DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence vector and surface normal, using a texture of the surface bumps, called a NormalMap) if supported by hardware; in our case there is support for cards which are incapable of DOT3, the quality is quite poor however. Additionally it is desirable to have specular evaluation per pixel, per vertex normalization of specular halfangle vectors causes noticable distortion but is unavoidable on hardware without GL_ARB_fragment_program. Terminology: Normalization CubeMap A cubemap containing normalized dot3-encoded (vectors of length 1 or less encoded as RGB colors) for any possible direction, this technique allows per pixel calculation of incidence vector for per pixel lighting purposes, which would not otherwise be possible per pixel without GL_ARB_fragment_program. Terminology: 2D Attenuation Texturing A very crude approximation of light attenuation with distance which results in cylindrical light shapes which fade vertically as a streak (some games such as Doom3 allow this to be rotated to be less noticable in specific cases), the technique is simply modulating lighting by two 2D textures (which can be the same) on different axes of projection (XY and Z, typically), this is the best technique available without 3D Attenuation Texturing or GL_ARB_fragment_program technology. Terminology: 3D Attenuation Texturing A slightly crude approximation of light attenuation with distance, its flaws are limited radius and resolution (performance tradeoffs). Terminology: 3D Attenuation-Normalization Texturing A 3D Attenuation Texture merged with a Normalization CubeMap, by making the vectors shorter the lighting becomes darker, a very effective optimization of diffuse lighting if 3D Attenuation Textures are already used. Terminology: Light Cubemap Filtering A technique for modeling non-uniform light distribution according to direction, for example projecting a stained glass window image onto a wall, this is done by texturing the lighting with a cubemap. Terminology: Light Projection Filtering A technique for modeling shadowing of light passing through translucent surfaces, allowing stained glass windows and other effects to be done more elegantly than possible with Light Cubemap Filtering by applying an occluder texture to the lighting combined with a stencil light volume to limit the lit area (this allows evaluating multiple translucent occluders in a scene). Terminology: Doom3 Lighting A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization CubeMap, 2D Attenuation Texturing, and Light Filtering, as demonstrated by the (currently upcoming) game Doom3. */ #include "quakedef.h" #include "r_shadow.h" #include "cl_collision.h" #include "portals.h" #include "image.h" extern void R_Shadow_EditLights_Init(void); #define SHADOWSTAGE_NONE 0 #define SHADOWSTAGE_STENCIL 1 #define SHADOWSTAGE_LIGHT 2 #define SHADOWSTAGE_STENCILTWOSIDE 3 int r_shadowstage = SHADOWSTAGE_NONE; mempool_t *r_shadow_mempool; int maxshadowelements; int *shadowelements; int maxshadowmark; int numshadowmark; int *shadowmark; int *shadowmarklist; int shadowmarkcount; int maxvertexupdate; int *vertexupdate; int *vertexremap; int vertexupdatenum; int r_shadow_buffer_numclusterpvsbytes; qbyte *r_shadow_buffer_clusterpvs; int *r_shadow_buffer_clusterlist; int r_shadow_buffer_numsurfacepvsbytes; qbyte *r_shadow_buffer_surfacepvs; int *r_shadow_buffer_surfacelist; rtexturepool_t *r_shadow_texturepool; rtexture_t *r_shadow_normalcubetexture; rtexture_t *r_shadow_attenuation2dtexture; rtexture_t *r_shadow_attenuation3dtexture; rtexture_t *r_shadow_blankwhitecubetexture; // lights are reloaded when this changes char r_shadow_mapname[MAX_QPATH]; // used only for light filters (cubemaps) rtexturepool_t *r_shadow_filters_texturepool; cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"}; cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"}; cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"}; cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"}; cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1"}; cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"}; cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"}; cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"}; cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"}; cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"}; cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"}; cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000"}; cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1"}; cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "0"}; cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0"}; cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1"}; cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0"}; cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1"}; cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"}; cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"}; cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1"}; cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"}; cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"}; cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"}; cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"}; cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1"}; cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "1"}; cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "0.04"}; cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "-0.04"}; cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"}; cvar_t r_editlights = {0, "r_editlights", "0"}; cvar_t r_editlights_cursordistance = {0, "r_editlights_distance", "1024"}; cvar_t r_editlights_cursorpushback = {0, "r_editlights_pushback", "0"}; cvar_t r_editlights_cursorpushoff = {0, "r_editlights_pushoff", "4"}; cvar_t r_editlights_cursorgrid = {0, "r_editlights_grid", "4"}; cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"}; cvar_t r_editlights_rtlightssizescale = {CVAR_SAVE, "r_editlights_rtlightssizescale", "0.7"}; cvar_t r_editlights_rtlightscolorscale = {CVAR_SAVE, "r_editlights_rtlightscolorscale", "2"}; float r_shadow_attenpower, r_shadow_attenscale; rtlight_t *r_shadow_compilingrtlight; dlight_t *r_shadow_worldlightchain; dlight_t *r_shadow_selectedlight; dlight_t r_shadow_bufferlight; vec3_t r_editlights_cursorlocation; rtexture_t *lighttextures[5]; extern int con_vislines; typedef struct cubemapinfo_s { char basename[64]; rtexture_t *texture; } cubemapinfo_t; #define MAX_CUBEMAPS 256 static int numcubemaps; static cubemapinfo_t cubemaps[MAX_CUBEMAPS]; #define SHADERPERMUTATION_SPECULAR (1<<0) #define SHADERPERMUTATION_FOG (1<<1) #define SHADERPERMUTATION_CUBEFILTER (1<<2) #define SHADERPERMUTATION_OFFSETMAPPING (1<<3) #define SHADERPERMUTATION_COUNT (1<<4) GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT]; void R_Shadow_UncompileWorldLights(void); void R_Shadow_ClearWorldLights(void); void R_Shadow_SaveWorldLights(void); void R_Shadow_LoadWorldLights(void); void R_Shadow_LoadLightsFile(void); void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void); void R_Shadow_EditLights_Reload_f(void); void R_Shadow_ValidateCvars(void); static void R_Shadow_MakeTextures(void); void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light); const char *builtinshader_light_vert = "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n" "// written by Forest 'LordHavoc' Hale\n" "\n" "uniform vec3 LightPosition;\n" "\n" "varying vec2 TexCoord;\n" "varying vec3 CubeVector;\n" "varying vec3 LightVector;\n" "\n" "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n" "uniform vec3 EyePosition;\n" "varying vec3 EyeVector;\n" "#endif\n" "\n" "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n" "\n" "void main(void)\n" "{\n" " // copy the surface texcoord\n" " TexCoord = gl_MultiTexCoord0.st;\n" "\n" " // transform vertex position into light attenuation/cubemap space\n" " // (-1 to +1 across the light box)\n" " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n" "\n" " // transform unnormalized light direction into tangent space\n" " // (we use unnormalized to ensure that it interpolates correctly and then\n" " // normalize it per pixel)\n" " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n" " LightVector.x = -dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n" " LightVector.y = -dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n" " LightVector.z = -dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n" "\n" "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n" " // transform unnormalized eye direction into tangent space\n" " vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n" " EyeVector.x = -dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n" " EyeVector.y = -dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n" " EyeVector.z = -dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n" "#endif\n" "\n" " // transform vertex to camera space, using ftransform to match non-VS\n" " // rendering\n" " gl_Position = ftransform();\n" "}\n" ; const char *builtinshader_light_frag = "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n" "// written by Forest 'LordHavoc' Hale\n" "\n" "uniform vec3 LightColor;\n" "\n" "#ifdef USEOFFSETMAPPING\n" "uniform float OffsetMapping_Scale;\n" "uniform float OffsetMapping_Bias;\n" "#endif\n" "#ifdef USESPECULAR\n" "uniform float SpecularPower;\n" "#endif\n" "#ifdef USEFOG\n" "uniform float FogRangeRecip;\n" "#endif\n" "uniform float AmbientScale;\n" "uniform float DiffuseScale;\n" "#ifdef USESPECULAR\n" "uniform float SpecularScale;\n" "#endif\n" "\n" "uniform sampler2D Texture_Normal;\n" "uniform sampler2D Texture_Color;\n" "#ifdef USESPECULAR\n" "uniform sampler2D Texture_Gloss;\n" "#endif\n" "#ifdef USECUBEFILTER\n" "uniform samplerCube Texture_Cube;\n" "#endif\n" "#ifdef USEFOG\n" "uniform sampler2D Texture_FogMask;\n" "#endif\n" "\n" "varying vec2 TexCoord;\n" "varying vec3 CubeVector;\n" "varying vec3 LightVector;\n" "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n" "varying vec3 EyeVector;\n" "#endif\n" "\n" "void main(void)\n" "{\n" " // attenuation\n" " //\n" " // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n" " // center and sharp falloff at the edge, this is about the most efficient\n" " // we can get away with as far as providing illumination.\n" " //\n" " // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n" " // provide significant illumination, large = slow = pain.\n" " float colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n" "\n" "#ifdef USEFOG\n" " // apply fog\n" " colorscale *= texture2D(Texture_FogMask, vec2(length(EyeVector)*FogRangeRecip, 0)).x;\n" "#endif\n" "\n" "#ifdef USEOFFSETMAPPING\n" " // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n" " vec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n" " vec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n" " TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n" " TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n" "#define TexCoord TexCoordOffset\n" "#endif\n" "\n" " // get the texels - with a blendmap we'd need to blend multiple here\n" " vec3 surfacenormal = -1.0 + 2.0 * vec3(texture2D(Texture_Normal, TexCoord));\n" " vec3 colortexel = vec3(texture2D(Texture_Color, TexCoord));\n" "#ifdef USESPECULAR\n" " vec3 glosstexel = vec3(texture2D(Texture_Gloss, TexCoord));\n" "#endif\n" "\n" " // calculate shading\n" " vec3 diffusenormal = normalize(LightVector);\n" " vec3 color = colortexel * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n" "#ifdef USESPECULAR\n" " color += glosstexel * (SpecularScale * pow(max(dot(surfacenormal, normalize(diffusenormal + normalize(EyeVector))), 0.0), SpecularPower));\n" "#endif\n" "\n" "#ifdef USECUBEFILTER\n" " // apply light cubemap filter\n" " color *= vec3(textureCube(Texture_Cube, CubeVector));\n" "#endif\n" "\n" " // calculate fragment color\n" " gl_FragColor = vec4(LightColor * color * colorscale, 1);\n" "}\n" ; void r_shadow_start(void) { int i; // allocate vertex processing arrays numcubemaps = 0; r_shadow_normalcubetexture = NULL; r_shadow_attenuation2dtexture = NULL; r_shadow_attenuation3dtexture = NULL; r_shadow_blankwhitecubetexture = NULL; r_shadow_texturepool = NULL; r_shadow_filters_texturepool = NULL; R_Shadow_ValidateCvars(); R_Shadow_MakeTextures(); maxshadowelements = 0; shadowelements = NULL; maxvertexupdate = 0; vertexupdate = NULL; vertexremap = NULL; vertexupdatenum = 0; maxshadowmark = 0; numshadowmark = 0; shadowmark = NULL; shadowmarklist = NULL; shadowmarkcount = 0; r_shadow_buffer_numclusterpvsbytes = 0; r_shadow_buffer_clusterpvs = NULL; r_shadow_buffer_clusterlist = NULL; r_shadow_buffer_numsurfacepvsbytes = 0; r_shadow_buffer_surfacepvs = NULL; r_shadow_buffer_surfacelist = NULL; for (i = 0;i < SHADERPERMUTATION_COUNT;i++) r_shadow_program_light[i] = 0; if (gl_support_fragment_shader) { char *vertstring, *fragstring; int vertstrings_count; int fragstrings_count; const char *vertstrings_list[SHADERPERMUTATION_COUNT]; const char *fragstrings_list[SHADERPERMUTATION_COUNT]; vertstring = FS_LoadFile("glsl/light.vert", tempmempool, false); fragstring = FS_LoadFile("glsl/light.frag", tempmempool, false); for (i = 0;i < SHADERPERMUTATION_COUNT;i++) { vertstrings_count = 0; fragstrings_count = 0; if (i & SHADERPERMUTATION_SPECULAR) { vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n"; fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n"; } if (i & SHADERPERMUTATION_FOG) { vertstrings_list[vertstrings_count++] = "#define USEFOG\n"; fragstrings_list[fragstrings_count++] = "#define USEFOG\n"; } if (i & SHADERPERMUTATION_CUBEFILTER) { vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n"; fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n"; } if (i & SHADERPERMUTATION_OFFSETMAPPING) { vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n"; fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n"; } vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert; fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag; r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list); if (!r_shadow_program_light[i]) { Con_Printf("permutation %s %s %s %s failed for shader %s, some features may not work properly!\n", i & 1 ? "specular" : "", i & 2 ? "fog" : "", i & 4 ? "cubefilter" : "", i & 8 ? "offsetmapping" : "", "glsl/light"); continue; } qglUseProgramObjectARB(r_shadow_program_light[i]); qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR if (i & SHADERPERMUTATION_SPECULAR) { qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR } if (i & SHADERPERMUTATION_CUBEFILTER) { qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR } if (i & SHADERPERMUTATION_FOG) { qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR } } qglUseProgramObjectARB(0); if (fragstring) Mem_Free(fragstring); if (vertstring) Mem_Free(vertstring); } } void r_shadow_shutdown(void) { int i; R_Shadow_UncompileWorldLights(); for (i = 0;i < SHADERPERMUTATION_COUNT;i++) { if (r_shadow_program_light[i]) { GL_Backend_FreeProgram(r_shadow_program_light[i]); r_shadow_program_light[i] = 0; } } numcubemaps = 0; r_shadow_normalcubetexture = NULL; r_shadow_attenuation2dtexture = NULL; r_shadow_attenuation3dtexture = NULL; r_shadow_blankwhitecubetexture = NULL; R_FreeTexturePool(&r_shadow_texturepool); R_FreeTexturePool(&r_shadow_filters_texturepool); maxshadowelements = 0; if (shadowelements) Mem_Free(shadowelements); shadowelements = NULL; maxvertexupdate = 0; if (vertexupdate) Mem_Free(vertexupdate); vertexupdate = NULL; if (vertexremap) Mem_Free(vertexremap); vertexremap = NULL; vertexupdatenum = 0; maxshadowmark = 0; numshadowmark = 0; if (shadowmark) Mem_Free(shadowmark); shadowmark = NULL; if (shadowmarklist) Mem_Free(shadowmarklist); shadowmarklist = NULL; shadowmarkcount = 0; r_shadow_buffer_numclusterpvsbytes = 0; if (r_shadow_buffer_clusterpvs) Mem_Free(r_shadow_buffer_clusterpvs); r_shadow_buffer_clusterpvs = NULL; if (r_shadow_buffer_clusterlist) Mem_Free(r_shadow_buffer_clusterlist); r_shadow_buffer_clusterlist = NULL; r_shadow_buffer_numsurfacepvsbytes = 0; if (r_shadow_buffer_surfacepvs) Mem_Free(r_shadow_buffer_surfacepvs); r_shadow_buffer_surfacepvs = NULL; if (r_shadow_buffer_surfacelist) Mem_Free(r_shadow_buffer_surfacelist); r_shadow_buffer_surfacelist = NULL; } void r_shadow_newmap(void) { } void R_Shadow_Help_f(void) { Con_Printf( "Documentation on r_shadow system:\n" "Settings:\n" "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n" "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n" "r_shadow_debuglight : render only this light number (-1 = all)\n" "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n" "r_shadow_gloss2intensity : brightness of forced gloss\n" "r_shadow_glossintensity : brightness of textured gloss\n" "r_shadow_lightattenuationpower : used to generate attenuation texture\n" "r_shadow_lightattenuationscale : used to generate attenuation texture\n" "r_shadow_lightintensityscale : scale rendering brightness of all lights\n" "r_shadow_portallight : use portal visibility for static light precomputation\n" "r_shadow_projectdistance : shadow volume projection distance\n" "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n" "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n" "r_shadow_realtime_world : use high quality world lighting mode\n" "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n" "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n" "r_shadow_realtime_world_shadows : cast shadows from world lights\n" "r_shadow_glsl : use OpenGL Shading Language for lighting\n" "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n" "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n" "r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n" "r_shadow_scissor : use scissor optimization\n" "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n" "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n" "r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n" "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n" "r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n" "Commands:\n" "r_shadow_help : this help\n" ); } void R_Shadow_Init(void) { Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture); Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap); Cvar_RegisterVariable(&r_shadow_cull); Cvar_RegisterVariable(&r_shadow_debuglight); Cvar_RegisterVariable(&r_shadow_gloss); Cvar_RegisterVariable(&r_shadow_gloss2intensity); Cvar_RegisterVariable(&r_shadow_glossintensity); Cvar_RegisterVariable(&r_shadow_lightattenuationpower); Cvar_RegisterVariable(&r_shadow_lightattenuationscale); Cvar_RegisterVariable(&r_shadow_lightintensityscale); Cvar_RegisterVariable(&r_shadow_portallight); Cvar_RegisterVariable(&r_shadow_projectdistance); Cvar_RegisterVariable(&r_shadow_realtime_dlight); Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows); Cvar_RegisterVariable(&r_shadow_realtime_world); Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows); Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps); Cvar_RegisterVariable(&r_shadow_realtime_world_shadows); Cvar_RegisterVariable(&r_shadow_scissor); Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor); Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset); Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration); Cvar_RegisterVariable(&r_shadow_staticworldlights); Cvar_RegisterVariable(&r_shadow_texture3d); Cvar_RegisterVariable(&r_shadow_visiblevolumes); Cvar_RegisterVariable(&r_shadow_glsl); Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping); Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale); Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias); Cvar_RegisterVariable(&gl_ext_stenciltwoside); if (gamemode == GAME_TENEBRAE) { Cvar_SetValue("r_shadow_gloss", 2); Cvar_SetValue("r_shadow_bumpscale_basetexture", 4); } Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f); R_Shadow_EditLights_Init(); r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL); r_shadow_worldlightchain = NULL; maxshadowelements = 0; shadowelements = NULL; maxvertexupdate = 0; vertexupdate = NULL; vertexremap = NULL; vertexupdatenum = 0; maxshadowmark = 0; numshadowmark = 0; shadowmark = NULL; shadowmarklist = NULL; shadowmarkcount = 0; r_shadow_buffer_numclusterpvsbytes = 0; r_shadow_buffer_clusterpvs = NULL; r_shadow_buffer_clusterlist = NULL; r_shadow_buffer_numsurfacepvsbytes = 0; r_shadow_buffer_surfacepvs = NULL; r_shadow_buffer_surfacelist = NULL; R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap); } matrix4x4_t matrix_attenuationxyz = { { {0.5, 0.0, 0.0, 0.5}, {0.0, 0.5, 0.0, 0.5}, {0.0, 0.0, 0.5, 0.5}, {0.0, 0.0, 0.0, 1.0} } }; matrix4x4_t matrix_attenuationz = { { {0.0, 0.0, 0.5, 0.5}, {0.0, 0.0, 0.0, 0.5}, {0.0, 0.0, 0.0, 0.5}, {0.0, 0.0, 0.0, 1.0} } }; int *R_Shadow_ResizeShadowElements(int numtris) { // make sure shadowelements is big enough for this volume if (maxshadowelements < numtris * 24) { maxshadowelements = numtris * 24; if (shadowelements) Mem_Free(shadowelements); shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int)); } return shadowelements; } void R_Shadow_EnlargeClusterBuffer(int numclusters) { int numclusterpvsbytes = (((numclusters + 7) >> 3) + 255) & ~255; if (r_shadow_buffer_numclusterpvsbytes < numclusterpvsbytes) { if (r_shadow_buffer_clusterpvs) Mem_Free(r_shadow_buffer_clusterpvs); if (r_shadow_buffer_clusterlist) Mem_Free(r_shadow_buffer_clusterlist); r_shadow_buffer_numclusterpvsbytes = numclusterpvsbytes; r_shadow_buffer_clusterpvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numclusterpvsbytes); r_shadow_buffer_clusterlist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numclusterpvsbytes * 8 * sizeof(*r_shadow_buffer_clusterlist)); } } void R_Shadow_EnlargeSurfaceBuffer(int numsurfaces) { int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255; if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes) { if (r_shadow_buffer_surfacepvs) Mem_Free(r_shadow_buffer_surfacepvs); if (r_shadow_buffer_surfacelist) Mem_Free(r_shadow_buffer_surfacelist); r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes; r_shadow_buffer_surfacepvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes); r_shadow_buffer_surfacelist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist)); } } void R_Shadow_PrepareShadowMark(int numtris) { // make sure shadowmark is big enough for this volume if (maxshadowmark < numtris) { maxshadowmark = numtris; if (shadowmark) Mem_Free(shadowmark); if (shadowmarklist) Mem_Free(shadowmarklist); shadowmark = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark)); shadowmarklist = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist)); shadowmarkcount = 0; } shadowmarkcount++; // if shadowmarkcount wrapped we clear the array and adjust accordingly if (shadowmarkcount == 0) { shadowmarkcount = 1; memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark)); } numshadowmark = 0; } int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris) { int i, j; int outtriangles = 0, outvertices = 0; const int *element; const float *vertex; if (maxvertexupdate < innumvertices) { maxvertexupdate = innumvertices; if (vertexupdate) Mem_Free(vertexupdate); if (vertexremap) Mem_Free(vertexremap); vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int)); vertexremap = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int)); vertexupdatenum = 0; } vertexupdatenum++; if (vertexupdatenum == 0) { vertexupdatenum = 1; memset(vertexupdate, 0, maxvertexupdate * sizeof(int)); memset(vertexremap, 0, maxvertexupdate * sizeof(int)); } for (i = 0;i < numshadowmarktris;i++) shadowmark[shadowmarktris[i]] = shadowmarkcount; for (i = 0;i < numshadowmarktris;i++) { element = inelement3i + shadowmarktris[i] * 3; // make sure the vertices are created for (j = 0;j < 3;j++) { if (vertexupdate[element[j]] != vertexupdatenum) { float ratio, direction[3]; vertexupdate[element[j]] = vertexupdatenum; vertexremap[element[j]] = outvertices; vertex = invertex3f + element[j] * 3; // project one copy of the vertex to the sphere radius of the light // (FIXME: would projecting it to the light box be better?) VectorSubtract(vertex, projectorigin, direction); ratio = projectdistance / VectorLength(direction); VectorCopy(vertex, outvertex3f); VectorMA(projectorigin, ratio, direction, (outvertex3f + 3)); outvertex3f += 6; outvertices += 2; } } } for (i = 0;i < numshadowmarktris;i++) { int remappedelement[3]; int markindex; const int *neighbortriangle; markindex = shadowmarktris[i] * 3; element = inelement3i + markindex; neighbortriangle = inneighbor3i + markindex; // output the front and back triangles outelement3i[0] = vertexremap[element[0]]; outelement3i[1] = vertexremap[element[1]]; outelement3i[2] = vertexremap[element[2]]; outelement3i[3] = vertexremap[element[2]] + 1; outelement3i[4] = vertexremap[element[1]] + 1; outelement3i[5] = vertexremap[element[0]] + 1; outelement3i += 6; outtriangles += 2; // output the sides (facing outward from this triangle) if (shadowmark[neighbortriangle[0]] != shadowmarkcount) { remappedelement[0] = vertexremap[element[0]]; remappedelement[1] = vertexremap[element[1]]; outelement3i[0] = remappedelement[1]; outelement3i[1] = remappedelement[0]; outelement3i[2] = remappedelement[0] + 1; outelement3i[3] = remappedelement[1]; outelement3i[4] = remappedelement[0] + 1; outelement3i[5] = remappedelement[1] + 1; outelement3i += 6; outtriangles += 2; } if (shadowmark[neighbortriangle[1]] != shadowmarkcount) { remappedelement[1] = vertexremap[element[1]]; remappedelement[2] = vertexremap[element[2]]; outelement3i[0] = remappedelement[2]; outelement3i[1] = remappedelement[1]; outelement3i[2] = remappedelement[1] + 1; outelement3i[3] = remappedelement[2]; outelement3i[4] = remappedelement[1] + 1; outelement3i[5] = remappedelement[2] + 1; outelement3i += 6; outtriangles += 2; } if (shadowmark[neighbortriangle[2]] != shadowmarkcount) { remappedelement[0] = vertexremap[element[0]]; remappedelement[2] = vertexremap[element[2]]; outelement3i[0] = remappedelement[0]; outelement3i[1] = remappedelement[2]; outelement3i[2] = remappedelement[2] + 1; outelement3i[3] = remappedelement[0]; outelement3i[4] = remappedelement[2] + 1; outelement3i[5] = remappedelement[0] + 1; outelement3i += 6; outtriangles += 2; } } if (outnumvertices) *outnumvertices = outvertices; return outtriangles; } void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris) { int tris, outverts; if (projectdistance < 0.1) { Con_Printf("R_Shadow_Volume: projectdistance %f\n"); return; } if (!numverts || !nummarktris) return; // make sure shadowelements is big enough for this volume if (maxshadowelements < nummarktris * 24) R_Shadow_ResizeShadowElements((nummarktris + 256) * 24); tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris); R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements); } void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs) { int t, tend; const int *e; const float *v[3]; if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs)) return; tend = firsttriangle + numtris; if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0] && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1] && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2]) { // surface box entirely inside light box, no box cull for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3) if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3)) shadowmarklist[numshadowmark++] = t; } else { // surface box not entirely inside light box, cull each triangle for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3) { v[0] = invertex3f + e[0] * 3; v[1] = invertex3f + e[1] * 3; v[2] = invertex3f + e[2] * 3; if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) shadowmarklist[numshadowmark++] = t; } } } void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i) { rmeshstate_t m; if (r_shadow_compilingrtlight) { // if we're compiling an rtlight, capture the mesh Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i); return; } memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; R_Mesh_State(&m); GL_LockArrays(0, numvertices); if (r_shadowstage == SHADOWSTAGE_STENCIL) { // increment stencil if backface is behind depthbuffer qglCullFace(GL_BACK); // quake is backwards, this culls front faces qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP); R_Mesh_Draw(0, numvertices, numtriangles, element3i); c_rt_shadowmeshes++; c_rt_shadowtris += numtriangles; // decrement stencil if frontface is behind depthbuffer qglCullFace(GL_FRONT); // quake is backwards, this culls back faces qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP); } R_Mesh_Draw(0, numvertices, numtriangles, element3i); c_rt_shadowmeshes++; c_rt_shadowtris += numtriangles; GL_LockArrays(0, 0); } static void R_Shadow_MakeTextures(void) { int x, y, z, d, side; float v[3], s, t, intensity; qbyte *data; R_FreeTexturePool(&r_shadow_texturepool); r_shadow_texturepool = R_AllocTexturePool(); r_shadow_attenpower = r_shadow_lightattenuationpower.value; r_shadow_attenscale = r_shadow_lightattenuationscale.value; #define NORMSIZE 64 #define ATTEN2DSIZE 64 #define ATTEN3DSIZE 32 data = Mem_Alloc(tempmempool, max(6*NORMSIZE*NORMSIZE*4, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4))); r_shadow_blankwhitecubetexture = NULL; r_shadow_normalcubetexture = NULL; if (gl_texturecubemap) { data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255; data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255; data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255; data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255; data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255; data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255; r_shadow_blankwhitecubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "blankwhitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL); for (side = 0;side < 6;side++) { for (y = 0;y < NORMSIZE;y++) { for (x = 0;x < NORMSIZE;x++) { s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f; t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f; switch(side) { case 0: v[0] = 1; v[1] = -t; v[2] = -s; break; case 1: v[0] = -1; v[1] = -t; v[2] = s; break; case 2: v[0] = s; v[1] = 1; v[2] = t; break; case 3: v[0] = s; v[1] = -1; v[2] = -t; break; case 4: v[0] = s; v[1] = -t; v[2] = 1; break; case 5: v[0] = -s; v[1] = -t; v[2] = -1; break; } intensity = 127.0f / sqrt(DotProduct(v, v)); data[((side*NORMSIZE+y)*NORMSIZE+x)*4+0] = 128.0f + intensity * v[0]; data[((side*NORMSIZE+y)*NORMSIZE+x)*4+1] = 128.0f + intensity * v[1]; data[((side*NORMSIZE+y)*NORMSIZE+x)*4+2] = 128.0f + intensity * v[2]; data[((side*NORMSIZE+y)*NORMSIZE+x)*4+3] = 255; } } } r_shadow_normalcubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL); } for (y = 0;y < ATTEN2DSIZE;y++) { for (x = 0;x < ATTEN2DSIZE;x++) { v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375); v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375); v[2] = 0; intensity = 1.0f - sqrt(DotProduct(v, v)); if (intensity > 0) intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f; d = bound(0, intensity, 255); data[(y*ATTEN2DSIZE+x)*4+0] = d; data[(y*ATTEN2DSIZE+x)*4+1] = d; data[(y*ATTEN2DSIZE+x)*4+2] = d; data[(y*ATTEN2DSIZE+x)*4+3] = d; } } r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL); if (r_shadow_texture3d.integer) { for (z = 0;z < ATTEN3DSIZE;z++) { for (y = 0;y < ATTEN3DSIZE;y++) { for (x = 0;x < ATTEN3DSIZE;x++) { v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375); v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375); v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375); intensity = 1.0f - sqrt(DotProduct(v, v)); if (intensity > 0) intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f; d = bound(0, intensity, 255); data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d; data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d; data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d; data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d; } } } r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL); } Mem_Free(data); } void R_Shadow_ValidateCvars(void) { if (r_shadow_texture3d.integer && !gl_texture3d) Cvar_SetValueQuick(&r_shadow_texture3d, 0); if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside) Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0); } void R_Shadow_Stage_Begin(void) { rmeshstate_t m; R_Shadow_ValidateCvars(); if (!r_shadow_attenuation2dtexture || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer) || r_shadow_lightattenuationpower.value != r_shadow_attenpower || r_shadow_lightattenuationscale.value != r_shadow_attenscale) R_Shadow_MakeTextures(); memset(&m, 0, sizeof(m)); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(false); GL_DepthTest(true); R_Mesh_State(&m); GL_Color(0, 0, 0, 1); qglCullFace(GL_FRONT); // quake is backwards, this culls back faces qglEnable(GL_CULL_FACE); GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); r_shadowstage = SHADOWSTAGE_NONE; } void R_Shadow_Stage_ShadowVolumes(void) { rmeshstate_t m; memset(&m, 0, sizeof(m)); R_Mesh_State(&m); GL_Color(1, 1, 1, 1); GL_ColorMask(0, 0, 0, 0); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(false); GL_DepthTest(true); qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value); //if (r_shadow_shadow_polygonoffset.value != 0) //{ // qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value); // qglEnable(GL_POLYGON_OFFSET_FILL); //} //else // qglDisable(GL_POLYGON_OFFSET_FILL); qglDepthFunc(GL_LESS); qglCullFace(GL_FRONT); // quake is backwards, this culls back faces qglEnable(GL_STENCIL_TEST); qglStencilFunc(GL_ALWAYS, 128, ~0); if (gl_ext_stenciltwoside.integer) { r_shadowstage = SHADOWSTAGE_STENCILTWOSIDE; qglDisable(GL_CULL_FACE); qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT); qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces qglStencilMask(~0); qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP); qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces qglStencilMask(~0); qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP); } else { r_shadowstage = SHADOWSTAGE_STENCIL; qglEnable(GL_CULL_FACE); qglStencilMask(~0); // this is changed by every shadow render so its value here is unimportant qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); } GL_Clear(GL_STENCIL_BUFFER_BIT); c_rt_clears++; // LordHavoc note: many shadow volumes reside entirely inside the world // (that is to say they are entirely bounded by their lit surfaces), // which can be optimized by handling things as an inverted light volume, // with the shadow boundaries of the world being simulated by an altered // (129) bias to stencil clearing on such lights // FIXME: generate inverted light volumes for use as shadow volumes and // optimize for them as noted above } void R_Shadow_Stage_Light(int shadowtest) { rmeshstate_t m; memset(&m, 0, sizeof(m)); R_Mesh_State(&m); GL_BlendFunc(GL_ONE, GL_ONE); GL_DepthMask(false); GL_DepthTest(true); qglPolygonOffset(0, 0); //qglDisable(GL_POLYGON_OFFSET_FILL); GL_Color(1, 1, 1, 1); GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); qglDepthFunc(GL_EQUAL); qglCullFace(GL_FRONT); // quake is backwards, this culls back faces qglEnable(GL_CULL_FACE); if (shadowtest) qglEnable(GL_STENCIL_TEST); else qglDisable(GL_STENCIL_TEST); if (gl_support_stenciltwoside) qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT); qglStencilMask(~0); qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // only draw light where this geometry was already rendered AND the // stencil is 128 (values other than this mean shadow) qglStencilFunc(GL_EQUAL, 128, ~0); r_shadowstage = SHADOWSTAGE_LIGHT; c_rt_lights++; } void R_Shadow_Stage_End(void) { rmeshstate_t m; memset(&m, 0, sizeof(m)); R_Mesh_State(&m); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); GL_DepthTest(true); qglPolygonOffset(0, 0); //qglDisable(GL_POLYGON_OFFSET_FILL); GL_Color(1, 1, 1, 1); GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); qglDepthFunc(GL_LEQUAL); qglCullFace(GL_FRONT); // quake is backwards, this culls back faces qglDisable(GL_STENCIL_TEST); qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); if (gl_support_stenciltwoside) qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT); qglStencilMask(~0); qglStencilFunc(GL_ALWAYS, 128, ~0); r_shadowstage = SHADOWSTAGE_NONE; } int R_Shadow_ScissorForBBox(const float *mins, const float *maxs) { int i, ix1, iy1, ix2, iy2; float x1, y1, x2, y2, x, y, f; vec3_t smins, smaxs; vec4_t v, v2; if (!r_shadow_scissor.integer) return false; // if view is inside the box, just say yes it's visible if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs)) { GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); return false; } for (i = 0;i < 3;i++) { if (r_viewforward[i] >= 0) { v[i] = mins[i]; v2[i] = maxs[i]; } else { v[i] = maxs[i]; v2[i] = mins[i]; } } f = DotProduct(r_viewforward, r_vieworigin) + 1; if (DotProduct(r_viewforward, v2) <= f) { // entirely behind nearclip plane return true; } if (DotProduct(r_viewforward, v) >= f) { // entirely infront of nearclip plane x1 = y1 = x2 = y2 = 0; for (i = 0;i < 8;i++) { v[0] = (i & 1) ? mins[0] : maxs[0]; v[1] = (i & 2) ? mins[1] : maxs[1]; v[2] = (i & 4) ? mins[2] : maxs[2]; v[3] = 1.0f; GL_TransformToScreen(v, v2); //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]); x = v2[0]; y = v2[1]; if (i) { if (x1 > x) x1 = x; if (x2 < x) x2 = x; if (y1 > y) y1 = y; if (y2 < y) y2 = y; } else { x1 = x2 = x; y1 = y2 = y; } } } else { // clipped by nearclip plane // this is nasty and crude... // create viewspace bbox for (i = 0;i < 8;i++) { v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_vieworigin[0]; v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_vieworigin[1]; v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_vieworigin[2]; v2[0] = -DotProduct(v, r_viewleft); v2[1] = DotProduct(v, r_viewup); v2[2] = DotProduct(v, r_viewforward); if (i) { if (smins[0] > v2[0]) smins[0] = v2[0]; if (smaxs[0] < v2[0]) smaxs[0] = v2[0]; if (smins[1] > v2[1]) smins[1] = v2[1]; if (smaxs[1] < v2[1]) smaxs[1] = v2[1]; if (smins[2] > v2[2]) smins[2] = v2[2]; if (smaxs[2] < v2[2]) smaxs[2] = v2[2]; } else { smins[0] = smaxs[0] = v2[0]; smins[1] = smaxs[1] = v2[1]; smins[2] = smaxs[2] = v2[2]; } } // now we have a bbox in viewspace // clip it to the view plane if (smins[2] < 1) smins[2] = 1; // return true if that culled the box if (smins[2] >= smaxs[2]) return true; // ok some of it is infront of the view, transform each corner back to // worldspace and then to screenspace and make screen rect // initialize these variables just to avoid compiler warnings x1 = y1 = x2 = y2 = 0; for (i = 0;i < 8;i++) { v2[0] = (i & 1) ? smins[0] : smaxs[0]; v2[1] = (i & 2) ? smins[1] : smaxs[1]; v2[2] = (i & 4) ? smins[2] : smaxs[2]; v[0] = v2[0] * -r_viewleft[0] + v2[1] * r_viewup[0] + v2[2] * r_viewforward[0] + r_vieworigin[0]; v[1] = v2[0] * -r_viewleft[1] + v2[1] * r_viewup[1] + v2[2] * r_viewforward[1] + r_vieworigin[1]; v[2] = v2[0] * -r_viewleft[2] + v2[1] * r_viewup[2] + v2[2] * r_viewforward[2] + r_vieworigin[2]; v[3] = 1.0f; GL_TransformToScreen(v, v2); //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]); x = v2[0]; y = v2[1]; if (i) { if (x1 > x) x1 = x; if (x2 < x) x2 = x; if (y1 > y) y1 = y; if (y2 < y) y2 = y; } else { x1 = x2 = x; y1 = y2 = y; } } /* // this code doesn't handle boxes with any points behind view properly x1 = 1000;x2 = -1000; y1 = 1000;y2 = -1000; for (i = 0;i < 8;i++) { v[0] = (i & 1) ? mins[0] : maxs[0]; v[1] = (i & 2) ? mins[1] : maxs[1]; v[2] = (i & 4) ? mins[2] : maxs[2]; v[3] = 1.0f; GL_TransformToScreen(v, v2); //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]); if (v2[2] > 0) { x = v2[0]; y = v2[1]; if (x1 > x) x1 = x; if (x2 < x) x2 = x; if (y1 > y) y1 = y; if (y2 < y) y2 = y; } } */ } ix1 = x1 - 1.0f; iy1 = y1 - 1.0f; ix2 = x2 + 1.0f; iy2 = y2 + 1.0f; //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2); if (ix1 < r_view_x) ix1 = r_view_x; if (iy1 < r_view_y) iy1 = r_view_y; if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width; if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height; if (ix2 <= ix1 || iy2 <= iy1) return true; // set up the scissor rectangle GL_Scissor(ix1, vid.realheight - iy2, ix2 - ix1, iy2 - iy1); //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1); //qglEnable(GL_SCISSOR_TEST); c_rt_scissored++; return false; } static void R_Shadow_VertexShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m) { float *color4f = varray_color4f; float dist, dot, intensity, v[3], n[3]; for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) { Matrix4x4_Transform(m, vertex3f, v); if ((dist = DotProduct(v, v)) < 1) { Matrix4x4_Transform3x3(m, normal3f, n); if ((dot = DotProduct(n, v)) > 0) { dist = sqrt(dist); intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n)); intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale; VectorScale(lightcolor, intensity, color4f); color4f[3] = 1; } else { VectorClear(color4f); color4f[3] = 1; } } else { VectorClear(color4f); color4f[3] = 1; } } } static void R_Shadow_VertexShadingWithZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m) { float *color4f = varray_color4f; float dist, dot, intensity, v[3], n[3]; for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) { Matrix4x4_Transform(m, vertex3f, v); if ((dist = fabs(v[2])) < 1) { Matrix4x4_Transform3x3(m, normal3f, n); if ((dot = DotProduct(n, v)) > 0) { intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n)); intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale; VectorScale(lightcolor, intensity, color4f); color4f[3] = 1; } else { VectorClear(color4f); color4f[3] = 1; } } else { VectorClear(color4f); color4f[3] = 1; } } } static void R_Shadow_VertexShading(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m) { float *color4f = varray_color4f; float dot, intensity, v[3], n[3]; for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) { Matrix4x4_Transform(m, vertex3f, v); Matrix4x4_Transform3x3(m, normal3f, n); if ((dot = DotProduct(n, v)) > 0) { intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n)); VectorScale(lightcolor, intensity, color4f); color4f[3] = 1; } else { VectorClear(color4f); color4f[3] = 1; } } } static void R_Shadow_VertexNoShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *lightcolor, const matrix4x4_t *m) { float *color4f = varray_color4f; float dist, intensity, v[3]; for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4) { Matrix4x4_Transform(m, vertex3f, v); if ((dist = DotProduct(v, v)) < 1) { dist = sqrt(dist); intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale; VectorScale(lightcolor, intensity, color4f); color4f[3] = 1; } else { VectorClear(color4f); color4f[3] = 1; } } } static void R_Shadow_VertexNoShadingWithZAttenuation(int numverts, const float *vertex3f, const float *lightcolor, const matrix4x4_t *m) { float *color4f = varray_color4f; float dist, intensity, v[3]; for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4) { Matrix4x4_Transform(m, vertex3f, v); if ((dist = fabs(v[2])) < 1) { intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale; VectorScale(lightcolor, intensity, color4f); color4f[3] = 1; } else { VectorClear(color4f); color4f[3] = 1; } } } // TODO: use glTexGen instead of feeding vertices to texcoordpointer? #define USETEXMATRIX #ifndef USETEXMATRIX // this should be done in a texture matrix or vertex program when possible, but here's code to do it manually // if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix) { do { tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3]; tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3]; tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3]; vertex3f += 3; tc3f += 3; } while (--numverts); } static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix) { do { tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3]; tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3]; vertex3f += 3; tc2f += 2; } while (--numverts); } #endif static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin) { int i; float lightdir[3]; for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3) { VectorSubtract(vertex3f, relativelightorigin, lightdir); // the cubemap normalizes this for us out3f[0] = DotProduct(svector3f, lightdir); out3f[1] = DotProduct(tvector3f, lightdir); out3f[2] = DotProduct(normal3f, lightdir); } } static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin) { int i; float lightdir[3], eyedir[3], halfdir[3]; for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3) { VectorSubtract(vertex3f, relativelightorigin, lightdir); VectorNormalizeFast(lightdir); VectorSubtract(vertex3f, relativeeyeorigin, eyedir); VectorNormalizeFast(eyedir); VectorAdd(lightdir, eyedir, halfdir); // the cubemap normalizes this for us out3f[0] = DotProduct(svector3f, halfdir); out3f[1] = DotProduct(tvector3f, halfdir); out3f[2] = DotProduct(normal3f, halfdir); } } void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *glosstexture, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale) { int renders; float color[3], color2[3], colorscale; rmeshstate_t m; // FIXME: support EF_NODEPTHTEST GL_DepthMask(false); GL_DepthTest(true); if (!bumptexture) bumptexture = r_texture_blanknormalmap; specularscale *= r_shadow_glossintensity.value; if (!glosstexture) { if (r_shadow_gloss.integer >= 2) { glosstexture = r_texture_white; specularscale *= r_shadow_gloss2intensity.value; } else { glosstexture = r_texture_black; specularscale = 0; } } if (r_shadow_gloss.integer < 1) specularscale = 0; if (!lightcubemap) lightcubemap = r_shadow_blankwhitecubetexture; if (ambientscale + diffusescale + specularscale < 0.01) return; if (r_shadow_glsl.integer && r_shadow_program_light[0]) { unsigned int perm, prog; // GLSL shader path (GFFX5200, Radeon 9500) memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.pointer_texcoord[0] = texcoord2f; m.pointer_texcoord3f[1] = svector3f; m.pointer_texcoord3f[2] = tvector3f; m.pointer_texcoord3f[3] = normal3f; m.tex[0] = R_GetTexture(bumptexture); m.tex[1] = R_GetTexture(basetexture); m.tex[2] = R_GetTexture(glosstexture); m.texcubemap[3] = R_GetTexture(lightcubemap); // TODO: support fog (after renderer is converted to texture fog) m.tex[4] = R_GetTexture(r_texture_white); m.texmatrix[3] = *matrix_modeltolight; R_Mesh_State(&m); GL_BlendFunc(GL_ONE, GL_ONE); GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); CHECKGLERROR perm = 0; // only add a feature to the permutation if that permutation exists // (otherwise it might end up not using a shader at all, which looks // worse than using less features) if (specularscale && r_shadow_program_light[perm | SHADERPERMUTATION_SPECULAR]) perm |= SHADERPERMUTATION_SPECULAR; //if (fog && r_shadow_program_light[perm | SHADERPERMUTATION_FOG]) // perm |= SHADERPERMUTATION_FOG; if (lightcubemap && r_shadow_program_light[perm | SHADERPERMUTATION_CUBEFILTER]) perm |= SHADERPERMUTATION_CUBEFILTER; if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[perm | SHADERPERMUTATION_OFFSETMAPPING]) perm |= SHADERPERMUTATION_OFFSETMAPPING; prog = r_shadow_program_light[perm]; qglUseProgramObjectARB(prog);CHECKGLERROR // TODO: support fog (after renderer is converted to texture fog) if (perm & SHADERPERMUTATION_FOG) { qglUniform1fARB(qglGetUniformLocationARB(prog, "FogRangeRecip"), 0);CHECKGLERROR } qglUniform1fARB(qglGetUniformLocationARB(prog, "AmbientScale"), ambientscale);CHECKGLERROR qglUniform1fARB(qglGetUniformLocationARB(prog, "DiffuseScale"), diffusescale);CHECKGLERROR if (perm & SHADERPERMUTATION_SPECULAR) { qglUniform1fARB(qglGetUniformLocationARB(prog, "SpecularPower"), 8);CHECKGLERROR qglUniform1fARB(qglGetUniformLocationARB(prog, "SpecularScale"), specularscale);CHECKGLERROR } qglUniform3fARB(qglGetUniformLocationARB(prog, "LightColor"), lightcolor[0], lightcolor[1], lightcolor[2]);CHECKGLERROR qglUniform3fARB(qglGetUniformLocationARB(prog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR if (perm & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING)) { qglUniform3fARB(qglGetUniformLocationARB(prog, "EyePosition"), relativeeyeorigin[0], relativeeyeorigin[1], relativeeyeorigin[2]);CHECKGLERROR } if (perm & SHADERPERMUTATION_OFFSETMAPPING) { qglUniform1fARB(qglGetUniformLocationARB(prog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR qglUniform1fARB(qglGetUniformLocationARB(prog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR } CHECKGLERROR GL_LockArrays(firstvertex, numvertices); R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; GL_LockArrays(0, 0); qglUseProgramObjectARB(0); // HACK HACK HACK: work around for stupid NVIDIA bug that causes GL_OUT_OF_MEMORY and/or software rendering qglBegin(GL_TRIANGLES); qglEnd(); CHECKGLERROR } else if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil) { if (!bumptexture) bumptexture = r_texture_blanknormalmap; if (!glosstexture) glosstexture = r_texture_white; if (ambientscale) { GL_Color(1,1,1,1); colorscale = ambientscale; // colorscale accounts for how much we multiply the brightness // during combine. // // mult is how many times the final pass of the lighting will be // performed to get more brightness than otherwise possible. // // Limit mult to 64 for sanity sake. if (r_shadow_texture3d.integer && lightcubemap && r_textureunits.integer >= 4) { // 3 3D combine path (Geforce3, Radeon 8500) memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[0] = vertex3f; m.texmatrix[0] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord3f[0] = varray_texcoord3f[0]; R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif m.tex[1] = R_GetTexture(basetexture); m.pointer_texcoord[1] = texcoord2f; m.texcubemap[2] = R_GetTexture(lightcubemap); #ifdef USETEXMATRIX m.pointer_texcoord3f[2] = vertex3f; m.texmatrix[2] = *matrix_modeltolight; #else m.pointer_texcoord3f[2] = varray_texcoord3f[2]; R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight); #endif GL_BlendFunc(GL_ONE, GL_ONE); } else if (r_shadow_texture3d.integer && !lightcubemap && r_textureunits.integer >= 2) { // 2 3D combine path (Geforce3, original Radeon) memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[0] = vertex3f; m.texmatrix[0] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord3f[0] = varray_texcoord3f[0]; R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif m.tex[1] = R_GetTexture(basetexture); m.pointer_texcoord[1] = texcoord2f; GL_BlendFunc(GL_ONE, GL_ONE); } else if (r_textureunits.integer >= 4 && lightcubemap) { // 4 2D combine path (Geforce3, Radeon 8500) memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[0] = vertex3f; m.texmatrix[0] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord[0] = varray_texcoord2f[0]; R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[1] = vertex3f; m.texmatrix[1] = *matrix_modeltoattenuationz; #else m.pointer_texcoord[1] = varray_texcoord2f[1]; R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz); #endif m.tex[2] = R_GetTexture(basetexture); m.pointer_texcoord[2] = texcoord2f; if (lightcubemap) { m.texcubemap[3] = R_GetTexture(lightcubemap); #ifdef USETEXMATRIX m.pointer_texcoord3f[3] = vertex3f; m.texmatrix[3] = *matrix_modeltolight; #else m.pointer_texcoord3f[3] = varray_texcoord3f[3]; R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight); #endif } GL_BlendFunc(GL_ONE, GL_ONE); } else if (r_textureunits.integer >= 3 && !lightcubemap) { // 3 2D combine path (Geforce3, original Radeon) memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[0] = vertex3f; m.texmatrix[0] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord[0] = varray_texcoord2f[0]; R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[1] = vertex3f; m.texmatrix[1] = *matrix_modeltoattenuationz; #else m.pointer_texcoord[1] = varray_texcoord2f[1]; R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz); #endif m.tex[2] = R_GetTexture(basetexture); m.pointer_texcoord[2] = texcoord2f; GL_BlendFunc(GL_ONE, GL_ONE); } else { // 2/2/2 2D combine path (any dot3 card) memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[0] = vertex3f; m.texmatrix[0] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord[0] = varray_texcoord2f[0]; R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[1] = vertex3f; m.texmatrix[1] = *matrix_modeltoattenuationz; #else m.pointer_texcoord[1] = varray_texcoord2f[1]; R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz); #endif R_Mesh_State(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); GL_LockArrays(firstvertex, numvertices); R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = texcoord2f; if (lightcubemap) { m.texcubemap[1] = R_GetTexture(lightcubemap); #ifdef USETEXMATRIX m.pointer_texcoord3f[1] = vertex3f; m.texmatrix[1] = *matrix_modeltolight; #else m.pointer_texcoord3f[1] = varray_texcoord3f[1]; R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight); #endif } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } // this final code is shared R_Mesh_State(&m); GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); VectorScale(lightcolor, colorscale, color2); GL_LockArrays(firstvertex, numvertices); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) { GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1); R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; } GL_LockArrays(0, 0); } if (diffusescale) { GL_Color(1,1,1,1); colorscale = diffusescale; // colorscale accounts for how much we multiply the brightness // during combine. // // mult is how many times the final pass of the lighting will be // performed to get more brightness than otherwise possible. // // Limit mult to 64 for sanity sake. if (r_shadow_texture3d.integer && r_textureunits.integer >= 4) { // 3/2 3D combine path (Geforce3, Radeon 8500) memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(bumptexture); m.texcombinergb[0] = GL_REPLACE; m.pointer_texcoord[0] = texcoord2f; m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = varray_texcoord3f[1]; R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin); m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[2] = vertex3f; m.texmatrix[2] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord3f[2] = varray_texcoord3f[2]; R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif R_Mesh_State(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); GL_LockArrays(firstvertex, numvertices); R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = texcoord2f; if (lightcubemap) { m.texcubemap[1] = R_GetTexture(lightcubemap); #ifdef USETEXMATRIX m.pointer_texcoord3f[1] = vertex3f; m.texmatrix[1] = *matrix_modeltolight; #else m.pointer_texcoord3f[1] = varray_texcoord3f[1]; R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight); #endif } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap) { // 1/2/2 3D combine path (original Radeon) memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[0] = vertex3f; m.texmatrix[0] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord3f[0] = varray_texcoord3f[0]; R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif R_Mesh_State(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); GL_LockArrays(firstvertex, numvertices); R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(bumptexture); m.texcombinergb[0] = GL_REPLACE; m.pointer_texcoord[0] = texcoord2f; m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = varray_texcoord3f[1]; R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin); R_Mesh_State(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); GL_LockArrays(firstvertex, numvertices); R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = texcoord2f; if (lightcubemap) { m.texcubemap[1] = R_GetTexture(lightcubemap); #ifdef USETEXMATRIX m.pointer_texcoord3f[1] = vertex3f; m.texmatrix[1] = *matrix_modeltolight; #else m.pointer_texcoord3f[1] = varray_texcoord3f[1]; R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight); #endif } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap) { // 2/2 3D combine path (original Radeon) memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(bumptexture); m.texcombinergb[0] = GL_REPLACE; m.pointer_texcoord[0] = texcoord2f; m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = varray_texcoord3f[1]; R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin); R_Mesh_State(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); GL_LockArrays(firstvertex, numvertices); R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = texcoord2f; m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[1] = vertex3f; m.texmatrix[1] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord3f[1] = varray_texcoord3f[1]; R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } else if (r_textureunits.integer >= 4) { // 4/2 2D combine path (Geforce3, Radeon 8500) memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(bumptexture); m.texcombinergb[0] = GL_REPLACE; m.pointer_texcoord[0] = texcoord2f; m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = varray_texcoord3f[1]; R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin); m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[2] = vertex3f; m.texmatrix[2] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord[2] = varray_texcoord2f[2]; R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[3] = vertex3f; m.texmatrix[3] = *matrix_modeltoattenuationz; #else m.pointer_texcoord[3] = varray_texcoord2f[3]; R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz); #endif R_Mesh_State(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); GL_LockArrays(firstvertex, numvertices); R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = texcoord2f; if (lightcubemap) { m.texcubemap[1] = R_GetTexture(lightcubemap); #ifdef USETEXMATRIX m.pointer_texcoord3f[1] = vertex3f; m.texmatrix[1] = *matrix_modeltolight; #else m.pointer_texcoord3f[1] = varray_texcoord3f[1]; R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight); #endif } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } else { // 2/2/2 2D combine path (any dot3 card) memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[0] = vertex3f; m.texmatrix[0] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord[0] = varray_texcoord2f[0]; R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[1] = vertex3f; m.texmatrix[1] = *matrix_modeltoattenuationz; #else m.pointer_texcoord[1] = varray_texcoord2f[1]; R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz); #endif R_Mesh_State(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); GL_LockArrays(firstvertex, numvertices); R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(bumptexture); m.texcombinergb[0] = GL_REPLACE; m.pointer_texcoord[0] = texcoord2f; m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = varray_texcoord3f[1]; R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin); R_Mesh_State(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); GL_LockArrays(firstvertex, numvertices); R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = texcoord2f; if (lightcubemap) { m.texcubemap[1] = R_GetTexture(lightcubemap); #ifdef USETEXMATRIX m.pointer_texcoord3f[1] = vertex3f; m.texmatrix[1] = *matrix_modeltolight; #else m.pointer_texcoord3f[1] = varray_texcoord3f[1]; R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight); #endif } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } // this final code is shared R_Mesh_State(&m); GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); VectorScale(lightcolor, colorscale, color2); GL_LockArrays(firstvertex, numvertices); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) { GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1); R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; } GL_LockArrays(0, 0); } if (specularscale && glosstexture != r_texture_black) { // FIXME: detect blendsquare! //if (gl_support_blendsquare) { colorscale = specularscale; GL_Color(1,1,1,1); if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare! { // 2/0/0/1/2 3D combine blendsquare path memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(bumptexture); m.pointer_texcoord[0] = texcoord2f; m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = varray_texcoord3f[1]; R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin, relativeeyeorigin); R_Mesh_State(&m); GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); GL_LockArrays(firstvertex, numvertices); R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; R_Mesh_State(&m); GL_LockArrays(firstvertex, numvertices); // square alpha in framebuffer a few times to make it shiny GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); // these comments are a test run through this math for intensity 0.5 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) // 0.25 * 0.25 = 0.0625 (this is another pass) // 0.0625 * 0.0625 = 0.00390625 (this is another pass) R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; GL_LockArrays(0, 0); memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[0] = vertex3f; m.texmatrix[0] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord3f[0] = varray_texcoord3f[0]; R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif R_Mesh_State(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); GL_LockArrays(firstvertex, numvertices); R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(glosstexture); m.pointer_texcoord[0] = texcoord2f; if (lightcubemap) { m.texcubemap[1] = R_GetTexture(lightcubemap); #ifdef USETEXMATRIX m.pointer_texcoord3f[1] = vertex3f; m.texmatrix[1] = *matrix_modeltolight; #else m.pointer_texcoord3f[1] = varray_texcoord3f[1]; R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight); #endif } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare! { // 2/0/0/2 3D combine blendsquare path memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(bumptexture); m.pointer_texcoord[0] = texcoord2f; m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = varray_texcoord3f[1]; R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin, relativeeyeorigin); R_Mesh_State(&m); GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); GL_LockArrays(firstvertex, numvertices); R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; R_Mesh_State(&m); GL_LockArrays(firstvertex, numvertices); // square alpha in framebuffer a few times to make it shiny GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); // these comments are a test run through this math for intensity 0.5 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) // 0.25 * 0.25 = 0.0625 (this is another pass) // 0.0625 * 0.0625 = 0.00390625 (this is another pass) R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; GL_LockArrays(0, 0); memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(glosstexture); m.pointer_texcoord[0] = texcoord2f; m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[1] = vertex3f; m.texmatrix[1] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord3f[1] = varray_texcoord3f[1]; R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } else { // 2/0/0/2/2 2D combine blendsquare path memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(bumptexture); m.pointer_texcoord[0] = texcoord2f; m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = varray_texcoord3f[1]; R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin, relativeeyeorigin); R_Mesh_State(&m); GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); GL_LockArrays(firstvertex, numvertices); R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; R_Mesh_State(&m); GL_LockArrays(firstvertex, numvertices); // square alpha in framebuffer a few times to make it shiny GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); // these comments are a test run through this math for intensity 0.5 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) // 0.25 * 0.25 = 0.0625 (this is another pass) // 0.0625 * 0.0625 = 0.00390625 (this is another pass) R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; GL_LockArrays(0, 0); memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[0] = vertex3f; m.texmatrix[0] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord[0] = varray_texcoord2f[0]; R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[1] = vertex3f; m.texmatrix[1] = *matrix_modeltoattenuationz; #else m.pointer_texcoord[1] = varray_texcoord2f[1]; R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz); #endif R_Mesh_State(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); GL_LockArrays(firstvertex, numvertices); R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(glosstexture); m.pointer_texcoord[0] = texcoord2f; if (lightcubemap) { m.texcubemap[1] = R_GetTexture(lightcubemap); #ifdef USETEXMATRIX m.pointer_texcoord3f[1] = vertex3f; m.texmatrix[1] = *matrix_modeltolight; #else m.pointer_texcoord3f[1] = varray_texcoord3f[1]; R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight); #endif } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } R_Mesh_State(&m); GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); VectorScale(lightcolor, colorscale, color2); GL_LockArrays(firstvertex, numvertices); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) { GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1); R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; } GL_LockArrays(0, 0); } } } else { if (ambientscale) { GL_BlendFunc(GL_ONE, GL_ONE); VectorScale(lightcolor, ambientscale, color2); memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = texcoord2f; if (r_textureunits.integer >= 2) { // voodoo2 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[1] = vertex3f; m.texmatrix[1] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord[1] = varray_texcoord2f[1]; R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif if (r_textureunits.integer >= 3) { // Geforce3/Radeon class but not using dot3 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[2] = vertex3f; m.texmatrix[2] = *matrix_modeltoattenuationz; #else m.pointer_texcoord[2] = varray_texcoord2f[2]; R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz); #endif } } if (r_textureunits.integer >= 3) m.pointer_color = NULL; else m.pointer_color = varray_color4f; R_Mesh_State(&m); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) { color[0] = bound(0, color2[0], 1); color[1] = bound(0, color2[1], 1); color[2] = bound(0, color2[2], 1); if (r_textureunits.integer >= 3) GL_Color(color[0], color[1], color[2], 1); else if (r_textureunits.integer >= 2) R_Shadow_VertexNoShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, color, matrix_modeltolight); else R_Shadow_VertexNoShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, color, matrix_modeltolight); GL_LockArrays(firstvertex, numvertices); R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; } } if (diffusescale) { GL_BlendFunc(GL_ONE, GL_ONE); VectorScale(lightcolor, diffusescale, color2); memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.pointer_color = varray_color4f; m.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = texcoord2f; if (r_textureunits.integer >= 2) { // voodoo2 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[1] = vertex3f; m.texmatrix[1] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord[1] = varray_texcoord2f[1]; R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif if (r_textureunits.integer >= 3) { // Geforce3/Radeon class but not using dot3 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[2] = vertex3f; m.texmatrix[2] = *matrix_modeltoattenuationz; #else m.pointer_texcoord[2] = varray_texcoord2f[2]; R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz); #endif } } R_Mesh_State(&m); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) { color[0] = bound(0, color2[0], 1); color[1] = bound(0, color2[1], 1); color[2] = bound(0, color2[2], 1); if (r_textureunits.integer >= 3) R_Shadow_VertexShading(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color, matrix_modeltolight); else if (r_textureunits.integer >= 2) R_Shadow_VertexShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color, matrix_modeltolight); else R_Shadow_VertexShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color, matrix_modeltolight); GL_LockArrays(firstvertex, numvertices); R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; } } } } void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic) { int j, k; float scale; R_RTLight_Uncompile(rtlight); memset(rtlight, 0, sizeof(*rtlight)); VectorCopy(light->origin, rtlight->shadoworigin); VectorCopy(light->color, rtlight->color); rtlight->radius = light->radius; //rtlight->cullradius = rtlight->radius; //rtlight->cullradius2 = rtlight->radius * rtlight->radius; rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius; rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius; rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius; rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius; rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius; rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius; rtlight->cubemapname[0] = 0; if (light->cubemapname[0]) strcpy(rtlight->cubemapname, light->cubemapname); else if (light->cubemapnum > 0) sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum); rtlight->shadow = light->shadow; rtlight->corona = light->corona; rtlight->style = light->style; rtlight->isstatic = isstatic; rtlight->coronasizescale = light->coronasizescale; rtlight->ambientscale = light->ambientscale; rtlight->diffusescale = light->diffusescale; rtlight->specularscale = light->specularscale; rtlight->flags = light->flags; Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix); // ConcatScale won't work here because this needs to scale rotate and // translate, not just rotate scale = 1.0f / rtlight->radius; for (k = 0;k < 3;k++) for (j = 0;j < 4;j++) rtlight->matrix_worldtolight.m[k][j] *= scale; Matrix4x4_Concat(&rtlight->matrix_worldtoattenuationxyz, &matrix_attenuationxyz, &rtlight->matrix_worldtolight); Matrix4x4_Concat(&rtlight->matrix_worldtoattenuationz, &matrix_attenuationz, &rtlight->matrix_worldtolight); rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f); rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius; VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light); rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2; } // compiles rtlight geometry // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls) void R_RTLight_Compile(rtlight_t *rtlight) { int shadowmeshes, shadowtris, lightmeshes, lighttris, numclusters, numsurfaces; entity_render_t *ent = r_refdef.worldentity; model_t *model = r_refdef.worldmodel; // compile the light rtlight->compiled = true; rtlight->static_numclusters = 0; rtlight->static_numclusterpvsbytes = 0; rtlight->static_clusterlist = NULL; rtlight->static_clusterpvs = NULL; rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius; rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius; rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius; rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius; rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius; rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius; if (model && model->GetLightInfo) { // this variable directs the DrawShadowVolume and DrawLight code to capture into the mesh chain instead of rendering r_shadow_compilingrtlight = rtlight; R_Shadow_EnlargeClusterBuffer(model->brush.num_pvsclusters); R_Shadow_EnlargeSurfaceBuffer(model->nummodelsurfaces); model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces); rtlight->static_numclusterpvsbytes = (model->brush.num_pvsclusters + 7) >> 3; rtlight->static_clusterpvs = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusterpvsbytes); if (numclusters) { rtlight->static_numclusters = numclusters; rtlight->static_clusterlist = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(*rtlight->static_clusterlist)); memcpy(rtlight->static_clusterlist, r_shadow_buffer_clusterlist, rtlight->static_numclusters * sizeof(*rtlight->static_clusterlist)); memcpy(rtlight->static_clusterpvs, r_shadow_buffer_clusterpvs, rtlight->static_numclusterpvsbytes); } if (model->DrawShadowVolume && rtlight->shadow) { rtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true); model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist, rtlight->cullmins, rtlight->cullmaxs); rtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_shadow, false, false); } if (model->DrawLight) { rtlight->static_meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true); model->DrawLight(ent, rtlight->shadoworigin, vec3_origin, rtlight->radius, vec3_origin, &r_identitymatrix, &r_identitymatrix, &r_identitymatrix, NULL, 0, 0, 0, numsurfaces, r_shadow_buffer_surfacelist); rtlight->static_meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_light, true, false); } // switch back to rendering when DrawShadowVolume or DrawLight is called r_shadow_compilingrtlight = NULL; } // use smallest available cullradius - box radius or light radius //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin); //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius); shadowmeshes = 0; shadowtris = 0; if (rtlight->static_meshchain_shadow) { shadowmesh_t *mesh; for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next) { shadowmeshes++; shadowtris += mesh->numtriangles; } } lightmeshes = 0; lighttris = 0; if (rtlight->static_meshchain_light) { shadowmesh_t *mesh; for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next) { lightmeshes++; lighttris += mesh->numtriangles; } } Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes), %i light triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes, lighttris, lightmeshes); } void R_RTLight_Uncompile(rtlight_t *rtlight) { if (rtlight->compiled) { if (rtlight->static_meshchain_shadow) Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow); rtlight->static_meshchain_shadow = NULL; if (rtlight->static_meshchain_light) Mod_ShadowMesh_Free(rtlight->static_meshchain_light); rtlight->static_meshchain_light = NULL; if (rtlight->static_clusterlist) Mem_Free(rtlight->static_clusterlist); rtlight->static_clusterlist = NULL; if (rtlight->static_clusterpvs) Mem_Free(rtlight->static_clusterpvs); rtlight->static_clusterpvs = NULL; rtlight->static_numclusters = 0; rtlight->static_numclusterpvsbytes = 0; rtlight->compiled = false; } } void R_Shadow_UncompileWorldLights(void) { dlight_t *light; for (light = r_shadow_worldlightchain;light;light = light->next) R_RTLight_Uncompile(&light->rtlight); } void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) { int i, shadow, usestencil; entity_render_t *ent; float f; vec3_t relativelightorigin, relativeeyeorigin, lightcolor, lightcolor2; rtexture_t *cubemaptexture; matrix4x4_t matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz; int numclusters, numsurfaces; int *clusterlist, *surfacelist; qbyte *clusterpvs; vec3_t cullmins, cullmaxs, relativelightmins, relativelightmaxs; shadowmesh_t *mesh; rmeshstate_t m; // skip lights that don't light (corona only lights) if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < 0.01) return; f = (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value; VectorScale(rtlight->color, f, lightcolor); if (VectorLength2(lightcolor) < 0.01) return; /* if (rtlight->selected) { f = 2 + sin(realtime * M_PI * 4.0); VectorScale(lightcolor, f, lightcolor); } */ // loading is done before visibility checks because loading should happen // all at once at the start of a level, not when it stalls gameplay. // (especially important to benchmarks) if (rtlight->isstatic && !rtlight->compiled && r_shadow_staticworldlights.integer) R_RTLight_Compile(rtlight); if (rtlight->cubemapname[0]) cubemaptexture = R_Shadow_Cubemap(rtlight->cubemapname); else cubemaptexture = NULL; cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius; cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius; cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius; cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius; cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius; cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius; if (rtlight->style >= 0 && d_lightstylevalue[rtlight->style] <= 0) return; numclusters = 0; clusterlist = NULL; clusterpvs = NULL; numsurfaces = 0; surfacelist = NULL; if (rtlight->compiled && r_shadow_staticworldlights.integer) { // compiled light, world available and can receive realtime lighting // retrieve cluster information numclusters = rtlight->static_numclusters; clusterlist = rtlight->static_clusterlist; clusterpvs = rtlight->static_clusterpvs; VectorCopy(rtlight->cullmins, cullmins); VectorCopy(rtlight->cullmaxs, cullmaxs); } else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo) { // dynamic light, world available and can receive realtime lighting // if the light box is offscreen, skip it right away if (R_CullBox(cullmins, cullmaxs)) return; // calculate lit surfaces and clusters R_Shadow_EnlargeClusterBuffer(r_refdef.worldmodel->brush.num_pvsclusters); R_Shadow_EnlargeSurfaceBuffer(r_refdef.worldmodel->nummodelsurfaces); r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, cullmins, cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces); clusterlist = r_shadow_buffer_clusterlist; clusterpvs = r_shadow_buffer_clusterpvs; surfacelist = r_shadow_buffer_surfacelist; } // if the reduced cluster bounds are offscreen, skip it if (R_CullBox(cullmins, cullmaxs)) return; // check if light is illuminating any visible clusters if (numclusters) { for (i = 0;i < numclusters;i++) if (CHECKPVSBIT(r_pvsbits, clusterlist[i])) break; if (i == numclusters) return; } // set up a scissor rectangle for this light if (R_Shadow_ScissorForBBox(cullmins, cullmaxs)) return; shadow = rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows); usestencil = false; if (shadow && (gl_stencil || visiblevolumes)) { if (!visiblevolumes) { R_Shadow_Stage_ShadowVolumes(); usestencil = true; } ent = r_refdef.worldentity; if (r_shadow_staticworldlights.integer && rtlight->compiled) { memset(&m, 0, sizeof(m)); R_Mesh_Matrix(&ent->matrix); for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next) { m.pointer_vertex = mesh->vertex3f; R_Mesh_State(&m); GL_LockArrays(0, mesh->numverts); if (r_shadowstage == SHADOWSTAGE_STENCIL) { // increment stencil if backface is behind depthbuffer qglCullFace(GL_BACK); // quake is backwards, this culls front faces qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP); R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i); c_rtcached_shadowmeshes++; c_rtcached_shadowtris += mesh->numtriangles; // decrement stencil if frontface is behind depthbuffer qglCullFace(GL_FRONT); // quake is backwards, this culls back faces qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP); } R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i); c_rtcached_shadowmeshes++; c_rtcached_shadowtris += mesh->numtriangles; GL_LockArrays(0, 0); } } else if (numsurfaces) { Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin); ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, numsurfaces, surfacelist, rtlight->cullmins, rtlight->cullmaxs); } if (r_drawentities.integer) { for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; // rough checks if (r_shadow_cull.integer) { if (!BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs)) continue; if (r_refdef.worldmodel != NULL && r_refdef.worldmodel->brush.BoxTouchingPVS != NULL && !r_refdef.worldmodel->brush.BoxTouchingPVS(r_refdef.worldmodel, clusterpvs, ent->mins, ent->maxs)) continue; } if (!(ent->flags & RENDER_SHADOW) || !ent->model || !ent->model->DrawShadowVolume) continue; Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin); // light emitting entities should not cast their own shadow if (VectorLength2(relativelightorigin) < 0.1) continue; relativelightmins[0] = relativelightorigin[0] - rtlight->radius; relativelightmins[1] = relativelightorigin[1] - rtlight->radius; relativelightmins[2] = relativelightorigin[2] - rtlight->radius; relativelightmaxs[0] = relativelightorigin[0] + rtlight->radius; relativelightmaxs[1] = relativelightorigin[1] + rtlight->radius; relativelightmaxs[2] = relativelightorigin[2] + rtlight->radius; ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativelightmins, relativelightmaxs); } } } if (!visiblevolumes) { R_Shadow_Stage_Light(usestencil); ent = r_refdef.worldentity; if (ent->model && ent->model->DrawLight && (ent->flags & RENDER_LIGHT)) { lightcolor2[0] = lightcolor[0] * ent->colormod[0] * ent->alpha; lightcolor2[1] = lightcolor[1] * ent->colormod[1] * ent->alpha; lightcolor2[2] = lightcolor[2] * ent->colormod[2] * ent->alpha; Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin); Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin); Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix); Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rtlight->matrix_worldtoattenuationxyz, &ent->matrix); Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix); if (r_shadow_staticworldlights.integer && rtlight->compiled) { R_Mesh_Matrix(&ent->matrix); for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next) R_Shadow_RenderLighting(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, mesh->map_specular, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale); } else ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, numsurfaces, surfacelist); } if (r_drawentities.integer) { for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; // can't draw transparent entity lighting here because // transparent meshes are deferred for later if (ent->visframe == r_framecount && BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs) && ent->model && ent->model->DrawLight && (ent->flags & (RENDER_LIGHT | RENDER_TRANSPARENT)) == RENDER_LIGHT) { lightcolor2[0] = lightcolor[0] * ent->colormod[0] * ent->alpha; lightcolor2[1] = lightcolor[1] * ent->colormod[1] * ent->alpha; lightcolor2[2] = lightcolor[2] * ent->colormod[2] * ent->alpha; Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin); Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin); Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix); Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rtlight->matrix_worldtoattenuationxyz, &ent->matrix); Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix); ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, ent->model->nummodelsurfaces, ent->model->surfacelist); } } } } } void R_ShadowVolumeLighting(int visiblevolumes) { int lnum, flag; dlight_t *light; rmeshstate_t m; if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname))) R_Shadow_EditLights_Reload_f(); if (visiblevolumes) { memset(&m, 0, sizeof(m)); R_Mesh_State(&m); GL_BlendFunc(GL_ONE, GL_ONE); GL_DepthMask(false); GL_DepthTest(r_shadow_visiblevolumes.integer < 2); qglDisable(GL_CULL_FACE); GL_Color(0.0, 0.0125, 0.1, 1); } else R_Shadow_Stage_Begin(); flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; if (r_shadow_debuglight.integer >= 0) { for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next) if (lnum == r_shadow_debuglight.integer && (light->flags & flag)) R_DrawRTLight(&light->rtlight, visiblevolumes); } else for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next) if (light->flags & flag) R_DrawRTLight(&light->rtlight, visiblevolumes); if (r_rtdlight) for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++) R_DrawRTLight(&light->rtlight, visiblevolumes); if (visiblevolumes) { qglEnable(GL_CULL_FACE); GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); } else R_Shadow_Stage_End(); } //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"}; typedef struct suffixinfo_s { char *suffix; qboolean flipx, flipy, flipdiagonal; } suffixinfo_t; static suffixinfo_t suffix[3][6] = { { {"px", false, false, false}, {"nx", false, false, false}, {"py", false, false, false}, {"ny", false, false, false}, {"pz", false, false, false}, {"nz", false, false, false} }, { {"posx", false, false, false}, {"negx", false, false, false}, {"posy", false, false, false}, {"negy", false, false, false}, {"posz", false, false, false}, {"negz", false, false, false} }, { {"rt", true, false, true}, {"lf", false, true, true}, {"ft", true, true, false}, {"bk", false, false, false}, {"up", true, false, true}, {"dn", true, false, true} } }; static int componentorder[4] = {0, 1, 2, 3}; rtexture_t *R_Shadow_LoadCubemap(const char *basename) { int i, j, cubemapsize; qbyte *cubemappixels, *image_rgba; rtexture_t *cubemaptexture; char name[256]; // must start 0 so the first loadimagepixels has no requested width/height cubemapsize = 0; cubemappixels = NULL; cubemaptexture = NULL; // keep trying different suffix groups (posx, px, rt) until one loads for (j = 0;j < 3 && !cubemappixels;j++) { // load the 6 images in the suffix group for (i = 0;i < 6;i++) { // generate an image name based on the base and and suffix dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix); // load it if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize))) { // an image loaded, make sure width and height are equal if (image_width == image_height) { // if this is the first image to load successfully, allocate the cubemap memory if (!cubemappixels && image_width >= 1) { cubemapsize = image_width; // note this clears to black, so unavailable sides are black cubemappixels = Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4); } // copy the image with any flipping needed by the suffix (px and posx types don't need flipping) if (cubemappixels) Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder); } else Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height); // free the image Mem_Free(image_rgba); } } } // if a cubemap loaded, upload it if (cubemappixels) { if (!r_shadow_filters_texturepool) r_shadow_filters_texturepool = R_AllocTexturePool(); cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); Mem_Free(cubemappixels); } else { Con_Printf("Failed to load Cubemap \"%s\", tried ", basename); for (j = 0;j < 3;j++) for (i = 0;i < 6;i++) Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix); Con_Print(" and was unable to find any of them.\n"); } return cubemaptexture; } rtexture_t *R_Shadow_Cubemap(const char *basename) { int i; for (i = 0;i < numcubemaps;i++) if (!strcasecmp(cubemaps[i].basename, basename)) return cubemaps[i].texture; if (i >= MAX_CUBEMAPS) return NULL; numcubemaps++; strcpy(cubemaps[i].basename, basename); cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename); return cubemaps[i].texture; } void R_Shadow_FreeCubemaps(void) { numcubemaps = 0; R_FreeTexturePool(&r_shadow_filters_texturepool); } dlight_t *R_Shadow_NewWorldLight(void) { dlight_t *light; light = Mem_Alloc(r_shadow_mempool, sizeof(dlight_t)); light->next = r_shadow_worldlightchain; r_shadow_worldlightchain = light; return light; } 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) { VectorCopy(origin, light->origin); light->angles[0] = angles[0] - 360 * floor(angles[0] / 360); light->angles[1] = angles[1] - 360 * floor(angles[1] / 360); light->angles[2] = angles[2] - 360 * floor(angles[2] / 360); light->color[0] = max(color[0], 0); light->color[1] = max(color[1], 0); light->color[2] = max(color[2], 0); light->radius = max(radius, 0); light->style = style; if (light->style < 0 || light->style >= MAX_LIGHTSTYLES) { Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES); light->style = 0; } light->shadow = shadowenable; light->corona = corona; if (!cubemapname) cubemapname = ""; strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname)); light->coronasizescale = coronasizescale; light->ambientscale = ambientscale; light->diffusescale = diffusescale; light->specularscale = specularscale; light->flags = flags; Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1); R_RTLight_UpdateFromDLight(&light->rtlight, light, true); } void R_Shadow_FreeWorldLight(dlight_t *light) { dlight_t **lightpointer; R_RTLight_Uncompile(&light->rtlight); for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next); if (*lightpointer != light) Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain\n"); *lightpointer = light->next; Mem_Free(light); } void R_Shadow_ClearWorldLights(void) { while (r_shadow_worldlightchain) R_Shadow_FreeWorldLight(r_shadow_worldlightchain); r_shadow_selectedlight = NULL; R_Shadow_FreeCubemaps(); } void R_Shadow_SelectLight(dlight_t *light) { if (r_shadow_selectedlight) r_shadow_selectedlight->selected = false; r_shadow_selectedlight = light; if (r_shadow_selectedlight) r_shadow_selectedlight->selected = true; } void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2) { float scale = r_editlights_cursorgrid.value * 0.5f; R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f); } void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2) { float intensity; const dlight_t *light; light = calldata1; intensity = 0.5; if (light->selected) intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0); if (!light->shadow) intensity *= 0.5f; R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5); } void R_Shadow_DrawLightSprites(void) { int i; cachepic_t *pic; dlight_t *light; for (i = 0;i < 5;i++) { lighttextures[i] = NULL; if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1)))) lighttextures[i] = pic->tex; } for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next) R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, i % 5); R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0); } void R_Shadow_SelectLightInView(void) { float bestrating, rating, temp[3]; dlight_t *best, *light; best = NULL; bestrating = 0; for (light = r_shadow_worldlightchain;light;light = light->next) { VectorSubtract(light->origin, r_vieworigin, temp); rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp))); if (rating >= 0.95) { rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp))); if (bestrating < rating && CL_TraceLine(light->origin, r_vieworigin, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1.0f) { bestrating = rating; best = light; } } } R_Shadow_SelectLight(best); } void R_Shadow_LoadWorldLights(void) { int n, a, style, shadow, flags; char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH]; float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale; if (r_refdef.worldmodel == NULL) { Con_Print("No map loaded.\n"); return; } FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name)); strlcat (name, ".rtlights", sizeof (name)); lightsstring = FS_LoadFile(name, tempmempool, false); if (lightsstring) { s = lightsstring; n = 0; while (*s) { t = s; /* shadow = true; for (;COM_Parse(t, true) && strcmp( if (COM_Parse(t, true)) { if (com_token[0] == '!') { shadow = false; origin[0] = atof(com_token+1); } else origin[0] = atof(com_token); if (Com_Parse(t } */ t = s; while (*s && *s != '\n' && *s != '\r') s++; if (!*s) break; tempchar = *s; shadow = true; // check for modifier flags if (*t == '!') { shadow = false; t++; } *s = 0; a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags); *s = tempchar; if (a < 18) flags = LIGHTFLAG_REALTIMEMODE; if (a < 17) specularscale = 1; if (a < 16) diffusescale = 1; if (a < 15) ambientscale = 0; if (a < 14) coronasizescale = 0.25f; if (a < 13) VectorClear(angles); if (a < 10) corona = 0; if (a < 9 || !strcmp(cubemapname, "\"\"")) cubemapname[0] = 0; // remove quotes on cubemapname if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"') { cubemapname[strlen(cubemapname)-1] = 0; strcpy(cubemapname, cubemapname + 1); } if (a < 8) { 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); break; } VectorScale(color, r_editlights_rtlightscolorscale.value, color); radius *= r_editlights_rtlightssizescale.value; R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags); if (*s == '\r') s++; if (*s == '\n') s++; n++; } if (*s) Con_Printf("invalid rtlights file \"%s\"\n", name); Mem_Free(lightsstring); } } void R_Shadow_SaveWorldLights(void) { dlight_t *light; int bufchars, bufmaxchars; char *buf, *oldbuf; char name[MAX_QPATH]; char line[1024]; if (!r_shadow_worldlightchain) return; if (r_refdef.worldmodel == NULL) { Con_Print("No map loaded.\n"); return; } FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name)); strlcat (name, ".rtlights", sizeof (name)); bufchars = bufmaxchars = 0; buf = NULL; for (light = r_shadow_worldlightchain;light;light = light->next) { if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE) sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, 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); else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2]) sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]); else sprintf(line, "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style); if (bufchars + (int) strlen(line) > bufmaxchars) { bufmaxchars = bufchars + strlen(line) + 2048; oldbuf = buf; buf = Mem_Alloc(tempmempool, bufmaxchars); if (oldbuf) { if (bufchars) memcpy(buf, oldbuf, bufchars); Mem_Free(oldbuf); } } if (strlen(line)) { memcpy(buf + bufchars, line, strlen(line)); bufchars += strlen(line); } } if (bufchars) FS_WriteFile(name, buf, bufchars); if (buf) Mem_Free(buf); } void R_Shadow_LoadLightsFile(void) { int n, a, style; char tempchar, *lightsstring, *s, *t, name[MAX_QPATH]; float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias; if (r_refdef.worldmodel == NULL) { Con_Print("No map loaded.\n"); return; } FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name)); strlcat (name, ".lights", sizeof (name)); lightsstring = FS_LoadFile(name, tempmempool, false); if (lightsstring) { s = lightsstring; n = 0; while (*s) { t = s; while (*s && *s != '\n' && *s != '\r') s++; if (!*s) break; tempchar = *s; *s = 0; 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); *s = tempchar; if (a < 14) { 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); break; } radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f)); radius = bound(15, radius, 4096); VectorScale(color, (2.0f / (8388608.0f)), color); R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE); if (*s == '\r') s++; if (*s == '\n') s++; n++; } if (*s) Con_Printf("invalid lights file \"%s\"\n", name); Mem_Free(lightsstring); } } // tyrlite/hmap2 light types in the delay field typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t; void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) { int entnum, style, islight, skin, pflags, effects, type, n; char *entfiledata; const char *data; float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4]; char key[256], value[1024]; if (r_refdef.worldmodel == NULL) { Con_Print("No map loaded.\n"); return; } // try to load a .ent file first FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key)); strlcat (key, ".ent", sizeof (key)); data = entfiledata = FS_LoadFile(key, tempmempool, true); // and if that is not found, fall back to the bsp file entity string if (!data) data = r_refdef.worldmodel->brush.entities; if (!data) return; for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++) { type = LIGHTTYPE_MINUSX; origin[0] = origin[1] = origin[2] = 0; originhack[0] = originhack[1] = originhack[2] = 0; angles[0] = angles[1] = angles[2] = 0; color[0] = color[1] = color[2] = 1; light[0] = light[1] = light[2] = 1;light[3] = 300; overridecolor[0] = overridecolor[1] = overridecolor[2] = 1; fadescale = 1; lightscale = 1; style = 0; skin = 0; pflags = 0; effects = 0; islight = false; while (1) { if (!COM_ParseToken(&data, false)) break; // error if (com_token[0] == '}') break; // end of entity if (com_token[0] == '_') strcpy(key, com_token + 1); else strcpy(key, com_token); while (key[strlen(key)-1] == ' ') // remove trailing spaces key[strlen(key)-1] = 0; if (!COM_ParseToken(&data, false)) break; // error strcpy(value, com_token); // now that we have the key pair worked out... if (!strcmp("light", key)) { n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]); if (n == 1) { // quake light[0] = vec[0] * (1.0f / 256.0f); light[1] = vec[0] * (1.0f / 256.0f); light[2] = vec[0] * (1.0f / 256.0f); light[3] = vec[0]; } else if (n == 4) { // halflife light[0] = vec[0] * (1.0f / 255.0f); light[1] = vec[1] * (1.0f / 255.0f); light[2] = vec[2] * (1.0f / 255.0f); light[3] = vec[3]; } } else if (!strcmp("delay", key)) type = atoi(value); else if (!strcmp("origin", key)) sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]); else if (!strcmp("angle", key)) angles[0] = 0, angles[1] = atof(value), angles[2] = 0; else if (!strcmp("angles", key)) sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]); else if (!strcmp("color", key)) sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]); else if (!strcmp("wait", key)) fadescale = atof(value); else if (!strcmp("classname", key)) { if (!strncmp(value, "light", 5)) { islight = true; if (!strcmp(value, "light_fluoro")) { originhack[0] = 0; originhack[1] = 0; originhack[2] = 0; overridecolor[0] = 1; overridecolor[1] = 1; overridecolor[2] = 1; } if (!strcmp(value, "light_fluorospark")) { originhack[0] = 0; originhack[1] = 0; originhack[2] = 0; overridecolor[0] = 1; overridecolor[1] = 1; overridecolor[2] = 1; } if (!strcmp(value, "light_globe")) { originhack[0] = 0; originhack[1] = 0; originhack[2] = 0; overridecolor[0] = 1; overridecolor[1] = 0.8; overridecolor[2] = 0.4; } if (!strcmp(value, "light_flame_large_yellow")) { originhack[0] = 0; originhack[1] = 0; originhack[2] = 48; overridecolor[0] = 1; overridecolor[1] = 0.5; overridecolor[2] = 0.1; } if (!strcmp(value, "light_flame_small_yellow")) { originhack[0] = 0; originhack[1] = 0; originhack[2] = 40; overridecolor[0] = 1; overridecolor[1] = 0.5; overridecolor[2] = 0.1; } if (!strcmp(value, "light_torch_small_white")) { originhack[0] = 0; originhack[1] = 0; originhack[2] = 40; overridecolor[0] = 1; overridecolor[1] = 0.5; overridecolor[2] = 0.1; } if (!strcmp(value, "light_torch_small_walltorch")) { originhack[0] = 0; originhack[1] = 0; originhack[2] = 40; overridecolor[0] = 1; overridecolor[1] = 0.5; overridecolor[2] = 0.1; } } } else if (!strcmp("style", key)) style = atoi(value); else if (r_refdef.worldmodel->type == mod_brushq3) { if (!strcmp("scale", key)) lightscale = atof(value); if (!strcmp("fade", key)) fadescale = atof(value); } else if (!strcmp("skin", key)) skin = (int)atof(value); else if (!strcmp("pflags", key)) pflags = (int)atof(value); else if (!strcmp("effects", key)) effects = (int)atof(value); } if (!islight) continue; if (lightscale <= 0) lightscale = 1; if (fadescale <= 0) fadescale = 1; if (color[0] == color[1] && color[0] == color[2]) { color[0] *= overridecolor[0]; color[1] *= overridecolor[1]; color[2] *= overridecolor[2]; } radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale; color[0] = color[0] * light[0]; color[1] = color[1] * light[1]; color[2] = color[2] * light[2]; switch (type) { case LIGHTTYPE_MINUSX: break; case LIGHTTYPE_RECIPX: radius *= 2; VectorScale(color, (1.0f / 16.0f), color); break; case LIGHTTYPE_RECIPXX: radius *= 2; VectorScale(color, (1.0f / 16.0f), color); break; default: case LIGHTTYPE_NONE: break; case LIGHTTYPE_SUN: break; case LIGHTTYPE_MINUSXX: break; } VectorAdd(origin, originhack, origin); if (radius >= 1) R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE); } if (entfiledata) Mem_Free(entfiledata); } void R_Shadow_SetCursorLocationForView(void) { vec_t dist, push, frac; vec3_t dest, endpos, normal; VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest); frac = CL_TraceLine(r_vieworigin, dest, endpos, normal, true, NULL, SUPERCONTENTS_SOLID); if (frac < 1) { dist = frac * r_editlights_cursordistance.value; push = r_editlights_cursorpushback.value; if (push > dist) push = dist; push = -push; VectorMA(endpos, push, r_viewforward, endpos); VectorMA(endpos, r_editlights_cursorpushoff.value, normal, endpos); } r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value; r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value; r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value; } void R_Shadow_UpdateWorldLightSelection(void) { if (r_editlights.integer) { R_Shadow_SetCursorLocationForView(); R_Shadow_SelectLightInView(); R_Shadow_DrawLightSprites(); } else R_Shadow_SelectLight(NULL); } void R_Shadow_EditLights_Clear_f(void) { R_Shadow_ClearWorldLights(); } void R_Shadow_EditLights_Reload_f(void) { if (!r_refdef.worldmodel) return; strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname)); R_Shadow_ClearWorldLights(); R_Shadow_LoadWorldLights(); if (r_shadow_worldlightchain == NULL) { R_Shadow_LoadLightsFile(); if (r_shadow_worldlightchain == NULL) R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(); } } void R_Shadow_EditLights_Save_f(void) { if (!r_refdef.worldmodel) return; R_Shadow_SaveWorldLights(); } void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void) { R_Shadow_ClearWorldLights(); R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(); } void R_Shadow_EditLights_ImportLightsFile_f(void) { R_Shadow_ClearWorldLights(); R_Shadow_LoadLightsFile(); } void R_Shadow_EditLights_Spawn_f(void) { vec3_t color; if (!r_editlights.integer) { Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n"); return; } if (Cmd_Argc() != 1) { Con_Print("r_editlights_spawn does not take parameters\n"); return; } color[0] = color[1] = color[2] = 1; R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE); } void R_Shadow_EditLights_Edit_f(void) { vec3_t origin, angles, color; vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale; int style, shadows, flags, normalmode, realtimemode; char cubemapname[1024]; if (!r_editlights.integer) { Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n"); return; } if (!r_shadow_selectedlight) { Con_Print("No selected light.\n"); return; } VectorCopy(r_shadow_selectedlight->origin, origin); VectorCopy(r_shadow_selectedlight->angles, angles); VectorCopy(r_shadow_selectedlight->color, color); radius = r_shadow_selectedlight->radius; style = r_shadow_selectedlight->style; if (r_shadow_selectedlight->cubemapname) strcpy(cubemapname, r_shadow_selectedlight->cubemapname); else cubemapname[0] = 0; shadows = r_shadow_selectedlight->shadow; corona = r_shadow_selectedlight->corona; coronasizescale = r_shadow_selectedlight->coronasizescale; ambientscale = r_shadow_selectedlight->ambientscale; diffusescale = r_shadow_selectedlight->diffusescale; specularscale = r_shadow_selectedlight->specularscale; flags = r_shadow_selectedlight->flags; normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0; realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0; if (!strcmp(Cmd_Argv(1), "origin")) { if (Cmd_Argc() != 5) { Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1)); return; } origin[0] = atof(Cmd_Argv(2)); origin[1] = atof(Cmd_Argv(3)); origin[2] = atof(Cmd_Argv(4)); } else if (!strcmp(Cmd_Argv(1), "originx")) { if (Cmd_Argc() != 3) { Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } origin[0] = atof(Cmd_Argv(2)); } else if (!strcmp(Cmd_Argv(1), "originy")) { if (Cmd_Argc() != 3) { Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } origin[1] = atof(Cmd_Argv(2)); } else if (!strcmp(Cmd_Argv(1), "originz")) { if (Cmd_Argc() != 3) { Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } origin[2] = atof(Cmd_Argv(2)); } else if (!strcmp(Cmd_Argv(1), "move")) { if (Cmd_Argc() != 5) { Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1)); return; } origin[0] += atof(Cmd_Argv(2)); origin[1] += atof(Cmd_Argv(3)); origin[2] += atof(Cmd_Argv(4)); } else if (!strcmp(Cmd_Argv(1), "movex")) { if (Cmd_Argc() != 3) { Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } origin[0] += atof(Cmd_Argv(2)); } else if (!strcmp(Cmd_Argv(1), "movey")) { if (Cmd_Argc() != 3) { Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } origin[1] += atof(Cmd_Argv(2)); } else if (!strcmp(Cmd_Argv(1), "movez")) { if (Cmd_Argc() != 3) { Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } origin[2] += atof(Cmd_Argv(2)); } else if (!strcmp(Cmd_Argv(1), "angles")) { if (Cmd_Argc() != 5) { Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1)); return; } angles[0] = atof(Cmd_Argv(2)); angles[1] = atof(Cmd_Argv(3)); angles[2] = atof(Cmd_Argv(4)); } else if (!strcmp(Cmd_Argv(1), "anglesx")) { if (Cmd_Argc() != 3) { Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } angles[0] = atof(Cmd_Argv(2)); } else if (!strcmp(Cmd_Argv(1), "anglesy")) { if (Cmd_Argc() != 3) { Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } angles[1] = atof(Cmd_Argv(2)); } else if (!strcmp(Cmd_Argv(1), "anglesz")) { if (Cmd_Argc() != 3) { Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } angles[2] = atof(Cmd_Argv(2)); } else if (!strcmp(Cmd_Argv(1), "color")) { if (Cmd_Argc() != 5) { Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1)); return; } color[0] = atof(Cmd_Argv(2)); color[1] = atof(Cmd_Argv(3)); color[2] = atof(Cmd_Argv(4)); } else if (!strcmp(Cmd_Argv(1), "radius")) { if (Cmd_Argc() != 3) { Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } radius = atof(Cmd_Argv(2)); } else if (!strcmp(Cmd_Argv(1), "style")) { if (Cmd_Argc() != 3) { Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } style = atoi(Cmd_Argv(2)); } else if (!strcmp(Cmd_Argv(1), "cubemap")) { if (Cmd_Argc() > 3) { Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } if (Cmd_Argc() == 3) strcpy(cubemapname, Cmd_Argv(2)); else cubemapname[0] = 0; } else if (!strcmp(Cmd_Argv(1), "shadows")) { if (Cmd_Argc() != 3) { Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2)); } else if (!strcmp(Cmd_Argv(1), "corona")) { if (Cmd_Argc() != 3) { Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } corona = atof(Cmd_Argv(2)); } else if (!strcmp(Cmd_Argv(1), "coronasize")) { if (Cmd_Argc() != 3) { Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } coronasizescale = atof(Cmd_Argv(2)); } else if (!strcmp(Cmd_Argv(1), "ambient")) { if (Cmd_Argc() != 3) { Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } ambientscale = atof(Cmd_Argv(2)); } else if (!strcmp(Cmd_Argv(1), "diffuse")) { if (Cmd_Argc() != 3) { Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } diffusescale = atof(Cmd_Argv(2)); } else if (!strcmp(Cmd_Argv(1), "specular")) { if (Cmd_Argc() != 3) { Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } specularscale = atof(Cmd_Argv(2)); } else if (!strcmp(Cmd_Argv(1), "normalmode")) { if (Cmd_Argc() != 3) { Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2)); } else if (!strcmp(Cmd_Argv(1), "realtimemode")) { if (Cmd_Argc() != 3) { Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2)); } else { Con_Print("usage: r_editlights_edit [property] [value]\n"); Con_Print("Selected light's properties:\n"); Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]); Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]); Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]); Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius); Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona); Con_Printf("Style : %i\n", r_shadow_selectedlight->style); Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no"); Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname); Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale); Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale); Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale); Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale); Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no"); Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no"); return; } flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0); R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags); } void R_Shadow_EditLights_EditAll_f(void) { dlight_t *light; if (!r_editlights.integer) { Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n"); return; } for (light = r_shadow_worldlightchain;light;light = light->next) { R_Shadow_SelectLight(light); R_Shadow_EditLights_Edit_f(); } } void R_Shadow_EditLights_DrawSelectedLightProperties(void) { int lightnumber, lightcount; dlight_t *light; float x, y; char temp[256]; if (!r_editlights.integer) return; x = 0; y = con_vislines; lightnumber = -1; lightcount = 0; for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next) if (light == r_shadow_selectedlight) lightnumber = lightcount; sprintf(temp, "Cursor %f %f %f Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; if (r_shadow_selectedlight == NULL) return; sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; sprintf(temp, "Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; sprintf(temp, "Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; sprintf(temp, "Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; sprintf(temp, "Radius : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; sprintf(temp, "Corona : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; sprintf(temp, "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; sprintf(temp, "CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; sprintf(temp, "Ambient : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; sprintf(temp, "Diffuse : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; sprintf(temp, "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; } void R_Shadow_EditLights_ToggleShadow_f(void) { if (!r_editlights.integer) { Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n"); return; } if (!r_shadow_selectedlight) { Con_Print("No selected light.\n"); return; } 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); } void R_Shadow_EditLights_ToggleCorona_f(void) { if (!r_editlights.integer) { Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n"); return; } if (!r_shadow_selectedlight) { Con_Print("No selected light.\n"); return; } 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); } void R_Shadow_EditLights_Remove_f(void) { if (!r_editlights.integer) { Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n"); return; } if (!r_shadow_selectedlight) { Con_Print("No selected light.\n"); return; } R_Shadow_FreeWorldLight(r_shadow_selectedlight); r_shadow_selectedlight = NULL; } void R_Shadow_EditLights_Help_f(void) { Con_Print( "Documentation on r_editlights system:\n" "Settings:\n" "r_editlights : enable/disable editing mode\n" "r_editlights_cursordistance : maximum distance of cursor from eye\n" "r_editlights_cursorpushback : push back cursor this far from surface\n" "r_editlights_cursorpushoff : push cursor off surface this far\n" "r_editlights_cursorgrid : snap cursor to grid of this size\n" "r_editlights_quakelightsizescale : imported quake light entity size scaling\n" "r_editlights_rtlightssizescale : imported rtlight size scaling\n" "r_editlights_rtlightscolorscale : imported rtlight color scaling\n" "Commands:\n" "r_editlights_help : this help\n" "r_editlights_clear : remove all lights\n" "r_editlights_reload : reload .rtlights, .lights file, or entities\n" "r_editlights_save : save to .rtlights file\n" "r_editlights_spawn : create a light with default settings\n" "r_editlights_edit command : edit selected light - more documentation below\n" "r_editlights_remove : remove selected light\n" "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n" "r_editlights_importlightentitiesfrommap : reload light entities\n" "r_editlights_importlightsfile : reload .light file (produced by hlight)\n" "Edit commands:\n" "origin x y z : set light location\n" "originx x: set x component of light location\n" "originy y: set y component of light location\n" "originz z: set z component of light location\n" "move x y z : adjust light location\n" "movex x: adjust x component of light location\n" "movey y: adjust y component of light location\n" "movez z: adjust z component of light location\n" "angles x y z : set light angles\n" "anglesx x: set x component of light angles\n" "anglesy y: set y component of light angles\n" "anglesz z: set z component of light angles\n" "color r g b : set color of light (can be brighter than 1 1 1)\n" "radius radius : set radius (size) of light\n" "style style : set lightstyle of light (flickering patterns, switches, etc)\n" "cubemap basename : set filter cubemap of light (not yet supported)\n" "shadows 1/0 : turn on/off shadows\n" "corona n : set corona intensity\n" "coronasize n : set corona size (0-1)\n" "ambient n : set ambient intensity (0-1)\n" "diffuse n : set diffuse intensity (0-1)\n" "specular n : set specular intensity (0-1)\n" "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n" "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n" " : print light properties to console\n" ); } void R_Shadow_EditLights_CopyInfo_f(void) { if (!r_editlights.integer) { Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n"); return; } if (!r_shadow_selectedlight) { Con_Print("No selected light.\n"); return; } VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles); VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color); r_shadow_bufferlight.radius = r_shadow_selectedlight->radius; r_shadow_bufferlight.style = r_shadow_selectedlight->style; if (r_shadow_selectedlight->cubemapname) strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname); else r_shadow_bufferlight.cubemapname[0] = 0; r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow; r_shadow_bufferlight.corona = r_shadow_selectedlight->corona; r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale; r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale; r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale; r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale; r_shadow_bufferlight.flags = r_shadow_selectedlight->flags; } void R_Shadow_EditLights_PasteInfo_f(void) { if (!r_editlights.integer) { Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n"); return; } if (!r_shadow_selectedlight) { Con_Print("No selected light.\n"); return; } 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); } void R_Shadow_EditLights_Init(void) { Cvar_RegisterVariable(&r_editlights); Cvar_RegisterVariable(&r_editlights_cursordistance); Cvar_RegisterVariable(&r_editlights_cursorpushback); Cvar_RegisterVariable(&r_editlights_cursorpushoff); Cvar_RegisterVariable(&r_editlights_cursorgrid); Cvar_RegisterVariable(&r_editlights_quakelightsizescale); Cvar_RegisterVariable(&r_editlights_rtlightssizescale); Cvar_RegisterVariable(&r_editlights_rtlightscolorscale); Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f); Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f); Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f); Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f); Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f); Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f); Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f); Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f); Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f); Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f); Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f); Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f); Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f); Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f); }