/* 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 normally 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 to hopefully avoid the Creative Labs patent, we draw the backfaces as decrement and the frontfaces as increment, and we redefine the DepthFunc to GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces and zpass when infront (the patent draws where zpass with a GL_GEQUAL test), additionally we clear stencil to 128 to avoid the need for the unclamped incr/decr extension (not related to patent). Patent warning: This algorithm may be covered by Creative's patent (US Patent #6384822), however that patent is quite specific about increment on backfaces and decrement on frontfaces where zpass with GL_GEQUAL depth test, which is opposite this implementation and partially opposite Carmack's Reverse paper (which uses GL_LESS, but increments on backfaces and decrements on frontfaces). Terminology: Stencil Light Volume (sometimes called Light Volumes) Similar to a Stencil Shadow Volume, but inverted; rather than containing the areas in shadow it contains 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 or GL_ARB_fragment_shader. 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 or GL_ARB_fragment_shader. Terminology: 2D+1D 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 second best technique available without 3D Attenuation Texturing, GL_ARB_fragment_program or GL_ARB_fragment_shader technology. Terminology: 2D+1D Inverse Attenuation Texturing A clever method described in papers on the Abducted engine, this has a squared distance texture (bright on the outside, black in the middle), which is used twice using GL_ADD blending, the result of this is used in an inverse modulate (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation texturing). 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 a lantern may use a cubemap to describe the light emission pattern of the cage around the lantern (as well as soot buildup discoloring the light in certain areas), often also used for softened grate shadows and light shining through a stained glass window (done crudely by texturing the lighting with a cubemap), another good example would be a disco light. This technique is used heavily in many games (Doom3 does not support this however). 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 technique is used by Doom3 for spotlights and flashlights, among other things, this can also be used more generally to render light passing through multiple translucent occluders in a scene (using a light volume to describe the area beyond the occluder, and thus mask off rendering of all other areas). Terminology: Doom3 Lighting A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as demonstrated by the 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); typedef enum r_shadow_rendermode_e { R_SHADOW_RENDERMODE_NONE, R_SHADOW_RENDERMODE_STENCIL, R_SHADOW_RENDERMODE_STENCILTWOSIDE, R_SHADOW_RENDERMODE_LIGHT_VERTEX, R_SHADOW_RENDERMODE_LIGHT_DOT3, R_SHADOW_RENDERMODE_LIGHT_GLSL, R_SHADOW_RENDERMODE_VISIBLEVOLUMES, R_SHADOW_RENDERMODE_VISIBLELIGHTING, } r_shadow_rendermode_t; r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE; r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE; r_shadow_rendermode_t r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_NONE; int maxshadowtriangles; int *shadowelements; int maxshadowvertices; float *shadowvertex3f; int maxshadowmark; int numshadowmark; int *shadowmark; int *shadowmarklist; int shadowmarkcount; int maxvertexupdate; int *vertexupdate; int *vertexremap; int vertexupdatenum; int r_shadow_buffer_numleafpvsbytes; unsigned char *r_shadow_buffer_leafpvs; int *r_shadow_buffer_leaflist; int r_shadow_buffer_numsurfacepvsbytes; unsigned char *r_shadow_buffer_surfacepvs; int *r_shadow_buffer_surfacelist; rtexturepool_t *r_shadow_texturepool; rtexture_t *r_shadow_attenuation2dtexture; rtexture_t *r_shadow_attenuation3dtexture; // 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", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"}; cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"}; cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"}; cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"}; cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25", "how bright the forced flat gloss should look if r_shadow_gloss is 2"}; cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"}; cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5", "changes attenuation texture generation (does not affect r_glsl lighting)"}; cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1", "changes attenuation texture generation (does not affect r_glsl lighting)"}; cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"}; cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"}; cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"}; cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"}; cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"}; cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal culling optimizations on dynamic lights (slow! you probably don't want this!)"}; cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"}; cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1", "enables shadows from dynamic lights when using full world lighting"}; cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"}; cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"}; cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"}; cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"}; cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"}; cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"}; cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"}; cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)"}; cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"}; cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"}; cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"}; cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"}; cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"}; cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"}; cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"}; 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; 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]; 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); void r_shadow_start(void) { // allocate vertex processing arrays numcubemaps = 0; r_shadow_attenuation2dtexture = NULL; r_shadow_attenuation3dtexture = NULL; r_shadow_texturepool = NULL; r_shadow_filters_texturepool = NULL; R_Shadow_ValidateCvars(); R_Shadow_MakeTextures(); maxshadowtriangles = 0; shadowelements = NULL; maxshadowvertices = 0; shadowvertex3f = NULL; maxvertexupdate = 0; vertexupdate = NULL; vertexremap = NULL; vertexupdatenum = 0; maxshadowmark = 0; numshadowmark = 0; shadowmark = NULL; shadowmarklist = NULL; shadowmarkcount = 0; r_shadow_buffer_numleafpvsbytes = 0; r_shadow_buffer_leafpvs = NULL; r_shadow_buffer_leaflist = NULL; r_shadow_buffer_numsurfacepvsbytes = 0; r_shadow_buffer_surfacepvs = NULL; r_shadow_buffer_surfacelist = NULL; } void r_shadow_shutdown(void) { R_Shadow_UncompileWorldLights(); numcubemaps = 0; r_shadow_attenuation2dtexture = NULL; r_shadow_attenuation3dtexture = NULL; R_FreeTexturePool(&r_shadow_texturepool); R_FreeTexturePool(&r_shadow_filters_texturepool); maxshadowtriangles = 0; if (shadowelements) Mem_Free(shadowelements); shadowelements = NULL; if (shadowvertex3f) Mem_Free(shadowvertex3f); shadowvertex3f = 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_numleafpvsbytes = 0; if (r_shadow_buffer_leafpvs) Mem_Free(r_shadow_buffer_leafpvs); r_shadow_buffer_leafpvs = NULL; if (r_shadow_buffer_leaflist) Mem_Free(r_shadow_buffer_leaflist); r_shadow_buffer_leaflist = 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_dlight_portalculling : work hard to reduce graphics work\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_realtime_world_compile : compile surface/visibility information\n" "r_shadow_realtime_world_compileshadow : compile shadow geometry\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_texture3d : use 3d attenuation texture (if hardware supports)\n" "r_showlighting : useful for performance testing; bright = slow!\n" "r_showshadowvolumes : 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_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_dlight_portalculling); 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_realtime_world_compile); Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow); Cvar_RegisterVariable(&r_shadow_scissor); Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor); Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset); Cvar_RegisterVariable(&r_shadow_texture3d); 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, "prints documentation on console commands and variables used by realtime lighting and shadowing system"); R_Shadow_EditLights_Init(); r_shadow_worldlightchain = NULL; maxshadowtriangles = 0; shadowelements = NULL; maxshadowvertices = 0; shadowvertex3f = NULL; maxvertexupdate = 0; vertexupdate = NULL; vertexremap = NULL; vertexupdatenum = 0; maxshadowmark = 0; numshadowmark = 0; shadowmark = NULL; shadowmarklist = NULL; shadowmarkcount = 0; r_shadow_buffer_numleafpvsbytes = 0; r_shadow_buffer_leafpvs = NULL; r_shadow_buffer_leaflist = 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} } }; void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles) { // make sure shadowelements is big enough for this volume if (maxshadowtriangles < numtriangles) { maxshadowtriangles = numtriangles; if (shadowelements) Mem_Free(shadowelements); shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[24])); } // make sure shadowvertex3f is big enough for this volume if (maxshadowvertices < numvertices) { maxshadowvertices = numvertices; if (shadowvertex3f) Mem_Free(shadowvertex3f); shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[6])); } } static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces) { int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255; int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255; if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes) { if (r_shadow_buffer_leafpvs) Mem_Free(r_shadow_buffer_leafpvs); if (r_shadow_buffer_leaflist) Mem_Free(r_shadow_buffer_leaflist); r_shadow_buffer_numleafpvsbytes = numleafpvsbytes; r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes); r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist)); } 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 = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes); r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_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 = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark)); shadowmarklist = (int *)Mem_Alloc(r_main_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 = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int)); vertexremap = (int *)Mem_Alloc(r_main_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 (maxshadowtriangles < nummarktris || maxshadowvertices < numverts) R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255); tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdistance, nummarktris, marktris); r_refdef.stats.lights_dynamicshadowtriangles += tris; R_Shadow_RenderVolume(outverts, tris, shadowvertex3f, 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) { if (r_shadow_compilingrtlight) { // if we're compiling an rtlight, capture the mesh Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i); return; } r_refdef.stats.lights_shadowtriangles += numtriangles; CHECKGLERROR R_Mesh_VertexPointer(vertex3f); GL_LockArrays(0, numvertices); if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL) { // decrement stencil if backface is behind depthbuffer qglCullFace(GL_BACK);CHECKGLERROR // quake is backwards, this culls front faces qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR R_Mesh_Draw(0, numvertices, numtriangles, element3i); // increment stencil if frontface is behind depthbuffer qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR } R_Mesh_Draw(0, numvertices, numtriangles, element3i); GL_LockArrays(0, 0); CHECKGLERROR } static void R_Shadow_MakeTextures(void) { int x, y, z, d; float v[3], intensity; unsigned char *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 ATTEN2DSIZE 64 #define ATTEN3DSIZE 32 data = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4)); 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 = (int)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 && gl_texture3d) { 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 = (int)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); } // light currently being rendered rtlight_t *r_shadow_rtlight; // this is the location of the light in entity space vec3_t r_shadow_entitylightorigin; // this transforms entity coordinates to light filter cubemap coordinates // (also often used for other purposes) matrix4x4_t r_shadow_entitytolight; // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes // of attenuation texturing in full 3D (Z result often ignored) matrix4x4_t r_shadow_entitytoattenuationxyz; // this transforms only the Z to S, and T is always 0.5 matrix4x4_t r_shadow_entitytoattenuationz; void R_Shadow_RenderMode_Begin(void) { 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(); CHECKGLERROR R_Mesh_ColorPointer(NULL); R_Mesh_ResetTextureState(); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(false); GL_DepthTest(true); GL_Color(0, 0, 0, 1); qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces qglEnable(GL_CULL_FACE);CHECKGLERROR GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height); r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE; if (gl_ext_stenciltwoside.integer) r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE; else r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL; if (r_glsl.integer && gl_support_fragment_shader) r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL; else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil) r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3; else r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX; } void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight) { r_shadow_rtlight = rtlight; } void R_Shadow_RenderMode_Reset(void) { CHECKGLERROR if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL) { qglUseProgramObjectARB(0);CHECKGLERROR } else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE) { qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR } R_Mesh_ColorPointer(NULL); R_Mesh_ResetTextureState(); } void R_Shadow_RenderMode_StencilShadowVolumes(void) { CHECKGLERROR R_Shadow_RenderMode_Reset(); 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_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR qglDepthFunc(GL_LESS);CHECKGLERROR qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces qglEnable(GL_STENCIL_TEST);CHECKGLERROR qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR r_shadow_rendermode = r_shadow_shadowingrendermode; if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE) { qglDisable(GL_CULL_FACE);CHECKGLERROR qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR // quake is backwards, this is front faces qglStencilMask(~0);CHECKGLERROR qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR // quake is backwards, this is back faces qglStencilMask(~0);CHECKGLERROR qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR } else { qglEnable(GL_CULL_FACE);CHECKGLERROR qglStencilMask(~0);CHECKGLERROR // this is changed by every shadow render so its value here is unimportant qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR } GL_Clear(GL_STENCIL_BUFFER_BIT); r_refdef.stats.lights_clears++; } void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent) { CHECKGLERROR R_Shadow_RenderMode_Reset(); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); GL_DepthTest(true); qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR //qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR GL_Color(1, 1, 1, 1); GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); if (transparent) { qglDepthFunc(GL_LEQUAL);CHECKGLERROR } else { qglDepthFunc(GL_EQUAL);CHECKGLERROR } qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces qglEnable(GL_CULL_FACE);CHECKGLERROR if (stenciltest) { qglEnable(GL_STENCIL_TEST);CHECKGLERROR } else { qglDisable(GL_STENCIL_TEST);CHECKGLERROR } qglStencilMask(~0);CHECKGLERROR qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR // 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);CHECKGLERROR r_shadow_rendermode = r_shadow_lightingrendermode; // do global setup needed for the chosen lighting mode if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL) { R_Mesh_TexBind(0, R_GetTexture(r_texture_blanknormalmap)); // normal R_Mesh_TexBind(1, R_GetTexture(r_texture_white)); // diffuse R_Mesh_TexBind(2, R_GetTexture(r_texture_white)); // gloss R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); // light filter R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); // lightmap R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); // deluxemap R_Mesh_TexBind(9, R_GetTexture(r_texture_black)); // glow //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 0); CHECKGLERROR } } void R_Shadow_RenderMode_VisibleShadowVolumes(void) { CHECKGLERROR R_Shadow_RenderMode_Reset(); GL_BlendFunc(GL_ONE, GL_ONE); GL_DepthMask(false); GL_DepthTest(!r_showdisabledepthtest.integer); qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR GL_Color(0.0, 0.0125 * r_view.colorscale, 0.1 * r_view.colorscale, 1); GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); qglDepthFunc(GL_GEQUAL);CHECKGLERROR qglCullFace(GL_FRONT);CHECKGLERROR // this culls back qglDisable(GL_CULL_FACE);CHECKGLERROR qglDisable(GL_STENCIL_TEST);CHECKGLERROR r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES; } void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent) { CHECKGLERROR R_Shadow_RenderMode_Reset(); GL_BlendFunc(GL_ONE, GL_ONE); GL_DepthMask(false); GL_DepthTest(!r_showdisabledepthtest.integer); qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR GL_Color(0.1 * r_view.colorscale, 0.0125 * r_view.colorscale, 0, 1); GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); if (transparent) { qglDepthFunc(GL_LEQUAL);CHECKGLERROR } else { qglDepthFunc(GL_EQUAL);CHECKGLERROR } qglCullFace(GL_FRONT);CHECKGLERROR // this culls back qglEnable(GL_CULL_FACE);CHECKGLERROR if (stenciltest) { qglEnable(GL_STENCIL_TEST);CHECKGLERROR } else { qglDisable(GL_STENCIL_TEST);CHECKGLERROR } r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING; } void R_Shadow_RenderMode_End(void) { CHECKGLERROR R_Shadow_RenderMode_Reset(); R_Shadow_RenderMode_ActiveLight(NULL); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); GL_DepthTest(true); qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR //qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR GL_Color(1, 1, 1, 1); GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height); qglDepthFunc(GL_LEQUAL);CHECKGLERROR qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces qglEnable(GL_CULL_FACE);CHECKGLERROR qglDisable(GL_STENCIL_TEST);CHECKGLERROR qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR if (gl_support_stenciltwoside) { qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR } qglStencilMask(~0);CHECKGLERROR qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE; } qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs) { int i, ix1, iy1, ix2, iy2; float x1, y1, x2, y2; vec4_t v, v2; rmesh_t mesh; mplane_t planes[11]; float vertex3f[256*3]; // if view is inside the light box, just say yes it's visible if (BoxesOverlap(r_view.origin, r_view.origin, mins, maxs)) { GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height); return false; } // create a temporary brush describing the area the light can affect in worldspace VectorNegate(r_view.frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -r_view.frustum[0].dist; VectorNegate(r_view.frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -r_view.frustum[1].dist; VectorNegate(r_view.frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -r_view.frustum[2].dist; VectorNegate(r_view.frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -r_view.frustum[3].dist; VectorNegate(r_view.frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -r_view.frustum[4].dist; VectorSet (planes[ 5].normal, 1, 0, 0); planes[ 5].dist = maxs[0]; VectorSet (planes[ 6].normal, -1, 0, 0); planes[ 6].dist = -mins[0]; VectorSet (planes[ 7].normal, 0, 1, 0); planes[ 7].dist = maxs[1]; VectorSet (planes[ 8].normal, 0, -1, 0); planes[ 8].dist = -mins[1]; VectorSet (planes[ 9].normal, 0, 0, 1); planes[ 9].dist = maxs[2]; VectorSet (planes[10].normal, 0, 0, -1); planes[10].dist = -mins[2]; // turn the brush into a mesh memset(&mesh, 0, sizeof(rmesh_t)); mesh.maxvertices = 256; mesh.vertex3f = vertex3f; mesh.epsilon2 = (1.0f / (32.0f * 32.0f)); R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes); // if that mesh is empty, the light is not visible at all if (!mesh.numvertices) return true; if (!r_shadow_scissor.integer) return false; // if that mesh is not empty, check what area of the screen it covers x1 = y1 = x2 = y2 = 0; v[3] = 1.0f; //Con_Printf("%i vertices to transform...\n", mesh.numvertices); for (i = 0;i < mesh.numvertices;i++) { VectorCopy(mesh.vertex3f + i * 3, v); 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 (i) { if (x1 > v2[0]) x1 = v2[0]; if (x2 < v2[0]) x2 = v2[0]; if (y1 > v2[1]) y1 = v2[1]; if (y2 < v2[1]) y2 = v2[1]; } else { x1 = x2 = v2[0]; y1 = y2 = v2[1]; } } // now convert the scissor rectangle to integer screen coordinates ix1 = (int)(x1 - 1.0f); iy1 = (int)(y1 - 1.0f); ix2 = (int)(x2 + 1.0f); iy2 = (int)(y2 + 1.0f); //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2); // clamp it to the screen 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 it is inside out, it's not visible if (ix2 <= ix1 || iy2 <= iy1) return true; // the light area is visible, set up the scissor rectangle GL_Scissor(ix1, iy1, ix2 - ix1, iy2 - iy1); //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);CHECKGLERROR //qglEnable(GL_SCISSOR_TEST);CHECKGLERROR r_refdef.stats.lights_scissored++; return false; } static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor) { int numverts = surface->num_vertices; float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex; float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex; float *color4f = rsurface_array_color4f + 4 * surface->num_firstvertex; float dist, dot, distintensity, shadeintensity, v[3], n[3]; if (r_textureunits.integer >= 3) { for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) { Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n); if ((dot = DotProduct(n, v)) < 0) { shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n)); color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]); color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]); color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]); if (r_refdef.fogenabled) { float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); VectorScale(color4f, f, color4f); } } else VectorClear(color4f); color4f[3] = 1; } } else if (r_textureunits.integer >= 2) { for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) { Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); if ((dist = fabs(v[2])) < 1) { distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale; Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n); if ((dot = DotProduct(n, v)) < 0) { shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n)); color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity; color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity; color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity; } else { color4f[0] = ambientcolor[0] * distintensity; color4f[1] = ambientcolor[1] * distintensity; color4f[2] = ambientcolor[2] * distintensity; } if (r_refdef.fogenabled) { float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); VectorScale(color4f, f, color4f); } } else VectorClear(color4f); color4f[3] = 1; } } else { for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) { Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); if ((dist = DotProduct(v, v)) < 1) { dist = sqrt(dist); distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale; Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n); if ((dot = DotProduct(n, v)) < 0) { shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n)); color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity; color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity; color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity; } else { color4f[0] = ambientcolor[0] * distintensity; color4f[1] = ambientcolor[1] * distintensity; color4f[2] = ambientcolor[2] * distintensity; } if (r_refdef.fogenabled) { float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); VectorScale(color4f, f, color4f); } } else VectorClear(color4f); color4f[3] = 1; } } } // TODO: use glTexGen instead of feeding vertices to texcoordpointer? static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int numsurfaces, msurface_t **surfacelist) { int surfacelistindex; for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { const msurface_t *surface = surfacelist[surfacelistindex]; int i; float *out3f = rsurface_array_texcoord3f + 3 * surface->num_firstvertex; const float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex; const float *svector3f = rsurface_svector3f + 3 * surface->num_firstvertex; const float *tvector3f = rsurface_tvector3f + 3 * surface->num_firstvertex; const float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex; float lightdir[3]; for (i = 0;i < surface->num_vertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3) { VectorSubtract(r_shadow_entitylightorigin, vertex3f, 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(int numsurfaces, msurface_t **surfacelist) { int surfacelistindex; for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { const msurface_t *surface = surfacelist[surfacelistindex]; int i; float *out3f = rsurface_array_texcoord3f + 3 * surface->num_firstvertex; const float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex; const float *svector3f = rsurface_svector3f + 3 * surface->num_firstvertex; const float *tvector3f = rsurface_tvector3f + 3 * surface->num_firstvertex; const float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex; float lightdir[3], eyedir[3], halfdir[3]; for (i = 0;i < surface->num_vertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3) { VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir); VectorNormalize(lightdir); VectorSubtract(rsurface_modelorg, vertex3f, eyedir); VectorNormalize(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); } } } static void R_Shadow_RenderSurfacesLighting_VisibleLighting(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt) { // used to display how many times a surface is lit for level design purposes GL_Color(0.1 * r_view.colorscale, 0.025 * r_view.colorscale, 0, 1); R_Mesh_ColorPointer(NULL); R_Mesh_ResetTextureState(); RSurf_PrepareVerticesForBatch(false, false, numsurfaces, surfacelist); RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); } static void R_Shadow_RenderSurfacesLighting_Light_GLSL(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt) { // ARB2 GLSL shader path (GFFX5200, Radeon 9500) RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist); R_SetupSurfaceShader(lightcolorbase, false); R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f); R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f); R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f); R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f); if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { qglDepthFunc(GL_EQUAL);CHECKGLERROR } RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { qglDepthFunc(GL_LEQUAL);CHECKGLERROR } } static void R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(int numsurfaces, msurface_t **surfacelist, float r, float g, float b) { // shared final code for all the dot3 layers int renders; GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 0); for (renders = 0;renders < 64 && (r > 0 || g > 0 || b > 0);renders++, r--, g--, b--) { GL_Color(bound(0, r, 1), bound(0, g, 1), bound(0, b, 1), 1); RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); } } static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale) { rmeshstate_t m; // 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. GL_Color(1,1,1,1); if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4) { // 3 3D combine path (Geforce3, Radeon 8500) memset(&m, 0, sizeof(m)); m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); m.pointer_texcoord3f[0] = rsurface_vertex3f; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; m.tex[1] = R_GetTexture(basetexture); m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f; m.texmatrix[1] = rsurface_texture->currenttexmatrix; m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap); m.pointer_texcoord3f[2] = rsurface_vertex3f; m.texmatrix[2] = r_shadow_entitytolight; GL_BlendFunc(GL_ONE, GL_ONE); } else if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2) { // 2 3D combine path (Geforce3, original Radeon) memset(&m, 0, sizeof(m)); m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); m.pointer_texcoord3f[0] = rsurface_vertex3f; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; m.tex[1] = R_GetTexture(basetexture); m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f; m.texmatrix[1] = rsurface_texture->currenttexmatrix; GL_BlendFunc(GL_ONE, GL_ONE); } else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube) { // 4 2D combine path (Geforce3, Radeon 8500) memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord3f[0] = rsurface_vertex3f; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytoattenuationz; m.tex[2] = R_GetTexture(basetexture); m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f; m.texmatrix[2] = rsurface_texture->currenttexmatrix; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap); m.pointer_texcoord3f[3] = rsurface_vertex3f; m.texmatrix[3] = r_shadow_entitytolight; } GL_BlendFunc(GL_ONE, GL_ONE); } else if (r_textureunits.integer >= 3 && r_shadow_rtlight->currentcubemap == r_texture_whitecube) { // 3 2D combine path (Geforce3, original Radeon) memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord3f[0] = rsurface_vertex3f; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytoattenuationz; m.tex[2] = R_GetTexture(basetexture); m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f; m.texmatrix[2] = rsurface_texture->currenttexmatrix; GL_BlendFunc(GL_ONE, GL_ONE); } else { // 2/2/2 2D combine path (any dot3 card) memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord3f[0] = rsurface_vertex3f; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytoattenuationz; R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); // second pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; m.texmatrix[0] = rsurface_texture->currenttexmatrix; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytolight; } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } // this final code is shared R_Mesh_TextureState(&m); R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale); } static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale) { rmeshstate_t m; // 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. GL_Color(1,1,1,1); // generate normalization cubemap texcoords R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(numsurfaces, surfacelist); if (r_shadow_texture3d.integer && r_textureunits.integer >= 4) { // 3/2 3D combine path (Geforce3, Radeon 8500) memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(normalmaptexture); m.texcombinergb[0] = GL_REPLACE; m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; m.texmatrix[0] = rsurface_texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture); m.pointer_texcoord3f[2] = rsurface_vertex3f; m.texmatrix[2] = r_shadow_entitytoattenuationxyz; R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); // second pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; m.texmatrix[0] = rsurface_texture->currenttexmatrix; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytolight; } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube) { // 1/2/2 3D combine path (original Radeon) memset(&m, 0, sizeof(m)); m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); m.pointer_texcoord3f[0] = rsurface_vertex3f; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); // second pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(normalmaptexture); m.texcombinergb[0] = GL_REPLACE; m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; m.texmatrix[0] = rsurface_texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; R_Mesh_TextureState(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); // second pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; m.texmatrix[0] = rsurface_texture->currenttexmatrix; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytolight; } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube) { // 2/2 3D combine path (original Radeon) memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(normalmaptexture); m.texcombinergb[0] = GL_REPLACE; m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; m.texmatrix[0] = rsurface_texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); // second pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; m.texmatrix[0] = rsurface_texture->currenttexmatrix; m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytoattenuationxyz; 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.tex[0] = R_GetTexture(normalmaptexture); m.texcombinergb[0] = GL_REPLACE; m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; m.texmatrix[0] = rsurface_texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord3f[2] = rsurface_vertex3f; m.texmatrix[2] = r_shadow_entitytoattenuationxyz; m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord3f[3] = rsurface_vertex3f; m.texmatrix[3] = r_shadow_entitytoattenuationz; R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); // second pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; m.texmatrix[0] = rsurface_texture->currenttexmatrix; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytolight; } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } else { // 2/2/2 2D combine path (any dot3 card) memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord3f[0] = rsurface_vertex3f; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytoattenuationz; R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); // second pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(normalmaptexture); m.texcombinergb[0] = GL_REPLACE; m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; m.texmatrix[0] = rsurface_texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; R_Mesh_TextureState(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); // second pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; m.texmatrix[0] = rsurface_texture->currenttexmatrix; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytolight; } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } // this final code is shared R_Mesh_TextureState(&m); R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale); } static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale) { rmeshstate_t m; // FIXME: detect blendsquare! //if (!gl_support_blendsquare) // return; GL_Color(1,1,1,1); // generate normalization cubemap texcoords R_Shadow_GenTexCoords_Specular_NormalCubeMap(numsurfaces, surfacelist); if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube) { // 2/0/0/1/2 3D combine blendsquare path memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(normalmaptexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; m.texmatrix[0] = rsurface_texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); // second and third pass R_Mesh_ResetTextureState(); // 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) RSurf_DrawBatch_Simple(numsurfaces, surfacelist); RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); // fourth pass memset(&m, 0, sizeof(m)); m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); m.pointer_texcoord3f[0] = rsurface_vertex3f; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; R_Mesh_TextureState(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); // fifth pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(glosstexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; m.texmatrix[0] = rsurface_texture->currenttexmatrix; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytolight; } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare! { // 2/0/0/2 3D combine blendsquare path memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(normalmaptexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; m.texmatrix[0] = rsurface_texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); // second and third pass R_Mesh_ResetTextureState(); // 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) RSurf_DrawBatch_Simple(numsurfaces, surfacelist); RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); // fourth pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(glosstexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; m.texmatrix[0] = rsurface_texture->currenttexmatrix; m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytoattenuationxyz; GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } else { // 2/0/0/2/2 2D combine blendsquare path memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(normalmaptexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; m.texmatrix[0] = rsurface_texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); // second and third pass R_Mesh_ResetTextureState(); // 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) RSurf_DrawBatch_Simple(numsurfaces, surfacelist); RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); // fourth pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord3f[0] = rsurface_vertex3f; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytoattenuationz; R_Mesh_TextureState(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); // fifth pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(glosstexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; m.texmatrix[0] = rsurface_texture->currenttexmatrix; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytolight; } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } // this final code is shared R_Mesh_TextureState(&m); R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale); } static void R_Shadow_RenderSurfacesLighting_Light_Dot3(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt) { // ARB path (any Geforce, any Radeon) qboolean doambient = r_shadow_rtlight->ambientscale > 0; qboolean dodiffuse = r_shadow_rtlight->diffusescale > 0; qboolean dospecular = specularscale > 0; if (!doambient && !dodiffuse && !dospecular) return; RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist); R_Mesh_ColorPointer(NULL); if (doambient) R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale * r_view.colorscale); if (dodiffuse) R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale); if (dopants) { if (doambient) R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale * r_view.colorscale); if (dodiffuse) R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale); } if (doshirt) { if (doambient) R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale * r_view.colorscale); if (dodiffuse) R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale); } if (dospecular) R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(numsurfaces, surfacelist, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_view.colorscale); } void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const model_t *model, int numsurfaces, msurface_t **surfacelist, vec3_t diffusecolor2, vec3_t ambientcolor2) { int surfacelistindex; int renders; for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { const msurface_t *surface = surfacelist[surfacelistindex]; R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2); } for (renders = 0;renders < 64;renders++) { const int *e; int stop; int firstvertex; int lastvertex; int newnumtriangles; int *newe; int newelements[3072]; stop = true; firstvertex = 0; lastvertex = 0; newnumtriangles = 0; newe = newelements; for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { const msurface_t *surface = surfacelist[surfacelistindex]; const int *elements = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3; int i; // due to low fillrate on the cards this vertex lighting path is // designed for, we manually cull all triangles that do not // contain a lit vertex // this builds batches of triangles from multiple surfaces and // renders them at once for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3) { if (VectorLength2(rsurface_array_color4f + e[0] * 4) + VectorLength2(rsurface_array_color4f + e[1] * 4) + VectorLength2(rsurface_array_color4f + e[2] * 4) >= 0.01) { if (newnumtriangles) { firstvertex = min(firstvertex, e[0]); lastvertex = max(lastvertex, e[0]); } else { firstvertex = e[0]; lastvertex = e[0]; } firstvertex = min(firstvertex, e[1]); lastvertex = max(lastvertex, e[1]); firstvertex = min(firstvertex, e[2]); lastvertex = max(lastvertex, e[2]); newe[0] = e[0]; newe[1] = e[1]; newe[2] = e[2]; newnumtriangles++; newe += 3; if (newnumtriangles >= 1024) { GL_LockArrays(firstvertex, lastvertex - firstvertex + 1); R_Mesh_Draw(firstvertex, lastvertex - firstvertex + 1, newnumtriangles, newelements); newnumtriangles = 0; newe = newelements; stop = false; } } } } if (newnumtriangles >= 1) { GL_LockArrays(firstvertex, lastvertex - firstvertex + 1); R_Mesh_Draw(firstvertex, lastvertex - firstvertex + 1, newnumtriangles, newelements); stop = false; } GL_LockArrays(0, 0); // if we couldn't find any lit triangles, exit early if (stop) break; // now reduce the intensity for the next overbright pass // we have to clamp to 0 here incase the drivers have improper // handling of negative colors // (some old drivers even have improper handling of >1 color) stop = true; for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { int i; float *c; const msurface_t *surface = surfacelist[surfacelistindex]; for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4) { if (c[0] > 1 || c[1] > 1 || c[2] > 1) { c[0] = max(0, c[0] - 1); c[1] = max(0, c[1] - 1); c[2] = max(0, c[2] - 1); stop = false; } else VectorClear(c); } } // another check... if (stop) break; } } static void R_Shadow_RenderSurfacesLighting_Light_Vertex(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt) { // OpenGL 1.1 path (anything) model_t *model = rsurface_entity->model; float ambientcolorbase[3], diffusecolorbase[3]; float ambientcolorpants[3], diffusecolorpants[3]; float ambientcolorshirt[3], diffusecolorshirt[3]; rmeshstate_t m; VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorbase); VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorbase); VectorScale(lightcolorpants, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorpants); VectorScale(lightcolorpants, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorpants); VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorshirt); VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorshirt); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); R_Mesh_ColorPointer(rsurface_array_color4f); memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); m.texmatrix[0] = rsurface_texture->currenttexmatrix; m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; if (r_textureunits.integer >= 2) { // voodoo2 or TNT m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); m.texmatrix[1] = r_shadow_entitytoattenuationxyz; m.pointer_texcoord3f[1] = rsurface_vertex3f; if (r_textureunits.integer >= 3) { // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off) m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); m.texmatrix[2] = r_shadow_entitytoattenuationz; m.pointer_texcoord3f[2] = rsurface_vertex3f; } } R_Mesh_TextureState(&m); RSurf_PrepareVerticesForBatch(true, false, numsurfaces, surfacelist); R_Mesh_TexBind(0, R_GetTexture(basetexture)); R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorbase, ambientcolorbase); if (dopants) { R_Mesh_TexBind(0, R_GetTexture(pantstexture)); R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorpants, ambientcolorpants); } if (doshirt) { R_Mesh_TexBind(0, R_GetTexture(shirttexture)); R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorshirt, ambientcolorshirt); } } void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist) { // FIXME: support MATERIALFLAG_NODEPTHTEST vec3_t lightcolorbase, lightcolorpants, lightcolorshirt; // calculate colors to render this texture with lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * rsurface_entity->colormod[0] * rsurface_texture->currentalpha; lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * rsurface_entity->colormod[1] * rsurface_texture->currentalpha; lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * rsurface_entity->colormod[2] * rsurface_texture->currentalpha; if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + (r_shadow_rtlight->specularscale * rsurface_texture->specularscale) * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f)) return; if ((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) { qglDisable(GL_CULL_FACE);CHECKGLERROR } else { qglEnable(GL_CULL_FACE);CHECKGLERROR } if (rsurface_texture->colormapping) { qboolean dopants = rsurface_texture->skin.pants != NULL && VectorLength2(rsurface_entity->colormap_pantscolor) >= (1.0f / 1048576.0f); qboolean doshirt = rsurface_texture->skin.shirt != NULL && VectorLength2(rsurface_entity->colormap_shirtcolor) >= (1.0f / 1048576.0f); if (dopants) { lightcolorpants[0] = lightcolorbase[0] * rsurface_entity->colormap_pantscolor[0]; lightcolorpants[1] = lightcolorbase[1] * rsurface_entity->colormap_pantscolor[1]; lightcolorpants[2] = lightcolorbase[2] * rsurface_entity->colormap_pantscolor[2]; } else VectorClear(lightcolorpants); if (doshirt) { lightcolorshirt[0] = lightcolorbase[0] * rsurface_entity->colormap_shirtcolor[0]; lightcolorshirt[1] = lightcolorbase[1] * rsurface_entity->colormap_shirtcolor[1]; lightcolorshirt[2] = lightcolorbase[2] * rsurface_entity->colormap_shirtcolor[2]; } else VectorClear(lightcolorshirt); switch (r_shadow_rendermode) { case R_SHADOW_RENDERMODE_VISIBLELIGHTING: R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt); break; case R_SHADOW_RENDERMODE_LIGHT_GLSL: R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt); break; case R_SHADOW_RENDERMODE_LIGHT_DOT3: R_Shadow_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt); break; case R_SHADOW_RENDERMODE_LIGHT_VERTEX: R_Shadow_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt); break; default: Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode); break; } } else { switch (r_shadow_rendermode) { case R_SHADOW_RENDERMODE_VISIBLELIGHTING: R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false); break; case R_SHADOW_RENDERMODE_LIGHT_GLSL: R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false); break; case R_SHADOW_RENDERMODE_LIGHT_DOT3: R_Shadow_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false); break; case R_SHADOW_RENDERMODE_LIGHT_VERTEX: R_Shadow_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false); break; default: Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode); break; } } } void R_RTLight_Update(dlight_t *light, int isstatic) { int j, k; float scale; rtlight_t *rtlight = &light->rtlight; 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]) strlcpy(rtlight->cubemapname, light->cubemapname, sizeof(rtlight->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; } // compiles rtlight geometry // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls) void R_RTLight_Compile(rtlight_t *rtlight) { int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces; entity_render_t *ent = r_refdef.worldentity; model_t *model = r_refdef.worldmodel; unsigned char *data; // compile the light rtlight->compiled = true; rtlight->static_numleafs = 0; rtlight->static_numleafpvsbytes = 0; rtlight->static_leaflist = NULL; rtlight->static_leafpvs = NULL; rtlight->static_numsurfaces = 0; rtlight->static_surfacelist = 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 must be set for the CompileShadowVolume code r_shadow_compilingrtlight = rtlight; R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces); model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces); numleafpvsbytes = (model->brush.num_leafs + 7) >> 3; data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces); rtlight->static_numleafs = numleafs; rtlight->static_numleafpvsbytes = numleafpvsbytes; rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs; rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes; rtlight->static_numsurfaces = numsurfaces; rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces; if (numleafs) memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist)); if (numleafpvsbytes) memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes); if (numsurfaces) memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist)); if (model->CompileShadowVolume && rtlight->shadow) model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist); // now we're done compiling the rtlight 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; } } if (developer.integer >= 10) Con_Printf("static light built: %f %f %f : %f %f %f box, %i shadow volume 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); } 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; // these allocations are grouped if (rtlight->static_leaflist) Mem_Free(rtlight->static_leaflist); rtlight->static_numleafs = 0; rtlight->static_numleafpvsbytes = 0; rtlight->static_leaflist = NULL; rtlight->static_leafpvs = NULL; rtlight->static_numsurfaces = 0; rtlight->static_surfacelist = NULL; 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_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfacelist) { model_t *model = ent->model; vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs; vec_t relativeshadowradius; if (ent == r_refdef.worldentity) { if (r_shadow_rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer) { shadowmesh_t *mesh; R_Mesh_Matrix(&ent->matrix); CHECKGLERROR for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next) { r_refdef.stats.lights_shadowtriangles += mesh->numtriangles; R_Mesh_VertexPointer(mesh->vertex3f); GL_LockArrays(0, mesh->numverts); if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL) { // decrement stencil if backface is behind depthbuffer qglCullFace(GL_BACK);CHECKGLERROR // quake is backwards, this culls front faces qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i); // increment stencil if frontface is behind depthbuffer qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR } R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i); GL_LockArrays(0, 0); } CHECKGLERROR } else if (numsurfaces) { R_Mesh_Matrix(&ent->matrix); model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight->cullmins, r_shadow_rtlight->cullmaxs); } } else { Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin); relativeshadowradius = r_shadow_rtlight->radius / ent->scale; relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius; relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius; relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius; relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius; relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius; relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius; R_Mesh_Matrix(&ent->matrix); model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, model->nummodelsurfaces, model->surfacelist, relativeshadowmins, relativeshadowmaxs); } } void R_Shadow_SetupEntityLight(const entity_render_t *ent) { // set up properties for rendering light onto this entity RSurf_ActiveEntity(ent, true, true); Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_rtlight->matrix_worldtolight, &ent->matrix); Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight); Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight); Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin); if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL) R_Mesh_TexMatrix(3, &r_shadow_entitytolight); } void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist) { model_t *model = ent->model; if (!model->DrawLight) return; R_Shadow_SetupEntityLight(ent); if (ent == r_refdef.worldentity) model->DrawLight(ent, numsurfaces, surfacelist); else model->DrawLight(ent, model->nummodelsurfaces, model->surfacelist); } void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) { int i, usestencil; float f; int numleafs, numsurfaces; int *leaflist, *surfacelist; unsigned char *leafpvs; int numlightentities; int numshadowentities; entity_render_t *lightentities[MAX_EDICTS]; entity_render_t *shadowentities[MAX_EDICTS]; // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights) // skip lights that are basically invisible (color 0 0 0) if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f)) return; // 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) // compile light if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer) R_RTLight_Compile(rtlight); // load cubemap rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube; // look up the light style value at this time f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value; VectorScale(rtlight->color, f, rtlight->currentcolor); /* if (rtlight->selected) { f = 2 + sin(realtime * M_PI * 4.0); VectorScale(rtlight->currentcolor, f, rtlight->currentcolor); } */ // if lightstyle is currently off, don't draw the light if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f)) return; // if the light box is offscreen, skip it if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs)) return; if (rtlight->compiled && r_shadow_realtime_world_compile.integer) { // compiled light, world available and can receive realtime lighting // retrieve leaf information numleafs = rtlight->static_numleafs; leaflist = rtlight->static_leaflist; leafpvs = rtlight->static_leafpvs; numsurfaces = rtlight->static_numsurfaces; surfacelist = rtlight->static_surfacelist; } else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo) { // dynamic light, world available and can receive realtime lighting // calculate lit surfaces and leafs R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces); r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces); leaflist = r_shadow_buffer_leaflist; leafpvs = r_shadow_buffer_leafpvs; surfacelist = r_shadow_buffer_surfacelist; // if the reduced leaf bounds are offscreen, skip it if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs)) return; } else { // no world numleafs = 0; leaflist = NULL; leafpvs = NULL; numsurfaces = 0; surfacelist = NULL; } // check if light is illuminating any visible leafs if (numleafs) { for (i = 0;i < numleafs;i++) if (r_viewcache.world_leafvisible[leaflist[i]]) break; if (i == numleafs) return; } // set up a scissor rectangle for this light if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs)) return; // make a list of lit entities and shadow casting entities numlightentities = 0; numshadowentities = 0; // don't count the world unless some surfaces are actually lit if (numsurfaces) { lightentities[numlightentities++] = r_refdef.worldentity; shadowentities[numshadowentities++] = r_refdef.worldentity; } // add dynamic entities that are lit by the light if (r_drawentities.integer) { for (i = 0;i < r_refdef.numentities;i++) { model_t *model; entity_render_t *ent = r_refdef.entities[i]; if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs) && (model = ent->model) && !(ent->flags & RENDER_TRANSPARENT) && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs))) { // about the VectorDistance2 - light emitting entities should not cast their own shadow if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1) shadowentities[numshadowentities++] = ent; if (r_viewcache.entityvisible[i] && (ent->flags & RENDER_LIGHT) && model->DrawLight) lightentities[numlightentities++] = ent; } } } // return if there's nothing at all to light if (!numlightentities) return; // don't let sound skip if going slow if (r_refdef.extraupdate) S_ExtraUpdate (); // make this the active rtlight for rendering purposes R_Shadow_RenderMode_ActiveLight(rtlight); // count this light in the r_speeds r_refdef.stats.lights++; usestencil = false; if (numshadowentities && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows)) { // draw stencil shadow volumes to mask off pixels that are in shadow // so that they won't receive lighting if (gl_stencil) { usestencil = true; R_Shadow_RenderMode_StencilShadowVolumes(); for (i = 0;i < numshadowentities;i++) R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist); } // optionally draw visible shape of the shadow volumes // for performance analysis by level designers if (r_showshadowvolumes.integer) { R_Shadow_RenderMode_VisibleShadowVolumes(); for (i = 0;i < numshadowentities;i++) R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist); } } if (numlightentities) { // draw lighting in the unmasked areas R_Shadow_RenderMode_Lighting(usestencil, false); for (i = 0;i < numlightentities;i++) R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist); // optionally draw the illuminated areas // for performance analysis by level designers if (r_showlighting.integer) { R_Shadow_RenderMode_VisibleLighting(usestencil && !r_showdisabledepthtest.integer, false); for (i = 0;i < numlightentities;i++) R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist); } } } void R_ShadowVolumeLighting(qboolean visible) { int lnum, flag; dlight_t *light; if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname))) R_Shadow_EditLights_Reload_f(); R_Shadow_RenderMode_Begin(); flag = r_refdef.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, visible); } else for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next) if (light->flags & flag) R_DrawRTLight(&light->rtlight, visible); if (r_refdef.rtdlight) for (lnum = 0;lnum < r_refdef.numlights;lnum++) R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible); R_Shadow_RenderMode_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; unsigned char *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 = (unsigned char *)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 r_texture_whitecube; numcubemaps++; strlcpy(cubemaps[i].basename, basename, sizeof(cubemaps[i].basename)); cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename); if (!cubemaps[i].texture) cubemaps[i].texture = r_texture_whitecube; 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 = (dlight_t *)Mem_Alloc(r_main_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_Update(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"); *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_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { // this is never batched (there can be only one) float scale = r_editlights_cursorgrid.value * 0.5f; R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[1]->tex, NULL, false, r_editlights_cursorlocation, r_view.right, r_view.up, scale, -scale, -scale, scale, 1, 1, 1, 0.5f); } void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { // this is never batched (due to the ent parameter changing every time) // so numsurfaces == 1 and surfacelist[0] == lightnumber float intensity; const dlight_t *light = (dlight_t *)ent; 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, r_crosshairs[surfacelist[0]]->tex, NULL, false, light->origin, r_view.right, r_view.up, 8, -8, -8, 8, intensity, intensity, intensity, 0.5); } void R_Shadow_DrawLightSprites(void) { int i; dlight_t *light; for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next) R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 1+(i % 5), &light->rtlight); R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL); } 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_view.origin, temp); rating = (DotProduct(temp, r_view.forward) / sqrt(DotProduct(temp, temp))); if (rating >= 0.95) { rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp))); if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_view.origin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 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 = (char *)FS_LoadFile(name, tempmempool, false, NULL); 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] == '"') { size_t namelen; namelen = strlen(cubemapname) - 2; memmove(cubemapname, cubemapname + 1, namelen); cubemapname[namelen] = '\0'; } 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; } 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; size_t bufchars, bufmaxchars; char *buf, *oldbuf; char name[MAX_QPATH]; char line[MAX_INPUTLINE]; 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, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags); 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, light->color[0], light->color[1], light->color[2], 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, light->color[0], light->color[1], light->color[2], light->style); if (bufchars + strlen(line) > bufmaxchars) { bufmaxchars = bufchars + strlen(line) + 2048; oldbuf = buf; buf = (char *)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, (fs_offset_t)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 = (char *)FS_LoadFile(name, tempmempool, false, NULL); 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[MAX_INPUTLINE]; 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 = (char *)FS_LoadFile(key, tempmempool, true, NULL); // 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_ParseTokenConsole(&data) && 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_ParseTokenConsole(&data)) break; // error if (com_token[0] == '}') break; // end of entity if (com_token[0] == '_') strlcpy(key, com_token + 1, sizeof(key)); else strlcpy(key, com_token, sizeof(key)); while (key[strlen(key)-1] == ' ') // remove trailing spaces key[strlen(key)-1] = 0; if (!COM_ParseTokenConsole(&data)) break; // error strlcpy(value, com_token, sizeof(value)); // 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] = 0; 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] = 0; 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] = 0; 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] = 0; overridecolor[0] = 1; overridecolor[1] = 0.5; overridecolor[2] = 0.1; } } } else if (!strcmp("style", key)) style = atoi(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); else if (r_refdef.worldmodel->type == mod_brushq3) { if (!strcmp("scale", key)) lightscale = atof(value); if (!strcmp("fade", key)) fadescale = 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; vec3_t dest, endpos; trace_t trace; VectorMA(r_view.origin, r_editlights_cursordistance.value, r_view.forward, dest); trace = CL_TraceBox(r_view.origin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false); if (trace.fraction < 1) { dist = trace.fraction * r_editlights_cursordistance.value; push = r_editlights_cursorpushback.value; if (push > dist) push = dist; push = -push; VectorMA(trace.endpos, push, r_view.forward, endpos); VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos); } else { VectorClear( 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[MAX_INPUTLINE]; 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) strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(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), "colorscale")) { if (Cmd_Argc() == 3) { double scale = atof(Cmd_Argv(2)); color[0] *= scale; color[1] *= scale; color[2] *= scale; } else { if (Cmd_Argc() != 5) { Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of 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), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale")) { 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) strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname)); 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" "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" "colorscale grey : multiply color of light (1 does nothing)\n" "colorscale r g b : multiply color of light (1 1 1 does nothing)\n" "radiusscale scale : multiply radius (size) of light (1 does nothing)\n" "sizescale scale : multiply radius (size) of light (1 does nothing)\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) strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.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); Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system"); Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)"); Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)"); Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level"); Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)"); Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light"); Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)"); Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light"); Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light"); Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light"); Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)"); Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)"); Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light"); Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)"); }