+ qglDisable(GL_STENCIL_TEST);
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+ qglStencilFunc(GL_ALWAYS, 0, 0xFF);
+ qglEnable(GL_CULL_FACE);
+ qglEnable(GL_DEPTH_TEST);
+ // force mesh state to reset by using various combinations of features
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ R_Mesh_State(&m);
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ZERO;
+ R_Mesh_State(&m);
+ r_shadowstage = SHADOWSTAGE_NONE;
+}
+
+int R_Shadow_ScissorForBBoxAndSphere(const float *mins, const float *maxs, const float *origin, float radius)
+{
+ int i, ix1, iy1, ix2, iy2;
+ float x1, y1, x2, y2, x, y;
+ vec3_t smins, smaxs;
+ vec4_t v, v2;
+ if (!r_shadow_scissor.integer)
+ return false;
+ // if view is inside the box, just say yes it's visible
+ if (r_origin[0] >= mins[0] && r_origin[0] <= maxs[0]
+ && r_origin[1] >= mins[1] && r_origin[1] <= maxs[1]
+ && r_origin[2] >= mins[2] && r_origin[2] <= maxs[2])
+ {
+ qglDisable(GL_SCISSOR_TEST);
+ return false;
+ }
+ VectorSubtract(r_origin, origin, v);
+ if (DotProduct(v, v) < radius * radius)
+ {
+ qglDisable(GL_SCISSOR_TEST);
+ return false;
+ }
+ // create viewspace bbox
+ for (i = 0;i < 8;i++)
+ {
+ v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_origin[0];
+ v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_origin[1];
+ v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_origin[2];
+ v2[0] = DotProduct(v, vright);
+ v2[1] = DotProduct(v, vup);
+ v2[2] = DotProduct(v, vpn);
+ if (i)
+ {
+ if (smins[0] > v2[0]) smins[0] = v2[0];
+ if (smaxs[0] < v2[0]) smaxs[0] = v2[0];
+ if (smins[1] > v2[1]) smins[1] = v2[1];
+ if (smaxs[1] < v2[1]) smaxs[1] = v2[1];
+ if (smins[2] > v2[2]) smins[2] = v2[2];
+ if (smaxs[2] < v2[2]) smaxs[2] = v2[2];
+ }
+ else
+ {
+ smins[0] = smaxs[0] = v2[0];
+ smins[1] = smaxs[1] = v2[1];
+ smins[2] = smaxs[2] = v2[2];
+ }
+ }
+ // now we have a bbox in viewspace
+ // clip it to the viewspace version of the sphere
+ v[0] = origin[0] - r_origin[0];
+ v[1] = origin[1] - r_origin[1];
+ v[2] = origin[2] - r_origin[2];
+ v2[0] = DotProduct(v, vright);
+ v2[1] = DotProduct(v, vup);
+ v2[2] = DotProduct(v, vpn);
+ if (smins[0] < v2[0] - radius) smins[0] = v2[0] - radius;
+ if (smaxs[0] < v2[0] - radius) smaxs[0] = v2[0] + radius;
+ if (smins[1] < v2[1] - radius) smins[1] = v2[1] - radius;
+ if (smaxs[1] < v2[1] - radius) smaxs[1] = v2[1] + radius;
+ if (smins[2] < v2[2] - radius) smins[2] = v2[2] - radius;
+ if (smaxs[2] < v2[2] - radius) smaxs[2] = v2[2] + radius;
+ // clip it to the view plane
+ if (smins[2] < 1)
+ smins[2] = 1;
+ // return true if that culled the box
+ if (smins[2] >= smaxs[2])
+ return true;
+ // ok some of it is infront of the view, transform each corner back to
+ // worldspace and then to screenspace and make screen rect
+ for (i = 0;i < 8;i++)
+ {
+ v2[0] = (i & 1) ? smins[0] : smaxs[0];
+ v2[1] = (i & 2) ? smins[1] : smaxs[1];
+ v2[2] = (i & 4) ? smins[2] : smaxs[2];
+ v[0] = v2[0] * vright[0] + v2[1] * vup[0] + v2[2] * vpn[0] + r_origin[0];
+ v[1] = v2[0] * vright[1] + v2[1] * vup[1] + v2[2] * vpn[1] + r_origin[1];
+ v[2] = v2[0] * vright[2] + v2[1] * vup[2] + v2[2] * vpn[2] + r_origin[2];
+ v[3] = 1.0f;
+ GL_TransformToScreen(v, v2);
+ //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
+ x = v2[0];
+ y = v2[1];
+ if (i)
+ {
+ if (x1 > x) x1 = x;
+ if (x2 < x) x2 = x;
+ if (y1 > y) y1 = y;
+ if (y2 < y) y2 = y;
+ }
+ else
+ {
+ x1 = x2 = x;
+ y1 = y2 = y;
+ }
+ }
+ /*
+ // this code doesn't handle boxes with any points behind view properly
+ x1 = 1000;x2 = -1000;
+ y1 = 1000;y2 = -1000;
+ for (i = 0;i < 8;i++)
+ {
+ v[0] = (i & 1) ? mins[0] : maxs[0];
+ v[1] = (i & 2) ? mins[1] : maxs[1];
+ v[2] = (i & 4) ? mins[2] : maxs[2];
+ v[3] = 1.0f;
+ GL_TransformToScreen(v, v2);
+ //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
+ if (v2[2] > 0)
+ {
+ x = v2[0];
+ y = v2[1];
+
+ if (x1 > x) x1 = x;
+ if (x2 < x) x2 = x;
+ if (y1 > y) y1 = y;
+ if (y2 < y) y2 = y;
+ }
+ }
+ */
+ ix1 = x1 - 1.0f;
+ iy1 = y1 - 1.0f;
+ ix2 = x2 + 1.0f;
+ iy2 = y2 + 1.0f;
+ //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
+ if (ix1 < r_refdef.x) ix1 = r_refdef.x;
+ if (iy1 < r_refdef.y) iy1 = r_refdef.y;
+ if (ix2 > r_refdef.x + r_refdef.width) ix2 = r_refdef.x + r_refdef.width;
+ if (iy2 > r_refdef.y + r_refdef.height) iy2 = r_refdef.y + r_refdef.height;
+ if (ix2 <= ix1 || iy2 <= iy1)
+ return true;
+ // set up the scissor rectangle
+ qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
+ qglEnable(GL_SCISSOR_TEST);
+ return false;
+}
+
+void R_Shadow_GenTexCoords_Attenuation2D1D(float *out2d, float *out1d, int numverts, const float *vertex, const float *svectors, const float *tvectors, const float *normals, const vec3_t relativelightorigin, float lightradius)
+{
+ int i;
+ float lightvec[3], iradius;
+ iradius = 0.5f / lightradius;
+ for (i = 0;i < numverts;i++, vertex += 4, svectors += 4, tvectors += 4, normals += 4, out2d += 4, out1d += 4)
+ {
+ VectorSubtract(vertex, relativelightorigin, lightvec);
+ out2d[0] = 0.5f + DotProduct(svectors, lightvec) * iradius;
+ out2d[1] = 0.5f + DotProduct(tvectors, lightvec) * iradius;
+ out2d[2] = 0;
+ out1d[0] = 0.5f + DotProduct(normals, lightvec) * iradius;
+ out1d[1] = 0.5f;
+ out1d[2] = 0;
+ }
+}
+
+void R_Shadow_GenTexCoords_Diffuse_Attenuation3D(float *out, int numverts, const float *vertex, const float *svectors, const float *tvectors, const float *normals, const vec3_t relativelightorigin, float lightradius)
+{
+ int i;
+ float lightvec[3], iradius;
+ iradius = 0.5f / lightradius;
+ for (i = 0;i < numverts;i++, vertex += 4, svectors += 4, tvectors += 4, normals += 4, out += 4)
+ {
+ VectorSubtract(vertex, relativelightorigin, lightvec);
+ out[0] = 0.5f + DotProduct(svectors, lightvec) * iradius;
+ out[1] = 0.5f + DotProduct(tvectors, lightvec) * iradius;
+ out[2] = 0.5f + DotProduct(normals, lightvec) * iradius;
+ }
+}
+
+void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out, int numverts, const float *vertex, const float *svectors, const float *tvectors, const float *normals, const vec3_t relativelightorigin)
+{
+ int i;
+ float lightdir[3];
+ for (i = 0;i < numverts;i++, vertex += 4, svectors += 4, tvectors += 4, normals += 4, out += 4)
+ {
+ VectorSubtract(vertex, relativelightorigin, lightdir);
+ // the cubemap normalizes this for us
+ out[0] = DotProduct(svectors, lightdir);
+ out[1] = DotProduct(tvectors, lightdir);
+ out[2] = DotProduct(normals, lightdir);
+ }
+}
+
+void R_Shadow_GenTexCoords_Specular_Attenuation3D(float *out, int numverts, const float *vertex, const float *svectors, const float *tvectors, const float *normals, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin, float lightradius)
+{
+ int i;
+ float lightdir[3], eyedir[3], halfdir[3], lightdirlen, iradius;
+ iradius = 0.5f / lightradius;
+ for (i = 0;i < numverts;i++, vertex += 4, svectors += 4, tvectors += 4, normals += 4, out += 4)
+ {
+ VectorSubtract(vertex, relativelightorigin, lightdir);
+ // this is used later to make the attenuation correct
+ lightdirlen = sqrt(DotProduct(lightdir, lightdir)) * iradius;
+ VectorNormalizeFast(lightdir);
+ VectorSubtract(vertex, relativeeyeorigin, eyedir);
+ VectorNormalizeFast(eyedir);
+ VectorAdd(lightdir, eyedir, halfdir);
+ VectorNormalizeFast(halfdir);
+ out[0] = 0.5f + DotProduct(svectors, halfdir) * lightdirlen;
+ out[1] = 0.5f + DotProduct(tvectors, halfdir) * lightdirlen;
+ out[2] = 0.5f + DotProduct(normals, halfdir) * lightdirlen;
+ }
+}
+
+void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out, int numverts, const float *vertex, const float *svectors, const float *tvectors, const float *normals, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
+{
+ int i;
+ float lightdir[3], eyedir[3], halfdir[3];
+ for (i = 0;i < numverts;i++, vertex += 4, svectors += 4, tvectors += 4, normals += 4, out += 4)
+ {
+ VectorSubtract(vertex, relativelightorigin, lightdir);
+ VectorNormalizeFast(lightdir);
+ VectorSubtract(vertex, relativeeyeorigin, eyedir);
+ VectorNormalizeFast(eyedir);
+ VectorAdd(lightdir, eyedir, halfdir);
+ // the cubemap normalizes this for us
+ out[0] = DotProduct(svectors, halfdir);
+ out[1] = DotProduct(tvectors, halfdir);
+ out[2] = DotProduct(normals, halfdir);
+ }
+}
+
+void R_Shadow_GenTexCoords_LightCubeMap(float *out, int numverts, const float *vertex, const vec3_t relativelightorigin)
+{
+ int i;
+ // FIXME: this needs to be written
+ // this code assumes the vertices are in worldspace (a false assumption)
+ for (i = 0;i < numverts;i++, vertex += 4, out += 4)
+ VectorSubtract(vertex, relativelightorigin, out);
+}
+
+void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, float lightradius, const float *lightcolor, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
+{
+ int renders, mult;
+ float scale, colorscale;
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ if (!bumptexture)
+ bumptexture = r_shadow_blankbumptexture;
+ // colorscale accounts for how much we multiply the brightness during combine
+ // mult is how many times the final pass of the lighting will be
+ // performed to get more brightness than otherwise possible
+ // limit mult to 64 for sanity sake
+ if (r_shadow_texture3d.integer)
+ {
+ if (r_textureunits.integer >= 4 && !lightcubemap)
+ {
+ // 4 texture 3D combine path, one pass, no light cubemap support
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.tex3d[1] = R_GetTexture(r_shadow_normalsattenuationtexture);
+ m.tex[2] = R_GetTexture(basetexture);
+ m.tex[3] = R_GetTexture(r_shadow_blankwhitetexture);
+ m.texcombinergb[0] = GL_REPLACE;
+ m.texcombinergb[1] = GL_DOT3_RGB_ARB;
+ m.texcombinergb[2] = GL_MODULATE;
+ m.texcombinergb[3] = GL_MODULATE;
+ m.texrgbscale[1] = 1;
+ m.texrgbscale[3] = 4;
+ R_Mesh_TextureState(&m);
+ memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+ memcpy(varray_texcoord[2], texcoords, numverts * sizeof(float[4]));
+ R_Shadow_GenTexCoords_Diffuse_Attenuation3D(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, lightradius);
+ qglActiveTexture(GL_TEXTURE3_ARB);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR_ARB);
+ colorscale = r_colorscale * 0.25f * r_shadow_lightintensityscale.value;
+ for (mult = 1, scale = ixtable[mult];mult < 64 && (lightcolor[0] * scale * colorscale > 1 || lightcolor[1] * scale * colorscale > 1 || lightcolor[2] * scale * colorscale > 1);mult++, scale = ixtable[mult]);
+ colorscale *= scale;
+ GL_Color(lightcolor[0] * colorscale, lightcolor[1] * colorscale, lightcolor[2] * colorscale, 1);
+ for (renders = 0;renders < mult;renders++)
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ qglActiveTexture(GL_TEXTURE3_ARB);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
+ }
+ else
+ {
+ // 2 texture no3D combine path, two pass
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.tex3d[1] = R_GetTexture(r_shadow_normalsattenuationtexture);
+ m.texcombinergb[0] = GL_REPLACE;
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ m.texalphascale[1] = 1;
+ R_Mesh_TextureState(&m);
+ qglColorMask(0,0,0,1);
+ qglDisable(GL_BLEND);
+ GL_Color(1,1,1,1);
+ memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+ R_Shadow_GenTexCoords_Diffuse_Attenuation3D(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, lightradius);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+
+ m.tex[0] = R_GetTexture(basetexture);
+ m.tex3d[1] = 0;
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.texcombinergb[0] = GL_MODULATE;
+ m.texcombinergb[1] = GL_MODULATE;
+ m.texrgbscale[1] = 1;
+ m.texalphascale[1] = 1;
+ R_Mesh_TextureState(&m);
+ qglColorMask(1,1,1,1);
+ qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+ qglEnable(GL_BLEND);
+ if (lightcubemap)
+ R_Shadow_GenTexCoords_LightCubeMap(varray_texcoord[1], numverts, varray_vertex, relativelightorigin);
+
+ colorscale = r_colorscale * 1.0f * r_shadow_lightintensityscale.value;
+ for (mult = 1, scale = ixtable[mult];mult < 64 && (lightcolor[0] * scale * colorscale > 1 || lightcolor[1] * scale * colorscale > 1 || lightcolor[2] * scale * colorscale > 1);mult++, scale = ixtable[mult]);
+ colorscale *= scale;
+ GL_Color(lightcolor[0] * colorscale, lightcolor[1] * colorscale, lightcolor[2] * colorscale, 1);
+ for (renders = 0;renders < mult;renders++)
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ }
+ }
+ else if (r_textureunits.integer >= 4)
+ {
+ // 4 texture no3D combine path, two pass
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
+ m.texcombinergb[0] = GL_REPLACE;
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
+ m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
+ R_Mesh_TextureState(&m);
+ qglColorMask(0,0,0,1);
+ qglDisable(GL_BLEND);
+ GL_Color(1,1,1,1);
+ memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
+ R_Shadow_GenTexCoords_Attenuation2D1D(varray_texcoord[2], varray_texcoord[3], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, lightradius);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+
+ m.tex[0] = R_GetTexture(basetexture);
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.texcombinergb[0] = GL_MODULATE;
+ m.texcombinergb[1] = GL_MODULATE;
+ m.tex[2] = 0;
+ m.tex[3] = 0;
+ R_Mesh_TextureState(&m);
+ qglColorMask(1,1,1,1);
+ qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+ qglEnable(GL_BLEND);
+ if (lightcubemap)
+ R_Shadow_GenTexCoords_LightCubeMap(varray_texcoord[1], numverts, varray_vertex, relativelightorigin);
+
+ colorscale = r_colorscale * 1.0f * r_shadow_lightintensityscale.value;
+ for (mult = 1, scale = ixtable[mult];mult < 64 && (lightcolor[0] * scale * colorscale > 1 || lightcolor[1] * scale * colorscale > 1 || lightcolor[2] * scale * colorscale > 1);mult++, scale = ixtable[mult]);
+ colorscale *= scale;
+ GL_Color(lightcolor[0] * colorscale, lightcolor[1] * colorscale, lightcolor[2] * colorscale, 1);
+ for (renders = 0;renders < mult;renders++)
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ }
+ else
+ {
+ // 2 texture no3D combine path, three pass
+ m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+ R_Mesh_TextureState(&m);
+ qglColorMask(0,0,0,1);
+ qglDisable(GL_BLEND);
+ GL_Color(1,1,1,1);
+ R_Shadow_GenTexCoords_Attenuation2D1D(varray_texcoord[0], varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, lightradius);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.tex[1] = 0;
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ R_Mesh_TextureState(&m);
+ qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
+ qglEnable(GL_BLEND);
+ memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+
+ m.tex[0] = R_GetTexture(basetexture);
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.texcombinergb[1] = GL_MODULATE;
+ R_Mesh_TextureState(&m);
+ qglColorMask(1,1,1,1);
+ qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+ if (lightcubemap)
+ R_Shadow_GenTexCoords_LightCubeMap(varray_texcoord[1], numverts, varray_vertex, relativelightorigin);
+
+ colorscale = r_colorscale * 1.0f * r_shadow_lightintensityscale.value;
+ for (mult = 1, scale = ixtable[mult];mult < 64 && (lightcolor[0] * scale * colorscale > 1 || lightcolor[1] * scale * colorscale > 1 || lightcolor[2] * scale * colorscale > 1);mult++, scale = ixtable[mult]);
+ colorscale *= scale;
+ GL_Color(lightcolor[0] * colorscale, lightcolor[1] * colorscale, lightcolor[2] * colorscale, 1);
+ for (renders = 0;renders < mult;renders++)
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ }
+}
+
+void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
+{
+ int renders, mult;
+ float scale, colorscale;
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ if (!bumptexture)
+ bumptexture = r_shadow_blankbumptexture;
+ if (!glosstexture)
+ glosstexture = r_shadow_blankglosstexture;
+ if (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture))
+ {
+ // 2 texture no3D combine path, five pass
+ memset(&m, 0, sizeof(m));
+
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ R_Mesh_TextureState(&m);
+ qglColorMask(0,0,0,1);
+ qglDisable(GL_BLEND);
+ GL_Color(1,1,1,1);
+ memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+ R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, relativeeyeorigin);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+
+ m.tex[0] = 0;
+ m.texcubemap[1] = 0;
+ m.texcombinergb[1] = GL_MODULATE;
+ R_Mesh_TextureState(&m);
+ // square alpha in framebuffer a few times to make it shiny
+ qglBlendFunc(GL_ZERO, GL_DST_ALPHA);
+ qglEnable(GL_BLEND);
+ // these comments are a test run through this math for intensity 0.5
+ // 0.5 * 0.5 = 0.25
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ // 0.25 * 0.25 = 0.0625
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ // 0.0625 * 0.0625 = 0.00390625
+ R_Mesh_Draw(numverts, numtriangles, elements);
+
+ m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+ R_Mesh_TextureState(&m);
+ qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
+ R_Shadow_GenTexCoords_Attenuation2D1D(varray_texcoord[0], varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, lightradius);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+
+ m.tex[0] = R_GetTexture(glosstexture);
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+ R_Mesh_TextureState(&m);
+ qglColorMask(1,1,1,1);
+ qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+ memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+ if (lightcubemap)
+ R_Shadow_GenTexCoords_LightCubeMap(varray_texcoord[1], numverts, varray_vertex, relativelightorigin);
+
+ // the 0.25f makes specular lighting much dimmer than diffuse (intentionally)
+ colorscale = r_colorscale * 0.25f * r_shadow_lightintensityscale.value;
+ for (mult = 1, scale = ixtable[mult];mult < 64 && (lightcolor[0] * scale * colorscale > 1 || lightcolor[1] * scale * colorscale > 1 || lightcolor[2] * scale * colorscale > 1);mult++, scale = ixtable[mult]);
+ colorscale *= scale;
+ GL_Color(lightcolor[0] * colorscale, lightcolor[1] * colorscale, lightcolor[2] * colorscale, 1);
+ for (renders = 0;renders < mult;renders++)
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ }
+}
+
+#define PRECOMPUTEDSHADOWVOLUMES 1
+void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light)
+{
+#if PRECOMPUTEDSHADOWVOLUMES
+ R_Mesh_Matrix(matrix);
+ R_Shadow_RenderShadowMeshVolume(light->shadowvolume);
+#else
+ shadowmesh_t *mesh;
+ R_Mesh_Matrix(matrix);
+ for (mesh = light->shadowvolume;mesh;mesh = mesh->next)
+ {
+ R_Mesh_ResizeCheck(mesh->numverts * 2);
+ memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+ R_Shadow_Volume(mesh->numverts, mesh->numtriangles, varray_vertex, mesh->elements, mesh->neighbors, light->origin, light->lightradius, light->lightradius);
+ }
+#endif
+}
+
+cvar_t r_editlights = {0, "r_editlights", "0"};
+cvar_t r_editlights_cursordistance = {0, "r_editlights_distance", "1024"};
+cvar_t r_editlights_cursorpushback = {0, "r_editlights_pushback", "0"};
+cvar_t r_editlights_cursorpushoff = {0, "r_editlights_pushoff", "4"};
+cvar_t r_editlights_cursorgrid = {0, "r_editlights_grid", "4"};
+worldlight_t *r_shadow_worldlightchain;
+worldlight_t *r_shadow_selectedlight;
+vec3_t r_editlights_cursorlocation;
+
+static int castshadowcount = 1;
+void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style, const char *cubemapname)
+{
+ int i, j, k, l, maxverts, *mark;
+ float *verts, *v, *v0, *v1, f, projectdistance, temp[3], temp2[3], temp3[3], radius2;
+ worldlight_t *e;
+ shadowmesh_t *mesh;
+ mleaf_t *leaf;
+ msurface_t *surf;
+ qbyte *pvs;
+
+ e = Mem_Alloc(r_shadow_mempool, sizeof(worldlight_t));
+ VectorCopy(origin, e->origin);
+ VectorCopy(color, e->light);
+ e->lightradius = radius;
+ VectorCopy(origin, e->mins);
+ VectorCopy(origin, e->maxs);
+ e->cullradius = 0;
+ e->style = style;
+ e->next = r_shadow_worldlightchain;
+ r_shadow_worldlightchain = e;
+ if (cubemapname)
+ {
+ e->cubemapname = Mem_Alloc(r_shadow_mempool, strlen(cubemapname) + 1);
+ strcpy(e->cubemapname, cubemapname);
+ // FIXME: add cubemap loading (and don't load a cubemap twice)
+ }
+ if (cl.worldmodel)
+ {
+ castshadowcount++;
+ leaf = Mod_PointInLeaf(origin, cl.worldmodel);
+ pvs = Mod_LeafPVS(leaf, cl.worldmodel);
+ for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
+ {
+ if (pvs[i >> 3] & (1 << (i & 7)))
+ {
+ VectorCopy(origin, temp);
+ if (temp[0] < leaf->mins[0]) temp[0] = leaf->mins[0];
+ if (temp[0] > leaf->maxs[0]) temp[0] = leaf->maxs[0];
+ if (temp[1] < leaf->mins[1]) temp[1] = leaf->mins[1];
+ if (temp[1] > leaf->maxs[1]) temp[1] = leaf->maxs[1];
+ if (temp[2] < leaf->mins[2]) temp[2] = leaf->mins[2];
+ if (temp[2] > leaf->maxs[2]) temp[2] = leaf->maxs[2];
+ VectorSubtract(temp, origin, temp);
+ if (DotProduct(temp, temp) < e->lightradius * e->lightradius)
+ {
+ leaf->worldnodeframe = castshadowcount;
+ for (j = 0, mark = leaf->firstmarksurface;j < leaf->nummarksurfaces;j++, mark++)
+ {
+ surf = cl.worldmodel->surfaces + *mark;
+ if (surf->castshadow != castshadowcount)
+ {
+ f = DotProduct(e->origin, surf->plane->normal) - surf->plane->dist;
+ if (surf->flags & SURF_PLANEBACK)
+ f = -f;
+ if (f > 0 && f < e->lightradius)
+ {
+ VectorSubtract(e->origin, surf->poly_center, temp);
+ if (DotProduct(temp, temp) - surf->poly_radius2 < e->lightradius * e->lightradius)
+ surf->castshadow = castshadowcount;
+ }
+ }
+ }
+ }
+ }
+ }
+
+ e->numleafs = 0;
+ for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
+ if (leaf->worldnodeframe == castshadowcount)
+ e->numleafs++;
+ e->numsurfaces = 0;
+ for (i = 0, surf = cl.worldmodel->surfaces + cl.worldmodel->firstmodelsurface;i < cl.worldmodel->nummodelsurfaces;i++, surf++)
+ if (surf->castshadow == castshadowcount)
+ e->numsurfaces++;
+
+ if (e->numleafs)
+ e->leafs = Mem_Alloc(r_shadow_mempool, e->numleafs * sizeof(mleaf_t *));
+ if (e->numsurfaces)
+ e->surfaces = Mem_Alloc(r_shadow_mempool, e->numsurfaces * sizeof(msurface_t *));
+ e->numleafs = 0;
+ for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
+ if (leaf->worldnodeframe == castshadowcount)
+ e->leafs[e->numleafs++] = leaf;
+ e->numsurfaces = 0;
+ for (i = 0, surf = cl.worldmodel->surfaces + cl.worldmodel->firstmodelsurface;i < cl.worldmodel->nummodelsurfaces;i++, surf++)
+ if (surf->castshadow == castshadowcount)
+ e->surfaces[e->numsurfaces++] = surf;
+ // find bounding box and sphere of lit surfaces
+ // (these will be used for creating a shape to clip the light)
+ radius2 = 0;
+ VectorCopy(e->origin, e->mins);
+ VectorCopy(e->origin, e->maxs);
+ for (j = 0;j < e->numsurfaces;j++)
+ {
+ surf = e->surfaces[j];
+ for (k = 0, v = surf->poly_verts;k < surf->poly_numverts;k++, v += 3)
+ {
+ if (e->mins[0] > v[0]) e->mins[0] = v[0];if (e->maxs[0] < v[0]) e->maxs[0] = v[0];
+ if (e->mins[1] > v[1]) e->mins[1] = v[1];if (e->maxs[1] < v[1]) e->maxs[1] = v[1];
+ if (e->mins[2] > v[2]) e->mins[2] = v[2];if (e->maxs[2] < v[2]) e->maxs[2] = v[2];
+ VectorSubtract(v, e->origin, temp);
+ f = DotProduct(temp, temp);
+ if (radius2 < f)
+ radius2 = f;
+ }
+ }
+ e->cullradius = sqrt(radius2);
+ if (e->cullradius > e->lightradius)
+ e->cullradius = e->lightradius;
+ if (e->mins[0] < e->origin[0] - e->lightradius) e->mins[0] = e->origin[0] - e->lightradius;
+ if (e->maxs[0] > e->origin[0] + e->lightradius) e->maxs[0] = e->origin[0] + e->lightradius;
+ if (e->mins[1] < e->origin[1] - e->lightradius) e->mins[1] = e->origin[1] - e->lightradius;
+ if (e->maxs[1] > e->origin[1] + e->lightradius) e->maxs[1] = e->origin[1] + e->lightradius;
+ if (e->mins[2] < e->origin[2] - e->lightradius) e->mins[2] = e->origin[2] - e->lightradius;
+ if (e->maxs[2] > e->origin[2] + e->lightradius) e->maxs[2] = e->origin[2] + e->lightradius;
+ Con_Printf("%f %f %f, %f %f %f, %f, %f, %d, %d\n", e->mins[0], e->mins[1], e->mins[2], e->maxs[0], e->maxs[1], e->maxs[2], e->cullradius, e->lightradius, e->numleafs, e->numsurfaces);
+ // clip shadow volumes against eachother to remove unnecessary
+ // polygons (and sections of polygons)
+ maxverts = 256;
+ verts = NULL;
+ castshadowcount++;
+ for (j = 0;j < e->numsurfaces;j++)
+ {
+ surf = e->surfaces[j];
+ if (surf->flags & SURF_SHADOWCAST)
+ {
+ surf->castshadow = castshadowcount;
+ if (maxverts < surf->poly_numverts)
+ maxverts = surf->poly_numverts;
+ }
+ }
+ e->shadowvolume = Mod_ShadowMesh_Begin(loadmodel->mempool, 32768);
+#if !PRECOMPUTEDSHADOWVOLUMES
+ // make a mesh to cast a shadow volume from
+ for (j = 0;j < e->numsurfaces;j++)
+ if (e->surfaces[j]->castshadow == castshadowcount)
+ Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, e->surfaces[j]->poly_numverts, e->surfaces[j]->poly_verts);
+#else
+#if 1
+ {
+ int tris;
+ shadowmesh_t *castmesh, *mesh;
+ surfmesh_t *surfmesh;
+ // make a mesh to cast a shadow volume from
+ castmesh = Mod_ShadowMesh_Begin(loadmodel->mempool, 32768);
+ for (j = 0;j < e->numsurfaces;j++)
+ if (e->surfaces[j]->castshadow == castshadowcount)
+ for (surfmesh = e->surfaces[j]->mesh;surfmesh;surfmesh = surfmesh->chain)
+ Mod_ShadowMesh_AddMesh(loadmodel->mempool, castmesh, surfmesh->numverts, surfmesh->verts, surfmesh->numtriangles, surfmesh->index);
+ castmesh = Mod_ShadowMesh_Finish(loadmodel->mempool, castmesh);
+
+ // cast shadow volume from castmesh
+ for (mesh = castmesh;mesh;mesh = mesh->next)
+ {
+ R_Shadow_ResizeTriangleFacingLight(castmesh->numtriangles);
+ R_Shadow_ResizeShadowElements(castmesh->numtriangles);
+
+ if (maxverts < castmesh->numverts * 2)
+ {
+ maxverts = castmesh->numverts * 2;
+ if (verts)
+ Mem_Free(verts);
+ verts = NULL;
+ }
+ if (verts == NULL && maxverts > 0)
+ verts = Mem_Alloc(loadmodel->mempool, maxverts * sizeof(float[4]));
+
+ // now that we have the buffers big enough, construct shadow volume mesh
+ memcpy(verts, castmesh->verts, castmesh->numverts * sizeof(float[4]));
+ R_Shadow_ProjectVertices(verts, verts + castmesh->numverts * 4, castmesh->numverts, e->origin, e->lightradius);
+ R_Shadow_MakeTriangleShadowFlags(castmesh->elements, verts, castmesh->numtriangles, trianglefacinglight, e->origin, e->lightradius);
+ tris = R_Shadow_BuildShadowVolumeTriangles(castmesh->elements, castmesh->neighbors, castmesh->numtriangles, castmesh->numverts, trianglefacinglight, shadowelements);
+ // add the constructed shadow volume mesh
+ Mod_ShadowMesh_AddMesh(loadmodel->mempool, e->shadowvolume, castmesh->numverts, verts, tris, shadowelements);
+ }
+ // we're done with castmesh now
+ Mod_ShadowMesh_Free(castmesh);
+ }
+#else
+ // make a shadow volume mesh
+ if (verts == NULL && maxverts > 0)
+ verts = Mem_Alloc(loadmodel->mempool, maxverts * sizeof(float[4]));
+ for (j = 0;j < e->numsurfaces;j++)
+ {
+ surf = e->surfaces[j];
+ if (surf->castshadow != castshadowcount)
+ continue;
+ projectdistance = 1000000.0f;//e->lightradius;
+ // copy the original polygon, for the front cap of the volume
+ for (k = 0, v0 = surf->poly_verts, v1 = verts;k < surf->poly_numverts;k++, v0 += 3, v1 += 3)
+ VectorCopy(v0, v1);
+ Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, surf->poly_numverts, verts);
+ // project the original polygon, reversed, for the back cap of the volume
+ for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = verts;k < surf->poly_numverts;k++, v0 -= 3, v1 += 3)
+ {
+ VectorSubtract(v0, e->origin, temp);
+ //VectorNormalize(temp);
+ VectorMA(v0, projectdistance, temp, v1);
+ }
+ Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, surf->poly_numverts, verts);
+ // project the shadow volume sides
+ for (l = surf->poly_numverts - 1, k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = surf->poly_verts;k < surf->poly_numverts;l = k, k++, v0 = v1, v1 += 3)
+ {
+ if (surf->neighborsurfaces == NULL || surf->neighborsurfaces[l] == NULL || surf->neighborsurfaces[l]->castshadow != castshadowcount)
+ {
+ VectorCopy(v1, &verts[0]);
+ VectorCopy(v0, &verts[3]);
+ VectorCopy(v0, &verts[6]);
+ VectorCopy(v1, &verts[9]);
+ VectorSubtract(&verts[6], e->origin, temp);
+ //VectorNormalize(temp);
+ VectorMA(&verts[6], projectdistance, temp, &verts[6]);
+ VectorSubtract(&verts[9], e->origin, temp);
+ //VectorNormalize(temp);
+ VectorMA(&verts[9], projectdistance, temp, &verts[9]);
+
+#if 0
+ VectorSubtract(&verts[0], &verts[3], temp);
+ VectorSubtract(&verts[6], &verts[3], temp2);
+ CrossProduct(temp, temp2, temp3);
+ VectorNormalize(temp3);
+ if (DotProduct(surf->poly_center, temp3) > DotProduct(&verts[0], temp3))
+ {
+ VectorCopy(v0, &verts[0]);
+ VectorCopy(v1, &verts[3]);
+ VectorCopy(v1, &verts[6]);
+ VectorCopy(v0, &verts[9]);
+ VectorSubtract(&verts[6], e->origin, temp);
+ //VectorNormalize(temp);
+ VectorMA(&verts[6], projectdistance, temp, &verts[6]);
+ VectorSubtract(&verts[9], e->origin, temp);
+ //VectorNormalize(temp);
+ VectorMA(&verts[9], projectdistance, temp, &verts[9]);
+ Con_Printf("flipped shadow volume edge %8p %i\n", surf, l);
+ }
+#endif
+
+ Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, 4, verts);
+ }
+ }
+ }
+#endif
+#endif
+ e->shadowvolume = Mod_ShadowMesh_Finish(loadmodel->mempool, e->shadowvolume);
+ for (l = 0, mesh = e->shadowvolume;mesh;mesh = mesh->next)
+ l += mesh->numtriangles;
+ Con_Printf("static shadow volume built containing %i triangles\n", l);
+ }
+}
+
+void R_Shadow_FreeWorldLight(worldlight_t *light)
+{
+ worldlight_t **lightpointer;
+ for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
+ if (*lightpointer != light)
+ Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain\n");
+ *lightpointer = light->next;
+ if (light->cubemapname)
+ Mem_Free(light->cubemapname);
+ if (light->shadowvolume)
+ Mod_ShadowMesh_Free(light->shadowvolume);
+ if (light->surfaces)
+ Mem_Free(light->surfaces);
+ if (light->leafs)
+ Mem_Free(light->leafs);
+ Mem_Free(light);
+}
+
+void R_Shadow_ClearWorldLights(void)
+{
+ while (r_shadow_worldlightchain)
+ R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
+ r_shadow_selectedlight = NULL;
+}
+
+void R_Shadow_SelectLight(worldlight_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_FreeSelectedWorldLight(void)
+{
+ if (r_shadow_selectedlight)
+ {
+ R_Shadow_FreeWorldLight(r_shadow_selectedlight);
+ r_shadow_selectedlight = NULL;
+ }
+}
+
+void R_Shadow_SelectLightInView(void)
+{
+ float bestrating, rating, temp[3], dist;
+ worldlight_t *best, *light;
+ best = NULL;
+ bestrating = 1e30;
+ for (light = r_shadow_worldlightchain;light;light = light->next)
+ {
+ VectorSubtract(light->origin, r_refdef.vieworg, temp);
+ dist = sqrt(DotProduct(temp, temp));
+ if (DotProduct(temp, vpn) >= 0.97 * dist && bestrating > dist && CL_TraceLine(light->origin, r_refdef.vieworg, NULL, NULL, 0, true, NULL) == 1.0f)
+ {
+ bestrating = dist;
+ best = light;
+ }
+ }
+ R_Shadow_SelectLight(best);
+}
+
+void R_Shadow_LoadWorldLights(const char *mapname)
+{
+ int n, a, style;
+ char name[MAX_QPATH], cubemapname[MAX_QPATH], *lightsstring, *s, *t;
+ float origin[3], radius, color[3];
+ COM_StripExtension(mapname, name);
+ strcat(name, ".rtlights");
+ lightsstring = COM_LoadFile(name, false);
+ if (lightsstring)
+ {
+ s = lightsstring;
+ n = 0;
+ while (*s)
+ {
+ t = s;
+ while (*s && *s != '\n')
+ s++;
+ if (!*s)
+ break;
+ *s = 0;
+ a = sscanf(t, "%f %f %f %f %f %f %f %d %s", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, &cubemapname);
+ if (a < 9)
+ cubemapname[0] = 0;
+ *s = '\n';
+ if (a < 8)
+ {
+ Con_Printf("found %d parameters on line %i, should be 8 or 9 parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style cubemapname)\n", a, n + 1);
+ break;
+ }
+ R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname);
+ s++;
+ n++;
+ }
+ if (*s)
+ Con_Printf("invalid rtlights file \"%s\"\n", name);
+ Mem_Free(lightsstring);
+ }
+}
+
+void R_Shadow_SaveWorldLights(const char *mapname)
+{
+ worldlight_t *light;
+ int bufchars, bufmaxchars;
+ char *buf, *oldbuf;
+ char name[MAX_QPATH];
+ char line[1024];
+ if (!r_shadow_worldlightchain)
+ return;
+ COM_StripExtension(mapname, name);
+ strcat(name, ".rtlights");
+ bufchars = bufmaxchars = 0;
+ buf = NULL;
+ for (light = r_shadow_worldlightchain;light;light = light->next)
+ {
+ sprintf(line, "%g %g %g %g %g %g %g %d %s\n", light->origin[0], light->origin[1], light->origin[2], light->lightradius, light->light[0], light->light[1], light->light[2], light->style, light->cubemapname ? light->cubemapname : "");
+ if (bufchars + strlen(line) > bufmaxchars)
+ {
+ bufmaxchars = bufchars + strlen(line) + 2048;
+ oldbuf = buf;
+ buf = Mem_Alloc(r_shadow_mempool, 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)
+ COM_WriteFile(name, buf, bufchars);
+ if (buf)
+ Mem_Free(buf);
+}
+
+void R_Shadow_SetCursorLocationForView(void)
+{
+ vec_t dist, push, frac;
+ vec3_t dest, endpos, normal;
+ VectorMA(r_refdef.vieworg, r_editlights_cursordistance.value, vpn, dest);
+ frac = CL_TraceLine(r_refdef.vieworg, dest, endpos, normal, 0, true, NULL);
+ if (frac < 1)
+ {
+ dist = frac * r_editlights_cursordistance.value;
+ push = r_editlights_cursorpushback.value;
+ if (push > dist)
+ push = dist;
+ push = -push;
+ VectorMA(endpos, push, vpn, endpos);
+ VectorMA(endpos, r_editlights_cursorpushoff.value, normal, endpos);
+ }
+ r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
+ r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
+ r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
+}
+
+extern void R_DrawCrosshairSprite(rtexture_t *texture, vec3_t origin, vec_t scale, float cr, float cg, float cb, float ca);
+void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
+{
+ cachepic_t *pic;
+ pic = Draw_CachePic("gfx/crosshair1.tga");
+ if (pic)
+ R_DrawCrosshairSprite(pic->tex, r_editlights_cursorlocation, r_editlights_cursorgrid.value * 0.5f, 1, 1, 1, 1);
+}
+
+void R_Shadow_DrawCursor(void)
+{
+ R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0);
+}
+
+void R_Shadow_UpdateLightingMode(void)
+{
+ r_shadow_lightingmode = 0;
+ if (r_shadow_realtime.integer)
+ {
+ if (r_shadow_worldlightchain)
+ r_shadow_lightingmode = 2;
+ else
+ r_shadow_lightingmode = 1;
+ }
+}
+
+void R_Shadow_UpdateWorldLightSelection(void)
+{
+ if (r_editlights.integer)
+ {
+ R_Shadow_SelectLightInView();
+ R_Shadow_SetCursorLocationForView();
+ R_Shadow_DrawCursor();
+ }
+ else
+ R_Shadow_SelectLight(NULL);
+}
+
+void R_Shadow_EditLights_Clear_f(void)
+{
+ R_Shadow_ClearWorldLights();
+}
+
+void R_Shadow_EditLights_Reload_f(void)
+{
+ if (cl.worldmodel)
+ {
+ R_Shadow_ClearWorldLights();
+ R_Shadow_LoadWorldLights(cl.worldmodel->name);
+ }
+}
+
+void R_Shadow_EditLights_Save_f(void)
+{
+ if (cl.worldmodel)
+ R_Shadow_SaveWorldLights(cl.worldmodel->name);
+}
+
+void R_Shadow_EditLights_Spawn_f(void)
+{
+ vec3_t origin, color;
+ vec_t radius;
+ int style;
+ const char *cubemapname;
+ if (!r_editlights.integer)
+ {
+ Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
+ return;
+ }
+ if (Cmd_Argc() <= 7)
+ {
+ radius = 200;
+ color[0] = color[1] = color[2] = 1;
+ style = 0;
+ cubemapname = NULL;
+ if (Cmd_Argc() >= 2)
+ {
+ radius = atof(Cmd_Argv(1));
+ if (Cmd_Argc() >= 3)
+ {
+ color[0] = atof(Cmd_Argv(2));
+ color[1] = color[0];
+ color[2] = color[0];
+ if (Cmd_Argc() >= 5)
+ {
+ color[1] = atof(Cmd_Argv(3));
+ color[2] = atof(Cmd_Argv(4));
+ if (Cmd_Argc() >= 6)
+ {
+ style = atoi(Cmd_Argv(5));
+ if (Cmd_Argc() >= 7)
+ cubemapname = Cmd_Argv(6);
+ }
+ }
+ }
+ }
+ if (cubemapname && !cubemapname[0])
+ cubemapname = NULL;
+ if (radius >= 16 && color[0] >= 0 && color[1] >= 0 && color[2] >= 0 && style >= 0 && style < 256 && (color[0] >= 0.1 || color[1] >= 0.1 || color[2] >= 0.1))
+ {
+ VectorCopy(r_editlights_cursorlocation, origin);
+ R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname);
+ return;
+ }
+ }
+ Con_Printf("usage: r_editlights_spawn radius red green blue [style [cubemap]]\n");
+}
+
+void R_Shadow_EditLights_Edit_f(void)
+{
+ vec3_t origin, color;
+ vec_t radius;
+ int style;
+ const char *cubemapname;
+ if (!r_editlights.integer)
+ {
+ Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
+ return;
+ }
+ if (!r_shadow_selectedlight)
+ {
+ Con_Printf("No selected light.\n");
+ return;
+ }
+ if (Cmd_Argc() <= 7)
+ {
+ radius = 200;
+ color[0] = color[1] = color[2] = 1;
+ style = 0;
+ cubemapname = NULL;
+ if (Cmd_Argc() >= 2)
+ {
+ radius = atof(Cmd_Argv(1));
+ if (Cmd_Argc() >= 3)
+ {
+ color[0] = atof(Cmd_Argv(2));
+ color[1] = color[0];
+ color[2] = color[0];
+ if (Cmd_Argc() >= 5)
+ {
+ color[1] = atof(Cmd_Argv(3));
+ color[2] = atof(Cmd_Argv(4));
+ if (Cmd_Argc() >= 6)
+ {
+ style = atoi(Cmd_Argv(5));
+ if (Cmd_Argc() >= 7)
+ cubemapname = Cmd_Argv(6);
+ }
+ }
+ }
+ }
+ if (cubemapname && !cubemapname[0])
+ cubemapname = NULL;
+ if (radius >= 16 && color[0] >= 0 && color[1] >= 0 && color[2] >= 0 && style >= 0 && style < 256 && (color[0] >= 0.1 || color[1] >= 0.1 || color[2] >= 0.1))
+ {
+ VectorCopy(r_shadow_selectedlight->origin, origin);
+ R_Shadow_FreeWorldLight(r_shadow_selectedlight);
+ r_shadow_selectedlight = NULL;
+ R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname);
+ return;
+ }
+ }
+ Con_Printf("usage: r_editlights_edit radius red green blue [style [cubemap]]\n");
+}
+
+void R_Shadow_EditLights_Remove_f(void)
+{
+ if (!r_editlights.integer)
+ {
+ Con_Printf("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
+ return;
+ }
+ if (!r_shadow_selectedlight)
+ {
+ Con_Printf("No selected light.\n");
+ return;
+ }
+ R_Shadow_FreeSelectedWorldLight();