X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_shadow.c;h=16cb6edad9c29b58f53c86136fe64c81bdf5078f;hp=aebace1788077288bb617154606838a06f7600e1;hb=3f2bc4a392c209700360c90bcfcf826b135c898d;hpb=6d6bb0a8d9e2cb7ad6e156584304b4fd621eac3e diff --git a/r_shadow.c b/r_shadow.c index aebace17..16cb6eda 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -1,5 +1,18 @@ #include "quakedef.h" +#include "r_shadow.h" +#include "cl_collision.h" +#include "portals.h" + +extern void R_Shadow_EditLights_Init(void); + +#define SHADOWSTAGE_NONE 0 +#define SHADOWSTAGE_STENCIL 1 +#define SHADOWSTAGE_LIGHT 2 +#define SHADOWSTAGE_ERASESTENCIL 3 + +int r_shadowstage = SHADOWSTAGE_NONE; +int r_shadow_reloadlights = false; mempool_t *r_shadow_mempool; @@ -7,6 +20,45 @@ int maxshadowelements; int *shadowelements; int maxtrianglefacinglight; qbyte *trianglefacinglight; +int *trianglefacinglightlist; + +int maxvertexupdate; +int *vertexupdate; +int vertexupdatenum; + +rtexturepool_t *r_shadow_texturepool; +rtexture_t *r_shadow_normalcubetexture; +rtexture_t *r_shadow_attenuation2dtexture; +rtexture_t *r_shadow_attenuation3dtexture; +rtexture_t *r_shadow_blankbumptexture; +rtexture_t *r_shadow_blankglosstexture; +rtexture_t *r_shadow_blankwhitetexture; + +cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"}; +cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"}; +cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"}; +cvar_t r_shadow_realtime_world = {0, "r_shadow_realtime_world", "0"}; +cvar_t r_shadow_realtime_dlight = {0, "r_shadow_realtime_dlight", "0"}; +cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"}; +cvar_t r_shadow_gloss = {0, "r_shadow_gloss", "1"}; +cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"}; +cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"}; +cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"}; +cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"}; +cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "-1"}; +cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"}; +cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "100000"}; +cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"}; + +int c_rt_lights, c_rt_clears, c_rt_scissored; +int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris; +int c_rtcached_shadowmeshes, c_rtcached_shadowtris; + +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_start(void) { @@ -14,32 +66,228 @@ void r_shadow_start(void) r_shadow_mempool = Mem_AllocPool("R_Shadow"); maxshadowelements = 0; shadowelements = NULL; + maxvertexupdate = 0; + vertexupdate = NULL; + vertexupdatenum = 0; maxtrianglefacinglight = 0; trianglefacinglight = NULL; + trianglefacinglightlist = NULL; + r_shadow_normalcubetexture = NULL; + r_shadow_attenuation2dtexture = NULL; + r_shadow_attenuation3dtexture = NULL; + r_shadow_blankbumptexture = NULL; + r_shadow_blankglosstexture = NULL; + r_shadow_blankwhitetexture = NULL; + r_shadow_texturepool = NULL; + R_Shadow_ClearWorldLights(); + r_shadow_reloadlights = true; } void r_shadow_shutdown(void) { + R_Shadow_ClearWorldLights(); + r_shadow_reloadlights = true; + r_shadow_normalcubetexture = NULL; + r_shadow_attenuation2dtexture = NULL; + r_shadow_attenuation3dtexture = NULL; + r_shadow_blankbumptexture = NULL; + r_shadow_blankglosstexture = NULL; + r_shadow_blankwhitetexture = NULL; + R_FreeTexturePool(&r_shadow_texturepool); maxshadowelements = 0; shadowelements = NULL; + maxvertexupdate = 0; + vertexupdate = NULL; + vertexupdatenum = 0; maxtrianglefacinglight = 0; trianglefacinglight = NULL; + trianglefacinglightlist = NULL; Mem_FreePool(&r_shadow_mempool); } void r_shadow_newmap(void) { + R_Shadow_ClearWorldLights(); + r_shadow_reloadlights = true; } void R_Shadow_Init(void) { + Cvar_RegisterVariable(&r_shadow_lightattenuationpower); + Cvar_RegisterVariable(&r_shadow_lightattenuationscale); + Cvar_RegisterVariable(&r_shadow_lightintensityscale); + Cvar_RegisterVariable(&r_shadow_realtime_world); + Cvar_RegisterVariable(&r_shadow_realtime_dlight); + Cvar_RegisterVariable(&r_shadow_visiblevolumes); + Cvar_RegisterVariable(&r_shadow_gloss); + Cvar_RegisterVariable(&r_shadow_debuglight); + Cvar_RegisterVariable(&r_shadow_scissor); + Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap); + Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture); + Cvar_RegisterVariable(&r_shadow_polygonoffset); + Cvar_RegisterVariable(&r_shadow_portallight); + Cvar_RegisterVariable(&r_shadow_projectdistance); + Cvar_RegisterVariable(&r_shadow_texture3d); + R_Shadow_EditLights_Init(); R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap); } -void R_Shadow_Volume(int numverts, int numtris, float *vertex, int *elements, int *neighbors, vec3_t relativelightorigin, float projectdistance, int visiblevolume) +int R_Shadow_MakeTriangleShadowFlags_Vertex3f(const int *elements, const float *vertex, int numtris, qbyte *facing, int *list, const float *relativelightorigin) +{ + int i, tris = 0; + const float *v0, *v1, *v2; + for (i = 0;i < numtris;i++, elements += 3) + { + // calculate triangle facing flag + v0 = vertex + elements[0] * 3; + v1 = vertex + elements[1] * 3; + v2 = vertex + elements[2] * 3; + if(PointInfrontOfTriangle(relativelightorigin, v0, v1, v2)) + { + facing[i] = true; + list[tris++] = i; + } + else + facing[i] = false; + } + return tris; +} + +int R_Shadow_BuildShadowVolume(const int *elements, const int *neighbors, int numverts, const qbyte *facing, const int *facinglist, int numfacing, int *out, float *vertices, const float *relativelightorigin, float projectdistance) +{ + int i, j, tris, vertexpointeradjust = numverts * 3; + const int *e, *n; + float *vin, *vout; + + if (maxvertexupdate < numverts) + { + maxvertexupdate = numverts; + if (vertexupdate) + Mem_Free(vertexupdate); + vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int)); + } + vertexupdatenum++; + + // check each frontface for bordering backfaces, + // and cast shadow polygons from those edges, + // also create front and back caps for shadow volume + tris = numfacing * 2; + // output front caps + for (i = 0;i < numfacing;i++) + { + e = elements + facinglist[i] * 3; + out[0] = e[0]; + out[1] = e[1]; + out[2] = e[2]; + out += 3; + } + // output back caps + for (i = 0;i < numfacing;i++) + { + e = elements + facinglist[i] * 3; + // generate vertices if needed + for (j = 0;j < 3;j++) + { + if (vertexupdate[e[j]] != vertexupdatenum) + { + vertexupdate[e[j]] = vertexupdatenum; + vin = vertices + e[j] * 3; + vout = vin + vertexpointeradjust; + vout[0] = relativelightorigin[0] + projectdistance * (vin[0] - relativelightorigin[0]); + vout[1] = relativelightorigin[1] + projectdistance * (vin[1] - relativelightorigin[1]); + vout[2] = relativelightorigin[2] + projectdistance * (vin[2] - relativelightorigin[2]); + } + } + out[0] = e[2] + numverts; + out[1] = e[1] + numverts; + out[2] = e[0] + numverts; + out += 3; + } + // output sides around frontfaces + for (i = 0;i < numfacing;i++) + { + n = neighbors + facinglist[i] * 3; + // check the edges + if (n[0] < 0 || !facing[n[0]]) + { + e = elements + facinglist[i] * 3; + out[0] = e[1]; + out[1] = e[0]; + out[2] = e[0] + numverts; + out[3] = e[1]; + out[4] = e[0] + numverts; + out[5] = e[1] + numverts; + out += 6; + tris += 2; + } + if (n[1] < 0 || !facing[n[1]]) + { + e = elements + facinglist[i] * 3; + out[0] = e[2]; + out[1] = e[1]; + out[2] = e[1] + numverts; + out[3] = e[2]; + out[4] = e[1] + numverts; + out[5] = e[2] + numverts; + out += 6; + tris += 2; + } + if (n[2] < 0 || !facing[n[2]]) + { + e = elements + facinglist[i] * 3; + out[0] = e[0]; + out[1] = e[2]; + out[2] = e[2] + numverts; + out[3] = e[0]; + out[4] = e[2] + numverts; + out[5] = e[0] + numverts; + out += 6; + tris += 2; + } + } + return tris; +} + +void R_Shadow_ResizeTriangleFacingLight(int numtris) +{ + // make sure trianglefacinglight is big enough for this volume + // ameks ru ertaignelaficgnilhg tsib gie ongu hof rhtsiv lomu e + // m4k3 5ur3 7r14ng13f4c1n5115h7 15 b15 3n0u5h f0r 7h15 v01um3 + if (maxtrianglefacinglight < numtris) + { + maxtrianglefacinglight = numtris; + if (trianglefacinglight) + Mem_Free(trianglefacinglight); + if (trianglefacinglightlist) + Mem_Free(trianglefacinglightlist); + trianglefacinglight = Mem_Alloc(r_shadow_mempool, maxtrianglefacinglight); + trianglefacinglightlist = Mem_Alloc(r_shadow_mempool, sizeof(int) * maxtrianglefacinglight); + } +} + +int *R_Shadow_ResizeShadowElements(int numtris) +{ + // make sure shadowelements is big enough for this volume + if (maxshadowelements < numtris * 24) + { + maxshadowelements = numtris * 24; + if (shadowelements) + Mem_Free(shadowelements); + shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int)); + } + return shadowelements; +} + +void R_Shadow_Volume(int numverts, int numtris, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance) { - int i, *e, *n, *out, tris; - float *v0, *v1, *v2, temp[3], f; + int tris; + if (projectdistance < 0.1) + { + Con_Printf("R_Shadow_Volume: projectdistance %f\n"); + return; + } + if (!numverts) + return; // terminology: // // frontface: @@ -49,7 +297,7 @@ void R_Shadow_Volume(int numverts, int numtris, float *vertex, int *elements, in // a triangle not facing the light source // // shadow volume: -// an extrusion of the backfaces, beginning at the original geometry and +// an extrusion of the frontfaces, 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 @@ -57,212 +305,2309 @@ void R_Shadow_Volume(int numverts, int numtris, float *vertex, int *elements, in // description: // draws the shadow volumes of the model. // requirements: -// vertex loations must already be in vertex before use. -// vertex must have capacity for numverts * 2. +// vertex locations must already be in varray_vertex3f before use. +// varray_vertex3f must have capacity for numverts * 2. // make sure trianglefacinglight is big enough for this volume if (maxtrianglefacinglight < numtris) - { - maxtrianglefacinglight = numtris; - if (trianglefacinglight) - Mem_Free(trianglefacinglight); - trianglefacinglight = Mem_Alloc(r_shadow_mempool, maxtrianglefacinglight); - } + R_Shadow_ResizeTriangleFacingLight(numtris); // make sure shadowelements is big enough for this volume if (maxshadowelements < numtris * 24) + R_Shadow_ResizeShadowElements(numtris); + + // check which triangles are facing the light + tris = R_Shadow_MakeTriangleShadowFlags_Vertex3f(elements, varray_vertex3f, numtris, trianglefacinglight, trianglefacinglightlist, relativelightorigin); + if (!tris) + return; + + // by clever use of elements we can construct the whole shadow from + // the unprojected vertices and the projected vertices + + // output triangle elements and vertices + tris = R_Shadow_BuildShadowVolume(elements, neighbors, numverts, trianglefacinglight, trianglefacinglightlist, tris, shadowelements, varray_vertex3f, relativelightorigin, projectdistance); + if (!tris) + return; + + if (r_shadowstage == SHADOWSTAGE_STENCIL) { - maxshadowelements = numtris * 24; - if (shadowelements) - Mem_Free(shadowelements); - shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int)); + // increment stencil if backface is behind depthbuffer + //R_Mesh_EndBatch(); + qglCullFace(GL_BACK); // quake is backwards, this culls front faces + qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP); + R_Mesh_Draw_NoBatching(numverts * 2, tris, shadowelements); + c_rt_shadowmeshes++; + c_rt_shadowtris += numtris; + // decrement stencil if frontface is behind depthbuffer + //R_Mesh_EndBatch(); + qglCullFace(GL_FRONT); // quake is backwards, this culls back faces + qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP); } + R_Mesh_Draw_NoBatching(numverts * 2, tris, shadowelements); + c_rt_shadowmeshes++; + c_rt_shadowtris += numtris; +} - // make projected vertices - // by clever use of elements we'll construct the whole shadow from - // the unprojected vertices and these projected vertices - for (i = 0, v0 = vertex, v1 = vertex + numverts * 4;i < numverts;i++, v0 += 4, v1 += 4) +void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh) +{ + shadowmesh_t *mesh; + if (r_shadowstage == SHADOWSTAGE_STENCIL) + { + // increment stencil if backface is behind depthbuffer + //R_Mesh_EndBatch(); + qglCullFace(GL_BACK); // quake is backwards, this culls front faces + qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP); + for (mesh = firstmesh;mesh;mesh = mesh->next) + { + R_Mesh_GetSpace(mesh->numverts); + R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts); + R_Mesh_Draw_NoBatching(mesh->numverts, mesh->numtriangles, mesh->element3i); + c_rtcached_shadowmeshes++; + c_rtcached_shadowtris += mesh->numtriangles; + } + // decrement stencil if frontface is behind depthbuffer + //R_Mesh_EndBatch(); + qglCullFace(GL_FRONT); // quake is backwards, this culls back faces + qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP); + } + for (mesh = firstmesh;mesh;mesh = mesh->next) { - VectorSubtract(v0, relativelightorigin, temp); - f = projectdistance / sqrt(DotProduct(temp,temp)); - VectorMA(v0, f, temp, v1); + R_Mesh_GetSpace(mesh->numverts); + R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts); + R_Mesh_Draw_NoBatching(mesh->numverts, mesh->numtriangles, mesh->element3i); + c_rtcached_shadowmeshes++; + c_rtcached_shadowtris += mesh->numtriangles; } +} - // check which triangles are facing the light - for (i = 0, e = elements;i < numtris;i++, e += 3) +float r_shadow_attenpower, r_shadow_attenscale; +static void R_Shadow_MakeTextures(void) +{ + int x, y, z, d, side; + float v[3], s, t, intensity; + qbyte *data; + R_FreeTexturePool(&r_shadow_texturepool); + r_shadow_texturepool = R_AllocTexturePool(); + r_shadow_attenpower = r_shadow_lightattenuationpower.value; + r_shadow_attenscale = r_shadow_lightattenuationscale.value; +#define NORMSIZE 64 +#define ATTEN2DSIZE 64 +#define ATTEN3DSIZE 32 + data = Mem_Alloc(tempmempool, max(6*NORMSIZE*NORMSIZE*4, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4))); + data[0] = 128; + data[1] = 128; + data[2] = 255; + data[3] = 255; + r_shadow_blankbumptexture = R_LoadTexture2D(r_shadow_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); + data[0] = 255; + data[1] = 255; + data[2] = 255; + data[3] = 255; + r_shadow_blankglosstexture = R_LoadTexture2D(r_shadow_texturepool, "blankgloss", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); + data[0] = 255; + data[1] = 255; + data[2] = 255; + data[3] = 255; + r_shadow_blankwhitetexture = R_LoadTexture2D(r_shadow_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); + if (gl_texturecubemap) { - // calculate triangle facing flag - v0 = vertex + e[0] * 4; - v1 = vertex + e[1] * 4; - v2 = vertex + e[2] * 4; - // we do not need to normalize the surface normal because both sides - // of the comparison use it, therefore they are both multiplied the - // same amount... furthermore the subtract can be done on the - // vectors, saving a little bit of math in the dotproducts -#if 1 - // fast version - // subtracts v1 from v0 and v2, combined into a crossproduct, - // combined with a dotproduct of the light location relative to the - // first point of the triangle (any point works, since the triangle - // is obviously flat), and finally a comparison to determine if the - // light is infront of the triangle (the goal of this statement) - trianglefacinglight[i] = - (relativelightorigin[0] - v0[0]) * ((v0[1] - v1[1]) * (v2[2] - v1[2]) - (v0[2] - v1[2]) * (v2[1] - v1[1])) - + (relativelightorigin[1] - v0[1]) * ((v0[2] - v1[2]) * (v2[0] - v1[0]) - (v0[0] - v1[0]) * (v2[2] - v1[2])) - + (relativelightorigin[2] - v0[2]) * ((v0[0] - v1[0]) * (v2[1] - v1[1]) - (v0[1] - v1[1]) * (v2[0] - v1[0])) > 0; -#else - // readable version + for (side = 0;side < 6;side++) + { + for (y = 0;y < NORMSIZE;y++) + { + for (x = 0;x < NORMSIZE;x++) + { + s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f; + t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f; + switch(side) + { + case 0: + v[0] = 1; + v[1] = -t; + v[2] = -s; + break; + case 1: + v[0] = -1; + v[1] = -t; + v[2] = s; + break; + case 2: + v[0] = s; + v[1] = 1; + v[2] = t; + break; + case 3: + v[0] = s; + v[1] = -1; + v[2] = -t; + break; + case 4: + v[0] = s; + v[1] = -t; + v[2] = 1; + break; + case 5: + v[0] = -s; + v[1] = -t; + v[2] = -1; + break; + } + intensity = 127.0f / sqrt(DotProduct(v, v)); + data[((side*NORMSIZE+y)*NORMSIZE+x)*4+0] = 128.0f + intensity * v[0]; + data[((side*NORMSIZE+y)*NORMSIZE+x)*4+1] = 128.0f + intensity * v[1]; + data[((side*NORMSIZE+y)*NORMSIZE+x)*4+2] = 128.0f + intensity * v[2]; + data[((side*NORMSIZE+y)*NORMSIZE+x)*4+3] = 255; + } + } + } + r_shadow_normalcubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL); + } + else + r_shadow_normalcubetexture = NULL; + for (y = 0;y < ATTEN2DSIZE;y++) + { + for (x = 0;x < ATTEN2DSIZE;x++) + { + v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375); + v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375); + v[2] = 0; + intensity = 1.0f - sqrt(DotProduct(v, v)); + if (intensity > 0) + intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f; + d = bound(0, intensity, 255); + data[(y*ATTEN2DSIZE+x)*4+0] = d; + data[(y*ATTEN2DSIZE+x)*4+1] = d; + data[(y*ATTEN2DSIZE+x)*4+2] = d; + data[(y*ATTEN2DSIZE+x)*4+3] = d; + } + } + r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL); + if (r_shadow_texture3d.integer) + { + for (z = 0;z < ATTEN3DSIZE;z++) + { + for (y = 0;y < ATTEN3DSIZE;y++) + { + for (x = 0;x < ATTEN3DSIZE;x++) + { + v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375); + v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375); + v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375); + intensity = 1.0f - sqrt(DotProduct(v, v)); + if (intensity > 0) + intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f; + d = bound(0, intensity, 255); + data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d; + data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d; + data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d; + data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d; + } + } + } + r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL); + } + Mem_Free(data); +} + +void R_Shadow_Stage_Begin(void) +{ + rmeshstate_t m; + + if (r_shadow_texture3d.integer && !gl_texture3d) + Cvar_SetValueQuick(&r_shadow_texture3d, 0); + + //cl.worldmodel->numlights = min(cl.worldmodel->numlights, 1); + 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(); + + R_Mesh_EndBatch(); + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; + R_Mesh_State(&m); + GL_Color(0, 0, 0, 1); + qglDisable(GL_SCISSOR_TEST); + r_shadowstage = SHADOWSTAGE_NONE; + + c_rt_lights = c_rt_clears = c_rt_scissored = 0; + c_rt_shadowmeshes = c_rt_shadowtris = c_rt_lightmeshes = c_rt_lighttris = 0; + c_rtcached_shadowmeshes = c_rtcached_shadowtris = 0; +} + +void R_Shadow_LoadWorldLightsIfNeeded(void) +{ + if (r_shadow_reloadlights && cl.worldmodel) + { + R_Shadow_ClearWorldLights(); + r_shadow_reloadlights = false; + R_Shadow_LoadWorldLights(); + if (r_shadow_worldlightchain == NULL) { - float dir0[3], dir1[3], + R_Shadow_LoadLightsFile(); + if (r_shadow_worldlightchain == NULL) + R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(); + } + } +} + +void R_Shadow_Stage_ShadowVolumes(void) +{ + rmeshstate_t m; + //R_Mesh_EndBatch(); + memset(&m, 0, sizeof(m)); + R_Mesh_TextureState(&m); + GL_Color(1, 1, 1, 1); + qglColorMask(0, 0, 0, 0); + qglDisable(GL_BLEND); + qglDepthMask(0); + qglDepthFunc(GL_LESS); + qglEnable(GL_STENCIL_TEST); + qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); + qglStencilFunc(GL_ALWAYS, 128, 0xFF); + qglEnable(GL_CULL_FACE); + qglEnable(GL_DEPTH_TEST); + r_shadowstage = SHADOWSTAGE_STENCIL; + qglClear(GL_STENCIL_BUFFER_BIT); + c_rt_clears++; + // LordHavoc note: many shadow volumes reside entirely inside the world + // (that is to say they are entirely bounded by their lit surfaces), + // which can be optimized by handling things as an inverted light volume, + // with the shadow boundaries of the world being simulated by an altered + // (129) bias to stencil clearing on such lights + // FIXME: generate inverted light volumes for use as shadow volumes and + // optimize for them as noted above +} + +void R_Shadow_Stage_LightWithoutShadows(void) +{ + rmeshstate_t m; + //R_Mesh_EndBatch(); + memset(&m, 0, sizeof(m)); + R_Mesh_TextureState(&m); + qglActiveTexture(GL_TEXTURE0_ARB); + + qglEnable(GL_BLEND); + qglBlendFunc(GL_ONE, GL_ONE); + GL_Color(1, 1, 1, 1); + qglColorMask(1, 1, 1, 1); + qglDepthMask(0); + qglDepthFunc(GL_EQUAL); + qglDisable(GL_STENCIL_TEST); + qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); + qglStencilFunc(GL_EQUAL, 128, 0xFF); + qglEnable(GL_CULL_FACE); + qglEnable(GL_DEPTH_TEST); + r_shadowstage = SHADOWSTAGE_LIGHT; + c_rt_lights++; +} - // calculate two mostly perpendicular edge directions - VectorSubtract(v0, v1, dir0); - VectorSubtract(v2, v1, dir1); +void R_Shadow_Stage_LightWithShadows(void) +{ + rmeshstate_t m; + //R_Mesh_EndBatch(); + memset(&m, 0, sizeof(m)); + R_Mesh_TextureState(&m); + qglActiveTexture(GL_TEXTURE0_ARB); - // we have two edge directions, we can calculate a third vector from - // them, which is the direction of the surface normal (it's magnitude - // is not 1 however) - CrossProduct(dir0, dir1, temp); + qglEnable(GL_BLEND); + qglBlendFunc(GL_ONE, GL_ONE); + GL_Color(1, 1, 1, 1); + qglColorMask(1, 1, 1, 1); + qglDepthMask(0); + qglDepthFunc(GL_EQUAL); + qglEnable(GL_STENCIL_TEST); + qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); + // only draw light where this geometry was already rendered AND the + // stencil is 128 (values other than this mean shadow) + qglStencilFunc(GL_EQUAL, 128, 0xFF); + qglEnable(GL_CULL_FACE); + qglEnable(GL_DEPTH_TEST); + r_shadowstage = SHADOWSTAGE_LIGHT; + c_rt_lights++; +} - // this is entirely unnecessary, but kept for clarity - //VectorNormalize(temp); +void R_Shadow_Stage_End(void) +{ + rmeshstate_t m; + //R_Mesh_EndBatch(); + // attempt to restore state to what Mesh_State thinks it is + qglDisable(GL_BLEND); + qglBlendFunc(GL_ONE, GL_ZERO); + qglDepthMask(1); + // now restore the rest of the state to normal + GL_Color(1, 1, 1, 1); + qglColorMask(1, 1, 1, 1); + qglDisable(GL_SCISSOR_TEST); + qglDepthFunc(GL_LEQUAL); + qglDisable(GL_STENCIL_TEST); + qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); + qglStencilFunc(GL_ALWAYS, 128, 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; +} - // compare distance of light along normal, with distance of any point - // of the triangle along the same normal (the triangle is planar, - // I.E. flat, so all points give the same answer) - // the normal is not normalized because it is used on both sides of - // the comparison, so it's magnitude does not matter - trianglefacinglight[i] = DotProduct(relativelightorigin, temp) >= DotProduct(v0, temp); +#if 0 +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]) + { + //R_Mesh_EndBatch(); + qglDisable(GL_SCISSOR_TEST); + return false; + } + VectorSubtract(r_origin, origin, v); + if (DotProduct(v, v) < radius * radius) + { + //R_Mesh_EndBatch(); + 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 + // initialize these variables just to avoid compiler warnings + x1 = y1 = x2 = y2 = 0; + for (i = 0;i < 8;i++) + { + v2[0] = (i & 1) ? smins[0] : smaxs[0]; + v2[1] = (i & 2) ? smins[1] : smaxs[1]; + v2[2] = (i & 4) ? smins[2] : smaxs[2]; + v[0] = v2[0] * 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; } -#endif } + /* + // 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]; - // output triangle elements - out = shadowelements; - tris = 0; + 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 + //R_Mesh_EndBatch(); + qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1); + qglEnable(GL_SCISSOR_TEST); + c_rt_scissored++; + return false; +} +#endif - // check each backface for bordering frontfaces, - // and cast shadow polygons from those edges, - // also create front and back caps for shadow volume - for (i = 0, e = elements, n = neighbors;i < numtris;i++, e += 3, n += 3) +int R_Shadow_ScissorForBBox(const float *mins, const float *maxs) +{ + int i, ix1, iy1, ix2, iy2; + float x1, y1, x2, y2, x, y, f; + vec3_t smins, smaxs; + vec4_t v, v2; + if (!r_shadow_scissor.integer) + return false; + // if view is inside the box, just say yes it's visible + // LordHavoc: for some odd reason scissor seems broken without stencil + // (?!? seems like a driver bug) so abort if gl_stencil is false + if (!gl_stencil || BoxesOverlap(r_origin, r_origin, mins, maxs)) + { + //R_Mesh_EndBatch(); + qglDisable(GL_SCISSOR_TEST); + return false; + } + for (i = 0;i < 3;i++) { - if (!trianglefacinglight[i]) + if (vpn[i] >= 0) { - // triangle is backface and therefore casts shadow, - // output front and back caps for shadow volume - // front cap (with flipped winding order) - out[0] = e[0]; - out[1] = e[2]; - out[2] = e[1]; - // rear cap - out[3] = e[0] + numverts; - out[4] = e[1] + numverts; - out[5] = e[2] + numverts; - out += 6; - tris += 2; - // check the edges - if (n[0] < 0 || trianglefacinglight[n[0]]) - { - out[0] = e[0]; - out[1] = e[1]; - out[2] = e[1] + numverts; - out[3] = e[0]; - out[4] = e[1] + numverts; - out[5] = e[0] + numverts; - out += 6; - tris += 2; - } - if (n[1] < 0 || trianglefacinglight[n[1]]) + v[i] = mins[i]; + v2[i] = maxs[i]; + } + else + { + v[i] = maxs[i]; + v2[i] = mins[i]; + } + } + f = DotProduct(vpn, r_origin) + 1; + if (DotProduct(vpn, v2) <= f) + { + // entirely behind nearclip plane + return true; + } + if (DotProduct(vpn, v) >= f) + { + // entirely infront of nearclip plane + x1 = y1 = x2 = y2 = 0; + for (i = 0;i < 8;i++) + { + v[0] = (i & 1) ? mins[0] : maxs[0]; + v[1] = (i & 2) ? mins[1] : maxs[1]; + v[2] = (i & 4) ? mins[2] : maxs[2]; + v[3] = 1.0f; + GL_TransformToScreen(v, v2); + //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]); + x = v2[0]; + y = v2[1]; + if (i) { - out[0] = e[1]; - out[1] = e[2]; - out[2] = e[2] + numverts; - out[3] = e[1]; - out[4] = e[2] + numverts; - out[5] = e[1] + numverts; - out += 6; - tris += 2; + if (x1 > x) x1 = x; + if (x2 < x) x2 = x; + if (y1 > y) y1 = y; + if (y2 < y) y2 = y; } - if (n[2] < 0 || trianglefacinglight[n[2]]) + else { - out[0] = e[2]; - out[1] = e[0]; - out[2] = e[0] + numverts; - out[3] = e[2]; - out[4] = e[0] + numverts; - out[5] = e[2] + numverts; - out += 6; - tris += 2; + x1 = x2 = x; + y1 = y2 = y; } } } - // draw the volume - if (visiblevolume) + else { - qglDisable(GL_CULL_FACE); - R_Mesh_Draw(numverts * 2, tris, shadowelements); - qglEnable(GL_CULL_FACE); + // clipped by nearclip plane + // this is nasty and crude... + // create viewspace bbox + for (i = 0;i < 8;i++) + { + v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_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 view plane + if (smins[2] < 1) + smins[2] = 1; + // return true if that culled the box + if (smins[2] >= smaxs[2]) + return true; + // ok some of it is infront of the view, transform each corner back to + // worldspace and then to screenspace and make screen rect + // initialize these variables just to avoid compiler warnings + x1 = y1 = x2 = y2 = 0; + for (i = 0;i < 8;i++) + { + v2[0] = (i & 1) ? smins[0] : smaxs[0]; + v2[1] = (i & 2) ? smins[1] : smaxs[1]; + v2[2] = (i & 4) ? smins[2] : smaxs[2]; + v[0] = v2[0] * 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; + } + } + */ } - else + 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 + //R_Mesh_EndBatch(); + qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1); + qglEnable(GL_SCISSOR_TEST); + c_rt_scissored++; + return false; +} + +void R_Shadow_VertexLighting(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m) +{ + float *color4f = varray_color4f; + float dist, dot, intensity, v[3], n[3]; + for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) { - qglColorMask(0,0,0,0); - qglEnable(GL_STENCIL_TEST); - // increment stencil if backface is behind depthbuffer - qglCullFace(GL_BACK); // quake is backwards, this culls front faces - qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP); - R_Mesh_Draw(numverts * 2, tris, shadowelements); - // decrement stencil if frontface is infront of depthbuffer - qglCullFace(GL_FRONT); // quake is backwards, this culls back faces - qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP); - R_Mesh_Draw(numverts * 2, tris, shadowelements); - // restore to normal quake rendering - qglDisable(GL_STENCIL_TEST); - qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); - qglColorMask(1,1,1,1); + Matrix4x4_Transform(m, vertex3f, v); + if ((dist = DotProduct(v, v)) < 1) + { + Matrix4x4_Transform3x3(m, normal3f, n); + if ((dot = DotProduct(n, v)) > 0) + { + dist = sqrt(dist); + intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(n,n)); + VectorScale(lightcolor, intensity, color4f); + color4f[3] = 1; + } + else + { + VectorClear(color4f); + color4f[3] = 1; + } + } + else + { + VectorClear(color4f); + color4f[3] = 1; + } } } -void R_Shadow_VertexLight(int numverts, float *vertex, float *normals, vec3_t relativelightorigin, float lightradius2, float lightdistbias, float lightsubtract, float *lightcolor) +void R_Shadow_VertexLightingWithXYAttenuationTexture(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m) { - int i; - float *n, *v, *c, f, dist, temp[3]; - // calculate vertex colors - for (i = 0, v = vertex, c = varray_color, n = normals;i < numverts;i++, v += 4, c += 4, n += 3) + float *color4f = varray_color4f; + float dist, dot, intensity, v[3], n[3]; + for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) { - VectorSubtract(relativelightorigin, v, temp); - c[0] = 0; - c[1] = 0; - c[2] = 0; - c[3] = 1; - f = DotProduct(n, temp); - if (f > 0) + Matrix4x4_Transform(m, vertex3f, v); + if ((dist = fabs(v[2])) < 1) { - dist = DotProduct(temp, temp); - if (dist < lightradius2) + Matrix4x4_Transform3x3(m, normal3f, n); + if ((dot = DotProduct(n, v)) > 0) + { + intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(n,n)); + VectorScale(lightcolor, intensity, color4f); + color4f[3] = 1; + } + else { - f = ((1.0f / (dist + lightdistbias)) - lightsubtract) * (f / sqrt(dist)); - c[0] = f * lightcolor[0]; - c[1] = f * lightcolor[1]; - c[2] = f * lightcolor[2]; + VectorClear(color4f); + color4f[3] = 1; } } + else + { + VectorClear(color4f); + color4f[3] = 1; + } } } -void R_Shadow_RenderLightThroughStencil(int numverts, int numtris, int *elements, vec3_t relativelightorigin, float *normals) +// FIXME: this should be done in a vertex program when possible +// FIXME: if vertex program not available, this would really benefit from 3DNow! or SSE +void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix) { - // only draw light where this geometry was already rendered AND the - // stencil is 0 (non-zero means shadow) - qglDepthFunc(GL_EQUAL); - qglEnable(GL_STENCIL_TEST); - qglStencilFunc(GL_EQUAL, 0, 0xFF); - R_Mesh_Draw(numverts, numtris, elements); - qglDisable(GL_STENCIL_TEST); - qglDepthFunc(GL_LEQUAL); + do + { + tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3]; + tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3]; + tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3]; + vertex3f += 3; + tc3f += 3; + } + while (--numverts); } -void R_Shadow_ClearStencil(void) +void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix) { - qglClearStencil(0); - qglClear(GL_STENCIL_BUFFER_BIT); + do + { + tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3]; + tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3]; + vertex3f += 3; + tc2f += 2; + } + while (--numverts); +} + +void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin) +{ + int i; + float lightdir[3]; + for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3) + { + VectorSubtract(vertex3f, relativelightorigin, lightdir); + // the cubemap normalizes this for us + out3f[0] = DotProduct(svector3f, lightdir); + out3f[1] = DotProduct(tvector3f, lightdir); + out3f[2] = DotProduct(normal3f, lightdir); + } +} + +void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin) +{ + int i; + float lightdir[3], eyedir[3], halfdir[3]; + for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3) + { + VectorSubtract(vertex3f, relativelightorigin, lightdir); + VectorNormalizeFast(lightdir); + VectorSubtract(vertex3f, relativeeyeorigin, eyedir); + VectorNormalizeFast(eyedir); + VectorAdd(lightdir, eyedir, halfdir); + // the cubemap normalizes this for us + out3f[0] = DotProduct(svector3f, halfdir); + out3f[1] = DotProduct(tvector3f, halfdir); + out3f[2] = DotProduct(normal3f, halfdir); + } +} + +void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap) +{ + int renders; + float color[3], color2[3]; + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil) + { + 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 && r_textureunits.integer >= 4) + { + // 3/2 3D combine path (Geforce3, Radeon 8500) + //R_Mesh_EndBatch(); + m.tex[0] = R_GetTexture(bumptexture); + m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); + m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture); + m.texcombinergb[0] = GL_REPLACE; + 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); + R_Mesh_GetSpace(numverts); + R_Mesh_CopyVertex3f(vertex3f, numverts); + R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz); + R_Mesh_Draw_NoBatching(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + + //R_Mesh_EndBatch(); + m.tex[0] = R_GetTexture(basetexture); + m.tex[1] = 0; + m.texcubemap[1] = R_GetTexture(lightcubemap); + m.tex3d[2] = 0; + m.texcombinergb[0] = GL_MODULATE; + m.texcombinergb[1] = GL_MODULATE; + R_Mesh_TextureState(&m); + qglColorMask(1,1,1,0); + qglBlendFunc(GL_DST_ALPHA, GL_ONE); + qglEnable(GL_BLEND); + R_Mesh_GetSpace(numverts); + R_Mesh_CopyVertex3f(vertex3f, numverts); + R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); + if (lightcubemap) + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); + VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2); + for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) + { + color[0] = bound(0, color2[0], 1); + color[1] = bound(0, color2[1], 1); + color[2] = bound(0, color2[2], 1); + GL_Color(color[0], color[1], color[2], 1); + R_Mesh_Draw_NoBatching(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + } + } + else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap) + { + // 1/2/2 3D combine path (original Radeon) + //R_Mesh_EndBatch(); + m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); + R_Mesh_TextureState(&m); + qglColorMask(0,0,0,1); + qglDisable(GL_BLEND); + GL_Color(1,1,1,1); + R_Mesh_GetSpace(numverts); + R_Mesh_CopyVertex3f(vertex3f, numverts); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); + R_Mesh_Draw_NoBatching(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + + //R_Mesh_EndBatch(); + m.tex[0] = R_GetTexture(bumptexture); + m.tex3d[0] = 0; + m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); + m.texcombinergb[0] = GL_REPLACE; + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + R_Mesh_TextureState(&m); + qglBlendFunc(GL_DST_ALPHA, GL_ZERO); + qglEnable(GL_BLEND); + R_Mesh_GetSpace(numverts); + R_Mesh_CopyVertex3f(vertex3f, numverts); + R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); + R_Mesh_Draw_NoBatching(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + + //R_Mesh_EndBatch(); + m.tex[0] = R_GetTexture(basetexture); + m.texcubemap[1] = R_GetTexture(lightcubemap); + m.texcombinergb[0] = GL_MODULATE; + m.texcombinergb[1] = GL_MODULATE; + R_Mesh_TextureState(&m); + qglColorMask(1,1,1,0); + qglBlendFunc(GL_DST_ALPHA, GL_ONE); + R_Mesh_GetSpace(numverts); + R_Mesh_CopyVertex3f(vertex3f, numverts); + R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); + if (lightcubemap) + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); + VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2); + for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) + { + color[0] = bound(0, color2[0], 1); + color[1] = bound(0, color2[1], 1); + color[2] = bound(0, color2[2], 1); + GL_Color(color[0], color[1], color[2], 1); + R_Mesh_Draw_NoBatching(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + } + } + else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap) + { + // 2/2 3D combine path (original Radeon) + //R_Mesh_EndBatch(); + m.tex[0] = R_GetTexture(bumptexture); + m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); + m.texcombinergb[0] = GL_REPLACE; + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + R_Mesh_TextureState(&m); + GL_Color(1,1,1,1); + qglColorMask(0,0,0,1); + qglDisable(GL_BLEND); + R_Mesh_GetSpace(numverts); + R_Mesh_CopyVertex3f(vertex3f, numverts); + R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); + R_Mesh_Draw_NoBatching(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + + //R_Mesh_EndBatch(); + m.tex[0] = R_GetTexture(basetexture); + m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); + m.texcubemap[1] = 0; + m.texcombinergb[0] = GL_MODULATE; + m.texcombinergb[1] = GL_MODULATE; + R_Mesh_TextureState(&m); + R_Mesh_GetSpace(numverts); + qglColorMask(1,1,1,0); + qglBlendFunc(GL_DST_ALPHA, GL_ONE); + qglEnable(GL_BLEND); + R_Mesh_GetSpace(numverts); + R_Mesh_CopyVertex3f(vertex3f, numverts); + R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); + VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2); + for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) + { + color[0] = bound(0, color2[0], 1); + color[1] = bound(0, color2[1], 1); + color[2] = bound(0, color2[2], 1); + GL_Color(color[0], color[1], color[2], 1); + R_Mesh_Draw_NoBatching(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + } + } + else if (r_textureunits.integer >= 4) + { + // 4/2 2D combine path (Geforce3, Radeon 8500) + //R_Mesh_EndBatch(); + m.tex[0] = R_GetTexture(bumptexture); + m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); + 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); + R_Mesh_GetSpace(numverts); + R_Mesh_CopyVertex3f(vertex3f, numverts); + R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3], numverts, vertex3f, matrix_modeltoattenuationz); + R_Mesh_Draw_NoBatching(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + + //R_Mesh_EndBatch(); + 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(1,1,1,0); + qglBlendFunc(GL_DST_ALPHA, GL_ONE); + qglEnable(GL_BLEND); + R_Mesh_GetSpace(numverts); + R_Mesh_CopyVertex3f(vertex3f, numverts); + R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); + if (lightcubemap) + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); + VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2); + for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) + { + color[0] = bound(0, color2[0], 1); + color[1] = bound(0, color2[1], 1); + color[2] = bound(0, color2[2], 1); + GL_Color(color[0], color[1], color[2], 1); + R_Mesh_Draw_NoBatching(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + } + } + else + { + // 2/2/2 2D combine path (any dot3 card) + //R_Mesh_EndBatch(); + 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_Mesh_GetSpace(numverts); + R_Mesh_CopyVertex3f(vertex3f, numverts); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz); + R_Mesh_Draw_NoBatching(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + + //R_Mesh_EndBatch(); + m.tex[0] = R_GetTexture(bumptexture); + m.tex[1] = 0; + m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); + m.texcombinergb[0] = GL_REPLACE; + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + R_Mesh_TextureState(&m); + qglBlendFunc(GL_DST_ALPHA, GL_ZERO); + qglEnable(GL_BLEND); + R_Mesh_GetSpace(numverts); + R_Mesh_CopyVertex3f(vertex3f, numverts); + R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); + R_Mesh_Draw_NoBatching(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + + //R_Mesh_EndBatch(); + m.tex[0] = R_GetTexture(basetexture); + m.texcubemap[1] = R_GetTexture(lightcubemap); + m.texcombinergb[0] = GL_MODULATE; + m.texcombinergb[1] = GL_MODULATE; + R_Mesh_TextureState(&m); + qglColorMask(1,1,1,0); + qglBlendFunc(GL_DST_ALPHA, GL_ONE); + R_Mesh_GetSpace(numverts); + R_Mesh_CopyVertex3f(vertex3f, numverts); + R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); + if (lightcubemap) + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); + VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2); + for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) + { + color[0] = bound(0, color2[0], 1); + color[1] = bound(0, color2[1], 1); + color[2] = bound(0, color2[2], 1); + GL_Color(color[0], color[1], color[2], 1); + R_Mesh_Draw_NoBatching(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + } + } + } + else + { + if (r_textureunits.integer >= 2) + { + // voodoo2 + //R_Mesh_EndBatch(); +#if 1 + m.tex[0] = R_GetTexture(basetexture); + m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); + R_Mesh_TextureState(&m); + qglBlendFunc(GL_SRC_ALPHA, GL_ONE); + qglEnable(GL_BLEND); +#else + m.tex[0] = R_GetTexture(basetexture); + m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + R_Mesh_State(&m); +#endif + VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2); + for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) + { + color[0] = bound(0, color2[0], 1); + color[1] = bound(0, color2[1], 1); + color[2] = bound(0, color2[2], 1); + GL_UseColorArray(); + R_Mesh_GetSpace(numverts); + R_Mesh_CopyVertex3f(vertex3f, numverts); + R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); + R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltofilter); + R_Mesh_Draw_NoBatching(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + } + } + else + { + // voodoo1 + //R_Mesh_EndBatch(); +#if 1 + m.tex[0] = R_GetTexture(basetexture); + R_Mesh_TextureState(&m); + qglBlendFunc(GL_SRC_ALPHA, GL_ONE); + qglEnable(GL_BLEND); +#else + m.tex[0] = R_GetTexture(basetexture); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + R_Mesh_State(&m); +#endif + VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2); + for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) + { + color[0] = bound(0, color2[0], 1); + color[1] = bound(0, color2[1], 1); + color[2] = bound(0, color2[2], 1); + GL_UseColorArray(); + R_Mesh_GetSpace(numverts); + R_Mesh_CopyVertex3f(vertex3f, numverts); + R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); + R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltofilter); + R_Mesh_Draw_NoBatching(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + } + } + } +} + +void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap) +{ + int renders; + float color[3], color2[3]; + rmeshstate_t m; + if (!gl_dot3arb || !gl_texturecubemap || !gl_combine.integer || !gl_stencil) + return; + 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)) + { + if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare! + { + // 2/0/0/1/2 3D combine blendsquare path + //R_Mesh_EndBatch(); + m.tex[0] = R_GetTexture(bumptexture); + m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + R_Mesh_TextureState(&m); + qglColorMask(0,0,0,1); + // this squares the result + qglEnable(GL_BLEND); + qglBlendFunc(GL_SRC_ALPHA, GL_ZERO); + GL_Color(1,1,1,1); + R_Mesh_GetSpace(numverts); + R_Mesh_CopyVertex3f(vertex3f, numverts); + R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); + R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin); + R_Mesh_Draw_NoBatching(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + + //R_Mesh_EndBatch(); + 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); + // these comments are a test run through this math for intensity 0.5 + // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) + // 0.25 * 0.25 = 0.0625 (this is another pass) + // 0.0625 * 0.0625 = 0.00390625 (this is another pass) + R_Mesh_GetSpace(numverts); + R_Mesh_CopyVertex3f(vertex3f, numverts); + R_Mesh_Draw_NoBatching(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + R_Mesh_Draw_NoBatching(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + + //R_Mesh_EndBatch(); + m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); + R_Mesh_TextureState(&m); + qglBlendFunc(GL_DST_ALPHA, GL_ZERO); + R_Mesh_GetSpace(numverts); + R_Mesh_CopyVertex3f(vertex3f, numverts); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); + R_Mesh_Draw_NoBatching(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + + //R_Mesh_EndBatch(); + m.tex3d[0] = 0; + m.tex[0] = R_GetTexture(glosstexture); + m.texcubemap[1] = R_GetTexture(lightcubemap); + R_Mesh_TextureState(&m); + qglColorMask(1,1,1,0); + qglBlendFunc(GL_DST_ALPHA, GL_ONE); + R_Mesh_GetSpace(numverts); + R_Mesh_CopyVertex3f(vertex3f, numverts); + R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); + if (lightcubemap) + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); + VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color2); + for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) + { + color[0] = bound(0, color2[0], 1); + color[1] = bound(0, color2[1], 1); + color[2] = bound(0, color2[2], 1); + GL_Color(color[0], color[1], color[2], 1); + R_Mesh_Draw_NoBatching(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + } + } + else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare! + { + // 2/0/0/2 3D combine blendsquare path + //R_Mesh_EndBatch(); + m.tex[0] = R_GetTexture(bumptexture); + m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + R_Mesh_TextureState(&m); + qglColorMask(0,0,0,1); + // this squares the result + qglEnable(GL_BLEND); + qglBlendFunc(GL_SRC_ALPHA, GL_ZERO); + GL_Color(1,1,1,1); + R_Mesh_GetSpace(numverts); + R_Mesh_CopyVertex3f(vertex3f, numverts); + R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); + R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin); + R_Mesh_Draw_NoBatching(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + + //R_Mesh_EndBatch(); + 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); + // these comments are a test run through this math for intensity 0.5 + // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) + // 0.25 * 0.25 = 0.0625 (this is another pass) + // 0.0625 * 0.0625 = 0.00390625 (this is another pass) + R_Mesh_GetSpace(numverts); + R_Mesh_CopyVertex3f(vertex3f, numverts); + R_Mesh_Draw_NoBatching(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + R_Mesh_Draw_NoBatching(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + + //R_Mesh_EndBatch(); + R_Mesh_GetSpace(numverts); + R_Mesh_CopyVertex3f(vertex3f, numverts); + R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); + m.tex[0] = R_GetTexture(glosstexture); + m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); + R_Mesh_TextureState(&m); + qglColorMask(1,1,1,0); + qglBlendFunc(GL_DST_ALPHA, GL_ONE); + R_Mesh_GetSpace(numverts); + R_Mesh_CopyVertex3f(vertex3f, numverts); + R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); + VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color2); + for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) + { + color[0] = bound(0, color2[0], 1); + color[1] = bound(0, color2[1], 1); + color[2] = bound(0, color2[2], 1); + GL_Color(color[0], color[1], color[2], 1); + R_Mesh_Draw_NoBatching(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + } + } + else if (r_textureunits.integer >= 2 /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare! + { + // 2/0/0/2/2 2D combine blendsquare path + //R_Mesh_EndBatch(); + m.tex[0] = R_GetTexture(bumptexture); + m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + R_Mesh_TextureState(&m); + qglColorMask(0,0,0,1); + // this squares the result + qglEnable(GL_BLEND); + qglBlendFunc(GL_SRC_ALPHA, GL_ZERO); + GL_Color(1,1,1,1); + R_Mesh_GetSpace(numverts); + R_Mesh_CopyVertex3f(vertex3f, numverts); + R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); + R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin); + R_Mesh_Draw_NoBatching(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + + //R_Mesh_EndBatch(); + 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); + // these comments are a test run through this math for intensity 0.5 + // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) + // 0.25 * 0.25 = 0.0625 (this is another pass) + // 0.0625 * 0.0625 = 0.00390625 (this is another pass) + R_Mesh_GetSpace(numverts); + R_Mesh_CopyVertex3f(vertex3f, numverts); + R_Mesh_Draw_NoBatching(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + R_Mesh_Draw_NoBatching(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + + //R_Mesh_EndBatch(); + 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_Mesh_GetSpace(numverts); + R_Mesh_CopyVertex3f(vertex3f, numverts); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz); + R_Mesh_Draw_NoBatching(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + + //R_Mesh_EndBatch(); + m.tex[0] = R_GetTexture(glosstexture); + m.texcubemap[1] = R_GetTexture(lightcubemap); + R_Mesh_TextureState(&m); + qglColorMask(1,1,1,0); + qglBlendFunc(GL_DST_ALPHA, GL_ONE); + R_Mesh_GetSpace(numverts); + R_Mesh_CopyVertex3f(vertex3f, numverts); + R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); + if (lightcubemap) + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); + VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color2); + for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) + { + color[0] = bound(0, color2[0], 1); + color[1] = bound(0, color2[1], 1); + color[2] = bound(0, color2[2], 1); + GL_Color(color[0], color[1], color[2], 1); + R_Mesh_Draw_NoBatching(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + } + } + } +} + +void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light) +{ + R_Mesh_Matrix(matrix); + R_Shadow_RenderShadowMeshVolume(light->shadowvolume); +} + +cvar_t r_editlights = {0, "r_editlights", "0"}; +cvar_t r_editlights_cursordistance = {0, "r_editlights_distance", "1024"}; +cvar_t r_editlights_cursorpushback = {0, "r_editlights_pushback", "0"}; +cvar_t r_editlights_cursorpushoff = {0, "r_editlights_pushoff", "4"}; +cvar_t r_editlights_cursorgrid = {0, "r_editlights_grid", "4"}; +cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"}; +cvar_t r_editlights_rtlightssizescale = {CVAR_SAVE, "r_editlights_rtlightssizescale", "0.7"}; +cvar_t r_editlights_rtlightscolorscale = {CVAR_SAVE, "r_editlights_rtlightscolorscale", "2"}; +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 castshadow) +{ + int i, j, k, l, maxverts = 256, *mark, tris; + float *vertex3f = NULL; + worldlight_t *e; + shadowmesh_t *mesh, *castmesh; + mleaf_t *leaf; + msurface_t *surf; + qbyte *pvs; + surfmesh_t *surfmesh; + + if (radius < 15 || DotProduct(color, color) < 0.03) + { + Con_Printf("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n"); + return; + } + + e = Mem_Alloc(r_shadow_mempool, sizeof(worldlight_t)); + VectorCopy(origin, e->origin); + VectorCopy(color, e->light); + e->lightradius = radius; + e->style = style; + if (e->style < 0 || e->style >= MAX_LIGHTSTYLES) + { + Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", e->style, MAX_LIGHTSTYLES); + e->style = 0; + } + e->castshadows = castshadow; + + e->cullradius = e->lightradius; + for (k = 0;k < 3;k++) + { + e->mins[k] = e->origin[k] - e->lightradius; + e->maxs[k] = e->origin[k] + e->lightradius; + } + + e->next = r_shadow_worldlightchain; + r_shadow_worldlightchain = e; + if (cubemapname && cubemapname[0]) + { + 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++; + i = Mod_PointContents(e->origin, cl.worldmodel); + if (r_shadow_portallight.integer && i != CONTENTS_SOLID && i != CONTENTS_SKY) + { + qbyte *byteleafpvs; + qbyte *bytesurfacepvs; + + byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->numleafs + 1); + bytesurfacepvs = Mem_Alloc(tempmempool, cl.worldmodel->numsurfaces); + + Portal_Visibility(cl.worldmodel, e->origin, byteleafpvs, bytesurfacepvs, NULL, 0, true, RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin)); + + for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++) + if (byteleafpvs[i+1] && BoxesOverlap(leaf->mins, leaf->maxs, e->mins, e->maxs)) + leaf->worldnodeframe = castshadowcount; + + for (i = 0, surf = cl.worldmodel->surfaces;i < cl.worldmodel->numsurfaces;i++, surf++) + if (bytesurfacepvs[i] && BoxesOverlap(surf->poly_mins, surf->poly_maxs, e->mins, e->maxs)) + surf->castshadow = castshadowcount; + + Mem_Free(byteleafpvs); + Mem_Free(bytesurfacepvs); + } + else + { + 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)) && BoxesOverlap(leaf->mins, leaf->maxs, e->mins, e->maxs)) + { + leaf->worldnodeframe = castshadowcount; + for (j = 0, mark = leaf->firstmarksurface;j < leaf->nummarksurfaces;j++, mark++) + { + surf = cl.worldmodel->surfaces + *mark; + if (surf->castshadow != castshadowcount && BoxesOverlap(surf->poly_mins, surf->poly_maxs, e->mins, e->maxs)) + 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 of lit leafs + VectorCopy(e->origin, e->mins); + VectorCopy(e->origin, e->maxs); + for (j = 0;j < e->numleafs;j++) + { + leaf = e->leafs[j]; + for (k = 0;k < 3;k++) + { + if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k]; + if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k]; + } + } + + for (k = 0;k < 3;k++) + { + if (e->mins[k] < e->origin[k] - e->lightradius) e->mins[k] = e->origin[k] - e->lightradius; + if (e->maxs[k] > e->origin[k] + e->lightradius) e->maxs[k] = e->origin[k] + e->lightradius; + } + e->cullradius = RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin); + + if (e->castshadows) + { + 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(r_shadow_mempool, 32768); + // make a mesh to cast a shadow volume from + castmesh = Mod_ShadowMesh_Begin(r_shadow_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(r_shadow_mempool, castmesh, surfmesh->numverts, surfmesh->vertex3f, surfmesh->numtriangles, surfmesh->element3i); + castmesh = Mod_ShadowMesh_Finish(r_shadow_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 (vertex3f) + Mem_Free(vertex3f); + vertex3f = NULL; + } + if (vertex3f == NULL && maxverts > 0) + vertex3f = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[3])); + + // now that we have the buffers big enough, construct shadow volume mesh + memcpy(vertex3f, castmesh->vertex3f, castmesh->numverts * sizeof(float[3])); + tris = R_Shadow_MakeTriangleShadowFlags_Vertex3f(castmesh->element3i, vertex3f, castmesh->numtriangles, trianglefacinglight, trianglefacinglightlist, e->origin); + tris = R_Shadow_BuildShadowVolume(castmesh->element3i, castmesh->neighbor3i, castmesh->numverts, trianglefacinglight, trianglefacinglightlist, tris, shadowelements, vertex3f, e->origin, r_shadow_projectdistance.value); + // add the constructed shadow volume mesh + Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->shadowvolume, castmesh->numverts, vertex3f, tris, shadowelements); + } + if (vertex3f) + Mem_Free(vertex3f); + vertex3f = NULL; + // we're done with castmesh now + Mod_ShadowMesh_Free(castmesh); + e->shadowvolume = Mod_ShadowMesh_Finish(r_shadow_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); + } + } + 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); +} + +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_DrawLightSprite(int texnum, const vec3_t origin, vec_t scale, float cr, float cg, float cb, float ca) +{ + rmeshstate_t m; + float diff[3]; + + if (fogenabled) + { + VectorSubtract(origin, r_origin, diff); + ca *= 1 - exp(fogdensity/DotProduct(diff,diff)); + } + + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + m.tex[0] = texnum; + R_Mesh_Matrix(&r_identitymatrix); + R_Mesh_State(&m); + + GL_Color(cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca); + R_DrawSpriteMesh(origin, vright, vup, scale, -scale, -scale, scale); +} + +void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2) +{ + cachepic_t *pic; + pic = Draw_CachePic("gfx/crosshair1.tga"); + if (pic) + R_DrawLightSprite(R_GetTexture(pic->tex), r_editlights_cursorlocation, r_editlights_cursorgrid.value * 0.5f, 1, 1, 1, 0.5); +} + +void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2) +{ + float intensity; + const worldlight_t *light; + light = calldata1; + intensity = 0.5; + if (light->selected) + intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0); + if (light->shadowvolume) + R_DrawLightSprite(calldata2, light->origin, 8, intensity, intensity, intensity, 0.5); + else + R_DrawLightSprite(calldata2, light->origin, 8, intensity * 0.5, intensity * 0.5, intensity * 0.5, 0.5); +} + +void R_Shadow_DrawLightSprites(void) +{ + int i, texnums[5]; + cachepic_t *pic; + worldlight_t *light; + + for (i = 0;i < 5;i++) + { + pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1)); + if (pic) + texnums[i] = R_GetTexture(pic->tex); + else + texnums[i] = 0; + } + + for (light = r_shadow_worldlightchain;light;light = light->next) + R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, texnums[((int) light) % 5]); + R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0); +} + +void R_Shadow_SelectLightInView(void) +{ + float bestrating, rating, temp[3]; + worldlight_t *best, *light; + best = NULL; + bestrating = 0; + for (light = r_shadow_worldlightchain;light;light = light->next) + { + VectorSubtract(light->origin, r_refdef.vieworg, temp); + rating = (DotProduct(temp, vpn) / sqrt(DotProduct(temp, temp))); + if (rating >= 0.95) + { + rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp))); + if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.vieworg, NULL, NULL, 0, true, NULL) == 1.0f) + { + bestrating = rating; + best = light; + } + } + } + R_Shadow_SelectLight(best); +} + +void R_Shadow_LoadWorldLights(void) +{ + int n, a, style, shadow; + char name[MAX_QPATH], cubemapname[MAX_QPATH], *lightsstring, *s, *t; + float origin[3], radius, color[3]; + if (cl.worldmodel == NULL) + { + Con_Printf("No map loaded.\n"); + return; + } + FS_StripExtension(cl.worldmodel->name, name); + strcat(name, ".rtlights"); + lightsstring = FS_LoadFile(name, false); + if (lightsstring) + { + s = lightsstring; + n = 0; + while (*s) + { + t = s; + while (*s && *s != '\n') + s++; + if (!*s) + break; + *s = 0; + shadow = true; + // check for modifier flags + if (*t == '!') + { + shadow = false; + t++; + } + 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; + } + VectorScale(color, r_editlights_rtlightscolorscale.value, color); + radius *= r_editlights_rtlightssizescale.value; + R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname, shadow); + s++; + n++; + } + if (*s) + Con_Printf("invalid rtlights file \"%s\"\n", name); + Mem_Free(lightsstring); + } +} + +void R_Shadow_SaveWorldLights(void) +{ + worldlight_t *light; + int bufchars, bufmaxchars; + char *buf, *oldbuf; + char name[MAX_QPATH]; + char line[1024]; + if (!r_shadow_worldlightchain) + return; + if (cl.worldmodel == NULL) + { + Con_Printf("No map loaded.\n"); + return; + } + FS_StripExtension(cl.worldmodel->name, name); + strcat(name, ".rtlights"); + bufchars = bufmaxchars = 0; + buf = NULL; + for (light = r_shadow_worldlightchain;light;light = light->next) + { + sprintf(line, "%s%g %g %g %g %g %g %g %d %s\n", light->castshadows ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->lightradius / r_editlights_rtlightssizescale.value, light->light[0] / r_editlights_rtlightscolorscale.value, light->light[1] / r_editlights_rtlightscolorscale.value, light->light[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : ""); + if (bufchars + (int) 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) + FS_WriteFile(name, buf, bufchars); + if (buf) + Mem_Free(buf); +} + +void R_Shadow_LoadLightsFile(void) +{ + int n, a, style; + char name[MAX_QPATH], *lightsstring, *s, *t; + float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias; + if (cl.worldmodel == NULL) + { + Con_Printf("No map loaded.\n"); + return; + } + FS_StripExtension(cl.worldmodel->name, name); + strcat(name, ".lights"); + lightsstring = FS_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 %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 = '\n'; + 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_NewWorldLight(origin, radius, color, style, NULL, true); + s++; + n++; + } + if (*s) + Con_Printf("invalid lights file \"%s\"\n", name); + Mem_Free(lightsstring); + } +} + +void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) +{ + int entnum, style, islight; + char key[256], value[1024]; + float origin[3], radius, color[3], light, scale, originhack[3], overridecolor[3]; + const char *data; + + if (cl.worldmodel == NULL) + { + Con_Printf("No map loaded.\n"); + return; + } + data = cl.worldmodel->entities; + if (!data) + return; + for (entnum = 0;COM_ParseToken(&data) && com_token[0] == '{';entnum++) + { + light = 0; + origin[0] = origin[1] = origin[2] = 0; + originhack[0] = originhack[1] = originhack[2] = 0; + color[0] = color[1] = color[2] = 1; + overridecolor[0] = overridecolor[1] = overridecolor[2] = 1; + scale = 1; + style = 0; + islight = false; + while (1) + { + if (!COM_ParseToken(&data)) + break; // error + if (com_token[0] == '}') + break; // end of entity + if (com_token[0] == '_') + strcpy(key, com_token + 1); + else + strcpy(key, com_token); + while (key[strlen(key)-1] == ' ') // remove trailing spaces + key[strlen(key)-1] = 0; + if (!COM_ParseToken(&data)) + break; // error + strcpy(value, com_token); + + // now that we have the key pair worked out... + if (!strcmp("light", key)) + light = atof(value); + else if (!strcmp("origin", key)) + sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]); + else if (!strcmp("color", key)) + sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]); + else if (!strcmp("wait", key)) + scale = atof(value); + else if (!strcmp("classname", key)) + { + if (!strncmp(value, "light", 5)) + { + islight = true; + if (!strcmp(value, "light_fluoro")) + { + originhack[0] = 0; + originhack[1] = 0; + originhack[2] = 0; + overridecolor[0] = 1; + overridecolor[1] = 1; + overridecolor[2] = 1; + } + if (!strcmp(value, "light_fluorospark")) + { + originhack[0] = 0; + originhack[1] = 0; + originhack[2] = 0; + overridecolor[0] = 1; + overridecolor[1] = 1; + overridecolor[2] = 1; + } + if (!strcmp(value, "light_globe")) + { + originhack[0] = 0; + originhack[1] = 0; + originhack[2] = 0; + overridecolor[0] = 1; + overridecolor[1] = 0.8; + overridecolor[2] = 0.4; + } + if (!strcmp(value, "light_flame_large_yellow")) + { + originhack[0] = 0; + originhack[1] = 0; + originhack[2] = 48; + overridecolor[0] = 1; + overridecolor[1] = 0.5; + overridecolor[2] = 0.1; + } + if (!strcmp(value, "light_flame_small_yellow")) + { + originhack[0] = 0; + originhack[1] = 0; + originhack[2] = 40; + overridecolor[0] = 1; + overridecolor[1] = 0.5; + overridecolor[2] = 0.1; + } + if (!strcmp(value, "light_torch_small_white")) + { + originhack[0] = 0; + originhack[1] = 0; + originhack[2] = 40; + overridecolor[0] = 1; + overridecolor[1] = 0.5; + overridecolor[2] = 0.1; + } + if (!strcmp(value, "light_torch_small_walltorch")) + { + originhack[0] = 0; + originhack[1] = 0; + originhack[2] = 40; + overridecolor[0] = 1; + overridecolor[1] = 0.5; + overridecolor[2] = 0.1; + } + } + } + else if (!strcmp("style", key)) + style = atoi(value); + } + if (light <= 0 && islight) + light = 300; + radius = min(light * r_editlights_quakelightsizescale.value / scale, 1048576); + light = sqrt(bound(0, light, 1048576)) * (1.0f / 16.0f); + if (color[0] == 1 && color[1] == 1 && color[2] == 1) + VectorCopy(overridecolor, color); + VectorScale(color, light, color); + VectorAdd(origin, originhack, origin); + if (radius >= 15) + R_Shadow_NewWorldLight(origin, radius, color, style, NULL, true); + } +} + + +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; +} + +void R_Shadow_UpdateWorldLightSelection(void) +{ + R_Shadow_SetCursorLocationForView(); + if (r_editlights.integer) + { + 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) +{ + r_shadow_reloadlights = true; +} + +void R_Shadow_EditLights_Save_f(void) +{ + if (cl.worldmodel) + 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_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n"); + return; + } + if (Cmd_Argc() != 1) + { + Con_Printf("r_editlights_spawn does not take parameters\n"); + return; + } + color[0] = color[1] = color[2] = 1; + R_Shadow_NewWorldLight(r_editlights_cursorlocation, 200, color, 0, NULL, true); +} + +void R_Shadow_EditLights_Edit_f(void) +{ + vec3_t origin, color; + vec_t radius; + int style, shadows; + char cubemapname[1024]; + 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; + } + VectorCopy(r_shadow_selectedlight->origin, origin); + radius = r_shadow_selectedlight->lightradius; + VectorCopy(r_shadow_selectedlight->light, color); + style = r_shadow_selectedlight->style; + if (r_shadow_selectedlight->cubemapname) + strcpy(cubemapname, r_shadow_selectedlight->cubemapname); + else + cubemapname[0] = 0; + shadows = r_shadow_selectedlight->castshadows; + if (!strcmp(Cmd_Argv(1), "origin")) + { + if (Cmd_Argc() != 5) + { + Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(0)); + 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(0)); + 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(0)); + 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(0)); + 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(0)); + 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(0)); + 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(0)); + 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(0)); + return; + } + origin[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(0)); + 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(0)); + return; + } + radius = atof(Cmd_Argv(2)); + } + else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "style")) + { + if (Cmd_Argc() != 3) + { + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0)); + return; + } + style = atoi(Cmd_Argv(2)); + } + else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "cubemap")) + { + if (Cmd_Argc() > 3) + { + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0)); + return; + } + if (Cmd_Argc() == 3) + strcpy(cubemapname, Cmd_Argv(2)); + else + cubemapname[0] = 0; + } + else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "shadows")) + { + if (Cmd_Argc() != 3) + { + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0)); + return; + } + shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2)); + } + else + { + Con_Printf("usage: r_editlights_edit [property] [value]\n"); + Con_Printf("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("Radius: %f\n", r_shadow_selectedlight->lightradius); + Con_Printf("Color: %f %f %f\n", r_shadow_selectedlight->light[0], r_shadow_selectedlight->light[1], r_shadow_selectedlight->light[2]); + Con_Printf("Style: %i\n", r_shadow_selectedlight->style); + Con_Printf("Cubemap: %s\n", r_shadow_selectedlight->cubemapname); + Con_Printf("Shadows: %s\n", r_shadow_selectedlight->castshadows ? "yes" : "no"); + return; + } + R_Shadow_FreeWorldLight(r_shadow_selectedlight); + r_shadow_selectedlight = NULL; + R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname, shadows); +} + +extern int con_vislines; +void R_Shadow_EditLights_DrawSelectedLightProperties(void) +{ + float x, y; + char temp[256]; + if (r_shadow_selectedlight == NULL) + return; + x = 0; + y = con_vislines; + sprintf(temp, "Light properties");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; + sprintf(temp, "Origin %f %f %f", 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, "Radius %f", r_shadow_selectedlight->lightradius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; + sprintf(temp, "Color %f %f %f", r_shadow_selectedlight->light[0], r_shadow_selectedlight->light[1], r_shadow_selectedlight->light[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; + sprintf(temp, "Style %i", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; + sprintf(temp, "Cubemap %s", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; + sprintf(temp, "Shadows %s", r_shadow_selectedlight->castshadows ? "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_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; + } + R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->lightradius, r_shadow_selectedlight->light, r_shadow_selectedlight->style, r_shadow_selectedlight->cubemapname, !r_shadow_selectedlight->castshadows); + R_Shadow_FreeWorldLight(r_shadow_selectedlight); + r_shadow_selectedlight = NULL; +} + +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_FreeWorldLight(r_shadow_selectedlight); + r_shadow_selectedlight = NULL; +} + +void R_Shadow_EditLights_Init(void) +{ + Cvar_RegisterVariable(&r_editlights); + Cvar_RegisterVariable(&r_editlights_cursordistance); + Cvar_RegisterVariable(&r_editlights_cursorpushback); + Cvar_RegisterVariable(&r_editlights_cursorpushoff); + Cvar_RegisterVariable(&r_editlights_cursorgrid); + Cvar_RegisterVariable(&r_editlights_quakelightsizescale); + Cvar_RegisterVariable(&r_editlights_rtlightssizescale); + Cvar_RegisterVariable(&r_editlights_rtlightscolorscale); + Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f); + Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f); + Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f); + Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f); + Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f); + Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f); + Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f); + Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f); + Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f); }