3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however. Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light. This technique is used heavily in many games (Doom3 does not support
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
143 extern void R_Shadow_EditLights_Init(void);
145 typedef enum r_shadowstage_e
148 R_SHADOWSTAGE_STENCIL,
149 R_SHADOWSTAGE_STENCILTWOSIDE,
150 R_SHADOWSTAGE_LIGHT_VERTEX,
151 R_SHADOWSTAGE_LIGHT_DOT3,
152 R_SHADOWSTAGE_LIGHT_GLSL,
153 R_SHADOWSTAGE_VISIBLEVOLUMES,
154 R_SHADOWSTAGE_VISIBLELIGHTING,
158 r_shadowstage_t r_shadowstage = R_SHADOWSTAGE_NONE;
160 mempool_t *r_shadow_mempool;
162 int maxshadowelements;
176 int r_shadow_buffer_numleafpvsbytes;
177 qbyte *r_shadow_buffer_leafpvs;
178 int *r_shadow_buffer_leaflist;
180 int r_shadow_buffer_numsurfacepvsbytes;
181 qbyte *r_shadow_buffer_surfacepvs;
182 int *r_shadow_buffer_surfacelist;
184 rtexturepool_t *r_shadow_texturepool;
185 rtexture_t *r_shadow_attenuation2dtexture;
186 rtexture_t *r_shadow_attenuation3dtexture;
188 // lights are reloaded when this changes
189 char r_shadow_mapname[MAX_QPATH];
191 // used only for light filters (cubemaps)
192 rtexturepool_t *r_shadow_filters_texturepool;
194 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
195 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
196 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
197 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1"};
198 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"};
199 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"};
200 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"};
201 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"};
202 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"};
203 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
204 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000"};
205 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1"};
206 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1"};
207 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0"};
208 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0"};
209 cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1"};
210 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0"};
211 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1"};
212 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1"};
213 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1"};
214 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
215 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"};
216 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1"};
217 cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
218 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
219 cvar_t r_shadow_visiblelighting = {0, "r_shadow_visiblelighting", "0"};
220 cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
221 cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1"};
222 cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "0"};
223 cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "-0.04"};
224 cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "0.04"};
225 cvar_t r_shadow_glsl_usehalffloat = {0, "r_shadow_glsl_usehalffloat", "0"};
226 cvar_t r_shadow_glsl_surfacenormalize = {0, "r_shadow_glsl_surfacenormalize", "1"};
227 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
228 cvar_t r_editlights = {0, "r_editlights", "0"};
229 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024"};
230 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0"};
231 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4"};
232 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4"};
233 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
235 float r_shadow_attenpower, r_shadow_attenscale;
237 rtlight_t *r_shadow_compilingrtlight;
238 dlight_t *r_shadow_worldlightchain;
239 dlight_t *r_shadow_selectedlight;
240 dlight_t r_shadow_bufferlight;
241 vec3_t r_editlights_cursorlocation;
243 rtexture_t *lighttextures[5];
245 extern int con_vislines;
247 typedef struct cubemapinfo_s
254 #define MAX_CUBEMAPS 256
255 static int numcubemaps;
256 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
258 #define SHADERPERMUTATION_SPECULAR (1<<0)
259 #define SHADERPERMUTATION_FOG (1<<1)
260 #define SHADERPERMUTATION_CUBEFILTER (1<<2)
261 #define SHADERPERMUTATION_OFFSETMAPPING (1<<3)
262 #define SHADERPERMUTATION_SURFACENORMALIZE (1<<4)
263 #define SHADERPERMUTATION_GEFORCEFX (1<<5)
264 #define SHADERPERMUTATION_COUNT (1<<6)
266 GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT];
268 void R_Shadow_UncompileWorldLights(void);
269 void R_Shadow_ClearWorldLights(void);
270 void R_Shadow_SaveWorldLights(void);
271 void R_Shadow_LoadWorldLights(void);
272 void R_Shadow_LoadLightsFile(void);
273 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
274 void R_Shadow_EditLights_Reload_f(void);
275 void R_Shadow_ValidateCvars(void);
276 static void R_Shadow_MakeTextures(void);
277 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
279 const char *builtinshader_light_vert =
280 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
281 "// written by Forest 'LordHavoc' Hale\n"
283 "uniform vec3 LightPosition;\n"
285 "varying vec2 TexCoord;\n"
286 "varying vec3 CubeVector;\n"
287 "varying vec3 LightVector;\n"
289 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
290 "uniform vec3 EyePosition;\n"
291 "varying vec3 EyeVector;\n"
294 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
298 " // copy the surface texcoord\n"
299 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
301 " // transform vertex position into light attenuation/cubemap space\n"
302 " // (-1 to +1 across the light box)\n"
303 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
305 " // transform unnormalized light direction into tangent space\n"
306 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
307 " // normalize it per pixel)\n"
308 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
309 " LightVector.x = -dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
310 " LightVector.y = -dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
311 " LightVector.z = -dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
313 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
314 " // transform unnormalized eye direction into tangent space\n"
315 " vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
316 " EyeVector.x = -dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
317 " EyeVector.y = -dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
318 " EyeVector.z = -dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
321 " // transform vertex to camera space, using ftransform to match non-VS\n"
323 " gl_Position = ftransform();\n"
327 const char *builtinshader_light_frag =
328 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
329 "// written by Forest 'LordHavoc' Hale\n"
331 "// use half floats if available for math performance\n"
332 "#ifndef GEFORCEFX\n"
333 "#define half float\n"
334 "#define hvec2 vec2\n"
335 "#define hvec3 vec3\n"
336 "#define hvec4 vec4\n"
339 "uniform hvec3 LightColor;\n"
340 "#ifdef USEOFFSETMAPPING\n"
341 "uniform half OffsetMapping_Scale;\n"
342 "uniform half OffsetMapping_Bias;\n"
344 "#ifdef USESPECULAR\n"
345 "uniform half SpecularPower;\n"
348 "uniform half FogRangeRecip;\n"
350 "uniform half AmbientScale;\n"
351 "uniform half DiffuseScale;\n"
352 "#ifdef USESPECULAR\n"
353 "uniform half SpecularScale;\n"
356 "uniform sampler2D Texture_Normal;\n"
357 "uniform sampler2D Texture_Color;\n"
358 "#ifdef USESPECULAR\n"
359 "uniform sampler2D Texture_Gloss;\n"
361 "#ifdef USECUBEFILTER\n"
362 "uniform samplerCube Texture_Cube;\n"
365 "uniform sampler2D Texture_FogMask;\n"
368 "varying vec2 TexCoord;\n"
369 "varying vec3 CubeVector;\n"
370 "varying vec3 LightVector;\n"
371 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
372 "varying vec3 EyeVector;\n"
379 " // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
380 " // center and sharp falloff at the edge, this is about the most efficient\n"
381 " // we can get away with as far as providing illumination.\n"
383 " // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
384 " // provide significant illumination, large = slow = pain.\n"
385 " half colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
389 " colorscale *= texture2D(Texture_FogMask, hvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
392 "#ifdef USEOFFSETMAPPING\n"
393 " // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
394 " hvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
395 " hvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
396 " TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
397 " TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
398 "#define TexCoord TexCoordOffset\n"
401 " // get the surface normal\n"
402 "#ifdef SURFACENORMALIZE\n"
403 " hvec3 surfacenormal = normalize(hvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
405 " hvec3 surfacenormal = -1.0 + 2.0 * hvec3(texture2D(Texture_Normal, TexCoord));\n"
408 " // calculate shading\n"
409 " hvec3 diffusenormal = hvec3(normalize(LightVector));\n"
410 " hvec3 color = hvec3(texture2D(Texture_Color, TexCoord)) * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
411 "#ifdef USESPECULAR\n"
412 " hvec3 specularnormal = hvec3(normalize(diffusenormal + hvec3(normalize(EyeVector))));\n"
413 " color += hvec3(texture2D(Texture_Gloss, TexCoord)) * (SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower));\n"
416 "#ifdef USECUBEFILTER\n"
417 " // apply light cubemap filter\n"
418 " color *= hvec3(textureCube(Texture_Cube, CubeVector));\n"
421 " // calculate fragment color (apply light color and attenuation/fog scaling)\n"
422 " gl_FragColor = hvec4(color * LightColor * colorscale, 1);\n"
426 void r_shadow_start(void)
429 // use half float math where available (speed gain on NVIDIA GFFX and GF6)
430 if (gl_support_half_float)
431 Cvar_SetValue("r_shadow_glsl_usehalffloat", 1);
432 // allocate vertex processing arrays
434 r_shadow_attenuation2dtexture = NULL;
435 r_shadow_attenuation3dtexture = NULL;
436 r_shadow_texturepool = NULL;
437 r_shadow_filters_texturepool = NULL;
438 R_Shadow_ValidateCvars();
439 R_Shadow_MakeTextures();
440 maxshadowelements = 0;
441 shadowelements = NULL;
449 shadowmarklist = NULL;
451 r_shadow_buffer_numleafpvsbytes = 0;
452 r_shadow_buffer_leafpvs = NULL;
453 r_shadow_buffer_leaflist = NULL;
454 r_shadow_buffer_numsurfacepvsbytes = 0;
455 r_shadow_buffer_surfacepvs = NULL;
456 r_shadow_buffer_surfacelist = NULL;
457 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
458 r_shadow_program_light[i] = 0;
459 if (gl_support_fragment_shader)
461 char *vertstring, *fragstring;
462 int vertstrings_count;
463 int fragstrings_count;
464 const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
465 const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
466 vertstring = (char *)FS_LoadFile("glsl/light.vert", tempmempool, false);
467 fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false);
468 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
470 vertstrings_count = 0;
471 fragstrings_count = 0;
472 if (i & SHADERPERMUTATION_SPECULAR)
474 vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
475 fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
477 if (i & SHADERPERMUTATION_FOG)
479 vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
480 fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
482 if (i & SHADERPERMUTATION_CUBEFILTER)
484 vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
485 fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
487 if (i & SHADERPERMUTATION_OFFSETMAPPING)
489 vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
490 fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
492 if (i & SHADERPERMUTATION_SURFACENORMALIZE)
494 vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
495 fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
497 if (i & SHADERPERMUTATION_GEFORCEFX)
499 vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
500 fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
502 vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
503 fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
504 r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
505 if (!r_shadow_program_light[i])
507 Con_Printf("permutation %s %s %s %s %s %s failed for shader %s, some features may not work properly!\n", i & 1 ? "specular" : "", i & 2 ? "fog" : "", i & 4 ? "cubefilter" : "", i & 8 ? "offsetmapping" : "", i & 16 ? "surfacenormalize" : "", i & 32 ? "geforcefx" : "", "glsl/light");
510 qglUseProgramObjectARB(r_shadow_program_light[i]);
511 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR
512 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR
513 if (i & SHADERPERMUTATION_SPECULAR)
515 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR
517 if (i & SHADERPERMUTATION_CUBEFILTER)
519 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR
521 if (i & SHADERPERMUTATION_FOG)
523 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR
526 qglUseProgramObjectARB(0);
528 Mem_Free(fragstring);
530 Mem_Free(vertstring);
534 void r_shadow_shutdown(void)
537 R_Shadow_UncompileWorldLights();
538 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
540 if (r_shadow_program_light[i])
542 GL_Backend_FreeProgram(r_shadow_program_light[i]);
543 r_shadow_program_light[i] = 0;
547 r_shadow_attenuation2dtexture = NULL;
548 r_shadow_attenuation3dtexture = NULL;
549 R_FreeTexturePool(&r_shadow_texturepool);
550 R_FreeTexturePool(&r_shadow_filters_texturepool);
551 maxshadowelements = 0;
553 Mem_Free(shadowelements);
554 shadowelements = NULL;
557 Mem_Free(vertexupdate);
560 Mem_Free(vertexremap);
566 Mem_Free(shadowmark);
569 Mem_Free(shadowmarklist);
570 shadowmarklist = NULL;
572 r_shadow_buffer_numleafpvsbytes = 0;
573 if (r_shadow_buffer_leafpvs)
574 Mem_Free(r_shadow_buffer_leafpvs);
575 r_shadow_buffer_leafpvs = NULL;
576 if (r_shadow_buffer_leaflist)
577 Mem_Free(r_shadow_buffer_leaflist);
578 r_shadow_buffer_leaflist = NULL;
579 r_shadow_buffer_numsurfacepvsbytes = 0;
580 if (r_shadow_buffer_surfacepvs)
581 Mem_Free(r_shadow_buffer_surfacepvs);
582 r_shadow_buffer_surfacepvs = NULL;
583 if (r_shadow_buffer_surfacelist)
584 Mem_Free(r_shadow_buffer_surfacelist);
585 r_shadow_buffer_surfacelist = NULL;
588 void r_shadow_newmap(void)
592 void R_Shadow_Help_f(void)
595 "Documentation on r_shadow system:\n"
597 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
598 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
599 "r_shadow_debuglight : render only this light number (-1 = all)\n"
600 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
601 "r_shadow_gloss2intensity : brightness of forced gloss\n"
602 "r_shadow_glossintensity : brightness of textured gloss\n"
603 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
604 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
605 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
606 "r_shadow_portallight : use portal visibility for static light precomputation\n"
607 "r_shadow_projectdistance : shadow volume projection distance\n"
608 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
609 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
610 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
611 "r_shadow_realtime_world : use high quality world lighting mode\n"
612 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
613 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
614 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
615 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
616 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
617 "r_shadow_glsl : use OpenGL Shading Language for lighting\n"
618 "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
619 "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
620 "r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
621 "r_shadow_glsl_usehalffloat : use lower quality lighting\n"
622 "r_shadow_glsl_surfacenormalize : makes bumpmapping slightly higher quality\n"
623 "r_shadow_scissor : use scissor optimization\n"
624 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
625 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
626 "r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n"
627 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
628 "r_shadow_visiblelighting : useful for performance testing; bright = slow!\n"
629 "r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
631 "r_shadow_help : this help\n"
635 void R_Shadow_Init(void)
637 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
638 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
639 Cvar_RegisterVariable(&r_shadow_debuglight);
640 Cvar_RegisterVariable(&r_shadow_gloss);
641 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
642 Cvar_RegisterVariable(&r_shadow_glossintensity);
643 Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
644 Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
645 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
646 Cvar_RegisterVariable(&r_shadow_portallight);
647 Cvar_RegisterVariable(&r_shadow_projectdistance);
648 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
649 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
650 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
651 Cvar_RegisterVariable(&r_shadow_realtime_world);
652 Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
653 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
654 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
655 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
656 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
657 Cvar_RegisterVariable(&r_shadow_scissor);
658 Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
659 Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
660 Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
661 Cvar_RegisterVariable(&r_shadow_texture3d);
662 Cvar_RegisterVariable(&r_shadow_visiblelighting);
663 Cvar_RegisterVariable(&r_shadow_visiblevolumes);
664 Cvar_RegisterVariable(&r_shadow_glsl);
665 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
666 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
667 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
668 Cvar_RegisterVariable(&r_shadow_glsl_usehalffloat);
669 Cvar_RegisterVariable(&r_shadow_glsl_surfacenormalize);
670 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
671 if (gamemode == GAME_TENEBRAE)
673 Cvar_SetValue("r_shadow_gloss", 2);
674 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
676 Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f);
677 R_Shadow_EditLights_Init();
678 r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL);
679 r_shadow_worldlightchain = NULL;
680 maxshadowelements = 0;
681 shadowelements = NULL;
689 shadowmarklist = NULL;
691 r_shadow_buffer_numleafpvsbytes = 0;
692 r_shadow_buffer_leafpvs = NULL;
693 r_shadow_buffer_leaflist = NULL;
694 r_shadow_buffer_numsurfacepvsbytes = 0;
695 r_shadow_buffer_surfacepvs = NULL;
696 r_shadow_buffer_surfacelist = NULL;
697 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
700 matrix4x4_t matrix_attenuationxyz =
703 {0.5, 0.0, 0.0, 0.5},
704 {0.0, 0.5, 0.0, 0.5},
705 {0.0, 0.0, 0.5, 0.5},
710 matrix4x4_t matrix_attenuationz =
713 {0.0, 0.0, 0.5, 0.5},
714 {0.0, 0.0, 0.0, 0.5},
715 {0.0, 0.0, 0.0, 0.5},
720 int *R_Shadow_ResizeShadowElements(int numtris)
722 // make sure shadowelements is big enough for this volume
723 if (maxshadowelements < numtris * 24)
725 maxshadowelements = numtris * 24;
727 Mem_Free(shadowelements);
728 shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
730 return shadowelements;
733 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
735 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
736 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
737 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
739 if (r_shadow_buffer_leafpvs)
740 Mem_Free(r_shadow_buffer_leafpvs);
741 if (r_shadow_buffer_leaflist)
742 Mem_Free(r_shadow_buffer_leaflist);
743 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
744 r_shadow_buffer_leafpvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
745 r_shadow_buffer_leaflist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
747 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
749 if (r_shadow_buffer_surfacepvs)
750 Mem_Free(r_shadow_buffer_surfacepvs);
751 if (r_shadow_buffer_surfacelist)
752 Mem_Free(r_shadow_buffer_surfacelist);
753 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
754 r_shadow_buffer_surfacepvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
755 r_shadow_buffer_surfacelist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
759 void R_Shadow_PrepareShadowMark(int numtris)
761 // make sure shadowmark is big enough for this volume
762 if (maxshadowmark < numtris)
764 maxshadowmark = numtris;
766 Mem_Free(shadowmark);
768 Mem_Free(shadowmarklist);
769 shadowmark = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
770 shadowmarklist = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
774 // if shadowmarkcount wrapped we clear the array and adjust accordingly
775 if (shadowmarkcount == 0)
778 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
783 int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
786 int outtriangles = 0, outvertices = 0;
790 if (maxvertexupdate < innumvertices)
792 maxvertexupdate = innumvertices;
794 Mem_Free(vertexupdate);
796 Mem_Free(vertexremap);
797 vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
798 vertexremap = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
802 if (vertexupdatenum == 0)
805 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
806 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
809 for (i = 0;i < numshadowmarktris;i++)
810 shadowmark[shadowmarktris[i]] = shadowmarkcount;
812 for (i = 0;i < numshadowmarktris;i++)
814 element = inelement3i + shadowmarktris[i] * 3;
815 // make sure the vertices are created
816 for (j = 0;j < 3;j++)
818 if (vertexupdate[element[j]] != vertexupdatenum)
820 float ratio, direction[3];
821 vertexupdate[element[j]] = vertexupdatenum;
822 vertexremap[element[j]] = outvertices;
823 vertex = invertex3f + element[j] * 3;
824 // project one copy of the vertex to the sphere radius of the light
825 // (FIXME: would projecting it to the light box be better?)
826 VectorSubtract(vertex, projectorigin, direction);
827 ratio = projectdistance / VectorLength(direction);
828 VectorCopy(vertex, outvertex3f);
829 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
836 for (i = 0;i < numshadowmarktris;i++)
838 int remappedelement[3];
840 const int *neighbortriangle;
842 markindex = shadowmarktris[i] * 3;
843 element = inelement3i + markindex;
844 neighbortriangle = inneighbor3i + markindex;
845 // output the front and back triangles
846 outelement3i[0] = vertexremap[element[0]];
847 outelement3i[1] = vertexremap[element[1]];
848 outelement3i[2] = vertexremap[element[2]];
849 outelement3i[3] = vertexremap[element[2]] + 1;
850 outelement3i[4] = vertexremap[element[1]] + 1;
851 outelement3i[5] = vertexremap[element[0]] + 1;
855 // output the sides (facing outward from this triangle)
856 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
858 remappedelement[0] = vertexremap[element[0]];
859 remappedelement[1] = vertexremap[element[1]];
860 outelement3i[0] = remappedelement[1];
861 outelement3i[1] = remappedelement[0];
862 outelement3i[2] = remappedelement[0] + 1;
863 outelement3i[3] = remappedelement[1];
864 outelement3i[4] = remappedelement[0] + 1;
865 outelement3i[5] = remappedelement[1] + 1;
870 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
872 remappedelement[1] = vertexremap[element[1]];
873 remappedelement[2] = vertexremap[element[2]];
874 outelement3i[0] = remappedelement[2];
875 outelement3i[1] = remappedelement[1];
876 outelement3i[2] = remappedelement[1] + 1;
877 outelement3i[3] = remappedelement[2];
878 outelement3i[4] = remappedelement[1] + 1;
879 outelement3i[5] = remappedelement[2] + 1;
884 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
886 remappedelement[0] = vertexremap[element[0]];
887 remappedelement[2] = vertexremap[element[2]];
888 outelement3i[0] = remappedelement[0];
889 outelement3i[1] = remappedelement[2];
890 outelement3i[2] = remappedelement[2] + 1;
891 outelement3i[3] = remappedelement[0];
892 outelement3i[4] = remappedelement[2] + 1;
893 outelement3i[5] = remappedelement[0] + 1;
900 *outnumvertices = outvertices;
904 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
907 if (projectdistance < 0.1)
909 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
912 if (!numverts || !nummarktris)
914 // make sure shadowelements is big enough for this volume
915 if (maxshadowelements < nummarktris * 24)
916 R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
917 tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
918 R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
921 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
926 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
928 tend = firsttriangle + numtris;
929 if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
930 && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
931 && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
933 // surface box entirely inside light box, no box cull
934 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
935 if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
936 shadowmarklist[numshadowmark++] = t;
940 // surface box not entirely inside light box, cull each triangle
941 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
943 v[0] = invertex3f + e[0] * 3;
944 v[1] = invertex3f + e[1] * 3;
945 v[2] = invertex3f + e[2] * 3;
946 if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
947 && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
948 && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
949 && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
950 && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
951 && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
952 && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
953 shadowmarklist[numshadowmark++] = t;
958 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
961 if (r_shadow_compilingrtlight)
963 // if we're compiling an rtlight, capture the mesh
964 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
967 memset(&m, 0, sizeof(m));
968 m.pointer_vertex = vertex3f;
970 GL_LockArrays(0, numvertices);
971 if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
973 // decrement stencil if backface is behind depthbuffer
974 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
975 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
976 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
978 c_rt_shadowtris += numtriangles;
979 // increment stencil if frontface is behind depthbuffer
980 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
981 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
983 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
985 c_rt_shadowtris += numtriangles;
989 static void R_Shadow_MakeTextures(void)
992 float v[3], intensity;
994 R_FreeTexturePool(&r_shadow_texturepool);
995 r_shadow_texturepool = R_AllocTexturePool();
996 r_shadow_attenpower = r_shadow_lightattenuationpower.value;
997 r_shadow_attenscale = r_shadow_lightattenuationscale.value;
998 #define ATTEN2DSIZE 64
999 #define ATTEN3DSIZE 32
1000 data = Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
1001 for (y = 0;y < ATTEN2DSIZE;y++)
1003 for (x = 0;x < ATTEN2DSIZE;x++)
1005 v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1006 v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1008 intensity = 1.0f - sqrt(DotProduct(v, v));
1010 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1011 d = bound(0, intensity, 255);
1012 data[(y*ATTEN2DSIZE+x)*4+0] = d;
1013 data[(y*ATTEN2DSIZE+x)*4+1] = d;
1014 data[(y*ATTEN2DSIZE+x)*4+2] = d;
1015 data[(y*ATTEN2DSIZE+x)*4+3] = d;
1018 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1019 if (r_shadow_texture3d.integer)
1021 for (z = 0;z < ATTEN3DSIZE;z++)
1023 for (y = 0;y < ATTEN3DSIZE;y++)
1025 for (x = 0;x < ATTEN3DSIZE;x++)
1027 v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1028 v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1029 v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1030 intensity = 1.0f - sqrt(DotProduct(v, v));
1032 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1033 d = bound(0, intensity, 255);
1034 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
1035 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
1036 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
1037 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
1041 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1046 void R_Shadow_ValidateCvars(void)
1048 if (r_shadow_texture3d.integer && !gl_texture3d)
1049 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1050 if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1051 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1054 // light currently being rendered
1055 rtlight_t *r_shadow_rtlight;
1056 // light filter cubemap being used by the light
1057 static rtexture_t *r_shadow_lightcubemap;
1059 // this is the location of the eye in entity space
1060 static vec3_t r_shadow_entityeyeorigin;
1061 // this is the location of the light in entity space
1062 static vec3_t r_shadow_entitylightorigin;
1063 // this transforms entity coordinates to light filter cubemap coordinates
1064 // (also often used for other purposes)
1065 static matrix4x4_t r_shadow_entitytolight;
1066 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
1067 // of attenuation texturing in full 3D (Z result often ignored)
1068 static matrix4x4_t r_shadow_entitytoattenuationxyz;
1069 // this transforms only the Z to S, and T is always 0.5
1070 static matrix4x4_t r_shadow_entitytoattenuationz;
1071 // rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormod * ent->alpha
1072 static vec3_t r_shadow_entitylightcolorbase;
1073 // rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormap_pantscolor * ent->alpha
1074 static vec3_t r_shadow_entitylightcolorpants;
1075 // rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormap_shirtcolor * ent->alpha
1076 static vec3_t r_shadow_entitylightcolorshirt;
1078 static int r_shadow_lightpermutation;
1079 static int r_shadow_lightprog;
1081 void R_Shadow_Stage_Begin(void)
1085 R_Shadow_ValidateCvars();
1087 if (!r_shadow_attenuation2dtexture
1088 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1089 || r_shadow_lightattenuationpower.value != r_shadow_attenpower
1090 || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
1091 R_Shadow_MakeTextures();
1093 memset(&m, 0, sizeof(m));
1094 GL_BlendFunc(GL_ONE, GL_ZERO);
1095 GL_DepthMask(false);
1098 GL_Color(0, 0, 0, 1);
1099 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1100 qglEnable(GL_CULL_FACE);
1101 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1102 r_shadowstage = R_SHADOWSTAGE_NONE;
1105 void R_Shadow_Stage_ActiveLight(rtlight_t *rtlight)
1107 r_shadow_rtlight = rtlight;
1110 void R_Shadow_Stage_Reset(void)
1113 if (gl_support_stenciltwoside)
1114 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1115 if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
1117 qglUseProgramObjectARB(0);
1118 // HACK HACK HACK: work around for stupid NVIDIA bug that causes GL_OUT_OF_MEMORY and/or software rendering in 6xxx drivers
1119 qglBegin(GL_TRIANGLES);
1123 memset(&m, 0, sizeof(m));
1127 void R_Shadow_Stage_StencilShadowVolumes(void)
1129 R_Shadow_Stage_Reset();
1130 GL_Color(1, 1, 1, 1);
1131 GL_ColorMask(0, 0, 0, 0);
1132 GL_BlendFunc(GL_ONE, GL_ZERO);
1133 GL_DepthMask(false);
1135 qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1136 //if (r_shadow_shadow_polygonoffset.value != 0)
1138 // qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1139 // qglEnable(GL_POLYGON_OFFSET_FILL);
1142 // qglDisable(GL_POLYGON_OFFSET_FILL);
1143 qglDepthFunc(GL_LESS);
1144 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1145 qglEnable(GL_STENCIL_TEST);
1146 qglStencilFunc(GL_ALWAYS, 128, ~0);
1147 if (gl_ext_stenciltwoside.integer)
1149 r_shadowstage = R_SHADOWSTAGE_STENCILTWOSIDE;
1150 qglDisable(GL_CULL_FACE);
1151 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1152 qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
1154 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1155 qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
1157 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1161 r_shadowstage = R_SHADOWSTAGE_STENCIL;
1162 qglEnable(GL_CULL_FACE);
1164 // this is changed by every shadow render so its value here is unimportant
1165 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1167 GL_Clear(GL_STENCIL_BUFFER_BIT);
1171 void R_Shadow_Stage_Lighting(int stenciltest)
1174 R_Shadow_Stage_Reset();
1175 GL_BlendFunc(GL_ONE, GL_ONE);
1176 GL_DepthMask(false);
1178 qglPolygonOffset(0, 0);
1179 //qglDisable(GL_POLYGON_OFFSET_FILL);
1180 GL_Color(1, 1, 1, 1);
1181 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1182 qglDepthFunc(GL_EQUAL);
1183 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1184 qglEnable(GL_CULL_FACE);
1185 if (r_shadowstage == R_SHADOWSTAGE_STENCIL || r_shadowstage == R_SHADOWSTAGE_STENCILTWOSIDE)
1186 qglEnable(GL_STENCIL_TEST);
1188 qglDisable(GL_STENCIL_TEST);
1190 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1191 // only draw light where this geometry was already rendered AND the
1192 // stencil is 128 (values other than this mean shadow)
1193 qglStencilFunc(GL_EQUAL, 128, ~0);
1194 if (r_shadow_glsl.integer && r_shadow_program_light[0])
1196 r_shadowstage = R_SHADOWSTAGE_LIGHT_GLSL;
1197 memset(&m, 0, sizeof(m));
1198 m.pointer_vertex = varray_vertex3f;
1199 m.pointer_texcoord[0] = varray_texcoord2f[0];
1200 m.pointer_texcoord3f[1] = varray_svector3f;
1201 m.pointer_texcoord3f[2] = varray_tvector3f;
1202 m.pointer_texcoord3f[3] = varray_normal3f;
1203 m.tex[0] = R_GetTexture(r_texture_blanknormalmap); // normal
1204 m.tex[1] = R_GetTexture(r_texture_white); // diffuse
1205 m.tex[2] = R_GetTexture(r_texture_white); // gloss
1206 m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap); // light filter
1207 // TODO: support fog (after renderer is converted to texture fog)
1208 m.tex[4] = R_GetTexture(r_texture_white); // fog
1209 //m.texmatrix[3] = r_shadow_entitytolight; // light filter matrix
1211 GL_BlendFunc(GL_ONE, GL_ONE);
1212 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1214 r_shadow_lightpermutation = 0;
1215 // only add a feature to the permutation if that permutation exists
1216 // (otherwise it might end up not using a shader at all, which looks
1217 // worse than using less features)
1218 if (r_shadow_rtlight->specularscale && r_shadow_gloss.integer >= 1 && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
1219 r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
1220 //if (fog && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
1221 // r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
1222 if (r_shadow_lightcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER])
1223 r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
1224 if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
1225 r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
1226 if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE])
1227 r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
1228 if (r_shadow_glsl_usehalffloat.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
1229 r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
1230 r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
1231 qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
1232 // TODO: support fog (after renderer is converted to texture fog)
1233 if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
1235 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), 0);CHECKGLERROR
1237 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
1238 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
1239 if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1241 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR
1242 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), r_shadow_rtlight->specularscale);CHECKGLERROR
1244 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1245 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR
1246 //if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
1248 // qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), relativeeyeorigin[0], relativeeyeorigin[1], relativeeyeorigin[2]);CHECKGLERROR
1250 if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING)
1252 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
1253 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
1256 else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1257 r_shadowstage = R_SHADOWSTAGE_LIGHT_DOT3;
1259 r_shadowstage = R_SHADOWSTAGE_LIGHT_VERTEX;
1262 void R_Shadow_Stage_VisibleShadowVolumes(void)
1264 R_Shadow_Stage_Reset();
1265 GL_BlendFunc(GL_ONE, GL_ONE);
1266 GL_DepthMask(false);
1267 GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
1268 qglPolygonOffset(0, 0);
1269 GL_Color(0.0, 0.0125, 0.1, 1);
1270 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1271 qglDepthFunc(GL_GEQUAL);
1272 qglCullFace(GL_FRONT); // this culls back
1273 qglDisable(GL_CULL_FACE);
1274 qglDisable(GL_STENCIL_TEST);
1275 r_shadowstage = R_SHADOWSTAGE_VISIBLEVOLUMES;
1278 void R_Shadow_Stage_VisibleLighting(int stenciltest)
1280 R_Shadow_Stage_Reset();
1281 GL_BlendFunc(GL_ONE, GL_ONE);
1282 GL_DepthMask(false);
1283 GL_DepthTest(r_shadow_visiblelighting.integer < 2);
1284 qglPolygonOffset(0, 0);
1285 GL_Color(0.1, 0.0125, 0, 1);
1286 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1287 qglDepthFunc(GL_EQUAL);
1288 qglCullFace(GL_FRONT); // this culls back
1289 qglEnable(GL_CULL_FACE);
1291 qglEnable(GL_STENCIL_TEST);
1293 qglDisable(GL_STENCIL_TEST);
1294 r_shadowstage = R_SHADOWSTAGE_VISIBLELIGHTING;
1297 void R_Shadow_Stage_End(void)
1299 R_Shadow_Stage_Reset();
1300 R_Shadow_Stage_ActiveLight(NULL);
1301 GL_BlendFunc(GL_ONE, GL_ZERO);
1304 qglPolygonOffset(0, 0);
1305 //qglDisable(GL_POLYGON_OFFSET_FILL);
1306 GL_Color(1, 1, 1, 1);
1307 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1308 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1309 qglDepthFunc(GL_LEQUAL);
1310 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1311 qglDisable(GL_STENCIL_TEST);
1312 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1313 if (gl_support_stenciltwoside)
1314 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1316 qglStencilFunc(GL_ALWAYS, 128, ~0);
1317 r_shadowstage = R_SHADOWSTAGE_NONE;
1320 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1322 int i, ix1, iy1, ix2, iy2;
1323 float x1, y1, x2, y2;
1326 mplane_t planes[11];
1327 float vertex3f[256*3];
1329 // if view is inside the light box, just say yes it's visible
1330 if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1332 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1336 // create a temporary brush describing the area the light can affect in worldspace
1337 VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
1338 VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
1339 VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
1340 VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
1341 VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
1342 VectorSet (planes[ 5].normal, 1, 0, 0); planes[ 5].dist = maxs[0];
1343 VectorSet (planes[ 6].normal, -1, 0, 0); planes[ 6].dist = -mins[0];
1344 VectorSet (planes[ 7].normal, 0, 1, 0); planes[ 7].dist = maxs[1];
1345 VectorSet (planes[ 8].normal, 0, -1, 0); planes[ 8].dist = -mins[1];
1346 VectorSet (planes[ 9].normal, 0, 0, 1); planes[ 9].dist = maxs[2];
1347 VectorSet (planes[10].normal, 0, 0, -1); planes[10].dist = -mins[2];
1349 // turn the brush into a mesh
1350 memset(&mesh, 0, sizeof(rmesh_t));
1351 mesh.maxvertices = 256;
1352 mesh.vertex3f = vertex3f;
1353 mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1354 R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1356 // if that mesh is empty, the light is not visible at all
1357 if (!mesh.numvertices)
1360 if (!r_shadow_scissor.integer)
1363 // if that mesh is not empty, check what area of the screen it covers
1364 x1 = y1 = x2 = y2 = 0;
1366 for (i = 0;i < mesh.numvertices;i++)
1368 VectorCopy(mesh.vertex3f + i * 3, v);
1369 GL_TransformToScreen(v, v2);
1370 //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]);
1373 if (x1 > v2[0]) x1 = v2[0];
1374 if (x2 < v2[0]) x2 = v2[0];
1375 if (y1 > v2[1]) y1 = v2[1];
1376 if (y2 < v2[1]) y2 = v2[1];
1385 // now convert the scissor rectangle to integer screen coordinates
1390 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1392 // clamp it to the screen
1393 if (ix1 < r_view_x) ix1 = r_view_x;
1394 if (iy1 < r_view_y) iy1 = r_view_y;
1395 if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1396 if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1398 // if it is inside out, it's not visible
1399 if (ix2 <= ix1 || iy2 <= iy1)
1402 // the light area is visible, set up the scissor rectangle
1403 GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1404 //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1405 //qglEnable(GL_SCISSOR_TEST);
1410 extern float *rsurface_vertex3f;
1411 extern float *rsurface_svector3f;
1412 extern float *rsurface_tvector3f;
1413 extern float *rsurface_normal3f;
1414 extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
1416 static void R_Shadow_VertexShadingWithXYZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
1418 int numverts = surface->num_vertices;
1419 float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1420 float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1421 float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1422 float dist, dot, distintensity, shadeintensity, v[3], n[3];
1423 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1425 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1426 if ((dist = DotProduct(v, v)) < 1)
1429 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1430 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1431 if ((dot = DotProduct(n, v)) > 0)
1433 shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1434 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
1435 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
1436 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
1440 color4f[0] = ambientcolor[0] * distintensity - reduce;
1441 color4f[1] = ambientcolor[1] * distintensity - reduce;
1442 color4f[2] = ambientcolor[2] * distintensity - reduce;
1444 color4f[0] = bound(0, color4f[0], 1);
1445 color4f[1] = bound(0, color4f[1], 1);
1446 color4f[2] = bound(0, color4f[2], 1);
1449 VectorClear(color4f);
1454 static void R_Shadow_VertexShadingWithZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
1456 int numverts = surface->num_vertices;
1457 float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1458 float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1459 float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1460 float dist, dot, distintensity, shadeintensity, v[3], n[3];
1461 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1463 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1464 if ((dist = fabs(v[2])) < 1)
1466 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1467 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1468 if ((dot = DotProduct(n, v)) > 0)
1470 shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1471 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
1472 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
1473 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
1477 color4f[0] = ambientcolor[0] * distintensity - reduce;
1478 color4f[1] = ambientcolor[1] * distintensity - reduce;
1479 color4f[2] = ambientcolor[2] * distintensity - reduce;
1481 color4f[0] = bound(0, color4f[0], 1);
1482 color4f[1] = bound(0, color4f[1], 1);
1483 color4f[2] = bound(0, color4f[2], 1);
1486 VectorClear(color4f);
1491 static void R_Shadow_VertexShading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
1493 int numverts = surface->num_vertices;
1494 float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1495 float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1496 float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1497 float dot, shadeintensity, v[3], n[3];
1498 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1500 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1501 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1502 if ((dot = DotProduct(n, v)) > 0)
1504 shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1505 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) - reduce;
1506 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) - reduce;
1507 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) - reduce;
1508 color4f[0] = bound(0, color4f[0], 1);
1509 color4f[1] = bound(0, color4f[1], 1);
1510 color4f[2] = bound(0, color4f[2], 1);
1513 VectorClear(color4f);
1518 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1519 #define USETEXMATRIX
1521 #ifndef USETEXMATRIX
1522 // this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
1523 // if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
1524 static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1528 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1529 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1530 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1537 static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1541 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1542 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1550 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
1554 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1556 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1557 // the cubemap normalizes this for us
1558 out3f[0] = DotProduct(svector3f, lightdir);
1559 out3f[1] = DotProduct(tvector3f, lightdir);
1560 out3f[2] = DotProduct(normal3f, lightdir);
1564 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
1567 float lightdir[3], eyedir[3], halfdir[3];
1568 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1570 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1571 VectorNormalize(lightdir);
1572 VectorSubtract(vertex3f, relativeeyeorigin, eyedir);
1573 VectorNormalize(eyedir);
1574 VectorAdd(lightdir, eyedir, halfdir);
1575 // the cubemap normalizes this for us
1576 out3f[0] = DotProduct(svector3f, halfdir);
1577 out3f[1] = DotProduct(tvector3f, halfdir);
1578 out3f[2] = DotProduct(normal3f, halfdir);
1582 static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
1584 // used to display how many times a surface is lit for level design purposes
1585 int surfacelistindex;
1587 qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1588 qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1589 qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1590 qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1591 qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1592 qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1593 qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1594 if (!doambientbase && !dodiffusebase && !doambientpants && !dodiffusepants && !doambientshirt && !dodiffuseshirt && !dospecular)
1596 GL_Color(0.1, 0.025, 0, 1);
1597 memset(&m, 0, sizeof(m));
1599 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1601 const msurface_t *surface = surfacelist[surfacelistindex];
1602 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1603 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1604 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle);
1605 GL_LockArrays(0, 0);
1609 static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
1611 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1612 int surfacelistindex;
1613 qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1614 qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1615 qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1616 qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1617 qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1618 qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1619 qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1620 // TODO: add direct pants/shirt rendering
1621 if (doambientpants || dodiffusepants)
1622 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
1623 if (doambientshirt || dodiffuseshirt)
1624 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
1625 if (!doambientbase && !dodiffusebase && !dospecular)
1627 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
1628 R_Mesh_TexBind(0, R_GetTexture(normalmaptexture));
1629 R_Mesh_TexBind(1, R_GetTexture(basetexture));
1630 R_Mesh_TexBind(2, R_GetTexture(glosstexture));
1631 if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1633 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
1635 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1636 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1638 const msurface_t *surface = surfacelist[surfacelistindex];
1639 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1640 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1641 if (!rsurface_svector3f)
1643 rsurface_svector3f = varray_svector3f;
1644 rsurface_tvector3f = varray_tvector3f;
1645 rsurface_normal3f = varray_normal3f;
1646 Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
1648 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
1649 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1650 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1651 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1652 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1653 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1655 c_rt_lighttris += surface->num_triangles;
1656 GL_LockArrays(0, 0);
1660 static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
1662 // ARB path (any Geforce, any Radeon)
1663 int surfacelistindex;
1665 float color2[3], colorscale;
1667 qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1668 qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1669 qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1670 qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1671 qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1672 qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1673 qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1674 // TODO: add direct pants/shirt rendering
1675 if (doambientpants || dodiffusepants)
1676 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
1677 if (doambientshirt || dodiffuseshirt)
1678 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
1679 if (!doambientbase && !dodiffusebase && !dospecular)
1681 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1683 const msurface_t *surface = surfacelist[surfacelistindex];
1684 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1685 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1686 if (!rsurface_svector3f)
1688 rsurface_svector3f = varray_svector3f;
1689 rsurface_tvector3f = varray_tvector3f;
1690 rsurface_normal3f = varray_normal3f;
1691 Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
1696 colorscale = r_shadow_rtlight->ambientscale;
1697 // colorscale accounts for how much we multiply the brightness
1700 // mult is how many times the final pass of the lighting will be
1701 // performed to get more brightness than otherwise possible.
1703 // Limit mult to 64 for sanity sake.
1704 if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1706 // 3 3D combine path (Geforce3, Radeon 8500)
1707 memset(&m, 0, sizeof(m));
1708 m.pointer_vertex = rsurface_vertex3f;
1709 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1711 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1712 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1714 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1715 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1717 m.tex[1] = R_GetTexture(basetexture);
1718 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1719 m.texmatrix[1] = texture->currenttexmatrix;
1720 m.texcubemap[2] = R_GetTexture(r_shadow_lightcubemap);
1722 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1723 m.texmatrix[2] = r_shadow_entitytolight;
1725 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1726 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1728 GL_BlendFunc(GL_ONE, GL_ONE);
1730 else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1732 // 2 3D combine path (Geforce3, original Radeon)
1733 memset(&m, 0, sizeof(m));
1734 m.pointer_vertex = rsurface_vertex3f;
1735 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1737 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1738 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1740 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1741 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1743 m.tex[1] = R_GetTexture(basetexture);
1744 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1745 m.texmatrix[1] = texture->currenttexmatrix;
1746 GL_BlendFunc(GL_ONE, GL_ONE);
1748 else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
1750 // 4 2D combine path (Geforce3, Radeon 8500)
1751 memset(&m, 0, sizeof(m));
1752 m.pointer_vertex = rsurface_vertex3f;
1753 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1755 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1756 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1758 m.pointer_texcoord[0] = varray_texcoord2f[0];
1759 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1761 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1763 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1764 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1766 m.pointer_texcoord[1] = varray_texcoord2f[1];
1767 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1769 m.tex[2] = R_GetTexture(basetexture);
1770 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1771 m.texmatrix[2] = texture->currenttexmatrix;
1772 if (r_shadow_lightcubemap != r_texture_whitecube)
1774 m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap);
1776 m.pointer_texcoord3f[3] = rsurface_vertex3f;
1777 m.texmatrix[3] = r_shadow_entitytolight;
1779 m.pointer_texcoord3f[3] = varray_texcoord3f[3];
1780 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1783 GL_BlendFunc(GL_ONE, GL_ONE);
1785 else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube)
1787 // 3 2D combine path (Geforce3, original Radeon)
1788 memset(&m, 0, sizeof(m));
1789 m.pointer_vertex = rsurface_vertex3f;
1790 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1792 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1793 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1795 m.pointer_texcoord[0] = varray_texcoord2f[0];
1796 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1798 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1800 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1801 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1803 m.pointer_texcoord[1] = varray_texcoord2f[1];
1804 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1806 m.tex[2] = R_GetTexture(basetexture);
1807 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1808 m.texmatrix[2] = texture->currenttexmatrix;
1809 GL_BlendFunc(GL_ONE, GL_ONE);
1813 // 2/2/2 2D combine path (any dot3 card)
1814 memset(&m, 0, sizeof(m));
1815 m.pointer_vertex = rsurface_vertex3f;
1816 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1818 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1819 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1821 m.pointer_texcoord[0] = varray_texcoord2f[0];
1822 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1824 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1826 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1827 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1829 m.pointer_texcoord[1] = varray_texcoord2f[1];
1830 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1833 GL_ColorMask(0,0,0,1);
1834 GL_BlendFunc(GL_ONE, GL_ZERO);
1835 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1836 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1837 GL_LockArrays(0, 0);
1839 c_rt_lighttris += surface->num_triangles;
1841 memset(&m, 0, sizeof(m));
1842 m.pointer_vertex = rsurface_vertex3f;
1843 m.tex[0] = R_GetTexture(basetexture);
1844 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1845 m.texmatrix[0] = texture->currenttexmatrix;
1846 if (r_shadow_lightcubemap != r_texture_whitecube)
1848 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1850 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1851 m.texmatrix[1] = r_shadow_entitytolight;
1853 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1854 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1857 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1859 // this final code is shared
1861 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1862 VectorScale(lightcolorbase, colorscale, color2);
1863 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1864 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1866 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1867 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1869 c_rt_lighttris += surface->num_triangles;
1871 GL_LockArrays(0, 0);
1876 colorscale = r_shadow_rtlight->diffusescale;
1877 // colorscale accounts for how much we multiply the brightness
1880 // mult is how many times the final pass of the lighting will be
1881 // performed to get more brightness than otherwise possible.
1883 // Limit mult to 64 for sanity sake.
1884 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1886 // 3/2 3D combine path (Geforce3, Radeon 8500)
1887 memset(&m, 0, sizeof(m));
1888 m.pointer_vertex = rsurface_vertex3f;
1889 m.tex[0] = R_GetTexture(normalmaptexture);
1890 m.texcombinergb[0] = GL_REPLACE;
1891 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1892 m.texmatrix[0] = texture->currenttexmatrix;
1893 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1894 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1895 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1896 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1897 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1899 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1900 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1902 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1903 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1906 GL_ColorMask(0,0,0,1);
1907 GL_BlendFunc(GL_ONE, GL_ZERO);
1908 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1909 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1910 GL_LockArrays(0, 0);
1912 c_rt_lighttris += surface->num_triangles;
1914 memset(&m, 0, sizeof(m));
1915 m.pointer_vertex = rsurface_vertex3f;
1916 m.tex[0] = R_GetTexture(basetexture);
1917 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1918 m.texmatrix[0] = texture->currenttexmatrix;
1919 if (r_shadow_lightcubemap != r_texture_whitecube)
1921 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1923 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1924 m.texmatrix[1] = r_shadow_entitytolight;
1926 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1927 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1930 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1932 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube)
1934 // 1/2/2 3D combine path (original Radeon)
1935 memset(&m, 0, sizeof(m));
1936 m.pointer_vertex = rsurface_vertex3f;
1937 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1939 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1940 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1942 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1943 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1946 GL_ColorMask(0,0,0,1);
1947 GL_BlendFunc(GL_ONE, GL_ZERO);
1948 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1949 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1950 GL_LockArrays(0, 0);
1952 c_rt_lighttris += surface->num_triangles;
1954 memset(&m, 0, sizeof(m));
1955 m.pointer_vertex = rsurface_vertex3f;
1956 m.tex[0] = R_GetTexture(normalmaptexture);
1957 m.texcombinergb[0] = GL_REPLACE;
1958 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1959 m.texmatrix[0] = texture->currenttexmatrix;
1960 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1961 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1962 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1963 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1965 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1966 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1967 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1968 GL_LockArrays(0, 0);
1970 c_rt_lighttris += surface->num_triangles;
1972 memset(&m, 0, sizeof(m));
1973 m.pointer_vertex = rsurface_vertex3f;
1974 m.tex[0] = R_GetTexture(basetexture);
1975 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1976 m.texmatrix[0] = texture->currenttexmatrix;
1977 if (r_shadow_lightcubemap != r_texture_whitecube)
1979 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1981 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1982 m.texmatrix[1] = r_shadow_entitytolight;
1984 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1985 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1988 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1990 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube)
1992 // 2/2 3D combine path (original Radeon)
1993 memset(&m, 0, sizeof(m));
1994 m.pointer_vertex = rsurface_vertex3f;
1995 m.tex[0] = R_GetTexture(normalmaptexture);
1996 m.texcombinergb[0] = GL_REPLACE;
1997 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1998 m.texmatrix[0] = texture->currenttexmatrix;
1999 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2000 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2001 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2002 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2004 GL_ColorMask(0,0,0,1);
2005 GL_BlendFunc(GL_ONE, GL_ZERO);
2006 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2007 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2008 GL_LockArrays(0, 0);
2010 c_rt_lighttris += surface->num_triangles;
2012 memset(&m, 0, sizeof(m));
2013 m.pointer_vertex = rsurface_vertex3f;
2014 m.tex[0] = R_GetTexture(basetexture);
2015 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2016 m.texmatrix[0] = texture->currenttexmatrix;
2017 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2019 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2020 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2022 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2023 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2025 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2027 else if (r_textureunits.integer >= 4)
2029 // 4/2 2D combine path (Geforce3, Radeon 8500)
2030 memset(&m, 0, sizeof(m));
2031 m.pointer_vertex = rsurface_vertex3f;
2032 m.tex[0] = R_GetTexture(normalmaptexture);
2033 m.texcombinergb[0] = GL_REPLACE;
2034 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2035 m.texmatrix[0] = texture->currenttexmatrix;
2036 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2037 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2038 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2039 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2040 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2042 m.pointer_texcoord3f[2] = rsurface_vertex3f;
2043 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
2045 m.pointer_texcoord[2] = varray_texcoord2f[2];
2046 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2048 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
2050 m.pointer_texcoord3f[3] = rsurface_vertex3f;
2051 m.texmatrix[3] = r_shadow_entitytoattenuationz;
2053 m.pointer_texcoord[3] = varray_texcoord2f[3];
2054 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2057 GL_ColorMask(0,0,0,1);
2058 GL_BlendFunc(GL_ONE, GL_ZERO);
2059 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2060 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2061 GL_LockArrays(0, 0);
2063 c_rt_lighttris += surface->num_triangles;
2065 memset(&m, 0, sizeof(m));
2066 m.pointer_vertex = rsurface_vertex3f;
2067 m.tex[0] = R_GetTexture(basetexture);
2068 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2069 m.texmatrix[0] = texture->currenttexmatrix;
2070 if (r_shadow_lightcubemap != r_texture_whitecube)
2072 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2074 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2075 m.texmatrix[1] = r_shadow_entitytolight;
2077 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2078 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2081 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2085 // 2/2/2 2D combine path (any dot3 card)
2086 memset(&m, 0, sizeof(m));
2087 m.pointer_vertex = rsurface_vertex3f;
2088 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2090 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2091 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2093 m.pointer_texcoord[0] = varray_texcoord2f[0];
2094 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2096 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2098 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2099 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2101 m.pointer_texcoord[1] = varray_texcoord2f[1];
2102 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2105 GL_ColorMask(0,0,0,1);
2106 GL_BlendFunc(GL_ONE, GL_ZERO);
2107 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2108 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2109 GL_LockArrays(0, 0);
2111 c_rt_lighttris += surface->num_triangles;
2113 memset(&m, 0, sizeof(m));
2114 m.pointer_vertex = rsurface_vertex3f;
2115 m.tex[0] = R_GetTexture(normalmaptexture);
2116 m.texcombinergb[0] = GL_REPLACE;
2117 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2118 m.texmatrix[0] = texture->currenttexmatrix;
2119 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2120 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2121 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2122 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2124 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2125 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2126 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2127 GL_LockArrays(0, 0);
2129 c_rt_lighttris += surface->num_triangles;
2131 memset(&m, 0, sizeof(m));
2132 m.pointer_vertex = rsurface_vertex3f;
2133 m.tex[0] = R_GetTexture(basetexture);
2134 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2135 m.texmatrix[0] = texture->currenttexmatrix;
2136 if (r_shadow_lightcubemap != r_texture_whitecube)
2138 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2140 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2141 m.texmatrix[1] = r_shadow_entitytolight;
2143 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2144 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2147 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2149 // this final code is shared
2151 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2152 VectorScale(lightcolorbase, colorscale, color2);
2153 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2154 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2156 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2157 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2159 c_rt_lighttris += surface->num_triangles;
2161 GL_LockArrays(0, 0);
2165 // FIXME: detect blendsquare!
2166 //if (gl_support_blendsquare)
2168 colorscale = specularscale;
2170 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2172 // 2/0/0/1/2 3D combine blendsquare path
2173 memset(&m, 0, sizeof(m));
2174 m.pointer_vertex = rsurface_vertex3f;
2175 m.tex[0] = R_GetTexture(normalmaptexture);
2176 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2177 m.texmatrix[0] = texture->currenttexmatrix;
2178 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2179 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2180 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2181 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2183 GL_ColorMask(0,0,0,1);
2184 // this squares the result
2185 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2186 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2187 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2188 GL_LockArrays(0, 0);
2190 c_rt_lighttris += surface->num_triangles;
2192 memset(&m, 0, sizeof(m));
2193 m.pointer_vertex = rsurface_vertex3f;
2195 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2196 // square alpha in framebuffer a few times to make it shiny
2197 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2198 // these comments are a test run through this math for intensity 0.5
2199 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2200 // 0.25 * 0.25 = 0.0625 (this is another pass)
2201 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2202 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2204 c_rt_lighttris += surface->num_triangles;
2205 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2207 c_rt_lighttris += surface->num_triangles;
2208 GL_LockArrays(0, 0);
2210 memset(&m, 0, sizeof(m));
2211 m.pointer_vertex = rsurface_vertex3f;
2212 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2214 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2215 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2217 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
2218 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2221 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2222 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2223 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2224 GL_LockArrays(0, 0);
2226 c_rt_lighttris += surface->num_triangles;
2228 memset(&m, 0, sizeof(m));
2229 m.pointer_vertex = rsurface_vertex3f;
2230 m.tex[0] = R_GetTexture(glosstexture);
2231 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2232 m.texmatrix[0] = texture->currenttexmatrix;
2233 if (r_shadow_lightcubemap != r_texture_whitecube)
2235 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2237 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2238 m.texmatrix[1] = r_shadow_entitytolight;
2240 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2241 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2244 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2246 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2248 // 2/0/0/2 3D combine blendsquare path
2249 memset(&m, 0, sizeof(m));
2250 m.pointer_vertex = rsurface_vertex3f;
2251 m.tex[0] = R_GetTexture(normalmaptexture);
2252 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2253 m.texmatrix[0] = texture->currenttexmatrix;
2254 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2255 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2256 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2257 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2259 GL_ColorMask(0,0,0,1);
2260 // this squares the result
2261 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2262 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2263 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2264 GL_LockArrays(0, 0);
2266 c_rt_lighttris += surface->num_triangles;
2268 memset(&m, 0, sizeof(m));
2269 m.pointer_vertex = rsurface_vertex3f;
2271 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2272 // square alpha in framebuffer a few times to make it shiny
2273 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2274 // these comments are a test run through this math for intensity 0.5
2275 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2276 // 0.25 * 0.25 = 0.0625 (this is another pass)
2277 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2278 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2280 c_rt_lighttris += surface->num_triangles;
2281 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2283 c_rt_lighttris += surface->num_triangles;
2284 GL_LockArrays(0, 0);
2286 memset(&m, 0, sizeof(m));
2287 m.pointer_vertex = rsurface_vertex3f;
2288 m.tex[0] = R_GetTexture(glosstexture);
2289 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2290 m.texmatrix[0] = texture->currenttexmatrix;
2291 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2293 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2294 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2296 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2297 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2299 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2303 // 2/0/0/2/2 2D combine blendsquare path
2304 memset(&m, 0, sizeof(m));
2305 m.pointer_vertex = rsurface_vertex3f;
2306 m.tex[0] = R_GetTexture(normalmaptexture);
2307 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2308 m.texmatrix[0] = texture->currenttexmatrix;
2309 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2310 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2311 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2312 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2314 GL_ColorMask(0,0,0,1);
2315 // this squares the result
2316 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2317 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2318 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2319 GL_LockArrays(0, 0);
2321 c_rt_lighttris += surface->num_triangles;
2323 memset(&m, 0, sizeof(m));
2324 m.pointer_vertex = rsurface_vertex3f;
2326 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2327 // square alpha in framebuffer a few times to make it shiny
2328 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2329 // these comments are a test run through this math for intensity 0.5
2330 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2331 // 0.25 * 0.25 = 0.0625 (this is another pass)
2332 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2333 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2335 c_rt_lighttris += surface->num_triangles;
2336 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2338 c_rt_lighttris += surface->num_triangles;
2339 GL_LockArrays(0, 0);
2341 memset(&m, 0, sizeof(m));
2342 m.pointer_vertex = rsurface_vertex3f;
2343 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2345 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2346 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2348 m.pointer_texcoord[0] = varray_texcoord2f[0];
2349 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2351 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2353 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2354 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2356 m.pointer_texcoord[1] = varray_texcoord2f[1];
2357 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2360 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2361 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2362 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2363 GL_LockArrays(0, 0);
2365 c_rt_lighttris += surface->num_triangles;
2367 memset(&m, 0, sizeof(m));
2368 m.pointer_vertex = rsurface_vertex3f;
2369 m.tex[0] = R_GetTexture(glosstexture);
2370 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2371 m.texmatrix[0] = texture->currenttexmatrix;
2372 if (r_shadow_lightcubemap != r_texture_whitecube)
2374 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2376 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2377 m.texmatrix[1] = r_shadow_entitytolight;
2379 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2380 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2383 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2386 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2387 VectorScale(lightcolorbase, colorscale, color2);
2388 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2389 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2391 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2392 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2394 c_rt_lighttris += surface->num_triangles;
2396 GL_LockArrays(0, 0);
2402 static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
2404 int surfacelistindex;
2406 float ambientcolor2[3], diffusecolor2[3];
2408 qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2409 qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2410 qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2411 qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2412 qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2413 qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2414 //qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
2415 // TODO: add direct pants/shirt rendering
2416 if (doambientpants || dodiffusepants)
2417 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
2418 if (doambientshirt || dodiffuseshirt)
2419 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
2420 if (!doambientbase && !dodiffusebase)
2422 VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, ambientcolor2);
2423 VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, diffusecolor2);
2424 GL_BlendFunc(GL_ONE, GL_ONE);
2425 memset(&m, 0, sizeof(m));
2426 m.tex[0] = R_GetTexture(basetexture);
2427 if (r_textureunits.integer >= 2)
2430 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2432 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2434 m.pointer_texcoord[1] = varray_texcoord2f[1];
2435 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2437 if (r_textureunits.integer >= 3)
2439 // Geforce3/Radeon class but not using dot3
2440 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2442 m.texmatrix[2] = r_shadow_entitytoattenuationz;
2444 m.pointer_texcoord[2] = varray_texcoord2f[2];
2445 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2449 m.pointer_color = varray_color4f;
2451 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2453 const msurface_t *surface = surfacelist[surfacelistindex];
2454 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
2455 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
2456 if (!rsurface_svector3f)
2458 rsurface_svector3f = varray_svector3f;
2459 rsurface_tvector3f = varray_tvector3f;
2460 rsurface_normal3f = varray_normal3f;
2461 Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
2463 // OpenGL 1.1 path (anything)
2464 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
2465 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
2466 if (r_textureunits.integer >= 2)
2470 R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f);
2472 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2474 if (r_textureunits.integer >= 3)
2476 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
2478 R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f);
2480 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2484 for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
2486 if (r_textureunits.integer >= 3)
2487 R_Shadow_VertexShading(surface, diffusecolor2, ambientcolor2, renders);
2488 else if (r_textureunits.integer >= 2)
2489 R_Shadow_VertexShadingWithZAttenuation(surface, diffusecolor2, ambientcolor2, renders);
2491 R_Shadow_VertexShadingWithXYZAttenuation(surface, diffusecolor2, ambientcolor2, renders);
2492 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2493 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2494 GL_LockArrays(0, 0);
2496 c_rt_lighttris += surface->num_triangles;
2501 void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
2503 // FIXME: support MATERIALFLAG_NODEPTHTEST
2504 switch (r_shadowstage)
2506 case R_SHADOWSTAGE_VISIBLELIGHTING:
2507 R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2509 case R_SHADOWSTAGE_LIGHT_GLSL:
2510 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2512 case R_SHADOWSTAGE_LIGHT_DOT3:
2513 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2515 case R_SHADOWSTAGE_LIGHT_VERTEX:
2516 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2519 Con_Printf("R_Shadow_RenderLighting: unknown r_shadowstage %i\n", r_shadowstage);
2524 void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic)
2528 R_RTLight_Uncompile(rtlight);
2529 memset(rtlight, 0, sizeof(*rtlight));
2531 VectorCopy(light->origin, rtlight->shadoworigin);
2532 VectorCopy(light->color, rtlight->color);
2533 rtlight->radius = light->radius;
2534 //rtlight->cullradius = rtlight->radius;
2535 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2536 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2537 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2538 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2539 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2540 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2541 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2542 rtlight->cubemapname[0] = 0;
2543 if (light->cubemapname[0])
2544 strcpy(rtlight->cubemapname, light->cubemapname);
2545 else if (light->cubemapnum > 0)
2546 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2547 rtlight->shadow = light->shadow;
2548 rtlight->corona = light->corona;
2549 rtlight->style = light->style;
2550 rtlight->isstatic = isstatic;
2551 rtlight->coronasizescale = light->coronasizescale;
2552 rtlight->ambientscale = light->ambientscale;
2553 rtlight->diffusescale = light->diffusescale;
2554 rtlight->specularscale = light->specularscale;
2555 rtlight->flags = light->flags;
2556 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2557 // ConcatScale won't work here because this needs to scale rotate and
2558 // translate, not just rotate
2559 scale = 1.0f / rtlight->radius;
2560 for (k = 0;k < 3;k++)
2561 for (j = 0;j < 4;j++)
2562 rtlight->matrix_worldtolight.m[k][j] *= scale;
2564 rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
2565 rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
2566 VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
2567 rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
2570 // compiles rtlight geometry
2571 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2572 void R_RTLight_Compile(rtlight_t *rtlight)
2574 int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2575 entity_render_t *ent = r_refdef.worldentity;
2576 model_t *model = r_refdef.worldmodel;
2579 // compile the light
2580 rtlight->compiled = true;
2581 rtlight->static_numleafs = 0;
2582 rtlight->static_numleafpvsbytes = 0;
2583 rtlight->static_leaflist = NULL;
2584 rtlight->static_leafpvs = NULL;
2585 rtlight->static_numsurfaces = 0;
2586 rtlight->static_surfacelist = NULL;
2587 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2588 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2589 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2590 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2591 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2592 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2594 if (model && model->GetLightInfo)
2596 // this variable must be set for the CompileShadowVolume code
2597 r_shadow_compilingrtlight = rtlight;
2598 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2599 model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
2600 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2601 data = Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2602 rtlight->static_numleafs = numleafs;
2603 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2604 rtlight->static_leaflist = (void *)data;data += sizeof(int) * numleafs;
2605 rtlight->static_leafpvs = (void *)data;data += numleafpvsbytes;
2606 rtlight->static_numsurfaces = numsurfaces;
2607 rtlight->static_surfacelist = (void *)data;data += sizeof(int) * numsurfaces;
2609 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2610 if (numleafpvsbytes)
2611 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2613 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2614 if (model->CompileShadowVolume && rtlight->shadow)
2615 model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2616 // now we're done compiling the rtlight
2617 r_shadow_compilingrtlight = NULL;
2621 // use smallest available cullradius - box radius or light radius
2622 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2623 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2627 if (rtlight->static_meshchain_shadow)
2630 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2633 shadowtris += mesh->numtriangles;
2637 Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes);
2640 void R_RTLight_Uncompile(rtlight_t *rtlight)
2642 if (rtlight->compiled)
2644 if (rtlight->static_meshchain_shadow)
2645 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2646 rtlight->static_meshchain_shadow = NULL;
2647 // these allocations are grouped
2648 if (rtlight->static_leaflist)
2649 Mem_Free(rtlight->static_leaflist);
2650 rtlight->static_numleafs = 0;
2651 rtlight->static_numleafpvsbytes = 0;
2652 rtlight->static_leaflist = NULL;
2653 rtlight->static_leafpvs = NULL;
2654 rtlight->static_numsurfaces = 0;
2655 rtlight->static_surfacelist = NULL;
2656 rtlight->compiled = false;
2660 void R_Shadow_UncompileWorldLights(void)
2663 for (light = r_shadow_worldlightchain;light;light = light->next)
2664 R_RTLight_Uncompile(&light->rtlight);
2667 void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2669 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2670 vec_t relativeshadowradius;
2671 if (ent == r_refdef.worldentity)
2673 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2676 R_Mesh_Matrix(&ent->matrix);
2677 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2679 R_Mesh_VertexPointer(mesh->vertex3f);
2680 GL_LockArrays(0, mesh->numverts);
2681 if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
2683 // decrement stencil if backface is behind depthbuffer
2684 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2685 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2686 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2687 c_rtcached_shadowmeshes++;
2688 c_rtcached_shadowtris += mesh->numtriangles;
2689 // increment stencil if frontface is behind depthbuffer
2690 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2691 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2693 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2694 c_rtcached_shadowmeshes++;
2695 c_rtcached_shadowtris += mesh->numtriangles;
2696 GL_LockArrays(0, 0);
2699 else if (numsurfaces)
2701 R_Mesh_Matrix(&ent->matrix);
2702 ent->model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, surfacelist, rtlight->cullmins, rtlight->cullmaxs);
2707 Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativeshadoworigin);
2708 relativeshadowradius = rtlight->radius / ent->scale;
2709 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2710 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2711 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2712 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2713 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2714 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2715 R_Mesh_Matrix(&ent->matrix);
2716 ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2720 void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolor, int numsurfaces, int *surfacelist)
2722 // set up properties for rendering light onto this entity
2723 r_shadow_entitylightcolorbase[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
2724 r_shadow_entitylightcolorbase[1] = lightcolor[1] * ent->colormod[1] * ent->alpha;
2725 r_shadow_entitylightcolorbase[2] = lightcolor[2] * ent->colormod[2] * ent->alpha;
2726 r_shadow_entitylightcolorpants[0] = lightcolor[0] * ent->colormap_pantscolor[0] * ent->alpha;
2727 r_shadow_entitylightcolorpants[1] = lightcolor[1] * ent->colormap_pantscolor[1] * ent->alpha;
2728 r_shadow_entitylightcolorpants[2] = lightcolor[2] * ent->colormap_pantscolor[2] * ent->alpha;
2729 r_shadow_entitylightcolorshirt[0] = lightcolor[0] * ent->colormap_shirtcolor[0] * ent->alpha;
2730 r_shadow_entitylightcolorshirt[1] = lightcolor[1] * ent->colormap_shirtcolor[1] * ent->alpha;
2731 r_shadow_entitylightcolorshirt[2] = lightcolor[2] * ent->colormap_shirtcolor[2] * ent->alpha;
2732 Matrix4x4_Concat(&r_shadow_entitytolight, &rtlight->matrix_worldtolight, &ent->matrix);
2733 Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2734 Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2735 Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, r_shadow_entitylightorigin);
2736 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
2737 R_Mesh_Matrix(&ent->matrix);
2738 if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
2740 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_lightcubemap));
2741 R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
2742 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR
2743 if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
2745 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR
2748 if (ent == r_refdef.worldentity)
2749 ent->model->DrawLight(ent, r_shadow_entitylightcolorbase, r_shadow_entitylightcolorpants, r_shadow_entitylightcolorshirt, numsurfaces, surfacelist);
2751 ent->model->DrawLight(ent, r_shadow_entitylightcolorbase, r_shadow_entitylightcolorpants, r_shadow_entitylightcolorshirt, ent->model->nummodelsurfaces, ent->model->surfacelist);
2754 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2759 int numleafs, numsurfaces;
2760 int *leaflist, *surfacelist;
2762 int numlightentities;
2763 int numshadowentities;
2764 entity_render_t *lightentities[MAX_EDICTS];
2765 entity_render_t *shadowentities[MAX_EDICTS];
2767 // skip lights that don't light (corona only lights)
2768 if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < (1.0f / 32768.0f))
2771 f = (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2772 VectorScale(rtlight->color, f, lightcolor);
2773 if (VectorLength2(lightcolor) < (1.0f / 32768.0f))
2776 if (rtlight->selected)
2778 f = 2 + sin(realtime * M_PI * 4.0);
2779 VectorScale(lightcolor, f, lightcolor);
2783 // loading is done before visibility checks because loading should happen
2784 // all at once at the start of a level, not when it stalls gameplay.
2785 // (especially important to benchmarks)
2787 if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2788 R_RTLight_Compile(rtlight);
2790 r_shadow_lightcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2792 // if the light box is offscreen, skip it
2793 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2796 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2798 // compiled light, world available and can receive realtime lighting
2799 // retrieve leaf information
2800 numleafs = rtlight->static_numleafs;
2801 leaflist = rtlight->static_leaflist;
2802 leafpvs = rtlight->static_leafpvs;
2803 numsurfaces = rtlight->static_numsurfaces;
2804 surfacelist = rtlight->static_surfacelist;
2806 else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2808 // dynamic light, world available and can receive realtime lighting
2809 // calculate lit surfaces and leafs
2810 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2811 r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
2812 leaflist = r_shadow_buffer_leaflist;
2813 leafpvs = r_shadow_buffer_leafpvs;
2814 surfacelist = r_shadow_buffer_surfacelist;
2815 // if the reduced leaf bounds are offscreen, skip it
2816 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2828 // check if light is illuminating any visible leafs
2831 for (i = 0;i < numleafs;i++)
2832 if (r_worldleafvisible[leaflist[i]])
2837 // set up a scissor rectangle for this light
2838 if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2841 numlightentities = 0;
2843 lightentities[numlightentities++] = r_refdef.worldentity;
2844 numshadowentities = 0;
2846 shadowentities[numshadowentities++] = r_refdef.worldentity;
2847 if (r_drawentities.integer)
2849 for (i = 0;i < r_refdef.numentities;i++)
2851 entity_render_t *ent = r_refdef.entities[i];
2852 if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
2854 && !(ent->flags & RENDER_TRANSPARENT)
2855 && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
2857 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2858 if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
2859 shadowentities[numshadowentities++] = ent;
2860 if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight)
2861 lightentities[numlightentities++] = ent;
2866 // return if there's nothing at all to light
2867 if (!numlightentities)
2870 R_Shadow_Stage_ActiveLight(rtlight);
2874 if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2877 R_Shadow_Stage_StencilShadowVolumes();
2878 for (i = 0;i < numshadowentities;i++)
2879 R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
2882 if (numlightentities && !visible)
2884 R_Shadow_Stage_Lighting(usestencil);
2885 for (i = 0;i < numlightentities;i++)
2886 R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
2889 if (numshadowentities && visible && r_shadow_visiblevolumes.integer > 0 && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2891 R_Shadow_Stage_VisibleShadowVolumes();
2892 for (i = 0;i < numshadowentities;i++)
2893 R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
2896 if (numlightentities && visible && r_shadow_visiblelighting.integer > 0)
2898 R_Shadow_Stage_VisibleLighting(usestencil);
2899 for (i = 0;i < numlightentities;i++)
2900 R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
2904 void R_ShadowVolumeLighting(qboolean visible)
2909 if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
2910 R_Shadow_EditLights_Reload_f();
2912 R_Shadow_Stage_Begin();
2914 flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2915 if (r_shadow_debuglight.integer >= 0)
2917 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2918 if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
2919 R_DrawRTLight(&light->rtlight, visible);
2922 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2923 if (light->flags & flag)
2924 R_DrawRTLight(&light->rtlight, visible);
2926 for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
2927 R_DrawRTLight(&light->rtlight, visible);
2929 R_Shadow_Stage_End();
2932 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2933 typedef struct suffixinfo_s
2936 qboolean flipx, flipy, flipdiagonal;
2939 static suffixinfo_t suffix[3][6] =
2942 {"px", false, false, false},
2943 {"nx", false, false, false},
2944 {"py", false, false, false},
2945 {"ny", false, false, false},
2946 {"pz", false, false, false},
2947 {"nz", false, false, false}
2950 {"posx", false, false, false},
2951 {"negx", false, false, false},
2952 {"posy", false, false, false},
2953 {"negy", false, false, false},
2954 {"posz", false, false, false},
2955 {"negz", false, false, false}
2958 {"rt", true, false, true},
2959 {"lf", false, true, true},
2960 {"ft", true, true, false},
2961 {"bk", false, false, false},
2962 {"up", true, false, true},
2963 {"dn", true, false, true}
2967 static int componentorder[4] = {0, 1, 2, 3};
2969 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
2971 int i, j, cubemapsize;
2972 qbyte *cubemappixels, *image_rgba;
2973 rtexture_t *cubemaptexture;
2975 // must start 0 so the first loadimagepixels has no requested width/height
2977 cubemappixels = NULL;
2978 cubemaptexture = NULL;
2979 // keep trying different suffix groups (posx, px, rt) until one loads
2980 for (j = 0;j < 3 && !cubemappixels;j++)
2982 // load the 6 images in the suffix group
2983 for (i = 0;i < 6;i++)
2985 // generate an image name based on the base and and suffix
2986 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2988 if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
2990 // an image loaded, make sure width and height are equal
2991 if (image_width == image_height)
2993 // if this is the first image to load successfully, allocate the cubemap memory
2994 if (!cubemappixels && image_width >= 1)
2996 cubemapsize = image_width;
2997 // note this clears to black, so unavailable sides are black
2998 cubemappixels = Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3000 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3002 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3005 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3007 Mem_Free(image_rgba);
3011 // if a cubemap loaded, upload it
3014 if (!r_shadow_filters_texturepool)
3015 r_shadow_filters_texturepool = R_AllocTexturePool();
3016 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
3017 Mem_Free(cubemappixels);
3021 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
3022 for (j = 0;j < 3;j++)
3023 for (i = 0;i < 6;i++)
3024 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3025 Con_Print(" and was unable to find any of them.\n");
3027 return cubemaptexture;
3030 rtexture_t *R_Shadow_Cubemap(const char *basename)
3033 for (i = 0;i < numcubemaps;i++)
3034 if (!strcasecmp(cubemaps[i].basename, basename))
3035 return cubemaps[i].texture;
3036 if (i >= MAX_CUBEMAPS)
3037 return r_texture_whitecube;
3039 strcpy(cubemaps[i].basename, basename);
3040 cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
3041 if (!cubemaps[i].texture)
3042 cubemaps[i].texture = r_texture_whitecube;
3043 return cubemaps[i].texture;
3046 void R_Shadow_FreeCubemaps(void)
3049 R_FreeTexturePool(&r_shadow_filters_texturepool);
3052 dlight_t *R_Shadow_NewWorldLight(void)
3055 light = Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
3056 light->next = r_shadow_worldlightchain;
3057 r_shadow_worldlightchain = light;
3061 void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
3063 VectorCopy(origin, light->origin);
3064 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
3065 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
3066 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
3067 light->color[0] = max(color[0], 0);
3068 light->color[1] = max(color[1], 0);
3069 light->color[2] = max(color[2], 0);
3070 light->radius = max(radius, 0);
3071 light->style = style;
3072 if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
3074 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
3077 light->shadow = shadowenable;
3078 light->corona = corona;
3081 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
3082 light->coronasizescale = coronasizescale;
3083 light->ambientscale = ambientscale;
3084 light->diffusescale = diffusescale;
3085 light->specularscale = specularscale;
3086 light->flags = flags;
3087 Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
3089 R_RTLight_UpdateFromDLight(&light->rtlight, light, true);
3092 void R_Shadow_FreeWorldLight(dlight_t *light)
3094 dlight_t **lightpointer;
3095 R_RTLight_Uncompile(&light->rtlight);
3096 for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
3097 if (*lightpointer != light)
3098 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain\n");
3099 *lightpointer = light->next;
3103 void R_Shadow_ClearWorldLights(void)
3105 while (r_shadow_worldlightchain)
3106 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
3107 r_shadow_selectedlight = NULL;
3108 R_Shadow_FreeCubemaps();
3111 void R_Shadow_SelectLight(dlight_t *light)
3113 if (r_shadow_selectedlight)
3114 r_shadow_selectedlight->selected = false;
3115 r_shadow_selectedlight = light;
3116 if (r_shadow_selectedlight)
3117 r_shadow_selectedlight->selected = true;
3120 void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
3122 float scale = r_editlights_cursorgrid.value * 0.5f;
3123 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
3126 void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
3129 const dlight_t *light;
3132 if (light->selected)
3133 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
3136 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
3139 void R_Shadow_DrawLightSprites(void)
3145 for (i = 0;i < 5;i++)
3147 lighttextures[i] = NULL;
3148 if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1), true)))
3149 lighttextures[i] = pic->tex;
3152 for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
3153 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, i % 5);
3154 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0);
3157 void R_Shadow_SelectLightInView(void)
3159 float bestrating, rating, temp[3];
3160 dlight_t *best, *light;
3163 for (light = r_shadow_worldlightchain;light;light = light->next)
3165 VectorSubtract(light->origin, r_vieworigin, temp);
3166 rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
3169 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
3170 if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
3172 bestrating = rating;
3177 R_Shadow_SelectLight(best);
3180 void R_Shadow_LoadWorldLights(void)
3182 int n, a, style, shadow, flags;
3183 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
3184 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
3185 if (r_refdef.worldmodel == NULL)
3187 Con_Print("No map loaded.\n");
3190 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3191 strlcat (name, ".rtlights", sizeof (name));
3192 lightsstring = (char *)FS_LoadFile(name, tempmempool, false);
3202 for (;COM_Parse(t, true) && strcmp(
3203 if (COM_Parse(t, true))
3205 if (com_token[0] == '!')
3208 origin[0] = atof(com_token+1);
3211 origin[0] = atof(com_token);
3216 while (*s && *s != '\n' && *s != '\r')
3222 // check for modifier flags
3229 a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
3232 flags = LIGHTFLAG_REALTIMEMODE;
3240 coronasizescale = 0.25f;
3242 VectorClear(angles);
3245 if (a < 9 || !strcmp(cubemapname, "\"\""))
3247 // remove quotes on cubemapname
3248 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
3250 cubemapname[strlen(cubemapname)-1] = 0;
3251 strcpy(cubemapname, cubemapname + 1);
3255 Con_Printf("found %d parameters on line %i, should be 8 or more parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style \"cubemapname\" corona angles[0] angles[1] angles[2] coronasizescale ambientscale diffusescale specularscale flags)\n", a, n + 1);
3258 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3266 Con_Printf("invalid rtlights file \"%s\"\n", name);
3267 Mem_Free(lightsstring);
3271 void R_Shadow_SaveWorldLights(void)
3274 size_t bufchars, bufmaxchars;
3276 char name[MAX_QPATH];
3278 if (!r_shadow_worldlightchain)
3280 if (r_refdef.worldmodel == NULL)
3282 Con_Print("No map loaded.\n");
3285 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3286 strlcat (name, ".rtlights", sizeof (name));
3287 bufchars = bufmaxchars = 0;
3289 for (light = r_shadow_worldlightchain;light;light = light->next)
3291 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
3292 sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
3293 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
3294 sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
3296 sprintf(line, "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
3297 if (bufchars + strlen(line) > bufmaxchars)
3299 bufmaxchars = bufchars + strlen(line) + 2048;
3301 buf = Mem_Alloc(tempmempool, bufmaxchars);
3305 memcpy(buf, oldbuf, bufchars);
3311 memcpy(buf + bufchars, line, strlen(line));
3312 bufchars += strlen(line);
3316 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
3321 void R_Shadow_LoadLightsFile(void)
3324 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
3325 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
3326 if (r_refdef.worldmodel == NULL)
3328 Con_Print("No map loaded.\n");
3331 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3332 strlcat (name, ".lights", sizeof (name));
3333 lightsstring = (char *)FS_LoadFile(name, tempmempool, false);
3341 while (*s && *s != '\n' && *s != '\r')
3347 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);
3351 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);
3354 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
3355 radius = bound(15, radius, 4096);
3356 VectorScale(color, (2.0f / (8388608.0f)), color);
3357 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3365 Con_Printf("invalid lights file \"%s\"\n", name);
3366 Mem_Free(lightsstring);
3370 // tyrlite/hmap2 light types in the delay field
3371 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
3373 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
3375 int entnum, style, islight, skin, pflags, effects, type, n;
3378 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
3379 char key[256], value[1024];
3381 if (r_refdef.worldmodel == NULL)
3383 Con_Print("No map loaded.\n");
3386 // try to load a .ent file first
3387 FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
3388 strlcat (key, ".ent", sizeof (key));
3389 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true);
3390 // and if that is not found, fall back to the bsp file entity string
3392 data = r_refdef.worldmodel->brush.entities;
3395 for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
3397 type = LIGHTTYPE_MINUSX;
3398 origin[0] = origin[1] = origin[2] = 0;
3399 originhack[0] = originhack[1] = originhack[2] = 0;
3400 angles[0] = angles[1] = angles[2] = 0;
3401 color[0] = color[1] = color[2] = 1;
3402 light[0] = light[1] = light[2] = 1;light[3] = 300;
3403 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
3413 if (!COM_ParseToken(&data, false))
3415 if (com_token[0] == '}')
3416 break; // end of entity
3417 if (com_token[0] == '_')
3418 strcpy(key, com_token + 1);
3420 strcpy(key, com_token);
3421 while (key[strlen(key)-1] == ' ') // remove trailing spaces
3422 key[strlen(key)-1] = 0;
3423 if (!COM_ParseToken(&data, false))
3425 strcpy(value, com_token);
3427 // now that we have the key pair worked out...
3428 if (!strcmp("light", key))
3430 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
3434 light[0] = vec[0] * (1.0f / 256.0f);
3435 light[1] = vec[0] * (1.0f / 256.0f);
3436 light[2] = vec[0] * (1.0f / 256.0f);
3442 light[0] = vec[0] * (1.0f / 255.0f);
3443 light[1] = vec[1] * (1.0f / 255.0f);
3444 light[2] = vec[2] * (1.0f / 255.0f);
3448 else if (!strcmp("delay", key))
3450 else if (!strcmp("origin", key))
3451 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
3452 else if (!strcmp("angle", key))
3453 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
3454 else if (!strcmp("angles", key))
3455 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
3456 else if (!strcmp("color", key))
3457 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
3458 else if (!strcmp("wait", key))
3459 fadescale = atof(value);
3460 else if (!strcmp("classname", key))
3462 if (!strncmp(value, "light", 5))
3465 if (!strcmp(value, "light_fluoro"))
3470 overridecolor[0] = 1;
3471 overridecolor[1] = 1;
3472 overridecolor[2] = 1;
3474 if (!strcmp(value, "light_fluorospark"))
3479 overridecolor[0] = 1;
3480 overridecolor[1] = 1;
3481 overridecolor[2] = 1;
3483 if (!strcmp(value, "light_globe"))
3488 overridecolor[0] = 1;
3489 overridecolor[1] = 0.8;
3490 overridecolor[2] = 0.4;
3492 if (!strcmp(value, "light_flame_large_yellow"))
3497 overridecolor[0] = 1;
3498 overridecolor[1] = 0.5;
3499 overridecolor[2] = 0.1;
3501 if (!strcmp(value, "light_flame_small_yellow"))
3506 overridecolor[0] = 1;
3507 overridecolor[1] = 0.5;
3508 overridecolor[2] = 0.1;
3510 if (!strcmp(value, "light_torch_small_white"))
3515 overridecolor[0] = 1;
3516 overridecolor[1] = 0.5;
3517 overridecolor[2] = 0.1;
3519 if (!strcmp(value, "light_torch_small_walltorch"))
3524 overridecolor[0] = 1;
3525 overridecolor[1] = 0.5;
3526 overridecolor[2] = 0.1;
3530 else if (!strcmp("style", key))
3531 style = atoi(value);
3532 else if (!strcmp("skin", key))
3533 skin = (int)atof(value);
3534 else if (!strcmp("pflags", key))
3535 pflags = (int)atof(value);
3536 else if (!strcmp("effects", key))
3537 effects = (int)atof(value);
3538 else if (r_refdef.worldmodel->type == mod_brushq3)
3540 if (!strcmp("scale", key))
3541 lightscale = atof(value);
3542 if (!strcmp("fade", key))
3543 fadescale = atof(value);
3548 if (lightscale <= 0)
3552 if (color[0] == color[1] && color[0] == color[2])
3554 color[0] *= overridecolor[0];
3555 color[1] *= overridecolor[1];
3556 color[2] *= overridecolor[2];
3558 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3559 color[0] = color[0] * light[0];
3560 color[1] = color[1] * light[1];
3561 color[2] = color[2] * light[2];
3564 case LIGHTTYPE_MINUSX:
3566 case LIGHTTYPE_RECIPX:
3568 VectorScale(color, (1.0f / 16.0f), color);
3570 case LIGHTTYPE_RECIPXX:
3572 VectorScale(color, (1.0f / 16.0f), color);
3575 case LIGHTTYPE_NONE:
3579 case LIGHTTYPE_MINUSXX:
3582 VectorAdd(origin, originhack, origin);
3584 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3587 Mem_Free(entfiledata);
3591 void R_Shadow_SetCursorLocationForView(void)
3594 vec3_t dest, endpos;
3596 VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
3597 trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
3598 if (trace.fraction < 1)
3600 dist = trace.fraction * r_editlights_cursordistance.value;
3601 push = r_editlights_cursorpushback.value;
3605 VectorMA(trace.endpos, push, r_viewforward, endpos);
3606 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
3610 VectorClear( endpos );
3612 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3613 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3614 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3617 void R_Shadow_UpdateWorldLightSelection(void)
3619 if (r_editlights.integer)
3621 R_Shadow_SetCursorLocationForView();
3622 R_Shadow_SelectLightInView();
3623 R_Shadow_DrawLightSprites();
3626 R_Shadow_SelectLight(NULL);
3629 void R_Shadow_EditLights_Clear_f(void)
3631 R_Shadow_ClearWorldLights();
3634 void R_Shadow_EditLights_Reload_f(void)
3636 if (!r_refdef.worldmodel)
3638 strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
3639 R_Shadow_ClearWorldLights();
3640 R_Shadow_LoadWorldLights();
3641 if (r_shadow_worldlightchain == NULL)
3643 R_Shadow_LoadLightsFile();
3644 if (r_shadow_worldlightchain == NULL)
3645 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3649 void R_Shadow_EditLights_Save_f(void)
3651 if (!r_refdef.worldmodel)
3653 R_Shadow_SaveWorldLights();
3656 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
3658 R_Shadow_ClearWorldLights();
3659 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3662 void R_Shadow_EditLights_ImportLightsFile_f(void)
3664 R_Shadow_ClearWorldLights();
3665 R_Shadow_LoadLightsFile();
3668 void R_Shadow_EditLights_Spawn_f(void)
3671 if (!r_editlights.integer)
3673 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3676 if (Cmd_Argc() != 1)
3678 Con_Print("r_editlights_spawn does not take parameters\n");
3681 color[0] = color[1] = color[2] = 1;
3682 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3685 void R_Shadow_EditLights_Edit_f(void)
3687 vec3_t origin, angles, color;
3688 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
3689 int style, shadows, flags, normalmode, realtimemode;
3690 char cubemapname[1024];
3691 if (!r_editlights.integer)
3693 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3696 if (!r_shadow_selectedlight)
3698 Con_Print("No selected light.\n");
3701 VectorCopy(r_shadow_selectedlight->origin, origin);
3702 VectorCopy(r_shadow_selectedlight->angles, angles);
3703 VectorCopy(r_shadow_selectedlight->color, color);
3704 radius = r_shadow_selectedlight->radius;
3705 style = r_shadow_selectedlight->style;
3706 if (r_shadow_selectedlight->cubemapname)
3707 strcpy(cubemapname, r_shadow_selectedlight->cubemapname);
3710 shadows = r_shadow_selectedlight->shadow;
3711 corona = r_shadow_selectedlight->corona;
3712 coronasizescale = r_shadow_selectedlight->coronasizescale;
3713 ambientscale = r_shadow_selectedlight->ambientscale;
3714 diffusescale = r_shadow_selectedlight->diffusescale;
3715 specularscale = r_shadow_selectedlight->specularscale;
3716 flags = r_shadow_selectedlight->flags;
3717 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
3718 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
3719 if (!strcmp(Cmd_Argv(1), "origin"))
3721 if (Cmd_Argc() != 5)
3723 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3726 origin[0] = atof(Cmd_Argv(2));
3727 origin[1] = atof(Cmd_Argv(3));
3728 origin[2] = atof(Cmd_Argv(4));
3730 else if (!strcmp(Cmd_Argv(1), "originx"))
3732 if (Cmd_Argc() != 3)
3734 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3737 origin[0] = atof(Cmd_Argv(2));
3739 else if (!strcmp(Cmd_Argv(1), "originy"))
3741 if (Cmd_Argc() != 3)
3743 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3746 origin[1] = atof(Cmd_Argv(2));
3748 else if (!strcmp(Cmd_Argv(1), "originz"))
3750 if (Cmd_Argc() != 3)
3752 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3755 origin[2] = atof(Cmd_Argv(2));
3757 else if (!strcmp(Cmd_Argv(1), "move"))
3759 if (Cmd_Argc() != 5)
3761 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3764 origin[0] += atof(Cmd_Argv(2));
3765 origin[1] += atof(Cmd_Argv(3));
3766 origin[2] += atof(Cmd_Argv(4));
3768 else if (!strcmp(Cmd_Argv(1), "movex"))
3770 if (Cmd_Argc() != 3)
3772 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3775 origin[0] += atof(Cmd_Argv(2));
3777 else if (!strcmp(Cmd_Argv(1), "movey"))
3779 if (Cmd_Argc() != 3)
3781 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3784 origin[1] += atof(Cmd_Argv(2));
3786 else if (!strcmp(Cmd_Argv(1), "movez"))
3788 if (Cmd_Argc() != 3)
3790 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3793 origin[2] += atof(Cmd_Argv(2));
3795 else if (!strcmp(Cmd_Argv(1), "angles"))
3797 if (Cmd_Argc() != 5)
3799 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3802 angles[0] = atof(Cmd_Argv(2));
3803 angles[1] = atof(Cmd_Argv(3));
3804 angles[2] = atof(Cmd_Argv(4));
3806 else if (!strcmp(Cmd_Argv(1), "anglesx"))
3808 if (Cmd_Argc() != 3)
3810 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3813 angles[0] = atof(Cmd_Argv(2));
3815 else if (!strcmp(Cmd_Argv(1), "anglesy"))
3817 if (Cmd_Argc() != 3)
3819 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3822 angles[1] = atof(Cmd_Argv(2));
3824 else if (!strcmp(Cmd_Argv(1), "anglesz"))
3826 if (Cmd_Argc() != 3)
3828 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3831 angles[2] = atof(Cmd_Argv(2));
3833 else if (!strcmp(Cmd_Argv(1), "color"))
3835 if (Cmd_Argc() != 5)
3837 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
3840 color[0] = atof(Cmd_Argv(2));
3841 color[1] = atof(Cmd_Argv(3));
3842 color[2] = atof(Cmd_Argv(4));
3844 else if (!strcmp(Cmd_Argv(1), "radius"))
3846 if (Cmd_Argc() != 3)
3848 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3851 radius = atof(Cmd_Argv(2));
3853 else if (!strcmp(Cmd_Argv(1), "colorscale"))
3855 if (Cmd_Argc() == 3)
3857 double scale = atof(Cmd_Argv(2));
3864 if (Cmd_Argc() != 5)
3866 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
3869 color[0] *= atof(Cmd_Argv(2));
3870 color[1] *= atof(Cmd_Argv(3));
3871 color[2] *= atof(Cmd_Argv(4));
3874 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
3876 if (Cmd_Argc() != 3)
3878 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3881 radius *= atof(Cmd_Argv(2));
3883 else if (!strcmp(Cmd_Argv(1), "style"))
3885 if (Cmd_Argc() != 3)
3887 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3890 style = atoi(Cmd_Argv(2));
3892 else if (!strcmp(Cmd_Argv(1), "cubemap"))
3896 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3899 if (Cmd_Argc() == 3)
3900 strcpy(cubemapname, Cmd_Argv(2));
3904 else if (!strcmp(Cmd_Argv(1), "shadows"))
3906 if (Cmd_Argc() != 3)
3908 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3911 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3913 else if (!strcmp(Cmd_Argv(1), "corona"))
3915 if (Cmd_Argc() != 3)
3917 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3920 corona = atof(Cmd_Argv(2));
3922 else if (!strcmp(Cmd_Argv(1), "coronasize"))
3924 if (Cmd_Argc() != 3)
3926 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3929 coronasizescale = atof(Cmd_Argv(2));
3931 else if (!strcmp(Cmd_Argv(1), "ambient"))
3933 if (Cmd_Argc() != 3)
3935 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3938 ambientscale = atof(Cmd_Argv(2));
3940 else if (!strcmp(Cmd_Argv(1), "diffuse"))
3942 if (Cmd_Argc() != 3)
3944 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3947 diffusescale = atof(Cmd_Argv(2));
3949 else if (!strcmp(Cmd_Argv(1), "specular"))
3951 if (Cmd_Argc() != 3)
3953 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3956 specularscale = atof(Cmd_Argv(2));
3958 else if (!strcmp(Cmd_Argv(1), "normalmode"))
3960 if (Cmd_Argc() != 3)
3962 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3965 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3967 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
3969 if (Cmd_Argc() != 3)
3971 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3974 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3978 Con_Print("usage: r_editlights_edit [property] [value]\n");
3979 Con_Print("Selected light's properties:\n");
3980 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
3981 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
3982 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
3983 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
3984 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
3985 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
3986 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
3987 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
3988 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
3989 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
3990 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
3991 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
3992 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
3993 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
3996 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
3997 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4000 void R_Shadow_EditLights_EditAll_f(void)
4004 if (!r_editlights.integer)
4006 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
4010 for (light = r_shadow_worldlightchain;light;light = light->next)
4012 R_Shadow_SelectLight(light);
4013 R_Shadow_EditLights_Edit_f();
4017 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
4019 int lightnumber, lightcount;
4023 if (!r_editlights.integer)
4029 for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
4030 if (light == r_shadow_selectedlight)
4031 lightnumber = lightcount;
4032 sprintf(temp, "Cursor %f %f %f Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4033 if (r_shadow_selectedlight == NULL)
4035 sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4036 sprintf(temp, "Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4037 sprintf(temp, "Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4038 sprintf(temp, "Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4039 sprintf(temp, "Radius : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4040 sprintf(temp, "Corona : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4041 sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4042 sprintf(temp, "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4043 sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4044 sprintf(temp, "CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4045 sprintf(temp, "Ambient : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4046 sprintf(temp, "Diffuse : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4047 sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4048 sprintf(temp, "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4049 sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4052 void R_Shadow_EditLights_ToggleShadow_f(void)
4054 if (!r_editlights.integer)
4056 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
4059 if (!r_shadow_selectedlight)
4061 Con_Print("No selected light.\n");
4064 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
4067 void R_Shadow_EditLights_ToggleCorona_f(void)
4069 if (!r_editlights.integer)
4071 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
4074 if (!r_shadow_selectedlight)
4076 Con_Print("No selected light.\n");
4079 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
4082 void R_Shadow_EditLights_Remove_f(void)
4084 if (!r_editlights.integer)
4086 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
4089 if (!r_shadow_selectedlight)
4091 Con_Print("No selected light.\n");
4094 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
4095 r_shadow_selectedlight = NULL;
4098 void R_Shadow_EditLights_Help_f(void)
4101 "Documentation on r_editlights system:\n"
4103 "r_editlights : enable/disable editing mode\n"
4104 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
4105 "r_editlights_cursorpushback : push back cursor this far from surface\n"
4106 "r_editlights_cursorpushoff : push cursor off surface this far\n"
4107 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
4108 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
4110 "r_editlights_help : this help\n"
4111 "r_editlights_clear : remove all lights\n"
4112 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
4113 "r_editlights_save : save to .rtlights file\n"
4114 "r_editlights_spawn : create a light with default settings\n"
4115 "r_editlights_edit command : edit selected light - more documentation below\n"
4116 "r_editlights_remove : remove selected light\n"
4117 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
4118 "r_editlights_importlightentitiesfrommap : reload light entities\n"
4119 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
4121 "origin x y z : set light location\n"
4122 "originx x: set x component of light location\n"
4123 "originy y: set y component of light location\n"
4124 "originz z: set z component of light location\n"
4125 "move x y z : adjust light location\n"
4126 "movex x: adjust x component of light location\n"
4127 "movey y: adjust y component of light location\n"
4128 "movez z: adjust z component of light location\n"
4129 "angles x y z : set light angles\n"
4130 "anglesx x: set x component of light angles\n"
4131 "anglesy y: set y component of light angles\n"
4132 "anglesz z: set z component of light angles\n"
4133 "color r g b : set color of light (can be brighter than 1 1 1)\n"
4134 "radius radius : set radius (size) of light\n"
4135 "colorscale grey : multiply color of light (1 does nothing)\n"
4136 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
4137 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
4138 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
4139 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
4140 "cubemap basename : set filter cubemap of light (not yet supported)\n"
4141 "shadows 1/0 : turn on/off shadows\n"
4142 "corona n : set corona intensity\n"
4143 "coronasize n : set corona size (0-1)\n"
4144 "ambient n : set ambient intensity (0-1)\n"
4145 "diffuse n : set diffuse intensity (0-1)\n"
4146 "specular n : set specular intensity (0-1)\n"
4147 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
4148 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
4149 "<nothing> : print light properties to console\n"
4153 void R_Shadow_EditLights_CopyInfo_f(void)
4155 if (!r_editlights.integer)
4157 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
4160 if (!r_shadow_selectedlight)
4162 Con_Print("No selected light.\n");
4165 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
4166 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
4167 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
4168 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
4169 if (r_shadow_selectedlight->cubemapname)
4170 strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname);
4172 r_shadow_bufferlight.cubemapname[0] = 0;
4173 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
4174 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
4175 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
4176 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
4177 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
4178 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
4179 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
4182 void R_Shadow_EditLights_PasteInfo_f(void)
4184 if (!r_editlights.integer)
4186 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
4189 if (!r_shadow_selectedlight)
4191 Con_Print("No selected light.\n");
4194 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname, r_shadow_bufferlight.coronasizescale, r_shadow_bufferlight.ambientscale, r_shadow_bufferlight.diffusescale, r_shadow_bufferlight.specularscale, r_shadow_bufferlight.flags);
4197 void R_Shadow_EditLights_Init(void)
4199 Cvar_RegisterVariable(&r_editlights);
4200 Cvar_RegisterVariable(&r_editlights_cursordistance);
4201 Cvar_RegisterVariable(&r_editlights_cursorpushback);
4202 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
4203 Cvar_RegisterVariable(&r_editlights_cursorgrid);
4204 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
4205 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f);
4206 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f);
4207 Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f);
4208 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f);
4209 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f);
4210 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f);
4211 Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f);
4212 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f);
4213 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f);
4214 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f);
4215 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f);
4216 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f);
4217 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f);
4218 Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f);