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 "// use half floats if available for math performance\n"
285 "#define myhalf half\n"
286 "#define myhvec2 hvec2\n"
287 "#define myhvec3 hvec3\n"
288 "#define myhvec4 hvec4\n"
290 "#define myhalf float\n"
291 "#define myhvec2 vec2\n"
292 "#define myhvec3 vec3\n"
293 "#define myhvec4 vec4\n"
296 "uniform vec3 LightPosition;\n"
298 "varying vec2 TexCoord;\n"
299 "varying myhvec3 CubeVector;\n"
300 "varying vec3 LightVector;\n"
302 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
303 "uniform vec3 EyePosition;\n"
304 "varying vec3 EyeVector;\n"
307 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
311 " // copy the surface texcoord\n"
312 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
314 " // transform vertex position into light attenuation/cubemap space\n"
315 " // (-1 to +1 across the light box)\n"
316 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
318 " // transform unnormalized light direction into tangent space\n"
319 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
320 " // normalize it per pixel)\n"
321 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
322 " LightVector.x = -dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
323 " LightVector.y = -dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
324 " LightVector.z = -dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
326 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
327 " // transform unnormalized eye direction into tangent space\n"
328 " vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
329 " EyeVector.x = -dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
330 " EyeVector.y = -dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
331 " EyeVector.z = -dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
334 " // transform vertex to camera space, using ftransform to match non-VS\n"
336 " gl_Position = ftransform();\n"
340 const char *builtinshader_light_frag =
341 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
342 "// written by Forest 'LordHavoc' Hale\n"
344 "// use half floats if available for math performance\n"
346 "#define myhalf half\n"
347 "#define myhvec2 hvec2\n"
348 "#define myhvec3 hvec3\n"
349 "#define myhvec4 hvec4\n"
351 "#define myhalf float\n"
352 "#define myhvec2 vec2\n"
353 "#define myhvec3 vec3\n"
354 "#define myhvec4 vec4\n"
357 "uniform myhvec3 LightColor;\n"
358 "#ifdef USEOFFSETMAPPING\n"
359 "uniform myhalf OffsetMapping_Scale;\n"
360 "uniform myhalf OffsetMapping_Bias;\n"
362 "#ifdef USESPECULAR\n"
363 "uniform myhalf SpecularPower;\n"
366 "uniform myhalf FogRangeRecip;\n"
368 "uniform myhalf AmbientScale;\n"
369 "uniform myhalf DiffuseScale;\n"
370 "#ifdef USESPECULAR\n"
371 "uniform myhalf SpecularScale;\n"
374 "uniform sampler2D Texture_Normal;\n"
375 "uniform sampler2D Texture_Color;\n"
376 "#ifdef USESPECULAR\n"
377 "uniform sampler2D Texture_Gloss;\n"
379 "#ifdef USECUBEFILTER\n"
380 "uniform samplerCube Texture_Cube;\n"
383 "uniform sampler2D Texture_FogMask;\n"
386 "varying vec2 TexCoord;\n"
387 "varying myhvec3 CubeVector;\n"
388 "varying vec3 LightVector;\n"
389 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
390 "varying vec3 EyeVector;\n"
397 " // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
398 " // center and sharp falloff at the edge, this is about the most efficient\n"
399 " // we can get away with as far as providing illumination.\n"
401 " // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
402 " // provide significant illumination, large = slow = pain.\n"
403 " myhalf colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
407 " colorscale *= texture2D(Texture_FogMask, myhvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
410 "#ifdef USEOFFSETMAPPING\n"
411 " // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
412 " myhvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
413 " myhvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
414 " TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
415 " TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
416 "#define TexCoord TexCoordOffset\n"
419 " // get the surface normal\n"
420 "#ifdef SURFACENORMALIZE\n"
421 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
423 " myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
426 " // calculate shading\n"
427 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
428 " myhvec3 color = myhvec3(texture2D(Texture_Color, TexCoord)) * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
429 "#ifdef USESPECULAR\n"
430 " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
431 " color += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
434 "#ifdef USECUBEFILTER\n"
435 " // apply light cubemap filter\n"
436 " color *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
439 " // calculate fragment color (apply light color and attenuation/fog scaling)\n"
440 " gl_FragColor = myhvec4(color * LightColor * colorscale, 1);\n"
444 void r_shadow_start(void)
447 // use half float math where available (speed gain on NVIDIA GFFX and GF6)
448 if (gl_support_half_float)
449 Cvar_SetValue("r_shadow_glsl_usehalffloat", 1);
450 // allocate vertex processing arrays
452 r_shadow_attenuation2dtexture = NULL;
453 r_shadow_attenuation3dtexture = NULL;
454 r_shadow_texturepool = NULL;
455 r_shadow_filters_texturepool = NULL;
456 R_Shadow_ValidateCvars();
457 R_Shadow_MakeTextures();
458 maxshadowelements = 0;
459 shadowelements = NULL;
467 shadowmarklist = NULL;
469 r_shadow_buffer_numleafpvsbytes = 0;
470 r_shadow_buffer_leafpvs = NULL;
471 r_shadow_buffer_leaflist = NULL;
472 r_shadow_buffer_numsurfacepvsbytes = 0;
473 r_shadow_buffer_surfacepvs = NULL;
474 r_shadow_buffer_surfacelist = NULL;
475 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
476 r_shadow_program_light[i] = 0;
477 if (gl_support_fragment_shader)
479 char *vertstring, *fragstring;
480 int vertstrings_count;
481 int fragstrings_count;
482 const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
483 const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
484 vertstring = (char *)FS_LoadFile("glsl/light.vert", tempmempool, false);
485 fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false);
486 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
488 vertstrings_count = 0;
489 fragstrings_count = 0;
490 if (i & SHADERPERMUTATION_SPECULAR)
492 vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
493 fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
495 if (i & SHADERPERMUTATION_FOG)
497 vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
498 fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
500 if (i & SHADERPERMUTATION_CUBEFILTER)
502 vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
503 fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
505 if (i & SHADERPERMUTATION_OFFSETMAPPING)
507 vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
508 fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
510 if (i & SHADERPERMUTATION_SURFACENORMALIZE)
512 vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
513 fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
515 if (i & SHADERPERMUTATION_GEFORCEFX)
517 // if the extension does not exist, don't try to compile it
518 if (!gl_support_half_float)
520 vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
521 fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
523 vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
524 fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
525 r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
526 if (!r_shadow_program_light[i])
528 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");
531 qglUseProgramObjectARB(r_shadow_program_light[i]);
532 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR
533 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR
534 if (i & SHADERPERMUTATION_SPECULAR)
536 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR
538 if (i & SHADERPERMUTATION_CUBEFILTER)
540 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR
542 if (i & SHADERPERMUTATION_FOG)
544 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR
547 qglUseProgramObjectARB(0);
549 Mem_Free(fragstring);
551 Mem_Free(vertstring);
555 void r_shadow_shutdown(void)
558 R_Shadow_UncompileWorldLights();
559 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
561 if (r_shadow_program_light[i])
563 GL_Backend_FreeProgram(r_shadow_program_light[i]);
564 r_shadow_program_light[i] = 0;
568 r_shadow_attenuation2dtexture = NULL;
569 r_shadow_attenuation3dtexture = NULL;
570 R_FreeTexturePool(&r_shadow_texturepool);
571 R_FreeTexturePool(&r_shadow_filters_texturepool);
572 maxshadowelements = 0;
574 Mem_Free(shadowelements);
575 shadowelements = NULL;
578 Mem_Free(vertexupdate);
581 Mem_Free(vertexremap);
587 Mem_Free(shadowmark);
590 Mem_Free(shadowmarklist);
591 shadowmarklist = NULL;
593 r_shadow_buffer_numleafpvsbytes = 0;
594 if (r_shadow_buffer_leafpvs)
595 Mem_Free(r_shadow_buffer_leafpvs);
596 r_shadow_buffer_leafpvs = NULL;
597 if (r_shadow_buffer_leaflist)
598 Mem_Free(r_shadow_buffer_leaflist);
599 r_shadow_buffer_leaflist = NULL;
600 r_shadow_buffer_numsurfacepvsbytes = 0;
601 if (r_shadow_buffer_surfacepvs)
602 Mem_Free(r_shadow_buffer_surfacepvs);
603 r_shadow_buffer_surfacepvs = NULL;
604 if (r_shadow_buffer_surfacelist)
605 Mem_Free(r_shadow_buffer_surfacelist);
606 r_shadow_buffer_surfacelist = NULL;
609 void r_shadow_newmap(void)
613 void R_Shadow_Help_f(void)
616 "Documentation on r_shadow system:\n"
618 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
619 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
620 "r_shadow_debuglight : render only this light number (-1 = all)\n"
621 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
622 "r_shadow_gloss2intensity : brightness of forced gloss\n"
623 "r_shadow_glossintensity : brightness of textured gloss\n"
624 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
625 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
626 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
627 "r_shadow_portallight : use portal visibility for static light precomputation\n"
628 "r_shadow_projectdistance : shadow volume projection distance\n"
629 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
630 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
631 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
632 "r_shadow_realtime_world : use high quality world lighting mode\n"
633 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
634 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
635 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
636 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
637 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
638 "r_shadow_glsl : use OpenGL Shading Language for lighting\n"
639 "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
640 "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
641 "r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
642 "r_shadow_glsl_usehalffloat : use lower quality lighting\n"
643 "r_shadow_glsl_surfacenormalize : makes bumpmapping slightly higher quality\n"
644 "r_shadow_scissor : use scissor optimization\n"
645 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
646 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
647 "r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n"
648 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
649 "r_shadow_visiblelighting : useful for performance testing; bright = slow!\n"
650 "r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
652 "r_shadow_help : this help\n"
656 void R_Shadow_Init(void)
658 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
659 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
660 Cvar_RegisterVariable(&r_shadow_debuglight);
661 Cvar_RegisterVariable(&r_shadow_gloss);
662 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
663 Cvar_RegisterVariable(&r_shadow_glossintensity);
664 Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
665 Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
666 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
667 Cvar_RegisterVariable(&r_shadow_portallight);
668 Cvar_RegisterVariable(&r_shadow_projectdistance);
669 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
670 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
671 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
672 Cvar_RegisterVariable(&r_shadow_realtime_world);
673 Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
674 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
675 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
676 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
677 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
678 Cvar_RegisterVariable(&r_shadow_scissor);
679 Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
680 Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
681 Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
682 Cvar_RegisterVariable(&r_shadow_texture3d);
683 Cvar_RegisterVariable(&r_shadow_visiblelighting);
684 Cvar_RegisterVariable(&r_shadow_visiblevolumes);
685 Cvar_RegisterVariable(&r_shadow_glsl);
686 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
687 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
688 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
689 Cvar_RegisterVariable(&r_shadow_glsl_usehalffloat);
690 Cvar_RegisterVariable(&r_shadow_glsl_surfacenormalize);
691 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
692 if (gamemode == GAME_TENEBRAE)
694 Cvar_SetValue("r_shadow_gloss", 2);
695 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
697 Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f);
698 R_Shadow_EditLights_Init();
699 r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL);
700 r_shadow_worldlightchain = NULL;
701 maxshadowelements = 0;
702 shadowelements = NULL;
710 shadowmarklist = NULL;
712 r_shadow_buffer_numleafpvsbytes = 0;
713 r_shadow_buffer_leafpvs = NULL;
714 r_shadow_buffer_leaflist = NULL;
715 r_shadow_buffer_numsurfacepvsbytes = 0;
716 r_shadow_buffer_surfacepvs = NULL;
717 r_shadow_buffer_surfacelist = NULL;
718 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
721 matrix4x4_t matrix_attenuationxyz =
724 {0.5, 0.0, 0.0, 0.5},
725 {0.0, 0.5, 0.0, 0.5},
726 {0.0, 0.0, 0.5, 0.5},
731 matrix4x4_t matrix_attenuationz =
734 {0.0, 0.0, 0.5, 0.5},
735 {0.0, 0.0, 0.0, 0.5},
736 {0.0, 0.0, 0.0, 0.5},
741 int *R_Shadow_ResizeShadowElements(int numtris)
743 // make sure shadowelements is big enough for this volume
744 if (maxshadowelements < numtris * 24)
746 maxshadowelements = numtris * 24;
748 Mem_Free(shadowelements);
749 shadowelements = (int *)Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
751 return shadowelements;
754 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
756 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
757 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
758 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
760 if (r_shadow_buffer_leafpvs)
761 Mem_Free(r_shadow_buffer_leafpvs);
762 if (r_shadow_buffer_leaflist)
763 Mem_Free(r_shadow_buffer_leaflist);
764 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
765 r_shadow_buffer_leafpvs = (qbyte *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
766 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
768 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
770 if (r_shadow_buffer_surfacepvs)
771 Mem_Free(r_shadow_buffer_surfacepvs);
772 if (r_shadow_buffer_surfacelist)
773 Mem_Free(r_shadow_buffer_surfacelist);
774 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
775 r_shadow_buffer_surfacepvs = (qbyte *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
776 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
780 void R_Shadow_PrepareShadowMark(int numtris)
782 // make sure shadowmark is big enough for this volume
783 if (maxshadowmark < numtris)
785 maxshadowmark = numtris;
787 Mem_Free(shadowmark);
789 Mem_Free(shadowmarklist);
790 shadowmark = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
791 shadowmarklist = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
795 // if shadowmarkcount wrapped we clear the array and adjust accordingly
796 if (shadowmarkcount == 0)
799 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
804 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)
807 int outtriangles = 0, outvertices = 0;
811 if (maxvertexupdate < innumvertices)
813 maxvertexupdate = innumvertices;
815 Mem_Free(vertexupdate);
817 Mem_Free(vertexremap);
818 vertexupdate = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
819 vertexremap = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
823 if (vertexupdatenum == 0)
826 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
827 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
830 for (i = 0;i < numshadowmarktris;i++)
831 shadowmark[shadowmarktris[i]] = shadowmarkcount;
833 for (i = 0;i < numshadowmarktris;i++)
835 element = inelement3i + shadowmarktris[i] * 3;
836 // make sure the vertices are created
837 for (j = 0;j < 3;j++)
839 if (vertexupdate[element[j]] != vertexupdatenum)
841 float ratio, direction[3];
842 vertexupdate[element[j]] = vertexupdatenum;
843 vertexremap[element[j]] = outvertices;
844 vertex = invertex3f + element[j] * 3;
845 // project one copy of the vertex to the sphere radius of the light
846 // (FIXME: would projecting it to the light box be better?)
847 VectorSubtract(vertex, projectorigin, direction);
848 ratio = projectdistance / VectorLength(direction);
849 VectorCopy(vertex, outvertex3f);
850 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
857 for (i = 0;i < numshadowmarktris;i++)
859 int remappedelement[3];
861 const int *neighbortriangle;
863 markindex = shadowmarktris[i] * 3;
864 element = inelement3i + markindex;
865 neighbortriangle = inneighbor3i + markindex;
866 // output the front and back triangles
867 outelement3i[0] = vertexremap[element[0]];
868 outelement3i[1] = vertexremap[element[1]];
869 outelement3i[2] = vertexremap[element[2]];
870 outelement3i[3] = vertexremap[element[2]] + 1;
871 outelement3i[4] = vertexremap[element[1]] + 1;
872 outelement3i[5] = vertexremap[element[0]] + 1;
876 // output the sides (facing outward from this triangle)
877 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
879 remappedelement[0] = vertexremap[element[0]];
880 remappedelement[1] = vertexremap[element[1]];
881 outelement3i[0] = remappedelement[1];
882 outelement3i[1] = remappedelement[0];
883 outelement3i[2] = remappedelement[0] + 1;
884 outelement3i[3] = remappedelement[1];
885 outelement3i[4] = remappedelement[0] + 1;
886 outelement3i[5] = remappedelement[1] + 1;
891 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
893 remappedelement[1] = vertexremap[element[1]];
894 remappedelement[2] = vertexremap[element[2]];
895 outelement3i[0] = remappedelement[2];
896 outelement3i[1] = remappedelement[1];
897 outelement3i[2] = remappedelement[1] + 1;
898 outelement3i[3] = remappedelement[2];
899 outelement3i[4] = remappedelement[1] + 1;
900 outelement3i[5] = remappedelement[2] + 1;
905 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
907 remappedelement[0] = vertexremap[element[0]];
908 remappedelement[2] = vertexremap[element[2]];
909 outelement3i[0] = remappedelement[0];
910 outelement3i[1] = remappedelement[2];
911 outelement3i[2] = remappedelement[2] + 1;
912 outelement3i[3] = remappedelement[0];
913 outelement3i[4] = remappedelement[2] + 1;
914 outelement3i[5] = remappedelement[0] + 1;
921 *outnumvertices = outvertices;
925 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)
928 if (projectdistance < 0.1)
930 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
933 if (!numverts || !nummarktris)
935 // make sure shadowelements is big enough for this volume
936 if (maxshadowelements < nummarktris * 24)
937 R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
938 tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
939 renderstats.lights_dynamicshadowtriangles += tris;
940 R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
943 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)
948 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
950 tend = firsttriangle + numtris;
951 if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
952 && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
953 && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
955 // surface box entirely inside light box, no box cull
956 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
957 if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
958 shadowmarklist[numshadowmark++] = t;
962 // surface box not entirely inside light box, cull each triangle
963 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
965 v[0] = invertex3f + e[0] * 3;
966 v[1] = invertex3f + e[1] * 3;
967 v[2] = invertex3f + e[2] * 3;
968 if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
969 && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
970 && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
971 && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
972 && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
973 && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
974 && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
975 shadowmarklist[numshadowmark++] = t;
980 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
983 if (r_shadow_compilingrtlight)
985 // if we're compiling an rtlight, capture the mesh
986 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
989 renderstats.lights_shadowtriangles += numtriangles;
990 memset(&m, 0, sizeof(m));
991 m.pointer_vertex = vertex3f;
993 GL_LockArrays(0, numvertices);
994 if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
996 // decrement stencil if backface is behind depthbuffer
997 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
998 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
999 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
1000 // increment stencil if frontface is behind depthbuffer
1001 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1002 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1004 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
1005 GL_LockArrays(0, 0);
1008 static void R_Shadow_MakeTextures(void)
1011 float v[3], intensity;
1013 R_FreeTexturePool(&r_shadow_texturepool);
1014 r_shadow_texturepool = R_AllocTexturePool();
1015 r_shadow_attenpower = r_shadow_lightattenuationpower.value;
1016 r_shadow_attenscale = r_shadow_lightattenuationscale.value;
1017 #define ATTEN2DSIZE 64
1018 #define ATTEN3DSIZE 32
1019 data = (qbyte *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
1020 for (y = 0;y < ATTEN2DSIZE;y++)
1022 for (x = 0;x < ATTEN2DSIZE;x++)
1024 v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1025 v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1027 intensity = 1.0f - sqrt(DotProduct(v, v));
1029 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1030 d = bound(0, intensity, 255);
1031 data[(y*ATTEN2DSIZE+x)*4+0] = d;
1032 data[(y*ATTEN2DSIZE+x)*4+1] = d;
1033 data[(y*ATTEN2DSIZE+x)*4+2] = d;
1034 data[(y*ATTEN2DSIZE+x)*4+3] = d;
1037 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1038 if (r_shadow_texture3d.integer)
1040 for (z = 0;z < ATTEN3DSIZE;z++)
1042 for (y = 0;y < ATTEN3DSIZE;y++)
1044 for (x = 0;x < ATTEN3DSIZE;x++)
1046 v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1047 v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1048 v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1049 intensity = 1.0f - sqrt(DotProduct(v, v));
1051 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1052 d = bound(0, intensity, 255);
1053 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
1054 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
1055 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
1056 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
1060 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1065 void R_Shadow_ValidateCvars(void)
1067 if (r_shadow_texture3d.integer && !gl_texture3d)
1068 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1069 if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1070 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1073 // light currently being rendered
1074 rtlight_t *r_shadow_rtlight;
1075 // light filter cubemap being used by the light
1076 static rtexture_t *r_shadow_lightcubemap;
1078 // this is the location of the eye in entity space
1079 static vec3_t r_shadow_entityeyeorigin;
1080 // this is the location of the light in entity space
1081 static vec3_t r_shadow_entitylightorigin;
1082 // this transforms entity coordinates to light filter cubemap coordinates
1083 // (also often used for other purposes)
1084 static matrix4x4_t r_shadow_entitytolight;
1085 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
1086 // of attenuation texturing in full 3D (Z result often ignored)
1087 static matrix4x4_t r_shadow_entitytoattenuationxyz;
1088 // this transforms only the Z to S, and T is always 0.5
1089 static matrix4x4_t r_shadow_entitytoattenuationz;
1090 // rtlight->color * r_refdef.lightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormod * ent->alpha
1091 static vec3_t r_shadow_entitylightcolorbase;
1092 // rtlight->color * r_refdef.lightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormap_pantscolor * ent->alpha
1093 static vec3_t r_shadow_entitylightcolorpants;
1094 // rtlight->color * r_refdef.lightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormap_shirtcolor * ent->alpha
1095 static vec3_t r_shadow_entitylightcolorshirt;
1097 static int r_shadow_lightpermutation;
1098 static int r_shadow_lightprog;
1100 void R_Shadow_Stage_Begin(void)
1104 R_Shadow_ValidateCvars();
1106 if (!r_shadow_attenuation2dtexture
1107 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1108 || r_shadow_lightattenuationpower.value != r_shadow_attenpower
1109 || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
1110 R_Shadow_MakeTextures();
1112 memset(&m, 0, sizeof(m));
1113 GL_BlendFunc(GL_ONE, GL_ZERO);
1114 GL_DepthMask(false);
1117 GL_Color(0, 0, 0, 1);
1118 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1119 qglEnable(GL_CULL_FACE);
1120 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1121 r_shadowstage = R_SHADOWSTAGE_NONE;
1124 void R_Shadow_Stage_ActiveLight(rtlight_t *rtlight)
1126 r_shadow_rtlight = rtlight;
1129 void R_Shadow_Stage_Reset(void)
1132 if (gl_support_stenciltwoside)
1133 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1134 if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
1136 qglUseProgramObjectARB(0);
1137 // HACK HACK HACK: work around for stupid NVIDIA bug that causes GL_OUT_OF_MEMORY and/or software rendering in 6xxx drivers
1138 qglBegin(GL_TRIANGLES);
1142 memset(&m, 0, sizeof(m));
1146 void R_Shadow_Stage_StencilShadowVolumes(void)
1148 R_Shadow_Stage_Reset();
1149 GL_Color(1, 1, 1, 1);
1150 GL_ColorMask(0, 0, 0, 0);
1151 GL_BlendFunc(GL_ONE, GL_ZERO);
1152 GL_DepthMask(false);
1154 qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1155 //if (r_shadow_shadow_polygonoffset.value != 0)
1157 // qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1158 // qglEnable(GL_POLYGON_OFFSET_FILL);
1161 // qglDisable(GL_POLYGON_OFFSET_FILL);
1162 qglDepthFunc(GL_LESS);
1163 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1164 qglEnable(GL_STENCIL_TEST);
1165 qglStencilFunc(GL_ALWAYS, 128, ~0);
1166 if (gl_ext_stenciltwoside.integer)
1168 r_shadowstage = R_SHADOWSTAGE_STENCILTWOSIDE;
1169 qglDisable(GL_CULL_FACE);
1170 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1171 qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
1173 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1174 qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
1176 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1180 r_shadowstage = R_SHADOWSTAGE_STENCIL;
1181 qglEnable(GL_CULL_FACE);
1183 // this is changed by every shadow render so its value here is unimportant
1184 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1186 GL_Clear(GL_STENCIL_BUFFER_BIT);
1187 renderstats.lights_clears++;
1190 void R_Shadow_Stage_Lighting(int stenciltest)
1193 R_Shadow_Stage_Reset();
1194 GL_BlendFunc(GL_ONE, GL_ONE);
1195 GL_DepthMask(false);
1197 qglPolygonOffset(0, 0);
1198 //qglDisable(GL_POLYGON_OFFSET_FILL);
1199 GL_Color(1, 1, 1, 1);
1200 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1201 qglDepthFunc(GL_EQUAL);
1202 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1203 qglEnable(GL_CULL_FACE);
1204 if (r_shadowstage == R_SHADOWSTAGE_STENCIL || r_shadowstage == R_SHADOWSTAGE_STENCILTWOSIDE)
1205 qglEnable(GL_STENCIL_TEST);
1207 qglDisable(GL_STENCIL_TEST);
1209 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1210 // only draw light where this geometry was already rendered AND the
1211 // stencil is 128 (values other than this mean shadow)
1212 qglStencilFunc(GL_EQUAL, 128, ~0);
1213 if (r_shadow_glsl.integer && r_shadow_program_light[0])
1215 r_shadowstage = R_SHADOWSTAGE_LIGHT_GLSL;
1216 memset(&m, 0, sizeof(m));
1217 m.pointer_vertex = varray_vertex3f;
1218 m.pointer_texcoord[0] = varray_texcoord2f[0];
1219 m.pointer_texcoord3f[1] = varray_svector3f;
1220 m.pointer_texcoord3f[2] = varray_tvector3f;
1221 m.pointer_texcoord3f[3] = varray_normal3f;
1222 m.tex[0] = R_GetTexture(r_texture_blanknormalmap); // normal
1223 m.tex[1] = R_GetTexture(r_texture_white); // diffuse
1224 m.tex[2] = R_GetTexture(r_texture_white); // gloss
1225 m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap); // light filter
1226 m.tex[4] = R_GetTexture(r_texture_fogattenuation); // fog
1227 //m.texmatrix[3] = r_shadow_entitytolight; // light filter matrix
1229 GL_BlendFunc(GL_ONE, GL_ONE);
1230 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1232 r_shadow_lightpermutation = 0;
1233 // only add a feature to the permutation if that permutation exists
1234 // (otherwise it might end up not using a shader at all, which looks
1235 // worse than using less features)
1236 if (fogenabled && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
1237 r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
1238 if (r_shadow_rtlight->specularscale && r_shadow_gloss.integer >= 1 && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
1239 r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
1240 if (r_shadow_lightcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER])
1241 r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
1242 if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
1243 r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
1244 if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE])
1245 r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
1246 if (r_shadow_glsl_usehalffloat.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
1247 r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
1248 r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
1249 qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
1250 // TODO: support fog (after renderer is converted to texture fog)
1251 if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
1253 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), fograngerecip);CHECKGLERROR
1255 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
1256 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
1257 if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1259 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR
1260 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), r_shadow_rtlight->specularscale);CHECKGLERROR
1262 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1263 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR
1264 //if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
1266 // qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), relativeeyeorigin[0], relativeeyeorigin[1], relativeeyeorigin[2]);CHECKGLERROR
1268 if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING)
1270 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
1271 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
1274 else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1275 r_shadowstage = R_SHADOWSTAGE_LIGHT_DOT3;
1277 r_shadowstage = R_SHADOWSTAGE_LIGHT_VERTEX;
1280 void R_Shadow_Stage_VisibleShadowVolumes(void)
1282 R_Shadow_Stage_Reset();
1283 GL_BlendFunc(GL_ONE, GL_ONE);
1284 GL_DepthMask(false);
1285 GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
1286 qglPolygonOffset(0, 0);
1287 GL_Color(0.0, 0.0125, 0.1, 1);
1288 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1289 qglDepthFunc(GL_GEQUAL);
1290 qglCullFace(GL_FRONT); // this culls back
1291 qglDisable(GL_CULL_FACE);
1292 qglDisable(GL_STENCIL_TEST);
1293 r_shadowstage = R_SHADOWSTAGE_VISIBLEVOLUMES;
1296 void R_Shadow_Stage_VisibleLighting(int stenciltest)
1298 R_Shadow_Stage_Reset();
1299 GL_BlendFunc(GL_ONE, GL_ONE);
1300 GL_DepthMask(false);
1301 GL_DepthTest(r_shadow_visiblelighting.integer < 2);
1302 qglPolygonOffset(0, 0);
1303 GL_Color(0.1, 0.0125, 0, 1);
1304 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1305 qglDepthFunc(GL_EQUAL);
1306 qglCullFace(GL_FRONT); // this culls back
1307 qglEnable(GL_CULL_FACE);
1309 qglEnable(GL_STENCIL_TEST);
1311 qglDisable(GL_STENCIL_TEST);
1312 r_shadowstage = R_SHADOWSTAGE_VISIBLELIGHTING;
1315 void R_Shadow_Stage_End(void)
1317 R_Shadow_Stage_Reset();
1318 R_Shadow_Stage_ActiveLight(NULL);
1319 GL_BlendFunc(GL_ONE, GL_ZERO);
1322 qglPolygonOffset(0, 0);
1323 //qglDisable(GL_POLYGON_OFFSET_FILL);
1324 GL_Color(1, 1, 1, 1);
1325 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1326 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1327 qglDepthFunc(GL_LEQUAL);
1328 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1329 qglDisable(GL_STENCIL_TEST);
1330 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1331 if (gl_support_stenciltwoside)
1332 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1334 qglStencilFunc(GL_ALWAYS, 128, ~0);
1335 r_shadowstage = R_SHADOWSTAGE_NONE;
1338 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1340 int i, ix1, iy1, ix2, iy2;
1341 float x1, y1, x2, y2;
1344 mplane_t planes[11];
1345 float vertex3f[256*3];
1347 // if view is inside the light box, just say yes it's visible
1348 if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1350 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1354 // create a temporary brush describing the area the light can affect in worldspace
1355 VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
1356 VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
1357 VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
1358 VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
1359 VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
1360 VectorSet (planes[ 5].normal, 1, 0, 0); planes[ 5].dist = maxs[0];
1361 VectorSet (planes[ 6].normal, -1, 0, 0); planes[ 6].dist = -mins[0];
1362 VectorSet (planes[ 7].normal, 0, 1, 0); planes[ 7].dist = maxs[1];
1363 VectorSet (planes[ 8].normal, 0, -1, 0); planes[ 8].dist = -mins[1];
1364 VectorSet (planes[ 9].normal, 0, 0, 1); planes[ 9].dist = maxs[2];
1365 VectorSet (planes[10].normal, 0, 0, -1); planes[10].dist = -mins[2];
1367 // turn the brush into a mesh
1368 memset(&mesh, 0, sizeof(rmesh_t));
1369 mesh.maxvertices = 256;
1370 mesh.vertex3f = vertex3f;
1371 mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1372 R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1374 // if that mesh is empty, the light is not visible at all
1375 if (!mesh.numvertices)
1378 if (!r_shadow_scissor.integer)
1381 // if that mesh is not empty, check what area of the screen it covers
1382 x1 = y1 = x2 = y2 = 0;
1384 for (i = 0;i < mesh.numvertices;i++)
1386 VectorCopy(mesh.vertex3f + i * 3, v);
1387 GL_TransformToScreen(v, v2);
1388 //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]);
1391 if (x1 > v2[0]) x1 = v2[0];
1392 if (x2 < v2[0]) x2 = v2[0];
1393 if (y1 > v2[1]) y1 = v2[1];
1394 if (y2 < v2[1]) y2 = v2[1];
1403 // now convert the scissor rectangle to integer screen coordinates
1408 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1410 // clamp it to the screen
1411 if (ix1 < r_view_x) ix1 = r_view_x;
1412 if (iy1 < r_view_y) iy1 = r_view_y;
1413 if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1414 if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1416 // if it is inside out, it's not visible
1417 if (ix2 <= ix1 || iy2 <= iy1)
1420 // the light area is visible, set up the scissor rectangle
1421 GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1422 //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1423 //qglEnable(GL_SCISSOR_TEST);
1424 renderstats.lights_scissored++;
1428 extern float *rsurface_vertex3f;
1429 extern float *rsurface_svector3f;
1430 extern float *rsurface_tvector3f;
1431 extern float *rsurface_normal3f;
1432 extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
1434 static void R_Shadow_VertexShadingWithXYZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
1436 int numverts = surface->num_vertices;
1437 float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1438 float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1439 float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1440 float dist, dot, distintensity, shadeintensity, v[3], n[3];
1441 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1443 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1444 if ((dist = DotProduct(v, v)) < 1)
1447 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1448 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1449 if ((dot = DotProduct(n, v)) > 0)
1451 shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1452 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
1453 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
1454 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
1458 color4f[0] = ambientcolor[0] * distintensity - reduce;
1459 color4f[1] = ambientcolor[1] * distintensity - reduce;
1460 color4f[2] = ambientcolor[2] * distintensity - reduce;
1462 color4f[0] = bound(0, color4f[0], 1);
1463 color4f[1] = bound(0, color4f[1], 1);
1464 color4f[2] = bound(0, color4f[2], 1);
1467 VectorClear(color4f);
1472 static void R_Shadow_VertexShadingWithZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
1474 int numverts = surface->num_vertices;
1475 float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1476 float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1477 float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1478 float dist, dot, distintensity, shadeintensity, v[3], n[3];
1479 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1481 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1482 if ((dist = fabs(v[2])) < 1)
1484 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1485 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1486 if ((dot = DotProduct(n, v)) > 0)
1488 shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1489 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
1490 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
1491 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
1495 color4f[0] = ambientcolor[0] * distintensity - reduce;
1496 color4f[1] = ambientcolor[1] * distintensity - reduce;
1497 color4f[2] = ambientcolor[2] * distintensity - reduce;
1499 color4f[0] = bound(0, color4f[0], 1);
1500 color4f[1] = bound(0, color4f[1], 1);
1501 color4f[2] = bound(0, color4f[2], 1);
1504 VectorClear(color4f);
1509 static void R_Shadow_VertexShading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
1511 int numverts = surface->num_vertices;
1512 float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1513 float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1514 float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1515 float dot, shadeintensity, v[3], n[3];
1516 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1518 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1519 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1520 if ((dot = DotProduct(n, v)) > 0)
1522 shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1523 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) - reduce;
1524 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) - reduce;
1525 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) - reduce;
1526 color4f[0] = bound(0, color4f[0], 1);
1527 color4f[1] = bound(0, color4f[1], 1);
1528 color4f[2] = bound(0, color4f[2], 1);
1531 VectorClear(color4f);
1536 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1537 #define USETEXMATRIX
1539 #ifndef USETEXMATRIX
1540 // this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
1541 // if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
1542 static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1546 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1547 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1548 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1555 static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1559 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1560 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1568 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)
1572 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1574 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1575 // the cubemap normalizes this for us
1576 out3f[0] = DotProduct(svector3f, lightdir);
1577 out3f[1] = DotProduct(tvector3f, lightdir);
1578 out3f[2] = DotProduct(normal3f, lightdir);
1582 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)
1585 float lightdir[3], eyedir[3], halfdir[3];
1586 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1588 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1589 VectorNormalize(lightdir);
1590 VectorSubtract(vertex3f, relativeeyeorigin, eyedir);
1591 VectorNormalize(eyedir);
1592 VectorAdd(lightdir, eyedir, halfdir);
1593 // the cubemap normalizes this for us
1594 out3f[0] = DotProduct(svector3f, halfdir);
1595 out3f[1] = DotProduct(tvector3f, halfdir);
1596 out3f[2] = DotProduct(normal3f, halfdir);
1600 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)
1602 // used to display how many times a surface is lit for level design purposes
1603 int surfacelistindex;
1605 qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1606 qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1607 qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1608 qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1609 qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1610 qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1611 qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1612 if (!doambientbase && !dodiffusebase && !doambientpants && !dodiffusepants && !doambientshirt && !dodiffuseshirt && !dospecular)
1614 GL_Color(0.1, 0.025, 0, 1);
1615 memset(&m, 0, sizeof(m));
1617 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1619 const msurface_t *surface = surfacelist[surfacelistindex];
1620 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1621 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1622 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle);
1623 GL_LockArrays(0, 0);
1627 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)
1629 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1630 int surfacelistindex;
1631 qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1632 qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1633 qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1634 qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1635 qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1636 qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1637 qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1638 // TODO: add direct pants/shirt rendering
1639 if (doambientpants || dodiffusepants)
1640 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);
1641 if (doambientshirt || dodiffuseshirt)
1642 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);
1643 if (!doambientbase && !dodiffusebase && !dospecular)
1645 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
1646 R_Mesh_TexBind(0, R_GetTexture(normalmaptexture));
1647 R_Mesh_TexBind(1, R_GetTexture(basetexture));
1648 R_Mesh_TexBind(2, R_GetTexture(glosstexture));
1649 if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1651 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
1653 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1654 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1656 const msurface_t *surface = surfacelist[surfacelistindex];
1657 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1658 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1659 if (!rsurface_svector3f)
1661 rsurface_svector3f = varray_svector3f;
1662 rsurface_tvector3f = varray_tvector3f;
1663 rsurface_normal3f = varray_normal3f;
1664 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);
1666 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
1667 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1668 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1669 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1670 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1671 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1672 GL_LockArrays(0, 0);
1676 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)
1678 // ARB path (any Geforce, any Radeon)
1679 int surfacelistindex;
1681 float color2[3], colorscale;
1683 qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1684 qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1685 qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1686 qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1687 qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1688 qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1689 qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1690 // TODO: add direct pants/shirt rendering
1691 if (doambientpants || dodiffusepants)
1692 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);
1693 if (doambientshirt || dodiffuseshirt)
1694 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);
1695 if (!doambientbase && !dodiffusebase && !dospecular)
1697 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1699 const msurface_t *surface = surfacelist[surfacelistindex];
1700 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1701 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1702 if (!rsurface_svector3f)
1704 rsurface_svector3f = varray_svector3f;
1705 rsurface_tvector3f = varray_tvector3f;
1706 rsurface_normal3f = varray_normal3f;
1707 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);
1712 colorscale = r_shadow_rtlight->ambientscale;
1713 // colorscale accounts for how much we multiply the brightness
1716 // mult is how many times the final pass of the lighting will be
1717 // performed to get more brightness than otherwise possible.
1719 // Limit mult to 64 for sanity sake.
1720 if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1722 // 3 3D combine path (Geforce3, Radeon 8500)
1723 memset(&m, 0, sizeof(m));
1724 m.pointer_vertex = rsurface_vertex3f;
1725 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1727 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1728 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1730 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1731 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1733 m.tex[1] = R_GetTexture(basetexture);
1734 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1735 m.texmatrix[1] = texture->currenttexmatrix;
1736 m.texcubemap[2] = R_GetTexture(r_shadow_lightcubemap);
1738 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1739 m.texmatrix[2] = r_shadow_entitytolight;
1741 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1742 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1744 GL_BlendFunc(GL_ONE, GL_ONE);
1746 else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1748 // 2 3D combine path (Geforce3, original Radeon)
1749 memset(&m, 0, sizeof(m));
1750 m.pointer_vertex = rsurface_vertex3f;
1751 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1753 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1754 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1756 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1757 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1759 m.tex[1] = R_GetTexture(basetexture);
1760 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1761 m.texmatrix[1] = texture->currenttexmatrix;
1762 GL_BlendFunc(GL_ONE, GL_ONE);
1764 else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
1766 // 4 2D combine path (Geforce3, Radeon 8500)
1767 memset(&m, 0, sizeof(m));
1768 m.pointer_vertex = rsurface_vertex3f;
1769 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1771 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1772 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1774 m.pointer_texcoord[0] = varray_texcoord2f[0];
1775 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1777 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1779 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1780 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1782 m.pointer_texcoord[1] = varray_texcoord2f[1];
1783 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1785 m.tex[2] = R_GetTexture(basetexture);
1786 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1787 m.texmatrix[2] = texture->currenttexmatrix;
1788 if (r_shadow_lightcubemap != r_texture_whitecube)
1790 m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap);
1792 m.pointer_texcoord3f[3] = rsurface_vertex3f;
1793 m.texmatrix[3] = r_shadow_entitytolight;
1795 m.pointer_texcoord3f[3] = varray_texcoord3f[3];
1796 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1799 GL_BlendFunc(GL_ONE, GL_ONE);
1801 else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube)
1803 // 3 2D combine path (Geforce3, original Radeon)
1804 memset(&m, 0, sizeof(m));
1805 m.pointer_vertex = rsurface_vertex3f;
1806 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1808 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1809 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1811 m.pointer_texcoord[0] = varray_texcoord2f[0];
1812 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1814 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1816 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1817 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1819 m.pointer_texcoord[1] = varray_texcoord2f[1];
1820 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1822 m.tex[2] = R_GetTexture(basetexture);
1823 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1824 m.texmatrix[2] = texture->currenttexmatrix;
1825 GL_BlendFunc(GL_ONE, GL_ONE);
1829 // 2/2/2 2D combine path (any dot3 card)
1830 memset(&m, 0, sizeof(m));
1831 m.pointer_vertex = rsurface_vertex3f;
1832 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1834 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1835 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1837 m.pointer_texcoord[0] = varray_texcoord2f[0];
1838 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1840 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1842 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1843 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1845 m.pointer_texcoord[1] = varray_texcoord2f[1];
1846 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1849 GL_ColorMask(0,0,0,1);
1850 GL_BlendFunc(GL_ONE, GL_ZERO);
1851 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1852 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1853 GL_LockArrays(0, 0);
1855 memset(&m, 0, sizeof(m));
1856 m.pointer_vertex = rsurface_vertex3f;
1857 m.tex[0] = R_GetTexture(basetexture);
1858 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1859 m.texmatrix[0] = texture->currenttexmatrix;
1860 if (r_shadow_lightcubemap != r_texture_whitecube)
1862 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1864 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1865 m.texmatrix[1] = r_shadow_entitytolight;
1867 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1868 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1871 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1873 // this final code is shared
1875 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1876 VectorScale(lightcolorbase, colorscale, color2);
1877 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1878 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1880 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1881 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1883 GL_LockArrays(0, 0);
1888 colorscale = r_shadow_rtlight->diffusescale;
1889 // colorscale accounts for how much we multiply the brightness
1892 // mult is how many times the final pass of the lighting will be
1893 // performed to get more brightness than otherwise possible.
1895 // Limit mult to 64 for sanity sake.
1896 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1898 // 3/2 3D combine path (Geforce3, Radeon 8500)
1899 memset(&m, 0, sizeof(m));
1900 m.pointer_vertex = rsurface_vertex3f;
1901 m.tex[0] = R_GetTexture(normalmaptexture);
1902 m.texcombinergb[0] = GL_REPLACE;
1903 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1904 m.texmatrix[0] = texture->currenttexmatrix;
1905 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1906 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1907 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1908 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);
1909 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1911 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1912 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1914 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1915 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1918 GL_ColorMask(0,0,0,1);
1919 GL_BlendFunc(GL_ONE, GL_ZERO);
1920 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1921 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1922 GL_LockArrays(0, 0);
1924 memset(&m, 0, sizeof(m));
1925 m.pointer_vertex = rsurface_vertex3f;
1926 m.tex[0] = R_GetTexture(basetexture);
1927 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1928 m.texmatrix[0] = texture->currenttexmatrix;
1929 if (r_shadow_lightcubemap != r_texture_whitecube)
1931 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1933 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1934 m.texmatrix[1] = r_shadow_entitytolight;
1936 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1937 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1940 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1942 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube)
1944 // 1/2/2 3D combine path (original Radeon)
1945 memset(&m, 0, sizeof(m));
1946 m.pointer_vertex = rsurface_vertex3f;
1947 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1949 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1950 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1952 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1953 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1956 GL_ColorMask(0,0,0,1);
1957 GL_BlendFunc(GL_ONE, GL_ZERO);
1958 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1959 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1960 GL_LockArrays(0, 0);
1962 memset(&m, 0, sizeof(m));
1963 m.pointer_vertex = rsurface_vertex3f;
1964 m.tex[0] = R_GetTexture(normalmaptexture);
1965 m.texcombinergb[0] = GL_REPLACE;
1966 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1967 m.texmatrix[0] = texture->currenttexmatrix;
1968 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1969 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1970 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1971 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);
1973 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1974 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1975 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1976 GL_LockArrays(0, 0);
1978 memset(&m, 0, sizeof(m));
1979 m.pointer_vertex = rsurface_vertex3f;
1980 m.tex[0] = R_GetTexture(basetexture);
1981 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1982 m.texmatrix[0] = texture->currenttexmatrix;
1983 if (r_shadow_lightcubemap != r_texture_whitecube)
1985 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1987 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1988 m.texmatrix[1] = r_shadow_entitytolight;
1990 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1991 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1994 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1996 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube)
1998 // 2/2 3D combine path (original Radeon)
1999 memset(&m, 0, sizeof(m));
2000 m.pointer_vertex = rsurface_vertex3f;
2001 m.tex[0] = R_GetTexture(normalmaptexture);
2002 m.texcombinergb[0] = GL_REPLACE;
2003 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2004 m.texmatrix[0] = texture->currenttexmatrix;
2005 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2006 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2007 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2008 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);
2010 GL_ColorMask(0,0,0,1);
2011 GL_BlendFunc(GL_ONE, GL_ZERO);
2012 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2013 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2014 GL_LockArrays(0, 0);
2016 memset(&m, 0, sizeof(m));
2017 m.pointer_vertex = rsurface_vertex3f;
2018 m.tex[0] = R_GetTexture(basetexture);
2019 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2020 m.texmatrix[0] = texture->currenttexmatrix;
2021 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2023 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2024 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2026 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2027 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2029 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2031 else if (r_textureunits.integer >= 4)
2033 // 4/2 2D combine path (Geforce3, Radeon 8500)
2034 memset(&m, 0, sizeof(m));
2035 m.pointer_vertex = rsurface_vertex3f;
2036 m.tex[0] = R_GetTexture(normalmaptexture);
2037 m.texcombinergb[0] = GL_REPLACE;
2038 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2039 m.texmatrix[0] = texture->currenttexmatrix;
2040 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2041 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2042 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2043 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);
2044 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2046 m.pointer_texcoord3f[2] = rsurface_vertex3f;
2047 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
2049 m.pointer_texcoord[2] = varray_texcoord2f[2];
2050 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2052 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
2054 m.pointer_texcoord3f[3] = rsurface_vertex3f;
2055 m.texmatrix[3] = r_shadow_entitytoattenuationz;
2057 m.pointer_texcoord[3] = varray_texcoord2f[3];
2058 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2061 GL_ColorMask(0,0,0,1);
2062 GL_BlendFunc(GL_ONE, GL_ZERO);
2063 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2064 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2065 GL_LockArrays(0, 0);
2067 memset(&m, 0, sizeof(m));
2068 m.pointer_vertex = rsurface_vertex3f;
2069 m.tex[0] = R_GetTexture(basetexture);
2070 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2071 m.texmatrix[0] = texture->currenttexmatrix;
2072 if (r_shadow_lightcubemap != r_texture_whitecube)
2074 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2076 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2077 m.texmatrix[1] = r_shadow_entitytolight;
2079 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2080 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2083 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2087 // 2/2/2 2D combine path (any dot3 card)
2088 memset(&m, 0, sizeof(m));
2089 m.pointer_vertex = rsurface_vertex3f;
2090 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2092 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2093 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2095 m.pointer_texcoord[0] = varray_texcoord2f[0];
2096 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2098 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2100 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2101 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2103 m.pointer_texcoord[1] = varray_texcoord2f[1];
2104 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2107 GL_ColorMask(0,0,0,1);
2108 GL_BlendFunc(GL_ONE, GL_ZERO);
2109 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2110 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2111 GL_LockArrays(0, 0);
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 memset(&m, 0, sizeof(m));
2130 m.pointer_vertex = rsurface_vertex3f;
2131 m.tex[0] = R_GetTexture(basetexture);
2132 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2133 m.texmatrix[0] = texture->currenttexmatrix;
2134 if (r_shadow_lightcubemap != r_texture_whitecube)
2136 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2138 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2139 m.texmatrix[1] = r_shadow_entitytolight;
2141 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2142 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2145 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2147 // this final code is shared
2149 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2150 VectorScale(lightcolorbase, colorscale, color2);
2151 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2152 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2154 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2155 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2157 GL_LockArrays(0, 0);
2161 // FIXME: detect blendsquare!
2162 //if (gl_support_blendsquare)
2164 colorscale = specularscale;
2166 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2168 // 2/0/0/1/2 3D combine blendsquare path
2169 memset(&m, 0, sizeof(m));
2170 m.pointer_vertex = rsurface_vertex3f;
2171 m.tex[0] = R_GetTexture(normalmaptexture);
2172 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2173 m.texmatrix[0] = texture->currenttexmatrix;
2174 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2175 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2176 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2177 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);
2179 GL_ColorMask(0,0,0,1);
2180 // this squares the result
2181 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2182 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2183 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2184 GL_LockArrays(0, 0);
2186 memset(&m, 0, sizeof(m));
2187 m.pointer_vertex = rsurface_vertex3f;
2189 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2190 // square alpha in framebuffer a few times to make it shiny
2191 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2192 // these comments are a test run through this math for intensity 0.5
2193 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2194 // 0.25 * 0.25 = 0.0625 (this is another pass)
2195 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2196 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2197 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2198 GL_LockArrays(0, 0);
2200 memset(&m, 0, sizeof(m));
2201 m.pointer_vertex = rsurface_vertex3f;
2202 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2204 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2205 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2207 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
2208 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2211 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2212 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2213 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2214 GL_LockArrays(0, 0);
2216 memset(&m, 0, sizeof(m));
2217 m.pointer_vertex = rsurface_vertex3f;
2218 m.tex[0] = R_GetTexture(glosstexture);
2219 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2220 m.texmatrix[0] = texture->currenttexmatrix;
2221 if (r_shadow_lightcubemap != r_texture_whitecube)
2223 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2225 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2226 m.texmatrix[1] = r_shadow_entitytolight;
2228 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2229 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2232 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2234 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2236 // 2/0/0/2 3D combine blendsquare path
2237 memset(&m, 0, sizeof(m));
2238 m.pointer_vertex = rsurface_vertex3f;
2239 m.tex[0] = R_GetTexture(normalmaptexture);
2240 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2241 m.texmatrix[0] = texture->currenttexmatrix;
2242 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2243 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2244 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2245 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);
2247 GL_ColorMask(0,0,0,1);
2248 // this squares the result
2249 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2250 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2251 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2252 GL_LockArrays(0, 0);
2254 memset(&m, 0, sizeof(m));
2255 m.pointer_vertex = rsurface_vertex3f;
2257 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2258 // square alpha in framebuffer a few times to make it shiny
2259 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2260 // these comments are a test run through this math for intensity 0.5
2261 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2262 // 0.25 * 0.25 = 0.0625 (this is another pass)
2263 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2264 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2265 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2266 GL_LockArrays(0, 0);
2268 memset(&m, 0, sizeof(m));
2269 m.pointer_vertex = rsurface_vertex3f;
2270 m.tex[0] = R_GetTexture(glosstexture);
2271 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2272 m.texmatrix[0] = texture->currenttexmatrix;
2273 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2275 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2276 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2278 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2279 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2281 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2285 // 2/0/0/2/2 2D combine blendsquare path
2286 memset(&m, 0, sizeof(m));
2287 m.pointer_vertex = rsurface_vertex3f;
2288 m.tex[0] = R_GetTexture(normalmaptexture);
2289 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2290 m.texmatrix[0] = texture->currenttexmatrix;
2291 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2292 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2293 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2294 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);
2296 GL_ColorMask(0,0,0,1);
2297 // this squares the result
2298 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2299 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2300 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2301 GL_LockArrays(0, 0);
2303 memset(&m, 0, sizeof(m));
2304 m.pointer_vertex = rsurface_vertex3f;
2306 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2307 // square alpha in framebuffer a few times to make it shiny
2308 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2309 // these comments are a test run through this math for intensity 0.5
2310 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2311 // 0.25 * 0.25 = 0.0625 (this is another pass)
2312 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2313 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2314 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2315 GL_LockArrays(0, 0);
2317 memset(&m, 0, sizeof(m));
2318 m.pointer_vertex = rsurface_vertex3f;
2319 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2321 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2322 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2324 m.pointer_texcoord[0] = varray_texcoord2f[0];
2325 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2327 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2329 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2330 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2332 m.pointer_texcoord[1] = varray_texcoord2f[1];
2333 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2336 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2337 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2338 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2339 GL_LockArrays(0, 0);
2341 memset(&m, 0, sizeof(m));
2342 m.pointer_vertex = rsurface_vertex3f;
2343 m.tex[0] = R_GetTexture(glosstexture);
2344 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2345 m.texmatrix[0] = texture->currenttexmatrix;
2346 if (r_shadow_lightcubemap != r_texture_whitecube)
2348 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2350 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2351 m.texmatrix[1] = r_shadow_entitytolight;
2353 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2354 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2357 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2360 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2361 VectorScale(lightcolorbase, colorscale, color2);
2362 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2363 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2365 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2366 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2368 GL_LockArrays(0, 0);
2374 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)
2376 int surfacelistindex;
2378 float ambientcolor2[3], diffusecolor2[3];
2380 qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2381 qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2382 qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2383 qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2384 qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2385 qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2386 //qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
2387 // TODO: add direct pants/shirt rendering
2388 if (doambientpants || dodiffusepants)
2389 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);
2390 if (doambientshirt || dodiffuseshirt)
2391 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);
2392 if (!doambientbase && !dodiffusebase)
2394 VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, ambientcolor2);
2395 VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, diffusecolor2);
2396 GL_BlendFunc(GL_ONE, GL_ONE);
2397 memset(&m, 0, sizeof(m));
2398 m.tex[0] = R_GetTexture(basetexture);
2399 if (r_textureunits.integer >= 2)
2402 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2404 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2406 m.pointer_texcoord[1] = varray_texcoord2f[1];
2407 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2409 if (r_textureunits.integer >= 3)
2411 // Geforce3/Radeon class but not using dot3
2412 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2414 m.texmatrix[2] = r_shadow_entitytoattenuationz;
2416 m.pointer_texcoord[2] = varray_texcoord2f[2];
2417 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2421 m.pointer_color = varray_color4f;
2423 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2425 const msurface_t *surface = surfacelist[surfacelistindex];
2426 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
2427 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
2428 if (!rsurface_svector3f)
2430 rsurface_svector3f = varray_svector3f;
2431 rsurface_tvector3f = varray_tvector3f;
2432 rsurface_normal3f = varray_normal3f;
2433 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);
2435 // OpenGL 1.1 path (anything)
2436 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
2437 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
2438 if (r_textureunits.integer >= 2)
2442 R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f);
2444 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2446 if (r_textureunits.integer >= 3)
2448 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
2450 R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f);
2452 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2456 for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
2458 if (r_textureunits.integer >= 3)
2459 R_Shadow_VertexShading(surface, diffusecolor2, ambientcolor2, renders);
2460 else if (r_textureunits.integer >= 2)
2461 R_Shadow_VertexShadingWithZAttenuation(surface, diffusecolor2, ambientcolor2, renders);
2463 R_Shadow_VertexShadingWithXYZAttenuation(surface, diffusecolor2, ambientcolor2, renders);
2464 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2465 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2466 GL_LockArrays(0, 0);
2471 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)
2473 // FIXME: support MATERIALFLAG_NODEPTHTEST
2474 switch (r_shadowstage)
2476 case R_SHADOWSTAGE_VISIBLELIGHTING:
2477 R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2479 case R_SHADOWSTAGE_LIGHT_GLSL:
2480 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);
2482 case R_SHADOWSTAGE_LIGHT_DOT3:
2483 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);
2485 case R_SHADOWSTAGE_LIGHT_VERTEX:
2486 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);
2489 Con_Printf("R_Shadow_RenderLighting: unknown r_shadowstage %i\n", r_shadowstage);
2494 void R_RTLight_Update(dlight_t *light, int isstatic)
2498 rtlight_t *rtlight = &light->rtlight;
2499 R_RTLight_Uncompile(rtlight);
2500 memset(rtlight, 0, sizeof(*rtlight));
2502 VectorCopy(light->origin, rtlight->shadoworigin);
2503 VectorCopy(light->color, rtlight->color);
2504 rtlight->radius = light->radius;
2505 //rtlight->cullradius = rtlight->radius;
2506 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2507 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2508 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2509 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2510 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2511 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2512 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2513 rtlight->cubemapname[0] = 0;
2514 if (light->cubemapname[0])
2515 strcpy(rtlight->cubemapname, light->cubemapname);
2516 else if (light->cubemapnum > 0)
2517 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2518 rtlight->shadow = light->shadow;
2519 rtlight->corona = light->corona;
2520 rtlight->style = light->style;
2521 rtlight->isstatic = isstatic;
2522 rtlight->coronasizescale = light->coronasizescale;
2523 rtlight->ambientscale = light->ambientscale;
2524 rtlight->diffusescale = light->diffusescale;
2525 rtlight->specularscale = light->specularscale;
2526 rtlight->flags = light->flags;
2527 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2528 // ConcatScale won't work here because this needs to scale rotate and
2529 // translate, not just rotate
2530 scale = 1.0f / rtlight->radius;
2531 for (k = 0;k < 3;k++)
2532 for (j = 0;j < 4;j++)
2533 rtlight->matrix_worldtolight.m[k][j] *= scale;
2535 rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
2536 rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
2537 VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
2538 rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
2541 // compiles rtlight geometry
2542 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2543 void R_RTLight_Compile(rtlight_t *rtlight)
2545 int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2546 entity_render_t *ent = r_refdef.worldentity;
2547 model_t *model = r_refdef.worldmodel;
2550 // compile the light
2551 rtlight->compiled = true;
2552 rtlight->static_numleafs = 0;
2553 rtlight->static_numleafpvsbytes = 0;
2554 rtlight->static_leaflist = NULL;
2555 rtlight->static_leafpvs = NULL;
2556 rtlight->static_numsurfaces = 0;
2557 rtlight->static_surfacelist = NULL;
2558 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2559 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2560 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2561 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2562 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2563 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2565 if (model && model->GetLightInfo)
2567 // this variable must be set for the CompileShadowVolume code
2568 r_shadow_compilingrtlight = rtlight;
2569 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2570 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);
2571 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2572 data = (qbyte *)Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2573 rtlight->static_numleafs = numleafs;
2574 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2575 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2576 rtlight->static_leafpvs = (qbyte *)data;data += numleafpvsbytes;
2577 rtlight->static_numsurfaces = numsurfaces;
2578 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2580 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2581 if (numleafpvsbytes)
2582 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2584 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2585 if (model->CompileShadowVolume && rtlight->shadow)
2586 model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2587 // now we're done compiling the rtlight
2588 r_shadow_compilingrtlight = NULL;
2592 // use smallest available cullradius - box radius or light radius
2593 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2594 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2598 if (rtlight->static_meshchain_shadow)
2601 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2604 shadowtris += mesh->numtriangles;
2608 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);
2611 void R_RTLight_Uncompile(rtlight_t *rtlight)
2613 if (rtlight->compiled)
2615 if (rtlight->static_meshchain_shadow)
2616 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2617 rtlight->static_meshchain_shadow = NULL;
2618 // these allocations are grouped
2619 if (rtlight->static_leaflist)
2620 Mem_Free(rtlight->static_leaflist);
2621 rtlight->static_numleafs = 0;
2622 rtlight->static_numleafpvsbytes = 0;
2623 rtlight->static_leaflist = NULL;
2624 rtlight->static_leafpvs = NULL;
2625 rtlight->static_numsurfaces = 0;
2626 rtlight->static_surfacelist = NULL;
2627 rtlight->compiled = false;
2631 void R_Shadow_UncompileWorldLights(void)
2634 for (light = r_shadow_worldlightchain;light;light = light->next)
2635 R_RTLight_Uncompile(&light->rtlight);
2638 void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2640 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2641 vec_t relativeshadowradius;
2642 if (ent == r_refdef.worldentity)
2644 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2647 R_Mesh_Matrix(&ent->matrix);
2648 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2650 renderstats.lights_shadowtriangles += mesh->numtriangles;
2651 R_Mesh_VertexPointer(mesh->vertex3f);
2652 GL_LockArrays(0, mesh->numverts);
2653 if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
2655 // decrement stencil if backface is behind depthbuffer
2656 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2657 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2658 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2659 // increment stencil if frontface is behind depthbuffer
2660 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2661 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2663 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2664 GL_LockArrays(0, 0);
2667 else if (numsurfaces)
2669 R_Mesh_Matrix(&ent->matrix);
2670 ent->model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, surfacelist, rtlight->cullmins, rtlight->cullmaxs);
2675 Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativeshadoworigin);
2676 relativeshadowradius = rtlight->radius / ent->scale;
2677 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2678 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2679 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2680 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2681 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2682 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2683 R_Mesh_Matrix(&ent->matrix);
2684 ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2688 void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolor, int numsurfaces, int *surfacelist)
2690 // set up properties for rendering light onto this entity
2691 r_shadow_entitylightcolorbase[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
2692 r_shadow_entitylightcolorbase[1] = lightcolor[1] * ent->colormod[1] * ent->alpha;
2693 r_shadow_entitylightcolorbase[2] = lightcolor[2] * ent->colormod[2] * ent->alpha;
2694 r_shadow_entitylightcolorpants[0] = lightcolor[0] * ent->colormap_pantscolor[0] * ent->alpha;
2695 r_shadow_entitylightcolorpants[1] = lightcolor[1] * ent->colormap_pantscolor[1] * ent->alpha;
2696 r_shadow_entitylightcolorpants[2] = lightcolor[2] * ent->colormap_pantscolor[2] * ent->alpha;
2697 r_shadow_entitylightcolorshirt[0] = lightcolor[0] * ent->colormap_shirtcolor[0] * ent->alpha;
2698 r_shadow_entitylightcolorshirt[1] = lightcolor[1] * ent->colormap_shirtcolor[1] * ent->alpha;
2699 r_shadow_entitylightcolorshirt[2] = lightcolor[2] * ent->colormap_shirtcolor[2] * ent->alpha;
2700 Matrix4x4_Concat(&r_shadow_entitytolight, &rtlight->matrix_worldtolight, &ent->matrix);
2701 Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2702 Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2703 Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, r_shadow_entitylightorigin);
2704 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
2705 R_Mesh_Matrix(&ent->matrix);
2706 if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
2708 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_lightcubemap));
2709 R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
2710 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR
2711 if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
2713 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR
2716 if (ent == r_refdef.worldentity)
2717 ent->model->DrawLight(ent, r_shadow_entitylightcolorbase, r_shadow_entitylightcolorpants, r_shadow_entitylightcolorshirt, numsurfaces, surfacelist);
2719 ent->model->DrawLight(ent, r_shadow_entitylightcolorbase, r_shadow_entitylightcolorpants, r_shadow_entitylightcolorshirt, ent->model->nummodelsurfaces, ent->model->surfacelist);
2722 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2727 int numleafs, numsurfaces;
2728 int *leaflist, *surfacelist;
2730 int numlightentities;
2731 int numshadowentities;
2732 entity_render_t *lightentities[MAX_EDICTS];
2733 entity_render_t *shadowentities[MAX_EDICTS];
2735 // skip lights that don't light (corona only lights)
2736 if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < (1.0f / 32768.0f))
2739 f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2740 VectorScale(rtlight->color, f, lightcolor);
2741 if (VectorLength2(lightcolor) < (1.0f / 32768.0f))
2744 if (rtlight->selected)
2746 f = 2 + sin(realtime * M_PI * 4.0);
2747 VectorScale(lightcolor, f, lightcolor);
2751 // loading is done before visibility checks because loading should happen
2752 // all at once at the start of a level, not when it stalls gameplay.
2753 // (especially important to benchmarks)
2755 if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2756 R_RTLight_Compile(rtlight);
2758 r_shadow_lightcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2760 // if the light box is offscreen, skip it
2761 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2764 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2766 // compiled light, world available and can receive realtime lighting
2767 // retrieve leaf information
2768 numleafs = rtlight->static_numleafs;
2769 leaflist = rtlight->static_leaflist;
2770 leafpvs = rtlight->static_leafpvs;
2771 numsurfaces = rtlight->static_numsurfaces;
2772 surfacelist = rtlight->static_surfacelist;
2774 else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2776 // dynamic light, world available and can receive realtime lighting
2777 // calculate lit surfaces and leafs
2778 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2779 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);
2780 leaflist = r_shadow_buffer_leaflist;
2781 leafpvs = r_shadow_buffer_leafpvs;
2782 surfacelist = r_shadow_buffer_surfacelist;
2783 // if the reduced leaf bounds are offscreen, skip it
2784 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2796 // check if light is illuminating any visible leafs
2799 for (i = 0;i < numleafs;i++)
2800 if (r_worldleafvisible[leaflist[i]])
2805 // set up a scissor rectangle for this light
2806 if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2809 numlightentities = 0;
2811 lightentities[numlightentities++] = r_refdef.worldentity;
2812 numshadowentities = 0;
2814 shadowentities[numshadowentities++] = r_refdef.worldentity;
2815 if (r_drawentities.integer)
2817 for (i = 0;i < r_refdef.numentities;i++)
2819 entity_render_t *ent = r_refdef.entities[i];
2820 if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
2822 && !(ent->flags & RENDER_TRANSPARENT)
2823 && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
2825 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2826 if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
2827 shadowentities[numshadowentities++] = ent;
2828 if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight)
2829 lightentities[numlightentities++] = ent;
2834 // return if there's nothing at all to light
2835 if (!numlightentities)
2838 R_Shadow_Stage_ActiveLight(rtlight);
2839 renderstats.lights++;
2842 if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2845 R_Shadow_Stage_StencilShadowVolumes();
2846 for (i = 0;i < numshadowentities;i++)
2847 R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
2850 if (numlightentities && !visible)
2852 R_Shadow_Stage_Lighting(usestencil);
2853 for (i = 0;i < numlightentities;i++)
2854 R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
2857 if (numshadowentities && visible && r_shadow_visiblevolumes.integer > 0 && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2859 R_Shadow_Stage_VisibleShadowVolumes();
2860 for (i = 0;i < numshadowentities;i++)
2861 R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
2864 if (numlightentities && visible && r_shadow_visiblelighting.integer > 0)
2866 R_Shadow_Stage_VisibleLighting(usestencil);
2867 for (i = 0;i < numlightentities;i++)
2868 R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
2872 void R_ShadowVolumeLighting(qboolean visible)
2877 if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
2878 R_Shadow_EditLights_Reload_f();
2880 R_Shadow_Stage_Begin();
2882 flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2883 if (r_shadow_debuglight.integer >= 0)
2885 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2886 if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
2887 R_DrawRTLight(&light->rtlight, visible);
2890 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2891 if (light->flags & flag)
2892 R_DrawRTLight(&light->rtlight, visible);
2894 for (lnum = 0;lnum < r_refdef.numlights;lnum++)
2895 R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible);
2897 R_Shadow_Stage_End();
2900 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2901 typedef struct suffixinfo_s
2904 qboolean flipx, flipy, flipdiagonal;
2907 static suffixinfo_t suffix[3][6] =
2910 {"px", false, false, false},
2911 {"nx", false, false, false},
2912 {"py", false, false, false},
2913 {"ny", false, false, false},
2914 {"pz", false, false, false},
2915 {"nz", false, false, false}
2918 {"posx", false, false, false},
2919 {"negx", false, false, false},
2920 {"posy", false, false, false},
2921 {"negy", false, false, false},
2922 {"posz", false, false, false},
2923 {"negz", false, false, false}
2926 {"rt", true, false, true},
2927 {"lf", false, true, true},
2928 {"ft", true, true, false},
2929 {"bk", false, false, false},
2930 {"up", true, false, true},
2931 {"dn", true, false, true}
2935 static int componentorder[4] = {0, 1, 2, 3};
2937 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
2939 int i, j, cubemapsize;
2940 qbyte *cubemappixels, *image_rgba;
2941 rtexture_t *cubemaptexture;
2943 // must start 0 so the first loadimagepixels has no requested width/height
2945 cubemappixels = NULL;
2946 cubemaptexture = NULL;
2947 // keep trying different suffix groups (posx, px, rt) until one loads
2948 for (j = 0;j < 3 && !cubemappixels;j++)
2950 // load the 6 images in the suffix group
2951 for (i = 0;i < 6;i++)
2953 // generate an image name based on the base and and suffix
2954 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2956 if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
2958 // an image loaded, make sure width and height are equal
2959 if (image_width == image_height)
2961 // if this is the first image to load successfully, allocate the cubemap memory
2962 if (!cubemappixels && image_width >= 1)
2964 cubemapsize = image_width;
2965 // note this clears to black, so unavailable sides are black
2966 cubemappixels = (qbyte *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2968 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2970 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);
2973 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2975 Mem_Free(image_rgba);
2979 // if a cubemap loaded, upload it
2982 if (!r_shadow_filters_texturepool)
2983 r_shadow_filters_texturepool = R_AllocTexturePool();
2984 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
2985 Mem_Free(cubemappixels);
2989 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
2990 for (j = 0;j < 3;j++)
2991 for (i = 0;i < 6;i++)
2992 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2993 Con_Print(" and was unable to find any of them.\n");
2995 return cubemaptexture;
2998 rtexture_t *R_Shadow_Cubemap(const char *basename)
3001 for (i = 0;i < numcubemaps;i++)
3002 if (!strcasecmp(cubemaps[i].basename, basename))
3003 return cubemaps[i].texture;
3004 if (i >= MAX_CUBEMAPS)
3005 return r_texture_whitecube;
3007 strcpy(cubemaps[i].basename, basename);
3008 cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
3009 if (!cubemaps[i].texture)
3010 cubemaps[i].texture = r_texture_whitecube;
3011 return cubemaps[i].texture;
3014 void R_Shadow_FreeCubemaps(void)
3017 R_FreeTexturePool(&r_shadow_filters_texturepool);
3020 dlight_t *R_Shadow_NewWorldLight(void)
3023 light = (dlight_t *)Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
3024 light->next = r_shadow_worldlightchain;
3025 r_shadow_worldlightchain = light;
3029 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)
3031 VectorCopy(origin, light->origin);
3032 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
3033 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
3034 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
3035 light->color[0] = max(color[0], 0);
3036 light->color[1] = max(color[1], 0);
3037 light->color[2] = max(color[2], 0);
3038 light->radius = max(radius, 0);
3039 light->style = style;
3040 if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
3042 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
3045 light->shadow = shadowenable;
3046 light->corona = corona;
3049 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
3050 light->coronasizescale = coronasizescale;
3051 light->ambientscale = ambientscale;
3052 light->diffusescale = diffusescale;
3053 light->specularscale = specularscale;
3054 light->flags = flags;
3055 Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
3057 R_RTLight_Update(light, true);
3060 void R_Shadow_FreeWorldLight(dlight_t *light)
3062 dlight_t **lightpointer;
3063 R_RTLight_Uncompile(&light->rtlight);
3064 for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
3065 if (*lightpointer != light)
3066 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain\n");
3067 *lightpointer = light->next;
3071 void R_Shadow_ClearWorldLights(void)
3073 while (r_shadow_worldlightchain)
3074 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
3075 r_shadow_selectedlight = NULL;
3076 R_Shadow_FreeCubemaps();
3079 void R_Shadow_SelectLight(dlight_t *light)
3081 if (r_shadow_selectedlight)
3082 r_shadow_selectedlight->selected = false;
3083 r_shadow_selectedlight = light;
3084 if (r_shadow_selectedlight)
3085 r_shadow_selectedlight->selected = true;
3088 void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
3090 float scale = r_editlights_cursorgrid.value * 0.5f;
3091 R_DrawSprite(GL_ONE, GL_ONE, lighttextures[0], NULL, false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
3094 void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
3097 const dlight_t *light;
3098 light = (dlight_t *)calldata1;
3100 if (light->selected)
3101 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
3104 R_DrawSprite(GL_ONE, GL_ONE, lighttextures[calldata2], NULL, false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
3107 void R_Shadow_DrawLightSprites(void)
3113 for (i = 0;i < 5;i++)
3115 lighttextures[i] = NULL;
3116 if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1), true)))
3117 lighttextures[i] = pic->tex;
3120 for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
3121 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, i % 5);
3122 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0);
3125 void R_Shadow_SelectLightInView(void)
3127 float bestrating, rating, temp[3];
3128 dlight_t *best, *light;
3131 for (light = r_shadow_worldlightchain;light;light = light->next)
3133 VectorSubtract(light->origin, r_vieworigin, temp);
3134 rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
3137 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
3138 if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
3140 bestrating = rating;
3145 R_Shadow_SelectLight(best);
3148 void R_Shadow_LoadWorldLights(void)
3150 int n, a, style, shadow, flags;
3151 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
3152 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
3153 if (r_refdef.worldmodel == NULL)
3155 Con_Print("No map loaded.\n");
3158 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3159 strlcat (name, ".rtlights", sizeof (name));
3160 lightsstring = (char *)FS_LoadFile(name, tempmempool, false);
3170 for (;COM_Parse(t, true) && strcmp(
3171 if (COM_Parse(t, true))
3173 if (com_token[0] == '!')
3176 origin[0] = atof(com_token+1);
3179 origin[0] = atof(com_token);
3184 while (*s && *s != '\n' && *s != '\r')
3190 // check for modifier flags
3197 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);
3200 flags = LIGHTFLAG_REALTIMEMODE;
3208 coronasizescale = 0.25f;
3210 VectorClear(angles);
3213 if (a < 9 || !strcmp(cubemapname, "\"\""))
3215 // remove quotes on cubemapname
3216 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
3218 cubemapname[strlen(cubemapname)-1] = 0;
3219 strcpy(cubemapname, cubemapname + 1);
3223 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);
3226 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3234 Con_Printf("invalid rtlights file \"%s\"\n", name);
3235 Mem_Free(lightsstring);
3239 void R_Shadow_SaveWorldLights(void)
3242 size_t bufchars, bufmaxchars;
3244 char name[MAX_QPATH];
3246 if (!r_shadow_worldlightchain)
3248 if (r_refdef.worldmodel == NULL)
3250 Con_Print("No map loaded.\n");
3253 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3254 strlcat (name, ".rtlights", sizeof (name));
3255 bufchars = bufmaxchars = 0;
3257 for (light = r_shadow_worldlightchain;light;light = light->next)
3259 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
3260 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);
3261 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
3262 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]);
3264 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);
3265 if (bufchars + strlen(line) > bufmaxchars)
3267 bufmaxchars = bufchars + strlen(line) + 2048;
3269 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
3273 memcpy(buf, oldbuf, bufchars);
3279 memcpy(buf + bufchars, line, strlen(line));
3280 bufchars += strlen(line);
3284 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
3289 void R_Shadow_LoadLightsFile(void)
3292 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
3293 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
3294 if (r_refdef.worldmodel == NULL)
3296 Con_Print("No map loaded.\n");
3299 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3300 strlcat (name, ".lights", sizeof (name));
3301 lightsstring = (char *)FS_LoadFile(name, tempmempool, false);
3309 while (*s && *s != '\n' && *s != '\r')
3315 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);
3319 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);
3322 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
3323 radius = bound(15, radius, 4096);
3324 VectorScale(color, (2.0f / (8388608.0f)), color);
3325 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3333 Con_Printf("invalid lights file \"%s\"\n", name);
3334 Mem_Free(lightsstring);
3338 // tyrlite/hmap2 light types in the delay field
3339 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
3341 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
3343 int entnum, style, islight, skin, pflags, effects, type, n;
3346 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
3347 char key[256], value[1024];
3349 if (r_refdef.worldmodel == NULL)
3351 Con_Print("No map loaded.\n");
3354 // try to load a .ent file first
3355 FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
3356 strlcat (key, ".ent", sizeof (key));
3357 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true);
3358 // and if that is not found, fall back to the bsp file entity string
3360 data = r_refdef.worldmodel->brush.entities;
3363 for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
3365 type = LIGHTTYPE_MINUSX;
3366 origin[0] = origin[1] = origin[2] = 0;
3367 originhack[0] = originhack[1] = originhack[2] = 0;
3368 angles[0] = angles[1] = angles[2] = 0;
3369 color[0] = color[1] = color[2] = 1;
3370 light[0] = light[1] = light[2] = 1;light[3] = 300;
3371 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
3381 if (!COM_ParseToken(&data, false))
3383 if (com_token[0] == '}')
3384 break; // end of entity
3385 if (com_token[0] == '_')
3386 strcpy(key, com_token + 1);
3388 strcpy(key, com_token);
3389 while (key[strlen(key)-1] == ' ') // remove trailing spaces
3390 key[strlen(key)-1] = 0;
3391 if (!COM_ParseToken(&data, false))
3393 strcpy(value, com_token);
3395 // now that we have the key pair worked out...
3396 if (!strcmp("light", key))
3398 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
3402 light[0] = vec[0] * (1.0f / 256.0f);
3403 light[1] = vec[0] * (1.0f / 256.0f);
3404 light[2] = vec[0] * (1.0f / 256.0f);
3410 light[0] = vec[0] * (1.0f / 255.0f);
3411 light[1] = vec[1] * (1.0f / 255.0f);
3412 light[2] = vec[2] * (1.0f / 255.0f);
3416 else if (!strcmp("delay", key))
3418 else if (!strcmp("origin", key))
3419 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
3420 else if (!strcmp("angle", key))
3421 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
3422 else if (!strcmp("angles", key))
3423 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
3424 else if (!strcmp("color", key))
3425 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
3426 else if (!strcmp("wait", key))
3427 fadescale = atof(value);
3428 else if (!strcmp("classname", key))
3430 if (!strncmp(value, "light", 5))
3433 if (!strcmp(value, "light_fluoro"))
3438 overridecolor[0] = 1;
3439 overridecolor[1] = 1;
3440 overridecolor[2] = 1;
3442 if (!strcmp(value, "light_fluorospark"))
3447 overridecolor[0] = 1;
3448 overridecolor[1] = 1;
3449 overridecolor[2] = 1;
3451 if (!strcmp(value, "light_globe"))
3456 overridecolor[0] = 1;
3457 overridecolor[1] = 0.8;
3458 overridecolor[2] = 0.4;
3460 if (!strcmp(value, "light_flame_large_yellow"))
3465 overridecolor[0] = 1;
3466 overridecolor[1] = 0.5;
3467 overridecolor[2] = 0.1;
3469 if (!strcmp(value, "light_flame_small_yellow"))
3474 overridecolor[0] = 1;
3475 overridecolor[1] = 0.5;
3476 overridecolor[2] = 0.1;
3478 if (!strcmp(value, "light_torch_small_white"))
3483 overridecolor[0] = 1;
3484 overridecolor[1] = 0.5;
3485 overridecolor[2] = 0.1;
3487 if (!strcmp(value, "light_torch_small_walltorch"))
3492 overridecolor[0] = 1;
3493 overridecolor[1] = 0.5;
3494 overridecolor[2] = 0.1;
3498 else if (!strcmp("style", key))
3499 style = atoi(value);
3500 else if (!strcmp("skin", key))
3501 skin = (int)atof(value);
3502 else if (!strcmp("pflags", key))
3503 pflags = (int)atof(value);
3504 else if (!strcmp("effects", key))
3505 effects = (int)atof(value);
3506 else if (r_refdef.worldmodel->type == mod_brushq3)
3508 if (!strcmp("scale", key))
3509 lightscale = atof(value);
3510 if (!strcmp("fade", key))
3511 fadescale = atof(value);
3516 if (lightscale <= 0)
3520 if (color[0] == color[1] && color[0] == color[2])
3522 color[0] *= overridecolor[0];
3523 color[1] *= overridecolor[1];
3524 color[2] *= overridecolor[2];
3526 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3527 color[0] = color[0] * light[0];
3528 color[1] = color[1] * light[1];
3529 color[2] = color[2] * light[2];
3532 case LIGHTTYPE_MINUSX:
3534 case LIGHTTYPE_RECIPX:
3536 VectorScale(color, (1.0f / 16.0f), color);
3538 case LIGHTTYPE_RECIPXX:
3540 VectorScale(color, (1.0f / 16.0f), color);
3543 case LIGHTTYPE_NONE:
3547 case LIGHTTYPE_MINUSXX:
3550 VectorAdd(origin, originhack, origin);
3552 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);
3555 Mem_Free(entfiledata);
3559 void R_Shadow_SetCursorLocationForView(void)
3562 vec3_t dest, endpos;
3564 VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
3565 trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
3566 if (trace.fraction < 1)
3568 dist = trace.fraction * r_editlights_cursordistance.value;
3569 push = r_editlights_cursorpushback.value;
3573 VectorMA(trace.endpos, push, r_viewforward, endpos);
3574 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
3578 VectorClear( endpos );
3580 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3581 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3582 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3585 void R_Shadow_UpdateWorldLightSelection(void)
3587 if (r_editlights.integer)
3589 R_Shadow_SetCursorLocationForView();
3590 R_Shadow_SelectLightInView();
3591 R_Shadow_DrawLightSprites();
3594 R_Shadow_SelectLight(NULL);
3597 void R_Shadow_EditLights_Clear_f(void)
3599 R_Shadow_ClearWorldLights();
3602 void R_Shadow_EditLights_Reload_f(void)
3604 if (!r_refdef.worldmodel)
3606 strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
3607 R_Shadow_ClearWorldLights();
3608 R_Shadow_LoadWorldLights();
3609 if (r_shadow_worldlightchain == NULL)
3611 R_Shadow_LoadLightsFile();
3612 if (r_shadow_worldlightchain == NULL)
3613 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3617 void R_Shadow_EditLights_Save_f(void)
3619 if (!r_refdef.worldmodel)
3621 R_Shadow_SaveWorldLights();
3624 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
3626 R_Shadow_ClearWorldLights();
3627 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3630 void R_Shadow_EditLights_ImportLightsFile_f(void)
3632 R_Shadow_ClearWorldLights();
3633 R_Shadow_LoadLightsFile();
3636 void R_Shadow_EditLights_Spawn_f(void)
3639 if (!r_editlights.integer)
3641 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3644 if (Cmd_Argc() != 1)
3646 Con_Print("r_editlights_spawn does not take parameters\n");
3649 color[0] = color[1] = color[2] = 1;
3650 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3653 void R_Shadow_EditLights_Edit_f(void)
3655 vec3_t origin, angles, color;
3656 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
3657 int style, shadows, flags, normalmode, realtimemode;
3658 char cubemapname[1024];
3659 if (!r_editlights.integer)
3661 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3664 if (!r_shadow_selectedlight)
3666 Con_Print("No selected light.\n");
3669 VectorCopy(r_shadow_selectedlight->origin, origin);
3670 VectorCopy(r_shadow_selectedlight->angles, angles);
3671 VectorCopy(r_shadow_selectedlight->color, color);
3672 radius = r_shadow_selectedlight->radius;
3673 style = r_shadow_selectedlight->style;
3674 if (r_shadow_selectedlight->cubemapname)
3675 strcpy(cubemapname, r_shadow_selectedlight->cubemapname);
3678 shadows = r_shadow_selectedlight->shadow;
3679 corona = r_shadow_selectedlight->corona;
3680 coronasizescale = r_shadow_selectedlight->coronasizescale;
3681 ambientscale = r_shadow_selectedlight->ambientscale;
3682 diffusescale = r_shadow_selectedlight->diffusescale;
3683 specularscale = r_shadow_selectedlight->specularscale;
3684 flags = r_shadow_selectedlight->flags;
3685 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
3686 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
3687 if (!strcmp(Cmd_Argv(1), "origin"))
3689 if (Cmd_Argc() != 5)
3691 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3694 origin[0] = atof(Cmd_Argv(2));
3695 origin[1] = atof(Cmd_Argv(3));
3696 origin[2] = atof(Cmd_Argv(4));
3698 else if (!strcmp(Cmd_Argv(1), "originx"))
3700 if (Cmd_Argc() != 3)
3702 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3705 origin[0] = atof(Cmd_Argv(2));
3707 else if (!strcmp(Cmd_Argv(1), "originy"))
3709 if (Cmd_Argc() != 3)
3711 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3714 origin[1] = atof(Cmd_Argv(2));
3716 else if (!strcmp(Cmd_Argv(1), "originz"))
3718 if (Cmd_Argc() != 3)
3720 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3723 origin[2] = atof(Cmd_Argv(2));
3725 else if (!strcmp(Cmd_Argv(1), "move"))
3727 if (Cmd_Argc() != 5)
3729 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3732 origin[0] += atof(Cmd_Argv(2));
3733 origin[1] += atof(Cmd_Argv(3));
3734 origin[2] += atof(Cmd_Argv(4));
3736 else if (!strcmp(Cmd_Argv(1), "movex"))
3738 if (Cmd_Argc() != 3)
3740 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3743 origin[0] += atof(Cmd_Argv(2));
3745 else if (!strcmp(Cmd_Argv(1), "movey"))
3747 if (Cmd_Argc() != 3)
3749 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3752 origin[1] += atof(Cmd_Argv(2));
3754 else if (!strcmp(Cmd_Argv(1), "movez"))
3756 if (Cmd_Argc() != 3)
3758 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3761 origin[2] += atof(Cmd_Argv(2));
3763 else if (!strcmp(Cmd_Argv(1), "angles"))
3765 if (Cmd_Argc() != 5)
3767 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3770 angles[0] = atof(Cmd_Argv(2));
3771 angles[1] = atof(Cmd_Argv(3));
3772 angles[2] = atof(Cmd_Argv(4));
3774 else if (!strcmp(Cmd_Argv(1), "anglesx"))
3776 if (Cmd_Argc() != 3)
3778 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3781 angles[0] = atof(Cmd_Argv(2));
3783 else if (!strcmp(Cmd_Argv(1), "anglesy"))
3785 if (Cmd_Argc() != 3)
3787 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3790 angles[1] = atof(Cmd_Argv(2));
3792 else if (!strcmp(Cmd_Argv(1), "anglesz"))
3794 if (Cmd_Argc() != 3)
3796 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3799 angles[2] = atof(Cmd_Argv(2));
3801 else if (!strcmp(Cmd_Argv(1), "color"))
3803 if (Cmd_Argc() != 5)
3805 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
3808 color[0] = atof(Cmd_Argv(2));
3809 color[1] = atof(Cmd_Argv(3));
3810 color[2] = atof(Cmd_Argv(4));
3812 else if (!strcmp(Cmd_Argv(1), "radius"))
3814 if (Cmd_Argc() != 3)
3816 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3819 radius = atof(Cmd_Argv(2));
3821 else if (!strcmp(Cmd_Argv(1), "colorscale"))
3823 if (Cmd_Argc() == 3)
3825 double scale = atof(Cmd_Argv(2));
3832 if (Cmd_Argc() != 5)
3834 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
3837 color[0] *= atof(Cmd_Argv(2));
3838 color[1] *= atof(Cmd_Argv(3));
3839 color[2] *= atof(Cmd_Argv(4));
3842 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
3844 if (Cmd_Argc() != 3)
3846 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3849 radius *= atof(Cmd_Argv(2));
3851 else if (!strcmp(Cmd_Argv(1), "style"))
3853 if (Cmd_Argc() != 3)
3855 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3858 style = atoi(Cmd_Argv(2));
3860 else if (!strcmp(Cmd_Argv(1), "cubemap"))
3864 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3867 if (Cmd_Argc() == 3)
3868 strcpy(cubemapname, Cmd_Argv(2));
3872 else if (!strcmp(Cmd_Argv(1), "shadows"))
3874 if (Cmd_Argc() != 3)
3876 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3879 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3881 else if (!strcmp(Cmd_Argv(1), "corona"))
3883 if (Cmd_Argc() != 3)
3885 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3888 corona = atof(Cmd_Argv(2));
3890 else if (!strcmp(Cmd_Argv(1), "coronasize"))
3892 if (Cmd_Argc() != 3)
3894 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3897 coronasizescale = atof(Cmd_Argv(2));
3899 else if (!strcmp(Cmd_Argv(1), "ambient"))
3901 if (Cmd_Argc() != 3)
3903 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3906 ambientscale = atof(Cmd_Argv(2));
3908 else if (!strcmp(Cmd_Argv(1), "diffuse"))
3910 if (Cmd_Argc() != 3)
3912 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3915 diffusescale = atof(Cmd_Argv(2));
3917 else if (!strcmp(Cmd_Argv(1), "specular"))
3919 if (Cmd_Argc() != 3)
3921 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3924 specularscale = atof(Cmd_Argv(2));
3926 else if (!strcmp(Cmd_Argv(1), "normalmode"))
3928 if (Cmd_Argc() != 3)
3930 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3933 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3935 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
3937 if (Cmd_Argc() != 3)
3939 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3942 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3946 Con_Print("usage: r_editlights_edit [property] [value]\n");
3947 Con_Print("Selected light's properties:\n");
3948 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
3949 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
3950 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
3951 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
3952 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
3953 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
3954 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
3955 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
3956 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
3957 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
3958 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
3959 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
3960 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
3961 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
3964 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
3965 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3968 void R_Shadow_EditLights_EditAll_f(void)
3972 if (!r_editlights.integer)
3974 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
3978 for (light = r_shadow_worldlightchain;light;light = light->next)
3980 R_Shadow_SelectLight(light);
3981 R_Shadow_EditLights_Edit_f();
3985 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
3987 int lightnumber, lightcount;
3991 if (!r_editlights.integer)
3997 for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
3998 if (light == r_shadow_selectedlight)
3999 lightnumber = lightcount;
4000 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;
4001 if (r_shadow_selectedlight == NULL)
4003 sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4004 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;
4005 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;
4006 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;
4007 sprintf(temp, "Radius : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4008 sprintf(temp, "Corona : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4009 sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4010 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;
4011 sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4012 sprintf(temp, "CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4013 sprintf(temp, "Ambient : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4014 sprintf(temp, "Diffuse : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4015 sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4016 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;
4017 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;
4020 void R_Shadow_EditLights_ToggleShadow_f(void)
4022 if (!r_editlights.integer)
4024 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
4027 if (!r_shadow_selectedlight)
4029 Con_Print("No selected light.\n");
4032 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);
4035 void R_Shadow_EditLights_ToggleCorona_f(void)
4037 if (!r_editlights.integer)
4039 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
4042 if (!r_shadow_selectedlight)
4044 Con_Print("No selected light.\n");
4047 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);
4050 void R_Shadow_EditLights_Remove_f(void)
4052 if (!r_editlights.integer)
4054 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
4057 if (!r_shadow_selectedlight)
4059 Con_Print("No selected light.\n");
4062 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
4063 r_shadow_selectedlight = NULL;
4066 void R_Shadow_EditLights_Help_f(void)
4069 "Documentation on r_editlights system:\n"
4071 "r_editlights : enable/disable editing mode\n"
4072 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
4073 "r_editlights_cursorpushback : push back cursor this far from surface\n"
4074 "r_editlights_cursorpushoff : push cursor off surface this far\n"
4075 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
4076 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
4078 "r_editlights_help : this help\n"
4079 "r_editlights_clear : remove all lights\n"
4080 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
4081 "r_editlights_save : save to .rtlights file\n"
4082 "r_editlights_spawn : create a light with default settings\n"
4083 "r_editlights_edit command : edit selected light - more documentation below\n"
4084 "r_editlights_remove : remove selected light\n"
4085 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
4086 "r_editlights_importlightentitiesfrommap : reload light entities\n"
4087 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
4089 "origin x y z : set light location\n"
4090 "originx x: set x component of light location\n"
4091 "originy y: set y component of light location\n"
4092 "originz z: set z component of light location\n"
4093 "move x y z : adjust light location\n"
4094 "movex x: adjust x component of light location\n"
4095 "movey y: adjust y component of light location\n"
4096 "movez z: adjust z component of light location\n"
4097 "angles x y z : set light angles\n"
4098 "anglesx x: set x component of light angles\n"
4099 "anglesy y: set y component of light angles\n"
4100 "anglesz z: set z component of light angles\n"
4101 "color r g b : set color of light (can be brighter than 1 1 1)\n"
4102 "radius radius : set radius (size) of light\n"
4103 "colorscale grey : multiply color of light (1 does nothing)\n"
4104 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
4105 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
4106 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
4107 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
4108 "cubemap basename : set filter cubemap of light (not yet supported)\n"
4109 "shadows 1/0 : turn on/off shadows\n"
4110 "corona n : set corona intensity\n"
4111 "coronasize n : set corona size (0-1)\n"
4112 "ambient n : set ambient intensity (0-1)\n"
4113 "diffuse n : set diffuse intensity (0-1)\n"
4114 "specular n : set specular intensity (0-1)\n"
4115 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
4116 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
4117 "<nothing> : print light properties to console\n"
4121 void R_Shadow_EditLights_CopyInfo_f(void)
4123 if (!r_editlights.integer)
4125 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
4128 if (!r_shadow_selectedlight)
4130 Con_Print("No selected light.\n");
4133 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
4134 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
4135 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
4136 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
4137 if (r_shadow_selectedlight->cubemapname)
4138 strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname);
4140 r_shadow_bufferlight.cubemapname[0] = 0;
4141 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
4142 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
4143 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
4144 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
4145 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
4146 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
4147 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
4150 void R_Shadow_EditLights_PasteInfo_f(void)
4152 if (!r_editlights.integer)
4154 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
4157 if (!r_shadow_selectedlight)
4159 Con_Print("No selected light.\n");
4162 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);
4165 void R_Shadow_EditLights_Init(void)
4167 Cvar_RegisterVariable(&r_editlights);
4168 Cvar_RegisterVariable(&r_editlights_cursordistance);
4169 Cvar_RegisterVariable(&r_editlights_cursorpushback);
4170 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
4171 Cvar_RegisterVariable(&r_editlights_cursorgrid);
4172 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
4173 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f);
4174 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f);
4175 Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f);
4176 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f);
4177 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f);
4178 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f);
4179 Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f);
4180 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f);
4181 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f);
4182 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f);
4183 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f);
4184 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f);
4185 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f);
4186 Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f);