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 myhvec3 LightVector;\n"
302 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
303 "uniform vec3 EyePosition;\n"
304 "varying myhvec3 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 myhvec3 LightVector;\n"
389 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
390 "varying myhvec3 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 // TODO: support fog (after renderer is converted to texture fog)
1227 m.tex[4] = R_GetTexture(r_texture_white); // fog
1228 //m.texmatrix[3] = r_shadow_entitytolight; // light filter matrix
1230 GL_BlendFunc(GL_ONE, GL_ONE);
1231 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1233 r_shadow_lightpermutation = 0;
1234 // only add a feature to the permutation if that permutation exists
1235 // (otherwise it might end up not using a shader at all, which looks
1236 // worse than using less features)
1237 if (r_shadow_rtlight->specularscale && r_shadow_gloss.integer >= 1 && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
1238 r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
1239 //if (fog && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
1240 // r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
1241 if (r_shadow_lightcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER])
1242 r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
1243 if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
1244 r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
1245 if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE])
1246 r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
1247 if (r_shadow_glsl_usehalffloat.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
1248 r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
1249 r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
1250 qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
1251 // TODO: support fog (after renderer is converted to texture fog)
1252 if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
1254 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), 0);CHECKGLERROR
1256 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
1257 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
1258 if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1260 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR
1261 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), r_shadow_rtlight->specularscale);CHECKGLERROR
1263 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1264 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR
1265 //if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
1267 // qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), relativeeyeorigin[0], relativeeyeorigin[1], relativeeyeorigin[2]);CHECKGLERROR
1269 if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING)
1271 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
1272 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
1275 else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1276 r_shadowstage = R_SHADOWSTAGE_LIGHT_DOT3;
1278 r_shadowstage = R_SHADOWSTAGE_LIGHT_VERTEX;
1281 void R_Shadow_Stage_VisibleShadowVolumes(void)
1283 R_Shadow_Stage_Reset();
1284 GL_BlendFunc(GL_ONE, GL_ONE);
1285 GL_DepthMask(false);
1286 GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
1287 qglPolygonOffset(0, 0);
1288 GL_Color(0.0, 0.0125, 0.1, 1);
1289 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1290 qglDepthFunc(GL_GEQUAL);
1291 qglCullFace(GL_FRONT); // this culls back
1292 qglDisable(GL_CULL_FACE);
1293 qglDisable(GL_STENCIL_TEST);
1294 r_shadowstage = R_SHADOWSTAGE_VISIBLEVOLUMES;
1297 void R_Shadow_Stage_VisibleLighting(int stenciltest)
1299 R_Shadow_Stage_Reset();
1300 GL_BlendFunc(GL_ONE, GL_ONE);
1301 GL_DepthMask(false);
1302 GL_DepthTest(r_shadow_visiblelighting.integer < 2);
1303 qglPolygonOffset(0, 0);
1304 GL_Color(0.1, 0.0125, 0, 1);
1305 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1306 qglDepthFunc(GL_EQUAL);
1307 qglCullFace(GL_FRONT); // this culls back
1308 qglEnable(GL_CULL_FACE);
1310 qglEnable(GL_STENCIL_TEST);
1312 qglDisable(GL_STENCIL_TEST);
1313 r_shadowstage = R_SHADOWSTAGE_VISIBLELIGHTING;
1316 void R_Shadow_Stage_End(void)
1318 R_Shadow_Stage_Reset();
1319 R_Shadow_Stage_ActiveLight(NULL);
1320 GL_BlendFunc(GL_ONE, GL_ZERO);
1323 qglPolygonOffset(0, 0);
1324 //qglDisable(GL_POLYGON_OFFSET_FILL);
1325 GL_Color(1, 1, 1, 1);
1326 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1327 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1328 qglDepthFunc(GL_LEQUAL);
1329 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1330 qglDisable(GL_STENCIL_TEST);
1331 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1332 if (gl_support_stenciltwoside)
1333 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1335 qglStencilFunc(GL_ALWAYS, 128, ~0);
1336 r_shadowstage = R_SHADOWSTAGE_NONE;
1339 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1341 int i, ix1, iy1, ix2, iy2;
1342 float x1, y1, x2, y2;
1345 mplane_t planes[11];
1346 float vertex3f[256*3];
1348 // if view is inside the light box, just say yes it's visible
1349 if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1351 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1355 // create a temporary brush describing the area the light can affect in worldspace
1356 VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
1357 VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
1358 VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
1359 VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
1360 VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
1361 VectorSet (planes[ 5].normal, 1, 0, 0); planes[ 5].dist = maxs[0];
1362 VectorSet (planes[ 6].normal, -1, 0, 0); planes[ 6].dist = -mins[0];
1363 VectorSet (planes[ 7].normal, 0, 1, 0); planes[ 7].dist = maxs[1];
1364 VectorSet (planes[ 8].normal, 0, -1, 0); planes[ 8].dist = -mins[1];
1365 VectorSet (planes[ 9].normal, 0, 0, 1); planes[ 9].dist = maxs[2];
1366 VectorSet (planes[10].normal, 0, 0, -1); planes[10].dist = -mins[2];
1368 // turn the brush into a mesh
1369 memset(&mesh, 0, sizeof(rmesh_t));
1370 mesh.maxvertices = 256;
1371 mesh.vertex3f = vertex3f;
1372 mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1373 R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1375 // if that mesh is empty, the light is not visible at all
1376 if (!mesh.numvertices)
1379 if (!r_shadow_scissor.integer)
1382 // if that mesh is not empty, check what area of the screen it covers
1383 x1 = y1 = x2 = y2 = 0;
1385 for (i = 0;i < mesh.numvertices;i++)
1387 VectorCopy(mesh.vertex3f + i * 3, v);
1388 GL_TransformToScreen(v, v2);
1389 //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]);
1392 if (x1 > v2[0]) x1 = v2[0];
1393 if (x2 < v2[0]) x2 = v2[0];
1394 if (y1 > v2[1]) y1 = v2[1];
1395 if (y2 < v2[1]) y2 = v2[1];
1404 // now convert the scissor rectangle to integer screen coordinates
1409 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1411 // clamp it to the screen
1412 if (ix1 < r_view_x) ix1 = r_view_x;
1413 if (iy1 < r_view_y) iy1 = r_view_y;
1414 if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1415 if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1417 // if it is inside out, it's not visible
1418 if (ix2 <= ix1 || iy2 <= iy1)
1421 // the light area is visible, set up the scissor rectangle
1422 GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1423 //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1424 //qglEnable(GL_SCISSOR_TEST);
1425 renderstats.lights_scissored++;
1429 extern float *rsurface_vertex3f;
1430 extern float *rsurface_svector3f;
1431 extern float *rsurface_tvector3f;
1432 extern float *rsurface_normal3f;
1433 extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
1435 static void R_Shadow_VertexShadingWithXYZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
1437 int numverts = surface->num_vertices;
1438 float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1439 float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1440 float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1441 float dist, dot, distintensity, shadeintensity, v[3], n[3];
1442 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1444 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1445 if ((dist = DotProduct(v, v)) < 1)
1448 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1449 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1450 if ((dot = DotProduct(n, v)) > 0)
1452 shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1453 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
1454 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
1455 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
1459 color4f[0] = ambientcolor[0] * distintensity - reduce;
1460 color4f[1] = ambientcolor[1] * distintensity - reduce;
1461 color4f[2] = ambientcolor[2] * distintensity - reduce;
1463 color4f[0] = bound(0, color4f[0], 1);
1464 color4f[1] = bound(0, color4f[1], 1);
1465 color4f[2] = bound(0, color4f[2], 1);
1468 VectorClear(color4f);
1473 static void R_Shadow_VertexShadingWithZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
1475 int numverts = surface->num_vertices;
1476 float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1477 float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1478 float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1479 float dist, dot, distintensity, shadeintensity, v[3], n[3];
1480 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1482 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1483 if ((dist = fabs(v[2])) < 1)
1485 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1486 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1487 if ((dot = DotProduct(n, v)) > 0)
1489 shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1490 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
1491 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
1492 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
1496 color4f[0] = ambientcolor[0] * distintensity - reduce;
1497 color4f[1] = ambientcolor[1] * distintensity - reduce;
1498 color4f[2] = ambientcolor[2] * distintensity - reduce;
1500 color4f[0] = bound(0, color4f[0], 1);
1501 color4f[1] = bound(0, color4f[1], 1);
1502 color4f[2] = bound(0, color4f[2], 1);
1505 VectorClear(color4f);
1510 static void R_Shadow_VertexShading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
1512 int numverts = surface->num_vertices;
1513 float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1514 float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1515 float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1516 float dot, shadeintensity, v[3], n[3];
1517 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1519 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1520 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1521 if ((dot = DotProduct(n, v)) > 0)
1523 shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1524 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) - reduce;
1525 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) - reduce;
1526 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) - reduce;
1527 color4f[0] = bound(0, color4f[0], 1);
1528 color4f[1] = bound(0, color4f[1], 1);
1529 color4f[2] = bound(0, color4f[2], 1);
1532 VectorClear(color4f);
1537 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1538 #define USETEXMATRIX
1540 #ifndef USETEXMATRIX
1541 // this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
1542 // if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
1543 static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1547 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1548 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1549 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1556 static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1560 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1561 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1569 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)
1573 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1575 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1576 // the cubemap normalizes this for us
1577 out3f[0] = DotProduct(svector3f, lightdir);
1578 out3f[1] = DotProduct(tvector3f, lightdir);
1579 out3f[2] = DotProduct(normal3f, lightdir);
1583 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)
1586 float lightdir[3], eyedir[3], halfdir[3];
1587 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1589 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1590 VectorNormalize(lightdir);
1591 VectorSubtract(vertex3f, relativeeyeorigin, eyedir);
1592 VectorNormalize(eyedir);
1593 VectorAdd(lightdir, eyedir, halfdir);
1594 // the cubemap normalizes this for us
1595 out3f[0] = DotProduct(svector3f, halfdir);
1596 out3f[1] = DotProduct(tvector3f, halfdir);
1597 out3f[2] = DotProduct(normal3f, halfdir);
1601 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)
1603 // used to display how many times a surface is lit for level design purposes
1604 int surfacelistindex;
1606 qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1607 qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1608 qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1609 qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1610 qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1611 qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1612 qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1613 if (!doambientbase && !dodiffusebase && !doambientpants && !dodiffusepants && !doambientshirt && !dodiffuseshirt && !dospecular)
1615 GL_Color(0.1, 0.025, 0, 1);
1616 memset(&m, 0, sizeof(m));
1618 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1620 const msurface_t *surface = surfacelist[surfacelistindex];
1621 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1622 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1623 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle);
1624 GL_LockArrays(0, 0);
1628 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)
1630 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1631 int surfacelistindex;
1632 qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1633 qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1634 qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1635 qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1636 qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1637 qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1638 qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1639 // TODO: add direct pants/shirt rendering
1640 if (doambientpants || dodiffusepants)
1641 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);
1642 if (doambientshirt || dodiffuseshirt)
1643 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);
1644 if (!doambientbase && !dodiffusebase && !dospecular)
1646 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
1647 R_Mesh_TexBind(0, R_GetTexture(normalmaptexture));
1648 R_Mesh_TexBind(1, R_GetTexture(basetexture));
1649 R_Mesh_TexBind(2, R_GetTexture(glosstexture));
1650 if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1652 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
1654 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1655 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1657 const msurface_t *surface = surfacelist[surfacelistindex];
1658 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1659 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1660 if (!rsurface_svector3f)
1662 rsurface_svector3f = varray_svector3f;
1663 rsurface_tvector3f = varray_tvector3f;
1664 rsurface_normal3f = varray_normal3f;
1665 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);
1667 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
1668 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1669 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1670 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1671 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1672 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1673 GL_LockArrays(0, 0);
1677 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)
1679 // ARB path (any Geforce, any Radeon)
1680 int surfacelistindex;
1682 float color2[3], colorscale;
1684 qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1685 qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1686 qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1687 qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1688 qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1689 qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1690 qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1691 // TODO: add direct pants/shirt rendering
1692 if (doambientpants || dodiffusepants)
1693 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);
1694 if (doambientshirt || dodiffuseshirt)
1695 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);
1696 if (!doambientbase && !dodiffusebase && !dospecular)
1698 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1700 const msurface_t *surface = surfacelist[surfacelistindex];
1701 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1702 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1703 if (!rsurface_svector3f)
1705 rsurface_svector3f = varray_svector3f;
1706 rsurface_tvector3f = varray_tvector3f;
1707 rsurface_normal3f = varray_normal3f;
1708 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);
1713 colorscale = r_shadow_rtlight->ambientscale;
1714 // colorscale accounts for how much we multiply the brightness
1717 // mult is how many times the final pass of the lighting will be
1718 // performed to get more brightness than otherwise possible.
1720 // Limit mult to 64 for sanity sake.
1721 if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1723 // 3 3D combine path (Geforce3, Radeon 8500)
1724 memset(&m, 0, sizeof(m));
1725 m.pointer_vertex = rsurface_vertex3f;
1726 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1728 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1729 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1731 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1732 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1734 m.tex[1] = R_GetTexture(basetexture);
1735 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1736 m.texmatrix[1] = texture->currenttexmatrix;
1737 m.texcubemap[2] = R_GetTexture(r_shadow_lightcubemap);
1739 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1740 m.texmatrix[2] = r_shadow_entitytolight;
1742 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1743 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1745 GL_BlendFunc(GL_ONE, GL_ONE);
1747 else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1749 // 2 3D combine path (Geforce3, original Radeon)
1750 memset(&m, 0, sizeof(m));
1751 m.pointer_vertex = rsurface_vertex3f;
1752 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1754 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1755 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1757 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1758 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1760 m.tex[1] = R_GetTexture(basetexture);
1761 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1762 m.texmatrix[1] = texture->currenttexmatrix;
1763 GL_BlendFunc(GL_ONE, GL_ONE);
1765 else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
1767 // 4 2D combine path (Geforce3, Radeon 8500)
1768 memset(&m, 0, sizeof(m));
1769 m.pointer_vertex = rsurface_vertex3f;
1770 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1772 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1773 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1775 m.pointer_texcoord[0] = varray_texcoord2f[0];
1776 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1778 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1780 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1781 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1783 m.pointer_texcoord[1] = varray_texcoord2f[1];
1784 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1786 m.tex[2] = R_GetTexture(basetexture);
1787 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1788 m.texmatrix[2] = texture->currenttexmatrix;
1789 if (r_shadow_lightcubemap != r_texture_whitecube)
1791 m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap);
1793 m.pointer_texcoord3f[3] = rsurface_vertex3f;
1794 m.texmatrix[3] = r_shadow_entitytolight;
1796 m.pointer_texcoord3f[3] = varray_texcoord3f[3];
1797 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1800 GL_BlendFunc(GL_ONE, GL_ONE);
1802 else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube)
1804 // 3 2D combine path (Geforce3, original Radeon)
1805 memset(&m, 0, sizeof(m));
1806 m.pointer_vertex = rsurface_vertex3f;
1807 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1809 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1810 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1812 m.pointer_texcoord[0] = varray_texcoord2f[0];
1813 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1815 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1817 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1818 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1820 m.pointer_texcoord[1] = varray_texcoord2f[1];
1821 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1823 m.tex[2] = R_GetTexture(basetexture);
1824 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1825 m.texmatrix[2] = texture->currenttexmatrix;
1826 GL_BlendFunc(GL_ONE, GL_ONE);
1830 // 2/2/2 2D combine path (any dot3 card)
1831 memset(&m, 0, sizeof(m));
1832 m.pointer_vertex = rsurface_vertex3f;
1833 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1835 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1836 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1838 m.pointer_texcoord[0] = varray_texcoord2f[0];
1839 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1841 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1843 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1844 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1846 m.pointer_texcoord[1] = varray_texcoord2f[1];
1847 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1850 GL_ColorMask(0,0,0,1);
1851 GL_BlendFunc(GL_ONE, GL_ZERO);
1852 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1853 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1854 GL_LockArrays(0, 0);
1856 memset(&m, 0, sizeof(m));
1857 m.pointer_vertex = rsurface_vertex3f;
1858 m.tex[0] = R_GetTexture(basetexture);
1859 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1860 m.texmatrix[0] = texture->currenttexmatrix;
1861 if (r_shadow_lightcubemap != r_texture_whitecube)
1863 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1865 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1866 m.texmatrix[1] = r_shadow_entitytolight;
1868 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1869 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1872 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1874 // this final code is shared
1876 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1877 VectorScale(lightcolorbase, colorscale, color2);
1878 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1879 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1881 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1882 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1884 GL_LockArrays(0, 0);
1889 colorscale = r_shadow_rtlight->diffusescale;
1890 // colorscale accounts for how much we multiply the brightness
1893 // mult is how many times the final pass of the lighting will be
1894 // performed to get more brightness than otherwise possible.
1896 // Limit mult to 64 for sanity sake.
1897 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1899 // 3/2 3D combine path (Geforce3, Radeon 8500)
1900 memset(&m, 0, sizeof(m));
1901 m.pointer_vertex = rsurface_vertex3f;
1902 m.tex[0] = R_GetTexture(normalmaptexture);
1903 m.texcombinergb[0] = GL_REPLACE;
1904 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1905 m.texmatrix[0] = texture->currenttexmatrix;
1906 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1907 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1908 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1909 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);
1910 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1912 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1913 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1915 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1916 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1919 GL_ColorMask(0,0,0,1);
1920 GL_BlendFunc(GL_ONE, GL_ZERO);
1921 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1922 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1923 GL_LockArrays(0, 0);
1925 memset(&m, 0, sizeof(m));
1926 m.pointer_vertex = rsurface_vertex3f;
1927 m.tex[0] = R_GetTexture(basetexture);
1928 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1929 m.texmatrix[0] = texture->currenttexmatrix;
1930 if (r_shadow_lightcubemap != r_texture_whitecube)
1932 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1934 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1935 m.texmatrix[1] = r_shadow_entitytolight;
1937 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1938 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1941 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1943 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube)
1945 // 1/2/2 3D combine path (original Radeon)
1946 memset(&m, 0, sizeof(m));
1947 m.pointer_vertex = rsurface_vertex3f;
1948 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1950 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1951 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1953 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1954 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1957 GL_ColorMask(0,0,0,1);
1958 GL_BlendFunc(GL_ONE, GL_ZERO);
1959 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1960 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1961 GL_LockArrays(0, 0);
1963 memset(&m, 0, sizeof(m));
1964 m.pointer_vertex = rsurface_vertex3f;
1965 m.tex[0] = R_GetTexture(normalmaptexture);
1966 m.texcombinergb[0] = GL_REPLACE;
1967 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1968 m.texmatrix[0] = texture->currenttexmatrix;
1969 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1970 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1971 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1972 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);
1974 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1975 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1976 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1977 GL_LockArrays(0, 0);
1979 memset(&m, 0, sizeof(m));
1980 m.pointer_vertex = rsurface_vertex3f;
1981 m.tex[0] = R_GetTexture(basetexture);
1982 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1983 m.texmatrix[0] = texture->currenttexmatrix;
1984 if (r_shadow_lightcubemap != r_texture_whitecube)
1986 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1988 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1989 m.texmatrix[1] = r_shadow_entitytolight;
1991 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1992 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1995 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1997 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube)
1999 // 2/2 3D combine path (original Radeon)
2000 memset(&m, 0, sizeof(m));
2001 m.pointer_vertex = rsurface_vertex3f;
2002 m.tex[0] = R_GetTexture(normalmaptexture);
2003 m.texcombinergb[0] = GL_REPLACE;
2004 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2005 m.texmatrix[0] = texture->currenttexmatrix;
2006 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2007 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2008 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2009 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);
2011 GL_ColorMask(0,0,0,1);
2012 GL_BlendFunc(GL_ONE, GL_ZERO);
2013 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2014 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2015 GL_LockArrays(0, 0);
2017 memset(&m, 0, sizeof(m));
2018 m.pointer_vertex = rsurface_vertex3f;
2019 m.tex[0] = R_GetTexture(basetexture);
2020 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2021 m.texmatrix[0] = texture->currenttexmatrix;
2022 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2024 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2025 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2027 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2028 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2030 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2032 else if (r_textureunits.integer >= 4)
2034 // 4/2 2D combine path (Geforce3, Radeon 8500)
2035 memset(&m, 0, sizeof(m));
2036 m.pointer_vertex = rsurface_vertex3f;
2037 m.tex[0] = R_GetTexture(normalmaptexture);
2038 m.texcombinergb[0] = GL_REPLACE;
2039 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2040 m.texmatrix[0] = texture->currenttexmatrix;
2041 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2042 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2043 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2044 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);
2045 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2047 m.pointer_texcoord3f[2] = rsurface_vertex3f;
2048 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
2050 m.pointer_texcoord[2] = varray_texcoord2f[2];
2051 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2053 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
2055 m.pointer_texcoord3f[3] = rsurface_vertex3f;
2056 m.texmatrix[3] = r_shadow_entitytoattenuationz;
2058 m.pointer_texcoord[3] = varray_texcoord2f[3];
2059 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2062 GL_ColorMask(0,0,0,1);
2063 GL_BlendFunc(GL_ONE, GL_ZERO);
2064 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2065 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2066 GL_LockArrays(0, 0);
2068 memset(&m, 0, sizeof(m));
2069 m.pointer_vertex = rsurface_vertex3f;
2070 m.tex[0] = R_GetTexture(basetexture);
2071 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2072 m.texmatrix[0] = texture->currenttexmatrix;
2073 if (r_shadow_lightcubemap != r_texture_whitecube)
2075 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2077 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2078 m.texmatrix[1] = r_shadow_entitytolight;
2080 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2081 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2084 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2088 // 2/2/2 2D combine path (any dot3 card)
2089 memset(&m, 0, sizeof(m));
2090 m.pointer_vertex = rsurface_vertex3f;
2091 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2093 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2094 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2096 m.pointer_texcoord[0] = varray_texcoord2f[0];
2097 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2099 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2101 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2102 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2104 m.pointer_texcoord[1] = varray_texcoord2f[1];
2105 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2108 GL_ColorMask(0,0,0,1);
2109 GL_BlendFunc(GL_ONE, GL_ZERO);
2110 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2111 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2112 GL_LockArrays(0, 0);
2114 memset(&m, 0, sizeof(m));
2115 m.pointer_vertex = rsurface_vertex3f;
2116 m.tex[0] = R_GetTexture(normalmaptexture);
2117 m.texcombinergb[0] = GL_REPLACE;
2118 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2119 m.texmatrix[0] = texture->currenttexmatrix;
2120 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2121 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2122 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2123 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);
2125 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2126 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2127 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2128 GL_LockArrays(0, 0);
2130 memset(&m, 0, sizeof(m));
2131 m.pointer_vertex = rsurface_vertex3f;
2132 m.tex[0] = R_GetTexture(basetexture);
2133 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2134 m.texmatrix[0] = texture->currenttexmatrix;
2135 if (r_shadow_lightcubemap != r_texture_whitecube)
2137 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2139 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2140 m.texmatrix[1] = r_shadow_entitytolight;
2142 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2143 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2146 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2148 // this final code is shared
2150 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2151 VectorScale(lightcolorbase, colorscale, color2);
2152 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2153 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2155 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2156 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2158 GL_LockArrays(0, 0);
2162 // FIXME: detect blendsquare!
2163 //if (gl_support_blendsquare)
2165 colorscale = specularscale;
2167 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2169 // 2/0/0/1/2 3D combine blendsquare path
2170 memset(&m, 0, sizeof(m));
2171 m.pointer_vertex = rsurface_vertex3f;
2172 m.tex[0] = R_GetTexture(normalmaptexture);
2173 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2174 m.texmatrix[0] = texture->currenttexmatrix;
2175 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2176 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2177 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2178 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);
2180 GL_ColorMask(0,0,0,1);
2181 // this squares the result
2182 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2183 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2184 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2185 GL_LockArrays(0, 0);
2187 memset(&m, 0, sizeof(m));
2188 m.pointer_vertex = rsurface_vertex3f;
2190 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2191 // square alpha in framebuffer a few times to make it shiny
2192 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2193 // these comments are a test run through this math for intensity 0.5
2194 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2195 // 0.25 * 0.25 = 0.0625 (this is another pass)
2196 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2197 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2198 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2199 GL_LockArrays(0, 0);
2201 memset(&m, 0, sizeof(m));
2202 m.pointer_vertex = rsurface_vertex3f;
2203 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2205 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2206 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2208 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
2209 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2212 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2213 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2214 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2215 GL_LockArrays(0, 0);
2217 memset(&m, 0, sizeof(m));
2218 m.pointer_vertex = rsurface_vertex3f;
2219 m.tex[0] = R_GetTexture(glosstexture);
2220 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2221 m.texmatrix[0] = texture->currenttexmatrix;
2222 if (r_shadow_lightcubemap != r_texture_whitecube)
2224 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2226 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2227 m.texmatrix[1] = r_shadow_entitytolight;
2229 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2230 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2233 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2235 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2237 // 2/0/0/2 3D combine blendsquare path
2238 memset(&m, 0, sizeof(m));
2239 m.pointer_vertex = rsurface_vertex3f;
2240 m.tex[0] = R_GetTexture(normalmaptexture);
2241 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2242 m.texmatrix[0] = texture->currenttexmatrix;
2243 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2244 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2245 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2246 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);
2248 GL_ColorMask(0,0,0,1);
2249 // this squares the result
2250 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2251 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2252 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2253 GL_LockArrays(0, 0);
2255 memset(&m, 0, sizeof(m));
2256 m.pointer_vertex = rsurface_vertex3f;
2258 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2259 // square alpha in framebuffer a few times to make it shiny
2260 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2261 // these comments are a test run through this math for intensity 0.5
2262 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2263 // 0.25 * 0.25 = 0.0625 (this is another pass)
2264 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2265 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2266 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2267 GL_LockArrays(0, 0);
2269 memset(&m, 0, sizeof(m));
2270 m.pointer_vertex = rsurface_vertex3f;
2271 m.tex[0] = R_GetTexture(glosstexture);
2272 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2273 m.texmatrix[0] = texture->currenttexmatrix;
2274 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2276 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2277 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2279 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2280 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2282 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2286 // 2/0/0/2/2 2D combine blendsquare path
2287 memset(&m, 0, sizeof(m));
2288 m.pointer_vertex = rsurface_vertex3f;
2289 m.tex[0] = R_GetTexture(normalmaptexture);
2290 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2291 m.texmatrix[0] = texture->currenttexmatrix;
2292 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2293 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2294 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2295 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);
2297 GL_ColorMask(0,0,0,1);
2298 // this squares the result
2299 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2300 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2301 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2302 GL_LockArrays(0, 0);
2304 memset(&m, 0, sizeof(m));
2305 m.pointer_vertex = rsurface_vertex3f;
2307 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2308 // square alpha in framebuffer a few times to make it shiny
2309 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2310 // these comments are a test run through this math for intensity 0.5
2311 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2312 // 0.25 * 0.25 = 0.0625 (this is another pass)
2313 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2314 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2315 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2316 GL_LockArrays(0, 0);
2318 memset(&m, 0, sizeof(m));
2319 m.pointer_vertex = rsurface_vertex3f;
2320 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2322 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2323 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2325 m.pointer_texcoord[0] = varray_texcoord2f[0];
2326 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2328 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2330 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2331 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2333 m.pointer_texcoord[1] = varray_texcoord2f[1];
2334 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2337 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2338 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2339 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2340 GL_LockArrays(0, 0);
2342 memset(&m, 0, sizeof(m));
2343 m.pointer_vertex = rsurface_vertex3f;
2344 m.tex[0] = R_GetTexture(glosstexture);
2345 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2346 m.texmatrix[0] = texture->currenttexmatrix;
2347 if (r_shadow_lightcubemap != r_texture_whitecube)
2349 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2351 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2352 m.texmatrix[1] = r_shadow_entitytolight;
2354 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2355 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2358 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2361 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2362 VectorScale(lightcolorbase, colorscale, color2);
2363 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2364 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2366 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2367 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2369 GL_LockArrays(0, 0);
2375 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)
2377 int surfacelistindex;
2379 float ambientcolor2[3], diffusecolor2[3];
2381 qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2382 qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2383 qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2384 qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2385 qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2386 qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2387 //qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
2388 // TODO: add direct pants/shirt rendering
2389 if (doambientpants || dodiffusepants)
2390 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);
2391 if (doambientshirt || dodiffuseshirt)
2392 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);
2393 if (!doambientbase && !dodiffusebase)
2395 VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, ambientcolor2);
2396 VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, diffusecolor2);
2397 GL_BlendFunc(GL_ONE, GL_ONE);
2398 memset(&m, 0, sizeof(m));
2399 m.tex[0] = R_GetTexture(basetexture);
2400 if (r_textureunits.integer >= 2)
2403 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2405 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2407 m.pointer_texcoord[1] = varray_texcoord2f[1];
2408 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2410 if (r_textureunits.integer >= 3)
2412 // Geforce3/Radeon class but not using dot3
2413 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2415 m.texmatrix[2] = r_shadow_entitytoattenuationz;
2417 m.pointer_texcoord[2] = varray_texcoord2f[2];
2418 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2422 m.pointer_color = varray_color4f;
2424 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2426 const msurface_t *surface = surfacelist[surfacelistindex];
2427 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
2428 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
2429 if (!rsurface_svector3f)
2431 rsurface_svector3f = varray_svector3f;
2432 rsurface_tvector3f = varray_tvector3f;
2433 rsurface_normal3f = varray_normal3f;
2434 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);
2436 // OpenGL 1.1 path (anything)
2437 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
2438 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
2439 if (r_textureunits.integer >= 2)
2443 R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f);
2445 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2447 if (r_textureunits.integer >= 3)
2449 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
2451 R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f);
2453 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2457 for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
2459 if (r_textureunits.integer >= 3)
2460 R_Shadow_VertexShading(surface, diffusecolor2, ambientcolor2, renders);
2461 else if (r_textureunits.integer >= 2)
2462 R_Shadow_VertexShadingWithZAttenuation(surface, diffusecolor2, ambientcolor2, renders);
2464 R_Shadow_VertexShadingWithXYZAttenuation(surface, diffusecolor2, ambientcolor2, renders);
2465 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2466 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2467 GL_LockArrays(0, 0);
2472 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)
2474 // FIXME: support MATERIALFLAG_NODEPTHTEST
2475 switch (r_shadowstage)
2477 case R_SHADOWSTAGE_VISIBLELIGHTING:
2478 R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2480 case R_SHADOWSTAGE_LIGHT_GLSL:
2481 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);
2483 case R_SHADOWSTAGE_LIGHT_DOT3:
2484 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);
2486 case R_SHADOWSTAGE_LIGHT_VERTEX:
2487 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);
2490 Con_Printf("R_Shadow_RenderLighting: unknown r_shadowstage %i\n", r_shadowstage);
2495 void R_RTLight_Update(dlight_t *light, int isstatic)
2499 rtlight_t *rtlight = &light->rtlight;
2500 R_RTLight_Uncompile(rtlight);
2501 memset(rtlight, 0, sizeof(*rtlight));
2503 VectorCopy(light->origin, rtlight->shadoworigin);
2504 VectorCopy(light->color, rtlight->color);
2505 rtlight->radius = light->radius;
2506 //rtlight->cullradius = rtlight->radius;
2507 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2508 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2509 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2510 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2511 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2512 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2513 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2514 rtlight->cubemapname[0] = 0;
2515 if (light->cubemapname[0])
2516 strcpy(rtlight->cubemapname, light->cubemapname);
2517 else if (light->cubemapnum > 0)
2518 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2519 rtlight->shadow = light->shadow;
2520 rtlight->corona = light->corona;
2521 rtlight->style = light->style;
2522 rtlight->isstatic = isstatic;
2523 rtlight->coronasizescale = light->coronasizescale;
2524 rtlight->ambientscale = light->ambientscale;
2525 rtlight->diffusescale = light->diffusescale;
2526 rtlight->specularscale = light->specularscale;
2527 rtlight->flags = light->flags;
2528 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2529 // ConcatScale won't work here because this needs to scale rotate and
2530 // translate, not just rotate
2531 scale = 1.0f / rtlight->radius;
2532 for (k = 0;k < 3;k++)
2533 for (j = 0;j < 4;j++)
2534 rtlight->matrix_worldtolight.m[k][j] *= scale;
2536 rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
2537 rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
2538 VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
2539 rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
2542 // compiles rtlight geometry
2543 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2544 void R_RTLight_Compile(rtlight_t *rtlight)
2546 int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2547 entity_render_t *ent = r_refdef.worldentity;
2548 model_t *model = r_refdef.worldmodel;
2551 // compile the light
2552 rtlight->compiled = true;
2553 rtlight->static_numleafs = 0;
2554 rtlight->static_numleafpvsbytes = 0;
2555 rtlight->static_leaflist = NULL;
2556 rtlight->static_leafpvs = NULL;
2557 rtlight->static_numsurfaces = 0;
2558 rtlight->static_surfacelist = NULL;
2559 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2560 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2561 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2562 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2563 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2564 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2566 if (model && model->GetLightInfo)
2568 // this variable must be set for the CompileShadowVolume code
2569 r_shadow_compilingrtlight = rtlight;
2570 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2571 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);
2572 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2573 data = (qbyte *)Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2574 rtlight->static_numleafs = numleafs;
2575 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2576 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2577 rtlight->static_leafpvs = (qbyte *)data;data += numleafpvsbytes;
2578 rtlight->static_numsurfaces = numsurfaces;
2579 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2581 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2582 if (numleafpvsbytes)
2583 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2585 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2586 if (model->CompileShadowVolume && rtlight->shadow)
2587 model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2588 // now we're done compiling the rtlight
2589 r_shadow_compilingrtlight = NULL;
2593 // use smallest available cullradius - box radius or light radius
2594 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2595 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2599 if (rtlight->static_meshchain_shadow)
2602 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2605 shadowtris += mesh->numtriangles;
2609 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);
2612 void R_RTLight_Uncompile(rtlight_t *rtlight)
2614 if (rtlight->compiled)
2616 if (rtlight->static_meshchain_shadow)
2617 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2618 rtlight->static_meshchain_shadow = NULL;
2619 // these allocations are grouped
2620 if (rtlight->static_leaflist)
2621 Mem_Free(rtlight->static_leaflist);
2622 rtlight->static_numleafs = 0;
2623 rtlight->static_numleafpvsbytes = 0;
2624 rtlight->static_leaflist = NULL;
2625 rtlight->static_leafpvs = NULL;
2626 rtlight->static_numsurfaces = 0;
2627 rtlight->static_surfacelist = NULL;
2628 rtlight->compiled = false;
2632 void R_Shadow_UncompileWorldLights(void)
2635 for (light = r_shadow_worldlightchain;light;light = light->next)
2636 R_RTLight_Uncompile(&light->rtlight);
2639 void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2641 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2642 vec_t relativeshadowradius;
2643 if (ent == r_refdef.worldentity)
2645 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2648 R_Mesh_Matrix(&ent->matrix);
2649 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2651 renderstats.lights_shadowtriangles += mesh->numtriangles;
2652 R_Mesh_VertexPointer(mesh->vertex3f);
2653 GL_LockArrays(0, mesh->numverts);
2654 if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
2656 // decrement stencil if backface is behind depthbuffer
2657 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2658 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2659 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2660 // increment stencil if frontface is behind depthbuffer
2661 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2662 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2664 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2665 GL_LockArrays(0, 0);
2668 else if (numsurfaces)
2670 R_Mesh_Matrix(&ent->matrix);
2671 ent->model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, surfacelist, rtlight->cullmins, rtlight->cullmaxs);
2676 Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativeshadoworigin);
2677 relativeshadowradius = rtlight->radius / ent->scale;
2678 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2679 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2680 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2681 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2682 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2683 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2684 R_Mesh_Matrix(&ent->matrix);
2685 ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2689 void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolor, int numsurfaces, int *surfacelist)
2691 // set up properties for rendering light onto this entity
2692 r_shadow_entitylightcolorbase[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
2693 r_shadow_entitylightcolorbase[1] = lightcolor[1] * ent->colormod[1] * ent->alpha;
2694 r_shadow_entitylightcolorbase[2] = lightcolor[2] * ent->colormod[2] * ent->alpha;
2695 r_shadow_entitylightcolorpants[0] = lightcolor[0] * ent->colormap_pantscolor[0] * ent->alpha;
2696 r_shadow_entitylightcolorpants[1] = lightcolor[1] * ent->colormap_pantscolor[1] * ent->alpha;
2697 r_shadow_entitylightcolorpants[2] = lightcolor[2] * ent->colormap_pantscolor[2] * ent->alpha;
2698 r_shadow_entitylightcolorshirt[0] = lightcolor[0] * ent->colormap_shirtcolor[0] * ent->alpha;
2699 r_shadow_entitylightcolorshirt[1] = lightcolor[1] * ent->colormap_shirtcolor[1] * ent->alpha;
2700 r_shadow_entitylightcolorshirt[2] = lightcolor[2] * ent->colormap_shirtcolor[2] * ent->alpha;
2701 Matrix4x4_Concat(&r_shadow_entitytolight, &rtlight->matrix_worldtolight, &ent->matrix);
2702 Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2703 Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2704 Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, r_shadow_entitylightorigin);
2705 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
2706 R_Mesh_Matrix(&ent->matrix);
2707 if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
2709 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_lightcubemap));
2710 R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
2711 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR
2712 if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
2714 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR
2717 if (ent == r_refdef.worldentity)
2718 ent->model->DrawLight(ent, r_shadow_entitylightcolorbase, r_shadow_entitylightcolorpants, r_shadow_entitylightcolorshirt, numsurfaces, surfacelist);
2720 ent->model->DrawLight(ent, r_shadow_entitylightcolorbase, r_shadow_entitylightcolorpants, r_shadow_entitylightcolorshirt, ent->model->nummodelsurfaces, ent->model->surfacelist);
2723 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2728 int numleafs, numsurfaces;
2729 int *leaflist, *surfacelist;
2731 int numlightentities;
2732 int numshadowentities;
2733 entity_render_t *lightentities[MAX_EDICTS];
2734 entity_render_t *shadowentities[MAX_EDICTS];
2736 // skip lights that don't light (corona only lights)
2737 if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < (1.0f / 32768.0f))
2740 f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2741 VectorScale(rtlight->color, f, lightcolor);
2742 if (VectorLength2(lightcolor) < (1.0f / 32768.0f))
2745 if (rtlight->selected)
2747 f = 2 + sin(realtime * M_PI * 4.0);
2748 VectorScale(lightcolor, f, lightcolor);
2752 // loading is done before visibility checks because loading should happen
2753 // all at once at the start of a level, not when it stalls gameplay.
2754 // (especially important to benchmarks)
2756 if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2757 R_RTLight_Compile(rtlight);
2759 r_shadow_lightcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2761 // if the light box is offscreen, skip it
2762 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2765 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2767 // compiled light, world available and can receive realtime lighting
2768 // retrieve leaf information
2769 numleafs = rtlight->static_numleafs;
2770 leaflist = rtlight->static_leaflist;
2771 leafpvs = rtlight->static_leafpvs;
2772 numsurfaces = rtlight->static_numsurfaces;
2773 surfacelist = rtlight->static_surfacelist;
2775 else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2777 // dynamic light, world available and can receive realtime lighting
2778 // calculate lit surfaces and leafs
2779 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2780 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);
2781 leaflist = r_shadow_buffer_leaflist;
2782 leafpvs = r_shadow_buffer_leafpvs;
2783 surfacelist = r_shadow_buffer_surfacelist;
2784 // if the reduced leaf bounds are offscreen, skip it
2785 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2797 // check if light is illuminating any visible leafs
2800 for (i = 0;i < numleafs;i++)
2801 if (r_worldleafvisible[leaflist[i]])
2806 // set up a scissor rectangle for this light
2807 if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2810 numlightentities = 0;
2812 lightentities[numlightentities++] = r_refdef.worldentity;
2813 numshadowentities = 0;
2815 shadowentities[numshadowentities++] = r_refdef.worldentity;
2816 if (r_drawentities.integer)
2818 for (i = 0;i < r_refdef.numentities;i++)
2820 entity_render_t *ent = r_refdef.entities[i];
2821 if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
2823 && !(ent->flags & RENDER_TRANSPARENT)
2824 && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
2826 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2827 if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
2828 shadowentities[numshadowentities++] = ent;
2829 if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight)
2830 lightentities[numlightentities++] = ent;
2835 // return if there's nothing at all to light
2836 if (!numlightentities)
2839 R_Shadow_Stage_ActiveLight(rtlight);
2840 renderstats.lights++;
2843 if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2846 R_Shadow_Stage_StencilShadowVolumes();
2847 for (i = 0;i < numshadowentities;i++)
2848 R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
2851 if (numlightentities && !visible)
2853 R_Shadow_Stage_Lighting(usestencil);
2854 for (i = 0;i < numlightentities;i++)
2855 R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
2858 if (numshadowentities && visible && r_shadow_visiblevolumes.integer > 0 && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2860 R_Shadow_Stage_VisibleShadowVolumes();
2861 for (i = 0;i < numshadowentities;i++)
2862 R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
2865 if (numlightentities && visible && r_shadow_visiblelighting.integer > 0)
2867 R_Shadow_Stage_VisibleLighting(usestencil);
2868 for (i = 0;i < numlightentities;i++)
2869 R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
2873 void R_ShadowVolumeLighting(qboolean visible)
2878 if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
2879 R_Shadow_EditLights_Reload_f();
2881 R_Shadow_Stage_Begin();
2883 flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2884 if (r_shadow_debuglight.integer >= 0)
2886 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2887 if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
2888 R_DrawRTLight(&light->rtlight, visible);
2891 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2892 if (light->flags & flag)
2893 R_DrawRTLight(&light->rtlight, visible);
2895 for (lnum = 0;lnum < r_refdef.numlights;lnum++)
2896 R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible);
2898 R_Shadow_Stage_End();
2901 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2902 typedef struct suffixinfo_s
2905 qboolean flipx, flipy, flipdiagonal;
2908 static suffixinfo_t suffix[3][6] =
2911 {"px", false, false, false},
2912 {"nx", false, false, false},
2913 {"py", false, false, false},
2914 {"ny", false, false, false},
2915 {"pz", false, false, false},
2916 {"nz", false, false, false}
2919 {"posx", false, false, false},
2920 {"negx", false, false, false},
2921 {"posy", false, false, false},
2922 {"negy", false, false, false},
2923 {"posz", false, false, false},
2924 {"negz", false, false, false}
2927 {"rt", true, false, true},
2928 {"lf", false, true, true},
2929 {"ft", true, true, false},
2930 {"bk", false, false, false},
2931 {"up", true, false, true},
2932 {"dn", true, false, true}
2936 static int componentorder[4] = {0, 1, 2, 3};
2938 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
2940 int i, j, cubemapsize;
2941 qbyte *cubemappixels, *image_rgba;
2942 rtexture_t *cubemaptexture;
2944 // must start 0 so the first loadimagepixels has no requested width/height
2946 cubemappixels = NULL;
2947 cubemaptexture = NULL;
2948 // keep trying different suffix groups (posx, px, rt) until one loads
2949 for (j = 0;j < 3 && !cubemappixels;j++)
2951 // load the 6 images in the suffix group
2952 for (i = 0;i < 6;i++)
2954 // generate an image name based on the base and and suffix
2955 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2957 if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
2959 // an image loaded, make sure width and height are equal
2960 if (image_width == image_height)
2962 // if this is the first image to load successfully, allocate the cubemap memory
2963 if (!cubemappixels && image_width >= 1)
2965 cubemapsize = image_width;
2966 // note this clears to black, so unavailable sides are black
2967 cubemappixels = (qbyte *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2969 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2971 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);
2974 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2976 Mem_Free(image_rgba);
2980 // if a cubemap loaded, upload it
2983 if (!r_shadow_filters_texturepool)
2984 r_shadow_filters_texturepool = R_AllocTexturePool();
2985 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
2986 Mem_Free(cubemappixels);
2990 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
2991 for (j = 0;j < 3;j++)
2992 for (i = 0;i < 6;i++)
2993 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2994 Con_Print(" and was unable to find any of them.\n");
2996 return cubemaptexture;
2999 rtexture_t *R_Shadow_Cubemap(const char *basename)
3002 for (i = 0;i < numcubemaps;i++)
3003 if (!strcasecmp(cubemaps[i].basename, basename))
3004 return cubemaps[i].texture;
3005 if (i >= MAX_CUBEMAPS)
3006 return r_texture_whitecube;
3008 strcpy(cubemaps[i].basename, basename);
3009 cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
3010 if (!cubemaps[i].texture)
3011 cubemaps[i].texture = r_texture_whitecube;
3012 return cubemaps[i].texture;
3015 void R_Shadow_FreeCubemaps(void)
3018 R_FreeTexturePool(&r_shadow_filters_texturepool);
3021 dlight_t *R_Shadow_NewWorldLight(void)
3024 light = (dlight_t *)Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
3025 light->next = r_shadow_worldlightchain;
3026 r_shadow_worldlightchain = light;
3030 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)
3032 VectorCopy(origin, light->origin);
3033 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
3034 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
3035 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
3036 light->color[0] = max(color[0], 0);
3037 light->color[1] = max(color[1], 0);
3038 light->color[2] = max(color[2], 0);
3039 light->radius = max(radius, 0);
3040 light->style = style;
3041 if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
3043 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
3046 light->shadow = shadowenable;
3047 light->corona = corona;
3050 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
3051 light->coronasizescale = coronasizescale;
3052 light->ambientscale = ambientscale;
3053 light->diffusescale = diffusescale;
3054 light->specularscale = specularscale;
3055 light->flags = flags;
3056 Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
3058 R_RTLight_Update(light, true);
3061 void R_Shadow_FreeWorldLight(dlight_t *light)
3063 dlight_t **lightpointer;
3064 R_RTLight_Uncompile(&light->rtlight);
3065 for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
3066 if (*lightpointer != light)
3067 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain\n");
3068 *lightpointer = light->next;
3072 void R_Shadow_ClearWorldLights(void)
3074 while (r_shadow_worldlightchain)
3075 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
3076 r_shadow_selectedlight = NULL;
3077 R_Shadow_FreeCubemaps();
3080 void R_Shadow_SelectLight(dlight_t *light)
3082 if (r_shadow_selectedlight)
3083 r_shadow_selectedlight->selected = false;
3084 r_shadow_selectedlight = light;
3085 if (r_shadow_selectedlight)
3086 r_shadow_selectedlight->selected = true;
3089 void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
3091 float scale = r_editlights_cursorgrid.value * 0.5f;
3092 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
3095 void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
3098 const dlight_t *light;
3099 light = (dlight_t *)calldata1;
3101 if (light->selected)
3102 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
3105 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
3108 void R_Shadow_DrawLightSprites(void)
3114 for (i = 0;i < 5;i++)
3116 lighttextures[i] = NULL;
3117 if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1), true)))
3118 lighttextures[i] = pic->tex;
3121 for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
3122 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, i % 5);
3123 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0);
3126 void R_Shadow_SelectLightInView(void)
3128 float bestrating, rating, temp[3];
3129 dlight_t *best, *light;
3132 for (light = r_shadow_worldlightchain;light;light = light->next)
3134 VectorSubtract(light->origin, r_vieworigin, temp);
3135 rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
3138 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
3139 if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
3141 bestrating = rating;
3146 R_Shadow_SelectLight(best);
3149 void R_Shadow_LoadWorldLights(void)
3151 int n, a, style, shadow, flags;
3152 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
3153 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
3154 if (r_refdef.worldmodel == NULL)
3156 Con_Print("No map loaded.\n");
3159 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3160 strlcat (name, ".rtlights", sizeof (name));
3161 lightsstring = (char *)FS_LoadFile(name, tempmempool, false);
3171 for (;COM_Parse(t, true) && strcmp(
3172 if (COM_Parse(t, true))
3174 if (com_token[0] == '!')
3177 origin[0] = atof(com_token+1);
3180 origin[0] = atof(com_token);
3185 while (*s && *s != '\n' && *s != '\r')
3191 // check for modifier flags
3198 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);
3201 flags = LIGHTFLAG_REALTIMEMODE;
3209 coronasizescale = 0.25f;
3211 VectorClear(angles);
3214 if (a < 9 || !strcmp(cubemapname, "\"\""))
3216 // remove quotes on cubemapname
3217 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
3219 cubemapname[strlen(cubemapname)-1] = 0;
3220 strcpy(cubemapname, cubemapname + 1);
3224 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);
3227 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3235 Con_Printf("invalid rtlights file \"%s\"\n", name);
3236 Mem_Free(lightsstring);
3240 void R_Shadow_SaveWorldLights(void)
3243 size_t bufchars, bufmaxchars;
3245 char name[MAX_QPATH];
3247 if (!r_shadow_worldlightchain)
3249 if (r_refdef.worldmodel == NULL)
3251 Con_Print("No map loaded.\n");
3254 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3255 strlcat (name, ".rtlights", sizeof (name));
3256 bufchars = bufmaxchars = 0;
3258 for (light = r_shadow_worldlightchain;light;light = light->next)
3260 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
3261 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);
3262 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
3263 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]);
3265 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);
3266 if (bufchars + strlen(line) > bufmaxchars)
3268 bufmaxchars = bufchars + strlen(line) + 2048;
3270 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
3274 memcpy(buf, oldbuf, bufchars);
3280 memcpy(buf + bufchars, line, strlen(line));
3281 bufchars += strlen(line);
3285 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
3290 void R_Shadow_LoadLightsFile(void)
3293 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
3294 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
3295 if (r_refdef.worldmodel == NULL)
3297 Con_Print("No map loaded.\n");
3300 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3301 strlcat (name, ".lights", sizeof (name));
3302 lightsstring = (char *)FS_LoadFile(name, tempmempool, false);
3310 while (*s && *s != '\n' && *s != '\r')
3316 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);
3320 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);
3323 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
3324 radius = bound(15, radius, 4096);
3325 VectorScale(color, (2.0f / (8388608.0f)), color);
3326 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3334 Con_Printf("invalid lights file \"%s\"\n", name);
3335 Mem_Free(lightsstring);
3339 // tyrlite/hmap2 light types in the delay field
3340 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
3342 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
3344 int entnum, style, islight, skin, pflags, effects, type, n;
3347 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
3348 char key[256], value[1024];
3350 if (r_refdef.worldmodel == NULL)
3352 Con_Print("No map loaded.\n");
3355 // try to load a .ent file first
3356 FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
3357 strlcat (key, ".ent", sizeof (key));
3358 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true);
3359 // and if that is not found, fall back to the bsp file entity string
3361 data = r_refdef.worldmodel->brush.entities;
3364 for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
3366 type = LIGHTTYPE_MINUSX;
3367 origin[0] = origin[1] = origin[2] = 0;
3368 originhack[0] = originhack[1] = originhack[2] = 0;
3369 angles[0] = angles[1] = angles[2] = 0;
3370 color[0] = color[1] = color[2] = 1;
3371 light[0] = light[1] = light[2] = 1;light[3] = 300;
3372 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
3382 if (!COM_ParseToken(&data, false))
3384 if (com_token[0] == '}')
3385 break; // end of entity
3386 if (com_token[0] == '_')
3387 strcpy(key, com_token + 1);
3389 strcpy(key, com_token);
3390 while (key[strlen(key)-1] == ' ') // remove trailing spaces
3391 key[strlen(key)-1] = 0;
3392 if (!COM_ParseToken(&data, false))
3394 strcpy(value, com_token);
3396 // now that we have the key pair worked out...
3397 if (!strcmp("light", key))
3399 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
3403 light[0] = vec[0] * (1.0f / 256.0f);
3404 light[1] = vec[0] * (1.0f / 256.0f);
3405 light[2] = vec[0] * (1.0f / 256.0f);
3411 light[0] = vec[0] * (1.0f / 255.0f);
3412 light[1] = vec[1] * (1.0f / 255.0f);
3413 light[2] = vec[2] * (1.0f / 255.0f);
3417 else if (!strcmp("delay", key))
3419 else if (!strcmp("origin", key))
3420 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
3421 else if (!strcmp("angle", key))
3422 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
3423 else if (!strcmp("angles", key))
3424 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
3425 else if (!strcmp("color", key))
3426 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
3427 else if (!strcmp("wait", key))
3428 fadescale = atof(value);
3429 else if (!strcmp("classname", key))
3431 if (!strncmp(value, "light", 5))
3434 if (!strcmp(value, "light_fluoro"))
3439 overridecolor[0] = 1;
3440 overridecolor[1] = 1;
3441 overridecolor[2] = 1;
3443 if (!strcmp(value, "light_fluorospark"))
3448 overridecolor[0] = 1;
3449 overridecolor[1] = 1;
3450 overridecolor[2] = 1;
3452 if (!strcmp(value, "light_globe"))
3457 overridecolor[0] = 1;
3458 overridecolor[1] = 0.8;
3459 overridecolor[2] = 0.4;
3461 if (!strcmp(value, "light_flame_large_yellow"))
3466 overridecolor[0] = 1;
3467 overridecolor[1] = 0.5;
3468 overridecolor[2] = 0.1;
3470 if (!strcmp(value, "light_flame_small_yellow"))
3475 overridecolor[0] = 1;
3476 overridecolor[1] = 0.5;
3477 overridecolor[2] = 0.1;
3479 if (!strcmp(value, "light_torch_small_white"))
3484 overridecolor[0] = 1;
3485 overridecolor[1] = 0.5;
3486 overridecolor[2] = 0.1;
3488 if (!strcmp(value, "light_torch_small_walltorch"))
3493 overridecolor[0] = 1;
3494 overridecolor[1] = 0.5;
3495 overridecolor[2] = 0.1;
3499 else if (!strcmp("style", key))
3500 style = atoi(value);
3501 else if (!strcmp("skin", key))
3502 skin = (int)atof(value);
3503 else if (!strcmp("pflags", key))
3504 pflags = (int)atof(value);
3505 else if (!strcmp("effects", key))
3506 effects = (int)atof(value);
3507 else if (r_refdef.worldmodel->type == mod_brushq3)
3509 if (!strcmp("scale", key))
3510 lightscale = atof(value);
3511 if (!strcmp("fade", key))
3512 fadescale = atof(value);
3517 if (lightscale <= 0)
3521 if (color[0] == color[1] && color[0] == color[2])
3523 color[0] *= overridecolor[0];
3524 color[1] *= overridecolor[1];
3525 color[2] *= overridecolor[2];
3527 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3528 color[0] = color[0] * light[0];
3529 color[1] = color[1] * light[1];
3530 color[2] = color[2] * light[2];
3533 case LIGHTTYPE_MINUSX:
3535 case LIGHTTYPE_RECIPX:
3537 VectorScale(color, (1.0f / 16.0f), color);
3539 case LIGHTTYPE_RECIPXX:
3541 VectorScale(color, (1.0f / 16.0f), color);
3544 case LIGHTTYPE_NONE:
3548 case LIGHTTYPE_MINUSXX:
3551 VectorAdd(origin, originhack, origin);
3553 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);
3556 Mem_Free(entfiledata);
3560 void R_Shadow_SetCursorLocationForView(void)
3563 vec3_t dest, endpos;
3565 VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
3566 trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
3567 if (trace.fraction < 1)
3569 dist = trace.fraction * r_editlights_cursordistance.value;
3570 push = r_editlights_cursorpushback.value;
3574 VectorMA(trace.endpos, push, r_viewforward, endpos);
3575 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
3579 VectorClear( endpos );
3581 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3582 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3583 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3586 void R_Shadow_UpdateWorldLightSelection(void)
3588 if (r_editlights.integer)
3590 R_Shadow_SetCursorLocationForView();
3591 R_Shadow_SelectLightInView();
3592 R_Shadow_DrawLightSprites();
3595 R_Shadow_SelectLight(NULL);
3598 void R_Shadow_EditLights_Clear_f(void)
3600 R_Shadow_ClearWorldLights();
3603 void R_Shadow_EditLights_Reload_f(void)
3605 if (!r_refdef.worldmodel)
3607 strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
3608 R_Shadow_ClearWorldLights();
3609 R_Shadow_LoadWorldLights();
3610 if (r_shadow_worldlightchain == NULL)
3612 R_Shadow_LoadLightsFile();
3613 if (r_shadow_worldlightchain == NULL)
3614 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3618 void R_Shadow_EditLights_Save_f(void)
3620 if (!r_refdef.worldmodel)
3622 R_Shadow_SaveWorldLights();
3625 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
3627 R_Shadow_ClearWorldLights();
3628 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3631 void R_Shadow_EditLights_ImportLightsFile_f(void)
3633 R_Shadow_ClearWorldLights();
3634 R_Shadow_LoadLightsFile();
3637 void R_Shadow_EditLights_Spawn_f(void)
3640 if (!r_editlights.integer)
3642 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3645 if (Cmd_Argc() != 1)
3647 Con_Print("r_editlights_spawn does not take parameters\n");
3650 color[0] = color[1] = color[2] = 1;
3651 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3654 void R_Shadow_EditLights_Edit_f(void)
3656 vec3_t origin, angles, color;
3657 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
3658 int style, shadows, flags, normalmode, realtimemode;
3659 char cubemapname[1024];
3660 if (!r_editlights.integer)
3662 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3665 if (!r_shadow_selectedlight)
3667 Con_Print("No selected light.\n");
3670 VectorCopy(r_shadow_selectedlight->origin, origin);
3671 VectorCopy(r_shadow_selectedlight->angles, angles);
3672 VectorCopy(r_shadow_selectedlight->color, color);
3673 radius = r_shadow_selectedlight->radius;
3674 style = r_shadow_selectedlight->style;
3675 if (r_shadow_selectedlight->cubemapname)
3676 strcpy(cubemapname, r_shadow_selectedlight->cubemapname);
3679 shadows = r_shadow_selectedlight->shadow;
3680 corona = r_shadow_selectedlight->corona;
3681 coronasizescale = r_shadow_selectedlight->coronasizescale;
3682 ambientscale = r_shadow_selectedlight->ambientscale;
3683 diffusescale = r_shadow_selectedlight->diffusescale;
3684 specularscale = r_shadow_selectedlight->specularscale;
3685 flags = r_shadow_selectedlight->flags;
3686 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
3687 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
3688 if (!strcmp(Cmd_Argv(1), "origin"))
3690 if (Cmd_Argc() != 5)
3692 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3695 origin[0] = atof(Cmd_Argv(2));
3696 origin[1] = atof(Cmd_Argv(3));
3697 origin[2] = atof(Cmd_Argv(4));
3699 else if (!strcmp(Cmd_Argv(1), "originx"))
3701 if (Cmd_Argc() != 3)
3703 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3706 origin[0] = atof(Cmd_Argv(2));
3708 else if (!strcmp(Cmd_Argv(1), "originy"))
3710 if (Cmd_Argc() != 3)
3712 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3715 origin[1] = atof(Cmd_Argv(2));
3717 else if (!strcmp(Cmd_Argv(1), "originz"))
3719 if (Cmd_Argc() != 3)
3721 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3724 origin[2] = atof(Cmd_Argv(2));
3726 else if (!strcmp(Cmd_Argv(1), "move"))
3728 if (Cmd_Argc() != 5)
3730 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3733 origin[0] += atof(Cmd_Argv(2));
3734 origin[1] += atof(Cmd_Argv(3));
3735 origin[2] += atof(Cmd_Argv(4));
3737 else if (!strcmp(Cmd_Argv(1), "movex"))
3739 if (Cmd_Argc() != 3)
3741 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3744 origin[0] += atof(Cmd_Argv(2));
3746 else if (!strcmp(Cmd_Argv(1), "movey"))
3748 if (Cmd_Argc() != 3)
3750 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3753 origin[1] += atof(Cmd_Argv(2));
3755 else if (!strcmp(Cmd_Argv(1), "movez"))
3757 if (Cmd_Argc() != 3)
3759 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3762 origin[2] += atof(Cmd_Argv(2));
3764 else if (!strcmp(Cmd_Argv(1), "angles"))
3766 if (Cmd_Argc() != 5)
3768 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3771 angles[0] = atof(Cmd_Argv(2));
3772 angles[1] = atof(Cmd_Argv(3));
3773 angles[2] = atof(Cmd_Argv(4));
3775 else if (!strcmp(Cmd_Argv(1), "anglesx"))
3777 if (Cmd_Argc() != 3)
3779 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3782 angles[0] = atof(Cmd_Argv(2));
3784 else if (!strcmp(Cmd_Argv(1), "anglesy"))
3786 if (Cmd_Argc() != 3)
3788 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3791 angles[1] = atof(Cmd_Argv(2));
3793 else if (!strcmp(Cmd_Argv(1), "anglesz"))
3795 if (Cmd_Argc() != 3)
3797 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3800 angles[2] = atof(Cmd_Argv(2));
3802 else if (!strcmp(Cmd_Argv(1), "color"))
3804 if (Cmd_Argc() != 5)
3806 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
3809 color[0] = atof(Cmd_Argv(2));
3810 color[1] = atof(Cmd_Argv(3));
3811 color[2] = atof(Cmd_Argv(4));
3813 else if (!strcmp(Cmd_Argv(1), "radius"))
3815 if (Cmd_Argc() != 3)
3817 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3820 radius = atof(Cmd_Argv(2));
3822 else if (!strcmp(Cmd_Argv(1), "colorscale"))
3824 if (Cmd_Argc() == 3)
3826 double scale = atof(Cmd_Argv(2));
3833 if (Cmd_Argc() != 5)
3835 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
3838 color[0] *= atof(Cmd_Argv(2));
3839 color[1] *= atof(Cmd_Argv(3));
3840 color[2] *= atof(Cmd_Argv(4));
3843 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
3845 if (Cmd_Argc() != 3)
3847 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3850 radius *= atof(Cmd_Argv(2));
3852 else if (!strcmp(Cmd_Argv(1), "style"))
3854 if (Cmd_Argc() != 3)
3856 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3859 style = atoi(Cmd_Argv(2));
3861 else if (!strcmp(Cmd_Argv(1), "cubemap"))
3865 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3868 if (Cmd_Argc() == 3)
3869 strcpy(cubemapname, Cmd_Argv(2));
3873 else if (!strcmp(Cmd_Argv(1), "shadows"))
3875 if (Cmd_Argc() != 3)
3877 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3880 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3882 else if (!strcmp(Cmd_Argv(1), "corona"))
3884 if (Cmd_Argc() != 3)
3886 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3889 corona = atof(Cmd_Argv(2));
3891 else if (!strcmp(Cmd_Argv(1), "coronasize"))
3893 if (Cmd_Argc() != 3)
3895 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3898 coronasizescale = atof(Cmd_Argv(2));
3900 else if (!strcmp(Cmd_Argv(1), "ambient"))
3902 if (Cmd_Argc() != 3)
3904 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3907 ambientscale = atof(Cmd_Argv(2));
3909 else if (!strcmp(Cmd_Argv(1), "diffuse"))
3911 if (Cmd_Argc() != 3)
3913 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3916 diffusescale = atof(Cmd_Argv(2));
3918 else if (!strcmp(Cmd_Argv(1), "specular"))
3920 if (Cmd_Argc() != 3)
3922 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3925 specularscale = atof(Cmd_Argv(2));
3927 else if (!strcmp(Cmd_Argv(1), "normalmode"))
3929 if (Cmd_Argc() != 3)
3931 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3934 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3936 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
3938 if (Cmd_Argc() != 3)
3940 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3943 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3947 Con_Print("usage: r_editlights_edit [property] [value]\n");
3948 Con_Print("Selected light's properties:\n");
3949 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
3950 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
3951 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
3952 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
3953 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
3954 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
3955 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
3956 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
3957 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
3958 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
3959 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
3960 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
3961 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
3962 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
3965 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
3966 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3969 void R_Shadow_EditLights_EditAll_f(void)
3973 if (!r_editlights.integer)
3975 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
3979 for (light = r_shadow_worldlightchain;light;light = light->next)
3981 R_Shadow_SelectLight(light);
3982 R_Shadow_EditLights_Edit_f();
3986 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
3988 int lightnumber, lightcount;
3992 if (!r_editlights.integer)
3998 for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
3999 if (light == r_shadow_selectedlight)
4000 lightnumber = lightcount;
4001 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;
4002 if (r_shadow_selectedlight == NULL)
4004 sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4005 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;
4006 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;
4007 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;
4008 sprintf(temp, "Radius : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4009 sprintf(temp, "Corona : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4010 sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4011 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;
4012 sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4013 sprintf(temp, "CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4014 sprintf(temp, "Ambient : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4015 sprintf(temp, "Diffuse : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4016 sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4017 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;
4018 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;
4021 void R_Shadow_EditLights_ToggleShadow_f(void)
4023 if (!r_editlights.integer)
4025 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
4028 if (!r_shadow_selectedlight)
4030 Con_Print("No selected light.\n");
4033 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);
4036 void R_Shadow_EditLights_ToggleCorona_f(void)
4038 if (!r_editlights.integer)
4040 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
4043 if (!r_shadow_selectedlight)
4045 Con_Print("No selected light.\n");
4048 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);
4051 void R_Shadow_EditLights_Remove_f(void)
4053 if (!r_editlights.integer)
4055 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
4058 if (!r_shadow_selectedlight)
4060 Con_Print("No selected light.\n");
4063 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
4064 r_shadow_selectedlight = NULL;
4067 void R_Shadow_EditLights_Help_f(void)
4070 "Documentation on r_editlights system:\n"
4072 "r_editlights : enable/disable editing mode\n"
4073 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
4074 "r_editlights_cursorpushback : push back cursor this far from surface\n"
4075 "r_editlights_cursorpushoff : push cursor off surface this far\n"
4076 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
4077 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
4079 "r_editlights_help : this help\n"
4080 "r_editlights_clear : remove all lights\n"
4081 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
4082 "r_editlights_save : save to .rtlights file\n"
4083 "r_editlights_spawn : create a light with default settings\n"
4084 "r_editlights_edit command : edit selected light - more documentation below\n"
4085 "r_editlights_remove : remove selected light\n"
4086 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
4087 "r_editlights_importlightentitiesfrommap : reload light entities\n"
4088 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
4090 "origin x y z : set light location\n"
4091 "originx x: set x component of light location\n"
4092 "originy y: set y component of light location\n"
4093 "originz z: set z component of light location\n"
4094 "move x y z : adjust light location\n"
4095 "movex x: adjust x component of light location\n"
4096 "movey y: adjust y component of light location\n"
4097 "movez z: adjust z component of light location\n"
4098 "angles x y z : set light angles\n"
4099 "anglesx x: set x component of light angles\n"
4100 "anglesy y: set y component of light angles\n"
4101 "anglesz z: set z component of light angles\n"
4102 "color r g b : set color of light (can be brighter than 1 1 1)\n"
4103 "radius radius : set radius (size) of light\n"
4104 "colorscale grey : multiply color of light (1 does nothing)\n"
4105 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
4106 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
4107 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
4108 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
4109 "cubemap basename : set filter cubemap of light (not yet supported)\n"
4110 "shadows 1/0 : turn on/off shadows\n"
4111 "corona n : set corona intensity\n"
4112 "coronasize n : set corona size (0-1)\n"
4113 "ambient n : set ambient intensity (0-1)\n"
4114 "diffuse n : set diffuse intensity (0-1)\n"
4115 "specular n : set specular intensity (0-1)\n"
4116 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
4117 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
4118 "<nothing> : print light properties to console\n"
4122 void R_Shadow_EditLights_CopyInfo_f(void)
4124 if (!r_editlights.integer)
4126 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
4129 if (!r_shadow_selectedlight)
4131 Con_Print("No selected light.\n");
4134 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
4135 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
4136 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
4137 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
4138 if (r_shadow_selectedlight->cubemapname)
4139 strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname);
4141 r_shadow_bufferlight.cubemapname[0] = 0;
4142 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
4143 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
4144 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
4145 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
4146 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
4147 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
4148 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
4151 void R_Shadow_EditLights_PasteInfo_f(void)
4153 if (!r_editlights.integer)
4155 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
4158 if (!r_shadow_selectedlight)
4160 Con_Print("No selected light.\n");
4163 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);
4166 void R_Shadow_EditLights_Init(void)
4168 Cvar_RegisterVariable(&r_editlights);
4169 Cvar_RegisterVariable(&r_editlights_cursordistance);
4170 Cvar_RegisterVariable(&r_editlights_cursorpushback);
4171 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
4172 Cvar_RegisterVariable(&r_editlights_cursorgrid);
4173 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
4174 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f);
4175 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f);
4176 Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f);
4177 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f);
4178 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f);
4179 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f);
4180 Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f);
4181 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f);
4182 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f);
4183 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f);
4184 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f);
4185 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f);
4186 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f);
4187 Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f);