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 unsigned char *r_shadow_buffer_leafpvs;
178 int *r_shadow_buffer_leaflist;
180 int r_shadow_buffer_numsurfacepvsbytes;
181 unsigned char *r_shadow_buffer_surfacepvs;
182 int *r_shadow_buffer_surfacelist;
184 rtexturepool_t *r_shadow_texturepool;
185 rtexture_t *r_shadow_attenuation2dtexture;
186 rtexture_t *r_shadow_attenuation3dtexture;
188 // lights are reloaded when this changes
189 char r_shadow_mapname[MAX_QPATH];
191 // used only for light filters (cubemaps)
192 rtexturepool_t *r_shadow_filters_texturepool;
194 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
195 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
196 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
197 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1"};
198 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"};
199 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"};
200 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"};
201 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"};
202 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"};
203 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
204 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000"};
205 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1"};
206 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1"};
207 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0"};
208 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0"};
209 cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1"};
210 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0"};
211 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1"};
212 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1"};
213 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1"};
214 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
215 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"};
216 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1"};
217 cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
218 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
219 cvar_t r_shadow_visiblelighting = {0, "r_shadow_visiblelighting", "0"};
220 cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
221 cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1"};
222 cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "0"};
223 cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "-0.04"};
224 cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "0.04"};
225 cvar_t r_shadow_glsl_usehalffloat = {0, "r_shadow_glsl_usehalffloat", "0"};
226 cvar_t r_shadow_glsl_surfacenormalize = {0, "r_shadow_glsl_surfacenormalize", "1"};
227 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
228 cvar_t r_editlights = {0, "r_editlights", "0"};
229 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024"};
230 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0"};
231 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4"};
232 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4"};
233 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
235 float r_shadow_attenpower, r_shadow_attenscale;
237 rtlight_t *r_shadow_compilingrtlight;
238 dlight_t *r_shadow_worldlightchain;
239 dlight_t *r_shadow_selectedlight;
240 dlight_t r_shadow_bufferlight;
241 vec3_t r_editlights_cursorlocation;
243 rtexture_t *lighttextures[5];
245 extern int con_vislines;
247 typedef struct cubemapinfo_s
254 #define MAX_CUBEMAPS 256
255 static int numcubemaps;
256 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
258 #define SHADERPERMUTATION_SPECULAR (1<<0)
259 #define SHADERPERMUTATION_FOG (1<<1)
260 #define SHADERPERMUTATION_CUBEFILTER (1<<2)
261 #define SHADERPERMUTATION_OFFSETMAPPING (1<<3)
262 #define SHADERPERMUTATION_SURFACENORMALIZE (1<<4)
263 #define SHADERPERMUTATION_GEFORCEFX (1<<5)
264 #define SHADERPERMUTATION_COUNT (1<<6)
266 GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT];
268 void R_Shadow_UncompileWorldLights(void);
269 void R_Shadow_ClearWorldLights(void);
270 void R_Shadow_SaveWorldLights(void);
271 void R_Shadow_LoadWorldLights(void);
272 void R_Shadow_LoadLightsFile(void);
273 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
274 void R_Shadow_EditLights_Reload_f(void);
275 void R_Shadow_ValidateCvars(void);
276 static void R_Shadow_MakeTextures(void);
277 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
279 const char *builtinshader_light_vert =
280 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
281 "// written by Forest 'LordHavoc' Hale\n"
283 "// use half floats if available for math performance\n"
285 "#define myhalf half\n"
286 "#define myhvec2 hvec2\n"
287 "#define myhvec3 hvec3\n"
288 "#define myhvec4 hvec4\n"
290 "#define myhalf float\n"
291 "#define myhvec2 vec2\n"
292 "#define myhvec3 vec3\n"
293 "#define myhvec4 vec4\n"
296 "uniform vec3 LightPosition;\n"
298 "varying vec2 TexCoord;\n"
299 "varying myhvec3 CubeVector;\n"
300 "varying vec3 LightVector;\n"
302 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
303 "uniform vec3 EyePosition;\n"
304 "varying vec3 EyeVector;\n"
307 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
311 " // copy the surface texcoord\n"
312 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
314 " // transform vertex position into light attenuation/cubemap space\n"
315 " // (-1 to +1 across the light box)\n"
316 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
318 " // transform unnormalized light direction into tangent space\n"
319 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
320 " // normalize it per pixel)\n"
321 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
322 " LightVector.x = -dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
323 " LightVector.y = -dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
324 " LightVector.z = -dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
326 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
327 " // transform unnormalized eye direction into tangent space\n"
328 " vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
329 " EyeVector.x = -dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
330 " EyeVector.y = -dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
331 " EyeVector.z = -dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
334 " // transform vertex to camera space, using ftransform to match non-VS\n"
336 " gl_Position = ftransform();\n"
340 const char *builtinshader_light_frag =
341 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
342 "// written by Forest 'LordHavoc' Hale\n"
344 "// use half floats if available for math performance\n"
346 "#define myhalf half\n"
347 "#define myhvec2 hvec2\n"
348 "#define myhvec3 hvec3\n"
349 "#define myhvec4 hvec4\n"
351 "#define myhalf float\n"
352 "#define myhvec2 vec2\n"
353 "#define myhvec3 vec3\n"
354 "#define myhvec4 vec4\n"
357 "uniform myhvec3 LightColor;\n"
358 "#ifdef USEOFFSETMAPPING\n"
359 "uniform myhalf OffsetMapping_Scale;\n"
360 "uniform myhalf OffsetMapping_Bias;\n"
362 "#ifdef USESPECULAR\n"
363 "uniform myhalf SpecularPower;\n"
366 "uniform myhalf FogRangeRecip;\n"
368 "uniform myhalf AmbientScale;\n"
369 "uniform myhalf DiffuseScale;\n"
370 "#ifdef USESPECULAR\n"
371 "uniform myhalf SpecularScale;\n"
374 "uniform sampler2D Texture_Normal;\n"
375 "uniform sampler2D Texture_Color;\n"
376 "#ifdef USESPECULAR\n"
377 "uniform sampler2D Texture_Gloss;\n"
379 "#ifdef USECUBEFILTER\n"
380 "uniform samplerCube Texture_Cube;\n"
383 "uniform sampler2D Texture_FogMask;\n"
386 "varying vec2 TexCoord;\n"
387 "varying myhvec3 CubeVector;\n"
388 "varying vec3 LightVector;\n"
389 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
390 "varying vec3 EyeVector;\n"
397 " // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
398 " // center and sharp falloff at the edge, this is about the most efficient\n"
399 " // we can get away with as far as providing illumination.\n"
401 " // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
402 " // provide significant illumination, large = slow = pain.\n"
403 " myhalf colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
407 " colorscale *= texture2D(Texture_FogMask, myhvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
410 "#ifdef USEOFFSETMAPPING\n"
411 " // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
412 " myhvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
413 " myhvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
414 " TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
415 " TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
416 "#define TexCoord TexCoordOffset\n"
419 " // get the surface normal\n"
420 "#ifdef SURFACENORMALIZE\n"
421 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
423 " myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
426 " // calculate shading\n"
427 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
428 " myhvec3 color = myhvec3(texture2D(Texture_Color, TexCoord)) * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
429 "#ifdef USESPECULAR\n"
430 " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
431 " color += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
434 "#ifdef USECUBEFILTER\n"
435 " // apply light cubemap filter\n"
436 " color *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
439 " // calculate fragment color (apply light color and attenuation/fog scaling)\n"
440 " gl_FragColor = myhvec4(color * LightColor * colorscale, 1);\n"
444 void r_shadow_start(void)
447 // use half float math where available (speed gain on NVIDIA GFFX and GF6)
448 if (gl_support_half_float)
449 Cvar_SetValue("r_shadow_glsl_usehalffloat", 1);
450 // allocate vertex processing arrays
452 r_shadow_attenuation2dtexture = NULL;
453 r_shadow_attenuation3dtexture = NULL;
454 r_shadow_texturepool = NULL;
455 r_shadow_filters_texturepool = NULL;
456 R_Shadow_ValidateCvars();
457 R_Shadow_MakeTextures();
458 maxshadowelements = 0;
459 shadowelements = NULL;
467 shadowmarklist = NULL;
469 r_shadow_buffer_numleafpvsbytes = 0;
470 r_shadow_buffer_leafpvs = NULL;
471 r_shadow_buffer_leaflist = NULL;
472 r_shadow_buffer_numsurfacepvsbytes = 0;
473 r_shadow_buffer_surfacepvs = NULL;
474 r_shadow_buffer_surfacelist = NULL;
475 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
476 r_shadow_program_light[i] = 0;
477 if (gl_support_fragment_shader)
479 char *vertstring, *fragstring;
480 int vertstrings_count;
481 int fragstrings_count;
482 const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
483 const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
484 vertstring = (char *)FS_LoadFile("glsl/light.vert", tempmempool, false);
485 fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false);
486 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
488 vertstrings_count = 0;
489 fragstrings_count = 0;
490 if (i & SHADERPERMUTATION_SPECULAR)
492 vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
493 fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
495 if (i & SHADERPERMUTATION_FOG)
497 vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
498 fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
500 if (i & SHADERPERMUTATION_CUBEFILTER)
502 vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
503 fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
505 if (i & SHADERPERMUTATION_OFFSETMAPPING)
507 vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
508 fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
510 if (i & SHADERPERMUTATION_SURFACENORMALIZE)
512 vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
513 fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
515 if (i & SHADERPERMUTATION_GEFORCEFX)
517 // if the extension does not exist, don't try to compile it
518 if (!gl_support_half_float)
520 vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
521 fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
523 vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
524 fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
525 r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
526 if (!r_shadow_program_light[i])
528 Con_Printf("permutation %s %s %s %s %s %s failed for shader %s, some features may not work properly!\n", i & 1 ? "specular" : "", i & 2 ? "fog" : "", i & 4 ? "cubefilter" : "", i & 8 ? "offsetmapping" : "", i & 16 ? "surfacenormalize" : "", i & 32 ? "geforcefx" : "", "glsl/light");
531 qglUseProgramObjectARB(r_shadow_program_light[i]);
532 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR
533 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR
534 if (i & SHADERPERMUTATION_SPECULAR)
536 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR
538 if (i & SHADERPERMUTATION_CUBEFILTER)
540 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR
542 if (i & SHADERPERMUTATION_FOG)
544 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR
547 qglUseProgramObjectARB(0);
549 Mem_Free(fragstring);
551 Mem_Free(vertstring);
555 void r_shadow_shutdown(void)
558 R_Shadow_UncompileWorldLights();
559 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
561 if (r_shadow_program_light[i])
563 GL_Backend_FreeProgram(r_shadow_program_light[i]);
564 r_shadow_program_light[i] = 0;
568 r_shadow_attenuation2dtexture = NULL;
569 r_shadow_attenuation3dtexture = NULL;
570 R_FreeTexturePool(&r_shadow_texturepool);
571 R_FreeTexturePool(&r_shadow_filters_texturepool);
572 maxshadowelements = 0;
574 Mem_Free(shadowelements);
575 shadowelements = NULL;
578 Mem_Free(vertexupdate);
581 Mem_Free(vertexremap);
587 Mem_Free(shadowmark);
590 Mem_Free(shadowmarklist);
591 shadowmarklist = NULL;
593 r_shadow_buffer_numleafpvsbytes = 0;
594 if (r_shadow_buffer_leafpvs)
595 Mem_Free(r_shadow_buffer_leafpvs);
596 r_shadow_buffer_leafpvs = NULL;
597 if (r_shadow_buffer_leaflist)
598 Mem_Free(r_shadow_buffer_leaflist);
599 r_shadow_buffer_leaflist = NULL;
600 r_shadow_buffer_numsurfacepvsbytes = 0;
601 if (r_shadow_buffer_surfacepvs)
602 Mem_Free(r_shadow_buffer_surfacepvs);
603 r_shadow_buffer_surfacepvs = NULL;
604 if (r_shadow_buffer_surfacelist)
605 Mem_Free(r_shadow_buffer_surfacelist);
606 r_shadow_buffer_surfacelist = NULL;
609 void r_shadow_newmap(void)
613 void R_Shadow_Help_f(void)
616 "Documentation on r_shadow system:\n"
618 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
619 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
620 "r_shadow_debuglight : render only this light number (-1 = all)\n"
621 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
622 "r_shadow_gloss2intensity : brightness of forced gloss\n"
623 "r_shadow_glossintensity : brightness of textured gloss\n"
624 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
625 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
626 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
627 "r_shadow_portallight : use portal visibility for static light precomputation\n"
628 "r_shadow_projectdistance : shadow volume projection distance\n"
629 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
630 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
631 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
632 "r_shadow_realtime_world : use high quality world lighting mode\n"
633 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
634 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
635 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
636 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
637 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
638 "r_shadow_glsl : use OpenGL Shading Language for lighting\n"
639 "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
640 "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
641 "r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
642 "r_shadow_glsl_usehalffloat : use lower quality lighting\n"
643 "r_shadow_glsl_surfacenormalize : makes bumpmapping slightly higher quality\n"
644 "r_shadow_scissor : use scissor optimization\n"
645 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
646 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
647 "r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n"
648 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
649 "r_shadow_visiblelighting : useful for performance testing; bright = slow!\n"
650 "r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
652 "r_shadow_help : this help\n"
656 void R_Shadow_Init(void)
658 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
659 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
660 Cvar_RegisterVariable(&r_shadow_debuglight);
661 Cvar_RegisterVariable(&r_shadow_gloss);
662 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
663 Cvar_RegisterVariable(&r_shadow_glossintensity);
664 Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
665 Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
666 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
667 Cvar_RegisterVariable(&r_shadow_portallight);
668 Cvar_RegisterVariable(&r_shadow_projectdistance);
669 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
670 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
671 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
672 Cvar_RegisterVariable(&r_shadow_realtime_world);
673 Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
674 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
675 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
676 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
677 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
678 Cvar_RegisterVariable(&r_shadow_scissor);
679 Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
680 Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
681 Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
682 Cvar_RegisterVariable(&r_shadow_texture3d);
683 Cvar_RegisterVariable(&r_shadow_visiblelighting);
684 Cvar_RegisterVariable(&r_shadow_visiblevolumes);
685 Cvar_RegisterVariable(&r_shadow_glsl);
686 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
687 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
688 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
689 Cvar_RegisterVariable(&r_shadow_glsl_usehalffloat);
690 Cvar_RegisterVariable(&r_shadow_glsl_surfacenormalize);
691 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
692 if (gamemode == GAME_TENEBRAE)
694 Cvar_SetValue("r_shadow_gloss", 2);
695 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
697 Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f);
698 R_Shadow_EditLights_Init();
699 r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL);
700 r_shadow_worldlightchain = NULL;
701 maxshadowelements = 0;
702 shadowelements = NULL;
710 shadowmarklist = NULL;
712 r_shadow_buffer_numleafpvsbytes = 0;
713 r_shadow_buffer_leafpvs = NULL;
714 r_shadow_buffer_leaflist = NULL;
715 r_shadow_buffer_numsurfacepvsbytes = 0;
716 r_shadow_buffer_surfacepvs = NULL;
717 r_shadow_buffer_surfacelist = NULL;
718 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
721 matrix4x4_t matrix_attenuationxyz =
724 {0.5, 0.0, 0.0, 0.5},
725 {0.0, 0.5, 0.0, 0.5},
726 {0.0, 0.0, 0.5, 0.5},
731 matrix4x4_t matrix_attenuationz =
734 {0.0, 0.0, 0.5, 0.5},
735 {0.0, 0.0, 0.0, 0.5},
736 {0.0, 0.0, 0.0, 0.5},
741 int *R_Shadow_ResizeShadowElements(int numtris)
743 // make sure shadowelements is big enough for this volume
744 if (maxshadowelements < numtris * 24)
746 maxshadowelements = numtris * 24;
748 Mem_Free(shadowelements);
749 shadowelements = (int *)Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
751 return shadowelements;
754 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
756 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
757 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
758 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
760 if (r_shadow_buffer_leafpvs)
761 Mem_Free(r_shadow_buffer_leafpvs);
762 if (r_shadow_buffer_leaflist)
763 Mem_Free(r_shadow_buffer_leaflist);
764 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
765 r_shadow_buffer_leafpvs = (unsigned char *)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 = (unsigned char *)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;
1012 unsigned char *data;
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 = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
1020 for (y = 0;y < ATTEN2DSIZE;y++)
1022 for (x = 0;x < ATTEN2DSIZE;x++)
1024 v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1025 v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1027 intensity = 1.0f - sqrt(DotProduct(v, v));
1029 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1030 d = bound(0, intensity, 255);
1031 data[(y*ATTEN2DSIZE+x)*4+0] = d;
1032 data[(y*ATTEN2DSIZE+x)*4+1] = d;
1033 data[(y*ATTEN2DSIZE+x)*4+2] = d;
1034 data[(y*ATTEN2DSIZE+x)*4+3] = d;
1037 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1038 if (r_shadow_texture3d.integer)
1040 for (z = 0;z < ATTEN3DSIZE;z++)
1042 for (y = 0;y < ATTEN3DSIZE;y++)
1044 for (x = 0;x < ATTEN3DSIZE;x++)
1046 v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1047 v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1048 v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1049 intensity = 1.0f - sqrt(DotProduct(v, v));
1051 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1052 d = bound(0, intensity, 255);
1053 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
1054 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
1055 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
1056 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
1060 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1065 void R_Shadow_ValidateCvars(void)
1067 if (r_shadow_texture3d.integer && !gl_texture3d)
1068 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1069 if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1070 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1073 // light currently being rendered
1074 rtlight_t *r_shadow_rtlight;
1075 // light filter cubemap being used by the light
1076 static rtexture_t *r_shadow_lightcubemap;
1078 // this is the location of the eye in entity space
1079 static vec3_t r_shadow_entityeyeorigin;
1080 // this is the location of the light in entity space
1081 static vec3_t r_shadow_entitylightorigin;
1082 // this transforms entity coordinates to light filter cubemap coordinates
1083 // (also often used for other purposes)
1084 static matrix4x4_t r_shadow_entitytolight;
1085 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
1086 // of attenuation texturing in full 3D (Z result often ignored)
1087 static matrix4x4_t r_shadow_entitytoattenuationxyz;
1088 // this transforms only the Z to S, and T is always 0.5
1089 static matrix4x4_t r_shadow_entitytoattenuationz;
1090 // rtlight->color * r_refdef.lightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormod * ent->alpha
1091 static vec3_t r_shadow_entitylightcolorbase;
1092 // rtlight->color * r_refdef.lightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormap_pantscolor * ent->alpha
1093 static vec3_t r_shadow_entitylightcolorpants;
1094 // rtlight->color * r_refdef.lightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormap_shirtcolor * ent->alpha
1095 static vec3_t r_shadow_entitylightcolorshirt;
1097 static int r_shadow_lightpermutation;
1098 static int r_shadow_lightprog;
1100 void R_Shadow_Stage_Begin(void)
1104 R_Shadow_ValidateCvars();
1106 if (!r_shadow_attenuation2dtexture
1107 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1108 || r_shadow_lightattenuationpower.value != r_shadow_attenpower
1109 || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
1110 R_Shadow_MakeTextures();
1112 memset(&m, 0, sizeof(m));
1113 GL_BlendFunc(GL_ONE, GL_ZERO);
1114 GL_DepthMask(false);
1117 GL_Color(0, 0, 0, 1);
1118 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1119 qglEnable(GL_CULL_FACE);
1120 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1121 r_shadowstage = R_SHADOWSTAGE_NONE;
1124 void R_Shadow_Stage_ActiveLight(rtlight_t *rtlight)
1126 r_shadow_rtlight = rtlight;
1129 void R_Shadow_Stage_Reset(void)
1132 if (gl_support_stenciltwoside)
1133 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1134 if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
1136 qglUseProgramObjectARB(0);
1137 // HACK HACK HACK: work around for stupid NVIDIA bug that causes GL_OUT_OF_MEMORY and/or software rendering in 6xxx drivers
1138 qglBegin(GL_TRIANGLES);
1142 memset(&m, 0, sizeof(m));
1146 void R_Shadow_Stage_StencilShadowVolumes(void)
1148 R_Shadow_Stage_Reset();
1149 GL_Color(1, 1, 1, 1);
1150 GL_ColorMask(0, 0, 0, 0);
1151 GL_BlendFunc(GL_ONE, GL_ZERO);
1152 GL_DepthMask(false);
1154 qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1155 //if (r_shadow_shadow_polygonoffset.value != 0)
1157 // qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1158 // qglEnable(GL_POLYGON_OFFSET_FILL);
1161 // qglDisable(GL_POLYGON_OFFSET_FILL);
1162 qglDepthFunc(GL_LESS);
1163 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1164 qglEnable(GL_STENCIL_TEST);
1165 qglStencilFunc(GL_ALWAYS, 128, ~0);
1166 if (gl_ext_stenciltwoside.integer)
1168 r_shadowstage = R_SHADOWSTAGE_STENCILTWOSIDE;
1169 qglDisable(GL_CULL_FACE);
1170 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1171 qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
1173 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1174 qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
1176 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1180 r_shadowstage = R_SHADOWSTAGE_STENCIL;
1181 qglEnable(GL_CULL_FACE);
1183 // this is changed by every shadow render so its value here is unimportant
1184 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1186 GL_Clear(GL_STENCIL_BUFFER_BIT);
1187 renderstats.lights_clears++;
1190 void R_Shadow_Stage_Lighting(int stenciltest)
1193 R_Shadow_Stage_Reset();
1194 GL_BlendFunc(GL_ONE, GL_ONE);
1195 GL_DepthMask(false);
1197 qglPolygonOffset(0, 0);
1198 //qglDisable(GL_POLYGON_OFFSET_FILL);
1199 GL_Color(1, 1, 1, 1);
1200 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1201 qglDepthFunc(GL_EQUAL);
1202 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1203 qglEnable(GL_CULL_FACE);
1204 if (r_shadowstage == R_SHADOWSTAGE_STENCIL || r_shadowstage == R_SHADOWSTAGE_STENCILTWOSIDE)
1205 qglEnable(GL_STENCIL_TEST);
1207 qglDisable(GL_STENCIL_TEST);
1209 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1210 // only draw light where this geometry was already rendered AND the
1211 // stencil is 128 (values other than this mean shadow)
1212 qglStencilFunc(GL_EQUAL, 128, ~0);
1213 if (r_shadow_glsl.integer && r_shadow_program_light[0])
1215 r_shadowstage = R_SHADOWSTAGE_LIGHT_GLSL;
1216 memset(&m, 0, sizeof(m));
1217 m.pointer_vertex = varray_vertex3f;
1218 m.pointer_texcoord[0] = varray_texcoord2f[0];
1219 m.pointer_texcoord3f[1] = varray_svector3f;
1220 m.pointer_texcoord3f[2] = varray_tvector3f;
1221 m.pointer_texcoord3f[3] = varray_normal3f;
1222 m.tex[0] = R_GetTexture(r_texture_blanknormalmap); // normal
1223 m.tex[1] = R_GetTexture(r_texture_white); // diffuse
1224 m.tex[2] = R_GetTexture(r_texture_white); // gloss
1225 m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap); // light filter
1226 m.tex[4] = R_GetTexture(r_texture_fogattenuation); // fog
1227 //m.texmatrix[3] = r_shadow_entitytolight; // light filter matrix
1229 GL_BlendFunc(GL_ONE, GL_ONE);
1230 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1232 r_shadow_lightpermutation = 0;
1233 // only add a feature to the permutation if that permutation exists
1234 // (otherwise it might end up not using a shader at all, which looks
1235 // worse than using less features)
1236 if (fogenabled && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
1237 r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
1238 if (r_shadow_rtlight->specularscale && r_shadow_gloss.integer >= 1 && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
1239 r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
1240 if (r_shadow_lightcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER])
1241 r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
1242 if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
1243 r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
1244 if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE])
1245 r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
1246 if (r_shadow_glsl_usehalffloat.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
1247 r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
1248 r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
1249 qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
1250 // TODO: support fog (after renderer is converted to texture fog)
1251 if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
1253 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), fograngerecip);CHECKGLERROR
1255 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
1256 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
1257 if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1259 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR
1260 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), r_shadow_rtlight->specularscale);CHECKGLERROR
1262 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1263 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR
1264 //if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
1266 // qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), relativeeyeorigin[0], relativeeyeorigin[1], relativeeyeorigin[2]);CHECKGLERROR
1268 if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING)
1270 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
1271 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
1274 else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1275 r_shadowstage = R_SHADOWSTAGE_LIGHT_DOT3;
1277 r_shadowstage = R_SHADOWSTAGE_LIGHT_VERTEX;
1280 void R_Shadow_Stage_VisibleShadowVolumes(void)
1282 R_Shadow_Stage_Reset();
1283 GL_BlendFunc(GL_ONE, GL_ONE);
1284 GL_DepthMask(false);
1285 GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
1286 qglPolygonOffset(0, 0);
1287 GL_Color(0.0, 0.0125, 0.1, 1);
1288 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1289 qglDepthFunc(GL_GEQUAL);
1290 qglCullFace(GL_FRONT); // this culls back
1291 qglDisable(GL_CULL_FACE);
1292 qglDisable(GL_STENCIL_TEST);
1293 r_shadowstage = R_SHADOWSTAGE_VISIBLEVOLUMES;
1296 void R_Shadow_Stage_VisibleLighting(int stenciltest)
1298 R_Shadow_Stage_Reset();
1299 GL_BlendFunc(GL_ONE, GL_ONE);
1300 GL_DepthMask(false);
1301 GL_DepthTest(r_shadow_visiblelighting.integer < 2);
1302 qglPolygonOffset(0, 0);
1303 GL_Color(0.1, 0.0125, 0, 1);
1304 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1305 qglDepthFunc(GL_EQUAL);
1306 qglCullFace(GL_FRONT); // this culls back
1307 qglEnable(GL_CULL_FACE);
1309 qglEnable(GL_STENCIL_TEST);
1311 qglDisable(GL_STENCIL_TEST);
1312 r_shadowstage = R_SHADOWSTAGE_VISIBLELIGHTING;
1315 void R_Shadow_Stage_End(void)
1317 R_Shadow_Stage_Reset();
1318 R_Shadow_Stage_ActiveLight(NULL);
1319 GL_BlendFunc(GL_ONE, GL_ZERO);
1322 qglPolygonOffset(0, 0);
1323 //qglDisable(GL_POLYGON_OFFSET_FILL);
1324 GL_Color(1, 1, 1, 1);
1325 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1326 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1327 qglDepthFunc(GL_LEQUAL);
1328 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1329 qglDisable(GL_STENCIL_TEST);
1330 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1331 if (gl_support_stenciltwoside)
1332 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1334 qglStencilFunc(GL_ALWAYS, 128, ~0);
1335 r_shadowstage = R_SHADOWSTAGE_NONE;
1338 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1340 int i, ix1, iy1, ix2, iy2;
1341 float x1, y1, x2, y2;
1344 mplane_t planes[11];
1345 float vertex3f[256*3];
1347 // if view is inside the light box, just say yes it's visible
1348 if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1350 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1354 // create a temporary brush describing the area the light can affect in worldspace
1355 VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
1356 VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
1357 VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
1358 VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
1359 VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
1360 VectorSet (planes[ 5].normal, 1, 0, 0); planes[ 5].dist = maxs[0];
1361 VectorSet (planes[ 6].normal, -1, 0, 0); planes[ 6].dist = -mins[0];
1362 VectorSet (planes[ 7].normal, 0, 1, 0); planes[ 7].dist = maxs[1];
1363 VectorSet (planes[ 8].normal, 0, -1, 0); planes[ 8].dist = -mins[1];
1364 VectorSet (planes[ 9].normal, 0, 0, 1); planes[ 9].dist = maxs[2];
1365 VectorSet (planes[10].normal, 0, 0, -1); planes[10].dist = -mins[2];
1367 // turn the brush into a mesh
1368 memset(&mesh, 0, sizeof(rmesh_t));
1369 mesh.maxvertices = 256;
1370 mesh.vertex3f = vertex3f;
1371 mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1372 R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1374 // if that mesh is empty, the light is not visible at all
1375 if (!mesh.numvertices)
1378 if (!r_shadow_scissor.integer)
1381 // if that mesh is not empty, check what area of the screen it covers
1382 x1 = y1 = x2 = y2 = 0;
1384 for (i = 0;i < mesh.numvertices;i++)
1386 VectorCopy(mesh.vertex3f + i * 3, v);
1387 GL_TransformToScreen(v, v2);
1388 //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
1391 if (x1 > v2[0]) x1 = v2[0];
1392 if (x2 < v2[0]) x2 = v2[0];
1393 if (y1 > v2[1]) y1 = v2[1];
1394 if (y2 < v2[1]) y2 = v2[1];
1403 // now convert the scissor rectangle to integer screen coordinates
1408 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1410 // clamp it to the screen
1411 if (ix1 < r_view_x) ix1 = r_view_x;
1412 if (iy1 < r_view_y) iy1 = r_view_y;
1413 if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1414 if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1416 // if it is inside out, it's not visible
1417 if (ix2 <= ix1 || iy2 <= iy1)
1420 // the light area is visible, set up the scissor rectangle
1421 GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1422 //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1423 //qglEnable(GL_SCISSOR_TEST);
1424 renderstats.lights_scissored++;
1428 extern float *rsurface_vertex3f;
1429 extern float *rsurface_svector3f;
1430 extern float *rsurface_tvector3f;
1431 extern float *rsurface_normal3f;
1432 extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
1434 static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce, const vec3_t modelorg)
1436 int numverts = surface->num_vertices;
1437 float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1438 float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1439 float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1440 float dist, dot, distintensity, shadeintensity, v[3], n[3];
1441 if (r_textureunits.integer >= 3)
1443 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1445 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1446 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1447 if ((dot = DotProduct(n, v)) > 0)
1449 shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1450 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) - reduce;
1451 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) - reduce;
1452 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) - reduce;
1455 float f = VERTEXFOGTABLE(VectorDistance(v, modelorg));
1456 VectorScale(color4f, f, color4f);
1460 VectorClear(color4f);
1464 else if (r_textureunits.integer >= 2)
1466 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1468 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1469 if ((dist = fabs(v[2])) < 1)
1471 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1472 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1473 if ((dot = DotProduct(n, v)) > 0)
1475 shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1476 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
1477 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
1478 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
1482 color4f[0] = ambientcolor[0] * distintensity - reduce;
1483 color4f[1] = ambientcolor[1] * distintensity - reduce;
1484 color4f[2] = ambientcolor[2] * distintensity - reduce;
1488 float f = VERTEXFOGTABLE(VectorDistance(v, modelorg));
1489 VectorScale(color4f, f, color4f);
1493 VectorClear(color4f);
1499 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1501 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1502 if ((dist = DotProduct(v, v)) < 1)
1505 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1506 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1507 if ((dot = DotProduct(n, v)) > 0)
1509 shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1510 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
1511 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
1512 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
1516 color4f[0] = ambientcolor[0] * distintensity - reduce;
1517 color4f[1] = ambientcolor[1] * distintensity - reduce;
1518 color4f[2] = ambientcolor[2] * distintensity - reduce;
1522 float f = VERTEXFOGTABLE(VectorDistance(v, modelorg));
1523 VectorScale(color4f, f, color4f);
1527 VectorClear(color4f);
1533 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1534 #define USETEXMATRIX
1536 #ifndef USETEXMATRIX
1537 // this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
1538 // if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
1539 static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1543 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1544 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1545 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1552 static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1556 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1557 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1565 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)
1569 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1571 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1572 // the cubemap normalizes this for us
1573 out3f[0] = DotProduct(svector3f, lightdir);
1574 out3f[1] = DotProduct(tvector3f, lightdir);
1575 out3f[2] = DotProduct(normal3f, lightdir);
1579 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)
1582 float lightdir[3], eyedir[3], halfdir[3];
1583 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1585 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1586 VectorNormalize(lightdir);
1587 VectorSubtract(vertex3f, relativeeyeorigin, eyedir);
1588 VectorNormalize(eyedir);
1589 VectorAdd(lightdir, eyedir, halfdir);
1590 // the cubemap normalizes this for us
1591 out3f[0] = DotProduct(svector3f, halfdir);
1592 out3f[1] = DotProduct(tvector3f, halfdir);
1593 out3f[2] = DotProduct(normal3f, halfdir);
1597 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)
1599 // used to display how many times a surface is lit for level design purposes
1600 int surfacelistindex;
1602 qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1603 qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1604 qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1605 qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1606 qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1607 qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1608 qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1609 if (!doambientbase && !dodiffusebase && !doambientpants && !dodiffusepants && !doambientshirt && !dodiffuseshirt && !dospecular)
1611 GL_Color(0.1, 0.025, 0, 1);
1612 memset(&m, 0, sizeof(m));
1614 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1616 const msurface_t *surface = surfacelist[surfacelistindex];
1617 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1618 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1619 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle);
1620 GL_LockArrays(0, 0);
1624 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)
1626 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1627 int surfacelistindex;
1628 qboolean dobase = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1629 qboolean dopants = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1630 qboolean doshirt = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1631 qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1632 // TODO: add direct pants/shirt rendering
1634 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);
1636 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);
1637 if (!dobase && !dospecular)
1639 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
1640 R_Mesh_TexBind(0, R_GetTexture(normalmaptexture));
1641 R_Mesh_TexBind(1, R_GetTexture(basetexture));
1642 R_Mesh_TexBind(2, R_GetTexture(glosstexture));
1643 if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1645 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
1647 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1648 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1650 const msurface_t *surface = surfacelist[surfacelistindex];
1651 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1652 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1653 if (!rsurface_svector3f)
1655 rsurface_svector3f = varray_svector3f;
1656 rsurface_tvector3f = varray_tvector3f;
1657 rsurface_normal3f = varray_normal3f;
1658 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);
1660 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
1661 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1662 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1663 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1664 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1665 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1666 GL_LockArrays(0, 0);
1670 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)
1672 // ARB path (any Geforce, any Radeon)
1673 int surfacelistindex;
1675 float color2[3], colorscale;
1677 qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1678 qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1679 qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1680 qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1681 qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1682 qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1683 qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1684 // TODO: add direct pants/shirt rendering
1685 if (doambientpants || dodiffusepants)
1686 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);
1687 if (doambientshirt || dodiffuseshirt)
1688 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);
1689 if (!doambientbase && !dodiffusebase && !dospecular)
1691 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1693 const msurface_t *surface = surfacelist[surfacelistindex];
1694 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1695 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1696 if (!rsurface_svector3f)
1698 rsurface_svector3f = varray_svector3f;
1699 rsurface_tvector3f = varray_tvector3f;
1700 rsurface_normal3f = varray_normal3f;
1701 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);
1706 colorscale = r_shadow_rtlight->ambientscale;
1707 // colorscale accounts for how much we multiply the brightness
1710 // mult is how many times the final pass of the lighting will be
1711 // performed to get more brightness than otherwise possible.
1713 // Limit mult to 64 for sanity sake.
1714 if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1716 // 3 3D combine path (Geforce3, Radeon 8500)
1717 memset(&m, 0, sizeof(m));
1718 m.pointer_vertex = rsurface_vertex3f;
1719 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1721 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1722 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1724 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1725 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1727 m.tex[1] = R_GetTexture(basetexture);
1728 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1729 m.texmatrix[1] = texture->currenttexmatrix;
1730 m.texcubemap[2] = R_GetTexture(r_shadow_lightcubemap);
1732 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1733 m.texmatrix[2] = r_shadow_entitytolight;
1735 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1736 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1738 GL_BlendFunc(GL_ONE, GL_ONE);
1740 else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1742 // 2 3D combine path (Geforce3, original Radeon)
1743 memset(&m, 0, sizeof(m));
1744 m.pointer_vertex = rsurface_vertex3f;
1745 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1747 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1748 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1750 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1751 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1753 m.tex[1] = R_GetTexture(basetexture);
1754 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1755 m.texmatrix[1] = texture->currenttexmatrix;
1756 GL_BlendFunc(GL_ONE, GL_ONE);
1758 else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
1760 // 4 2D combine path (Geforce3, Radeon 8500)
1761 memset(&m, 0, sizeof(m));
1762 m.pointer_vertex = rsurface_vertex3f;
1763 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1765 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1766 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1768 m.pointer_texcoord[0] = varray_texcoord2f[0];
1769 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1771 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1773 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1774 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1776 m.pointer_texcoord[1] = varray_texcoord2f[1];
1777 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1779 m.tex[2] = R_GetTexture(basetexture);
1780 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1781 m.texmatrix[2] = texture->currenttexmatrix;
1782 if (r_shadow_lightcubemap != r_texture_whitecube)
1784 m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap);
1786 m.pointer_texcoord3f[3] = rsurface_vertex3f;
1787 m.texmatrix[3] = r_shadow_entitytolight;
1789 m.pointer_texcoord3f[3] = varray_texcoord3f[3];
1790 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1793 GL_BlendFunc(GL_ONE, GL_ONE);
1795 else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube)
1797 // 3 2D combine path (Geforce3, original Radeon)
1798 memset(&m, 0, sizeof(m));
1799 m.pointer_vertex = rsurface_vertex3f;
1800 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1802 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1803 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1805 m.pointer_texcoord[0] = varray_texcoord2f[0];
1806 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1808 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1810 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1811 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1813 m.pointer_texcoord[1] = varray_texcoord2f[1];
1814 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1816 m.tex[2] = R_GetTexture(basetexture);
1817 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1818 m.texmatrix[2] = texture->currenttexmatrix;
1819 GL_BlendFunc(GL_ONE, GL_ONE);
1823 // 2/2/2 2D combine path (any dot3 card)
1824 memset(&m, 0, sizeof(m));
1825 m.pointer_vertex = rsurface_vertex3f;
1826 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1828 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1829 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1831 m.pointer_texcoord[0] = varray_texcoord2f[0];
1832 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1834 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1836 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1837 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1839 m.pointer_texcoord[1] = varray_texcoord2f[1];
1840 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1843 GL_ColorMask(0,0,0,1);
1844 GL_BlendFunc(GL_ONE, GL_ZERO);
1845 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1846 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1847 GL_LockArrays(0, 0);
1849 memset(&m, 0, sizeof(m));
1850 m.pointer_vertex = rsurface_vertex3f;
1851 m.tex[0] = R_GetTexture(basetexture);
1852 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1853 m.texmatrix[0] = texture->currenttexmatrix;
1854 if (r_shadow_lightcubemap != r_texture_whitecube)
1856 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1858 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1859 m.texmatrix[1] = r_shadow_entitytolight;
1861 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1862 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1865 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1867 // this final code is shared
1869 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1870 VectorScale(lightcolorbase, colorscale, color2);
1871 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1872 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1874 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1875 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1877 GL_LockArrays(0, 0);
1882 colorscale = r_shadow_rtlight->diffusescale;
1883 // colorscale accounts for how much we multiply the brightness
1886 // mult is how many times the final pass of the lighting will be
1887 // performed to get more brightness than otherwise possible.
1889 // Limit mult to 64 for sanity sake.
1890 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1892 // 3/2 3D combine path (Geforce3, Radeon 8500)
1893 memset(&m, 0, sizeof(m));
1894 m.pointer_vertex = rsurface_vertex3f;
1895 m.tex[0] = R_GetTexture(normalmaptexture);
1896 m.texcombinergb[0] = GL_REPLACE;
1897 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1898 m.texmatrix[0] = texture->currenttexmatrix;
1899 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1900 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1901 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1902 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);
1903 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1905 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1906 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1908 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1909 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1912 GL_ColorMask(0,0,0,1);
1913 GL_BlendFunc(GL_ONE, GL_ZERO);
1914 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1915 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1916 GL_LockArrays(0, 0);
1918 memset(&m, 0, sizeof(m));
1919 m.pointer_vertex = rsurface_vertex3f;
1920 m.tex[0] = R_GetTexture(basetexture);
1921 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1922 m.texmatrix[0] = texture->currenttexmatrix;
1923 if (r_shadow_lightcubemap != r_texture_whitecube)
1925 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1927 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1928 m.texmatrix[1] = r_shadow_entitytolight;
1930 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1931 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1934 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1936 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube)
1938 // 1/2/2 3D combine path (original Radeon)
1939 memset(&m, 0, sizeof(m));
1940 m.pointer_vertex = rsurface_vertex3f;
1941 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1943 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1944 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1946 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1947 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1950 GL_ColorMask(0,0,0,1);
1951 GL_BlendFunc(GL_ONE, GL_ZERO);
1952 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1953 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1954 GL_LockArrays(0, 0);
1956 memset(&m, 0, sizeof(m));
1957 m.pointer_vertex = rsurface_vertex3f;
1958 m.tex[0] = R_GetTexture(normalmaptexture);
1959 m.texcombinergb[0] = GL_REPLACE;
1960 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1961 m.texmatrix[0] = texture->currenttexmatrix;
1962 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1963 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1964 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1965 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);
1967 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1968 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1969 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1970 GL_LockArrays(0, 0);
1972 memset(&m, 0, sizeof(m));
1973 m.pointer_vertex = rsurface_vertex3f;
1974 m.tex[0] = R_GetTexture(basetexture);
1975 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1976 m.texmatrix[0] = texture->currenttexmatrix;
1977 if (r_shadow_lightcubemap != r_texture_whitecube)
1979 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1981 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1982 m.texmatrix[1] = r_shadow_entitytolight;
1984 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1985 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1988 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1990 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube)
1992 // 2/2 3D combine path (original Radeon)
1993 memset(&m, 0, sizeof(m));
1994 m.pointer_vertex = rsurface_vertex3f;
1995 m.tex[0] = R_GetTexture(normalmaptexture);
1996 m.texcombinergb[0] = GL_REPLACE;
1997 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1998 m.texmatrix[0] = texture->currenttexmatrix;
1999 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2000 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2001 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2002 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2004 GL_ColorMask(0,0,0,1);
2005 GL_BlendFunc(GL_ONE, GL_ZERO);
2006 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2007 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2008 GL_LockArrays(0, 0);
2010 memset(&m, 0, sizeof(m));
2011 m.pointer_vertex = rsurface_vertex3f;
2012 m.tex[0] = R_GetTexture(basetexture);
2013 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2014 m.texmatrix[0] = texture->currenttexmatrix;
2015 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2017 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2018 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2020 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2021 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2023 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2025 else if (r_textureunits.integer >= 4)
2027 // 4/2 2D combine path (Geforce3, Radeon 8500)
2028 memset(&m, 0, sizeof(m));
2029 m.pointer_vertex = rsurface_vertex3f;
2030 m.tex[0] = R_GetTexture(normalmaptexture);
2031 m.texcombinergb[0] = GL_REPLACE;
2032 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2033 m.texmatrix[0] = texture->currenttexmatrix;
2034 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2035 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2036 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2037 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);
2038 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2040 m.pointer_texcoord3f[2] = rsurface_vertex3f;
2041 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
2043 m.pointer_texcoord[2] = varray_texcoord2f[2];
2044 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2046 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
2048 m.pointer_texcoord3f[3] = rsurface_vertex3f;
2049 m.texmatrix[3] = r_shadow_entitytoattenuationz;
2051 m.pointer_texcoord[3] = varray_texcoord2f[3];
2052 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2055 GL_ColorMask(0,0,0,1);
2056 GL_BlendFunc(GL_ONE, GL_ZERO);
2057 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2058 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2059 GL_LockArrays(0, 0);
2061 memset(&m, 0, sizeof(m));
2062 m.pointer_vertex = rsurface_vertex3f;
2063 m.tex[0] = R_GetTexture(basetexture);
2064 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2065 m.texmatrix[0] = texture->currenttexmatrix;
2066 if (r_shadow_lightcubemap != r_texture_whitecube)
2068 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2070 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2071 m.texmatrix[1] = r_shadow_entitytolight;
2073 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2074 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2077 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2081 // 2/2/2 2D combine path (any dot3 card)
2082 memset(&m, 0, sizeof(m));
2083 m.pointer_vertex = rsurface_vertex3f;
2084 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2086 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2087 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2089 m.pointer_texcoord[0] = varray_texcoord2f[0];
2090 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2092 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2094 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2095 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2097 m.pointer_texcoord[1] = varray_texcoord2f[1];
2098 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2101 GL_ColorMask(0,0,0,1);
2102 GL_BlendFunc(GL_ONE, GL_ZERO);
2103 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2104 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2105 GL_LockArrays(0, 0);
2107 memset(&m, 0, sizeof(m));
2108 m.pointer_vertex = rsurface_vertex3f;
2109 m.tex[0] = R_GetTexture(normalmaptexture);
2110 m.texcombinergb[0] = GL_REPLACE;
2111 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2112 m.texmatrix[0] = texture->currenttexmatrix;
2113 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2114 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2115 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2116 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);
2118 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2119 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2120 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2121 GL_LockArrays(0, 0);
2123 memset(&m, 0, sizeof(m));
2124 m.pointer_vertex = rsurface_vertex3f;
2125 m.tex[0] = R_GetTexture(basetexture);
2126 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2127 m.texmatrix[0] = texture->currenttexmatrix;
2128 if (r_shadow_lightcubemap != r_texture_whitecube)
2130 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2132 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2133 m.texmatrix[1] = r_shadow_entitytolight;
2135 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2136 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2139 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2141 // this final code is shared
2143 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2144 VectorScale(lightcolorbase, colorscale, color2);
2145 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2146 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2148 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2149 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2151 GL_LockArrays(0, 0);
2155 // FIXME: detect blendsquare!
2156 //if (gl_support_blendsquare)
2158 colorscale = specularscale;
2160 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2162 // 2/0/0/1/2 3D combine blendsquare path
2163 memset(&m, 0, sizeof(m));
2164 m.pointer_vertex = rsurface_vertex3f;
2165 m.tex[0] = R_GetTexture(normalmaptexture);
2166 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2167 m.texmatrix[0] = texture->currenttexmatrix;
2168 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2169 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2170 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2171 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);
2173 GL_ColorMask(0,0,0,1);
2174 // this squares the result
2175 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2176 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2177 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2178 GL_LockArrays(0, 0);
2180 memset(&m, 0, sizeof(m));
2181 m.pointer_vertex = rsurface_vertex3f;
2183 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2184 // square alpha in framebuffer a few times to make it shiny
2185 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2186 // these comments are a test run through this math for intensity 0.5
2187 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2188 // 0.25 * 0.25 = 0.0625 (this is another pass)
2189 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2190 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2191 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2192 GL_LockArrays(0, 0);
2194 memset(&m, 0, sizeof(m));
2195 m.pointer_vertex = rsurface_vertex3f;
2196 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2198 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2199 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2201 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
2202 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2205 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2206 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2207 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2208 GL_LockArrays(0, 0);
2210 memset(&m, 0, sizeof(m));
2211 m.pointer_vertex = rsurface_vertex3f;
2212 m.tex[0] = R_GetTexture(glosstexture);
2213 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2214 m.texmatrix[0] = texture->currenttexmatrix;
2215 if (r_shadow_lightcubemap != r_texture_whitecube)
2217 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2219 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2220 m.texmatrix[1] = r_shadow_entitytolight;
2222 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2223 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2226 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2228 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2230 // 2/0/0/2 3D combine blendsquare path
2231 memset(&m, 0, sizeof(m));
2232 m.pointer_vertex = rsurface_vertex3f;
2233 m.tex[0] = R_GetTexture(normalmaptexture);
2234 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2235 m.texmatrix[0] = texture->currenttexmatrix;
2236 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2237 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2238 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2239 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);
2241 GL_ColorMask(0,0,0,1);
2242 // this squares the result
2243 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2244 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2245 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2246 GL_LockArrays(0, 0);
2248 memset(&m, 0, sizeof(m));
2249 m.pointer_vertex = rsurface_vertex3f;
2251 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2252 // square alpha in framebuffer a few times to make it shiny
2253 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2254 // these comments are a test run through this math for intensity 0.5
2255 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2256 // 0.25 * 0.25 = 0.0625 (this is another pass)
2257 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2258 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2259 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2260 GL_LockArrays(0, 0);
2262 memset(&m, 0, sizeof(m));
2263 m.pointer_vertex = rsurface_vertex3f;
2264 m.tex[0] = R_GetTexture(glosstexture);
2265 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2266 m.texmatrix[0] = texture->currenttexmatrix;
2267 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2269 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2270 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2272 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2273 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2275 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2279 // 2/0/0/2/2 2D combine blendsquare path
2280 memset(&m, 0, sizeof(m));
2281 m.pointer_vertex = rsurface_vertex3f;
2282 m.tex[0] = R_GetTexture(normalmaptexture);
2283 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2284 m.texmatrix[0] = texture->currenttexmatrix;
2285 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2286 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2287 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2288 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);
2290 GL_ColorMask(0,0,0,1);
2291 // this squares the result
2292 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2293 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2294 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2295 GL_LockArrays(0, 0);
2297 memset(&m, 0, sizeof(m));
2298 m.pointer_vertex = rsurface_vertex3f;
2300 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2301 // square alpha in framebuffer a few times to make it shiny
2302 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2303 // these comments are a test run through this math for intensity 0.5
2304 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2305 // 0.25 * 0.25 = 0.0625 (this is another pass)
2306 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2307 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2308 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2309 GL_LockArrays(0, 0);
2311 memset(&m, 0, sizeof(m));
2312 m.pointer_vertex = rsurface_vertex3f;
2313 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2315 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2316 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2318 m.pointer_texcoord[0] = varray_texcoord2f[0];
2319 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2321 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2323 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2324 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2326 m.pointer_texcoord[1] = varray_texcoord2f[1];
2327 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2330 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2331 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2332 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2333 GL_LockArrays(0, 0);
2335 memset(&m, 0, sizeof(m));
2336 m.pointer_vertex = rsurface_vertex3f;
2337 m.tex[0] = R_GetTexture(glosstexture);
2338 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2339 m.texmatrix[0] = texture->currenttexmatrix;
2340 if (r_shadow_lightcubemap != r_texture_whitecube)
2342 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2344 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2345 m.texmatrix[1] = r_shadow_entitytolight;
2347 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2348 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2351 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2354 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2355 VectorScale(lightcolorbase, colorscale, color2);
2356 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2357 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2359 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2360 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2362 GL_LockArrays(0, 0);
2368 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)
2370 int surfacelistindex;
2372 float ambientcolor2[3], diffusecolor2[3];
2374 qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2375 qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2376 qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2377 qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2378 qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2379 qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2380 //qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
2381 // TODO: add direct pants/shirt rendering
2382 if (doambientpants || dodiffusepants)
2383 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);
2384 if (doambientshirt || dodiffuseshirt)
2385 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);
2386 if (!doambientbase && !dodiffusebase)
2388 VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, ambientcolor2);
2389 VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, diffusecolor2);
2390 GL_BlendFunc(GL_ONE, GL_ONE);
2391 memset(&m, 0, sizeof(m));
2392 m.tex[0] = R_GetTexture(basetexture);
2393 if (r_textureunits.integer >= 2)
2396 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2398 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2400 m.pointer_texcoord[1] = varray_texcoord2f[1];
2401 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2403 if (r_textureunits.integer >= 3)
2405 // Geforce3/Radeon class but not using dot3
2406 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2408 m.texmatrix[2] = r_shadow_entitytoattenuationz;
2410 m.pointer_texcoord[2] = varray_texcoord2f[2];
2411 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2415 m.pointer_color = varray_color4f;
2417 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2419 const msurface_t *surface = surfacelist[surfacelistindex];
2420 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
2421 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
2422 if (!rsurface_svector3f)
2424 rsurface_svector3f = varray_svector3f;
2425 rsurface_tvector3f = varray_tvector3f;
2426 rsurface_normal3f = varray_normal3f;
2427 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);
2429 // OpenGL 1.1 path (anything)
2430 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
2431 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
2432 if (r_textureunits.integer >= 2)
2436 R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f);
2438 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2440 if (r_textureunits.integer >= 3)
2442 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
2444 R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f);
2446 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2450 R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2, 0, modelorg);
2451 for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
2456 // due to low fillrate on the cards this vertex lighting path is
2457 // designed for, we manually cull all triangles that do not
2458 // contain a lit vertex
2461 int newnumtriangles;
2463 int newelements[3072];
2465 newnumtriangles = 0;
2467 for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
2469 if (newnumtriangles >= 1024)
2471 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2472 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
2473 GL_LockArrays(0, 0);
2474 newnumtriangles = 0;
2477 if (VectorLength2(varray_color4f + e[0] * 4) + VectorLength2(varray_color4f + e[1] * 4) + VectorLength2(varray_color4f + e[2] * 4) >= 0.01)
2487 if (newnumtriangles >= 1)
2489 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2490 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
2491 GL_LockArrays(0, 0);
2497 for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2498 if (VectorLength2(c))
2502 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2503 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2504 GL_LockArrays(0, 0);
2506 // now reduce the intensity for the next overbright pass
2507 for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2509 c[0] = max(0, c[0] - 1);
2510 c[1] = max(0, c[1] - 1);
2511 c[2] = max(0, c[2] - 1);
2517 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)
2519 // FIXME: support MATERIALFLAG_NODEPTHTEST
2520 switch (r_shadowstage)
2522 case R_SHADOWSTAGE_VISIBLELIGHTING:
2523 R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2525 case R_SHADOWSTAGE_LIGHT_GLSL:
2526 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);
2528 case R_SHADOWSTAGE_LIGHT_DOT3:
2529 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);
2531 case R_SHADOWSTAGE_LIGHT_VERTEX:
2532 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);
2535 Con_Printf("R_Shadow_RenderLighting: unknown r_shadowstage %i\n", r_shadowstage);
2540 void R_RTLight_Update(dlight_t *light, int isstatic)
2544 rtlight_t *rtlight = &light->rtlight;
2545 R_RTLight_Uncompile(rtlight);
2546 memset(rtlight, 0, sizeof(*rtlight));
2548 VectorCopy(light->origin, rtlight->shadoworigin);
2549 VectorCopy(light->color, rtlight->color);
2550 rtlight->radius = light->radius;
2551 //rtlight->cullradius = rtlight->radius;
2552 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2553 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2554 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2555 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2556 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2557 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2558 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2559 rtlight->cubemapname[0] = 0;
2560 if (light->cubemapname[0])
2561 strcpy(rtlight->cubemapname, light->cubemapname);
2562 else if (light->cubemapnum > 0)
2563 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2564 rtlight->shadow = light->shadow;
2565 rtlight->corona = light->corona;
2566 rtlight->style = light->style;
2567 rtlight->isstatic = isstatic;
2568 rtlight->coronasizescale = light->coronasizescale;
2569 rtlight->ambientscale = light->ambientscale;
2570 rtlight->diffusescale = light->diffusescale;
2571 rtlight->specularscale = light->specularscale;
2572 rtlight->flags = light->flags;
2573 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2574 // ConcatScale won't work here because this needs to scale rotate and
2575 // translate, not just rotate
2576 scale = 1.0f / rtlight->radius;
2577 for (k = 0;k < 3;k++)
2578 for (j = 0;j < 4;j++)
2579 rtlight->matrix_worldtolight.m[k][j] *= scale;
2581 rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
2582 rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
2583 VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
2584 rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
2587 // compiles rtlight geometry
2588 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2589 void R_RTLight_Compile(rtlight_t *rtlight)
2591 int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2592 entity_render_t *ent = r_refdef.worldentity;
2593 model_t *model = r_refdef.worldmodel;
2594 unsigned char *data;
2596 // compile the light
2597 rtlight->compiled = true;
2598 rtlight->static_numleafs = 0;
2599 rtlight->static_numleafpvsbytes = 0;
2600 rtlight->static_leaflist = NULL;
2601 rtlight->static_leafpvs = NULL;
2602 rtlight->static_numsurfaces = 0;
2603 rtlight->static_surfacelist = NULL;
2604 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2605 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2606 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2607 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2608 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2609 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2611 if (model && model->GetLightInfo)
2613 // this variable must be set for the CompileShadowVolume code
2614 r_shadow_compilingrtlight = rtlight;
2615 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2616 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);
2617 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2618 data = (unsigned char *)Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2619 rtlight->static_numleafs = numleafs;
2620 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2621 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2622 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2623 rtlight->static_numsurfaces = numsurfaces;
2624 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2626 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2627 if (numleafpvsbytes)
2628 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2630 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2631 if (model->CompileShadowVolume && rtlight->shadow)
2632 model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2633 // now we're done compiling the rtlight
2634 r_shadow_compilingrtlight = NULL;
2638 // use smallest available cullradius - box radius or light radius
2639 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2640 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2644 if (rtlight->static_meshchain_shadow)
2647 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2650 shadowtris += mesh->numtriangles;
2654 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);
2657 void R_RTLight_Uncompile(rtlight_t *rtlight)
2659 if (rtlight->compiled)
2661 if (rtlight->static_meshchain_shadow)
2662 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2663 rtlight->static_meshchain_shadow = NULL;
2664 // these allocations are grouped
2665 if (rtlight->static_leaflist)
2666 Mem_Free(rtlight->static_leaflist);
2667 rtlight->static_numleafs = 0;
2668 rtlight->static_numleafpvsbytes = 0;
2669 rtlight->static_leaflist = NULL;
2670 rtlight->static_leafpvs = NULL;
2671 rtlight->static_numsurfaces = 0;
2672 rtlight->static_surfacelist = NULL;
2673 rtlight->compiled = false;
2677 void R_Shadow_UncompileWorldLights(void)
2680 for (light = r_shadow_worldlightchain;light;light = light->next)
2681 R_RTLight_Uncompile(&light->rtlight);
2684 void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2686 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2687 vec_t relativeshadowradius;
2688 if (ent == r_refdef.worldentity)
2690 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2693 R_Mesh_Matrix(&ent->matrix);
2694 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2696 renderstats.lights_shadowtriangles += mesh->numtriangles;
2697 R_Mesh_VertexPointer(mesh->vertex3f);
2698 GL_LockArrays(0, mesh->numverts);
2699 if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
2701 // decrement stencil if backface is behind depthbuffer
2702 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2703 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2704 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2705 // increment stencil if frontface is behind depthbuffer
2706 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2707 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2709 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2710 GL_LockArrays(0, 0);
2713 else if (numsurfaces)
2715 R_Mesh_Matrix(&ent->matrix);
2716 ent->model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, surfacelist, rtlight->cullmins, rtlight->cullmaxs);
2721 Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativeshadoworigin);
2722 relativeshadowradius = rtlight->radius / ent->scale;
2723 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2724 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2725 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2726 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2727 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2728 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2729 R_Mesh_Matrix(&ent->matrix);
2730 ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2734 void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolor, int numsurfaces, int *surfacelist)
2736 // set up properties for rendering light onto this entity
2737 r_shadow_entitylightcolorbase[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
2738 r_shadow_entitylightcolorbase[1] = lightcolor[1] * ent->colormod[1] * ent->alpha;
2739 r_shadow_entitylightcolorbase[2] = lightcolor[2] * ent->colormod[2] * ent->alpha;
2740 r_shadow_entitylightcolorpants[0] = lightcolor[0] * ent->colormap_pantscolor[0] * ent->alpha;
2741 r_shadow_entitylightcolorpants[1] = lightcolor[1] * ent->colormap_pantscolor[1] * ent->alpha;
2742 r_shadow_entitylightcolorpants[2] = lightcolor[2] * ent->colormap_pantscolor[2] * ent->alpha;
2743 r_shadow_entitylightcolorshirt[0] = lightcolor[0] * ent->colormap_shirtcolor[0] * ent->alpha;
2744 r_shadow_entitylightcolorshirt[1] = lightcolor[1] * ent->colormap_shirtcolor[1] * ent->alpha;
2745 r_shadow_entitylightcolorshirt[2] = lightcolor[2] * ent->colormap_shirtcolor[2] * ent->alpha;
2746 Matrix4x4_Concat(&r_shadow_entitytolight, &rtlight->matrix_worldtolight, &ent->matrix);
2747 Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2748 Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2749 Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, r_shadow_entitylightorigin);
2750 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
2751 R_Mesh_Matrix(&ent->matrix);
2752 if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
2754 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_lightcubemap));
2755 R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
2756 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR
2757 if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
2759 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR
2762 if (ent == r_refdef.worldentity)
2763 ent->model->DrawLight(ent, r_shadow_entitylightcolorbase, r_shadow_entitylightcolorpants, r_shadow_entitylightcolorshirt, numsurfaces, surfacelist);
2765 ent->model->DrawLight(ent, r_shadow_entitylightcolorbase, r_shadow_entitylightcolorpants, r_shadow_entitylightcolorshirt, ent->model->nummodelsurfaces, ent->model->surfacelist);
2768 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2773 int numleafs, numsurfaces;
2774 int *leaflist, *surfacelist;
2775 unsigned char *leafpvs;
2776 int numlightentities;
2777 int numshadowentities;
2778 entity_render_t *lightentities[MAX_EDICTS];
2779 entity_render_t *shadowentities[MAX_EDICTS];
2781 // skip lights that don't light (corona only lights)
2782 if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < (1.0f / 32768.0f))
2785 f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2786 VectorScale(rtlight->color, f, lightcolor);
2787 if (VectorLength2(lightcolor) < (1.0f / 32768.0f))
2790 if (rtlight->selected)
2792 f = 2 + sin(realtime * M_PI * 4.0);
2793 VectorScale(lightcolor, f, lightcolor);
2797 // loading is done before visibility checks because loading should happen
2798 // all at once at the start of a level, not when it stalls gameplay.
2799 // (especially important to benchmarks)
2801 if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2802 R_RTLight_Compile(rtlight);
2804 r_shadow_lightcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2806 // if the light box is offscreen, skip it
2807 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2810 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2812 // compiled light, world available and can receive realtime lighting
2813 // retrieve leaf information
2814 numleafs = rtlight->static_numleafs;
2815 leaflist = rtlight->static_leaflist;
2816 leafpvs = rtlight->static_leafpvs;
2817 numsurfaces = rtlight->static_numsurfaces;
2818 surfacelist = rtlight->static_surfacelist;
2820 else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2822 // dynamic light, world available and can receive realtime lighting
2823 // calculate lit surfaces and leafs
2824 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2825 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);
2826 leaflist = r_shadow_buffer_leaflist;
2827 leafpvs = r_shadow_buffer_leafpvs;
2828 surfacelist = r_shadow_buffer_surfacelist;
2829 // if the reduced leaf bounds are offscreen, skip it
2830 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2842 // check if light is illuminating any visible leafs
2845 for (i = 0;i < numleafs;i++)
2846 if (r_worldleafvisible[leaflist[i]])
2851 // set up a scissor rectangle for this light
2852 if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2855 numlightentities = 0;
2857 lightentities[numlightentities++] = r_refdef.worldentity;
2858 numshadowentities = 0;
2860 shadowentities[numshadowentities++] = r_refdef.worldentity;
2861 if (r_drawentities.integer)
2863 for (i = 0;i < r_refdef.numentities;i++)
2865 entity_render_t *ent = r_refdef.entities[i];
2866 if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
2868 && !(ent->flags & RENDER_TRANSPARENT)
2869 && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
2871 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2872 if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
2873 shadowentities[numshadowentities++] = ent;
2874 if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight)
2875 lightentities[numlightentities++] = ent;
2880 // return if there's nothing at all to light
2881 if (!numlightentities)
2884 R_Shadow_Stage_ActiveLight(rtlight);
2885 renderstats.lights++;
2888 if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2891 R_Shadow_Stage_StencilShadowVolumes();
2892 for (i = 0;i < numshadowentities;i++)
2893 R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
2896 if (numlightentities && !visible)
2898 R_Shadow_Stage_Lighting(usestencil);
2899 for (i = 0;i < numlightentities;i++)
2900 R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
2903 if (numshadowentities && visible && r_shadow_visiblevolumes.integer > 0 && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2905 R_Shadow_Stage_VisibleShadowVolumes();
2906 for (i = 0;i < numshadowentities;i++)
2907 R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
2910 if (numlightentities && visible && r_shadow_visiblelighting.integer > 0)
2912 R_Shadow_Stage_VisibleLighting(usestencil);
2913 for (i = 0;i < numlightentities;i++)
2914 R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
2918 void R_ShadowVolumeLighting(qboolean visible)
2923 if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
2924 R_Shadow_EditLights_Reload_f();
2926 R_Shadow_Stage_Begin();
2928 flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2929 if (r_shadow_debuglight.integer >= 0)
2931 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2932 if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
2933 R_DrawRTLight(&light->rtlight, visible);
2936 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2937 if (light->flags & flag)
2938 R_DrawRTLight(&light->rtlight, visible);
2940 for (lnum = 0;lnum < r_refdef.numlights;lnum++)
2941 R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible);
2943 R_Shadow_Stage_End();
2946 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2947 typedef struct suffixinfo_s
2950 qboolean flipx, flipy, flipdiagonal;
2953 static suffixinfo_t suffix[3][6] =
2956 {"px", false, false, false},
2957 {"nx", false, false, false},
2958 {"py", false, false, false},
2959 {"ny", false, false, false},
2960 {"pz", false, false, false},
2961 {"nz", false, false, false}
2964 {"posx", false, false, false},
2965 {"negx", false, false, false},
2966 {"posy", false, false, false},
2967 {"negy", false, false, false},
2968 {"posz", false, false, false},
2969 {"negz", false, false, false}
2972 {"rt", true, false, true},
2973 {"lf", false, true, true},
2974 {"ft", true, true, false},
2975 {"bk", false, false, false},
2976 {"up", true, false, true},
2977 {"dn", true, false, true}
2981 static int componentorder[4] = {0, 1, 2, 3};
2983 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
2985 int i, j, cubemapsize;
2986 unsigned char *cubemappixels, *image_rgba;
2987 rtexture_t *cubemaptexture;
2989 // must start 0 so the first loadimagepixels has no requested width/height
2991 cubemappixels = NULL;
2992 cubemaptexture = NULL;
2993 // keep trying different suffix groups (posx, px, rt) until one loads
2994 for (j = 0;j < 3 && !cubemappixels;j++)
2996 // load the 6 images in the suffix group
2997 for (i = 0;i < 6;i++)
2999 // generate an image name based on the base and and suffix
3000 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3002 if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
3004 // an image loaded, make sure width and height are equal
3005 if (image_width == image_height)
3007 // if this is the first image to load successfully, allocate the cubemap memory
3008 if (!cubemappixels && image_width >= 1)
3010 cubemapsize = image_width;
3011 // note this clears to black, so unavailable sides are black
3012 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3014 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3016 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);
3019 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3021 Mem_Free(image_rgba);
3025 // if a cubemap loaded, upload it
3028 if (!r_shadow_filters_texturepool)
3029 r_shadow_filters_texturepool = R_AllocTexturePool();
3030 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
3031 Mem_Free(cubemappixels);
3035 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
3036 for (j = 0;j < 3;j++)
3037 for (i = 0;i < 6;i++)
3038 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3039 Con_Print(" and was unable to find any of them.\n");
3041 return cubemaptexture;
3044 rtexture_t *R_Shadow_Cubemap(const char *basename)
3047 for (i = 0;i < numcubemaps;i++)
3048 if (!strcasecmp(cubemaps[i].basename, basename))
3049 return cubemaps[i].texture;
3050 if (i >= MAX_CUBEMAPS)
3051 return r_texture_whitecube;
3053 strcpy(cubemaps[i].basename, basename);
3054 cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
3055 if (!cubemaps[i].texture)
3056 cubemaps[i].texture = r_texture_whitecube;
3057 return cubemaps[i].texture;
3060 void R_Shadow_FreeCubemaps(void)
3063 R_FreeTexturePool(&r_shadow_filters_texturepool);
3066 dlight_t *R_Shadow_NewWorldLight(void)
3069 light = (dlight_t *)Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
3070 light->next = r_shadow_worldlightchain;
3071 r_shadow_worldlightchain = light;
3075 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)
3077 VectorCopy(origin, light->origin);
3078 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
3079 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
3080 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
3081 light->color[0] = max(color[0], 0);
3082 light->color[1] = max(color[1], 0);
3083 light->color[2] = max(color[2], 0);
3084 light->radius = max(radius, 0);
3085 light->style = style;
3086 if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
3088 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
3091 light->shadow = shadowenable;
3092 light->corona = corona;
3095 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
3096 light->coronasizescale = coronasizescale;
3097 light->ambientscale = ambientscale;
3098 light->diffusescale = diffusescale;
3099 light->specularscale = specularscale;
3100 light->flags = flags;
3101 Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
3103 R_RTLight_Update(light, true);
3106 void R_Shadow_FreeWorldLight(dlight_t *light)
3108 dlight_t **lightpointer;
3109 R_RTLight_Uncompile(&light->rtlight);
3110 for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
3111 if (*lightpointer != light)
3112 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain\n");
3113 *lightpointer = light->next;
3117 void R_Shadow_ClearWorldLights(void)
3119 while (r_shadow_worldlightchain)
3120 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
3121 r_shadow_selectedlight = NULL;
3122 R_Shadow_FreeCubemaps();
3125 void R_Shadow_SelectLight(dlight_t *light)
3127 if (r_shadow_selectedlight)
3128 r_shadow_selectedlight->selected = false;
3129 r_shadow_selectedlight = light;
3130 if (r_shadow_selectedlight)
3131 r_shadow_selectedlight->selected = true;
3134 void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
3136 float scale = r_editlights_cursorgrid.value * 0.5f;
3137 R_DrawSprite(GL_ONE, GL_ONE, lighttextures[0], NULL, false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
3140 void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
3143 const dlight_t *light;
3144 light = (dlight_t *)calldata1;
3146 if (light->selected)
3147 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
3150 R_DrawSprite(GL_ONE, GL_ONE, lighttextures[calldata2], NULL, false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
3153 void R_Shadow_DrawLightSprites(void)
3159 for (i = 0;i < 5;i++)
3161 lighttextures[i] = NULL;
3162 if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1), true)))
3163 lighttextures[i] = pic->tex;
3166 for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
3167 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, i % 5);
3168 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0);
3171 void R_Shadow_SelectLightInView(void)
3173 float bestrating, rating, temp[3];
3174 dlight_t *best, *light;
3177 for (light = r_shadow_worldlightchain;light;light = light->next)
3179 VectorSubtract(light->origin, r_vieworigin, temp);
3180 rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
3183 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
3184 if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
3186 bestrating = rating;
3191 R_Shadow_SelectLight(best);
3194 void R_Shadow_LoadWorldLights(void)
3196 int n, a, style, shadow, flags;
3197 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
3198 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
3199 if (r_refdef.worldmodel == NULL)
3201 Con_Print("No map loaded.\n");
3204 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3205 strlcat (name, ".rtlights", sizeof (name));
3206 lightsstring = (char *)FS_LoadFile(name, tempmempool, false);
3216 for (;COM_Parse(t, true) && strcmp(
3217 if (COM_Parse(t, true))
3219 if (com_token[0] == '!')
3222 origin[0] = atof(com_token+1);
3225 origin[0] = atof(com_token);
3230 while (*s && *s != '\n' && *s != '\r')
3236 // check for modifier flags
3243 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);
3246 flags = LIGHTFLAG_REALTIMEMODE;
3254 coronasizescale = 0.25f;
3256 VectorClear(angles);
3259 if (a < 9 || !strcmp(cubemapname, "\"\""))
3261 // remove quotes on cubemapname
3262 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
3264 cubemapname[strlen(cubemapname)-1] = 0;
3265 strcpy(cubemapname, cubemapname + 1);
3269 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);
3272 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3280 Con_Printf("invalid rtlights file \"%s\"\n", name);
3281 Mem_Free(lightsstring);
3285 void R_Shadow_SaveWorldLights(void)
3288 size_t bufchars, bufmaxchars;
3290 char name[MAX_QPATH];
3292 if (!r_shadow_worldlightchain)
3294 if (r_refdef.worldmodel == NULL)
3296 Con_Print("No map loaded.\n");
3299 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3300 strlcat (name, ".rtlights", sizeof (name));
3301 bufchars = bufmaxchars = 0;
3303 for (light = r_shadow_worldlightchain;light;light = light->next)
3305 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
3306 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);
3307 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
3308 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]);
3310 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);
3311 if (bufchars + strlen(line) > bufmaxchars)
3313 bufmaxchars = bufchars + strlen(line) + 2048;
3315 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
3319 memcpy(buf, oldbuf, bufchars);
3325 memcpy(buf + bufchars, line, strlen(line));
3326 bufchars += strlen(line);
3330 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
3335 void R_Shadow_LoadLightsFile(void)
3338 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
3339 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
3340 if (r_refdef.worldmodel == NULL)
3342 Con_Print("No map loaded.\n");
3345 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3346 strlcat (name, ".lights", sizeof (name));
3347 lightsstring = (char *)FS_LoadFile(name, tempmempool, false);
3355 while (*s && *s != '\n' && *s != '\r')
3361 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);
3365 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);
3368 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
3369 radius = bound(15, radius, 4096);
3370 VectorScale(color, (2.0f / (8388608.0f)), color);
3371 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3379 Con_Printf("invalid lights file \"%s\"\n", name);
3380 Mem_Free(lightsstring);
3384 // tyrlite/hmap2 light types in the delay field
3385 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
3387 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
3389 int entnum, style, islight, skin, pflags, effects, type, n;
3392 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
3393 char key[256], value[1024];
3395 if (r_refdef.worldmodel == NULL)
3397 Con_Print("No map loaded.\n");
3400 // try to load a .ent file first
3401 FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
3402 strlcat (key, ".ent", sizeof (key));
3403 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true);
3404 // and if that is not found, fall back to the bsp file entity string
3406 data = r_refdef.worldmodel->brush.entities;
3409 for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
3411 type = LIGHTTYPE_MINUSX;
3412 origin[0] = origin[1] = origin[2] = 0;
3413 originhack[0] = originhack[1] = originhack[2] = 0;
3414 angles[0] = angles[1] = angles[2] = 0;
3415 color[0] = color[1] = color[2] = 1;
3416 light[0] = light[1] = light[2] = 1;light[3] = 300;
3417 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
3427 if (!COM_ParseToken(&data, false))
3429 if (com_token[0] == '}')
3430 break; // end of entity
3431 if (com_token[0] == '_')
3432 strcpy(key, com_token + 1);
3434 strcpy(key, com_token);
3435 while (key[strlen(key)-1] == ' ') // remove trailing spaces
3436 key[strlen(key)-1] = 0;
3437 if (!COM_ParseToken(&data, false))
3439 strcpy(value, com_token);
3441 // now that we have the key pair worked out...
3442 if (!strcmp("light", key))
3444 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
3448 light[0] = vec[0] * (1.0f / 256.0f);
3449 light[1] = vec[0] * (1.0f / 256.0f);
3450 light[2] = vec[0] * (1.0f / 256.0f);
3456 light[0] = vec[0] * (1.0f / 255.0f);
3457 light[1] = vec[1] * (1.0f / 255.0f);
3458 light[2] = vec[2] * (1.0f / 255.0f);
3462 else if (!strcmp("delay", key))
3464 else if (!strcmp("origin", key))
3465 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
3466 else if (!strcmp("angle", key))
3467 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
3468 else if (!strcmp("angles", key))
3469 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
3470 else if (!strcmp("color", key))
3471 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
3472 else if (!strcmp("wait", key))
3473 fadescale = atof(value);
3474 else if (!strcmp("classname", key))
3476 if (!strncmp(value, "light", 5))
3479 if (!strcmp(value, "light_fluoro"))
3484 overridecolor[0] = 1;
3485 overridecolor[1] = 1;
3486 overridecolor[2] = 1;
3488 if (!strcmp(value, "light_fluorospark"))
3493 overridecolor[0] = 1;
3494 overridecolor[1] = 1;
3495 overridecolor[2] = 1;
3497 if (!strcmp(value, "light_globe"))
3502 overridecolor[0] = 1;
3503 overridecolor[1] = 0.8;
3504 overridecolor[2] = 0.4;
3506 if (!strcmp(value, "light_flame_large_yellow"))
3511 overridecolor[0] = 1;
3512 overridecolor[1] = 0.5;
3513 overridecolor[2] = 0.1;
3515 if (!strcmp(value, "light_flame_small_yellow"))
3520 overridecolor[0] = 1;
3521 overridecolor[1] = 0.5;
3522 overridecolor[2] = 0.1;
3524 if (!strcmp(value, "light_torch_small_white"))
3529 overridecolor[0] = 1;
3530 overridecolor[1] = 0.5;
3531 overridecolor[2] = 0.1;
3533 if (!strcmp(value, "light_torch_small_walltorch"))
3538 overridecolor[0] = 1;
3539 overridecolor[1] = 0.5;
3540 overridecolor[2] = 0.1;
3544 else if (!strcmp("style", key))
3545 style = atoi(value);
3546 else if (!strcmp("skin", key))
3547 skin = (int)atof(value);
3548 else if (!strcmp("pflags", key))
3549 pflags = (int)atof(value);
3550 else if (!strcmp("effects", key))
3551 effects = (int)atof(value);
3552 else if (r_refdef.worldmodel->type == mod_brushq3)
3554 if (!strcmp("scale", key))
3555 lightscale = atof(value);
3556 if (!strcmp("fade", key))
3557 fadescale = atof(value);
3562 if (lightscale <= 0)
3566 if (color[0] == color[1] && color[0] == color[2])
3568 color[0] *= overridecolor[0];
3569 color[1] *= overridecolor[1];
3570 color[2] *= overridecolor[2];
3572 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3573 color[0] = color[0] * light[0];
3574 color[1] = color[1] * light[1];
3575 color[2] = color[2] * light[2];
3578 case LIGHTTYPE_MINUSX:
3580 case LIGHTTYPE_RECIPX:
3582 VectorScale(color, (1.0f / 16.0f), color);
3584 case LIGHTTYPE_RECIPXX:
3586 VectorScale(color, (1.0f / 16.0f), color);
3589 case LIGHTTYPE_NONE:
3593 case LIGHTTYPE_MINUSXX:
3596 VectorAdd(origin, originhack, origin);
3598 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);
3601 Mem_Free(entfiledata);
3605 void R_Shadow_SetCursorLocationForView(void)
3608 vec3_t dest, endpos;
3610 VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
3611 trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
3612 if (trace.fraction < 1)
3614 dist = trace.fraction * r_editlights_cursordistance.value;
3615 push = r_editlights_cursorpushback.value;
3619 VectorMA(trace.endpos, push, r_viewforward, endpos);
3620 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
3624 VectorClear( endpos );
3626 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3627 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3628 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3631 void R_Shadow_UpdateWorldLightSelection(void)
3633 if (r_editlights.integer)
3635 R_Shadow_SetCursorLocationForView();
3636 R_Shadow_SelectLightInView();
3637 R_Shadow_DrawLightSprites();
3640 R_Shadow_SelectLight(NULL);
3643 void R_Shadow_EditLights_Clear_f(void)
3645 R_Shadow_ClearWorldLights();
3648 void R_Shadow_EditLights_Reload_f(void)
3650 if (!r_refdef.worldmodel)
3652 strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
3653 R_Shadow_ClearWorldLights();
3654 R_Shadow_LoadWorldLights();
3655 if (r_shadow_worldlightchain == NULL)
3657 R_Shadow_LoadLightsFile();
3658 if (r_shadow_worldlightchain == NULL)
3659 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3663 void R_Shadow_EditLights_Save_f(void)
3665 if (!r_refdef.worldmodel)
3667 R_Shadow_SaveWorldLights();
3670 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
3672 R_Shadow_ClearWorldLights();
3673 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3676 void R_Shadow_EditLights_ImportLightsFile_f(void)
3678 R_Shadow_ClearWorldLights();
3679 R_Shadow_LoadLightsFile();
3682 void R_Shadow_EditLights_Spawn_f(void)
3685 if (!r_editlights.integer)
3687 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3690 if (Cmd_Argc() != 1)
3692 Con_Print("r_editlights_spawn does not take parameters\n");
3695 color[0] = color[1] = color[2] = 1;
3696 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3699 void R_Shadow_EditLights_Edit_f(void)
3701 vec3_t origin, angles, color;
3702 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
3703 int style, shadows, flags, normalmode, realtimemode;
3704 char cubemapname[1024];
3705 if (!r_editlights.integer)
3707 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3710 if (!r_shadow_selectedlight)
3712 Con_Print("No selected light.\n");
3715 VectorCopy(r_shadow_selectedlight->origin, origin);
3716 VectorCopy(r_shadow_selectedlight->angles, angles);
3717 VectorCopy(r_shadow_selectedlight->color, color);
3718 radius = r_shadow_selectedlight->radius;
3719 style = r_shadow_selectedlight->style;
3720 if (r_shadow_selectedlight->cubemapname)
3721 strcpy(cubemapname, r_shadow_selectedlight->cubemapname);
3724 shadows = r_shadow_selectedlight->shadow;
3725 corona = r_shadow_selectedlight->corona;
3726 coronasizescale = r_shadow_selectedlight->coronasizescale;
3727 ambientscale = r_shadow_selectedlight->ambientscale;
3728 diffusescale = r_shadow_selectedlight->diffusescale;
3729 specularscale = r_shadow_selectedlight->specularscale;
3730 flags = r_shadow_selectedlight->flags;
3731 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
3732 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
3733 if (!strcmp(Cmd_Argv(1), "origin"))
3735 if (Cmd_Argc() != 5)
3737 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3740 origin[0] = atof(Cmd_Argv(2));
3741 origin[1] = atof(Cmd_Argv(3));
3742 origin[2] = atof(Cmd_Argv(4));
3744 else if (!strcmp(Cmd_Argv(1), "originx"))
3746 if (Cmd_Argc() != 3)
3748 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3751 origin[0] = atof(Cmd_Argv(2));
3753 else if (!strcmp(Cmd_Argv(1), "originy"))
3755 if (Cmd_Argc() != 3)
3757 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3760 origin[1] = atof(Cmd_Argv(2));
3762 else if (!strcmp(Cmd_Argv(1), "originz"))
3764 if (Cmd_Argc() != 3)
3766 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3769 origin[2] = atof(Cmd_Argv(2));
3771 else if (!strcmp(Cmd_Argv(1), "move"))
3773 if (Cmd_Argc() != 5)
3775 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3778 origin[0] += atof(Cmd_Argv(2));
3779 origin[1] += atof(Cmd_Argv(3));
3780 origin[2] += atof(Cmd_Argv(4));
3782 else if (!strcmp(Cmd_Argv(1), "movex"))
3784 if (Cmd_Argc() != 3)
3786 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3789 origin[0] += atof(Cmd_Argv(2));
3791 else if (!strcmp(Cmd_Argv(1), "movey"))
3793 if (Cmd_Argc() != 3)
3795 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3798 origin[1] += atof(Cmd_Argv(2));
3800 else if (!strcmp(Cmd_Argv(1), "movez"))
3802 if (Cmd_Argc() != 3)
3804 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3807 origin[2] += atof(Cmd_Argv(2));
3809 else if (!strcmp(Cmd_Argv(1), "angles"))
3811 if (Cmd_Argc() != 5)
3813 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3816 angles[0] = atof(Cmd_Argv(2));
3817 angles[1] = atof(Cmd_Argv(3));
3818 angles[2] = atof(Cmd_Argv(4));
3820 else if (!strcmp(Cmd_Argv(1), "anglesx"))
3822 if (Cmd_Argc() != 3)
3824 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3827 angles[0] = atof(Cmd_Argv(2));
3829 else if (!strcmp(Cmd_Argv(1), "anglesy"))
3831 if (Cmd_Argc() != 3)
3833 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3836 angles[1] = atof(Cmd_Argv(2));
3838 else if (!strcmp(Cmd_Argv(1), "anglesz"))
3840 if (Cmd_Argc() != 3)
3842 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3845 angles[2] = atof(Cmd_Argv(2));
3847 else if (!strcmp(Cmd_Argv(1), "color"))
3849 if (Cmd_Argc() != 5)
3851 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
3854 color[0] = atof(Cmd_Argv(2));
3855 color[1] = atof(Cmd_Argv(3));
3856 color[2] = atof(Cmd_Argv(4));
3858 else if (!strcmp(Cmd_Argv(1), "radius"))
3860 if (Cmd_Argc() != 3)
3862 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3865 radius = atof(Cmd_Argv(2));
3867 else if (!strcmp(Cmd_Argv(1), "colorscale"))
3869 if (Cmd_Argc() == 3)
3871 double scale = atof(Cmd_Argv(2));
3878 if (Cmd_Argc() != 5)
3880 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
3883 color[0] *= atof(Cmd_Argv(2));
3884 color[1] *= atof(Cmd_Argv(3));
3885 color[2] *= atof(Cmd_Argv(4));
3888 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
3890 if (Cmd_Argc() != 3)
3892 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3895 radius *= atof(Cmd_Argv(2));
3897 else if (!strcmp(Cmd_Argv(1), "style"))
3899 if (Cmd_Argc() != 3)
3901 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3904 style = atoi(Cmd_Argv(2));
3906 else if (!strcmp(Cmd_Argv(1), "cubemap"))
3910 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3913 if (Cmd_Argc() == 3)
3914 strcpy(cubemapname, Cmd_Argv(2));
3918 else if (!strcmp(Cmd_Argv(1), "shadows"))
3920 if (Cmd_Argc() != 3)
3922 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3925 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3927 else if (!strcmp(Cmd_Argv(1), "corona"))
3929 if (Cmd_Argc() != 3)
3931 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3934 corona = atof(Cmd_Argv(2));
3936 else if (!strcmp(Cmd_Argv(1), "coronasize"))
3938 if (Cmd_Argc() != 3)
3940 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3943 coronasizescale = atof(Cmd_Argv(2));
3945 else if (!strcmp(Cmd_Argv(1), "ambient"))
3947 if (Cmd_Argc() != 3)
3949 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3952 ambientscale = atof(Cmd_Argv(2));
3954 else if (!strcmp(Cmd_Argv(1), "diffuse"))
3956 if (Cmd_Argc() != 3)
3958 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3961 diffusescale = atof(Cmd_Argv(2));
3963 else if (!strcmp(Cmd_Argv(1), "specular"))
3965 if (Cmd_Argc() != 3)
3967 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3970 specularscale = atof(Cmd_Argv(2));
3972 else if (!strcmp(Cmd_Argv(1), "normalmode"))
3974 if (Cmd_Argc() != 3)
3976 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3979 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3981 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
3983 if (Cmd_Argc() != 3)
3985 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3988 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3992 Con_Print("usage: r_editlights_edit [property] [value]\n");
3993 Con_Print("Selected light's properties:\n");
3994 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
3995 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
3996 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
3997 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
3998 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
3999 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
4000 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
4001 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
4002 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
4003 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
4004 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
4005 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
4006 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
4007 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
4010 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
4011 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4014 void R_Shadow_EditLights_EditAll_f(void)
4018 if (!r_editlights.integer)
4020 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
4024 for (light = r_shadow_worldlightchain;light;light = light->next)
4026 R_Shadow_SelectLight(light);
4027 R_Shadow_EditLights_Edit_f();
4031 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
4033 int lightnumber, lightcount;
4037 if (!r_editlights.integer)
4043 for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
4044 if (light == r_shadow_selectedlight)
4045 lightnumber = lightcount;
4046 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;
4047 if (r_shadow_selectedlight == NULL)
4049 sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4050 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;
4051 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;
4052 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;
4053 sprintf(temp, "Radius : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4054 sprintf(temp, "Corona : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4055 sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4056 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;
4057 sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4058 sprintf(temp, "CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4059 sprintf(temp, "Ambient : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4060 sprintf(temp, "Diffuse : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4061 sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4062 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;
4063 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;
4066 void R_Shadow_EditLights_ToggleShadow_f(void)
4068 if (!r_editlights.integer)
4070 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
4073 if (!r_shadow_selectedlight)
4075 Con_Print("No selected light.\n");
4078 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);
4081 void R_Shadow_EditLights_ToggleCorona_f(void)
4083 if (!r_editlights.integer)
4085 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
4088 if (!r_shadow_selectedlight)
4090 Con_Print("No selected light.\n");
4093 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);
4096 void R_Shadow_EditLights_Remove_f(void)
4098 if (!r_editlights.integer)
4100 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
4103 if (!r_shadow_selectedlight)
4105 Con_Print("No selected light.\n");
4108 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
4109 r_shadow_selectedlight = NULL;
4112 void R_Shadow_EditLights_Help_f(void)
4115 "Documentation on r_editlights system:\n"
4117 "r_editlights : enable/disable editing mode\n"
4118 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
4119 "r_editlights_cursorpushback : push back cursor this far from surface\n"
4120 "r_editlights_cursorpushoff : push cursor off surface this far\n"
4121 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
4122 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
4124 "r_editlights_help : this help\n"
4125 "r_editlights_clear : remove all lights\n"
4126 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
4127 "r_editlights_save : save to .rtlights file\n"
4128 "r_editlights_spawn : create a light with default settings\n"
4129 "r_editlights_edit command : edit selected light - more documentation below\n"
4130 "r_editlights_remove : remove selected light\n"
4131 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
4132 "r_editlights_importlightentitiesfrommap : reload light entities\n"
4133 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
4135 "origin x y z : set light location\n"
4136 "originx x: set x component of light location\n"
4137 "originy y: set y component of light location\n"
4138 "originz z: set z component of light location\n"
4139 "move x y z : adjust light location\n"
4140 "movex x: adjust x component of light location\n"
4141 "movey y: adjust y component of light location\n"
4142 "movez z: adjust z component of light location\n"
4143 "angles x y z : set light angles\n"
4144 "anglesx x: set x component of light angles\n"
4145 "anglesy y: set y component of light angles\n"
4146 "anglesz z: set z component of light angles\n"
4147 "color r g b : set color of light (can be brighter than 1 1 1)\n"
4148 "radius radius : set radius (size) of light\n"
4149 "colorscale grey : multiply color of light (1 does nothing)\n"
4150 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
4151 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
4152 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
4153 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
4154 "cubemap basename : set filter cubemap of light (not yet supported)\n"
4155 "shadows 1/0 : turn on/off shadows\n"
4156 "corona n : set corona intensity\n"
4157 "coronasize n : set corona size (0-1)\n"
4158 "ambient n : set ambient intensity (0-1)\n"
4159 "diffuse n : set diffuse intensity (0-1)\n"
4160 "specular n : set specular intensity (0-1)\n"
4161 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
4162 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
4163 "<nothing> : print light properties to console\n"
4167 void R_Shadow_EditLights_CopyInfo_f(void)
4169 if (!r_editlights.integer)
4171 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
4174 if (!r_shadow_selectedlight)
4176 Con_Print("No selected light.\n");
4179 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
4180 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
4181 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
4182 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
4183 if (r_shadow_selectedlight->cubemapname)
4184 strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname);
4186 r_shadow_bufferlight.cubemapname[0] = 0;
4187 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
4188 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
4189 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
4190 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
4191 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
4192 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
4193 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
4196 void R_Shadow_EditLights_PasteInfo_f(void)
4198 if (!r_editlights.integer)
4200 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
4203 if (!r_shadow_selectedlight)
4205 Con_Print("No selected light.\n");
4208 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);
4211 void R_Shadow_EditLights_Init(void)
4213 Cvar_RegisterVariable(&r_editlights);
4214 Cvar_RegisterVariable(&r_editlights_cursordistance);
4215 Cvar_RegisterVariable(&r_editlights_cursorpushback);
4216 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
4217 Cvar_RegisterVariable(&r_editlights_cursorgrid);
4218 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
4219 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f);
4220 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f);
4221 Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f);
4222 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f);
4223 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f);
4224 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f);
4225 Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f);
4226 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f);
4227 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f);
4228 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f);
4229 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f);
4230 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f);
4231 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f);
4232 Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f);