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"
142 #include "dpsoftrast.h"
146 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
149 static void R_Shadow_EditLights_Init(void);
151 typedef enum r_shadow_rendermode_e
153 R_SHADOW_RENDERMODE_NONE,
154 R_SHADOW_RENDERMODE_ZPASS_STENCIL,
155 R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
156 R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
157 R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
158 R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
159 R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
160 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
161 R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
162 R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
163 R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
164 R_SHADOW_RENDERMODE_LIGHT_GLSL,
165 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
166 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
167 R_SHADOW_RENDERMODE_SHADOWMAP2D
169 r_shadow_rendermode_t;
171 typedef enum r_shadow_shadowmode_e
173 R_SHADOW_SHADOWMODE_STENCIL,
174 R_SHADOW_SHADOWMODE_SHADOWMAP2D
176 r_shadow_shadowmode_t;
178 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
180 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
181 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
182 qboolean r_shadow_usingshadowmap2d;
183 qboolean r_shadow_usingshadowmaportho;
184 int r_shadow_shadowmapside;
185 float r_shadow_shadowmap_texturescale[2];
186 float r_shadow_shadowmap_parameters[4];
188 int r_shadow_drawbuffer;
189 int r_shadow_readbuffer;
191 int r_shadow_cullface_front, r_shadow_cullface_back;
192 GLuint r_shadow_fbo2d;
193 r_shadow_shadowmode_t r_shadow_shadowmode;
194 int r_shadow_shadowmapfilterquality;
195 int r_shadow_shadowmapdepthbits;
196 int r_shadow_shadowmapmaxsize;
197 qboolean r_shadow_shadowmapvsdct;
198 qboolean r_shadow_shadowmapsampler;
199 qboolean r_shadow_shadowmapshadowsampler;
200 int r_shadow_shadowmappcf;
201 int r_shadow_shadowmapborder;
202 matrix4x4_t r_shadow_shadowmapmatrix;
203 int r_shadow_lightscissor[4];
204 qboolean r_shadow_usingdeferredprepass;
205 qboolean r_shadow_shadowmapdepthtexture;
206 int maxshadowtriangles;
209 int maxshadowvertices;
210 float *shadowvertex3f;
220 unsigned char *shadowsides;
221 int *shadowsideslist;
228 int r_shadow_buffer_numleafpvsbytes;
229 unsigned char *r_shadow_buffer_visitingleafpvs;
230 unsigned char *r_shadow_buffer_leafpvs;
231 int *r_shadow_buffer_leaflist;
233 int r_shadow_buffer_numsurfacepvsbytes;
234 unsigned char *r_shadow_buffer_surfacepvs;
235 int *r_shadow_buffer_surfacelist;
236 unsigned char *r_shadow_buffer_surfacesides;
238 int r_shadow_buffer_numshadowtrispvsbytes;
239 unsigned char *r_shadow_buffer_shadowtrispvs;
240 int r_shadow_buffer_numlighttrispvsbytes;
241 unsigned char *r_shadow_buffer_lighttrispvs;
243 rtexturepool_t *r_shadow_texturepool;
244 rtexture_t *r_shadow_attenuationgradienttexture;
245 rtexture_t *r_shadow_attenuation2dtexture;
246 rtexture_t *r_shadow_attenuation3dtexture;
247 skinframe_t *r_shadow_lightcorona;
248 rtexture_t *r_shadow_shadowmap2ddepthbuffer;
249 rtexture_t *r_shadow_shadowmap2ddepthtexture;
250 rtexture_t *r_shadow_shadowmapvsdcttexture;
251 int r_shadow_shadowmapsize; // changes for each light based on distance
253 GLuint r_shadow_prepassgeometryfbo;
254 GLuint r_shadow_prepasslightingdiffusespecularfbo;
255 GLuint r_shadow_prepasslightingdiffusefbo;
256 int r_shadow_prepass_width;
257 int r_shadow_prepass_height;
258 rtexture_t *r_shadow_prepassgeometrydepthbuffer;
259 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
260 rtexture_t *r_shadow_prepasslightingdiffusetexture;
261 rtexture_t *r_shadow_prepasslightingspeculartexture;
263 // keep track of the provided framebuffer info
264 static int r_shadow_fb_fbo;
265 static rtexture_t *r_shadow_fb_depthtexture;
266 static rtexture_t *r_shadow_fb_colortexture;
268 // lights are reloaded when this changes
269 char r_shadow_mapname[MAX_QPATH];
271 // buffer for doing corona fading
272 unsigned int r_shadow_occlusion_buf = 0;
274 // used only for light filters (cubemaps)
275 rtexturepool_t *r_shadow_filters_texturepool;
277 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
278 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
279 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
280 cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
281 cvar_t r_shadow_usebihculling = {0, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"};
282 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
283 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
284 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
285 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
286 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
287 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
288 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
289 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
290 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
291 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
292 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
293 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
294 cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
295 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
296 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
297 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
298 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
299 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
300 cvar_t r_shadow_realtime_world_importlightentitiesfrommap = {0, "r_shadow_realtime_world_importlightentitiesfrommap", "1", "load lights from .ent file or map entities at startup if no .rtlights or .lights file is present (if set to 2, always use the .ent or map entities)"};
301 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
302 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
303 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
304 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
305 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
306 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
307 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
308 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
309 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
310 cvar_t r_shadow_shadowmapping_useshadowsampler = {CVAR_SAVE, "r_shadow_shadowmapping_useshadowsampler", "1", "whether to use sampler2DShadow if available"};
311 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
312 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
313 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
314 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
315 cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
316 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
317 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
318 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
319 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
320 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
321 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
322 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
323 cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
324 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
325 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
326 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
327 cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"};
328 cvar_t r_shadow_bouncegrid_blur = {CVAR_SAVE, "r_shadow_bouncegrid_blur", "1", "apply a 1-radius blur on bouncegrid to denoise it and deal with boundary issues with surfaces"};
329 cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"};
330 cvar_t r_shadow_bouncegrid_dynamic_culllightpaths = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_culllightpaths", "1", "skip accumulating light in the bouncegrid texture where the light paths are out of view (dynamic mode only)"};
331 cvar_t r_shadow_bouncegrid_dynamic_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_dlightparticlemultiplier", "1", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
332 cvar_t r_shadow_bouncegrid_dynamic_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"};
333 cvar_t r_shadow_bouncegrid_dynamic_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
334 cvar_t r_shadow_bouncegrid_dynamic_energyperphoton = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_energyperphoton", "10000", "amount of light that one photon should represent"};
335 cvar_t r_shadow_bouncegrid_dynamic_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1)"};
336 cvar_t r_shadow_bouncegrid_dynamic_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0)"};
337 cvar_t r_shadow_bouncegrid_dynamic_maxphotons = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_maxphotons", "25000", "upper bound on photons to shoot per update, divided proportionately between lights - normally the number of photons is calculated by energyperphoton"};
338 cvar_t r_shadow_bouncegrid_dynamic_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_spacing", "64", "unit size of bouncegrid pixel"};
339 cvar_t r_shadow_bouncegrid_dynamic_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_stablerandom", "1", "make particle distribution consistent from frame to frame"};
340 cvar_t r_shadow_bouncegrid_dynamic_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"};
341 cvar_t r_shadow_bouncegrid_dynamic_x = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_x", "64", "maximum texture size of bouncegrid on X axis"};
342 cvar_t r_shadow_bouncegrid_dynamic_y = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_y", "64", "maximum texture size of bouncegrid on Y axis"};
343 cvar_t r_shadow_bouncegrid_dynamic_z = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_z", "32", "maximum texture size of bouncegrid on Z axis"};
344 cvar_t r_shadow_bouncegrid_floatcolors = {CVAR_SAVE, "r_shadow_bouncegrid_floatcolors", "1", "upload texture as RGBA16F (or RGBA32F when set to 2) rather than RGBA8 format - this gives more dynamic range and accuracy"};
345 cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_SAVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"};
346 cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
347 cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "2", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
348 cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "0.25", "brightness of particles contributing to bouncegrid texture"};
349 cvar_t r_shadow_bouncegrid_sortlightpaths = {CVAR_SAVE, "r_shadow_bouncegrid_sortlightpaths", "1", "sort light paths before accumulating them into the bouncegrid texture, this reduces cpu cache misses"};
350 cvar_t r_shadow_bouncegrid_lightpathsize = {CVAR_SAVE, "r_shadow_bouncegrid_lightpathsize", "1", "width of the light path for accumulation of light in the bouncegrid texture"};
351 cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
352 cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"};
353 cvar_t r_shadow_bouncegrid_static_energyperphoton = {CVAR_SAVE, "r_shadow_bouncegrid_static_energyperphoton", "10000", "amount of light that one photon should represent in static mode"};
354 cvar_t r_shadow_bouncegrid_static_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_static_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1) when in static mode"};
355 cvar_t r_shadow_bouncegrid_static_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_static_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0) in static mode"};
356 cvar_t r_shadow_bouncegrid_static_maxphotons = {CVAR_SAVE, "r_shadow_bouncegrid_static_maxphotons", "250000", "upper bound on photons in static mode"};
357 cvar_t r_shadow_bouncegrid_static_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_static_spacing", "64", "unit size of bouncegrid pixel when in static mode"};
358 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "0", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
359 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"};
360 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "0", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility) - bad performance (synchronous rendering) - worse on multi-gpu!"};
361 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
362 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
363 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
364 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
365 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
366 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
367 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
368 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
369 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
370 cvar_t r_editlights_drawproperties = {0, "r_editlights_drawproperties", "1", "draw properties of currently selected light"};
371 cvar_t r_editlights_current_origin = {0, "r_editlights_current_origin", "0 0 0", "origin of selected light"};
372 cvar_t r_editlights_current_angles = {0, "r_editlights_current_angles", "0 0 0", "angles of selected light"};
373 cvar_t r_editlights_current_color = {0, "r_editlights_current_color", "1 1 1", "color of selected light"};
374 cvar_t r_editlights_current_radius = {0, "r_editlights_current_radius", "0", "radius of selected light"};
375 cvar_t r_editlights_current_corona = {0, "r_editlights_current_corona", "0", "corona intensity of selected light"};
376 cvar_t r_editlights_current_coronasize = {0, "r_editlights_current_coronasize", "0", "corona size of selected light"};
377 cvar_t r_editlights_current_style = {0, "r_editlights_current_style", "0", "style of selected light"};
378 cvar_t r_editlights_current_shadows = {0, "r_editlights_current_shadows", "0", "shadows flag of selected light"};
379 cvar_t r_editlights_current_cubemap = {0, "r_editlights_current_cubemap", "0", "cubemap of selected light"};
380 cvar_t r_editlights_current_ambient = {0, "r_editlights_current_ambient", "0", "ambient intensity of selected light"};
381 cvar_t r_editlights_current_diffuse = {0, "r_editlights_current_diffuse", "1", "diffuse intensity of selected light"};
382 cvar_t r_editlights_current_specular = {0, "r_editlights_current_specular", "1", "specular intensity of selected light"};
383 cvar_t r_editlights_current_normalmode = {0, "r_editlights_current_normalmode", "0", "normalmode flag of selected light"};
384 cvar_t r_editlights_current_realtimemode = {0, "r_editlights_current_realtimemode", "0", "realtimemode flag of selected light"};
386 r_shadow_bouncegrid_state_t r_shadow_bouncegrid_state;
388 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
389 #define ATTENTABLESIZE 256
390 // 1D gradient, 2D circle and 3D sphere attenuation textures
391 #define ATTEN1DSIZE 32
392 #define ATTEN2DSIZE 64
393 #define ATTEN3DSIZE 32
395 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
396 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
397 static float r_shadow_attentable[ATTENTABLESIZE+1];
399 rtlight_t *r_shadow_compilingrtlight;
400 static memexpandablearray_t r_shadow_worldlightsarray;
401 dlight_t *r_shadow_selectedlight;
402 dlight_t r_shadow_bufferlight;
403 vec3_t r_editlights_cursorlocation;
404 qboolean r_editlights_lockcursor;
406 extern int con_vislines;
408 void R_Shadow_UncompileWorldLights(void);
409 void R_Shadow_ClearWorldLights(void);
410 void R_Shadow_SaveWorldLights(void);
411 void R_Shadow_LoadWorldLights(void);
412 void R_Shadow_LoadLightsFile(void);
413 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
414 void R_Shadow_EditLights_Reload_f(void);
415 void R_Shadow_ValidateCvars(void);
416 static void R_Shadow_MakeTextures(void);
418 #define EDLIGHTSPRSIZE 8
419 skinframe_t *r_editlights_sprcursor;
420 skinframe_t *r_editlights_sprlight;
421 skinframe_t *r_editlights_sprnoshadowlight;
422 skinframe_t *r_editlights_sprcubemaplight;
423 skinframe_t *r_editlights_sprcubemapnoshadowlight;
424 skinframe_t *r_editlights_sprselection;
426 static void R_Shadow_SetShadowMode(void)
428 r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
429 r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
430 r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
431 r_shadow_shadowmapshadowsampler = r_shadow_shadowmapping_useshadowsampler.integer != 0;
432 r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
433 r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
434 r_shadow_shadowmapsize = 0;
435 r_shadow_shadowmapsampler = false;
436 r_shadow_shadowmappcf = 0;
437 r_shadow_shadowmapdepthtexture = r_fb.usedepthtextures;
438 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
439 if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
441 switch(vid.renderpath)
443 case RENDERPATH_GL20:
444 if(r_shadow_shadowmapfilterquality < 0)
446 if (!r_fb.usedepthtextures)
447 r_shadow_shadowmappcf = 1;
448 else if((strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) && vid.support.arb_shadow && r_shadow_shadowmapshadowsampler)
450 r_shadow_shadowmapsampler = true;
451 r_shadow_shadowmappcf = 1;
453 else if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
454 r_shadow_shadowmappcf = 1;
455 else if((strstr(gl_vendor, "ATI") || strstr(gl_vendor, "Advanced Micro Devices")) && !strstr(gl_renderer, "Mesa") && !strstr(gl_version, "Mesa"))
456 r_shadow_shadowmappcf = 1;
458 r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
462 r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
463 switch (r_shadow_shadowmapfilterquality)
468 r_shadow_shadowmappcf = 1;
471 r_shadow_shadowmappcf = 1;
474 r_shadow_shadowmappcf = 2;
478 if (!r_fb.usedepthtextures)
479 r_shadow_shadowmapsampler = false;
480 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
482 case RENDERPATH_D3D9:
483 case RENDERPATH_D3D10:
484 case RENDERPATH_D3D11:
485 case RENDERPATH_SOFT:
486 r_shadow_shadowmapsampler = false;
487 r_shadow_shadowmappcf = 1;
488 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
490 case RENDERPATH_GL11:
491 case RENDERPATH_GL13:
492 case RENDERPATH_GLES1:
493 case RENDERPATH_GLES2:
498 if(R_CompileShader_CheckStaticParms())
502 qboolean R_Shadow_ShadowMappingEnabled(void)
504 switch (r_shadow_shadowmode)
506 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
513 static void R_Shadow_FreeShadowMaps(void)
515 R_Shadow_SetShadowMode();
517 R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
521 if (r_shadow_shadowmap2ddepthtexture)
522 R_FreeTexture(r_shadow_shadowmap2ddepthtexture);
523 r_shadow_shadowmap2ddepthtexture = NULL;
525 if (r_shadow_shadowmap2ddepthbuffer)
526 R_FreeTexture(r_shadow_shadowmap2ddepthbuffer);
527 r_shadow_shadowmap2ddepthbuffer = NULL;
529 if (r_shadow_shadowmapvsdcttexture)
530 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
531 r_shadow_shadowmapvsdcttexture = NULL;
534 static void r_shadow_start(void)
536 // allocate vertex processing arrays
537 memset(&r_shadow_bouncegrid_state, 0, sizeof(r_shadow_bouncegrid_state));
538 r_shadow_bouncegrid_state.maxsplatpaths = 16384;
539 r_shadow_attenuationgradienttexture = NULL;
540 r_shadow_attenuation2dtexture = NULL;
541 r_shadow_attenuation3dtexture = NULL;
542 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
543 r_shadow_shadowmap2ddepthtexture = NULL;
544 r_shadow_shadowmap2ddepthbuffer = NULL;
545 r_shadow_shadowmapvsdcttexture = NULL;
546 r_shadow_shadowmapmaxsize = 0;
547 r_shadow_shadowmapsize = 0;
548 r_shadow_shadowmapfilterquality = -1;
549 r_shadow_shadowmapdepthbits = 0;
550 r_shadow_shadowmapvsdct = false;
551 r_shadow_shadowmapsampler = false;
552 r_shadow_shadowmappcf = 0;
555 R_Shadow_FreeShadowMaps();
557 r_shadow_texturepool = NULL;
558 r_shadow_filters_texturepool = NULL;
559 R_Shadow_ValidateCvars();
560 R_Shadow_MakeTextures();
561 maxshadowtriangles = 0;
562 shadowelements = NULL;
563 maxshadowvertices = 0;
564 shadowvertex3f = NULL;
572 shadowmarklist = NULL;
577 shadowsideslist = NULL;
578 r_shadow_buffer_numleafpvsbytes = 0;
579 r_shadow_buffer_visitingleafpvs = NULL;
580 r_shadow_buffer_leafpvs = NULL;
581 r_shadow_buffer_leaflist = NULL;
582 r_shadow_buffer_numsurfacepvsbytes = 0;
583 r_shadow_buffer_surfacepvs = NULL;
584 r_shadow_buffer_surfacelist = NULL;
585 r_shadow_buffer_surfacesides = NULL;
586 r_shadow_buffer_numshadowtrispvsbytes = 0;
587 r_shadow_buffer_shadowtrispvs = NULL;
588 r_shadow_buffer_numlighttrispvsbytes = 0;
589 r_shadow_buffer_lighttrispvs = NULL;
591 r_shadow_usingdeferredprepass = false;
592 r_shadow_prepass_width = r_shadow_prepass_height = 0;
594 // determine renderpath specific capabilities, we don't need to figure
595 // these out per frame...
596 switch(vid.renderpath)
598 case RENDERPATH_GL20:
599 r_shadow_bouncegrid_state.allowdirectionalshading = true;
600 r_shadow_bouncegrid_state.capable = vid.support.ext_texture_3d;
602 case RENDERPATH_GLES2:
603 // for performance reasons, do not use directional shading on GLES devices
604 r_shadow_bouncegrid_state.capable = vid.support.ext_texture_3d;
606 // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them...
607 case RENDERPATH_GL11:
608 case RENDERPATH_GL13:
609 case RENDERPATH_GLES1:
610 case RENDERPATH_SOFT:
611 case RENDERPATH_D3D9:
612 case RENDERPATH_D3D10:
613 case RENDERPATH_D3D11:
618 static void R_Shadow_FreeDeferred(void);
619 static void r_shadow_shutdown(void)
622 R_Shadow_UncompileWorldLights();
624 R_Shadow_FreeShadowMaps();
626 r_shadow_usingdeferredprepass = false;
627 if (r_shadow_prepass_width)
628 R_Shadow_FreeDeferred();
629 r_shadow_prepass_width = r_shadow_prepass_height = 0;
632 memset(&r_shadow_bouncegrid_state, 0, sizeof(r_shadow_bouncegrid_state));
633 r_shadow_attenuationgradienttexture = NULL;
634 r_shadow_attenuation2dtexture = NULL;
635 r_shadow_attenuation3dtexture = NULL;
636 R_FreeTexturePool(&r_shadow_texturepool);
637 R_FreeTexturePool(&r_shadow_filters_texturepool);
638 maxshadowtriangles = 0;
640 Mem_Free(shadowelements);
641 shadowelements = NULL;
643 Mem_Free(shadowvertex3f);
644 shadowvertex3f = NULL;
647 Mem_Free(vertexupdate);
650 Mem_Free(vertexremap);
656 Mem_Free(shadowmark);
659 Mem_Free(shadowmarklist);
660 shadowmarklist = NULL;
665 Mem_Free(shadowsides);
668 Mem_Free(shadowsideslist);
669 shadowsideslist = NULL;
670 r_shadow_buffer_numleafpvsbytes = 0;
671 if (r_shadow_buffer_visitingleafpvs)
672 Mem_Free(r_shadow_buffer_visitingleafpvs);
673 r_shadow_buffer_visitingleafpvs = NULL;
674 if (r_shadow_buffer_leafpvs)
675 Mem_Free(r_shadow_buffer_leafpvs);
676 r_shadow_buffer_leafpvs = NULL;
677 if (r_shadow_buffer_leaflist)
678 Mem_Free(r_shadow_buffer_leaflist);
679 r_shadow_buffer_leaflist = NULL;
680 r_shadow_buffer_numsurfacepvsbytes = 0;
681 if (r_shadow_buffer_surfacepvs)
682 Mem_Free(r_shadow_buffer_surfacepvs);
683 r_shadow_buffer_surfacepvs = NULL;
684 if (r_shadow_buffer_surfacelist)
685 Mem_Free(r_shadow_buffer_surfacelist);
686 r_shadow_buffer_surfacelist = NULL;
687 if (r_shadow_buffer_surfacesides)
688 Mem_Free(r_shadow_buffer_surfacesides);
689 r_shadow_buffer_surfacesides = NULL;
690 r_shadow_buffer_numshadowtrispvsbytes = 0;
691 if (r_shadow_buffer_shadowtrispvs)
692 Mem_Free(r_shadow_buffer_shadowtrispvs);
693 r_shadow_buffer_numlighttrispvsbytes = 0;
694 if (r_shadow_buffer_lighttrispvs)
695 Mem_Free(r_shadow_buffer_lighttrispvs);
698 static void r_shadow_newmap(void)
700 if (r_shadow_bouncegrid_state.texture) R_FreeTexture(r_shadow_bouncegrid_state.texture);r_shadow_bouncegrid_state.texture = NULL;
701 if (r_shadow_lightcorona) R_SkinFrame_MarkUsed(r_shadow_lightcorona);
702 if (r_editlights_sprcursor) R_SkinFrame_MarkUsed(r_editlights_sprcursor);
703 if (r_editlights_sprlight) R_SkinFrame_MarkUsed(r_editlights_sprlight);
704 if (r_editlights_sprnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
705 if (r_editlights_sprcubemaplight) R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
706 if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
707 if (r_editlights_sprselection) R_SkinFrame_MarkUsed(r_editlights_sprselection);
708 if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
709 R_Shadow_EditLights_Reload_f();
712 void R_Shadow_Init(void)
714 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
715 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
716 Cvar_RegisterVariable(&r_shadow_usebihculling);
717 Cvar_RegisterVariable(&r_shadow_usenormalmap);
718 Cvar_RegisterVariable(&r_shadow_debuglight);
719 Cvar_RegisterVariable(&r_shadow_deferred);
720 Cvar_RegisterVariable(&r_shadow_gloss);
721 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
722 Cvar_RegisterVariable(&r_shadow_glossintensity);
723 Cvar_RegisterVariable(&r_shadow_glossexponent);
724 Cvar_RegisterVariable(&r_shadow_gloss2exponent);
725 Cvar_RegisterVariable(&r_shadow_glossexact);
726 Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
727 Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
728 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
729 Cvar_RegisterVariable(&r_shadow_lightradiusscale);
730 Cvar_RegisterVariable(&r_shadow_projectdistance);
731 Cvar_RegisterVariable(&r_shadow_frontsidecasting);
732 Cvar_RegisterVariable(&r_shadow_realtime_world_importlightentitiesfrommap);
733 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
734 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
735 Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
736 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
737 Cvar_RegisterVariable(&r_shadow_realtime_world);
738 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
739 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
740 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
741 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
742 Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
743 Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
744 Cvar_RegisterVariable(&r_shadow_scissor);
745 Cvar_RegisterVariable(&r_shadow_shadowmapping);
746 Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
747 Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
748 Cvar_RegisterVariable(&r_shadow_shadowmapping_useshadowsampler);
749 Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
750 Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
751 Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
752 Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
753 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
754 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
755 Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
756 Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
757 Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
758 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
759 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
760 Cvar_RegisterVariable(&r_shadow_sortsurfaces);
761 Cvar_RegisterVariable(&r_shadow_polygonfactor);
762 Cvar_RegisterVariable(&r_shadow_polygonoffset);
763 Cvar_RegisterVariable(&r_shadow_texture3d);
764 Cvar_RegisterVariable(&r_shadow_bouncegrid);
765 Cvar_RegisterVariable(&r_shadow_bouncegrid_blur);
766 Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
767 Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_culllightpaths);
768 Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_directionalshading);
769 Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_dlightparticlemultiplier);
770 Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_hitmodels);
771 Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_energyperphoton);
772 Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_lightradiusscale);
773 Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_maxbounce);
774 Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_maxphotons);
775 Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_spacing);
776 Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_stablerandom);
777 Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_updateinterval);
778 Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_x);
779 Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_y);
780 Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_z);
781 Cvar_RegisterVariable(&r_shadow_bouncegrid_floatcolors);
782 Cvar_RegisterVariable(&r_shadow_bouncegrid_includedirectlighting);
783 Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
784 Cvar_RegisterVariable(&r_shadow_bouncegrid_lightpathsize);
785 Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
786 Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
787 Cvar_RegisterVariable(&r_shadow_bouncegrid_sortlightpaths);
788 Cvar_RegisterVariable(&r_shadow_bouncegrid_static);
789 Cvar_RegisterVariable(&r_shadow_bouncegrid_static_spacing);
790 Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading);
791 Cvar_RegisterVariable(&r_shadow_bouncegrid_static_lightradiusscale);
792 Cvar_RegisterVariable(&r_shadow_bouncegrid_static_maxbounce);
793 Cvar_RegisterVariable(&r_shadow_bouncegrid_static_maxphotons);
794 Cvar_RegisterVariable(&r_shadow_bouncegrid_static_energyperphoton);
795 Cvar_RegisterVariable(&r_coronas);
796 Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
797 Cvar_RegisterVariable(&r_coronas_occlusionquery);
798 Cvar_RegisterVariable(&gl_flashblend);
799 Cvar_RegisterVariable(&gl_ext_separatestencil);
800 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
801 R_Shadow_EditLights_Init();
802 Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
803 maxshadowtriangles = 0;
804 shadowelements = NULL;
805 maxshadowvertices = 0;
806 shadowvertex3f = NULL;
814 shadowmarklist = NULL;
819 shadowsideslist = NULL;
820 r_shadow_buffer_numleafpvsbytes = 0;
821 r_shadow_buffer_visitingleafpvs = NULL;
822 r_shadow_buffer_leafpvs = NULL;
823 r_shadow_buffer_leaflist = NULL;
824 r_shadow_buffer_numsurfacepvsbytes = 0;
825 r_shadow_buffer_surfacepvs = NULL;
826 r_shadow_buffer_surfacelist = NULL;
827 r_shadow_buffer_surfacesides = NULL;
828 r_shadow_buffer_shadowtrispvs = NULL;
829 r_shadow_buffer_lighttrispvs = NULL;
830 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
833 matrix4x4_t matrix_attenuationxyz =
836 {0.5, 0.0, 0.0, 0.5},
837 {0.0, 0.5, 0.0, 0.5},
838 {0.0, 0.0, 0.5, 0.5},
843 matrix4x4_t matrix_attenuationz =
846 {0.0, 0.0, 0.5, 0.5},
847 {0.0, 0.0, 0.0, 0.5},
848 {0.0, 0.0, 0.0, 0.5},
853 static void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
855 numvertices = ((numvertices + 255) & ~255) * vertscale;
856 numtriangles = ((numtriangles + 255) & ~255) * triscale;
857 // make sure shadowelements is big enough for this volume
858 if (maxshadowtriangles < numtriangles)
860 maxshadowtriangles = numtriangles;
862 Mem_Free(shadowelements);
863 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
865 // make sure shadowvertex3f is big enough for this volume
866 if (maxshadowvertices < numvertices)
868 maxshadowvertices = numvertices;
870 Mem_Free(shadowvertex3f);
871 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
875 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
877 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
878 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
879 int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
880 int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
881 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
883 if (r_shadow_buffer_visitingleafpvs)
884 Mem_Free(r_shadow_buffer_visitingleafpvs);
885 if (r_shadow_buffer_leafpvs)
886 Mem_Free(r_shadow_buffer_leafpvs);
887 if (r_shadow_buffer_leaflist)
888 Mem_Free(r_shadow_buffer_leaflist);
889 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
890 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
891 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
892 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
894 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
896 if (r_shadow_buffer_surfacepvs)
897 Mem_Free(r_shadow_buffer_surfacepvs);
898 if (r_shadow_buffer_surfacelist)
899 Mem_Free(r_shadow_buffer_surfacelist);
900 if (r_shadow_buffer_surfacesides)
901 Mem_Free(r_shadow_buffer_surfacesides);
902 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
903 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
904 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
905 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
907 if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
909 if (r_shadow_buffer_shadowtrispvs)
910 Mem_Free(r_shadow_buffer_shadowtrispvs);
911 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
912 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
914 if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
916 if (r_shadow_buffer_lighttrispvs)
917 Mem_Free(r_shadow_buffer_lighttrispvs);
918 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
919 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
923 void R_Shadow_PrepareShadowMark(int numtris)
925 // make sure shadowmark is big enough for this volume
926 if (maxshadowmark < numtris)
928 maxshadowmark = numtris;
930 Mem_Free(shadowmark);
932 Mem_Free(shadowmarklist);
933 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
934 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
938 // if shadowmarkcount wrapped we clear the array and adjust accordingly
939 if (shadowmarkcount == 0)
942 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
947 void R_Shadow_PrepareShadowSides(int numtris)
949 if (maxshadowsides < numtris)
951 maxshadowsides = numtris;
953 Mem_Free(shadowsides);
955 Mem_Free(shadowsideslist);
956 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
957 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
962 static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
965 int outtriangles = 0, outvertices = 0;
968 float ratio, direction[3], projectvector[3];
970 if (projectdirection)
971 VectorScale(projectdirection, projectdistance, projectvector);
973 VectorClear(projectvector);
975 // create the vertices
976 if (projectdirection)
978 for (i = 0;i < numshadowmarktris;i++)
980 element = inelement3i + shadowmarktris[i] * 3;
981 for (j = 0;j < 3;j++)
983 if (vertexupdate[element[j]] != vertexupdatenum)
985 vertexupdate[element[j]] = vertexupdatenum;
986 vertexremap[element[j]] = outvertices;
987 vertex = invertex3f + element[j] * 3;
988 // project one copy of the vertex according to projectvector
989 VectorCopy(vertex, outvertex3f);
990 VectorAdd(vertex, projectvector, (outvertex3f + 3));
999 for (i = 0;i < numshadowmarktris;i++)
1001 element = inelement3i + shadowmarktris[i] * 3;
1002 for (j = 0;j < 3;j++)
1004 if (vertexupdate[element[j]] != vertexupdatenum)
1006 vertexupdate[element[j]] = vertexupdatenum;
1007 vertexremap[element[j]] = outvertices;
1008 vertex = invertex3f + element[j] * 3;
1009 // project one copy of the vertex to the sphere radius of the light
1010 // (FIXME: would projecting it to the light box be better?)
1011 VectorSubtract(vertex, projectorigin, direction);
1012 ratio = projectdistance / VectorLength(direction);
1013 VectorCopy(vertex, outvertex3f);
1014 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1022 if (r_shadow_frontsidecasting.integer)
1024 for (i = 0;i < numshadowmarktris;i++)
1026 int remappedelement[3];
1028 const int *neighbortriangle;
1030 markindex = shadowmarktris[i] * 3;
1031 element = inelement3i + markindex;
1032 neighbortriangle = inneighbor3i + markindex;
1033 // output the front and back triangles
1034 outelement3i[0] = vertexremap[element[0]];
1035 outelement3i[1] = vertexremap[element[1]];
1036 outelement3i[2] = vertexremap[element[2]];
1037 outelement3i[3] = vertexremap[element[2]] + 1;
1038 outelement3i[4] = vertexremap[element[1]] + 1;
1039 outelement3i[5] = vertexremap[element[0]] + 1;
1043 // output the sides (facing outward from this triangle)
1044 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1046 remappedelement[0] = vertexremap[element[0]];
1047 remappedelement[1] = vertexremap[element[1]];
1048 outelement3i[0] = remappedelement[1];
1049 outelement3i[1] = remappedelement[0];
1050 outelement3i[2] = remappedelement[0] + 1;
1051 outelement3i[3] = remappedelement[1];
1052 outelement3i[4] = remappedelement[0] + 1;
1053 outelement3i[5] = remappedelement[1] + 1;
1058 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1060 remappedelement[1] = vertexremap[element[1]];
1061 remappedelement[2] = vertexremap[element[2]];
1062 outelement3i[0] = remappedelement[2];
1063 outelement3i[1] = remappedelement[1];
1064 outelement3i[2] = remappedelement[1] + 1;
1065 outelement3i[3] = remappedelement[2];
1066 outelement3i[4] = remappedelement[1] + 1;
1067 outelement3i[5] = remappedelement[2] + 1;
1072 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1074 remappedelement[0] = vertexremap[element[0]];
1075 remappedelement[2] = vertexremap[element[2]];
1076 outelement3i[0] = remappedelement[0];
1077 outelement3i[1] = remappedelement[2];
1078 outelement3i[2] = remappedelement[2] + 1;
1079 outelement3i[3] = remappedelement[0];
1080 outelement3i[4] = remappedelement[2] + 1;
1081 outelement3i[5] = remappedelement[0] + 1;
1090 for (i = 0;i < numshadowmarktris;i++)
1092 int remappedelement[3];
1094 const int *neighbortriangle;
1096 markindex = shadowmarktris[i] * 3;
1097 element = inelement3i + markindex;
1098 neighbortriangle = inneighbor3i + markindex;
1099 // output the front and back triangles
1100 outelement3i[0] = vertexremap[element[2]];
1101 outelement3i[1] = vertexremap[element[1]];
1102 outelement3i[2] = vertexremap[element[0]];
1103 outelement3i[3] = vertexremap[element[0]] + 1;
1104 outelement3i[4] = vertexremap[element[1]] + 1;
1105 outelement3i[5] = vertexremap[element[2]] + 1;
1109 // output the sides (facing outward from this triangle)
1110 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1112 remappedelement[0] = vertexremap[element[0]];
1113 remappedelement[1] = vertexremap[element[1]];
1114 outelement3i[0] = remappedelement[0];
1115 outelement3i[1] = remappedelement[1];
1116 outelement3i[2] = remappedelement[1] + 1;
1117 outelement3i[3] = remappedelement[0];
1118 outelement3i[4] = remappedelement[1] + 1;
1119 outelement3i[5] = remappedelement[0] + 1;
1124 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1126 remappedelement[1] = vertexremap[element[1]];
1127 remappedelement[2] = vertexremap[element[2]];
1128 outelement3i[0] = remappedelement[1];
1129 outelement3i[1] = remappedelement[2];
1130 outelement3i[2] = remappedelement[2] + 1;
1131 outelement3i[3] = remappedelement[1];
1132 outelement3i[4] = remappedelement[2] + 1;
1133 outelement3i[5] = remappedelement[1] + 1;
1138 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1140 remappedelement[0] = vertexremap[element[0]];
1141 remappedelement[2] = vertexremap[element[2]];
1142 outelement3i[0] = remappedelement[2];
1143 outelement3i[1] = remappedelement[0];
1144 outelement3i[2] = remappedelement[0] + 1;
1145 outelement3i[3] = remappedelement[2];
1146 outelement3i[4] = remappedelement[0] + 1;
1147 outelement3i[5] = remappedelement[2] + 1;
1155 *outnumvertices = outvertices;
1156 return outtriangles;
1159 static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
1162 int outtriangles = 0, outvertices = 0;
1164 const float *vertex;
1165 float ratio, direction[3], projectvector[3];
1168 if (projectdirection)
1169 VectorScale(projectdirection, projectdistance, projectvector);
1171 VectorClear(projectvector);
1173 for (i = 0;i < numshadowmarktris;i++)
1175 int remappedelement[3];
1177 const int *neighbortriangle;
1179 markindex = shadowmarktris[i] * 3;
1180 neighbortriangle = inneighbor3i + markindex;
1181 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1182 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1183 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1184 if (side[0] + side[1] + side[2] == 0)
1188 element = inelement3i + markindex;
1190 // create the vertices
1191 for (j = 0;j < 3;j++)
1193 if (side[j] + side[j+1] == 0)
1196 if (vertexupdate[k] != vertexupdatenum)
1198 vertexupdate[k] = vertexupdatenum;
1199 vertexremap[k] = outvertices;
1200 vertex = invertex3f + k * 3;
1201 VectorCopy(vertex, outvertex3f);
1202 if (projectdirection)
1204 // project one copy of the vertex according to projectvector
1205 VectorAdd(vertex, projectvector, (outvertex3f + 3));
1209 // project one copy of the vertex to the sphere radius of the light
1210 // (FIXME: would projecting it to the light box be better?)
1211 VectorSubtract(vertex, projectorigin, direction);
1212 ratio = projectdistance / VectorLength(direction);
1213 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1220 // output the sides (facing outward from this triangle)
1223 remappedelement[0] = vertexremap[element[0]];
1224 remappedelement[1] = vertexremap[element[1]];
1225 outelement3i[0] = remappedelement[1];
1226 outelement3i[1] = remappedelement[0];
1227 outelement3i[2] = remappedelement[0] + 1;
1228 outelement3i[3] = remappedelement[1];
1229 outelement3i[4] = remappedelement[0] + 1;
1230 outelement3i[5] = remappedelement[1] + 1;
1237 remappedelement[1] = vertexremap[element[1]];
1238 remappedelement[2] = vertexremap[element[2]];
1239 outelement3i[0] = remappedelement[2];
1240 outelement3i[1] = remappedelement[1];
1241 outelement3i[2] = remappedelement[1] + 1;
1242 outelement3i[3] = remappedelement[2];
1243 outelement3i[4] = remappedelement[1] + 1;
1244 outelement3i[5] = remappedelement[2] + 1;
1251 remappedelement[0] = vertexremap[element[0]];
1252 remappedelement[2] = vertexremap[element[2]];
1253 outelement3i[0] = remappedelement[0];
1254 outelement3i[1] = remappedelement[2];
1255 outelement3i[2] = remappedelement[2] + 1;
1256 outelement3i[3] = remappedelement[0];
1257 outelement3i[4] = remappedelement[2] + 1;
1258 outelement3i[5] = remappedelement[0] + 1;
1265 *outnumvertices = outvertices;
1266 return outtriangles;
1269 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
1275 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1277 tend = firsttriangle + numtris;
1278 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1280 // surface box entirely inside light box, no box cull
1281 if (projectdirection)
1283 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1285 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1286 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1287 shadowmarklist[numshadowmark++] = t;
1292 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1293 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1294 shadowmarklist[numshadowmark++] = t;
1299 // surface box not entirely inside light box, cull each triangle
1300 if (projectdirection)
1302 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1304 v[0] = invertex3f + e[0] * 3;
1305 v[1] = invertex3f + e[1] * 3;
1306 v[2] = invertex3f + e[2] * 3;
1307 TriangleNormal(v[0], v[1], v[2], normal);
1308 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1309 && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1310 shadowmarklist[numshadowmark++] = t;
1315 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1317 v[0] = invertex3f + e[0] * 3;
1318 v[1] = invertex3f + e[1] * 3;
1319 v[2] = invertex3f + e[2] * 3;
1320 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1321 && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1322 shadowmarklist[numshadowmark++] = t;
1328 static qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1333 if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1335 // check if the shadow volume intersects the near plane
1337 // a ray between the eye and light origin may intersect the caster,
1338 // indicating that the shadow may touch the eye location, however we must
1339 // test the near plane (a polygon), not merely the eye location, so it is
1340 // easiest to enlarge the caster bounding shape slightly for this.
1346 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs)
1348 int i, tris, outverts;
1349 if (projectdistance < 0.1)
1351 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1354 if (!numverts || !nummarktris)
1356 // make sure shadowelements is big enough for this volume
1357 if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1358 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1360 if (maxvertexupdate < numverts)
1362 maxvertexupdate = numverts;
1364 Mem_Free(vertexupdate);
1366 Mem_Free(vertexremap);
1367 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1368 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1369 vertexupdatenum = 0;
1372 if (vertexupdatenum == 0)
1374 vertexupdatenum = 1;
1375 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1376 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1379 for (i = 0;i < nummarktris;i++)
1380 shadowmark[marktris[i]] = shadowmarkcount;
1382 if (r_shadow_compilingrtlight)
1384 // if we're compiling an rtlight, capture the mesh
1385 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1386 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1387 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1388 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1390 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1392 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1393 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL, 0);
1394 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1398 // decide which type of shadow to generate and set stencil mode
1399 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1400 // generate the sides or a solid volume, depending on type
1401 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1402 tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1404 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1405 r_refdef.stats[r_stat_lights_dynamicshadowtriangles] += tris;
1406 r_refdef.stats[r_stat_lights_shadowtriangles] += tris;
1407 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1409 // increment stencil if frontface is infront of depthbuffer
1410 GL_CullFace(r_refdef.view.cullface_front);
1411 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
1412 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1413 // decrement stencil if backface is infront of depthbuffer
1414 GL_CullFace(r_refdef.view.cullface_back);
1415 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
1417 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1419 // decrement stencil if backface is behind depthbuffer
1420 GL_CullFace(r_refdef.view.cullface_front);
1421 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
1422 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1423 // increment stencil if frontface is behind depthbuffer
1424 GL_CullFace(r_refdef.view.cullface_back);
1425 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
1427 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL, 0);
1428 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1432 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1434 // p1, p2, p3 are in the cubemap's local coordinate system
1435 // bias = border/(size - border)
1438 float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1439 dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1440 dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1441 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1443 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1444 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1445 | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1446 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1448 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1449 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1450 | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1452 dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1453 dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1454 dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1455 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1457 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1458 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1459 | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1460 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1462 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1463 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1464 | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1466 dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1467 dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1468 dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1469 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1471 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1472 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1473 | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1474 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1476 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1477 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1478 | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1483 static int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1485 vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1486 float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1489 VectorSubtract(maxs, mins, radius);
1490 VectorScale(radius, 0.5f, radius);
1491 VectorAdd(mins, radius, center);
1492 Matrix4x4_Transform(worldtolight, center, lightcenter);
1493 Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1494 VectorSubtract(lightcenter, lightradius, pmin);
1495 VectorAdd(lightcenter, lightradius, pmax);
1497 dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1498 dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1499 if(ap1 > bias*an1 && ap2 > bias*an2)
1501 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1502 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1503 if(an1 > bias*ap1 && an2 > bias*ap2)
1505 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1506 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1508 dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1509 dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1510 if(ap1 > bias*an1 && ap2 > bias*an2)
1512 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1513 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1514 if(an1 > bias*ap1 && an2 > bias*ap2)
1516 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1517 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1519 dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1520 dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1521 if(ap1 > bias*an1 && ap2 > bias*an2)
1523 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1524 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1525 if(an1 > bias*ap1 && an2 > bias*ap2)
1527 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1528 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1533 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1535 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1537 // p is in the cubemap's local coordinate system
1538 // bias = border/(size - border)
1539 float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1540 float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1541 float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1543 if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1544 if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1545 if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1546 if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1547 if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1548 if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1552 static int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1556 int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1557 float scale = (size - 2*border)/size, len;
1558 float bias = border / (float)(size - border), dp, dn, ap, an;
1559 // check if cone enclosing side would cross frustum plane
1560 scale = 2 / (scale*scale + 2);
1561 Matrix4x4_OriginFromMatrix(&rtlight->matrix_lighttoworld, o);
1562 for (i = 0;i < 5;i++)
1564 if (PlaneDiff(o, &r_refdef.view.frustum[i]) > -0.03125)
1566 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1567 len = scale*VectorLength2(n);
1568 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1569 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1570 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1572 if (PlaneDiff(o, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1574 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1575 len = scale*VectorLength2(n);
1576 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1577 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1578 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1580 // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1581 // check if frustum corners/origin cross plane sides
1583 // infinite version, assumes frustum corners merely give direction and extend to infinite distance
1584 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
1585 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1586 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1587 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1588 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1589 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1590 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1591 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1592 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1593 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1594 for (i = 0;i < 4;i++)
1596 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
1597 VectorSubtract(n, p, n);
1598 dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
1599 if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
1600 if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
1601 dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
1602 if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
1603 if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
1604 dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
1605 if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
1606 if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
1609 // finite version, assumes corners are a finite distance from origin dependent on far plane
1610 for (i = 0;i < 5;i++)
1612 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1613 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1614 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1615 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1616 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1617 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1618 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1619 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1620 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1621 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1624 return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1627 int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals)
1635 int mask, surfacemask = 0;
1636 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1638 bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1639 tend = firsttriangle + numtris;
1640 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1642 // surface box entirely inside light box, no box cull
1643 if (projectdirection)
1645 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1647 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1648 TriangleNormal(v[0], v[1], v[2], normal);
1649 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1651 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1652 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1653 surfacemask |= mask;
1656 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1657 shadowsides[numshadowsides] = mask;
1658 shadowsideslist[numshadowsides++] = t;
1665 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1667 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1668 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1670 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1671 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1672 surfacemask |= mask;
1675 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1676 shadowsides[numshadowsides] = mask;
1677 shadowsideslist[numshadowsides++] = t;
1685 // surface box not entirely inside light box, cull each triangle
1686 if (projectdirection)
1688 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1690 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1691 TriangleNormal(v[0], v[1], v[2], normal);
1692 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1693 && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1695 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1696 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1697 surfacemask |= mask;
1700 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1701 shadowsides[numshadowsides] = mask;
1702 shadowsideslist[numshadowsides++] = t;
1709 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1711 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1712 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1713 && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1715 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1716 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1717 surfacemask |= mask;
1720 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1721 shadowsides[numshadowsides] = mask;
1722 shadowsideslist[numshadowsides++] = t;
1731 void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris)
1733 int i, j, outtriangles = 0;
1734 int *outelement3i[6];
1735 if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1737 outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1738 // make sure shadowelements is big enough for this mesh
1739 if (maxshadowtriangles < outtriangles)
1740 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1742 // compute the offset and size of the separate index lists for each cubemap side
1744 for (i = 0;i < 6;i++)
1746 outelement3i[i] = shadowelements + outtriangles * 3;
1747 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1748 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1749 outtriangles += sidetotals[i];
1752 // gather up the (sparse) triangles into separate index lists for each cubemap side
1753 for (i = 0;i < numsidetris;i++)
1755 const int *element = elements + sidetris[i] * 3;
1756 for (j = 0;j < 6;j++)
1758 if (sides[i] & (1 << j))
1760 outelement3i[j][0] = element[0];
1761 outelement3i[j][1] = element[1];
1762 outelement3i[j][2] = element[2];
1763 outelement3i[j] += 3;
1768 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1771 static void R_Shadow_MakeTextures_MakeCorona(void)
1775 unsigned char pixels[32][32][4];
1776 for (y = 0;y < 32;y++)
1778 dy = (y - 15.5f) * (1.0f / 16.0f);
1779 for (x = 0;x < 32;x++)
1781 dx = (x - 15.5f) * (1.0f / 16.0f);
1782 a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1783 a = bound(0, a, 255);
1784 pixels[y][x][0] = a;
1785 pixels[y][x][1] = a;
1786 pixels[y][x][2] = a;
1787 pixels[y][x][3] = 255;
1790 r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32, false);
1793 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1795 float dist = sqrt(x*x+y*y+z*z);
1796 float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1797 // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1798 return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1801 static void R_Shadow_MakeTextures(void)
1804 float intensity, dist;
1806 R_Shadow_FreeShadowMaps();
1807 R_FreeTexturePool(&r_shadow_texturepool);
1808 r_shadow_texturepool = R_AllocTexturePool();
1809 r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1810 r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1811 data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1812 // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1813 for (x = 0;x <= ATTENTABLESIZE;x++)
1815 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1816 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1817 r_shadow_attentable[x] = bound(0, intensity, 1);
1819 // 1D gradient texture
1820 for (x = 0;x < ATTEN1DSIZE;x++)
1821 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1822 r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1823 // 2D circle texture
1824 for (y = 0;y < ATTEN2DSIZE;y++)
1825 for (x = 0;x < ATTEN2DSIZE;x++)
1826 data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
1827 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1828 // 3D sphere texture
1829 if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1831 for (z = 0;z < ATTEN3DSIZE;z++)
1832 for (y = 0;y < ATTEN3DSIZE;y++)
1833 for (x = 0;x < ATTEN3DSIZE;x++)
1834 data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
1835 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1838 r_shadow_attenuation3dtexture = NULL;
1841 R_Shadow_MakeTextures_MakeCorona();
1843 // Editor light sprites
1844 r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1861 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1862 r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1879 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1880 r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1897 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1898 r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1915 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1916 r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1933 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1934 r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1951 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1954 void R_Shadow_ValidateCvars(void)
1956 if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1957 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1958 if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1959 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1960 if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1961 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1964 void R_Shadow_RenderMode_Begin(void)
1970 R_Shadow_ValidateCvars();
1972 if (!r_shadow_attenuation2dtexture
1973 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1974 || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1975 || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1976 R_Shadow_MakeTextures();
1979 R_Mesh_ResetTextureState();
1980 GL_BlendFunc(GL_ONE, GL_ZERO);
1981 GL_DepthRange(0, 1);
1982 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1984 GL_DepthMask(false);
1985 GL_Color(0, 0, 0, 1);
1986 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1988 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1990 if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1992 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1993 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1995 else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1997 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1998 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
2002 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
2003 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
2006 switch(vid.renderpath)
2008 case RENDERPATH_GL20:
2009 case RENDERPATH_D3D9:
2010 case RENDERPATH_D3D10:
2011 case RENDERPATH_D3D11:
2012 case RENDERPATH_SOFT:
2013 case RENDERPATH_GLES2:
2014 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
2016 case RENDERPATH_GL11:
2017 case RENDERPATH_GL13:
2018 case RENDERPATH_GLES1:
2019 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
2020 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
2021 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
2022 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
2023 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
2024 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
2026 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
2032 qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
2033 qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
2034 r_shadow_drawbuffer = drawbuffer;
2035 r_shadow_readbuffer = readbuffer;
2037 r_shadow_cullface_front = r_refdef.view.cullface_front;
2038 r_shadow_cullface_back = r_refdef.view.cullface_back;
2041 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
2043 rsurface.rtlight = rtlight;
2046 void R_Shadow_RenderMode_Reset(void)
2048 R_Mesh_ResetTextureState();
2049 R_Mesh_SetRenderTargets(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture, NULL, NULL, NULL);
2050 R_SetViewport(&r_refdef.view.viewport);
2051 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
2052 GL_DepthRange(0, 1);
2054 GL_DepthMask(false);
2055 GL_DepthFunc(GL_LEQUAL);
2056 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2057 r_refdef.view.cullface_front = r_shadow_cullface_front;
2058 r_refdef.view.cullface_back = r_shadow_cullface_back;
2059 GL_CullFace(r_refdef.view.cullface_back);
2060 GL_Color(1, 1, 1, 1);
2061 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2062 GL_BlendFunc(GL_ONE, GL_ZERO);
2063 R_SetupShader_Generic_NoTexture(false, false);
2064 r_shadow_usingshadowmap2d = false;
2065 r_shadow_usingshadowmaportho = false;
2066 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2069 void R_Shadow_ClearStencil(void)
2071 GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
2072 r_refdef.stats[r_stat_lights_clears]++;
2075 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
2077 r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
2078 if (r_shadow_rendermode == mode)
2080 R_Shadow_RenderMode_Reset();
2081 GL_DepthFunc(GL_LESS);
2082 GL_ColorMask(0, 0, 0, 0);
2083 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2084 GL_CullFace(GL_NONE);
2085 R_SetupShader_DepthOrShadow(false, false, false); // FIXME test if we have a skeletal model?
2086 r_shadow_rendermode = mode;
2091 case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2092 case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2093 R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
2095 case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2096 case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2097 R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
2102 static void R_Shadow_MakeVSDCT(void)
2104 // maps to a 2x3 texture rectangle with normalized coordinates
2109 // stores abs(dir.xy), offset.xy/2.5
2110 unsigned char data[4*6] =
2112 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2113 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2114 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2115 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2116 0, 0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2117 0, 0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2119 r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2122 static void R_Shadow_MakeShadowMap(int side, int size)
2124 switch (r_shadow_shadowmode)
2126 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2127 if (r_shadow_shadowmap2ddepthtexture) return;
2128 if (r_fb.usedepthtextures)
2130 r_shadow_shadowmap2ddepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits >= 24 ? (r_shadow_shadowmapsampler ? TEXTYPE_SHADOWMAP24_COMP : TEXTYPE_SHADOWMAP24_RAW) : (r_shadow_shadowmapsampler ? TEXTYPE_SHADOWMAP16_COMP : TEXTYPE_SHADOWMAP16_RAW), r_shadow_shadowmapsampler);
2131 r_shadow_shadowmap2ddepthbuffer = NULL;
2132 r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL);
2136 r_shadow_shadowmap2ddepthtexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2137 r_shadow_shadowmap2ddepthbuffer = R_LoadTextureRenderBuffer(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits >= 24 ? TEXTYPE_DEPTHBUFFER24 : TEXTYPE_DEPTHBUFFER16);
2138 r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL);
2146 static void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
2148 float nearclip, farclip, bias;
2149 r_viewport_t viewport;
2152 float clearcolor[4];
2153 nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2155 bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2156 r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2157 r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2158 r_shadow_shadowmapside = side;
2159 r_shadow_shadowmapsize = size;
2161 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2162 r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2163 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2164 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2166 // complex unrolled cube approach (more flexible)
2167 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2168 R_Shadow_MakeVSDCT();
2169 if (!r_shadow_shadowmap2ddepthtexture)
2170 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2171 fbo2d = r_shadow_fbo2d;
2172 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2ddepthtexture);
2173 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2ddepthtexture);
2174 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2176 R_Mesh_ResetTextureState();
2177 R_Shadow_RenderMode_Reset();
2178 if (r_shadow_shadowmap2ddepthbuffer)
2179 R_Mesh_SetRenderTargets(fbo2d, r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL);
2181 R_Mesh_SetRenderTargets(fbo2d, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL);
2182 R_SetupShader_DepthOrShadow(true, r_shadow_shadowmap2ddepthbuffer != NULL, false); // FIXME test if we have a skeletal model?
2183 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2188 R_SetViewport(&viewport);
2189 flipped = (side & 1) ^ (side >> 2);
2190 r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2191 r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2192 if (r_shadow_shadowmap2ddepthbuffer)
2194 // completely different meaning than in depthtexture approach
2195 r_shadow_shadowmap_parameters[1] = 0;
2196 r_shadow_shadowmap_parameters[3] = -bias;
2198 Vector4Set(clearcolor, 1,1,1,1);
2199 if (r_shadow_shadowmap2ddepthbuffer)
2200 GL_ColorMask(1,1,1,1);
2202 GL_ColorMask(0,0,0,0);
2203 switch(vid.renderpath)
2205 case RENDERPATH_GL11:
2206 case RENDERPATH_GL13:
2207 case RENDERPATH_GL20:
2208 case RENDERPATH_SOFT:
2209 case RENDERPATH_GLES1:
2210 case RENDERPATH_GLES2:
2211 GL_CullFace(r_refdef.view.cullface_back);
2212 // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
2213 if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
2215 // get tightest scissor rectangle that encloses all viewports in the clear mask
2216 int x1 = clear & 0x15 ? 0 : size;
2217 int x2 = clear & 0x2A ? 2 * size : size;
2218 int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
2219 int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
2220 GL_Scissor(x1, y1, x2 - x1, y2 - y1);
2223 if (r_shadow_shadowmap2ddepthbuffer)
2224 GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
2226 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
2229 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2231 case RENDERPATH_D3D9:
2232 case RENDERPATH_D3D10:
2233 case RENDERPATH_D3D11:
2234 // we invert the cull mode because we flip the projection matrix
2235 // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
2236 GL_CullFace(r_refdef.view.cullface_front);
2237 // D3D considers it an error to use a scissor larger than the viewport... clear just this view
2238 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2241 if (r_shadow_shadowmap2ddepthbuffer)
2242 GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
2244 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
2250 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2252 R_Mesh_ResetTextureState();
2255 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2256 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2257 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2258 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2260 R_Shadow_RenderMode_Reset();
2261 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2263 GL_DepthFunc(GL_EQUAL);
2264 // do global setup needed for the chosen lighting mode
2265 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2266 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2267 r_shadow_usingshadowmap2d = shadowmapping;
2268 r_shadow_rendermode = r_shadow_lightingrendermode;
2269 // only draw light where this geometry was already rendered AND the
2270 // stencil is 128 (values other than this mean shadow)
2272 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2274 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2277 static const unsigned short bboxelements[36] =
2287 static const float bboxpoints[8][3] =
2299 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2302 float vertex3f[8*3];
2303 const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2304 // do global setup needed for the chosen lighting mode
2305 R_Shadow_RenderMode_Reset();
2306 r_shadow_rendermode = r_shadow_lightingrendermode;
2307 R_EntityMatrix(&identitymatrix);
2308 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2309 // only draw light where this geometry was already rendered AND the
2310 // stencil is 128 (values other than this mean shadow)
2311 R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2312 if (rsurface.rtlight->specularscale > 0 && r_shadow_gloss.integer > 0)
2313 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
2315 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
2317 r_shadow_usingshadowmap2d = shadowmapping;
2319 // render the lighting
2320 R_SetupShader_DeferredLight(rsurface.rtlight);
2321 for (i = 0;i < 8;i++)
2322 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2323 GL_ColorMask(1,1,1,1);
2324 GL_DepthMask(false);
2325 GL_DepthRange(0, 1);
2326 GL_PolygonOffset(0, 0);
2328 GL_DepthFunc(GL_GREATER);
2329 GL_CullFace(r_refdef.view.cullface_back);
2330 R_Mesh_PrepareVertices_Vertex3f(8, vertex3f, NULL, 0);
2331 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
2334 #define MAXBOUNCEGRIDSPLATSIZE 7
2335 #define MAXBOUNCEGRIDSPLATSIZE1 (MAXBOUNCEGRIDSPLATSIZE+1)
2337 // these are temporary data per-frame, sorted and performed in a more
2338 // cache-friendly order than the original photons
2339 typedef struct r_shadow_bouncegrid_splatpath_s
2345 vec_t splatintensity;
2346 int remainingsplats;
2348 r_shadow_bouncegrid_splatpath_t;
2350 static void R_Shadow_BounceGrid_AddSplatPath(vec3_t originalstart, vec3_t originalend, vec3_t color)
2360 r_shadow_bouncegrid_splatpath_t *path;
2362 // cull paths that fail R_CullBox in dynamic mode
2363 if (!r_shadow_bouncegrid_state.settings.staticmode
2364 && r_shadow_bouncegrid_dynamic_culllightpaths.integer)
2366 vec3_t cullmins, cullmaxs;
2367 cullmins[0] = min(originalstart[0], originalend[0]) - r_shadow_bouncegrid_state.settings.spacing[0];
2368 cullmins[1] = min(originalstart[1], originalend[1]) - r_shadow_bouncegrid_state.settings.spacing[1];
2369 cullmins[2] = min(originalstart[2], originalend[2]) - r_shadow_bouncegrid_state.settings.spacing[2];
2370 cullmaxs[0] = max(originalstart[0], originalend[0]) + r_shadow_bouncegrid_state.settings.spacing[0];
2371 cullmaxs[1] = max(originalstart[1], originalend[1]) + r_shadow_bouncegrid_state.settings.spacing[1];
2372 cullmaxs[2] = max(originalstart[2], originalend[2]) + r_shadow_bouncegrid_state.settings.spacing[2];
2373 if (R_CullBox(cullmins, cullmaxs))
2377 // if the light path is going upward, reverse it - we always draw down.
2378 if (originalend[2] < originalstart[2])
2380 VectorCopy(originalend, start);
2381 VectorCopy(originalstart, end);
2385 VectorCopy(originalstart, start);
2386 VectorCopy(originalend, end);
2389 // transform to texture pixels
2390 start[0] = (start[0] - r_shadow_bouncegrid_state.mins[0]) * r_shadow_bouncegrid_state.ispacing[0];
2391 start[1] = (start[1] - r_shadow_bouncegrid_state.mins[1]) * r_shadow_bouncegrid_state.ispacing[1];
2392 start[2] = (start[2] - r_shadow_bouncegrid_state.mins[2]) * r_shadow_bouncegrid_state.ispacing[2];
2393 end[0] = (end[0] - r_shadow_bouncegrid_state.mins[0]) * r_shadow_bouncegrid_state.ispacing[0];
2394 end[1] = (end[1] - r_shadow_bouncegrid_state.mins[1]) * r_shadow_bouncegrid_state.ispacing[1];
2395 end[2] = (end[2] - r_shadow_bouncegrid_state.mins[2]) * r_shadow_bouncegrid_state.ispacing[2];
2397 // check if we need to grow the splatpaths array
2398 if (r_shadow_bouncegrid_state.maxsplatpaths <= r_shadow_bouncegrid_state.numsplatpaths)
2400 // double the limit, this will persist from frame to frame so we don't
2401 // make the same mistake each time
2402 r_shadow_bouncegrid_splatpath_t *newpaths;
2403 r_shadow_bouncegrid_state.maxsplatpaths *= 2;
2404 newpaths = (r_shadow_bouncegrid_splatpath_t *)R_FrameData_Alloc(sizeof(r_shadow_bouncegrid_splatpath_t) * r_shadow_bouncegrid_state.maxsplatpaths);
2405 if (r_shadow_bouncegrid_state.splatpaths)
2406 memcpy(newpaths, r_shadow_bouncegrid_state.splatpaths, r_shadow_bouncegrid_state.numsplatpaths * sizeof(r_shadow_bouncegrid_splatpath_t));
2407 r_shadow_bouncegrid_state.splatpaths = newpaths;
2410 // divide a series of splats along the length using the maximum axis
2411 VectorSubtract(end, start, diff);
2412 // pick the best axis to trace along
2414 if (diff[1]*diff[1] > diff[bestaxis]*diff[bestaxis])
2416 if (diff[2]*diff[2] > diff[bestaxis]*diff[bestaxis])
2418 len = fabs(diff[bestaxis]);
2420 numsplats = (int)(floor(len + 0.5f));
2422 numsplats = bound(0, numsplats, 1024);
2424 VectorSubtract(originalstart, originalend, originaldir);
2425 VectorNormalize(originaldir);
2427 path = r_shadow_bouncegrid_state.splatpaths + r_shadow_bouncegrid_state.numsplatpaths++;
2428 VectorCopy(start, path->point);
2429 VectorScale(diff, ilen, path->step);
2430 VectorCopy(color, path->splatcolor);
2431 VectorCopy(originaldir, path->splatdir);
2432 path->splatintensity = VectorLength(color);
2433 path->remainingsplats = numsplats;
2436 static qboolean R_Shadow_BounceGrid_CheckEnable(int flag)
2438 qboolean enable = r_shadow_bouncegrid_state.capable && r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel;
2445 // see if there are really any lights to render...
2446 if (enable && r_shadow_bouncegrid_static.integer)
2449 range = (unsigned int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2450 for (lightindex = 0;lightindex < range;lightindex++)
2452 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2453 if (!light || !(light->flags & flag))
2455 rtlight = &light->rtlight;
2456 // when static, we skip styled lights because they tend to change...
2457 if (rtlight->style > 0)
2459 VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale), lightcolor);
2460 if (!VectorLength2(lightcolor))
2470 static void R_Shadow_BounceGrid_GenerateSettings(r_shadow_bouncegrid_settings_t *settings)
2472 qboolean s = r_shadow_bouncegrid_static.integer != 0;
2473 float spacing = s ? r_shadow_bouncegrid_static_spacing.value : r_shadow_bouncegrid_dynamic_spacing.value;
2475 // prevent any garbage in alignment padded areas as we'll be using memcmp
2476 memset(settings, 0, sizeof(*settings));
2478 // build up a complete collection of the desired settings, so that memcmp can be used to compare parameters
2479 settings->staticmode = s;
2480 settings->blur = r_shadow_bouncegrid_blur.integer != 0;
2481 settings->floatcolors = bound(0, r_shadow_bouncegrid_floatcolors.integer, 2);
2482 settings->lightpathsize = bound(1, r_shadow_bouncegrid_lightpathsize.integer, MAXBOUNCEGRIDSPLATSIZE);
2483 settings->bounceanglediffuse = r_shadow_bouncegrid_bounceanglediffuse.integer != 0;
2484 settings->directionalshading = (s ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_dynamic_directionalshading.integer != 0) && r_shadow_bouncegrid_state.allowdirectionalshading;
2485 settings->dlightparticlemultiplier = s ? 0 : r_shadow_bouncegrid_dynamic_dlightparticlemultiplier.value;
2486 settings->hitmodels = s ? false : r_shadow_bouncegrid_dynamic_hitmodels.integer != 0;
2487 settings->includedirectlighting = r_shadow_bouncegrid_includedirectlighting.integer != 0 || r_shadow_bouncegrid.integer == 2;
2488 settings->lightradiusscale = (s ? r_shadow_bouncegrid_static_lightradiusscale.value : r_shadow_bouncegrid_dynamic_lightradiusscale.value);
2489 settings->maxbounce = (s ? r_shadow_bouncegrid_static_maxbounce.integer : r_shadow_bouncegrid_dynamic_maxbounce.integer);
2490 settings->particlebounceintensity = r_shadow_bouncegrid_particlebounceintensity.value;
2491 settings->particleintensity = r_shadow_bouncegrid_particleintensity.value * 16384.0f * (settings->directionalshading ? 4.0f : 1.0f) / (spacing * spacing);
2492 settings->maxphotons = s ? r_shadow_bouncegrid_static_maxphotons.integer : r_shadow_bouncegrid_dynamic_maxphotons.integer;
2493 settings->energyperphoton = s ? r_shadow_bouncegrid_static_energyperphoton.integer : r_shadow_bouncegrid_dynamic_energyperphoton.integer;
2494 settings->spacing[0] = spacing;
2495 settings->spacing[1] = spacing;
2496 settings->spacing[2] = spacing;
2497 settings->stablerandom = s ? 1 : r_shadow_bouncegrid_dynamic_stablerandom.integer;
2499 // bound the values for sanity
2500 settings->maxphotons = bound(1, settings->maxphotons, 25000000);
2501 settings->lightradiusscale = bound(0.0001f, settings->lightradiusscale, 1024.0f);
2502 settings->maxbounce = bound(0, settings->maxbounce, 16);
2503 settings->spacing[0] = bound(1, settings->spacing[0], 512);
2504 settings->spacing[1] = bound(1, settings->spacing[1], 512);
2505 settings->spacing[2] = bound(1, settings->spacing[2], 512);
2508 static void R_Shadow_BounceGrid_UpdateSpacing(void)
2519 r_shadow_bouncegrid_settings_t *settings = &r_shadow_bouncegrid_state.settings;
2521 // get the spacing values
2522 spacing[0] = settings->spacing[0];
2523 spacing[1] = settings->spacing[1];
2524 spacing[2] = settings->spacing[2];
2525 ispacing[0] = 1.0f / spacing[0];
2526 ispacing[1] = 1.0f / spacing[1];
2527 ispacing[2] = 1.0f / spacing[2];
2529 // calculate texture size enclosing entire world bounds at the spacing
2530 if (r_refdef.scene.worldmodel)
2532 VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
2533 VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
2537 VectorSet(mins, -1048576.0f, -1048576.0f, -1048576.0f);
2538 VectorSet(maxs, 1048576.0f, 1048576.0f, 1048576.0f);
2540 VectorSubtract(maxs, mins, size);
2541 // now we can calculate the resolution we want
2542 c[0] = (int)floor(size[0] / spacing[0] + 0.5f);
2543 c[1] = (int)floor(size[1] / spacing[1] + 0.5f);
2544 c[2] = (int)floor(size[2] / spacing[2] + 0.5f);
2545 // figure out the exact texture size (honoring power of 2 if required)
2546 c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2547 c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2548 c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2549 if (vid.support.arb_texture_non_power_of_two)
2551 resolution[0] = c[0];
2552 resolution[1] = c[1];
2553 resolution[2] = c[2];
2557 for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2558 for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2559 for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2561 size[0] = spacing[0] * resolution[0];
2562 size[1] = spacing[1] * resolution[1];
2563 size[2] = spacing[2] * resolution[2];
2565 // if dynamic we may or may not want to use the world bounds
2566 // if the dynamic size is smaller than the world bounds, use it instead
2567 if (!settings->staticmode && (r_shadow_bouncegrid_dynamic_x.integer * r_shadow_bouncegrid_dynamic_y.integer * r_shadow_bouncegrid_dynamic_z.integer < resolution[0] * resolution[1] * resolution[2]))
2569 // we know the resolution we want
2570 c[0] = r_shadow_bouncegrid_dynamic_x.integer;
2571 c[1] = r_shadow_bouncegrid_dynamic_y.integer;
2572 c[2] = r_shadow_bouncegrid_dynamic_z.integer;
2573 // now we can calculate the texture size (power of 2 if required)
2574 c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2575 c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2576 c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2577 if (vid.support.arb_texture_non_power_of_two)
2579 resolution[0] = c[0];
2580 resolution[1] = c[1];
2581 resolution[2] = c[2];
2585 for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2586 for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2587 for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2589 size[0] = spacing[0] * resolution[0];
2590 size[1] = spacing[1] * resolution[1];
2591 size[2] = spacing[2] * resolution[2];
2592 // center the rendering on the view
2593 mins[0] = floor(r_refdef.view.origin[0] * ispacing[0] + 0.5f) * spacing[0] - 0.5f * size[0];
2594 mins[1] = floor(r_refdef.view.origin[1] * ispacing[1] + 0.5f) * spacing[1] - 0.5f * size[1];
2595 mins[2] = floor(r_refdef.view.origin[2] * ispacing[2] + 0.5f) * spacing[2] - 0.5f * size[2];
2598 // recalculate the maxs in case the resolution was not satisfactory
2599 VectorAdd(mins, size, maxs);
2601 // check if this changed the texture size
2602 r_shadow_bouncegrid_state.createtexture = !(r_shadow_bouncegrid_state.texture && r_shadow_bouncegrid_state.resolution[0] == resolution[0] && r_shadow_bouncegrid_state.resolution[1] == resolution[1] && r_shadow_bouncegrid_state.resolution[2] == resolution[2] && r_shadow_bouncegrid_state.directional == r_shadow_bouncegrid_state.settings.directionalshading);
2603 r_shadow_bouncegrid_state.directional = r_shadow_bouncegrid_state.settings.directionalshading;
2604 VectorCopy(mins, r_shadow_bouncegrid_state.mins);
2605 VectorCopy(maxs, r_shadow_bouncegrid_state.maxs);
2606 VectorCopy(size, r_shadow_bouncegrid_state.size);
2607 VectorCopy(spacing, r_shadow_bouncegrid_state.spacing);
2608 VectorCopy(ispacing, r_shadow_bouncegrid_state.ispacing);
2609 VectorCopy(resolution, r_shadow_bouncegrid_state.resolution);
2611 // reallocate pixels for this update if needed...
2612 r_shadow_bouncegrid_state.pixelbands = settings->directionalshading ? 8 : 1;
2613 r_shadow_bouncegrid_state.pixelsperband = resolution[0]*resolution[1]*resolution[2];
2614 r_shadow_bouncegrid_state.bytesperband = r_shadow_bouncegrid_state.pixelsperband*4;
2615 numpixels = r_shadow_bouncegrid_state.pixelsperband*r_shadow_bouncegrid_state.pixelbands;
2616 if (r_shadow_bouncegrid_state.numpixels != numpixels)
2618 if (r_shadow_bouncegrid_state.texture)
2620 R_FreeTexture(r_shadow_bouncegrid_state.texture);
2621 r_shadow_bouncegrid_state.texture = NULL;
2623 r_shadow_bouncegrid_state.numpixels = numpixels;
2626 // update the bouncegrid matrix to put it in the world properly
2627 memset(m, 0, sizeof(m));
2628 m[0] = 1.0f / r_shadow_bouncegrid_state.size[0];
2629 m[3] = -r_shadow_bouncegrid_state.mins[0] * m[0];
2630 m[5] = 1.0f / r_shadow_bouncegrid_state.size[1];
2631 m[7] = -r_shadow_bouncegrid_state.mins[1] * m[5];
2632 m[10] = 1.0f / r_shadow_bouncegrid_state.size[2];
2633 m[11] = -r_shadow_bouncegrid_state.mins[2] * m[10];
2635 Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegrid_state.matrix, m);
2638 #define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576
2640 // enumerate world rtlights and sum the overall amount of light in the world,
2641 // from that we can calculate a scaling factor to fairly distribute photons
2642 // to all the lights
2644 // this modifies rtlight->photoncolor and rtlight->photons
2645 static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *settings, unsigned int range, unsigned int range1, unsigned int range2, int flag, float *photonscaling)
2647 float normalphotonscaling;
2648 float maxphotonscaling;
2649 float photoncount = 0.0f;
2650 float lightintensity;
2656 unsigned int lightindex;
2659 for (lightindex = 0;lightindex < range2;lightindex++)
2661 if (lightindex < range)
2663 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2666 rtlight = &light->rtlight;
2667 VectorClear(rtlight->photoncolor);
2668 rtlight->photons = 0;
2669 if (!(light->flags & flag))
2671 if (settings->staticmode)
2673 // when static, we skip styled lights because they tend to change...
2674 if (rtlight->style > 0 && r_shadow_bouncegrid.integer != 2)
2680 rtlight = r_refdef.scene.lights[lightindex - range];
2681 VectorClear(rtlight->photoncolor);
2682 rtlight->photons = 0;
2684 // draw only visible lights (major speedup)
2685 radius = rtlight->radius * settings->lightradiusscale;
2686 cullmins[0] = rtlight->shadoworigin[0] - radius;
2687 cullmins[1] = rtlight->shadoworigin[1] - radius;
2688 cullmins[2] = rtlight->shadoworigin[2] - radius;
2689 cullmaxs[0] = rtlight->shadoworigin[0] + radius;
2690 cullmaxs[1] = rtlight->shadoworigin[1] + radius;
2691 cullmaxs[2] = rtlight->shadoworigin[2] + radius;
2692 w = r_shadow_lightintensityscale.value * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2693 if (!settings->staticmode)
2695 if (R_CullBox(cullmins, cullmaxs))
2697 if (r_refdef.scene.worldmodel
2698 && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs
2699 && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, cullmins, cullmaxs))
2701 if (w * VectorLength2(rtlight->color) == 0.0f)
2704 // a light that does not emit any light before style is applied, can be
2705 // skipped entirely (it may just be a corona)
2706 if (rtlight->radius == 0.0f || VectorLength2(rtlight->color) == 0.0f)
2708 w *= ((rtlight->style >= 0 && rtlight->style < MAX_LIGHTSTYLES) ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1);
2709 VectorScale(rtlight->color, w, rtlight->photoncolor);
2710 // skip lights that will emit no photons
2711 if (!VectorLength2(rtlight->photoncolor))
2713 // shoot particles from this light
2714 // use a calculation for the number of particles that will not
2715 // vary with lightstyle, otherwise we get randomized particle
2716 // distribution, the seeded random is only consistent for a
2717 // consistent number of particles on this light...
2718 s = rtlight->radius;
2719 lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2720 if (lightindex >= range)
2721 lightintensity *= settings->dlightparticlemultiplier;
2722 rtlight->photons = bound(0.0f, lightintensity * s * s, MAXBOUNCEGRIDPARTICLESPERLIGHT);
2723 photoncount += rtlight->photons;
2724 // if the lightstyle happens to be off right now, we can skip actually
2725 // firing the photons, but we did have to count them in the total.
2726 //if (VectorLength2(rtlight->photoncolor) == 0.0f)
2727 // rtlight->photons = 0;
2729 // the user provided an energyperphoton value which we try to use
2730 // if that results in too many photons to shoot this frame, then we cap it
2731 // which causes photons to appear/disappear from frame to frame, so we don't
2732 // like doing that in the typical case
2733 normalphotonscaling = 1.0f / max(0.0001f, settings->energyperphoton);
2734 maxphotonscaling = (float)settings->maxphotons / max(1, photoncount);
2735 *photonscaling = min(normalphotonscaling, maxphotonscaling);
2738 static int R_Shadow_BounceGrid_SplatPathCompare(const void *pa, const void *pb)
2740 r_shadow_bouncegrid_splatpath_t *a = (r_shadow_bouncegrid_splatpath_t *)pa;
2741 r_shadow_bouncegrid_splatpath_t *b = (r_shadow_bouncegrid_splatpath_t *)pb;
2742 // we only really care about sorting by Z
2743 if (a->point[2] < b->point[2])
2745 if (a->point[2] > b->point[2])
2750 static void R_Shadow_BounceGrid_ClearPixels(void)
2752 // clear the highpixels array we'll be accumulating into
2753 r_shadow_bouncegrid_state.highpixels = (float *)R_FrameData_Alloc(r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
2754 memset(r_shadow_bouncegrid_state.highpixels, 0, r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
2757 static void R_Shadow_BounceGrid_PerformSplats(void)
2759 int splatsize = r_shadow_bouncegrid_state.settings.lightpathsize;
2760 int splatsize1 = splatsize + 1;
2761 r_shadow_bouncegrid_splatpath_t *splatpaths = r_shadow_bouncegrid_state.splatpaths;
2762 r_shadow_bouncegrid_splatpath_t *splatpath;
2763 float *highpixels = r_shadow_bouncegrid_state.highpixels;
2764 int numsplatpaths = r_shadow_bouncegrid_state.numsplatpaths;
2770 float texlerp[MAXBOUNCEGRIDSPLATSIZE1][3];
2771 float splatcolor[32];
2772 float boxweight = 1.0f / (splatsize * splatsize * splatsize);
2775 int pixelsperband = r_shadow_bouncegrid_state.pixelsperband;
2776 int pixelbands = r_shadow_bouncegrid_state.pixelbands;
2780 // hush warnings about uninitialized data - pixelbands doesn't change but...
2781 memset(splatcolor, 0, sizeof(splatcolor));
2783 // we use this a lot, so get a local copy
2784 VectorCopy(r_shadow_bouncegrid_state.resolution, resolution);
2786 // sort the splats before we execute them, to reduce cache misses
2787 if (r_shadow_bouncegrid_sortlightpaths.integer)
2788 qsort(splatpaths, numsplatpaths, sizeof(*splatpaths), R_Shadow_BounceGrid_SplatPathCompare);
2790 // the middle row/column/layer of each splat are full intensity
2791 for (step = 1;step < splatsize;step++)
2792 VectorSet(texlerp[step], 1.0f, 1.0f, 1.0f);
2794 splatpath = splatpaths;
2795 for (splatindex = 0;splatindex < numsplatpaths;splatindex++, splatpath++)
2797 // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ)
2798 // accumulate average shotcolor
2799 VectorCopy(splatpath->splatdir, dir);
2800 splatcolor[ 0] = splatpath->splatcolor[0];
2801 splatcolor[ 1] = splatpath->splatcolor[1];
2802 splatcolor[ 2] = splatpath->splatcolor[2];
2803 splatcolor[ 3] = 0.0f;
2806 // store bentnormal in case the shader has a use for it,
2807 // bentnormal is an intensity-weighted average of the directions,
2808 // and will be normalized on conversion to texture pixels.
2809 splatcolor[ 4] = dir[0] * splatpath->splatintensity;
2810 splatcolor[ 5] = dir[1] * splatpath->splatintensity;
2811 splatcolor[ 6] = dir[2] * splatpath->splatintensity;
2812 splatcolor[ 7] = splatpath->splatintensity;
2813 // for each color component (R, G, B) calculate the amount that a
2814 // direction contributes
2815 splatcolor[ 8] = splatcolor[0] * max(0.0f, dir[0]);
2816 splatcolor[ 9] = splatcolor[0] * max(0.0f, dir[1]);
2817 splatcolor[10] = splatcolor[0] * max(0.0f, dir[2]);
2818 splatcolor[11] = 0.0f;
2819 splatcolor[12] = splatcolor[1] * max(0.0f, dir[0]);
2820 splatcolor[13] = splatcolor[1] * max(0.0f, dir[1]);
2821 splatcolor[14] = splatcolor[1] * max(0.0f, dir[2]);
2822 splatcolor[15] = 0.0f;
2823 splatcolor[16] = splatcolor[2] * max(0.0f, dir[0]);
2824 splatcolor[17] = splatcolor[2] * max(0.0f, dir[1]);
2825 splatcolor[18] = splatcolor[2] * max(0.0f, dir[2]);
2826 splatcolor[19] = 0.0f;
2827 // and do the same for negative directions
2828 splatcolor[20] = splatcolor[0] * max(0.0f, -dir[0]);
2829 splatcolor[21] = splatcolor[0] * max(0.0f, -dir[1]);
2830 splatcolor[22] = splatcolor[0] * max(0.0f, -dir[2]);
2831 splatcolor[23] = 0.0f;
2832 splatcolor[24] = splatcolor[1] * max(0.0f, -dir[0]);
2833 splatcolor[25] = splatcolor[1] * max(0.0f, -dir[1]);
2834 splatcolor[26] = splatcolor[1] * max(0.0f, -dir[2]);
2835 splatcolor[27] = 0.0f;
2836 splatcolor[28] = splatcolor[2] * max(0.0f, -dir[0]);
2837 splatcolor[29] = splatcolor[2] * max(0.0f, -dir[1]);
2838 splatcolor[30] = splatcolor[2] * max(0.0f, -dir[2]);
2839 splatcolor[31] = 0.0f;
2841 // calculate the number of steps we need to traverse this distance
2842 VectorCopy(splatpath->point, steppos);
2843 VectorCopy(splatpath->step, stepdelta);
2844 numsteps = splatpath->remainingsplats;
2845 for (step = 0;step < numsteps;step++)
2847 r_refdef.stats[r_stat_bouncegrid_splats]++;
2848 // figure out the min corner of the pixels we'll need to update
2849 texcorner[0] = steppos[0] - (splatsize1 * 0.5f);
2850 texcorner[1] = steppos[1] - (splatsize1 * 0.5f);
2851 texcorner[2] = steppos[2] - (splatsize1 * 0.5f);
2852 tex[0] = (int)floor(texcorner[0]);
2853 tex[1] = (int)floor(texcorner[1]);
2854 tex[2] = (int)floor(texcorner[2]);
2855 // only update if it is within reasonable bounds
2859 && tex[0] < resolution[0] - splatsize1
2860 && tex[1] < resolution[1] - splatsize1
2861 && tex[2] < resolution[2] - splatsize1)
2863 // it is within bounds... do the real work now
2866 // calculate the antialiased box edges
2867 texlerp[splatsize][0] = texcorner[0] - tex[0];
2868 texlerp[splatsize][1] = texcorner[1] - tex[1];
2869 texlerp[splatsize][2] = texcorner[2] - tex[2];
2870 texlerp[0][0] = 1.0f - texlerp[splatsize][0];
2871 texlerp[0][1] = 1.0f - texlerp[splatsize][1];
2872 texlerp[0][2] = 1.0f - texlerp[splatsize][2];
2874 // accumulate light onto the pixels
2875 for (zi = 0;zi < splatsize1;zi++)
2877 for (yi = 0;yi < splatsize1;yi++)
2879 int index = ((tex[2]+zi)*resolution[1]+tex[1]+yi)*resolution[0]+tex[0];
2880 for (xi = 0;xi < splatsize1;xi++, index++)
2882 float w = texlerp[xi][0]*texlerp[yi][1]*texlerp[zi][2] * boxweight;
2884 float *p = highpixels + 4 * index + band * pixelsperband * 4;
2885 for (;band < pixelbands;band++, p += pixelsperband * 4)
2887 // add to the pixel color
2888 p[0] += splatcolor[band*4+0] * w;
2889 p[1] += splatcolor[band*4+1] * w;
2890 p[2] += splatcolor[band*4+2] * w;
2891 p[3] += splatcolor[band*4+3] * w;
2897 VectorAdd(steppos, stepdelta, steppos);
2902 static void R_Shadow_BounceGrid_BlurPixelsInDirection(const float *inpixels, float *outpixels, int off)
2904 const float *inpixel;
2906 int pixelbands = r_shadow_bouncegrid_state.pixelbands;
2909 unsigned int x, y, z;
2910 unsigned int resolution[3];
2911 VectorCopy(r_shadow_bouncegrid_state.resolution, resolution);
2912 for (pixelband = 0;pixelband < pixelbands;pixelband++)
2914 for (z = 1;z < resolution[2]-1;z++)
2916 for (y = 1;y < resolution[1]-1;y++)
2919 index = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x;
2920 inpixel = inpixels + 4*index;
2921 outpixel = outpixels + 4*index;
2922 for (;x < resolution[0]-1;x++, inpixel += 4, outpixel += 4)
2924 outpixel[0] = (inpixel[0] + inpixel[ off] + inpixel[0-off]) * (1.0f / 3.0);
2925 outpixel[1] = (inpixel[1] + inpixel[1+off] + inpixel[1-off]) * (1.0f / 3.0);
2926 outpixel[2] = (inpixel[2] + inpixel[2+off] + inpixel[2-off]) * (1.0f / 3.0);
2927 outpixel[3] = (inpixel[3] + inpixel[3+off] + inpixel[3-off]) * (1.0f / 3.0);
2934 static void R_Shadow_BounceGrid_BlurPixels(void)
2936 float *highpixels = r_shadow_bouncegrid_state.highpixels;
2937 float *temppixels1 = (float *)R_FrameData_Alloc(r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
2938 float *temppixels2 = (float *)R_FrameData_Alloc(r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
2939 unsigned int resolution[3];
2941 if (!r_shadow_bouncegrid_blur.integer)
2944 VectorCopy(r_shadow_bouncegrid_state.resolution, resolution);
2947 R_Shadow_BounceGrid_BlurPixelsInDirection(highpixels, temppixels1, 4);
2949 R_Shadow_BounceGrid_BlurPixelsInDirection(temppixels1, temppixels2, resolution[0] * 4);
2951 R_Shadow_BounceGrid_BlurPixelsInDirection(temppixels2, highpixels, resolution[0] * resolution[1] * 4);
2954 static void R_Shadow_BounceGrid_ConvertPixelsAndUpload(void)
2956 int floatcolors = r_shadow_bouncegrid_state.settings.floatcolors;
2957 unsigned char *pixelsbgra8 = NULL;
2958 unsigned char *pixelbgra8;
2959 unsigned short *pixelsrgba16f = NULL;
2960 unsigned short *pixelrgba16f;
2961 float *pixelsrgba32f = NULL;
2962 float *highpixels = r_shadow_bouncegrid_state.highpixels;
2965 unsigned int pixelsperband = r_shadow_bouncegrid_state.pixelsperband;
2966 unsigned int pixelbands = r_shadow_bouncegrid_state.pixelbands;
2967 unsigned int pixelband;
2968 unsigned int x, y, z;
2969 unsigned int index, bandindex;
2970 unsigned int resolution[3];
2972 VectorCopy(r_shadow_bouncegrid_state.resolution, resolution);
2974 if (r_shadow_bouncegrid_state.createtexture && r_shadow_bouncegrid_state.texture)
2976 R_FreeTexture(r_shadow_bouncegrid_state.texture);
2977 r_shadow_bouncegrid_state.texture = NULL;
2980 // if bentnormals exist, we need to normalize and bias them for the shader
2984 for (z = 0;z < resolution[2]-1;z++)
2986 for (y = 0;y < resolution[1]-1;y++)
2989 index = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x;
2990 highpixel = highpixels + 4*index;
2991 for (;x < resolution[0]-1;x++, index++, highpixel += 4)
2993 // only convert pixels that were hit by photons
2994 if (highpixel[3] != 0.0f)
2995 VectorNormalize(highpixel);
2996 VectorSet(highpixel, highpixel[0] * 0.5f + 0.5f, highpixel[1] * 0.5f + 0.5f, highpixel[2] * 0.5f + 0.5f);
2997 highpixel[pixelsperband * 4 + 3] = 1.0f;
3003 // start by clearing the pixels array - we won't be writing to all of it
3005 // then process only the pixels that have at least some color, skipping
3006 // the higher bands for speed on pixels that are black
3007 switch (floatcolors)
3010 pixelsbgra8 = (unsigned char *)R_FrameData_Alloc(r_shadow_bouncegrid_state.numpixels * sizeof(unsigned char[4]));
3011 for (pixelband = 0;pixelband < pixelbands;pixelband++)
3014 memset(pixelsbgra8 + pixelband * r_shadow_bouncegrid_state.bytesperband, 128, r_shadow_bouncegrid_state.bytesperband);
3016 memset(pixelsbgra8 + pixelband * r_shadow_bouncegrid_state.bytesperband, 0, r_shadow_bouncegrid_state.bytesperband);
3018 for (z = 1;z < resolution[2]-1;z++)
3020 for (y = 1;y < resolution[1]-1;y++)
3024 index = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x;
3025 highpixel = highpixels + 4*index;
3026 for (;x < resolution[0]-1;x++, index++, highpixel += 4)
3028 // only convert pixels that were hit by photons
3029 if (VectorLength2(highpixel))
3031 // normalize the bentnormal now
3034 VectorNormalize(highpixel + pixelsperband * 4);
3035 highpixel[pixelsperband * 4 + 3] = 1.0f;
3037 // process all of the pixelbands for this pixel
3038 for (pixelband = 0, bandindex = index;pixelband < pixelbands;pixelband++, bandindex += pixelsperband)
3040 pixelbgra8 = pixelsbgra8 + 4*bandindex;
3041 bandpixel = highpixels + 4*bandindex;
3042 c[0] = (int)(bandpixel[0]*256.0f);
3043 c[1] = (int)(bandpixel[1]*256.0f);
3044 c[2] = (int)(bandpixel[2]*256.0f);
3045 c[3] = (int)(bandpixel[3]*256.0f);
3046 pixelbgra8[2] = (unsigned char)bound(0, c[0], 255);
3047 pixelbgra8[1] = (unsigned char)bound(0, c[1], 255);
3048 pixelbgra8[0] = (unsigned char)bound(0, c[2], 255);
3049 pixelbgra8[3] = (unsigned char)bound(0, c[3], 255);
3056 if (!r_shadow_bouncegrid_state.createtexture)
3057 R_UpdateTexture(r_shadow_bouncegrid_state.texture, pixelsbgra8, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
3059 r_shadow_bouncegrid_state.texture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, pixelsbgra8, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
3062 pixelsrgba16f = (unsigned short *)R_FrameData_Alloc(r_shadow_bouncegrid_state.numpixels * sizeof(unsigned short[4]));
3063 memset(pixelsrgba16f, 0, r_shadow_bouncegrid_state.numpixels * sizeof(unsigned short[4]));
3064 for (z = 1;z < resolution[2]-1;z++)
3066 for (y = 1;y < resolution[1]-1;y++)
3070 index = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x;
3071 highpixel = highpixels + 4*index;
3072 for (;x < resolution[0]-1;x++, index++, highpixel += 4)
3074 // only convert pixels that were hit by photons
3075 if (VectorLength2(highpixel))
3077 // process all of the pixelbands for this pixel
3078 for (pixelband = 0, bandindex = index;pixelband < pixelbands;pixelband++, bandindex += pixelsperband)
3080 // time to have fun with IEEE 754 bit hacking...
3083 unsigned int raw[4];
3085 pixelrgba16f = pixelsrgba16f + 4*bandindex;
3086 bandpixel = highpixels + 4*bandindex;
3087 VectorCopy4(bandpixel, u.f);
3088 VectorCopy4(u.raw, c);
3089 // this math supports negative numbers, snaps denormals to zero
3090 //pixelrgba16f[0] = (unsigned short)(((c[0] & 0x7FFFFFFF) < 0x38000000) ? 0 : (((c[0] - 0x38000000) >> 13) & 0x7FFF) | ((c[0] >> 16) & 0x8000));
3091 //pixelrgba16f[1] = (unsigned short)(((c[1] & 0x7FFFFFFF) < 0x38000000) ? 0 : (((c[1] - 0x38000000) >> 13) & 0x7FFF) | ((c[1] >> 16) & 0x8000));
3092 //pixelrgba16f[2] = (unsigned short)(((c[2] & 0x7FFFFFFF) < 0x38000000) ? 0 : (((c[2] - 0x38000000) >> 13) & 0x7FFF) | ((c[2] >> 16) & 0x8000));
3093 //pixelrgba16f[3] = (unsigned short)(((c[3] & 0x7FFFFFFF) < 0x38000000) ? 0 : (((c[3] - 0x38000000) >> 13) & 0x7FFF) | ((c[3] >> 16) & 0x8000));
3094 // this math does not support negative
3095 pixelrgba16f[0] = (unsigned short)((c[0] < 0x38000000) ? 0 : ((c[0] - 0x38000000) >> 13));
3096 pixelrgba16f[1] = (unsigned short)((c[1] < 0x38000000) ? 0 : ((c[1] - 0x38000000) >> 13));
3097 pixelrgba16f[2] = (unsigned short)((c[2] < 0x38000000) ? 0 : ((c[2] - 0x38000000) >> 13));
3098 pixelrgba16f[3] = (unsigned short)((c[3] < 0x38000000) ? 0 : ((c[3] - 0x38000000) >> 13));
3105 if (!r_shadow_bouncegrid_state.createtexture)
3106 R_UpdateTexture(r_shadow_bouncegrid_state.texture, (const unsigned char *)pixelsrgba16f, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
3108 r_shadow_bouncegrid_state.texture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, (const unsigned char *)pixelsrgba16f, TEXTYPE_COLORBUFFER16F, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
3111 // our native format happens to match, so this is easy.
3112 pixelsrgba32f = highpixels;
3114 if (!r_shadow_bouncegrid_state.createtexture)
3115 R_UpdateTexture(r_shadow_bouncegrid_state.texture, (const unsigned char *)pixelsrgba32f, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
3117 r_shadow_bouncegrid_state.texture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, (const unsigned char *)pixelsrgba32f, TEXTYPE_COLORBUFFER32F, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
3121 r_shadow_bouncegrid_state.lastupdatetime = realtime;
3124 static void R_Shadow_BounceGrid_TracePhotons(r_shadow_bouncegrid_settings_t settings, unsigned int range, unsigned int range1, unsigned int range2, float photonscaling, int flag)
3128 int hitsupercontentsmask;
3129 int skipsupercontentsmask;
3134 //trace_t cliptrace2;
3135 //trace_t cliptrace3;
3136 unsigned int lightindex;
3137 unsigned int seed = (unsigned int)(realtime * 1000.0f);
3139 vec3_t baseshotcolor;
3148 // we'll need somewhere to store these
3149 r_shadow_bouncegrid_state.numsplatpaths = 0;
3150 r_shadow_bouncegrid_state.splatpaths = (r_shadow_bouncegrid_splatpath_t *)R_FrameData_Alloc(sizeof(r_shadow_bouncegrid_splatpath_t) * r_shadow_bouncegrid_state.maxsplatpaths);
3152 // figure out what we want to interact with
3153 if (settings.hitmodels)
3154 hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;// | SUPERCONTENTS_LIQUIDSMASK;
3156 hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK;
3157 skipsupercontentsmask = SUPERCONTENTS_SKY; // this allows the e1m5 sky shadow to work by ignoring the sky surfaces
3158 maxbounce = settings.maxbounce;
3160 for (lightindex = 0;lightindex < range2;lightindex++)
3162 if (lightindex < range)
3164 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3167 rtlight = &light->rtlight;
3170 rtlight = r_refdef.scene.lights[lightindex - range];
3171 // note that this code used to keep track of residual photons and
3172 // distribute them evenly to achieve exactly a desired photon count,
3173 // but that caused unwanted flickering in dynamic mode
3174 shootparticles = (int)floor(rtlight->photons * photonscaling);
3175 // skip if we won't be shooting any photons
3176 if (!shootparticles)
3178 radius = rtlight->radius * settings.lightradiusscale;
3179 s = settings.particleintensity / shootparticles;
3180 VectorScale(rtlight->photoncolor, s, baseshotcolor);
3181 r_refdef.stats[r_stat_bouncegrid_lights]++;
3182 r_refdef.stats[r_stat_bouncegrid_particles] += shootparticles;
3183 for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
3185 if (settings.stablerandom > 0)
3186 seed = lightindex * 11937 + shotparticles;
3187 VectorCopy(baseshotcolor, shotcolor);
3188 VectorCopy(rtlight->shadoworigin, clipstart);
3189 if (settings.stablerandom < 0)
3190 VectorRandom(clipend);
3192 VectorCheeseRandom(clipend);
3193 VectorMA(clipstart, radius, clipend, clipend);
3194 for (bouncecount = 0;;bouncecount++)
3196 r_refdef.stats[r_stat_bouncegrid_traces]++;
3197 //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
3198 //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
3199 if (settings.staticmode)
3201 // static mode fires a LOT of rays but none of them are identical, so they are not cached
3202 cliptrace = CL_TraceLine(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, skipsupercontentsmask, collision_extendmovelength.value, true, false, NULL, true, true);
3206 // dynamic mode fires many rays and most will match the cache from the previous frame
3207 cliptrace = CL_Cache_TraceLineSurfaces(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), hitsupercontentsmask, skipsupercontentsmask);
3209 if (bouncecount > 0 || settings.includedirectlighting)
3212 VectorCopy(cliptrace.endpos, hitpos);
3213 R_Shadow_BounceGrid_AddSplatPath(clipstart, hitpos, shotcolor);
3215 if (cliptrace.fraction >= 1.0f)
3217 r_refdef.stats[r_stat_bouncegrid_hits]++;
3218 if (bouncecount >= maxbounce)
3220 // scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
3221 // also clamp the resulting color to never add energy, even if the user requests extreme values
3222 if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
3223 VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor);
3225 VectorSet(surfcolor, 0.5f, 0.5f, 0.5f);
3226 VectorScale(surfcolor, settings.particlebounceintensity, surfcolor);
3227 surfcolor[0] = min(surfcolor[0], 1.0f);
3228 surfcolor[1] = min(surfcolor[1], 1.0f);
3229 surfcolor[2] = min(surfcolor[2], 1.0f);
3230 VectorMultiply(shotcolor, surfcolor, shotcolor);
3231 if (VectorLength2(baseshotcolor) == 0.0f)
3233 r_refdef.stats[r_stat_bouncegrid_bounces]++;
3234 if (settings.bounceanglediffuse)
3236 // random direction, primarily along plane normal
3237 s = VectorDistance(cliptrace.endpos, clipend);
3238 if (settings.stablerandom < 0)
3239 VectorRandom(clipend);
3241 VectorCheeseRandom(clipend);
3242 VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend);
3243 VectorNormalize(clipend);
3244 VectorScale(clipend, s, clipend);
3248 // reflect the remaining portion of the line across plane normal
3249 VectorSubtract(clipend, cliptrace.endpos, clipdiff);
3250 VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend);
3252 // calculate the new line start and end
3253 VectorCopy(cliptrace.endpos, clipstart);
3254 VectorAdd(clipstart, clipend, clipend);
3260 void R_Shadow_UpdateBounceGridTexture(void)
3262 int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3263 r_shadow_bouncegrid_settings_t settings;
3264 qboolean enable = false;
3265 qboolean settingschanged;
3266 unsigned int range; // number of world lights
3267 unsigned int range1; // number of dynamic lights (or zero if disabled)
3268 unsigned int range2; // range+range1
3269 float photonscaling;
3271 enable = R_Shadow_BounceGrid_CheckEnable(flag);
3273 R_Shadow_BounceGrid_GenerateSettings(&settings);
3275 // changing intensity does not require an update
3276 r_shadow_bouncegrid_state.intensity = r_shadow_bouncegrid_intensity.value;
3278 settingschanged = memcmp(&r_shadow_bouncegrid_state.settings, &settings, sizeof(settings)) != 0;
3280 // when settings change, we free everything as it is just simpler that way.
3281 if (settingschanged || !enable)
3283 // not enabled, make sure we free anything we don't need anymore.
3284 if (r_shadow_bouncegrid_state.texture)
3286 R_FreeTexture(r_shadow_bouncegrid_state.texture);
3287 r_shadow_bouncegrid_state.texture = NULL;
3289 r_shadow_bouncegrid_state.numpixels = 0;
3290 r_shadow_bouncegrid_state.directional = false;
3296 // if all the settings seem identical to the previous update, return
3297 if (r_shadow_bouncegrid_state.texture && (settings.staticmode || realtime < r_shadow_bouncegrid_state.lastupdatetime + r_shadow_bouncegrid_dynamic_updateinterval.value) && !settingschanged)
3300 // store the new settings
3301 r_shadow_bouncegrid_state.settings = settings;
3303 R_Shadow_BounceGrid_UpdateSpacing();
3305 // get the range of light numbers we'll be looping over:
3306 // range = static lights
3307 // range1 = dynamic lights (optional)
3308 // range2 = range + range1
3309 range = (unsigned int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3310 range1 = settings.staticmode ? 0 : r_refdef.scene.numlights;
3311 range2 = range + range1;
3313 // calculate weighting factors for distributing photons among the lights
3314 R_Shadow_BounceGrid_AssignPhotons(&settings, range, range1, range2, flag, &photonscaling);
3316 // trace the photons from lights and accumulate illumination
3317 R_Shadow_BounceGrid_TracePhotons(settings, range, range1, range2, photonscaling, flag);
3319 // clear the texture
3320 R_Shadow_BounceGrid_ClearPixels();
3322 // accumulate the light splatting into texture
3323 R_Shadow_BounceGrid_PerformSplats();
3325 // apply a mild blur filter to the texture
3326 R_Shadow_BounceGrid_BlurPixels();
3328 // convert the pixels to lower precision and upload the texture
3329 R_Shadow_BounceGrid_ConvertPixelsAndUpload();
3332 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
3334 R_Shadow_RenderMode_Reset();
3335 GL_BlendFunc(GL_ONE, GL_ONE);
3336 GL_DepthRange(0, 1);
3337 GL_DepthTest(r_showshadowvolumes.integer < 2);
3338 GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
3339 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
3340 GL_CullFace(GL_NONE);
3341 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
3344 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
3346 R_Shadow_RenderMode_Reset();
3347 GL_BlendFunc(GL_ONE, GL_ONE);
3348 GL_DepthRange(0, 1);
3349 GL_DepthTest(r_showlighting.integer < 2);
3350 GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
3352 GL_DepthFunc(GL_EQUAL);
3353 R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
3354 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
3357 void R_Shadow_RenderMode_End(void)
3359 R_Shadow_RenderMode_Reset();
3360 R_Shadow_RenderMode_ActiveLight(NULL);
3362 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
3363 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
3366 int bboxedges[12][2] =
3385 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
3387 if (!r_shadow_scissor.integer || r_shadow_usingdeferredprepass || r_trippy.integer)
3389 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
3390 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
3391 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
3392 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
3395 if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
3396 return true; // invisible
3397 if(r_shadow_lightscissor[0] != r_refdef.view.viewport.x
3398 || r_shadow_lightscissor[1] != r_refdef.view.viewport.y
3399 || r_shadow_lightscissor[2] != r_refdef.view.viewport.width
3400 || r_shadow_lightscissor[3] != r_refdef.view.viewport.height)
3401 r_refdef.stats[r_stat_lights_scissored]++;
3405 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
3408 const float *vertex3f;
3409 const float *normal3f;
3411 float dist, dot, distintensity, shadeintensity, v[3], n[3];
3412 switch (r_shadow_rendermode)
3414 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3415 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3416 if (VectorLength2(diffusecolor) > 0)
3418 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
3420 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3421 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3422 if ((dot = DotProduct(n, v)) < 0)
3424 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3425 VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
3428 VectorCopy(ambientcolor, color4f);
3429 if (r_refdef.fogenabled)
3432 f = RSurf_FogVertex(vertex3f);
3433 VectorScale(color4f, f, color4f);
3440 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3442 VectorCopy(ambientcolor, color4f);
3443 if (r_refdef.fogenabled)
3446 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3447 f = RSurf_FogVertex(vertex3f);
3448 VectorScale(color4f + 4*i, f, color4f);
3454 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3455 if (VectorLength2(diffusecolor) > 0)
3457 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
3459 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3460 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3462 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3463 if ((dot = DotProduct(n, v)) < 0)
3465 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3466 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3467 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3468 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3472 color4f[0] = ambientcolor[0] * distintensity;
3473 color4f[1] = ambientcolor[1] * distintensity;
3474 color4f[2] = ambientcolor[2] * distintensity;
3476 if (r_refdef.fogenabled)
3479 f = RSurf_FogVertex(vertex3f);
3480 VectorScale(color4f, f, color4f);
3484 VectorClear(color4f);
3490 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3492 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3493 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3495 color4f[0] = ambientcolor[0] * distintensity;
3496 color4f[1] = ambientcolor[1] * distintensity;
3497 color4f[2] = ambientcolor[2] * distintensity;
3498 if (r_refdef.fogenabled)
3501 f = RSurf_FogVertex(vertex3f);
3502 VectorScale(color4f, f, color4f);
3506 VectorClear(color4f);
3511 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3512 if (VectorLength2(diffusecolor) > 0)
3514 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
3516 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3517 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3519 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3520 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3521 if ((dot = DotProduct(n, v)) < 0)
3523 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3524 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3525 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3526 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3530 color4f[0] = ambientcolor[0] * distintensity;
3531 color4f[1] = ambientcolor[1] * distintensity;
3532 color4f[2] = ambientcolor[2] * distintensity;
3534 if (r_refdef.fogenabled)
3537 f = RSurf_FogVertex(vertex3f);
3538 VectorScale(color4f, f, color4f);
3542 VectorClear(color4f);
3548 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3550 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3551 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3553 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3554 color4f[0] = ambientcolor[0] * distintensity;
3555 color4f[1] = ambientcolor[1] * distintensity;
3556 color4f[2] = ambientcolor[2] * distintensity;
3557 if (r_refdef.fogenabled)
3560 f = RSurf_FogVertex(vertex3f);
3561 VectorScale(color4f, f, color4f);
3565 VectorClear(color4f);
3575 static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3577 // used to display how many times a surface is lit for level design purposes
3578 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3579 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
3583 static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
3585 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
3586 R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false);
3590 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
3597 int newnumtriangles;
3601 int maxtriangles = 1024;
3602 int newelements[1024*3];
3603 R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
3604 for (renders = 0;renders < 4;renders++)
3609 newnumtriangles = 0;
3611 // due to low fillrate on the cards this vertex lighting path is
3612 // designed for, we manually cull all triangles that do not
3613 // contain a lit vertex
3614 // this builds batches of triangles from multiple surfaces and
3615 // renders them at once
3616 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
3618 if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01)
3620 if (newnumtriangles)
3622 newfirstvertex = min(newfirstvertex, e[0]);
3623 newlastvertex = max(newlastvertex, e[0]);
3627 newfirstvertex = e[0];
3628 newlastvertex = e[0];
3630 newfirstvertex = min(newfirstvertex, e[1]);
3631 newlastvertex = max(newlastvertex, e[1]);
3632 newfirstvertex = min(newfirstvertex, e[2]);
3633 newlastvertex = max(newlastvertex, e[2]);
3639 if (newnumtriangles >= maxtriangles)
3641 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3642 newnumtriangles = 0;
3648 if (newnumtriangles >= 1)
3650 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3653 // if we couldn't find any lit triangles, exit early
3656 // now reduce the intensity for the next overbright pass
3657 // we have to clamp to 0 here incase the drivers have improper
3658 // handling of negative colors
3659 // (some old drivers even have improper handling of >1 color)
3661 for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
3663 if (c[0] > 1 || c[1] > 1 || c[2] > 1)
3665 c[0] = max(0, c[0] - 1);
3666 c[1] = max(0, c[1] - 1);
3667 c[2] = max(0, c[2] - 1);
3679 static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
3681 // OpenGL 1.1 path (anything)
3682 float ambientcolorbase[3], diffusecolorbase[3];
3683 float ambientcolorpants[3], diffusecolorpants[3];
3684 float ambientcolorshirt[3], diffusecolorshirt[3];
3685 const float *surfacecolor = rsurface.texture->dlightcolor;
3686 const float *surfacepants = rsurface.colormap_pantscolor;
3687 const float *surfaceshirt = rsurface.colormap_shirtcolor;
3688 rtexture_t *basetexture = rsurface.texture->basetexture;
3689 rtexture_t *pantstexture = rsurface.texture->pantstexture;
3690 rtexture_t *shirttexture = rsurface.texture->shirttexture;
3691 qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
3692 qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
3693 ambientscale *= 2 * r_refdef.view.colorscale;
3694 diffusescale *= 2 * r_refdef.view.colorscale;
3695 ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
3696 diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
3697 ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
3698 diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
3699 ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
3700 diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
3701 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3702 rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4]));
3703 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3704 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
3705 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
3706 R_Mesh_TexBind(0, basetexture);
3707 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
3708 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
3709 switch(r_shadow_rendermode)
3711 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3712 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
3713 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3714 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3715 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3717 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3718 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
3719 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
3720 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
3721 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3723 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3724 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
3725 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3726 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3727 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3729 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3734 //R_Mesh_TexBind(0, basetexture);
3735 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
3738 R_Mesh_TexBind(0, pantstexture);
3739 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
3743 R_Mesh_TexBind(0, shirttexture);
3744 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
3748 extern cvar_t gl_lightmaps;
3749 void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3751 float ambientscale, diffusescale, specularscale;
3753 float lightcolor[3];
3754 VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
3755 ambientscale = rsurface.rtlight->ambientscale + rsurface.texture->rtlightambient;
3756 diffusescale = rsurface.rtlight->diffusescale * max(0, 1.0 - rsurface.texture->rtlightambient);
3757 specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
3758 if (!r_shadow_usenormalmap.integer)
3760 ambientscale += 1.0f * diffusescale;
3764 if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
3766 negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
3769 VectorNegate(lightcolor, lightcolor);
3770 GL_BlendEquationSubtract(true);
3772 RSurf_SetupDepthAndCulling();
3773 switch (r_shadow_rendermode)
3775 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
3776 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
3777 R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
3779 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
3780 R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
3782 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3783 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3784 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3785 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3786 R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
3789 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
3793 GL_BlendEquationSubtract(false);
3796 void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
3798 matrix4x4_t tempmatrix = *matrix;
3799 Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
3801 // if this light has been compiled before, free the associated data
3802 R_RTLight_Uncompile(rtlight);
3804 // clear it completely to avoid any lingering data
3805 memset(rtlight, 0, sizeof(*rtlight));
3807 // copy the properties
3808 rtlight->matrix_lighttoworld = tempmatrix;
3809 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
3810 Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
3811 rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
3812 VectorCopy(color, rtlight->color);
3813 rtlight->cubemapname[0] = 0;
3814 if (cubemapname && cubemapname[0])
3815 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
3816 rtlight->shadow = shadow;
3817 rtlight->corona = corona;
3818 rtlight->style = style;
3819 rtlight->isstatic = isstatic;
3820 rtlight->coronasizescale = coronasizescale;
3821 rtlight->ambientscale = ambientscale;
3822 rtlight->diffusescale = diffusescale;
3823 rtlight->specularscale = specularscale;
3824 rtlight->flags = flags;
3826 // compute derived data
3827 //rtlight->cullradius = rtlight->radius;
3828 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
3829 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3830 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3831 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3832 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3833 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3834 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3837 // compiles rtlight geometry
3838 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
3839 void R_RTLight_Compile(rtlight_t *rtlight)
3842 int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
3843 int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
3844 entity_render_t *ent = r_refdef.scene.worldentity;
3845 dp_model_t *model = r_refdef.scene.worldmodel;
3846 unsigned char *data;
3849 // compile the light
3850 rtlight->compiled = true;
3851 rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
3852 rtlight->static_numleafs = 0;
3853 rtlight->static_numleafpvsbytes = 0;
3854 rtlight->static_leaflist = NULL;
3855 rtlight->static_leafpvs = NULL;
3856 rtlight->static_numsurfaces = 0;
3857 rtlight->static_surfacelist = NULL;
3858 rtlight->static_shadowmap_receivers = 0x3F;
3859 rtlight->static_shadowmap_casters = 0x3F;
3860 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3861 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3862 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3863 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3864 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3865 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3867 if (model && model->GetLightInfo)
3869 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
3870 r_shadow_compilingrtlight = rtlight;
3871 R_FrameData_SetMark();
3872 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, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL);
3873 R_FrameData_ReturnToMark();
3874 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
3875 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
3876 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
3877 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
3878 rtlight->static_numsurfaces = numsurfaces;
3879 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
3880 rtlight->static_numleafs = numleafs;
3881 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
3882 rtlight->static_numleafpvsbytes = numleafpvsbytes;
3883 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
3884 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
3885 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
3886 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
3887 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
3888 if (rtlight->static_numsurfaces)
3889 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3890 if (rtlight->static_numleafs)
3891 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3892 if (rtlight->static_numleafpvsbytes)
3893 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3894 if (rtlight->static_numshadowtrispvsbytes)
3895 memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3896 if (rtlight->static_numlighttrispvsbytes)
3897 memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3898 R_FrameData_SetMark();
3899 switch (rtlight->shadowmode)
3901 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3902 if (model->CompileShadowMap && rtlight->shadow)
3903 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3906 if (model->CompileShadowVolume && rtlight->shadow)
3907 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3910 R_FrameData_ReturnToMark();
3911 // now we're done compiling the rtlight
3912 r_shadow_compilingrtlight = NULL;
3916 // use smallest available cullradius - box radius or light radius
3917 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3918 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3920 shadowzpasstris = 0;
3921 if (rtlight->static_meshchain_shadow_zpass)
3922 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3923 shadowzpasstris += mesh->numtriangles;
3925 shadowzfailtris = 0;
3926 if (rtlight->static_meshchain_shadow_zfail)
3927 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3928 shadowzfailtris += mesh->numtriangles;
3931 if (rtlight->static_numlighttrispvsbytes)
3932 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3933 if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3937 if (rtlight->static_numshadowtrispvsbytes)
3938 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3939 if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3942 if (developer_extra.integer)
3943 Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris);
3946 void R_RTLight_Uncompile(rtlight_t *rtlight)
3948 if (rtlight->compiled)
3950 if (rtlight->static_meshchain_shadow_zpass)
3951 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3952 rtlight->static_meshchain_shadow_zpass = NULL;
3953 if (rtlight->static_meshchain_shadow_zfail)
3954 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3955 rtlight->static_meshchain_shadow_zfail = NULL;
3956 if (rtlight->static_meshchain_shadow_shadowmap)
3957 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3958 rtlight->static_meshchain_shadow_shadowmap = NULL;
3959 // these allocations are grouped
3960 if (rtlight->static_surfacelist)
3961 Mem_Free(rtlight->static_surfacelist);
3962 rtlight->static_numleafs = 0;
3963 rtlight->static_numleafpvsbytes = 0;
3964 rtlight->static_leaflist = NULL;
3965 rtlight->static_leafpvs = NULL;
3966 rtlight->static_numsurfaces = 0;
3967 rtlight->static_surfacelist = NULL;
3968 rtlight->static_numshadowtrispvsbytes = 0;
3969 rtlight->static_shadowtrispvs = NULL;
3970 rtlight->static_numlighttrispvsbytes = 0;
3971 rtlight->static_lighttrispvs = NULL;
3972 rtlight->compiled = false;
3976 void R_Shadow_UncompileWorldLights(void)
3980 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3981 for (lightindex = 0;lightindex < range;lightindex++)
3983 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3986 R_RTLight_Uncompile(&light->rtlight);
3990 static void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3994 // reset the count of frustum planes
3995 // see rtlight->cached_frustumplanes definition for how much this array
3997 rtlight->cached_numfrustumplanes = 0;
3999 if (r_trippy.integer)
4002 // haven't implemented a culling path for ortho rendering
4003 if (!r_refdef.view.useperspective)
4005 // check if the light is on screen and copy the 4 planes if it is
4006 for (i = 0;i < 4;i++)
4007 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
4010 for (i = 0;i < 4;i++)
4011 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
4016 // generate a deformed frustum that includes the light origin, this is
4017 // used to cull shadow casting surfaces that can not possibly cast a
4018 // shadow onto the visible light-receiving surfaces, which can be a
4021 // if the light origin is onscreen the result will be 4 planes exactly
4022 // if the light origin is offscreen on only one axis the result will
4023 // be exactly 5 planes (split-side case)
4024 // if the light origin is offscreen on two axes the result will be
4025 // exactly 4 planes (stretched corner case)
4026 for (i = 0;i < 4;i++)
4028 // quickly reject standard frustum planes that put the light
4029 // origin outside the frustum
4030 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
4033 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
4035 // if all the standard frustum planes were accepted, the light is onscreen
4036 // otherwise we need to generate some more planes below...
4037 if (rtlight->cached_numfrustumplanes < 4)
4039 // at least one of the stock frustum planes failed, so we need to
4040 // create one or two custom planes to enclose the light origin
4041 for (i = 0;i < 4;i++)
4043 // create a plane using the view origin and light origin, and a
4044 // single point from the frustum corner set
4045 TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
4046 VectorNormalize(plane.normal);
4047 plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
4048 // see if this plane is backwards and flip it if so
4049 for (j = 0;j < 4;j++)
4050 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
4054 VectorNegate(plane.normal, plane.normal);
4056 // flipped plane, test again to see if it is now valid
4057 for (j = 0;j < 4;j++)
4058 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
4060 // if the plane is still not valid, then it is dividing the
4061 // frustum and has to be rejected
4065 // we have created a valid plane, compute extra info
4066 PlaneClassify(&plane);
4068 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
4070 // if we've found 5 frustum planes then we have constructed a
4071 // proper split-side case and do not need to keep searching for
4072 // planes to enclose the light origin
4073 if (rtlight->cached_numfrustumplanes == 5)
4081 for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
4083 plane = rtlight->cached_frustumplanes[i];
4084 Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_refdef.view.frustumcorner[0], &plane), PlaneDiff(r_refdef.view.frustumcorner[1], &plane), PlaneDiff(r_refdef.view.frustumcorner[2], &plane), PlaneDiff(r_refdef.view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane));
4089 // now add the light-space box planes if the light box is rotated, as any
4090 // caster outside the oriented light box is irrelevant (even if it passed
4091 // the worldspace light box, which is axial)
4092 if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
4094 for (i = 0;i < 6;i++)
4098 v[i >> 1] = (i & 1) ? -1 : 1;
4099 Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
4100 VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
4101 plane.dist = VectorNormalizeLength(plane.normal);
4102 plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
4103 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
4109 // add the world-space reduced box planes
4110 for (i = 0;i < 6;i++)
4112 VectorClear(plane.normal);
4113 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
4114 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
4115 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
4124 // reduce all plane distances to tightly fit the rtlight cull box, which
4126 VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
4127 VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
4128 VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
4129 VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
4130 VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
4131 VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
4132 VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
4133 VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
4134 oldnum = rtlight->cached_numfrustumplanes;
4135 rtlight->cached_numfrustumplanes = 0;
4136 for (j = 0;j < oldnum;j++)
4138 // find the nearest point on the box to this plane
4139 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
4140 for (i = 1;i < 8;i++)
4142 dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
4143 if (bestdist > dist)
4146 Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rtlight->cached_frustumplanes[j].normal[0], rtlight->cached_frustumplanes[j].normal[1], rtlight->cached_frustumplanes[j].normal[2], rtlight->cached_frustumplanes[j].dist, bestdist);
4147 // if the nearest point is near or behind the plane, we want this
4148 // plane, otherwise the plane is useless as it won't cull anything
4149 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
4151 PlaneClassify(&rtlight->cached_frustumplanes[j]);
4152 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
4159 static void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
4163 RSurf_ActiveWorldEntity();
4165 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
4168 GL_CullFace(GL_NONE);
4169 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
4170 for (;mesh;mesh = mesh->next)
4172 if (!mesh->sidetotals[r_shadow_shadowmapside])
4174 r_refdef.stats[r_stat_lights_shadowtriangles] += mesh->sidetotals[r_shadow_shadowmapside];
4175 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer, mesh->vbooffset_vertex3f);
4176 R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
4180 else if (r_refdef.scene.worldentity->model)
4181 r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
4183 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4186 static void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
4188 qboolean zpass = false;
4191 int surfacelistindex;
4192 msurface_t *surface;
4194 // if triangle neighbors are disabled, shadowvolumes are disabled
4195 if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
4198 RSurf_ActiveWorldEntity();
4200 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
4203 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
4205 zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
4206 R_Shadow_RenderMode_StencilShadowVolumes(zpass);
4208 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
4209 for (;mesh;mesh = mesh->next)
4211 r_refdef.stats[r_stat_lights_shadowtriangles] += mesh->numtriangles;
4212 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer, mesh->vbooffset_vertex3f);
4213 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
4215 // increment stencil if frontface is infront of depthbuffer
4216 GL_CullFace(r_refdef.view.cullface_back);
4217 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
4218 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
4219 // decrement stencil if backface is infront of depthbuffer
4220 GL_CullFace(r_refdef.view.cullface_front);
4221 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
4223 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
4225 // decrement stencil if backface is behind depthbuffer
4226 GL_CullFace(r_refdef.view.cullface_front);
4227 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
4228 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
4229 // increment stencil if frontface is behind depthbuffer
4230 GL_CullFace(r_refdef.view.cullface_back);
4231 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
4233 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
4237 else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
4239 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
4240 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
4241 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
4243 surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
4244 for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
4245 if (CHECKPVSBIT(trispvs, t))
4246 shadowmarklist[numshadowmark++] = t;
4248 R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
4250 else if (numsurfaces)
4252 r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
4255 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4258 static void R_Shadow_DrawEntityShadow(entity_render_t *ent)
4260 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
4261 vec_t relativeshadowradius;
4262 RSurf_ActiveModelEntity(ent, false, false, false);
4263 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
4264 // we need to re-init the shader for each entity because the matrix changed
4265 relativeshadowradius = rsurface.rtlight->radius / ent->scale;
4266 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
4267 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
4268 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
4269 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
4270 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
4271 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
4272 switch (r_shadow_rendermode)
4274 case R_SHADOW_RENDERMODE_SHADOWMAP2D:
4275 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4278 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
4281 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4284 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
4286 // set up properties for rendering light onto this entity
4287 RSurf_ActiveModelEntity(ent, true, true, false);
4288 Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
4289 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
4290 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
4291 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
4294 static void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
4296 if (!r_refdef.scene.worldmodel->DrawLight)
4299 // set up properties for rendering light onto this entity
4300 RSurf_ActiveWorldEntity();
4301 rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
4302 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
4303 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
4304 VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
4306 r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
4308 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4311 static void R_Shadow_DrawEntityLight(entity_render_t *ent)
4313 dp_model_t *model = ent->model;
4314 if (!model->DrawLight)
4317 R_Shadow_SetupEntityLight(ent);
4319 model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
4321 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4324 static void R_Shadow_PrepareLight(rtlight_t *rtlight)
4328 int numleafs, numsurfaces;
4329 int *leaflist, *surfacelist;
4330 unsigned char *leafpvs;
4331 unsigned char *shadowtrispvs;
4332 unsigned char *lighttrispvs;
4333 //unsigned char *surfacesides;
4334 int numlightentities;
4335 int numlightentities_noselfshadow;
4336 int numshadowentities;
4337 int numshadowentities_noselfshadow;
4338 static entity_render_t *lightentities[MAX_EDICTS];
4339 static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
4340 static entity_render_t *shadowentities[MAX_EDICTS];
4341 static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
4343 qboolean castshadows;
4345 rtlight->draw = false;
4346 rtlight->cached_numlightentities = 0;
4347 rtlight->cached_numlightentities_noselfshadow = 0;
4348 rtlight->cached_numshadowentities = 0;
4349 rtlight->cached_numshadowentities_noselfshadow = 0;
4350 rtlight->cached_numsurfaces = 0;
4351 rtlight->cached_lightentities = NULL;
4352 rtlight->cached_lightentities_noselfshadow = NULL;
4353 rtlight->cached_shadowentities = NULL;
4354 rtlight->cached_shadowentities_noselfshadow = NULL;
4355 rtlight->cached_shadowtrispvs = NULL;
4356 rtlight->cached_lighttrispvs = NULL;
4357 rtlight->cached_surfacelist = NULL;
4359 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
4360 // skip lights that are basically invisible (color 0 0 0)
4361 nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
4363 // loading is done before visibility checks because loading should happen
4364 // all at once at the start of a level, not when it stalls gameplay.
4365 // (especially important to benchmarks)
4367 if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
4369 if (rtlight->compiled)
4370 R_RTLight_Uncompile(rtlight);
4371 R_RTLight_Compile(rtlight);
4375 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
4377 // look up the light style value at this time
4378 f = ((rtlight->style >= 0 && rtlight->style < MAX_LIGHTSTYLES) ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4379 VectorScale(rtlight->color, f, rtlight->currentcolor);
4381 if (rtlight->selected)
4383 f = 2 + sin(realtime * M_PI * 4.0);
4384 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
4388 // if lightstyle is currently off, don't draw the light
4389 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
4392 // skip processing on corona-only lights
4396 // if the light box is offscreen, skip it
4397 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
4400 VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
4401 VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
4403 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
4405 // don't allow lights to be drawn if using r_shadow_bouncegrid 2, except if we're using static bouncegrid where dynamic lights still need to draw
4406 if (r_shadow_bouncegrid.integer == 2 && (rtlight->isstatic || !r_shadow_bouncegrid_static.integer))
4409 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
4411 // compiled light, world available and can receive realtime lighting
4412 // retrieve leaf information
4413 numleafs = rtlight->static_numleafs;
4414 leaflist = rtlight->static_leaflist;
4415 leafpvs = rtlight->static_leafpvs;
4416 numsurfaces = rtlight->static_numsurfaces;
4417 surfacelist = rtlight->static_surfacelist;
4418 //surfacesides = NULL;
4419 shadowtrispvs = rtlight->static_shadowtrispvs;
4420 lighttrispvs = rtlight->static_lighttrispvs;
4422 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
4424 // dynamic light, world available and can receive realtime lighting
4425 // calculate lit surfaces and leafs
4426 r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes);
4427 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
4428 leaflist = r_shadow_buffer_leaflist;
4429 leafpvs = r_shadow_buffer_leafpvs;
4430 surfacelist = r_shadow_buffer_surfacelist;
4431 //surfacesides = r_shadow_buffer_surfacesides;
4432 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
4433 lighttrispvs = r_shadow_buffer_lighttrispvs;
4434 // if the reduced leaf bounds are offscreen, skip it
4435 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4446 //surfacesides = NULL;
4447 shadowtrispvs = NULL;
4448 lighttrispvs = NULL;
4450 // check if light is illuminating any visible leafs
4453 for (i = 0;i < numleafs;i++)
4454 if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
4460 // make a list of lit entities and shadow casting entities
4461 numlightentities = 0;
4462 numlightentities_noselfshadow = 0;
4463 numshadowentities = 0;
4464 numshadowentities_noselfshadow = 0;
4466 // add dynamic entities that are lit by the light
4467 for (i = 0;i < r_refdef.scene.numentities;i++)
4470 entity_render_t *ent = r_refdef.scene.entities[i];
4472 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4474 // skip the object entirely if it is not within the valid
4475 // shadow-casting region (which includes the lit region)
4476 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
4478 if (!(model = ent->model))
4480 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
4482 // this entity wants to receive light, is visible, and is
4483 // inside the light box
4484 // TODO: check if the surfaces in the model can receive light
4485 // so now check if it's in a leaf seen by the light
4486 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
4488 if (ent->flags & RENDER_NOSELFSHADOW)
4489 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
4491 lightentities[numlightentities++] = ent;
4492 // since it is lit, it probably also casts a shadow...
4493 // about the VectorDistance2 - light emitting entities should not cast their own shadow
4494 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4495 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4497 // note: exterior models without the RENDER_NOSELFSHADOW
4498 // flag still create a RENDER_NOSELFSHADOW shadow but
4499 // are lit normally, this means that they are
4500 // self-shadowing but do not shadow other
4501 // RENDER_NOSELFSHADOW entities such as the gun
4502 // (very weird, but keeps the player shadow off the gun)
4503 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4504 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4506 shadowentities[numshadowentities++] = ent;
4509 else if (ent->flags & RENDER_SHADOW)
4511 // this entity is not receiving light, but may still need to
4513 // TODO: check if the surfaces in the model can cast shadow
4514 // now check if it is in a leaf seen by the light
4515 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
4517 // about the VectorDistance2 - light emitting entities should not cast their own shadow
4518 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4519 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4521 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4522 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4524 shadowentities[numshadowentities++] = ent;
4529 // return if there's nothing at all to light
4530 if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
4533 // count this light in the r_speeds
4534 r_refdef.stats[r_stat_lights]++;
4536 // flag it as worth drawing later
4537 rtlight->draw = true;
4539 // if we have shadows disabled, don't count the shadow entities, this way we don't do the R_AnimCache_GetEntity on each one
4540 castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
4542 numshadowentities = numshadowentities_noselfshadow = 0;
4544 // cache all the animated entities that cast a shadow but are not visible
4545 for (i = 0;i < numshadowentities;i++)
4546 R_AnimCache_GetEntity(shadowentities[i], false, false);
4547 for (i = 0;i < numshadowentities_noselfshadow;i++)
4548 R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
4550 // allocate some temporary memory for rendering this light later in the frame
4551 // reusable buffers need to be copied, static data can be used as-is
4552 rtlight->cached_numlightentities = numlightentities;
4553 rtlight->cached_numlightentities_noselfshadow = numlightentities_noselfshadow;
4554 rtlight->cached_numshadowentities = numshadowentities;
4555 rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
4556 rtlight->cached_numsurfaces = numsurfaces;
4557 rtlight->cached_lightentities = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
4558 rtlight->cached_lightentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
4559 rtlight->cached_shadowentities = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
4560 rtlight->cached_shadowentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
4561 if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
4563 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
4564 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
4565 rtlight->cached_shadowtrispvs = (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
4566 rtlight->cached_lighttrispvs = (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
4567 rtlight->cached_surfacelist = (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
4571 // compiled light data
4572 rtlight->cached_shadowtrispvs = shadowtrispvs;
4573 rtlight->cached_lighttrispvs = lighttrispvs;
4574 rtlight->cached_surfacelist = surfacelist;
4578 static void R_Shadow_DrawLight(rtlight_t *rtlight)
4582 unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
4583 int numlightentities;
4584 int numlightentities_noselfshadow;
4585 int numshadowentities;
4586 int numshadowentities_noselfshadow;
4587 entity_render_t **lightentities;
4588 entity_render_t **lightentities_noselfshadow;
4589 entity_render_t **shadowentities;
4590 entity_render_t **shadowentities_noselfshadow;
4592 static unsigned char entitysides[MAX_EDICTS];
4593 static unsigned char entitysides_noselfshadow[MAX_EDICTS];
4594 vec3_t nearestpoint;
4596 qboolean castshadows;
4599 // check if we cached this light this frame (meaning it is worth drawing)
4603 numlightentities = rtlight->cached_numlightentities;
4604 numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
4605 numshadowentities = rtlight->cached_numshadowentities;
4606 numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
4607 numsurfaces = rtlight->cached_numsurfaces;
4608 lightentities = rtlight->cached_lightentities;
4609 lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
4610 shadowentities = rtlight->cached_shadowentities;
4611 shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
4612 shadowtrispvs = rtlight->cached_shadowtrispvs;
4613 lighttrispvs = rtlight->cached_lighttrispvs;
4614 surfacelist = rtlight->cached_surfacelist;
4616 // set up a scissor rectangle for this light
4617 if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4620 // don't let sound skip if going slow
4621 if (r_refdef.scene.extraupdate)
4624 // make this the active rtlight for rendering purposes
4625 R_Shadow_RenderMode_ActiveLight(rtlight);
4627 if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
4629 // optionally draw visible shape of the shadow volumes
4630 // for performance analysis by level designers
4631 R_Shadow_RenderMode_VisibleShadowVolumes();
4633 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4634 for (i = 0;i < numshadowentities;i++)
4635 R_Shadow_DrawEntityShadow(shadowentities[i]);
4636 for (i = 0;i < numshadowentities_noselfshadow;i++)
4637 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4638 R_Shadow_RenderMode_VisibleLighting(false, false);
4641 if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
4643 // optionally draw the illuminated areas
4644 // for performance analysis by level designers
4645 R_Shadow_RenderMode_VisibleLighting(false, false);
4647 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4648 for (i = 0;i < numlightentities;i++)
4649 R_Shadow_DrawEntityLight(lightentities[i]);
4650 for (i = 0;i < numlightentities_noselfshadow;i++)
4651 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4654 castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
4656 nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
4657 nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
4658 nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
4659 distance = VectorDistance(nearestpoint, r_refdef.view.origin);
4661 lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
4662 //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
4663 lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
4665 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4671 int receivermask = 0;
4672 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
4673 Matrix4x4_Abs(&radiustolight);
4675 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
4677 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
4679 surfacesides = NULL;
4682 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
4684 castermask = rtlight->static_shadowmap_casters;
4685 receivermask = rtlight->static_shadowmap_receivers;
4689 surfacesides = r_shadow_buffer_surfacesides;
4690 for(i = 0;i < numsurfaces;i++)
4692 msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
4693 surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4694 castermask |= surfacesides[i];
4695 receivermask |= surfacesides[i];
4699 if (receivermask < 0x3F)
4701 for (i = 0;i < numlightentities;i++)
4702 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4703 if (receivermask < 0x3F)
4704 for(i = 0; i < numlightentities_noselfshadow;i++)
4705 receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4708 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
4712 for (i = 0;i < numshadowentities;i++)
4713 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4714 for (i = 0;i < numshadowentities_noselfshadow;i++)
4715 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4718 //Con_Printf("distance %f lodlinear %i size %i\n", distance, lodlinear, size);
4720 // render shadow casters into 6 sided depth texture
4721 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
4723 R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
4724 if (! (castermask & (1 << side))) continue;
4726 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
4727 for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
4728 R_Shadow_DrawEntityShadow(shadowentities[i]);
4731 if (numlightentities_noselfshadow)
4733 // render lighting using the depth texture as shadowmap
4734 // draw lighting in the unmasked areas
4735 R_Shadow_RenderMode_Lighting(false, false, true);
4736 for (i = 0;i < numlightentities_noselfshadow;i++)
4737 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4740 // render shadow casters into 6 sided depth texture
4741 if (numshadowentities_noselfshadow)
4743 for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
4745 R_Shadow_RenderMode_ShadowMap(side, 0, size);
4746 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
4747 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4751 // render lighting using the depth texture as shadowmap
4752 // draw lighting in the unmasked areas
4753 R_Shadow_RenderMode_Lighting(false, false, true);
4754 // draw lighting in the unmasked areas
4756 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4757 for (i = 0;i < numlightentities;i++)
4758 R_Shadow_DrawEntityLight(lightentities[i]);
4760 else if (castshadows && vid.stencil)
4762 // draw stencil shadow volumes to mask off pixels that are in shadow
4763 // so that they won't receive lighting
4764 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
4765 R_Shadow_ClearStencil();
4768 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4769 for (i = 0;i < numshadowentities;i++)
4770 R_Shadow_DrawEntityShadow(shadowentities[i]);
4772 // draw lighting in the unmasked areas
4773 R_Shadow_RenderMode_Lighting(true, false, false);
4774 for (i = 0;i < numlightentities_noselfshadow;i++)
4775 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4777 for (i = 0;i < numshadowentities_noselfshadow;i++)
4778 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4780 // draw lighting in the unmasked areas
4781 R_Shadow_RenderMode_Lighting(true, false, false);
4783 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4784 for (i = 0;i < numlightentities;i++)
4785 R_Shadow_DrawEntityLight(lightentities[i]);
4789 // draw lighting in the unmasked areas
4790 R_Shadow_RenderMode_Lighting(false, false, false);
4792 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4793 for (i = 0;i < numlightentities;i++)
4794 R_Shadow_DrawEntityLight(lightentities[i]);
4795 for (i = 0;i < numlightentities_noselfshadow;i++)
4796 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4799 if (r_shadow_usingdeferredprepass)
4801 // when rendering deferred lighting, we simply rasterize the box
4802 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4803 R_Shadow_RenderMode_DrawDeferredLight(false, true);
4804 else if (castshadows && vid.stencil)
4805 R_Shadow_RenderMode_DrawDeferredLight(true, false);
4807 R_Shadow_RenderMode_DrawDeferredLight(false, false);
4811 static void R_Shadow_FreeDeferred(void)
4813 R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
4814 r_shadow_prepassgeometryfbo = 0;
4816 R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusespecularfbo);
4817 r_shadow_prepasslightingdiffusespecularfbo = 0;
4819 R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusefbo);
4820 r_shadow_prepasslightingdiffusefbo = 0;
4822 if (r_shadow_prepassgeometrydepthbuffer)
4823 R_FreeTexture(r_shadow_prepassgeometrydepthbuffer);
4824 r_shadow_prepassgeometrydepthbuffer = NULL;
4826 if (r_shadow_prepassgeometrynormalmaptexture)
4827 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
4828 r_shadow_prepassgeometrynormalmaptexture = NULL;
4830 if (r_shadow_prepasslightingdiffusetexture)
4831 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
4832 r_shadow_prepasslightingdiffusetexture = NULL;
4834 if (r_shadow_prepasslightingspeculartexture)
4835 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
4836 r_shadow_prepasslightingspeculartexture = NULL;
4839 void R_Shadow_DrawPrepass(void)
4847 entity_render_t *ent;
4848 float clearcolor[4];
4850 R_Mesh_ResetTextureState();
4852 GL_ColorMask(1,1,1,1);
4853 GL_BlendFunc(GL_ONE, GL_ZERO);
4856 R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4857 Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
4858 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4859 if (r_timereport_active)
4860 R_TimeReport("prepasscleargeom");
4862 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
4863 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
4864 if (r_timereport_active)
4865 R_TimeReport("prepassworld");
4867 for (i = 0;i < r_refdef.scene.numentities;i++)
4869 if (!r_refdef.viewcache.entityvisible[i])
4871 ent = r_refdef.scene.entities[i];
4872 if (ent->model && ent->model->DrawPrepass != NULL)
4873 ent->model->DrawPrepass(ent);
4876 if (r_timereport_active)
4877 R_TimeReport("prepassmodels");
4879 GL_DepthMask(false);
4880 GL_ColorMask(1,1,1,1);
4883 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4884 Vector4Set(clearcolor, 0, 0, 0, 0);
4885 GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
4886 if (r_timereport_active)
4887 R_TimeReport("prepassclearlit");
4889 R_Shadow_RenderMode_Begin();
4891 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4892 if (r_shadow_debuglight.integer >= 0)
4894 lightindex = r_shadow_debuglight.integer;
4895 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4896 if (light && (light->flags & flag) && light->rtlight.draw)
4897 R_Shadow_DrawLight(&light->rtlight);
4901 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4902 for (lightindex = 0;lightindex < range;lightindex++)
4904 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4905 if (light && (light->flags & flag) && light->rtlight.draw)
4906 R_Shadow_DrawLight(&light->rtlight);
4909 if (r_refdef.scene.rtdlight)
4910 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4911 if (r_refdef.scene.lights[lnum]->draw)
4912 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4914 R_Shadow_RenderMode_End();
4916 if (r_timereport_active)
4917 R_TimeReport("prepasslights");
4920 void R_Shadow_DrawLightSprites(void);
4921 void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
4930 if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4931 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4932 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) ||
4933 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
4934 r_shadow_shadowmapshadowsampler != (vid.support.arb_shadow && r_shadow_shadowmapping_useshadowsampler.integer) ||
4935 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
4936 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16) ||
4937 r_shadow_shadowmapdepthtexture != r_fb.usedepthtextures)
4938 R_Shadow_FreeShadowMaps();
4940 r_shadow_fb_fbo = fbo;
4941 r_shadow_fb_depthtexture = depthtexture;
4942 r_shadow_fb_colortexture = colortexture;
4944 r_shadow_usingshadowmaportho = false;
4946 switch (vid.renderpath)
4948 case RENDERPATH_GL20:
4949 case RENDERPATH_D3D9:
4950 case RENDERPATH_D3D10:
4951 case RENDERPATH_D3D11:
4952 case RENDERPATH_SOFT:
4954 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
4956 r_shadow_usingdeferredprepass = false;
4957 if (r_shadow_prepass_width)
4958 R_Shadow_FreeDeferred();
4959 r_shadow_prepass_width = r_shadow_prepass_height = 0;
4963 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4965 R_Shadow_FreeDeferred();
4967 r_shadow_usingdeferredprepass = true;
4968 r_shadow_prepass_width = vid.width;
4969 r_shadow_prepass_height = vid.height;
4970 r_shadow_prepassgeometrydepthbuffer = R_LoadTextureRenderBuffer(r_shadow_texturepool, "prepassgeometrydepthbuffer", vid.width, vid.height, TEXTYPE_DEPTHBUFFER24);
4971 r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER32F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4972 r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER16F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4973 r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER16F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4975 // set up the geometry pass fbo (depth + normalmap)
4976 r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4977 R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4978 // render depth into a renderbuffer and other important properties into the normalmap texture
4980 // set up the lighting pass fbo (diffuse + specular)
4981 r_shadow_prepasslightingdiffusespecularfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4982 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4983 // render diffuse into one texture and specular into another,
4984 // with depth and normalmap bound as textures,
4985 // with depth bound as attachment as well
4987 // set up the lighting pass fbo (diffuse)
4988 r_shadow_prepasslightingdiffusefbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4989 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4990 // render diffuse into one texture,
4991 // with depth and normalmap bound as textures,
4992 // with depth bound as attachment as well
4996 case RENDERPATH_GL11:
4997 case RENDERPATH_GL13:
4998 case RENDERPATH_GLES1:
4999 case RENDERPATH_GLES2:
5000 r_shadow_usingdeferredprepass = false;
5004 R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles);
5006 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
5007 if (r_shadow_debuglight.integer >= 0)
5009 lightindex = r_shadow_debuglight.integer;
5010 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5012 R_Shadow_PrepareLight(&light->rtlight);
5016 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5017 for (lightindex = 0;lightindex < range;lightindex++)
5019 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5020 if (light && (light->flags & flag))
5021 R_Shadow_PrepareLight(&light->rtlight);
5024 if (r_refdef.scene.rtdlight)
5026 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
5027 R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
5029 else if(gl_flashblend.integer)
5031 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
5033 rtlight_t *rtlight = r_refdef.scene.lights[lnum];
5034 f = ((rtlight->style >= 0 && rtlight->style < MAX_LIGHTSTYLES) ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
5035 VectorScale(rtlight->color, f, rtlight->currentcolor);
5039 if (r_editlights.integer)
5040 R_Shadow_DrawLightSprites();
5043 void R_Shadow_DrawLights(void)
5051 R_Shadow_RenderMode_Begin();
5053 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
5054 if (r_shadow_debuglight.integer >= 0)
5056 lightindex = r_shadow_debuglight.integer;
5057 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5059 R_Shadow_DrawLight(&light->rtlight);
5063 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5064 for (lightindex = 0;lightindex < range;lightindex++)
5066 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5067 if (light && (light->flags & flag))
5068 R_Shadow_DrawLight(&light->rtlight);
5071 if (r_refdef.scene.rtdlight)
5072 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
5073 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
5075 R_Shadow_RenderMode_End();
5078 #define MAX_MODELSHADOWS 1024
5079 static int r_shadow_nummodelshadows;
5080 static entity_render_t *r_shadow_modelshadows[MAX_MODELSHADOWS];
5082 void R_Shadow_PrepareModelShadows(void)
5085 float scale, size, radius, dot1, dot2;
5086 prvm_vec3_t prvmshadowdir, prvmshadowfocus;
5087 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
5088 entity_render_t *ent;
5090 r_shadow_nummodelshadows = 0;
5091 if (!r_refdef.scene.numentities)
5094 switch (r_shadow_shadowmode)
5096 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
5097 if (r_shadows.integer >= 2)
5100 case R_SHADOW_SHADOWMODE_STENCIL:
5103 for (i = 0;i < r_refdef.scene.numentities;i++)
5105 ent = r_refdef.scene.entities[i];
5106 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
5108 if (r_shadow_nummodelshadows >= MAX_MODELSHADOWS)
5110 r_shadow_modelshadows[r_shadow_nummodelshadows++] = ent;
5111 R_AnimCache_GetEntity(ent, false, false);
5119 size = 2*r_shadow_shadowmapmaxsize;
5120 scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
5121 radius = 0.5f * size / scale;
5123 Math_atov(r_shadows_throwdirection.string, prvmshadowdir);
5124 VectorCopy(prvmshadowdir, shadowdir);
5125 VectorNormalize(shadowdir);
5126 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
5127 dot2 = DotProduct(r_refdef.view.up, shadowdir);
5128 if (fabs(dot1) <= fabs(dot2))
5129 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
5131 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
5132 VectorNormalize(shadowforward);
5133 CrossProduct(shadowdir, shadowforward, shadowright);
5134 Math_atov(r_shadows_focus.string, prvmshadowfocus);
5135 VectorCopy(prvmshadowfocus, shadowfocus);
5136 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
5137 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
5138 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
5139 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
5140 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
5142 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
5144 shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
5145 shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
5146 shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
5147 shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
5148 shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
5149 shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
5151 for (i = 0;i < r_refdef.scene.numentities;i++)
5153 ent = r_refdef.scene.entities[i];
5154 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
5156 // cast shadows from anything of the map (submodels are optional)
5157 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
5159 if (r_shadow_nummodelshadows >= MAX_MODELSHADOWS)
5161 r_shadow_modelshadows[r_shadow_nummodelshadows++] = ent;
5162 R_AnimCache_GetEntity(ent, false, false);
5167 void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5170 float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
5171 entity_render_t *ent;
5172 vec3_t relativelightorigin;
5173 vec3_t relativelightdirection, relativeforward, relativeright;
5174 vec3_t relativeshadowmins, relativeshadowmaxs;
5175 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
5176 prvm_vec3_t prvmshadowdir, prvmshadowfocus;
5178 matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
5179 r_viewport_t viewport;
5180 GLuint shadowfbo = 0;
5181 float clearcolor[4];
5183 if (!r_shadow_nummodelshadows)
5186 switch (r_shadow_shadowmode)
5188 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
5194 r_shadow_fb_fbo = fbo;
5195 r_shadow_fb_depthtexture = depthtexture;
5196 r_shadow_fb_colortexture = colortexture;
5198 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
5199 R_Shadow_RenderMode_Begin();
5200 R_Shadow_RenderMode_ActiveLight(NULL);
5202 switch (r_shadow_shadowmode)
5204 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
5205 if (!r_shadow_shadowmap2ddepthtexture)
5206 R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
5207 shadowfbo = r_shadow_fbo2d;
5208 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2ddepthtexture);
5209 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2ddepthtexture);
5210 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
5216 size = 2*r_shadow_shadowmapmaxsize;
5217 scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
5218 radius = 0.5f / scale;
5219 nearclip = -r_shadows_throwdistance.value;
5220 farclip = r_shadows_throwdistance.value;
5221 bias = (r_shadows_shadowmapbias.value < 0) ? r_shadow_shadowmapping_bias.value : r_shadows_shadowmapbias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
5223 r_shadow_shadowmap_parameters[0] = size;
5224 r_shadow_shadowmap_parameters[1] = size;
5225 r_shadow_shadowmap_parameters[2] = 1.0;
5226 r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
5228 Math_atov(r_shadows_throwdirection.string, prvmshadowdir);
5229 VectorCopy(prvmshadowdir, shadowdir);
5230 VectorNormalize(shadowdir);
5231 Math_atov(r_shadows_focus.string, prvmshadowfocus);
5232 VectorCopy(prvmshadowfocus, shadowfocus);
5233 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
5234 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
5235 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
5236 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
5237 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
5238 dot2 = DotProduct(r_refdef.view.up, shadowdir);
5239 if (fabs(dot1) <= fabs(dot2))
5240 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
5242 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
5243 VectorNormalize(shadowforward);
5244 VectorM(scale, shadowforward, &m[0]);
5245 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
5247 m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
5248 CrossProduct(shadowdir, shadowforward, shadowright);
5249 VectorM(scale, shadowright, &m[4]);
5250 m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
5251 VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
5252 m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
5253 Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
5254 Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
5255 R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL);
5257 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
5259 if (r_shadow_shadowmap2ddepthbuffer)
5260 R_Mesh_SetRenderTargets(shadowfbo, r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL);
5262 R_Mesh_SetRenderTargets(shadowfbo, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL);
5263 R_SetupShader_DepthOrShadow(true, r_shadow_shadowmap2ddepthbuffer != NULL, false); // FIXME test if we have a skeletal model?
5264 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
5267 R_SetViewport(&viewport);
5268 GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
5269 Vector4Set(clearcolor, 1,1,1,1);
5270 // in D3D9 we have to render to a color texture shadowmap
5271 // in GL we render directly to a depth texture only
5272 if (r_shadow_shadowmap2ddepthbuffer)
5273 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
5275 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
5276 // render into a slightly restricted region so that the borders of the
5277 // shadowmap area fade away, rather than streaking across everything
5278 // outside the usable area
5279 GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
5281 for (i = 0;i < r_shadow_nummodelshadows;i++)
5283 ent = r_shadow_modelshadows[i];
5284 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
5285 Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
5286 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
5287 Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
5288 Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
5289 relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
5290 relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
5291 relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
5292 relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
5293 relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
5294 relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
5295 RSurf_ActiveModelEntity(ent, false, false, false);
5296 ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
5297 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
5303 unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
5305 qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
5307 Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
5308 Cvar_SetValueQuick(&r_test, 0);
5313 R_Shadow_RenderMode_End();
5315 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5316 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5317 Matrix4x4_CreateScale3(&scalematrix, size, -size, 1);
5318 Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
5319 Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
5320 Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
5322 switch (vid.renderpath)
5324 case RENDERPATH_GL11:
5325 case RENDERPATH_GL13:
5326 case RENDERPATH_GL20:
5327 case RENDERPATH_SOFT:
5328 case RENDERPATH_GLES1:
5329 case RENDERPATH_GLES2:
5331 case RENDERPATH_D3D9:
5332 case RENDERPATH_D3D10:
5333 case RENDERPATH_D3D11:
5334 #ifdef MATRIX4x4_OPENGLORIENTATION
5335 r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
5336 r_shadow_shadowmapmatrix.m[0][1] *= -1.0f;
5337 r_shadow_shadowmapmatrix.m[0][2] *= -1.0f;
5338 r_shadow_shadowmapmatrix.m[0][3] *= -1.0f;
5340 r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
5341 r_shadow_shadowmapmatrix.m[1][0] *= -1.0f;
5342 r_shadow_shadowmapmatrix.m[2][0] *= -1.0f;
5343 r_shadow_shadowmapmatrix.m[3][0] *= -1.0f;
5348 r_shadow_usingshadowmaportho = true;
5349 switch (r_shadow_shadowmode)
5351 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
5352 r_shadow_usingshadowmap2d = true;
5359 void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5362 float relativethrowdistance;
5363 entity_render_t *ent;
5364 vec3_t relativelightorigin;
5365 vec3_t relativelightdirection;
5366 vec3_t relativeshadowmins, relativeshadowmaxs;
5367 vec3_t tmp, shadowdir;
5368 prvm_vec3_t prvmshadowdir;
5370 if (!r_shadow_nummodelshadows || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
5373 r_shadow_fb_fbo = fbo;
5374 r_shadow_fb_depthtexture = depthtexture;
5375 r_shadow_fb_colortexture = colortexture;
5377 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
5378 //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5379 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5380 R_Shadow_RenderMode_Begin();
5381 R_Shadow_RenderMode_ActiveLight(NULL);
5382 r_shadow_lightscissor[0] = r_refdef.view.x;
5383 r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
5384 r_shadow_lightscissor[2] = r_refdef.view.width;
5385 r_shadow_lightscissor[3] = r_refdef.view.height;
5386 R_Shadow_RenderMode_StencilShadowVolumes(false);
5389 if (r_shadows.integer == 2)
5391 Math_atov(r_shadows_throwdirection.string, prvmshadowdir);
5392 VectorCopy(prvmshadowdir, shadowdir);
5393 VectorNormalize(shadowdir);
5396 R_Shadow_ClearStencil();
5398 for (i = 0;i < r_shadow_nummodelshadows;i++)
5400 ent = r_shadow_modelshadows[i];
5402 // cast shadows from anything of the map (submodels are optional)
5403 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
5404 VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
5405 VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
5406 if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
5407 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
5410 if(ent->entitynumber != 0)
5412 if(ent->entitynumber >= MAX_EDICTS) // csqc entity
5414 // FIXME handle this
5415 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5419 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
5420 int entnum, entnum2, recursion;
5421 entnum = entnum2 = ent->entitynumber;
5422 for(recursion = 32; recursion > 0; --recursion)
5424 entnum2 = cl.entities[entnum].state_current.tagentity;
5425 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
5430 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
5432 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
5433 // transform into modelspace of OUR entity
5434 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
5435 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
5438 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5442 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5445 VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
5446 RSurf_ActiveModelEntity(ent, false, false, false);
5447 ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
5448 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
5451 // not really the right mode, but this will disable any silly stencil features
5452 R_Shadow_RenderMode_End();
5454 // set up ortho view for rendering this pass
5455 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5456 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5457 //GL_ScissorTest(true);
5458 //R_EntityMatrix(&identitymatrix);
5459 //R_Mesh_ResetTextureState();
5460 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
5462 // set up a darkening blend on shadowed areas
5463 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5464 //GL_DepthRange(0, 1);
5465 //GL_DepthTest(false);
5466 //GL_DepthMask(false);
5467 //GL_PolygonOffset(0, 0);CHECKGLERROR
5468 GL_Color(0, 0, 0, r_shadows_darken.value);
5469 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5470 //GL_DepthFunc(GL_ALWAYS);
5471 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
5473 // apply the blend to the shadowed areas
5474 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
5475 R_SetupShader_Generic_NoTexture(false, true);
5476 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5478 // restore the viewport
5479 R_SetViewport(&r_refdef.view.viewport);
5481 // restore other state to normal
5482 //R_Shadow_RenderMode_End();
5485 static void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
5488 vec3_t centerorigin;
5489 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
5492 // if it's too close, skip it
5493 if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
5495 zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
5498 if (usequery && r_numqueries + 2 <= r_maxqueries)
5500 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
5501 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
5502 // we count potential samples in the middle of the screen, we count actual samples at the light location, this allows counting potential samples of off-screen lights
5503 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
5505 switch(vid.renderpath)
5507 case RENDERPATH_GL11:
5508 case RENDERPATH_GL13:
5509 case RENDERPATH_GL20:
5510 case RENDERPATH_GLES1:
5511 case RENDERPATH_GLES2:
5512 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
5514 // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
5515 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
5516 GL_DepthFunc(GL_ALWAYS);
5517 R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5518 R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL, 0);
5519 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5520 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5521 GL_DepthFunc(GL_LEQUAL);
5522 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
5523 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5524 R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL, 0);
5525 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5526 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5530 case RENDERPATH_D3D9:
5531 Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5533 case RENDERPATH_D3D10:
5534 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5536 case RENDERPATH_D3D11:
5537 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5539 case RENDERPATH_SOFT:
5540 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5544 rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
5547 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5549 static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
5552 unsigned int occlude = 0;
5553 GLint allpixels = 0, visiblepixels = 0;
5555 // now we have to check the query result
5556 if (rtlight->corona_queryindex_visiblepixels)
5558 switch(vid.renderpath)
5560 case RENDERPATH_GL11:
5561 case RENDERPATH_GL13:
5562 case RENDERPATH_GL20:
5563 case RENDERPATH_GLES1:
5564 case RENDERPATH_GLES2:
5565 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
5567 // See if we can use the GPU-side method to prevent implicit sync
5568 if (vid.support.arb_query_buffer_object) {
5569 #define BUFFER_OFFSET(i) ((GLint *)((unsigned char*)NULL + (i)))
5570 if (!r_shadow_occlusion_buf) {
5571 qglGenBuffersARB(1, &r_shadow_occlusion_buf);
5572 qglBindBufferARB(GL_QUERY_BUFFER_ARB, r_shadow_occlusion_buf);
5573 qglBufferDataARB(GL_QUERY_BUFFER_ARB, 8, NULL, GL_DYNAMIC_COPY);
5575 qglBindBufferARB(GL_QUERY_BUFFER_ARB, r_shadow_occlusion_buf);
5577 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, BUFFER_OFFSET(0));
5578 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, BUFFER_OFFSET(4));
5579 qglBindBufferBase(GL_UNIFORM_BUFFER, 0, r_shadow_occlusion_buf);
5580 occlude = MATERIALFLAG_OCCLUDE;
5582 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
5583 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
5584 if (visiblepixels < 1 || allpixels < 1)
5586 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
5588 cscale *= rtlight->corona_visibility;
5594 case RENDERPATH_D3D9:
5595 Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5597 case RENDERPATH_D3D10:
5598 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5600 case RENDERPATH_D3D11:
5601 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5603 case RENDERPATH_SOFT:
5604 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5612 // FIXME: these traces should scan all render entities instead of cl.world
5613 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1)
5616 VectorScale(rtlight->currentcolor, cscale, color);
5617 if (VectorLength(color) > (1.0f / 256.0f))
5620 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
5623 VectorNegate(color, color);
5624 GL_BlendEquationSubtract(true);
5626 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5627 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5628 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE | MATERIALFLAG_NODEPTHTEST | occlude, 0, 4, 0, 2, false, false);
5630 GL_BlendEquationSubtract(false);
5634 void R_Shadow_DrawCoronas(void)
5637 qboolean usequery = false;
5642 if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
5644 if (r_fb.water.renderingscene)
5646 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
5647 R_EntityMatrix(&identitymatrix);
5649 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5651 // check occlusion of coronas
5652 // use GL_ARB_occlusion_query if available
5653 // otherwise use raytraces
5655 switch (vid.renderpath)
5657 case RENDERPATH_GL11:
5658 case RENDERPATH_GL13:
5659 case RENDERPATH_GL20:
5660 case RENDERPATH_GLES1:
5661 case RENDERPATH_GLES2:
5662 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
5663 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
5666 GL_ColorMask(0,0,0,0);
5667 if (r_maxqueries < ((unsigned int)range + r_refdef.scene.numlights) * 2)
5668 if (r_maxqueries < MAX_OCCLUSION_QUERIES)
5671 r_maxqueries = ((unsigned int)range + r_refdef.scene.numlights) * 4;
5672 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
5674 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
5677 RSurf_ActiveWorldEntity();
5678 GL_BlendFunc(GL_ONE, GL_ZERO);
5679 GL_CullFace(GL_NONE);
5680 GL_DepthMask(false);
5681 GL_DepthRange(0, 1);
5682 GL_PolygonOffset(0, 0);
5684 R_Mesh_ResetTextureState();
5685 R_SetupShader_Generic_NoTexture(false, false);
5689 case RENDERPATH_D3D9:
5691 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5693 case RENDERPATH_D3D10:
5694 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5696 case RENDERPATH_D3D11:
5697 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5699 case RENDERPATH_SOFT:
5701 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5704 for (lightindex = 0;lightindex < range;lightindex++)
5706 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5709 rtlight = &light->rtlight;
5710 rtlight->corona_visibility = 0;
5711 rtlight->corona_queryindex_visiblepixels = 0;
5712 rtlight->corona_queryindex_allpixels = 0;
5713 if (!(rtlight->flags & flag))
5715 if (rtlight->corona <= 0)
5717 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
5719 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5721 for (i = 0;i < r_refdef.scene.numlights;i++)
5723 rtlight = r_refdef.scene.lights[i];
5724 rtlight->corona_visibility = 0;
5725 rtlight->corona_queryindex_visiblepixels = 0;
5726 rtlight->corona_queryindex_allpixels = 0;
5727 if (!(rtlight->flags & flag))
5729 if (rtlight->corona <= 0)
5731 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5734 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5736 // now draw the coronas using the query data for intensity info
5737 for (lightindex = 0;lightindex < range;lightindex++)
5739 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5742 rtlight = &light->rtlight;
5743 if (rtlight->corona_visibility <= 0)
5745 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5747 for (i = 0;i < r_refdef.scene.numlights;i++)
5749 rtlight = r_refdef.scene.lights[i];
5750 if (rtlight->corona_visibility <= 0)
5752 if (gl_flashblend.integer)
5753 R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
5755 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5761 static dlight_t *R_Shadow_NewWorldLight(void)
5763 return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
5766 static 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)
5770 // note that style is no longer validated here, -1 is used for unstyled lights and >= MAX_LIGHTSTYLES is accepted for sake of editing rtlights files that might be out of bounds but perfectly formatted
5772 // validate parameters
5776 // copy to light properties
5777 VectorCopy(origin, light->origin);
5778 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
5779 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
5780 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
5782 light->color[0] = max(color[0], 0);
5783 light->color[1] = max(color[1], 0);
5784 light->color[2] = max(color[2], 0);
5786 light->color[0] = color[0];
5787 light->color[1] = color[1];
5788 light->color[2] = color[2];
5789 light->radius = max(radius, 0);
5790 light->style = style;
5791 light->shadow = shadowenable;
5792 light->corona = corona;
5793 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
5794 light->coronasizescale = coronasizescale;
5795 light->ambientscale = ambientscale;
5796 light->diffusescale = diffusescale;
5797 light->specularscale = specularscale;
5798 light->flags = flags;
5800 // update renderable light data
5801 Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
5802 R_RTLight_Update(&light->rtlight, true, &matrix, light->color, light->style, light->cubemapname[0] ? light->cubemapname : NULL, light->shadow, light->corona, light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
5805 static void R_Shadow_FreeWorldLight(dlight_t *light)
5807 if (r_shadow_selectedlight == light)
5808 r_shadow_selectedlight = NULL;
5809 R_RTLight_Uncompile(&light->rtlight);
5810 Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
5813 void R_Shadow_ClearWorldLights(void)
5817 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5818 for (lightindex = 0;lightindex < range;lightindex++)
5820 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5822 R_Shadow_FreeWorldLight(light);
5824 r_shadow_selectedlight = NULL;
5827 static void R_Shadow_SelectLight(dlight_t *light)
5829 if (r_shadow_selectedlight)
5830 r_shadow_selectedlight->selected = false;
5831 r_shadow_selectedlight = light;
5832 if (r_shadow_selectedlight)
5833 r_shadow_selectedlight->selected = true;
5836 static void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5838 // this is never batched (there can be only one)
5840 R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
5841 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5842 R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5845 static void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5850 skinframe_t *skinframe;
5853 // this is never batched (due to the ent parameter changing every time)
5854 // so numsurfaces == 1 and surfacelist[0] == lightnumber
5855 const dlight_t *light = (dlight_t *)ent;
5858 R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
5861 VectorScale(light->color, intensity, spritecolor);
5862 if (VectorLength(spritecolor) < 0.1732f)
5863 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
5864 if (VectorLength(spritecolor) > 1.0f)
5865 VectorNormalize(spritecolor);
5867 // draw light sprite
5868 if (light->cubemapname[0] && !light->shadow)
5869 skinframe = r_editlights_sprcubemapnoshadowlight;
5870 else if (light->cubemapname[0])
5871 skinframe = r_editlights_sprcubemaplight;
5872 else if (!light->shadow)
5873 skinframe = r_editlights_sprnoshadowlight;
5875 skinframe = r_editlights_sprlight;
5877 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, spritecolor[0], spritecolor[1], spritecolor[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5878 R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5880 // draw selection sprite if light is selected
5881 if (light->selected)
5883 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5884 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5885 // VorteX todo: add normalmode/realtime mode light overlay sprites?
5889 void R_Shadow_DrawLightSprites(void)
5893 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5894 for (lightindex = 0;lightindex < range;lightindex++)
5896 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5898 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
5900 if (!r_editlights_lockcursor)
5901 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
5904 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
5909 range = (unsigned int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
5910 if (lightindex >= range)
5912 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5915 rtlight = &light->rtlight;
5916 //if (!(rtlight->flags & flag))
5918 VectorCopy(rtlight->shadoworigin, origin);
5919 *radius = rtlight->radius;
5920 VectorCopy(rtlight->color, color);
5924 static void R_Shadow_SelectLightInView(void)
5926 float bestrating, rating, temp[3];
5930 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5934 if (r_editlights_lockcursor)
5936 for (lightindex = 0;lightindex < range;lightindex++)
5938 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5941 VectorSubtract(light->origin, r_refdef.view.origin, temp);
5942 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
5945 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
5946 if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1.0f)
5948 bestrating = rating;
5953 R_Shadow_SelectLight(best);
5956 void R_Shadow_LoadWorldLights(void)
5958 int n, a, style, shadow, flags;
5959 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
5960 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
5961 if (cl.worldmodel == NULL)
5963 Con_Print("No map loaded.\n");
5966 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5967 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5977 for (;COM_Parse(t, true) && strcmp(
5978 if (COM_Parse(t, true))
5980 if (com_token[0] == '!')
5983 origin[0] = atof(com_token+1);
5986 origin[0] = atof(com_token);
5991 while (*s && *s != '\n' && *s != '\r')
5997 // check for modifier flags
6004 #if _MSC_VER >= 1400
6005 #define sscanf sscanf_s
6007 cubemapname[sizeof(cubemapname)-1] = 0;
6008 #if MAX_QPATH != 128
6009 #error update this code if MAX_QPATH changes
6011 a = sscanf(t, "%f %f %f %f %f %f %f %d %127s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname
6012 #if _MSC_VER >= 1400
6013 , sizeof(cubemapname)
6015 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
6018 flags = LIGHTFLAG_REALTIMEMODE;
6026 coronasizescale = 0.25f;
6028 VectorClear(angles);
6031 if (a < 9 || !strcmp(cubemapname, "\"\""))
6033 // remove quotes on cubemapname
6034 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
6037 namelen = strlen(cubemapname) - 2;
6038 memmove(cubemapname, cubemapname + 1, namelen);
6039 cubemapname[namelen] = '\0';
6043 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);
6046 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
6054 Con_Printf("invalid rtlights file \"%s\"\n", name);
6055 Mem_Free(lightsstring);
6059 void R_Shadow_SaveWorldLights(void)
6063 size_t bufchars, bufmaxchars;
6065 char name[MAX_QPATH];
6066 char line[MAX_INPUTLINE];
6067 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
6068 // I hate lines which are 3 times my screen size :( --blub
6071 if (cl.worldmodel == NULL)
6073 Con_Print("No map loaded.\n");
6076 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
6077 bufchars = bufmaxchars = 0;
6079 for (lightindex = 0;lightindex < range;lightindex++)
6081 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6084 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
6085 dpsnprintf(line, sizeof(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);
6086 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
6087 dpsnprintf(line, sizeof(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]);
6089 dpsnprintf(line, sizeof(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);
6090 if (bufchars + strlen(line) > bufmaxchars)
6092 bufmaxchars = bufchars + strlen(line) + 2048;
6094 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
6098 memcpy(buf, oldbuf, bufchars);
6104 memcpy(buf + bufchars, line, strlen(line));
6105 bufchars += strlen(line);
6109 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
6114 void R_Shadow_LoadLightsFile(void)
6117 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
6118 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
6119 if (cl.worldmodel == NULL)
6121 Con_Print("No map loaded.\n");
6124 dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
6125 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
6133 while (*s && *s != '\n' && *s != '\r')
6139 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);
6143 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);
6146 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
6147 radius = bound(15, radius, 4096);
6148 VectorScale(color, (2.0f / (8388608.0f)), color);
6149 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
6157 Con_Printf("invalid lights file \"%s\"\n", name);
6158 Mem_Free(lightsstring);
6162 // tyrlite/hmap2 light types in the delay field
6163 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
6165 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
6177 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
6178 char key[256], value[MAX_INPUTLINE];
6181 if (cl.worldmodel == NULL)
6183 Con_Print("No map loaded.\n");
6186 // try to load a .ent file first
6187 dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
6188 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
6189 // and if that is not found, fall back to the bsp file entity string
6191 data = cl.worldmodel->brush.entities;
6194 for (entnum = 0;COM_ParseToken_Simple(&data, false, false, true) && com_token[0] == '{';entnum++)
6196 type = LIGHTTYPE_MINUSX;
6197 origin[0] = origin[1] = origin[2] = 0;
6198 originhack[0] = originhack[1] = originhack[2] = 0;
6199 angles[0] = angles[1] = angles[2] = 0;
6200 color[0] = color[1] = color[2] = 1;
6201 light[0] = light[1] = light[2] = 1;light[3] = 300;
6202 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
6212 if (!COM_ParseToken_Simple(&data, false, false, true))
6214 if (com_token[0] == '}')
6215 break; // end of entity
6216 if (com_token[0] == '_')
6217 strlcpy(key, com_token + 1, sizeof(key));
6219 strlcpy(key, com_token, sizeof(key));
6220 while (key[strlen(key)-1] == ' ') // remove trailing spaces
6221 key[strlen(key)-1] = 0;
6222 if (!COM_ParseToken_Simple(&data, false, false, true))
6224 strlcpy(value, com_token, sizeof(value));
6226 // now that we have the key pair worked out...
6227 if (!strcmp("light", key))
6229 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
6233 light[0] = vec[0] * (1.0f / 256.0f);
6234 light[1] = vec[0] * (1.0f / 256.0f);
6235 light[2] = vec[0] * (1.0f / 256.0f);
6241 light[0] = vec[0] * (1.0f / 255.0f);
6242 light[1] = vec[1] * (1.0f / 255.0f);
6243 light[2] = vec[2] * (1.0f / 255.0f);
6247 else if (!strcmp("delay", key))
6249 else if (!strcmp("origin", key))
6250 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
6251 else if (!strcmp("angle", key))
6252 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
6253 else if (!strcmp("angles", key))
6254 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
6255 else if (!strcmp("color", key))
6256 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
6257 else if (!strcmp("wait", key))
6258 fadescale = atof(value);
6259 else if (!strcmp("classname", key))
6261 if (!strncmp(value, "light", 5))
6264 if (!strcmp(value, "light_fluoro"))
6269 overridecolor[0] = 1;
6270 overridecolor[1] = 1;
6271 overridecolor[2] = 1;
6273 if (!strcmp(value, "light_fluorospark"))
6278 overridecolor[0] = 1;
6279 overridecolor[1] = 1;
6280 overridecolor[2] = 1;
6282 if (!strcmp(value, "light_globe"))
6287 overridecolor[0] = 1;
6288 overridecolor[1] = 0.8;
6289 overridecolor[2] = 0.4;
6291 if (!strcmp(value, "light_flame_large_yellow"))
6296 overridecolor[0] = 1;
6297 overridecolor[1] = 0.5;
6298 overridecolor[2] = 0.1;
6300 if (!strcmp(value, "light_flame_small_yellow"))
6305 overridecolor[0] = 1;
6306 overridecolor[1] = 0.5;
6307 overridecolor[2] = 0.1;
6309 if (!strcmp(value, "light_torch_small_white"))
6314 overridecolor[0] = 1;
6315 overridecolor[1] = 0.5;
6316 overridecolor[2] = 0.1;
6318 if (!strcmp(value, "light_torch_small_walltorch"))
6323 overridecolor[0] = 1;
6324 overridecolor[1] = 0.5;
6325 overridecolor[2] = 0.1;
6329 else if (!strcmp("style", key))
6330 style = atoi(value);
6331 else if (!strcmp("skin", key))
6332 skin = (int)atof(value);
6333 else if (!strcmp("pflags", key))
6334 pflags = (int)atof(value);
6335 //else if (!strcmp("effects", key))
6336 // effects = (int)atof(value);
6337 else if (cl.worldmodel->type == mod_brushq3)
6339 if (!strcmp("scale", key))
6340 lightscale = atof(value);
6341 if (!strcmp("fade", key))
6342 fadescale = atof(value);
6347 if (lightscale <= 0)
6351 if (color[0] == color[1] && color[0] == color[2])
6353 color[0] *= overridecolor[0];
6354 color[1] *= overridecolor[1];
6355 color[2] *= overridecolor[2];
6357 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
6358 color[0] = color[0] * light[0];
6359 color[1] = color[1] * light[1];
6360 color[2] = color[2] * light[2];
6363 case LIGHTTYPE_MINUSX:
6365 case LIGHTTYPE_RECIPX:
6367 VectorScale(color, (1.0f / 16.0f), color);
6369 case LIGHTTYPE_RECIPXX:
6371 VectorScale(color, (1.0f / 16.0f), color);
6374 case LIGHTTYPE_NONE:
6378 case LIGHTTYPE_MINUSXX:
6381 VectorAdd(origin, originhack, origin);
6383 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va(vabuf, sizeof(vabuf), "cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
6386 Mem_Free(entfiledata);
6390 static void R_Shadow_SetCursorLocationForView(void)
6393 vec3_t dest, endpos;
6395 VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
6396 trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true);
6397 if (trace.fraction < 1)
6399 dist = trace.fraction * r_editlights_cursordistance.value;
6400 push = r_editlights_cursorpushback.value;
6404 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
6405 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
6409 VectorClear( endpos );
6411 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6412 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6413 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6416 void R_Shadow_UpdateWorldLightSelection(void)
6418 if (r_editlights.integer)
6420 R_Shadow_SetCursorLocationForView();
6421 R_Shadow_SelectLightInView();
6424 R_Shadow_SelectLight(NULL);
6427 static void R_Shadow_EditLights_Clear_f(void)
6429 R_Shadow_ClearWorldLights();
6432 void R_Shadow_EditLights_Reload_f(void)
6436 strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
6437 R_Shadow_ClearWorldLights();
6438 if (r_shadow_realtime_world_importlightentitiesfrommap.integer <= 1)
6440 R_Shadow_LoadWorldLights();
6441 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6442 R_Shadow_LoadLightsFile();
6444 if (r_shadow_realtime_world_importlightentitiesfrommap.integer >= 1)
6446 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6447 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6451 static void R_Shadow_EditLights_Save_f(void)
6455 R_Shadow_SaveWorldLights();
6458 static void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
6460 R_Shadow_ClearWorldLights();
6461 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6464 static void R_Shadow_EditLights_ImportLightsFile_f(void)
6466 R_Shadow_ClearWorldLights();
6467 R_Shadow_LoadLightsFile();
6470 static void R_Shadow_EditLights_Spawn_f(void)
6473 if (!r_editlights.integer)
6475 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6478 if (Cmd_Argc() != 1)
6480 Con_Print("r_editlights_spawn does not take parameters\n");
6483 color[0] = color[1] = color[2] = 1;
6484 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
6487 static void R_Shadow_EditLights_Edit_f(void)
6489 vec3_t origin, angles, color;
6490 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
6491 int style, shadows, flags, normalmode, realtimemode;
6492 char cubemapname[MAX_INPUTLINE];
6493 if (!r_editlights.integer)
6495 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6498 if (!r_shadow_selectedlight)
6500 Con_Print("No selected light.\n");
6503 VectorCopy(r_shadow_selectedlight->origin, origin);
6504 VectorCopy(r_shadow_selectedlight->angles, angles);
6505 VectorCopy(r_shadow_selectedlight->color, color);
6506 radius = r_shadow_selectedlight->radius;
6507 style = r_shadow_selectedlight->style;
6508 if (r_shadow_selectedlight->cubemapname)
6509 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
6512 shadows = r_shadow_selectedlight->shadow;
6513 corona = r_shadow_selectedlight->corona;
6514 coronasizescale = r_shadow_selectedlight->coronasizescale;
6515 ambientscale = r_shadow_selectedlight->ambientscale;
6516 diffusescale = r_shadow_selectedlight->diffusescale;
6517 specularscale = r_shadow_selectedlight->specularscale;
6518 flags = r_shadow_selectedlight->flags;
6519 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
6520 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
6521 if (!strcmp(Cmd_Argv(1), "origin"))
6523 if (Cmd_Argc() != 5)
6525 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6528 origin[0] = atof(Cmd_Argv(2));
6529 origin[1] = atof(Cmd_Argv(3));
6530 origin[2] = atof(Cmd_Argv(4));
6532 else if (!strcmp(Cmd_Argv(1), "originscale"))
6534 if (Cmd_Argc() != 5)
6536 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6539 origin[0] *= atof(Cmd_Argv(2));
6540 origin[1] *= atof(Cmd_Argv(3));
6541 origin[2] *= atof(Cmd_Argv(4));
6543 else if (!strcmp(Cmd_Argv(1), "originx"))
6545 if (Cmd_Argc() != 3)
6547 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6550 origin[0] = atof(Cmd_Argv(2));
6552 else if (!strcmp(Cmd_Argv(1), "originy"))
6554 if (Cmd_Argc() != 3)
6556 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6559 origin[1] = atof(Cmd_Argv(2));
6561 else if (!strcmp(Cmd_Argv(1), "originz"))
6563 if (Cmd_Argc() != 3)
6565 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6568 origin[2] = atof(Cmd_Argv(2));
6570 else if (!strcmp(Cmd_Argv(1), "move"))
6572 if (Cmd_Argc() != 5)
6574 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6577 origin[0] += atof(Cmd_Argv(2));
6578 origin[1] += atof(Cmd_Argv(3));
6579 origin[2] += atof(Cmd_Argv(4));
6581 else if (!strcmp(Cmd_Argv(1), "movex"))
6583 if (Cmd_Argc() != 3)
6585 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6588 origin[0] += atof(Cmd_Argv(2));
6590 else if (!strcmp(Cmd_Argv(1), "movey"))
6592 if (Cmd_Argc() != 3)
6594 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6597 origin[1] += atof(Cmd_Argv(2));
6599 else if (!strcmp(Cmd_Argv(1), "movez"))
6601 if (Cmd_Argc() != 3)
6603 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6606 origin[2] += atof(Cmd_Argv(2));
6608 else if (!strcmp(Cmd_Argv(1), "angles"))
6610 if (Cmd_Argc() != 5)
6612 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6615 angles[0] = atof(Cmd_Argv(2));
6616 angles[1] = atof(Cmd_Argv(3));
6617 angles[2] = atof(Cmd_Argv(4));
6619 else if (!strcmp(Cmd_Argv(1), "anglesx"))
6621 if (Cmd_Argc() != 3)
6623 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6626 angles[0] = atof(Cmd_Argv(2));
6628 else if (!strcmp(Cmd_Argv(1), "anglesy"))
6630 if (Cmd_Argc() != 3)
6632 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6635 angles[1] = atof(Cmd_Argv(2));
6637 else if (!strcmp(Cmd_Argv(1), "anglesz"))
6639 if (Cmd_Argc() != 3)
6641 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6644 angles[2] = atof(Cmd_Argv(2));
6646 else if (!strcmp(Cmd_Argv(1), "color"))
6648 if (Cmd_Argc() != 5)
6650 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
6653 color[0] = atof(Cmd_Argv(2));
6654 color[1] = atof(Cmd_Argv(3));
6655 color[2] = atof(Cmd_Argv(4));
6657 else if (!strcmp(Cmd_Argv(1), "radius"))
6659 if (Cmd_Argc() != 3)
6661 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6664 radius = atof(Cmd_Argv(2));
6666 else if (!strcmp(Cmd_Argv(1), "colorscale"))
6668 if (Cmd_Argc() == 3)
6670 double scale = atof(Cmd_Argv(2));
6677 if (Cmd_Argc() != 5)
6679 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
6682 color[0] *= atof(Cmd_Argv(2));
6683 color[1] *= atof(Cmd_Argv(3));
6684 color[2] *= atof(Cmd_Argv(4));
6687 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
6689 if (Cmd_Argc() != 3)
6691 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6694 radius *= atof(Cmd_Argv(2));
6696 else if (!strcmp(Cmd_Argv(1), "style"))
6698 if (Cmd_Argc() != 3)
6700 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6703 style = atoi(Cmd_Argv(2));
6705 else if (!strcmp(Cmd_Argv(1), "cubemap"))
6709 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6712 if (Cmd_Argc() == 3)
6713 strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
6717 else if (!strcmp(Cmd_Argv(1), "shadows"))
6719 if (Cmd_Argc() != 3)
6721 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6724 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6726 else if (!strcmp(Cmd_Argv(1), "corona"))
6728 if (Cmd_Argc() != 3)
6730 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6733 corona = atof(Cmd_Argv(2));
6735 else if (!strcmp(Cmd_Argv(1), "coronasize"))
6737 if (Cmd_Argc() != 3)
6739 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6742 coronasizescale = atof(Cmd_Argv(2));
6744 else if (!strcmp(Cmd_Argv(1), "ambient"))
6746 if (Cmd_Argc() != 3)
6748 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6751 ambientscale = atof(Cmd_Argv(2));
6753 else if (!strcmp(Cmd_Argv(1), "diffuse"))
6755 if (Cmd_Argc() != 3)
6757 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6760 diffusescale = atof(Cmd_Argv(2));
6762 else if (!strcmp(Cmd_Argv(1), "specular"))
6764 if (Cmd_Argc() != 3)
6766 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6769 specularscale = atof(Cmd_Argv(2));
6771 else if (!strcmp(Cmd_Argv(1), "normalmode"))
6773 if (Cmd_Argc() != 3)
6775 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6778 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6780 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
6782 if (Cmd_Argc() != 3)
6784 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6787 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6791 Con_Print("usage: r_editlights_edit [property] [value]\n");
6792 Con_Print("Selected light's properties:\n");
6793 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
6794 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
6795 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
6796 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
6797 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
6798 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
6799 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
6800 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
6801 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
6802 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
6803 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
6804 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
6805 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
6806 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
6809 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
6810 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
6813 static void R_Shadow_EditLights_EditAll_f(void)
6816 dlight_t *light, *oldselected;
6819 if (!r_editlights.integer)
6821 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
6825 oldselected = r_shadow_selectedlight;
6826 // EditLights doesn't seem to have a "remove" command or something so:
6827 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6828 for (lightindex = 0;lightindex < range;lightindex++)
6830 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6833 R_Shadow_SelectLight(light);
6834 R_Shadow_EditLights_Edit_f();
6836 // return to old selected (to not mess editing once selection is locked)
6837 R_Shadow_SelectLight(oldselected);
6840 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
6842 int lightnumber, lightcount;
6843 size_t lightindex, range;
6848 if (!r_editlights.integer)
6851 // update cvars so QC can query them
6852 if (r_shadow_selectedlight)
6854 dpsnprintf(temp, sizeof(temp), "%f %f %f", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
6855 Cvar_SetQuick(&r_editlights_current_origin, temp);
6856 dpsnprintf(temp, sizeof(temp), "%f %f %f", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
6857 Cvar_SetQuick(&r_editlights_current_angles, temp);
6858 dpsnprintf(temp, sizeof(temp), "%f %f %f", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
6859 Cvar_SetQuick(&r_editlights_current_color, temp);
6860 Cvar_SetValueQuick(&r_editlights_current_radius, r_shadow_selectedlight->radius);
6861 Cvar_SetValueQuick(&r_editlights_current_corona, r_shadow_selectedlight->corona);
6862 Cvar_SetValueQuick(&r_editlights_current_coronasize, r_shadow_selectedlight->coronasizescale);
6863 Cvar_SetValueQuick(&r_editlights_current_style, r_shadow_selectedlight->style);
6864 Cvar_SetValueQuick(&r_editlights_current_shadows, r_shadow_selectedlight->shadow);
6865 Cvar_SetQuick(&r_editlights_current_cubemap, r_shadow_selectedlight->cubemapname);
6866 Cvar_SetValueQuick(&r_editlights_current_ambient, r_shadow_selectedlight->ambientscale);
6867 Cvar_SetValueQuick(&r_editlights_current_diffuse, r_shadow_selectedlight->diffusescale);
6868 Cvar_SetValueQuick(&r_editlights_current_specular, r_shadow_selectedlight->specularscale);
6869 Cvar_SetValueQuick(&r_editlights_current_normalmode, (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? 1 : 0);
6870 Cvar_SetValueQuick(&r_editlights_current_realtimemode, (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? 1 : 0);
6873 // draw properties on screen
6874 if (!r_editlights_drawproperties.integer)
6876 x = vid_conwidth.value - 240;
6878 DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
6881 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6882 for (lightindex = 0;lightindex < range;lightindex++)
6884 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6887 if (light == r_shadow_selectedlight)
6888 lightnumber = (int)lightindex;
6891 dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
6892 dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
6894 if (r_shadow_selectedlight == NULL)
6896 dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6897 dpsnprintf(temp, sizeof(temp), "Origin : %.0f %.0f %.0f\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, NULL, true, FONT_DEFAULT);y += 8;
6898 dpsnprintf(temp, sizeof(temp), "Angles : %.0f %.0f %.0f\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, NULL, true, FONT_DEFAULT);y += 8;
6899 dpsnprintf(temp, sizeof(temp), "Color : %.2f %.2f %.2f\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, NULL, true, FONT_DEFAULT);y += 8;
6900 dpsnprintf(temp, sizeof(temp), "Radius : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6901 dpsnprintf(temp, sizeof(temp), "Corona : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6902 dpsnprintf(temp, sizeof(temp), "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6903 dpsnprintf(temp, sizeof(temp), "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6904 dpsnprintf(temp, sizeof(temp), "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6905 dpsnprintf(temp, sizeof(temp), "CoronaSize : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6906 dpsnprintf(temp, sizeof(temp), "Ambient : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6907 dpsnprintf(temp, sizeof(temp), "Diffuse : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6908 dpsnprintf(temp, sizeof(temp), "Specular : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6909 dpsnprintf(temp, sizeof(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, NULL, true, FONT_DEFAULT);y += 8;
6910 dpsnprintf(temp, sizeof(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, NULL, true, FONT_DEFAULT);y += 8;
6913 static void R_Shadow_EditLights_ToggleShadow_f(void)
6915 if (!r_editlights.integer)
6917 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6920 if (!r_shadow_selectedlight)
6922 Con_Print("No selected light.\n");
6925 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);
6928 static void R_Shadow_EditLights_ToggleCorona_f(void)
6930 if (!r_editlights.integer)
6932 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6935 if (!r_shadow_selectedlight)
6937 Con_Print("No selected light.\n");
6940 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);
6943 static void R_Shadow_EditLights_Remove_f(void)
6945 if (!r_editlights.integer)
6947 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
6950 if (!r_shadow_selectedlight)
6952 Con_Print("No selected light.\n");
6955 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
6956 r_shadow_selectedlight = NULL;
6959 static void R_Shadow_EditLights_Help_f(void)
6962 "Documentation on r_editlights system:\n"
6964 "r_editlights : enable/disable editing mode\n"
6965 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
6966 "r_editlights_cursorpushback : push back cursor this far from surface\n"
6967 "r_editlights_cursorpushoff : push cursor off surface this far\n"
6968 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
6969 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
6971 "r_editlights_help : this help\n"
6972 "r_editlights_clear : remove all lights\n"
6973 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
6974 "r_editlights_lock : lock selection to current light, if already locked - unlock\n"
6975 "r_editlights_save : save to .rtlights file\n"
6976 "r_editlights_spawn : create a light with default settings\n"
6977 "r_editlights_edit command : edit selected light - more documentation below\n"
6978 "r_editlights_remove : remove selected light\n"
6979 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
6980 "r_editlights_importlightentitiesfrommap : reload light entities\n"
6981 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
6983 "origin x y z : set light location\n"
6984 "originx x: set x component of light location\n"
6985 "originy y: set y component of light location\n"
6986 "originz z: set z component of light location\n"
6987 "move x y z : adjust light location\n"
6988 "movex x: adjust x component of light location\n"
6989 "movey y: adjust y component of light location\n"
6990 "movez z: adjust z component of light location\n"
6991 "angles x y z : set light angles\n"
6992 "anglesx x: set x component of light angles\n"
6993 "anglesy y: set y component of light angles\n"
6994 "anglesz z: set z component of light angles\n"
6995 "color r g b : set color of light (can be brighter than 1 1 1)\n"
6996 "radius radius : set radius (size) of light\n"
6997 "colorscale grey : multiply color of light (1 does nothing)\n"
6998 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
6999 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
7000 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
7001 "originscale x y z : multiply origin of light (1 1 1 does nothing)\n"
7002 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
7003 "cubemap basename : set filter cubemap of light\n"
7004 "shadows 1/0 : turn on/off shadows\n"
7005 "corona n : set corona intensity\n"
7006 "coronasize n : set corona size (0-1)\n"
7007 "ambient n : set ambient intensity (0-1)\n"
7008 "diffuse n : set diffuse intensity (0-1)\n"
7009 "specular n : set specular intensity (0-1)\n"
7010 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
7011 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
7012 "<nothing> : print light properties to console\n"
7016 static void R_Shadow_EditLights_CopyInfo_f(void)
7018 if (!r_editlights.integer)
7020 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
7023 if (!r_shadow_selectedlight)
7025 Con_Print("No selected light.\n");
7028 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
7029 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
7030 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
7031 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
7032 if (r_shadow_selectedlight->cubemapname)
7033 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
7035 r_shadow_bufferlight.cubemapname[0] = 0;
7036 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
7037 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
7038 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
7039 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
7040 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
7041 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
7042 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
7045 static void R_Shadow_EditLights_PasteInfo_f(void)
7047 if (!r_editlights.integer)
7049 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
7052 if (!r_shadow_selectedlight)
7054 Con_Print("No selected light.\n");
7057 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);
7060 static void R_Shadow_EditLights_Lock_f(void)
7062 if (!r_editlights.integer)
7064 Con_Print("Cannot lock on light when not in editing mode. Set r_editlights to 1.\n");
7067 if (r_editlights_lockcursor)
7069 r_editlights_lockcursor = false;
7072 if (!r_shadow_selectedlight)
7074 Con_Print("No selected light to lock on.\n");
7077 r_editlights_lockcursor = true;
7080 static void R_Shadow_EditLights_Init(void)
7082 Cvar_RegisterVariable(&r_editlights);
7083 Cvar_RegisterVariable(&r_editlights_cursordistance);
7084 Cvar_RegisterVariable(&r_editlights_cursorpushback);
7085 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
7086 Cvar_RegisterVariable(&r_editlights_cursorgrid);
7087 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
7088 Cvar_RegisterVariable(&r_editlights_drawproperties);
7089 Cvar_RegisterVariable(&r_editlights_current_origin);
7090 Cvar_RegisterVariable(&r_editlights_current_angles);
7091 Cvar_RegisterVariable(&r_editlights_current_color);
7092 Cvar_RegisterVariable(&r_editlights_current_radius);
7093 Cvar_RegisterVariable(&r_editlights_current_corona);
7094 Cvar_RegisterVariable(&r_editlights_current_coronasize);
7095 Cvar_RegisterVariable(&r_editlights_current_style);
7096 Cvar_RegisterVariable(&r_editlights_current_shadows);
7097 Cvar_RegisterVariable(&r_editlights_current_cubemap);
7098 Cvar_RegisterVariable(&r_editlights_current_ambient);
7099 Cvar_RegisterVariable(&r_editlights_current_diffuse);
7100 Cvar_RegisterVariable(&r_editlights_current_specular);
7101 Cvar_RegisterVariable(&r_editlights_current_normalmode);
7102 Cvar_RegisterVariable(&r_editlights_current_realtimemode);
7103 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
7104 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
7105 Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)");
7106 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
7107 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
7108 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
7109 Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)");
7110 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
7111 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
7112 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
7113 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
7114 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
7115 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
7116 Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)");
7117 Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
7123 =============================================================================
7127 =============================================================================
7130 void R_LightPoint(float *color, const vec3_t p, const int flags)
7132 int i, numlights, flag;
7133 float f, relativepoint[3], dist, dist2, lightradius2;
7138 if (r_fullbright.integer)
7140 VectorSet(color, 1, 1, 1);
7146 if (flags & LP_LIGHTMAP)
7148 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
7150 VectorClear(diffuse);
7151 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n);
7152 VectorAdd(color, diffuse, color);
7155 VectorSet(color, 1, 1, 1);
7156 color[0] += r_refdef.scene.ambient;
7157 color[1] += r_refdef.scene.ambient;
7158 color[2] += r_refdef.scene.ambient;
7161 if (flags & LP_RTWORLD)
7163 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
7164 numlights = (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
7165 for (i = 0; i < numlights; i++)
7167 dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
7170 light = &dlight->rtlight;
7171 if (!(light->flags & flag))
7174 lightradius2 = light->radius * light->radius;
7175 VectorSubtract(light->shadoworigin, p, relativepoint);
7176 dist2 = VectorLength2(relativepoint);
7177 if (dist2 >= lightradius2)
7179 dist = sqrt(dist2) / light->radius;
7180 f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
7183 // todo: add to both ambient and diffuse
7184 if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1)
7185 VectorMA(color, f, light->currentcolor, color);
7188 if (flags & LP_DYNLIGHT)
7191 for (i = 0;i < r_refdef.scene.numlights;i++)
7193 light = r_refdef.scene.lights[i];
7195 lightradius2 = light->radius * light->radius;
7196 VectorSubtract(light->shadoworigin, p, relativepoint);
7197 dist2 = VectorLength2(relativepoint);
7198 if (dist2 >= lightradius2)
7200 dist = sqrt(dist2) / light->radius;
7201 f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
7204 // todo: add to both ambient and diffuse
7205 if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1)
7206 VectorMA(color, f, light->color, color);
7211 void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
7213 int i, numlights, flag;
7216 float relativepoint[3];
7225 if (r_fullbright.integer)
7227 VectorSet(ambient, 1, 1, 1);
7228 VectorClear(diffuse);
7229 VectorClear(lightdir);
7233 if (flags == LP_LIGHTMAP)
7235 VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
7236 VectorClear(diffuse);
7237 VectorClear(lightdir);
7238 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
7239 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
7241 VectorSet(ambient, 1, 1, 1);
7245 memset(sample, 0, sizeof(sample));
7246 VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
7248 if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
7251 VectorClear(tempambient);
7253 VectorClear(relativepoint);
7254 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
7255 VectorScale(tempambient, r_refdef.lightmapintensity, tempambient);
7256 VectorScale(color, r_refdef.lightmapintensity, color);
7257 VectorAdd(sample, tempambient, sample);
7258 VectorMA(sample , 0.5f , color, sample );
7259 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
7260 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
7261 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
7262 // calculate a weighted average light direction as well
7263 intensity = VectorLength(color);
7264 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
7267 if (flags & LP_RTWORLD)
7269 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
7270 numlights = (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
7271 for (i = 0; i < numlights; i++)
7273 dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
7276 light = &dlight->rtlight;
7277 if (!(light->flags & flag))
7280 lightradius2 = light->radius * light->radius;
7281 VectorSubtract(light->shadoworigin, p, relativepoint);
7282 dist2 = VectorLength2(relativepoint);
7283 if (dist2 >= lightradius2)
7285 dist = sqrt(dist2) / light->radius;
7286 intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
7287 if (intensity <= 0.0f)
7289 if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1)
7291 // scale down intensity to add to both ambient and diffuse
7292 //intensity *= 0.5f;
7293 VectorNormalize(relativepoint);
7294 VectorScale(light->currentcolor, intensity, color);
7295 VectorMA(sample , 0.5f , color, sample );
7296 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
7297 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
7298 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
7299 // calculate a weighted average light direction as well
7300 intensity *= VectorLength(color);
7301 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
7303 // FIXME: sample bouncegrid too!
7306 if (flags & LP_DYNLIGHT)
7309 for (i = 0;i < r_refdef.scene.numlights;i++)
7311 light = r_refdef.scene.lights[i];
7313 lightradius2 = light->radius * light->radius;
7314 VectorSubtract(light->shadoworigin, p, relativepoint);
7315 dist2 = VectorLength2(relativepoint);
7316 if (dist2 >= lightradius2)
7318 dist = sqrt(dist2) / light->radius;
7319 intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
7320 if (intensity <= 0.0f)
7322 if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1)
7324 // scale down intensity to add to both ambient and diffuse
7325 //intensity *= 0.5f;
7326 VectorNormalize(relativepoint);
7327 VectorScale(light->currentcolor, intensity, color);
7328 VectorMA(sample , 0.5f , color, sample );
7329 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
7330 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
7331 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
7332 // calculate a weighted average light direction as well
7333 intensity *= VectorLength(color);
7334 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
7338 // calculate the direction we'll use to reduce the sample to a directional light source
7339 VectorCopy(sample + 12, dir);
7340 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
7341 VectorNormalize(dir);
7342 // extract the diffuse color along the chosen direction and scale it
7343 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
7344 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
7345 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
7346 // subtract some of diffuse from ambient
7347 VectorMA(sample, -0.333f, diffuse, ambient);
7348 // store the normalized lightdir
7349 VectorCopy(dir, lightdir);