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 extern 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 int r_shadow_shadowmappcf;
200 int r_shadow_shadowmapborder;
201 matrix4x4_t r_shadow_shadowmapmatrix;
202 int r_shadow_lightscissor[4];
203 qboolean r_shadow_usingdeferredprepass;
205 int maxshadowtriangles;
208 int maxshadowvertices;
209 float *shadowvertex3f;
219 unsigned char *shadowsides;
220 int *shadowsideslist;
227 int r_shadow_buffer_numleafpvsbytes;
228 unsigned char *r_shadow_buffer_visitingleafpvs;
229 unsigned char *r_shadow_buffer_leafpvs;
230 int *r_shadow_buffer_leaflist;
232 int r_shadow_buffer_numsurfacepvsbytes;
233 unsigned char *r_shadow_buffer_surfacepvs;
234 int *r_shadow_buffer_surfacelist;
235 unsigned char *r_shadow_buffer_surfacesides;
237 int r_shadow_buffer_numshadowtrispvsbytes;
238 unsigned char *r_shadow_buffer_shadowtrispvs;
239 int r_shadow_buffer_numlighttrispvsbytes;
240 unsigned char *r_shadow_buffer_lighttrispvs;
242 rtexturepool_t *r_shadow_texturepool;
243 rtexture_t *r_shadow_attenuationgradienttexture;
244 rtexture_t *r_shadow_attenuation2dtexture;
245 rtexture_t *r_shadow_attenuation3dtexture;
246 skinframe_t *r_shadow_lightcorona;
247 rtexture_t *r_shadow_shadowmap2dtexture;
248 rtexture_t *r_shadow_shadowmap2dcolortexture;
249 rtexture_t *r_shadow_shadowmapvsdcttexture;
250 int r_shadow_shadowmapsize; // changes for each light based on distance
251 int r_shadow_shadowmaplod; // 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_prepassgeometrydepthtexture;
259 rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
260 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
261 rtexture_t *r_shadow_prepasslightingdiffusetexture;
262 rtexture_t *r_shadow_prepasslightingspeculartexture;
264 // keep track of the provided framebuffer info
265 static int r_shadow_fb_fbo;
266 static rtexture_t *r_shadow_fb_depthtexture;
267 static rtexture_t *r_shadow_fb_colortexture;
269 // lights are reloaded when this changes
270 char r_shadow_mapname[MAX_QPATH];
272 // used only for light filters (cubemaps)
273 rtexturepool_t *r_shadow_filters_texturepool;
276 static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
279 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"};
280 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"};
281 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
282 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"};
283 cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "4", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"};
284 //cvar_t r_shadow_deferred_fp = {CVAR_SAVE, "r_shadow_deferred_fp", "0", "use 16bit (1) or 32bit (2) floating point for accumulation of image-based lighting"};
285 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)"};
286 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
287 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)"};
288 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"};
289 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
290 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
291 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
292 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
293 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
294 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
295 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
296 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
297 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
298 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)"};
299 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
300 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
301 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
302 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
303 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)"};
304 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"};
305 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
306 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
307 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"};
308 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)"};
309 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
310 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)"};
311 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"};
312 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)"};
313 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
314 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
315 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
316 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
317 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"};
318 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
319 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
320 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
321 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
322 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
323 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
324 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
325 cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
326 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
327 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)"};
328 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)"};
329 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)"};
330 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"};
331 cvar_t r_shadow_bouncegrid_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"};
332 cvar_t r_shadow_bouncegrid_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dlightparticlemultiplier", "0", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
333 cvar_t r_shadow_bouncegrid_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
334 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)"};
335 cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
336 cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "4", "particles stop at this fraction of light radius (can be more than 1)"};
337 cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "2", "maximum number of bounces for a particle (minimum is 0)"};
338 cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "1", "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"};
339 cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "1", "brightness of particles contributing to bouncegrid texture"};
340 cvar_t r_shadow_bouncegrid_photons = {CVAR_SAVE, "r_shadow_bouncegrid_photons", "2000", "total photons to shoot per update, divided proportionately between lights"};
341 cvar_t r_shadow_bouncegrid_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_spacing", "64", "unit size of bouncegrid pixel"};
342 cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"};
343 cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
344 cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"};
345 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"};
346 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"};
347 cvar_t r_shadow_bouncegrid_static_photons = {CVAR_SAVE, "r_shadow_bouncegrid_static_photons", "25000", "photons value to use when in static mode"};
348 cvar_t r_shadow_bouncegrid_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"};
349 cvar_t r_shadow_bouncegrid_x = {CVAR_SAVE, "r_shadow_bouncegrid_x", "64", "maximum texture size of bouncegrid on X axis"};
350 cvar_t r_shadow_bouncegrid_y = {CVAR_SAVE, "r_shadow_bouncegrid_y", "64", "maximum texture size of bouncegrid on Y axis"};
351 cvar_t r_shadow_bouncegrid_z = {CVAR_SAVE, "r_shadow_bouncegrid_z", "32", "maximum texture size of bouncegrid on Z axis"};
352 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
353 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"};
354 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
355 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
356 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
357 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
358 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
359 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
360 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
361 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
362 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
363 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
365 typedef struct r_shadow_bouncegrid_settings_s
368 qboolean bounceanglediffuse;
369 qboolean directionalshading;
370 qboolean includedirectlighting;
371 float dlightparticlemultiplier;
373 float lightradiusscale;
375 float particlebounceintensity;
376 float particleintensity;
381 r_shadow_bouncegrid_settings_t;
383 r_shadow_bouncegrid_settings_t r_shadow_bouncegridsettings;
384 rtexture_t *r_shadow_bouncegridtexture;
385 matrix4x4_t r_shadow_bouncegridmatrix;
386 vec_t r_shadow_bouncegridintensity;
387 qboolean r_shadow_bouncegriddirectional;
388 static double r_shadow_bouncegridtime;
389 static int r_shadow_bouncegridresolution[3];
390 static int r_shadow_bouncegridnumpixels;
391 static unsigned char *r_shadow_bouncegridpixels;
392 static float *r_shadow_bouncegridhighpixels;
394 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
395 #define ATTENTABLESIZE 256
396 // 1D gradient, 2D circle and 3D sphere attenuation textures
397 #define ATTEN1DSIZE 32
398 #define ATTEN2DSIZE 64
399 #define ATTEN3DSIZE 32
401 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
402 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
403 static float r_shadow_attentable[ATTENTABLESIZE+1];
405 rtlight_t *r_shadow_compilingrtlight;
406 static memexpandablearray_t r_shadow_worldlightsarray;
407 dlight_t *r_shadow_selectedlight;
408 dlight_t r_shadow_bufferlight;
409 vec3_t r_editlights_cursorlocation;
410 qboolean r_editlights_lockcursor;
412 extern int con_vislines;
414 void R_Shadow_UncompileWorldLights(void);
415 void R_Shadow_ClearWorldLights(void);
416 void R_Shadow_SaveWorldLights(void);
417 void R_Shadow_LoadWorldLights(void);
418 void R_Shadow_LoadLightsFile(void);
419 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
420 void R_Shadow_EditLights_Reload_f(void);
421 void R_Shadow_ValidateCvars(void);
422 static void R_Shadow_MakeTextures(void);
424 #define EDLIGHTSPRSIZE 8
425 skinframe_t *r_editlights_sprcursor;
426 skinframe_t *r_editlights_sprlight;
427 skinframe_t *r_editlights_sprnoshadowlight;
428 skinframe_t *r_editlights_sprcubemaplight;
429 skinframe_t *r_editlights_sprcubemapnoshadowlight;
430 skinframe_t *r_editlights_sprselection;
432 void R_Shadow_SetShadowMode(void)
434 r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
435 r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
436 r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
437 r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
438 r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
439 r_shadow_shadowmaplod = -1;
440 r_shadow_shadowmapsize = 0;
441 r_shadow_shadowmapsampler = false;
442 r_shadow_shadowmappcf = 0;
443 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
444 if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
446 switch(vid.renderpath)
448 case RENDERPATH_GL20:
449 if(r_shadow_shadowmapfilterquality < 0)
451 if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
452 r_shadow_shadowmappcf = 1;
453 else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD"))
455 r_shadow_shadowmapsampler = vid.support.arb_shadow;
456 r_shadow_shadowmappcf = 1;
458 else if(strstr(gl_vendor, "ATI"))
459 r_shadow_shadowmappcf = 1;
461 r_shadow_shadowmapsampler = vid.support.arb_shadow;
465 switch (r_shadow_shadowmapfilterquality)
468 r_shadow_shadowmapsampler = vid.support.arb_shadow;
471 r_shadow_shadowmapsampler = vid.support.arb_shadow;
472 r_shadow_shadowmappcf = 1;
475 r_shadow_shadowmappcf = 1;
478 r_shadow_shadowmappcf = 2;
482 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
484 case RENDERPATH_D3D9:
485 case RENDERPATH_D3D10:
486 case RENDERPATH_D3D11:
487 case RENDERPATH_SOFT:
488 r_shadow_shadowmapsampler = false;
489 r_shadow_shadowmappcf = 1;
490 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
492 case RENDERPATH_GL11:
493 case RENDERPATH_GL13:
494 case RENDERPATH_GLES1:
495 case RENDERPATH_GLES2:
501 qboolean R_Shadow_ShadowMappingEnabled(void)
503 switch (r_shadow_shadowmode)
505 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
512 void R_Shadow_FreeShadowMaps(void)
514 R_Shadow_SetShadowMode();
516 R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
520 if (r_shadow_shadowmap2dtexture)
521 R_FreeTexture(r_shadow_shadowmap2dtexture);
522 r_shadow_shadowmap2dtexture = NULL;
524 if (r_shadow_shadowmap2dcolortexture)
525 R_FreeTexture(r_shadow_shadowmap2dcolortexture);
526 r_shadow_shadowmap2dcolortexture = NULL;
528 if (r_shadow_shadowmapvsdcttexture)
529 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
530 r_shadow_shadowmapvsdcttexture = NULL;
533 void r_shadow_start(void)
535 // allocate vertex processing arrays
536 r_shadow_bouncegridpixels = NULL;
537 r_shadow_bouncegridhighpixels = NULL;
538 r_shadow_bouncegridnumpixels = 0;
539 r_shadow_bouncegridtexture = NULL;
540 r_shadow_bouncegriddirectional = false;
541 r_shadow_attenuationgradienttexture = NULL;
542 r_shadow_attenuation2dtexture = NULL;
543 r_shadow_attenuation3dtexture = NULL;
544 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
545 r_shadow_shadowmap2dtexture = NULL;
546 r_shadow_shadowmap2dcolortexture = NULL;
547 r_shadow_shadowmapvsdcttexture = NULL;
548 r_shadow_shadowmapmaxsize = 0;
549 r_shadow_shadowmapsize = 0;
550 r_shadow_shadowmaplod = 0;
551 r_shadow_shadowmapfilterquality = -1;
552 r_shadow_shadowmapdepthbits = 0;
553 r_shadow_shadowmapvsdct = false;
554 r_shadow_shadowmapsampler = false;
555 r_shadow_shadowmappcf = 0;
558 R_Shadow_FreeShadowMaps();
560 r_shadow_texturepool = NULL;
561 r_shadow_filters_texturepool = NULL;
562 R_Shadow_ValidateCvars();
563 R_Shadow_MakeTextures();
564 maxshadowtriangles = 0;
565 shadowelements = NULL;
566 maxshadowvertices = 0;
567 shadowvertex3f = NULL;
575 shadowmarklist = NULL;
580 shadowsideslist = NULL;
581 r_shadow_buffer_numleafpvsbytes = 0;
582 r_shadow_buffer_visitingleafpvs = NULL;
583 r_shadow_buffer_leafpvs = NULL;
584 r_shadow_buffer_leaflist = NULL;
585 r_shadow_buffer_numsurfacepvsbytes = 0;
586 r_shadow_buffer_surfacepvs = NULL;
587 r_shadow_buffer_surfacelist = NULL;
588 r_shadow_buffer_surfacesides = NULL;
589 r_shadow_buffer_numshadowtrispvsbytes = 0;
590 r_shadow_buffer_shadowtrispvs = NULL;
591 r_shadow_buffer_numlighttrispvsbytes = 0;
592 r_shadow_buffer_lighttrispvs = NULL;
594 r_shadow_usingdeferredprepass = false;
595 r_shadow_prepass_width = r_shadow_prepass_height = 0;
598 static void R_Shadow_FreeDeferred(void);
599 void r_shadow_shutdown(void)
602 R_Shadow_UncompileWorldLights();
604 R_Shadow_FreeShadowMaps();
606 r_shadow_usingdeferredprepass = false;
607 if (r_shadow_prepass_width)
608 R_Shadow_FreeDeferred();
609 r_shadow_prepass_width = r_shadow_prepass_height = 0;
612 r_shadow_bouncegridtexture = NULL;
613 r_shadow_bouncegridpixels = NULL;
614 r_shadow_bouncegridhighpixels = NULL;
615 r_shadow_bouncegridnumpixels = 0;
616 r_shadow_bouncegriddirectional = false;
617 r_shadow_attenuationgradienttexture = NULL;
618 r_shadow_attenuation2dtexture = NULL;
619 r_shadow_attenuation3dtexture = NULL;
620 R_FreeTexturePool(&r_shadow_texturepool);
621 R_FreeTexturePool(&r_shadow_filters_texturepool);
622 maxshadowtriangles = 0;
624 Mem_Free(shadowelements);
625 shadowelements = NULL;
627 Mem_Free(shadowvertex3f);
628 shadowvertex3f = NULL;
631 Mem_Free(vertexupdate);
634 Mem_Free(vertexremap);
640 Mem_Free(shadowmark);
643 Mem_Free(shadowmarklist);
644 shadowmarklist = NULL;
649 Mem_Free(shadowsides);
652 Mem_Free(shadowsideslist);
653 shadowsideslist = NULL;
654 r_shadow_buffer_numleafpvsbytes = 0;
655 if (r_shadow_buffer_visitingleafpvs)
656 Mem_Free(r_shadow_buffer_visitingleafpvs);
657 r_shadow_buffer_visitingleafpvs = NULL;
658 if (r_shadow_buffer_leafpvs)
659 Mem_Free(r_shadow_buffer_leafpvs);
660 r_shadow_buffer_leafpvs = NULL;
661 if (r_shadow_buffer_leaflist)
662 Mem_Free(r_shadow_buffer_leaflist);
663 r_shadow_buffer_leaflist = NULL;
664 r_shadow_buffer_numsurfacepvsbytes = 0;
665 if (r_shadow_buffer_surfacepvs)
666 Mem_Free(r_shadow_buffer_surfacepvs);
667 r_shadow_buffer_surfacepvs = NULL;
668 if (r_shadow_buffer_surfacelist)
669 Mem_Free(r_shadow_buffer_surfacelist);
670 r_shadow_buffer_surfacelist = NULL;
671 if (r_shadow_buffer_surfacesides)
672 Mem_Free(r_shadow_buffer_surfacesides);
673 r_shadow_buffer_surfacesides = NULL;
674 r_shadow_buffer_numshadowtrispvsbytes = 0;
675 if (r_shadow_buffer_shadowtrispvs)
676 Mem_Free(r_shadow_buffer_shadowtrispvs);
677 r_shadow_buffer_numlighttrispvsbytes = 0;
678 if (r_shadow_buffer_lighttrispvs)
679 Mem_Free(r_shadow_buffer_lighttrispvs);
682 void r_shadow_newmap(void)
684 if (r_shadow_bouncegridtexture) R_FreeTexture(r_shadow_bouncegridtexture);r_shadow_bouncegridtexture = NULL;
685 if (r_shadow_lightcorona) R_SkinFrame_MarkUsed(r_shadow_lightcorona);
686 if (r_editlights_sprcursor) R_SkinFrame_MarkUsed(r_editlights_sprcursor);
687 if (r_editlights_sprlight) R_SkinFrame_MarkUsed(r_editlights_sprlight);
688 if (r_editlights_sprnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
689 if (r_editlights_sprcubemaplight) R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
690 if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
691 if (r_editlights_sprselection) R_SkinFrame_MarkUsed(r_editlights_sprselection);
692 if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
693 R_Shadow_EditLights_Reload_f();
696 void R_Shadow_Init(void)
698 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
699 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
700 Cvar_RegisterVariable(&r_shadow_usebihculling);
701 Cvar_RegisterVariable(&r_shadow_usenormalmap);
702 Cvar_RegisterVariable(&r_shadow_debuglight);
703 Cvar_RegisterVariable(&r_shadow_deferred);
704 Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
705 // Cvar_RegisterVariable(&r_shadow_deferred_fp);
706 Cvar_RegisterVariable(&r_shadow_gloss);
707 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
708 Cvar_RegisterVariable(&r_shadow_glossintensity);
709 Cvar_RegisterVariable(&r_shadow_glossexponent);
710 Cvar_RegisterVariable(&r_shadow_gloss2exponent);
711 Cvar_RegisterVariable(&r_shadow_glossexact);
712 Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
713 Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
714 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
715 Cvar_RegisterVariable(&r_shadow_lightradiusscale);
716 Cvar_RegisterVariable(&r_shadow_projectdistance);
717 Cvar_RegisterVariable(&r_shadow_frontsidecasting);
718 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
719 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
720 Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
721 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
722 Cvar_RegisterVariable(&r_shadow_realtime_world);
723 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
724 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
725 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
726 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
727 Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
728 Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
729 Cvar_RegisterVariable(&r_shadow_scissor);
730 Cvar_RegisterVariable(&r_shadow_shadowmapping);
731 Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
732 Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
733 Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
734 Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
735 Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
736 Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
737 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
738 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
739 Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
740 Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
741 Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
742 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
743 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
744 Cvar_RegisterVariable(&r_shadow_sortsurfaces);
745 Cvar_RegisterVariable(&r_shadow_polygonfactor);
746 Cvar_RegisterVariable(&r_shadow_polygonoffset);
747 Cvar_RegisterVariable(&r_shadow_texture3d);
748 Cvar_RegisterVariable(&r_shadow_bouncegrid);
749 Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
750 Cvar_RegisterVariable(&r_shadow_bouncegrid_directionalshading);
751 Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier);
752 Cvar_RegisterVariable(&r_shadow_bouncegrid_hitmodels);
753 Cvar_RegisterVariable(&r_shadow_bouncegrid_includedirectlighting);
754 Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
755 Cvar_RegisterVariable(&r_shadow_bouncegrid_lightradiusscale);
756 Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce);
757 Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
758 Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
759 Cvar_RegisterVariable(&r_shadow_bouncegrid_photons);
760 Cvar_RegisterVariable(&r_shadow_bouncegrid_spacing);
761 Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom);
762 Cvar_RegisterVariable(&r_shadow_bouncegrid_static);
763 Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading);
764 Cvar_RegisterVariable(&r_shadow_bouncegrid_static_lightradiusscale);
765 Cvar_RegisterVariable(&r_shadow_bouncegrid_static_maxbounce);
766 Cvar_RegisterVariable(&r_shadow_bouncegrid_static_photons);
767 Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval);
768 Cvar_RegisterVariable(&r_shadow_bouncegrid_x);
769 Cvar_RegisterVariable(&r_shadow_bouncegrid_y);
770 Cvar_RegisterVariable(&r_shadow_bouncegrid_z);
771 Cvar_RegisterVariable(&r_coronas);
772 Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
773 Cvar_RegisterVariable(&r_coronas_occlusionquery);
774 Cvar_RegisterVariable(&gl_flashblend);
775 Cvar_RegisterVariable(&gl_ext_separatestencil);
776 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
777 R_Shadow_EditLights_Init();
778 Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
779 maxshadowtriangles = 0;
780 shadowelements = NULL;
781 maxshadowvertices = 0;
782 shadowvertex3f = NULL;
790 shadowmarklist = NULL;
795 shadowsideslist = NULL;
796 r_shadow_buffer_numleafpvsbytes = 0;
797 r_shadow_buffer_visitingleafpvs = NULL;
798 r_shadow_buffer_leafpvs = NULL;
799 r_shadow_buffer_leaflist = NULL;
800 r_shadow_buffer_numsurfacepvsbytes = 0;
801 r_shadow_buffer_surfacepvs = NULL;
802 r_shadow_buffer_surfacelist = NULL;
803 r_shadow_buffer_surfacesides = NULL;
804 r_shadow_buffer_shadowtrispvs = NULL;
805 r_shadow_buffer_lighttrispvs = NULL;
806 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
809 matrix4x4_t matrix_attenuationxyz =
812 {0.5, 0.0, 0.0, 0.5},
813 {0.0, 0.5, 0.0, 0.5},
814 {0.0, 0.0, 0.5, 0.5},
819 matrix4x4_t matrix_attenuationz =
822 {0.0, 0.0, 0.5, 0.5},
823 {0.0, 0.0, 0.0, 0.5},
824 {0.0, 0.0, 0.0, 0.5},
829 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
831 numvertices = ((numvertices + 255) & ~255) * vertscale;
832 numtriangles = ((numtriangles + 255) & ~255) * triscale;
833 // make sure shadowelements is big enough for this volume
834 if (maxshadowtriangles < numtriangles)
836 maxshadowtriangles = numtriangles;
838 Mem_Free(shadowelements);
839 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
841 // make sure shadowvertex3f is big enough for this volume
842 if (maxshadowvertices < numvertices)
844 maxshadowvertices = numvertices;
846 Mem_Free(shadowvertex3f);
847 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
851 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
853 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
854 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
855 int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
856 int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
857 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
859 if (r_shadow_buffer_visitingleafpvs)
860 Mem_Free(r_shadow_buffer_visitingleafpvs);
861 if (r_shadow_buffer_leafpvs)
862 Mem_Free(r_shadow_buffer_leafpvs);
863 if (r_shadow_buffer_leaflist)
864 Mem_Free(r_shadow_buffer_leaflist);
865 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
866 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
867 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
868 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
870 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
872 if (r_shadow_buffer_surfacepvs)
873 Mem_Free(r_shadow_buffer_surfacepvs);
874 if (r_shadow_buffer_surfacelist)
875 Mem_Free(r_shadow_buffer_surfacelist);
876 if (r_shadow_buffer_surfacesides)
877 Mem_Free(r_shadow_buffer_surfacesides);
878 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
879 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
880 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
881 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
883 if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
885 if (r_shadow_buffer_shadowtrispvs)
886 Mem_Free(r_shadow_buffer_shadowtrispvs);
887 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
888 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
890 if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
892 if (r_shadow_buffer_lighttrispvs)
893 Mem_Free(r_shadow_buffer_lighttrispvs);
894 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
895 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
899 void R_Shadow_PrepareShadowMark(int numtris)
901 // make sure shadowmark is big enough for this volume
902 if (maxshadowmark < numtris)
904 maxshadowmark = numtris;
906 Mem_Free(shadowmark);
908 Mem_Free(shadowmarklist);
909 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
910 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
914 // if shadowmarkcount wrapped we clear the array and adjust accordingly
915 if (shadowmarkcount == 0)
918 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
923 void R_Shadow_PrepareShadowSides(int numtris)
925 if (maxshadowsides < numtris)
927 maxshadowsides = numtris;
929 Mem_Free(shadowsides);
931 Mem_Free(shadowsideslist);
932 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
933 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
938 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)
941 int outtriangles = 0, outvertices = 0;
944 float ratio, direction[3], projectvector[3];
946 if (projectdirection)
947 VectorScale(projectdirection, projectdistance, projectvector);
949 VectorClear(projectvector);
951 // create the vertices
952 if (projectdirection)
954 for (i = 0;i < numshadowmarktris;i++)
956 element = inelement3i + shadowmarktris[i] * 3;
957 for (j = 0;j < 3;j++)
959 if (vertexupdate[element[j]] != vertexupdatenum)
961 vertexupdate[element[j]] = vertexupdatenum;
962 vertexremap[element[j]] = outvertices;
963 vertex = invertex3f + element[j] * 3;
964 // project one copy of the vertex according to projectvector
965 VectorCopy(vertex, outvertex3f);
966 VectorAdd(vertex, projectvector, (outvertex3f + 3));
975 for (i = 0;i < numshadowmarktris;i++)
977 element = inelement3i + shadowmarktris[i] * 3;
978 for (j = 0;j < 3;j++)
980 if (vertexupdate[element[j]] != vertexupdatenum)
982 vertexupdate[element[j]] = vertexupdatenum;
983 vertexremap[element[j]] = outvertices;
984 vertex = invertex3f + element[j] * 3;
985 // project one copy of the vertex to the sphere radius of the light
986 // (FIXME: would projecting it to the light box be better?)
987 VectorSubtract(vertex, projectorigin, direction);
988 ratio = projectdistance / VectorLength(direction);
989 VectorCopy(vertex, outvertex3f);
990 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
998 if (r_shadow_frontsidecasting.integer)
1000 for (i = 0;i < numshadowmarktris;i++)
1002 int remappedelement[3];
1004 const int *neighbortriangle;
1006 markindex = shadowmarktris[i] * 3;
1007 element = inelement3i + markindex;
1008 neighbortriangle = inneighbor3i + markindex;
1009 // output the front and back triangles
1010 outelement3i[0] = vertexremap[element[0]];
1011 outelement3i[1] = vertexremap[element[1]];
1012 outelement3i[2] = vertexremap[element[2]];
1013 outelement3i[3] = vertexremap[element[2]] + 1;
1014 outelement3i[4] = vertexremap[element[1]] + 1;
1015 outelement3i[5] = vertexremap[element[0]] + 1;
1019 // output the sides (facing outward from this triangle)
1020 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1022 remappedelement[0] = vertexremap[element[0]];
1023 remappedelement[1] = vertexremap[element[1]];
1024 outelement3i[0] = remappedelement[1];
1025 outelement3i[1] = remappedelement[0];
1026 outelement3i[2] = remappedelement[0] + 1;
1027 outelement3i[3] = remappedelement[1];
1028 outelement3i[4] = remappedelement[0] + 1;
1029 outelement3i[5] = remappedelement[1] + 1;
1034 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1036 remappedelement[1] = vertexremap[element[1]];
1037 remappedelement[2] = vertexremap[element[2]];
1038 outelement3i[0] = remappedelement[2];
1039 outelement3i[1] = remappedelement[1];
1040 outelement3i[2] = remappedelement[1] + 1;
1041 outelement3i[3] = remappedelement[2];
1042 outelement3i[4] = remappedelement[1] + 1;
1043 outelement3i[5] = remappedelement[2] + 1;
1048 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1050 remappedelement[0] = vertexremap[element[0]];
1051 remappedelement[2] = vertexremap[element[2]];
1052 outelement3i[0] = remappedelement[0];
1053 outelement3i[1] = remappedelement[2];
1054 outelement3i[2] = remappedelement[2] + 1;
1055 outelement3i[3] = remappedelement[0];
1056 outelement3i[4] = remappedelement[2] + 1;
1057 outelement3i[5] = remappedelement[0] + 1;
1066 for (i = 0;i < numshadowmarktris;i++)
1068 int remappedelement[3];
1070 const int *neighbortriangle;
1072 markindex = shadowmarktris[i] * 3;
1073 element = inelement3i + markindex;
1074 neighbortriangle = inneighbor3i + markindex;
1075 // output the front and back triangles
1076 outelement3i[0] = vertexremap[element[2]];
1077 outelement3i[1] = vertexremap[element[1]];
1078 outelement3i[2] = vertexremap[element[0]];
1079 outelement3i[3] = vertexremap[element[0]] + 1;
1080 outelement3i[4] = vertexremap[element[1]] + 1;
1081 outelement3i[5] = vertexremap[element[2]] + 1;
1085 // output the sides (facing outward from this triangle)
1086 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1088 remappedelement[0] = vertexremap[element[0]];
1089 remappedelement[1] = vertexremap[element[1]];
1090 outelement3i[0] = remappedelement[0];
1091 outelement3i[1] = remappedelement[1];
1092 outelement3i[2] = remappedelement[1] + 1;
1093 outelement3i[3] = remappedelement[0];
1094 outelement3i[4] = remappedelement[1] + 1;
1095 outelement3i[5] = remappedelement[0] + 1;
1100 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1102 remappedelement[1] = vertexremap[element[1]];
1103 remappedelement[2] = vertexremap[element[2]];
1104 outelement3i[0] = remappedelement[1];
1105 outelement3i[1] = remappedelement[2];
1106 outelement3i[2] = remappedelement[2] + 1;
1107 outelement3i[3] = remappedelement[1];
1108 outelement3i[4] = remappedelement[2] + 1;
1109 outelement3i[5] = remappedelement[1] + 1;
1114 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1116 remappedelement[0] = vertexremap[element[0]];
1117 remappedelement[2] = vertexremap[element[2]];
1118 outelement3i[0] = remappedelement[2];
1119 outelement3i[1] = remappedelement[0];
1120 outelement3i[2] = remappedelement[0] + 1;
1121 outelement3i[3] = remappedelement[2];
1122 outelement3i[4] = remappedelement[0] + 1;
1123 outelement3i[5] = remappedelement[2] + 1;
1131 *outnumvertices = outvertices;
1132 return outtriangles;
1135 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)
1138 int outtriangles = 0, outvertices = 0;
1140 const float *vertex;
1141 float ratio, direction[3], projectvector[3];
1144 if (projectdirection)
1145 VectorScale(projectdirection, projectdistance, projectvector);
1147 VectorClear(projectvector);
1149 for (i = 0;i < numshadowmarktris;i++)
1151 int remappedelement[3];
1153 const int *neighbortriangle;
1155 markindex = shadowmarktris[i] * 3;
1156 neighbortriangle = inneighbor3i + markindex;
1157 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1158 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1159 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1160 if (side[0] + side[1] + side[2] == 0)
1164 element = inelement3i + markindex;
1166 // create the vertices
1167 for (j = 0;j < 3;j++)
1169 if (side[j] + side[j+1] == 0)
1172 if (vertexupdate[k] != vertexupdatenum)
1174 vertexupdate[k] = vertexupdatenum;
1175 vertexremap[k] = outvertices;
1176 vertex = invertex3f + k * 3;
1177 VectorCopy(vertex, outvertex3f);
1178 if (projectdirection)
1180 // project one copy of the vertex according to projectvector
1181 VectorAdd(vertex, projectvector, (outvertex3f + 3));
1185 // project one copy of the vertex to the sphere radius of the light
1186 // (FIXME: would projecting it to the light box be better?)
1187 VectorSubtract(vertex, projectorigin, direction);
1188 ratio = projectdistance / VectorLength(direction);
1189 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1196 // output the sides (facing outward from this triangle)
1199 remappedelement[0] = vertexremap[element[0]];
1200 remappedelement[1] = vertexremap[element[1]];
1201 outelement3i[0] = remappedelement[1];
1202 outelement3i[1] = remappedelement[0];
1203 outelement3i[2] = remappedelement[0] + 1;
1204 outelement3i[3] = remappedelement[1];
1205 outelement3i[4] = remappedelement[0] + 1;
1206 outelement3i[5] = remappedelement[1] + 1;
1213 remappedelement[1] = vertexremap[element[1]];
1214 remappedelement[2] = vertexremap[element[2]];
1215 outelement3i[0] = remappedelement[2];
1216 outelement3i[1] = remappedelement[1];
1217 outelement3i[2] = remappedelement[1] + 1;
1218 outelement3i[3] = remappedelement[2];
1219 outelement3i[4] = remappedelement[1] + 1;
1220 outelement3i[5] = remappedelement[2] + 1;
1227 remappedelement[0] = vertexremap[element[0]];
1228 remappedelement[2] = vertexremap[element[2]];
1229 outelement3i[0] = remappedelement[0];
1230 outelement3i[1] = remappedelement[2];
1231 outelement3i[2] = remappedelement[2] + 1;
1232 outelement3i[3] = remappedelement[0];
1233 outelement3i[4] = remappedelement[2] + 1;
1234 outelement3i[5] = remappedelement[0] + 1;
1241 *outnumvertices = outvertices;
1242 return outtriangles;
1245 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)
1251 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1253 tend = firsttriangle + numtris;
1254 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1256 // surface box entirely inside light box, no box cull
1257 if (projectdirection)
1259 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1261 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1262 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1263 shadowmarklist[numshadowmark++] = t;
1268 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1269 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1270 shadowmarklist[numshadowmark++] = t;
1275 // surface box not entirely inside light box, cull each triangle
1276 if (projectdirection)
1278 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1280 v[0] = invertex3f + e[0] * 3;
1281 v[1] = invertex3f + e[1] * 3;
1282 v[2] = invertex3f + e[2] * 3;
1283 TriangleNormal(v[0], v[1], v[2], normal);
1284 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1285 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1286 shadowmarklist[numshadowmark++] = t;
1291 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1293 v[0] = invertex3f + e[0] * 3;
1294 v[1] = invertex3f + e[1] * 3;
1295 v[2] = invertex3f + e[2] * 3;
1296 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1297 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1298 shadowmarklist[numshadowmark++] = t;
1304 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1309 if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1311 // check if the shadow volume intersects the near plane
1313 // a ray between the eye and light origin may intersect the caster,
1314 // indicating that the shadow may touch the eye location, however we must
1315 // test the near plane (a polygon), not merely the eye location, so it is
1316 // easiest to enlarge the caster bounding shape slightly for this.
1322 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)
1324 int i, tris, outverts;
1325 if (projectdistance < 0.1)
1327 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1330 if (!numverts || !nummarktris)
1332 // make sure shadowelements is big enough for this volume
1333 if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1334 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1336 if (maxvertexupdate < numverts)
1338 maxvertexupdate = numverts;
1340 Mem_Free(vertexupdate);
1342 Mem_Free(vertexremap);
1343 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1344 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1345 vertexupdatenum = 0;
1348 if (vertexupdatenum == 0)
1350 vertexupdatenum = 1;
1351 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1352 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1355 for (i = 0;i < nummarktris;i++)
1356 shadowmark[marktris[i]] = shadowmarkcount;
1358 if (r_shadow_compilingrtlight)
1360 // if we're compiling an rtlight, capture the mesh
1361 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1362 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1363 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1364 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1366 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1368 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1369 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1370 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1374 // decide which type of shadow to generate and set stencil mode
1375 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1376 // generate the sides or a solid volume, depending on type
1377 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1378 tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1380 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1381 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1382 r_refdef.stats.lights_shadowtriangles += tris;
1383 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1385 // increment stencil if frontface is infront of depthbuffer
1386 GL_CullFace(r_refdef.view.cullface_front);
1387 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
1388 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1389 // decrement stencil if backface is infront of depthbuffer
1390 GL_CullFace(r_refdef.view.cullface_back);
1391 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
1393 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1395 // decrement stencil if backface is behind depthbuffer
1396 GL_CullFace(r_refdef.view.cullface_front);
1397 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
1398 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1399 // increment stencil if frontface is behind depthbuffer
1400 GL_CullFace(r_refdef.view.cullface_back);
1401 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
1403 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1404 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1408 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1410 // p1, p2, p3 are in the cubemap's local coordinate system
1411 // bias = border/(size - border)
1414 float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1415 dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1416 dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1417 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1419 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1420 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1421 | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1422 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1424 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1425 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1426 | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1428 dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1429 dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1430 dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1431 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1433 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1434 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1435 | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1436 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1438 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1439 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1440 | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1442 dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1443 dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1444 dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1445 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1447 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1448 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1449 | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1450 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1452 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1453 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1454 | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1459 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1461 vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1462 float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1465 VectorSubtract(maxs, mins, radius);
1466 VectorScale(radius, 0.5f, radius);
1467 VectorAdd(mins, radius, center);
1468 Matrix4x4_Transform(worldtolight, center, lightcenter);
1469 Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1470 VectorSubtract(lightcenter, lightradius, pmin);
1471 VectorAdd(lightcenter, lightradius, pmax);
1473 dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1474 dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1475 if(ap1 > bias*an1 && ap2 > bias*an2)
1477 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1478 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1479 if(an1 > bias*ap1 && an2 > bias*ap2)
1481 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1482 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1484 dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1485 dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1486 if(ap1 > bias*an1 && ap2 > bias*an2)
1488 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1489 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1490 if(an1 > bias*ap1 && an2 > bias*ap2)
1492 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1493 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1495 dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1496 dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1497 if(ap1 > bias*an1 && ap2 > bias*an2)
1499 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1500 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1501 if(an1 > bias*ap1 && an2 > bias*ap2)
1503 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1504 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1509 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1511 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1513 // p is in the cubemap's local coordinate system
1514 // bias = border/(size - border)
1515 float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1516 float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1517 float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1519 if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1520 if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1521 if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1522 if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1523 if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1524 if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1528 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1532 int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1533 float scale = (size - 2*border)/size, len;
1534 float bias = border / (float)(size - border), dp, dn, ap, an;
1535 // check if cone enclosing side would cross frustum plane
1536 scale = 2 / (scale*scale + 2);
1537 for (i = 0;i < 5;i++)
1539 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1541 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1542 len = scale*VectorLength2(n);
1543 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1544 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1545 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1547 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1549 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1550 len = scale*VectorLength(n);
1551 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1552 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1553 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1555 // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1556 // check if frustum corners/origin cross plane sides
1558 // infinite version, assumes frustum corners merely give direction and extend to infinite distance
1559 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
1560 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1561 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1562 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1563 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1564 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1565 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1566 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1567 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1568 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1569 for (i = 0;i < 4;i++)
1571 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
1572 VectorSubtract(n, p, n);
1573 dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
1574 if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
1575 if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
1576 dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
1577 if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
1578 if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
1579 dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
1580 if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
1581 if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
1584 // finite version, assumes corners are a finite distance from origin dependent on far plane
1585 for (i = 0;i < 5;i++)
1587 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1588 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1589 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1590 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1591 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1592 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1593 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1594 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1595 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1596 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1599 return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1602 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)
1610 int mask, surfacemask = 0;
1611 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1613 bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1614 tend = firsttriangle + numtris;
1615 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1617 // surface box entirely inside light box, no box cull
1618 if (projectdirection)
1620 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1622 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1623 TriangleNormal(v[0], v[1], v[2], normal);
1624 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1626 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1627 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1628 surfacemask |= mask;
1631 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;
1632 shadowsides[numshadowsides] = mask;
1633 shadowsideslist[numshadowsides++] = t;
1640 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1642 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1643 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1645 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1646 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1647 surfacemask |= mask;
1650 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;
1651 shadowsides[numshadowsides] = mask;
1652 shadowsideslist[numshadowsides++] = t;
1660 // surface box not entirely inside light box, cull each triangle
1661 if (projectdirection)
1663 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1665 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1666 TriangleNormal(v[0], v[1], v[2], normal);
1667 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1668 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
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;
1684 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1686 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1687 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1688 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1690 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1691 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1692 surfacemask |= mask;
1695 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;
1696 shadowsides[numshadowsides] = mask;
1697 shadowsideslist[numshadowsides++] = t;
1706 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)
1708 int i, j, outtriangles = 0;
1709 int *outelement3i[6];
1710 if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1712 outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1713 // make sure shadowelements is big enough for this mesh
1714 if (maxshadowtriangles < outtriangles)
1715 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1717 // compute the offset and size of the separate index lists for each cubemap side
1719 for (i = 0;i < 6;i++)
1721 outelement3i[i] = shadowelements + outtriangles * 3;
1722 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1723 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1724 outtriangles += sidetotals[i];
1727 // gather up the (sparse) triangles into separate index lists for each cubemap side
1728 for (i = 0;i < numsidetris;i++)
1730 const int *element = elements + sidetris[i] * 3;
1731 for (j = 0;j < 6;j++)
1733 if (sides[i] & (1 << j))
1735 outelement3i[j][0] = element[0];
1736 outelement3i[j][1] = element[1];
1737 outelement3i[j][2] = element[2];
1738 outelement3i[j] += 3;
1743 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1746 static void R_Shadow_MakeTextures_MakeCorona(void)
1750 unsigned char pixels[32][32][4];
1751 for (y = 0;y < 32;y++)
1753 dy = (y - 15.5f) * (1.0f / 16.0f);
1754 for (x = 0;x < 32;x++)
1756 dx = (x - 15.5f) * (1.0f / 16.0f);
1757 a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1758 a = bound(0, a, 255);
1759 pixels[y][x][0] = a;
1760 pixels[y][x][1] = a;
1761 pixels[y][x][2] = a;
1762 pixels[y][x][3] = 255;
1765 r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32, false);
1768 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1770 float dist = sqrt(x*x+y*y+z*z);
1771 float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1772 // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1773 return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1776 static void R_Shadow_MakeTextures(void)
1779 float intensity, dist;
1781 R_Shadow_FreeShadowMaps();
1782 R_FreeTexturePool(&r_shadow_texturepool);
1783 r_shadow_texturepool = R_AllocTexturePool();
1784 r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1785 r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1786 data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1787 // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1788 for (x = 0;x <= ATTENTABLESIZE;x++)
1790 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1791 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1792 r_shadow_attentable[x] = bound(0, intensity, 1);
1794 // 1D gradient texture
1795 for (x = 0;x < ATTEN1DSIZE;x++)
1796 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1797 r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1798 // 2D circle texture
1799 for (y = 0;y < ATTEN2DSIZE;y++)
1800 for (x = 0;x < ATTEN2DSIZE;x++)
1801 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);
1802 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1803 // 3D sphere texture
1804 if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1806 for (z = 0;z < ATTEN3DSIZE;z++)
1807 for (y = 0;y < ATTEN3DSIZE;y++)
1808 for (x = 0;x < ATTEN3DSIZE;x++)
1809 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));
1810 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);
1813 r_shadow_attenuation3dtexture = NULL;
1816 R_Shadow_MakeTextures_MakeCorona();
1818 // Editor light sprites
1819 r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1836 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1837 r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1854 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1855 r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1872 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1873 r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1890 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1891 r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1908 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1909 r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1926 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1929 void R_Shadow_ValidateCvars(void)
1931 if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1932 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1933 if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1934 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1935 if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1936 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1939 void R_Shadow_RenderMode_Begin(void)
1945 R_Shadow_ValidateCvars();
1947 if (!r_shadow_attenuation2dtexture
1948 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1949 || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1950 || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1951 R_Shadow_MakeTextures();
1954 R_Mesh_ResetTextureState();
1955 GL_BlendFunc(GL_ONE, GL_ZERO);
1956 GL_DepthRange(0, 1);
1957 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1959 GL_DepthMask(false);
1960 GL_Color(0, 0, 0, 1);
1961 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1963 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1965 if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1967 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1968 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1970 else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1972 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1973 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1977 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1978 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1981 switch(vid.renderpath)
1983 case RENDERPATH_GL20:
1984 case RENDERPATH_D3D9:
1985 case RENDERPATH_D3D10:
1986 case RENDERPATH_D3D11:
1987 case RENDERPATH_SOFT:
1988 case RENDERPATH_GLES2:
1989 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1991 case RENDERPATH_GL11:
1992 case RENDERPATH_GL13:
1993 case RENDERPATH_GLES1:
1994 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1995 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1996 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1997 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1998 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1999 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
2001 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
2007 qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
2008 qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
2009 r_shadow_drawbuffer = drawbuffer;
2010 r_shadow_readbuffer = readbuffer;
2012 r_shadow_cullface_front = r_refdef.view.cullface_front;
2013 r_shadow_cullface_back = r_refdef.view.cullface_back;
2016 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
2018 rsurface.rtlight = rtlight;
2021 void R_Shadow_RenderMode_Reset(void)
2023 R_Mesh_ResetTextureState();
2024 R_Mesh_SetRenderTargets(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture, NULL, NULL, NULL);
2025 R_SetViewport(&r_refdef.view.viewport);
2026 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
2027 GL_DepthRange(0, 1);
2029 GL_DepthMask(false);
2030 GL_DepthFunc(GL_LEQUAL);
2031 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2032 r_refdef.view.cullface_front = r_shadow_cullface_front;
2033 r_refdef.view.cullface_back = r_shadow_cullface_back;
2034 GL_CullFace(r_refdef.view.cullface_back);
2035 GL_Color(1, 1, 1, 1);
2036 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2037 GL_BlendFunc(GL_ONE, GL_ZERO);
2038 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
2039 r_shadow_usingshadowmap2d = false;
2040 r_shadow_usingshadowmaportho = false;
2041 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2044 void R_Shadow_ClearStencil(void)
2046 GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
2047 r_refdef.stats.lights_clears++;
2050 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
2052 r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
2053 if (r_shadow_rendermode == mode)
2055 R_Shadow_RenderMode_Reset();
2056 GL_DepthFunc(GL_LESS);
2057 GL_ColorMask(0, 0, 0, 0);
2058 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2059 GL_CullFace(GL_NONE);
2060 R_SetupShader_DepthOrShadow(false);
2061 r_shadow_rendermode = mode;
2066 case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2067 case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2068 R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
2070 case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2071 case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2072 R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
2077 static void R_Shadow_MakeVSDCT(void)
2079 // maps to a 2x3 texture rectangle with normalized coordinates
2084 // stores abs(dir.xy), offset.xy/2.5
2085 unsigned char data[4*6] =
2087 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2088 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2089 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2090 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2091 0, 0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2092 0, 0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2094 r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2097 static void R_Shadow_MakeShadowMap(int side, int size)
2099 switch (r_shadow_shadowmode)
2101 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2102 if (r_shadow_shadowmap2dtexture) return;
2103 r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2104 r_shadow_shadowmap2dcolortexture = NULL;
2105 switch(vid.renderpath)
2108 case RENDERPATH_D3D9:
2109 r_shadow_shadowmap2dcolortexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), NULL, TEXTYPE_BGRA, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2110 r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2114 r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL);
2123 // render depth into the fbo, do not render color at all
2124 // validate the fbo now
2128 qglDrawBuffer(GL_NONE);CHECKGLERROR
2129 qglReadBuffer(GL_NONE);CHECKGLERROR
2130 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
2131 if (status != GL_FRAMEBUFFER_COMPLETE && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2133 Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2134 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2135 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2141 void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
2143 float nearclip, farclip, bias;
2144 r_viewport_t viewport;
2147 float clearcolor[4];
2148 nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2150 bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2151 r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2152 r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2153 r_shadow_shadowmapside = side;
2154 r_shadow_shadowmapsize = size;
2156 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2157 r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2158 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2159 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2161 // complex unrolled cube approach (more flexible)
2162 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2163 R_Shadow_MakeVSDCT();
2164 if (!r_shadow_shadowmap2dtexture)
2165 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2166 if (r_shadow_shadowmap2dtexture) fbo2d = r_shadow_fbo2d;
2167 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2168 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2169 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2171 R_Mesh_ResetTextureState();
2172 R_Shadow_RenderMode_Reset();
2173 R_Mesh_SetRenderTargets(fbo2d, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2174 R_SetupShader_DepthOrShadow(true);
2175 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2180 R_SetViewport(&viewport);
2181 flipped = (side & 1) ^ (side >> 2);
2182 r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2183 r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2184 switch(vid.renderpath)
2186 case RENDERPATH_GL11:
2187 case RENDERPATH_GL13:
2188 case RENDERPATH_GL20:
2189 case RENDERPATH_SOFT:
2190 case RENDERPATH_GLES1:
2191 case RENDERPATH_GLES2:
2192 GL_CullFace(r_refdef.view.cullface_back);
2193 // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
2194 if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
2196 // get tightest scissor rectangle that encloses all viewports in the clear mask
2197 int x1 = clear & 0x15 ? 0 : size;
2198 int x2 = clear & 0x2A ? 2 * size : size;
2199 int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
2200 int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
2201 GL_Scissor(x1, y1, x2 - x1, y2 - y1);
2202 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
2204 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2206 case RENDERPATH_D3D9:
2207 case RENDERPATH_D3D10:
2208 case RENDERPATH_D3D11:
2209 Vector4Set(clearcolor, 1,1,1,1);
2210 // completely different meaning than in OpenGL path
2211 r_shadow_shadowmap_parameters[1] = 0;
2212 r_shadow_shadowmap_parameters[3] = -bias;
2213 // we invert the cull mode because we flip the projection matrix
2214 // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
2215 GL_CullFace(r_refdef.view.cullface_front);
2216 // D3D considers it an error to use a scissor larger than the viewport... clear just this view
2217 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2218 if (r_shadow_shadowmapsampler)
2220 GL_ColorMask(0,0,0,0);
2222 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
2226 GL_ColorMask(1,1,1,1);
2228 GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
2234 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2236 R_Mesh_ResetTextureState();
2239 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2240 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2241 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2242 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2244 R_Shadow_RenderMode_Reset();
2245 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2247 GL_DepthFunc(GL_EQUAL);
2248 // do global setup needed for the chosen lighting mode
2249 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2250 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2251 r_shadow_usingshadowmap2d = shadowmapping;
2252 r_shadow_rendermode = r_shadow_lightingrendermode;
2253 // only draw light where this geometry was already rendered AND the
2254 // stencil is 128 (values other than this mean shadow)
2256 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2258 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2261 static const unsigned short bboxelements[36] =
2271 static const float bboxpoints[8][3] =
2283 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2286 float vertex3f[8*3];
2287 const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2288 // do global setup needed for the chosen lighting mode
2289 R_Shadow_RenderMode_Reset();
2290 r_shadow_rendermode = r_shadow_lightingrendermode;
2291 R_EntityMatrix(&identitymatrix);
2292 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2293 // only draw light where this geometry was already rendered AND the
2294 // stencil is 128 (values other than this mean shadow)
2295 R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2296 if (rsurface.rtlight->specularscale > 0 && r_shadow_gloss.integer > 0)
2297 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
2299 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
2301 r_shadow_usingshadowmap2d = shadowmapping;
2303 // render the lighting
2304 R_SetupShader_DeferredLight(rsurface.rtlight);
2305 for (i = 0;i < 8;i++)
2306 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2307 GL_ColorMask(1,1,1,1);
2308 GL_DepthMask(false);
2309 GL_DepthRange(0, 1);
2310 GL_PolygonOffset(0, 0);
2312 GL_DepthFunc(GL_GREATER);
2313 GL_CullFace(r_refdef.view.cullface_back);
2314 R_Mesh_PrepareVertices_Vertex3f(8, vertex3f, NULL);
2315 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
2318 void R_Shadow_UpdateBounceGridTexture(void)
2320 #define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576
2322 int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2324 int hitsupercontentsmask;
2333 //trace_t cliptrace2;
2334 //trace_t cliptrace3;
2335 unsigned char *pixel;
2336 unsigned char *pixels;
2339 unsigned int lightindex;
2341 unsigned int range1;
2342 unsigned int range2;
2343 unsigned int seed = (unsigned int)(realtime * 1000.0f);
2345 vec3_t baseshotcolor;
2358 vec3_t cullmins, cullmaxs;
2361 vec_t lightintensity;
2362 vec_t photonscaling;
2363 vec_t photonresidual;
2365 float texlerp[2][3];
2366 float splatcolor[32];
2367 float pixelweight[8];
2379 r_shadow_bouncegrid_settings_t settings;
2380 qboolean enable = r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel;
2381 qboolean allowdirectionalshading = false;
2382 switch(vid.renderpath)
2384 case RENDERPATH_GL20:
2385 allowdirectionalshading = true;
2386 if (!vid.support.ext_texture_3d)
2389 case RENDERPATH_GLES2:
2390 // for performance reasons, do not use directional shading on GLES devices
2391 if (!vid.support.ext_texture_3d)
2394 // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them...
2395 case RENDERPATH_GL11:
2396 case RENDERPATH_GL13:
2397 case RENDERPATH_GLES1:
2398 case RENDERPATH_SOFT:
2399 case RENDERPATH_D3D9:
2400 case RENDERPATH_D3D10:
2401 case RENDERPATH_D3D11:
2405 r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value;
2407 // see if there are really any lights to render...
2408 if (enable && r_shadow_bouncegrid_static.integer)
2411 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2412 for (lightindex = 0;lightindex < range;lightindex++)
2414 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2415 if (!light || !(light->flags & flag))
2417 rtlight = &light->rtlight;
2418 // when static, we skip styled lights because they tend to change...
2419 if (rtlight->style > 0)
2421 VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale), lightcolor);
2422 if (!VectorLength2(lightcolor))
2431 if (r_shadow_bouncegridtexture)
2433 R_FreeTexture(r_shadow_bouncegridtexture);
2434 r_shadow_bouncegridtexture = NULL;
2436 if (r_shadow_bouncegridpixels)
2437 Mem_Free(r_shadow_bouncegridpixels);
2438 r_shadow_bouncegridpixels = NULL;
2439 if (r_shadow_bouncegridhighpixels)
2440 Mem_Free(r_shadow_bouncegridhighpixels);
2441 r_shadow_bouncegridhighpixels = NULL;
2442 r_shadow_bouncegridnumpixels = 0;
2443 r_shadow_bouncegriddirectional = false;
2447 // build up a complete collection of the desired settings, so that memcmp can be used to compare parameters
2448 memset(&settings, 0, sizeof(settings));
2449 settings.staticmode = r_shadow_bouncegrid_static.integer != 0;
2450 settings.bounceanglediffuse = r_shadow_bouncegrid_bounceanglediffuse.integer != 0;
2451 settings.directionalshading = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_directionalshading.integer != 0) && allowdirectionalshading;
2452 settings.dlightparticlemultiplier = r_shadow_bouncegrid_dlightparticlemultiplier.value;
2453 settings.hitmodels = r_shadow_bouncegrid_hitmodels.integer != 0;
2454 settings.includedirectlighting = r_shadow_bouncegrid_includedirectlighting.integer != 0 || r_shadow_bouncegrid.integer == 2;
2455 settings.lightradiusscale = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_lightradiusscale.value : r_shadow_bouncegrid_lightradiusscale.value);
2456 settings.maxbounce = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_maxbounce.integer : r_shadow_bouncegrid_maxbounce.integer);
2457 settings.particlebounceintensity = r_shadow_bouncegrid_particlebounceintensity.value;
2458 settings.particleintensity = r_shadow_bouncegrid_particleintensity.value * 16384.0f * (settings.directionalshading ? 4.0f : 1.0f) / (r_shadow_bouncegrid_spacing.value * r_shadow_bouncegrid_spacing.value);
2459 settings.photons = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_photons.integer : r_shadow_bouncegrid_photons.integer;
2460 settings.spacing[0] = r_shadow_bouncegrid_spacing.value;
2461 settings.spacing[1] = r_shadow_bouncegrid_spacing.value;
2462 settings.spacing[2] = r_shadow_bouncegrid_spacing.value;
2463 settings.stablerandom = r_shadow_bouncegrid_stablerandom.integer;
2465 // bound the values for sanity
2466 settings.photons = bound(1, settings.photons, 1048576);
2467 settings.lightradiusscale = bound(0.0001f, settings.lightradiusscale, 1024.0f);
2468 settings.maxbounce = bound(0, settings.maxbounce, 16);
2469 settings.spacing[0] = bound(1, settings.spacing[0], 512);
2470 settings.spacing[1] = bound(1, settings.spacing[1], 512);
2471 settings.spacing[2] = bound(1, settings.spacing[2], 512);
2473 // get the spacing values
2474 spacing[0] = settings.spacing[0];
2475 spacing[1] = settings.spacing[1];
2476 spacing[2] = settings.spacing[2];
2477 ispacing[0] = 1.0f / spacing[0];
2478 ispacing[1] = 1.0f / spacing[1];
2479 ispacing[2] = 1.0f / spacing[2];
2481 // calculate texture size enclosing entire world bounds at the spacing
2482 VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
2483 VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
2484 VectorSubtract(maxs, mins, size);
2485 // now we can calculate the resolution we want
2486 c[0] = (int)floor(size[0] / spacing[0] + 0.5f);
2487 c[1] = (int)floor(size[1] / spacing[1] + 0.5f);
2488 c[2] = (int)floor(size[2] / spacing[2] + 0.5f);
2489 // figure out the exact texture size (honoring power of 2 if required)
2490 c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2491 c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2492 c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2493 if (vid.support.arb_texture_non_power_of_two)
2495 resolution[0] = c[0];
2496 resolution[1] = c[1];
2497 resolution[2] = c[2];
2501 for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2502 for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2503 for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2505 size[0] = spacing[0] * resolution[0];
2506 size[1] = spacing[1] * resolution[1];
2507 size[2] = spacing[2] * resolution[2];
2509 // if dynamic we may or may not want to use the world bounds
2510 // if the dynamic size is smaller than the world bounds, use it instead
2511 if (!settings.staticmode && (r_shadow_bouncegrid_x.integer * r_shadow_bouncegrid_y.integer * r_shadow_bouncegrid_z.integer < resolution[0] * resolution[1] * resolution[2]))
2513 // we know the resolution we want
2514 c[0] = r_shadow_bouncegrid_x.integer;
2515 c[1] = r_shadow_bouncegrid_y.integer;
2516 c[2] = r_shadow_bouncegrid_z.integer;
2517 // now we can calculate the texture size (power of 2 if required)
2518 c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2519 c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2520 c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2521 if (vid.support.arb_texture_non_power_of_two)
2523 resolution[0] = c[0];
2524 resolution[1] = c[1];
2525 resolution[2] = c[2];
2529 for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2530 for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2531 for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2533 size[0] = spacing[0] * resolution[0];
2534 size[1] = spacing[1] * resolution[1];
2535 size[2] = spacing[2] * resolution[2];
2536 // center the rendering on the view
2537 mins[0] = floor(r_refdef.view.origin[0] * ispacing[0] + 0.5f) * spacing[0] - 0.5f * size[0];
2538 mins[1] = floor(r_refdef.view.origin[1] * ispacing[1] + 0.5f) * spacing[1] - 0.5f * size[1];
2539 mins[2] = floor(r_refdef.view.origin[2] * ispacing[2] + 0.5f) * spacing[2] - 0.5f * size[2];
2542 // recalculate the maxs in case the resolution was not satisfactory
2543 VectorAdd(mins, size, maxs);
2545 // if all the settings seem identical to the previous update, return
2546 if (r_shadow_bouncegridtexture && (settings.staticmode || realtime < r_shadow_bouncegridtime + r_shadow_bouncegrid_updateinterval.value) && !memcmp(&r_shadow_bouncegridsettings, &settings, sizeof(settings)))
2549 // store the new settings
2550 r_shadow_bouncegridsettings = settings;
2552 pixelbands = settings.directionalshading ? 8 : 1;
2553 pixelsperband = resolution[0]*resolution[1]*resolution[2];
2554 numpixels = pixelsperband*pixelbands;
2556 // we're going to update the bouncegrid, update the matrix...
2557 memset(m, 0, sizeof(m));
2558 m[0] = 1.0f / size[0];
2559 m[3] = -mins[0] * m[0];
2560 m[5] = 1.0f / size[1];
2561 m[7] = -mins[1] * m[5];
2562 m[10] = 1.0f / size[2];
2563 m[11] = -mins[2] * m[10];
2565 Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegridmatrix, m);
2566 // reallocate pixels for this update if needed...
2567 if (r_shadow_bouncegridnumpixels != numpixels || !r_shadow_bouncegridpixels || !r_shadow_bouncegridhighpixels)
2569 if (r_shadow_bouncegridtexture)
2571 R_FreeTexture(r_shadow_bouncegridtexture);
2572 r_shadow_bouncegridtexture = NULL;
2574 r_shadow_bouncegridpixels = (unsigned char *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridpixels, numpixels * sizeof(unsigned char[4]));
2575 r_shadow_bouncegridhighpixels = (float *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridhighpixels, numpixels * sizeof(float[4]));
2577 r_shadow_bouncegridnumpixels = numpixels;
2578 pixels = r_shadow_bouncegridpixels;
2579 highpixels = r_shadow_bouncegridhighpixels;
2580 x = pixelsperband*4;
2581 for (pixelband = 0;pixelband < pixelbands;pixelband++)
2584 memset(pixels + pixelband * x, 128, x);
2586 memset(pixels + pixelband * x, 0, x);
2588 memset(highpixels, 0, numpixels * sizeof(float[4]));
2589 // figure out what we want to interact with
2590 if (settings.hitmodels)
2591 hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;// | SUPERCONTENTS_LIQUIDSMASK;
2593 hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK;
2594 maxbounce = settings.maxbounce;
2595 // clear variables that produce warnings otherwise
2596 memset(splatcolor, 0, sizeof(splatcolor));
2597 // iterate world rtlights
2598 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2599 range1 = settings.staticmode ? 0 : r_refdef.scene.numlights;
2600 range2 = range + range1;
2602 for (lightindex = 0;lightindex < range2;lightindex++)
2604 if (lightindex < range)
2606 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2609 rtlight = &light->rtlight;
2610 VectorClear(rtlight->photoncolor);
2611 rtlight->photons = 0;
2612 if (!(light->flags & flag))
2614 if (settings.staticmode)
2616 // when static, we skip styled lights because they tend to change...
2617 if (rtlight->style > 0 && r_shadow_bouncegrid.integer != 2)
2623 rtlight = r_refdef.scene.lights[lightindex - range];
2624 VectorClear(rtlight->photoncolor);
2625 rtlight->photons = 0;
2627 // draw only visible lights (major speedup)
2628 radius = rtlight->radius * settings.lightradiusscale;
2629 cullmins[0] = rtlight->shadoworigin[0] - radius;
2630 cullmins[1] = rtlight->shadoworigin[1] - radius;
2631 cullmins[2] = rtlight->shadoworigin[2] - radius;
2632 cullmaxs[0] = rtlight->shadoworigin[0] + radius;
2633 cullmaxs[1] = rtlight->shadoworigin[1] + radius;
2634 cullmaxs[2] = rtlight->shadoworigin[2] + radius;
2635 if (R_CullBox(cullmins, cullmaxs))
2637 if (r_refdef.scene.worldmodel
2638 && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs
2639 && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, cullmins, cullmaxs))
2641 w = r_shadow_lightintensityscale.value * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2642 if (w * VectorLength2(rtlight->color) == 0.0f)
2644 w *= (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1);
2645 VectorScale(rtlight->color, w, rtlight->photoncolor);
2646 //if (!VectorLength2(rtlight->photoncolor))
2648 // shoot particles from this light
2649 // use a calculation for the number of particles that will not
2650 // vary with lightstyle, otherwise we get randomized particle
2651 // distribution, the seeded random is only consistent for a
2652 // consistent number of particles on this light...
2653 s = rtlight->radius;
2654 lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2655 if (lightindex >= range)
2656 lightintensity *= settings.dlightparticlemultiplier;
2657 rtlight->photons = max(0.0f, lightintensity * s * s);
2658 photoncount += rtlight->photons;
2660 photonscaling = (float)settings.photons / max(1, photoncount);
2661 photonresidual = 0.0f;
2662 for (lightindex = 0;lightindex < range2;lightindex++)
2664 if (lightindex < range)
2666 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2669 rtlight = &light->rtlight;
2672 rtlight = r_refdef.scene.lights[lightindex - range];
2673 // skip a light with no photons
2674 if (rtlight->photons == 0.0f)
2676 // skip a light with no photon color)
2677 if (VectorLength2(rtlight->photoncolor) == 0.0f)
2679 photonresidual += rtlight->photons * photonscaling;
2680 shootparticles = (int)bound(0, photonresidual, MAXBOUNCEGRIDPARTICLESPERLIGHT);
2681 if (!shootparticles)
2683 photonresidual -= shootparticles;
2684 radius = rtlight->radius * settings.lightradiusscale;
2685 s = settings.particleintensity / shootparticles;
2686 VectorScale(rtlight->photoncolor, s, baseshotcolor);
2687 r_refdef.stats.bouncegrid_lights++;
2688 r_refdef.stats.bouncegrid_particles += shootparticles;
2689 for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
2691 if (settings.stablerandom > 0)
2692 seed = lightindex * 11937 + shotparticles;
2693 VectorCopy(baseshotcolor, shotcolor);
2694 VectorCopy(rtlight->shadoworigin, clipstart);
2695 if (settings.stablerandom < 0)
2696 VectorRandom(clipend);
2698 VectorCheeseRandom(clipend);
2699 VectorMA(clipstart, radius, clipend, clipend);
2700 for (bouncecount = 0;;bouncecount++)
2702 r_refdef.stats.bouncegrid_traces++;
2703 //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
2704 //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
2705 //if (settings.staticmode)
2706 // Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask, true);
2708 cliptrace = CL_TraceLine(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, true, false, NULL, true, true);
2709 if (bouncecount > 0 || settings.includedirectlighting)
2711 // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ)
2712 // accumulate average shotcolor
2713 w = VectorLength(shotcolor);
2714 splatcolor[ 0] = shotcolor[0];
2715 splatcolor[ 1] = shotcolor[1];
2716 splatcolor[ 2] = shotcolor[2];
2717 splatcolor[ 3] = 0.0f;
2720 VectorSubtract(clipstart, cliptrace.endpos, clipdiff);
2721 VectorNormalize(clipdiff);
2722 // store bentnormal in case the shader has a use for it
2723 splatcolor[ 4] = clipdiff[0] * w;
2724 splatcolor[ 5] = clipdiff[1] * w;
2725 splatcolor[ 6] = clipdiff[2] * w;
2727 // accumulate directional contributions (+X, +Y, +Z, -X, -Y, -Z)
2728 splatcolor[ 8] = shotcolor[0] * max(0.0f, clipdiff[0]);
2729 splatcolor[ 9] = shotcolor[0] * max(0.0f, clipdiff[1]);
2730 splatcolor[10] = shotcolor[0] * max(0.0f, clipdiff[2]);
2731 splatcolor[11] = 0.0f;
2732 splatcolor[12] = shotcolor[1] * max(0.0f, clipdiff[0]);
2733 splatcolor[13] = shotcolor[1] * max(0.0f, clipdiff[1]);
2734 splatcolor[14] = shotcolor[1] * max(0.0f, clipdiff[2]);
2735 splatcolor[15] = 0.0f;
2736 splatcolor[16] = shotcolor[2] * max(0.0f, clipdiff[0]);
2737 splatcolor[17] = shotcolor[2] * max(0.0f, clipdiff[1]);
2738 splatcolor[18] = shotcolor[2] * max(0.0f, clipdiff[2]);
2739 splatcolor[19] = 0.0f;
2740 splatcolor[20] = shotcolor[0] * max(0.0f, -clipdiff[0]);
2741 splatcolor[21] = shotcolor[0] * max(0.0f, -clipdiff[1]);
2742 splatcolor[22] = shotcolor[0] * max(0.0f, -clipdiff[2]);
2743 splatcolor[23] = 0.0f;
2744 splatcolor[24] = shotcolor[1] * max(0.0f, -clipdiff[0]);
2745 splatcolor[25] = shotcolor[1] * max(0.0f, -clipdiff[1]);
2746 splatcolor[26] = shotcolor[1] * max(0.0f, -clipdiff[2]);
2747 splatcolor[27] = 0.0f;
2748 splatcolor[28] = shotcolor[2] * max(0.0f, -clipdiff[0]);
2749 splatcolor[29] = shotcolor[2] * max(0.0f, -clipdiff[1]);
2750 splatcolor[30] = shotcolor[2] * max(0.0f, -clipdiff[2]);
2751 splatcolor[31] = 0.0f;
2753 // calculate the number of steps we need to traverse this distance
2754 VectorSubtract(cliptrace.endpos, clipstart, stepdelta);
2755 numsteps = (int)(VectorLength(stepdelta) * ispacing[0]);
2756 numsteps = bound(1, numsteps, 1024);
2757 w = 1.0f / numsteps;
2758 VectorScale(stepdelta, w, stepdelta);
2759 VectorMA(clipstart, 0.5f, stepdelta, steppos);
2760 for (step = 0;step < numsteps;step++)
2762 r_refdef.stats.bouncegrid_splats++;
2763 // figure out which texture pixel this is in
2764 texlerp[1][0] = ((steppos[0] - mins[0]) * ispacing[0]) - 0.5f;
2765 texlerp[1][1] = ((steppos[1] - mins[1]) * ispacing[1]) - 0.5f;
2766 texlerp[1][2] = ((steppos[2] - mins[2]) * ispacing[2]) - 0.5f;
2767 tex[0] = (int)floor(texlerp[1][0]);
2768 tex[1] = (int)floor(texlerp[1][1]);
2769 tex[2] = (int)floor(texlerp[1][2]);
2770 if (tex[0] >= 1 && tex[1] >= 1 && tex[2] >= 1 && tex[0] < resolution[0] - 2 && tex[1] < resolution[1] - 2 && tex[2] < resolution[2] - 2)
2772 // it is within bounds... do the real work now
2773 // calculate the lerp factors
2774 texlerp[1][0] -= tex[0];
2775 texlerp[1][1] -= tex[1];
2776 texlerp[1][2] -= tex[2];
2777 texlerp[0][0] = 1.0f - texlerp[1][0];
2778 texlerp[0][1] = 1.0f - texlerp[1][1];
2779 texlerp[0][2] = 1.0f - texlerp[1][2];
2780 // calculate individual pixel indexes and weights
2781 pixelindex[0] = (((tex[2] )*resolution[1]+tex[1] )*resolution[0]+tex[0] );pixelweight[0] = (texlerp[0][0]*texlerp[0][1]*texlerp[0][2]);
2782 pixelindex[1] = (((tex[2] )*resolution[1]+tex[1] )*resolution[0]+tex[0]+1);pixelweight[1] = (texlerp[1][0]*texlerp[0][1]*texlerp[0][2]);
2783 pixelindex[2] = (((tex[2] )*resolution[1]+tex[1]+1)*resolution[0]+tex[0] );pixelweight[2] = (texlerp[0][0]*texlerp[1][1]*texlerp[0][2]);
2784 pixelindex[3] = (((tex[2] )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[3] = (texlerp[1][0]*texlerp[1][1]*texlerp[0][2]);
2785 pixelindex[4] = (((tex[2]+1)*resolution[1]+tex[1] )*resolution[0]+tex[0] );pixelweight[4] = (texlerp[0][0]*texlerp[0][1]*texlerp[1][2]);
2786 pixelindex[5] = (((tex[2]+1)*resolution[1]+tex[1] )*resolution[0]+tex[0]+1);pixelweight[5] = (texlerp[1][0]*texlerp[0][1]*texlerp[1][2]);
2787 pixelindex[6] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0] );pixelweight[6] = (texlerp[0][0]*texlerp[1][1]*texlerp[1][2]);
2788 pixelindex[7] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[7] = (texlerp[1][0]*texlerp[1][1]*texlerp[1][2]);
2789 // update the 8 pixels...
2790 for (pixelband = 0;pixelband < pixelbands;pixelband++)
2792 for (corner = 0;corner < 8;corner++)
2794 // calculate address for pixel
2795 w = pixelweight[corner];
2796 pixel = pixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
2797 highpixel = highpixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
2798 // add to the high precision pixel color
2799 highpixel[0] += (splatcolor[pixelband*4+0]*w);
2800 highpixel[1] += (splatcolor[pixelband*4+1]*w);
2801 highpixel[2] += (splatcolor[pixelband*4+2]*w);
2802 highpixel[3] += (splatcolor[pixelband*4+3]*w);
2803 // flag the low precision pixel as needing to be updated
2805 // advance to next band of coefficients
2806 //pixel += pixelsperband*4;
2807 //highpixel += pixelsperband*4;
2811 VectorAdd(steppos, stepdelta, steppos);
2814 if (cliptrace.fraction >= 1.0f)
2816 r_refdef.stats.bouncegrid_hits++;
2817 if (bouncecount >= maxbounce)
2819 // scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
2820 // also clamp the resulting color to never add energy, even if the user requests extreme values
2821 if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
2822 VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor);
2824 VectorSet(surfcolor, 0.5f, 0.5f, 0.5f);
2825 VectorScale(surfcolor, settings.particlebounceintensity, surfcolor);
2826 surfcolor[0] = min(surfcolor[0], 1.0f);
2827 surfcolor[1] = min(surfcolor[1], 1.0f);
2828 surfcolor[2] = min(surfcolor[2], 1.0f);
2829 VectorMultiply(shotcolor, surfcolor, shotcolor);
2830 if (VectorLength2(baseshotcolor) == 0.0f)
2832 r_refdef.stats.bouncegrid_bounces++;
2833 if (settings.bounceanglediffuse)
2835 // random direction, primarily along plane normal
2836 s = VectorDistance(cliptrace.endpos, clipend);
2837 if (settings.stablerandom < 0)
2838 VectorRandom(clipend);
2840 VectorCheeseRandom(clipend);
2841 VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend);
2842 VectorNormalize(clipend);
2843 VectorScale(clipend, s, clipend);
2847 // reflect the remaining portion of the line across plane normal
2848 VectorSubtract(clipend, cliptrace.endpos, clipdiff);
2849 VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend);
2851 // calculate the new line start and end
2852 VectorCopy(cliptrace.endpos, clipstart);
2853 VectorAdd(clipstart, clipend, clipend);
2857 // generate pixels array from highpixels array
2858 // skip first and last columns, rows, and layers as these are blank
2859 // the pixel[3] value was written above, so we can use it to detect only pixels that need to be calculated
2860 for (pixelband = 0;pixelband < pixelbands;pixelband++)
2862 for (z = 1;z < resolution[2]-1;z++)
2864 for (y = 1;y < resolution[1]-1;y++)
2866 for (x = 1, pixelindex[0] = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x, pixel = pixels + 4*pixelindex[0], highpixel = highpixels + 4*pixelindex[0];x < resolution[0]-1;x++, pixel += 4, highpixel += 4)
2868 // only convert pixels that were hit by photons
2869 if (pixel[3] == 255)
2871 // normalize the bentnormal...
2874 VectorNormalize(highpixel);
2875 c[0] = (int)(highpixel[0]*128.0f+128.0f);
2876 c[1] = (int)(highpixel[1]*128.0f+128.0f);
2877 c[2] = (int)(highpixel[2]*128.0f+128.0f);
2878 c[3] = (int)(highpixel[3]*128.0f+128.0f);
2882 c[0] = (int)(highpixel[0]*256.0f);
2883 c[1] = (int)(highpixel[1]*256.0f);
2884 c[2] = (int)(highpixel[2]*256.0f);
2885 c[3] = (int)(highpixel[3]*256.0f);
2887 pixel[2] = (unsigned char)bound(0, c[0], 255);
2888 pixel[1] = (unsigned char)bound(0, c[1], 255);
2889 pixel[0] = (unsigned char)bound(0, c[2], 255);
2890 pixel[3] = (unsigned char)bound(0, c[3], 255);
2896 if (r_shadow_bouncegridtexture && r_shadow_bouncegridresolution[0] == resolution[0] && r_shadow_bouncegridresolution[1] == resolution[1] && r_shadow_bouncegridresolution[2] == resolution[2] && r_shadow_bouncegriddirectional == settings.directionalshading)
2897 R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
2900 VectorCopy(resolution, r_shadow_bouncegridresolution);
2901 r_shadow_bouncegriddirectional = settings.directionalshading;
2902 if (r_shadow_bouncegridtexture)
2903 R_FreeTexture(r_shadow_bouncegridtexture);
2904 r_shadow_bouncegridtexture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
2906 r_shadow_bouncegridtime = realtime;
2909 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2911 R_Shadow_RenderMode_Reset();
2912 GL_BlendFunc(GL_ONE, GL_ONE);
2913 GL_DepthRange(0, 1);
2914 GL_DepthTest(r_showshadowvolumes.integer < 2);
2915 GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2916 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2917 GL_CullFace(GL_NONE);
2918 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2921 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2923 R_Shadow_RenderMode_Reset();
2924 GL_BlendFunc(GL_ONE, GL_ONE);
2925 GL_DepthRange(0, 1);
2926 GL_DepthTest(r_showlighting.integer < 2);
2927 GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2929 GL_DepthFunc(GL_EQUAL);
2930 R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2931 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2934 void R_Shadow_RenderMode_End(void)
2936 R_Shadow_RenderMode_Reset();
2937 R_Shadow_RenderMode_ActiveLight(NULL);
2939 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2940 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2943 int bboxedges[12][2] =
2962 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2964 if (!r_shadow_scissor.integer || r_shadow_usingdeferredprepass || r_trippy.integer)
2966 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2967 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2968 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2969 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2972 if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
2973 return true; // invisible
2974 if(r_shadow_lightscissor[0] != r_refdef.view.viewport.x
2975 || r_shadow_lightscissor[1] != r_refdef.view.viewport.y
2976 || r_shadow_lightscissor[2] != r_refdef.view.viewport.width
2977 || r_shadow_lightscissor[3] != r_refdef.view.viewport.height)
2978 r_refdef.stats.lights_scissored++;
2982 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
2985 const float *vertex3f;
2986 const float *normal3f;
2988 float dist, dot, distintensity, shadeintensity, v[3], n[3];
2989 switch (r_shadow_rendermode)
2991 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2992 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2993 if (VectorLength2(diffusecolor) > 0)
2995 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)
2997 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2998 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2999 if ((dot = DotProduct(n, v)) < 0)
3001 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3002 VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
3005 VectorCopy(ambientcolor, color4f);
3006 if (r_refdef.fogenabled)
3009 f = RSurf_FogVertex(vertex3f);
3010 VectorScale(color4f, f, color4f);
3017 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3019 VectorCopy(ambientcolor, color4f);
3020 if (r_refdef.fogenabled)
3023 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3024 f = RSurf_FogVertex(vertex3f);
3025 VectorScale(color4f + 4*i, f, color4f);
3031 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3032 if (VectorLength2(diffusecolor) > 0)
3034 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)
3036 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3037 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3039 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3040 if ((dot = DotProduct(n, v)) < 0)
3042 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3043 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3044 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3045 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3049 color4f[0] = ambientcolor[0] * distintensity;
3050 color4f[1] = ambientcolor[1] * distintensity;
3051 color4f[2] = ambientcolor[2] * distintensity;
3053 if (r_refdef.fogenabled)
3056 f = RSurf_FogVertex(vertex3f);
3057 VectorScale(color4f, f, color4f);
3061 VectorClear(color4f);
3067 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3069 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3070 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3072 color4f[0] = ambientcolor[0] * distintensity;
3073 color4f[1] = ambientcolor[1] * distintensity;
3074 color4f[2] = ambientcolor[2] * distintensity;
3075 if (r_refdef.fogenabled)
3078 f = RSurf_FogVertex(vertex3f);
3079 VectorScale(color4f, f, color4f);
3083 VectorClear(color4f);
3088 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3089 if (VectorLength2(diffusecolor) > 0)
3091 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)
3093 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3094 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3096 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3097 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3098 if ((dot = DotProduct(n, v)) < 0)
3100 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3101 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3102 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3103 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3107 color4f[0] = ambientcolor[0] * distintensity;
3108 color4f[1] = ambientcolor[1] * distintensity;
3109 color4f[2] = ambientcolor[2] * distintensity;
3111 if (r_refdef.fogenabled)
3114 f = RSurf_FogVertex(vertex3f);
3115 VectorScale(color4f, f, color4f);
3119 VectorClear(color4f);
3125 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3127 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3128 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3130 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3131 color4f[0] = ambientcolor[0] * distintensity;
3132 color4f[1] = ambientcolor[1] * distintensity;
3133 color4f[2] = ambientcolor[2] * distintensity;
3134 if (r_refdef.fogenabled)
3137 f = RSurf_FogVertex(vertex3f);
3138 VectorScale(color4f, f, color4f);
3142 VectorClear(color4f);
3152 static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3154 // used to display how many times a surface is lit for level design purposes
3155 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3156 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
3160 static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
3162 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
3163 R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false);
3167 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
3174 int newnumtriangles;
3178 int maxtriangles = 4096;
3179 static int newelements[4096*3];
3180 R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
3181 for (renders = 0;renders < 4;renders++)
3186 newnumtriangles = 0;
3188 // due to low fillrate on the cards this vertex lighting path is
3189 // designed for, we manually cull all triangles that do not
3190 // contain a lit vertex
3191 // this builds batches of triangles from multiple surfaces and
3192 // renders them at once
3193 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
3195 if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01)
3197 if (newnumtriangles)
3199 newfirstvertex = min(newfirstvertex, e[0]);
3200 newlastvertex = max(newlastvertex, e[0]);
3204 newfirstvertex = e[0];
3205 newlastvertex = e[0];
3207 newfirstvertex = min(newfirstvertex, e[1]);
3208 newlastvertex = max(newlastvertex, e[1]);
3209 newfirstvertex = min(newfirstvertex, e[2]);
3210 newlastvertex = max(newlastvertex, e[2]);
3216 if (newnumtriangles >= maxtriangles)
3218 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3219 newnumtriangles = 0;
3225 if (newnumtriangles >= 1)
3227 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3230 // if we couldn't find any lit triangles, exit early
3233 // now reduce the intensity for the next overbright pass
3234 // we have to clamp to 0 here incase the drivers have improper
3235 // handling of negative colors
3236 // (some old drivers even have improper handling of >1 color)
3238 for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
3240 if (c[0] > 1 || c[1] > 1 || c[2] > 1)
3242 c[0] = max(0, c[0] - 1);
3243 c[1] = max(0, c[1] - 1);
3244 c[2] = max(0, c[2] - 1);
3256 static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
3258 // OpenGL 1.1 path (anything)
3259 float ambientcolorbase[3], diffusecolorbase[3];
3260 float ambientcolorpants[3], diffusecolorpants[3];
3261 float ambientcolorshirt[3], diffusecolorshirt[3];
3262 const float *surfacecolor = rsurface.texture->dlightcolor;
3263 const float *surfacepants = rsurface.colormap_pantscolor;
3264 const float *surfaceshirt = rsurface.colormap_shirtcolor;
3265 rtexture_t *basetexture = rsurface.texture->basetexture;
3266 rtexture_t *pantstexture = rsurface.texture->pantstexture;
3267 rtexture_t *shirttexture = rsurface.texture->shirttexture;
3268 qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
3269 qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
3270 ambientscale *= 2 * r_refdef.view.colorscale;
3271 diffusescale *= 2 * r_refdef.view.colorscale;
3272 ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
3273 diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
3274 ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
3275 diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
3276 ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
3277 diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
3278 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3279 rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4]));
3280 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3281 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
3282 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
3283 R_Mesh_TexBind(0, basetexture);
3284 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
3285 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
3286 switch(r_shadow_rendermode)
3288 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3289 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
3290 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3291 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3292 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3294 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3295 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
3296 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
3297 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
3298 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3300 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3301 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
3302 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3303 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3304 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3306 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3311 //R_Mesh_TexBind(0, basetexture);
3312 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
3315 R_Mesh_TexBind(0, pantstexture);
3316 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
3320 R_Mesh_TexBind(0, shirttexture);
3321 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
3325 extern cvar_t gl_lightmaps;
3326 void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3328 float ambientscale, diffusescale, specularscale;
3330 float lightcolor[3];
3331 VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
3332 ambientscale = rsurface.rtlight->ambientscale + rsurface.texture->rtlightambient;
3333 diffusescale = rsurface.rtlight->diffusescale * max(0, 1.0 - rsurface.texture->rtlightambient);
3334 specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
3335 if (!r_shadow_usenormalmap.integer)
3337 ambientscale += 1.0f * diffusescale;
3341 if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
3343 negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
3346 VectorNegate(lightcolor, lightcolor);
3347 GL_BlendEquationSubtract(true);
3349 RSurf_SetupDepthAndCulling();
3350 switch (r_shadow_rendermode)
3352 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
3353 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
3354 R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
3356 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
3357 R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
3359 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3360 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3361 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3362 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3363 R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
3366 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
3370 GL_BlendEquationSubtract(false);
3373 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)
3375 matrix4x4_t tempmatrix = *matrix;
3376 Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
3378 // if this light has been compiled before, free the associated data
3379 R_RTLight_Uncompile(rtlight);
3381 // clear it completely to avoid any lingering data
3382 memset(rtlight, 0, sizeof(*rtlight));
3384 // copy the properties
3385 rtlight->matrix_lighttoworld = tempmatrix;
3386 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
3387 Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
3388 rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
3389 VectorCopy(color, rtlight->color);
3390 rtlight->cubemapname[0] = 0;
3391 if (cubemapname && cubemapname[0])
3392 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
3393 rtlight->shadow = shadow;
3394 rtlight->corona = corona;
3395 rtlight->style = style;
3396 rtlight->isstatic = isstatic;
3397 rtlight->coronasizescale = coronasizescale;
3398 rtlight->ambientscale = ambientscale;
3399 rtlight->diffusescale = diffusescale;
3400 rtlight->specularscale = specularscale;
3401 rtlight->flags = flags;
3403 // compute derived data
3404 //rtlight->cullradius = rtlight->radius;
3405 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
3406 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3407 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3408 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3409 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3410 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3411 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3414 // compiles rtlight geometry
3415 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
3416 void R_RTLight_Compile(rtlight_t *rtlight)
3419 int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
3420 int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
3421 entity_render_t *ent = r_refdef.scene.worldentity;
3422 dp_model_t *model = r_refdef.scene.worldmodel;
3423 unsigned char *data;
3426 // compile the light
3427 rtlight->compiled = true;
3428 rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
3429 rtlight->static_numleafs = 0;
3430 rtlight->static_numleafpvsbytes = 0;
3431 rtlight->static_leaflist = NULL;
3432 rtlight->static_leafpvs = NULL;
3433 rtlight->static_numsurfaces = 0;
3434 rtlight->static_surfacelist = NULL;
3435 rtlight->static_shadowmap_receivers = 0x3F;
3436 rtlight->static_shadowmap_casters = 0x3F;
3437 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3438 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3439 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3440 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3441 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3442 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3444 if (model && model->GetLightInfo)
3446 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
3447 r_shadow_compilingrtlight = rtlight;
3448 R_FrameData_SetMark();
3449 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);
3450 R_FrameData_ReturnToMark();
3451 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
3452 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
3453 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
3454 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
3455 rtlight->static_numsurfaces = numsurfaces;
3456 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
3457 rtlight->static_numleafs = numleafs;
3458 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
3459 rtlight->static_numleafpvsbytes = numleafpvsbytes;
3460 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
3461 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
3462 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
3463 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
3464 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
3465 if (rtlight->static_numsurfaces)
3466 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3467 if (rtlight->static_numleafs)
3468 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3469 if (rtlight->static_numleafpvsbytes)
3470 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3471 if (rtlight->static_numshadowtrispvsbytes)
3472 memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3473 if (rtlight->static_numlighttrispvsbytes)
3474 memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3475 R_FrameData_SetMark();
3476 switch (rtlight->shadowmode)
3478 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3479 if (model->CompileShadowMap && rtlight->shadow)
3480 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3483 if (model->CompileShadowVolume && rtlight->shadow)
3484 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3487 R_FrameData_ReturnToMark();
3488 // now we're done compiling the rtlight
3489 r_shadow_compilingrtlight = NULL;
3493 // use smallest available cullradius - box radius or light radius
3494 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3495 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3497 shadowzpasstris = 0;
3498 if (rtlight->static_meshchain_shadow_zpass)
3499 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3500 shadowzpasstris += mesh->numtriangles;
3502 shadowzfailtris = 0;
3503 if (rtlight->static_meshchain_shadow_zfail)
3504 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3505 shadowzfailtris += mesh->numtriangles;
3508 if (rtlight->static_numlighttrispvsbytes)
3509 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3510 if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3514 if (rtlight->static_numlighttrispvsbytes)
3515 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3516 if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3519 if (developer_extra.integer)
3520 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);
3523 void R_RTLight_Uncompile(rtlight_t *rtlight)
3525 if (rtlight->compiled)
3527 if (rtlight->static_meshchain_shadow_zpass)
3528 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3529 rtlight->static_meshchain_shadow_zpass = NULL;
3530 if (rtlight->static_meshchain_shadow_zfail)
3531 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3532 rtlight->static_meshchain_shadow_zfail = NULL;
3533 if (rtlight->static_meshchain_shadow_shadowmap)
3534 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3535 rtlight->static_meshchain_shadow_shadowmap = NULL;
3536 // these allocations are grouped
3537 if (rtlight->static_surfacelist)
3538 Mem_Free(rtlight->static_surfacelist);
3539 rtlight->static_numleafs = 0;
3540 rtlight->static_numleafpvsbytes = 0;
3541 rtlight->static_leaflist = NULL;
3542 rtlight->static_leafpvs = NULL;
3543 rtlight->static_numsurfaces = 0;
3544 rtlight->static_surfacelist = NULL;
3545 rtlight->static_numshadowtrispvsbytes = 0;
3546 rtlight->static_shadowtrispvs = NULL;
3547 rtlight->static_numlighttrispvsbytes = 0;
3548 rtlight->static_lighttrispvs = NULL;
3549 rtlight->compiled = false;
3553 void R_Shadow_UncompileWorldLights(void)
3557 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3558 for (lightindex = 0;lightindex < range;lightindex++)
3560 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3563 R_RTLight_Uncompile(&light->rtlight);
3567 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3571 // reset the count of frustum planes
3572 // see rtlight->cached_frustumplanes definition for how much this array
3574 rtlight->cached_numfrustumplanes = 0;
3576 if (r_trippy.integer)
3579 // haven't implemented a culling path for ortho rendering
3580 if (!r_refdef.view.useperspective)
3582 // check if the light is on screen and copy the 4 planes if it is
3583 for (i = 0;i < 4;i++)
3584 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3587 for (i = 0;i < 4;i++)
3588 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3593 // generate a deformed frustum that includes the light origin, this is
3594 // used to cull shadow casting surfaces that can not possibly cast a
3595 // shadow onto the visible light-receiving surfaces, which can be a
3598 // if the light origin is onscreen the result will be 4 planes exactly
3599 // if the light origin is offscreen on only one axis the result will
3600 // be exactly 5 planes (split-side case)
3601 // if the light origin is offscreen on two axes the result will be
3602 // exactly 4 planes (stretched corner case)
3603 for (i = 0;i < 4;i++)
3605 // quickly reject standard frustum planes that put the light
3606 // origin outside the frustum
3607 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3610 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3612 // if all the standard frustum planes were accepted, the light is onscreen
3613 // otherwise we need to generate some more planes below...
3614 if (rtlight->cached_numfrustumplanes < 4)
3616 // at least one of the stock frustum planes failed, so we need to
3617 // create one or two custom planes to enclose the light origin
3618 for (i = 0;i < 4;i++)
3620 // create a plane using the view origin and light origin, and a
3621 // single point from the frustum corner set
3622 TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3623 VectorNormalize(plane.normal);
3624 plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3625 // see if this plane is backwards and flip it if so
3626 for (j = 0;j < 4;j++)
3627 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3631 VectorNegate(plane.normal, plane.normal);
3633 // flipped plane, test again to see if it is now valid
3634 for (j = 0;j < 4;j++)
3635 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3637 // if the plane is still not valid, then it is dividing the
3638 // frustum and has to be rejected
3642 // we have created a valid plane, compute extra info
3643 PlaneClassify(&plane);
3645 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3647 // if we've found 5 frustum planes then we have constructed a
3648 // proper split-side case and do not need to keep searching for
3649 // planes to enclose the light origin
3650 if (rtlight->cached_numfrustumplanes == 5)
3658 for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3660 plane = rtlight->cached_frustumplanes[i];
3661 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));
3666 // now add the light-space box planes if the light box is rotated, as any
3667 // caster outside the oriented light box is irrelevant (even if it passed
3668 // the worldspace light box, which is axial)
3669 if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3671 for (i = 0;i < 6;i++)
3675 v[i >> 1] = (i & 1) ? -1 : 1;
3676 Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3677 VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3678 plane.dist = VectorNormalizeLength(plane.normal);
3679 plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3680 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3686 // add the world-space reduced box planes
3687 for (i = 0;i < 6;i++)
3689 VectorClear(plane.normal);
3690 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3691 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3692 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3701 // reduce all plane distances to tightly fit the rtlight cull box, which
3703 VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3704 VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3705 VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3706 VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3707 VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3708 VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3709 VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3710 VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3711 oldnum = rtlight->cached_numfrustumplanes;
3712 rtlight->cached_numfrustumplanes = 0;
3713 for (j = 0;j < oldnum;j++)
3715 // find the nearest point on the box to this plane
3716 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3717 for (i = 1;i < 8;i++)
3719 dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3720 if (bestdist > dist)
3723 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);
3724 // if the nearest point is near or behind the plane, we want this
3725 // plane, otherwise the plane is useless as it won't cull anything
3726 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3728 PlaneClassify(&rtlight->cached_frustumplanes[j]);
3729 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3736 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3740 RSurf_ActiveWorldEntity();
3742 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3745 GL_CullFace(GL_NONE);
3746 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3747 for (;mesh;mesh = mesh->next)
3749 if (!mesh->sidetotals[r_shadow_shadowmapside])
3751 r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3752 if (mesh->vertex3fbuffer)
3753 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3755 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3756 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);
3760 else if (r_refdef.scene.worldentity->model)
3761 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);
3763 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3766 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3768 qboolean zpass = false;
3771 int surfacelistindex;
3772 msurface_t *surface;
3774 // if triangle neighbors are disabled, shadowvolumes are disabled
3775 if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
3778 RSurf_ActiveWorldEntity();
3780 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3783 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3785 zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3786 R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3788 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3789 for (;mesh;mesh = mesh->next)
3791 r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3792 if (mesh->vertex3fbuffer)
3793 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3795 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3796 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3798 // increment stencil if frontface is infront of depthbuffer
3799 GL_CullFace(r_refdef.view.cullface_back);
3800 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
3801 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);
3802 // decrement stencil if backface is infront of depthbuffer
3803 GL_CullFace(r_refdef.view.cullface_front);
3804 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
3806 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3808 // decrement stencil if backface is behind depthbuffer
3809 GL_CullFace(r_refdef.view.cullface_front);
3810 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
3811 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);
3812 // increment stencil if frontface is behind depthbuffer
3813 GL_CullFace(r_refdef.view.cullface_back);
3814 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
3816 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);
3820 else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3822 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3823 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3824 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3826 surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3827 for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3828 if (CHECKPVSBIT(trispvs, t))
3829 shadowmarklist[numshadowmark++] = t;
3831 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);
3833 else if (numsurfaces)
3835 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);
3838 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3841 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3843 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3844 vec_t relativeshadowradius;
3845 RSurf_ActiveModelEntity(ent, false, false, false);
3846 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3847 // we need to re-init the shader for each entity because the matrix changed
3848 relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3849 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3850 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3851 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3852 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3853 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3854 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3855 switch (r_shadow_rendermode)
3857 case R_SHADOW_RENDERMODE_SHADOWMAP2D:
3858 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3861 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3864 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3867 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3869 // set up properties for rendering light onto this entity
3870 RSurf_ActiveModelEntity(ent, true, true, false);
3871 Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3872 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3873 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3874 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3877 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3879 if (!r_refdef.scene.worldmodel->DrawLight)
3882 // set up properties for rendering light onto this entity
3883 RSurf_ActiveWorldEntity();
3884 rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3885 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3886 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3887 VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3889 r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3891 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3894 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3896 dp_model_t *model = ent->model;
3897 if (!model->DrawLight)
3900 R_Shadow_SetupEntityLight(ent);
3902 model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3904 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3907 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3911 int numleafs, numsurfaces;
3912 int *leaflist, *surfacelist;
3913 unsigned char *leafpvs;
3914 unsigned char *shadowtrispvs;
3915 unsigned char *lighttrispvs;
3916 //unsigned char *surfacesides;
3917 int numlightentities;
3918 int numlightentities_noselfshadow;
3919 int numshadowentities;
3920 int numshadowentities_noselfshadow;
3921 static entity_render_t *lightentities[MAX_EDICTS];
3922 static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3923 static entity_render_t *shadowentities[MAX_EDICTS];
3924 static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3927 rtlight->draw = false;
3929 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3930 // skip lights that are basically invisible (color 0 0 0)
3931 nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
3933 // loading is done before visibility checks because loading should happen
3934 // all at once at the start of a level, not when it stalls gameplay.
3935 // (especially important to benchmarks)
3937 if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3939 if (rtlight->compiled)
3940 R_RTLight_Uncompile(rtlight);
3941 R_RTLight_Compile(rtlight);
3945 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
3947 // look up the light style value at this time
3948 f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3949 VectorScale(rtlight->color, f, rtlight->currentcolor);
3951 if (rtlight->selected)
3953 f = 2 + sin(realtime * M_PI * 4.0);
3954 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3958 // if lightstyle is currently off, don't draw the light
3959 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3962 // skip processing on corona-only lights
3966 // if the light box is offscreen, skip it
3967 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3970 VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
3971 VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
3973 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3975 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
3977 // compiled light, world available and can receive realtime lighting
3978 // retrieve leaf information
3979 numleafs = rtlight->static_numleafs;
3980 leaflist = rtlight->static_leaflist;
3981 leafpvs = rtlight->static_leafpvs;
3982 numsurfaces = rtlight->static_numsurfaces;
3983 surfacelist = rtlight->static_surfacelist;
3984 //surfacesides = NULL;
3985 shadowtrispvs = rtlight->static_shadowtrispvs;
3986 lighttrispvs = rtlight->static_lighttrispvs;
3988 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
3990 // dynamic light, world available and can receive realtime lighting
3991 // calculate lit surfaces and leafs
3992 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);
3993 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3994 leaflist = r_shadow_buffer_leaflist;
3995 leafpvs = r_shadow_buffer_leafpvs;
3996 surfacelist = r_shadow_buffer_surfacelist;
3997 //surfacesides = r_shadow_buffer_surfacesides;
3998 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
3999 lighttrispvs = r_shadow_buffer_lighttrispvs;
4000 // if the reduced leaf bounds are offscreen, skip it
4001 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4012 //surfacesides = NULL;
4013 shadowtrispvs = NULL;
4014 lighttrispvs = NULL;
4016 // check if light is illuminating any visible leafs
4019 for (i = 0;i < numleafs;i++)
4020 if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
4026 // make a list of lit entities and shadow casting entities
4027 numlightentities = 0;
4028 numlightentities_noselfshadow = 0;
4029 numshadowentities = 0;
4030 numshadowentities_noselfshadow = 0;
4032 // add dynamic entities that are lit by the light
4033 for (i = 0;i < r_refdef.scene.numentities;i++)
4036 entity_render_t *ent = r_refdef.scene.entities[i];
4038 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4040 // skip the object entirely if it is not within the valid
4041 // shadow-casting region (which includes the lit region)
4042 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
4044 if (!(model = ent->model))
4046 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
4048 // this entity wants to receive light, is visible, and is
4049 // inside the light box
4050 // TODO: check if the surfaces in the model can receive light
4051 // so now check if it's in a leaf seen by the light
4052 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))
4054 if (ent->flags & RENDER_NOSELFSHADOW)
4055 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
4057 lightentities[numlightentities++] = ent;
4058 // since it is lit, it probably also casts a shadow...
4059 // about the VectorDistance2 - light emitting entities should not cast their own shadow
4060 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4061 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4063 // note: exterior models without the RENDER_NOSELFSHADOW
4064 // flag still create a RENDER_NOSELFSHADOW shadow but
4065 // are lit normally, this means that they are
4066 // self-shadowing but do not shadow other
4067 // RENDER_NOSELFSHADOW entities such as the gun
4068 // (very weird, but keeps the player shadow off the gun)
4069 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4070 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4072 shadowentities[numshadowentities++] = ent;
4075 else if (ent->flags & RENDER_SHADOW)
4077 // this entity is not receiving light, but may still need to
4079 // TODO: check if the surfaces in the model can cast shadow
4080 // now check if it is in a leaf seen by the light
4081 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))
4083 // about the VectorDistance2 - light emitting entities should not cast their own shadow
4084 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4085 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4087 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4088 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4090 shadowentities[numshadowentities++] = ent;
4095 // return if there's nothing at all to light
4096 if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
4099 // count this light in the r_speeds
4100 r_refdef.stats.lights++;
4102 // flag it as worth drawing later
4103 rtlight->draw = true;
4105 // cache all the animated entities that cast a shadow but are not visible
4106 for (i = 0;i < numshadowentities;i++)
4107 if (!shadowentities[i]->animcache_vertex3f)
4108 R_AnimCache_GetEntity(shadowentities[i], false, false);
4109 for (i = 0;i < numshadowentities_noselfshadow;i++)
4110 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
4111 R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
4113 // allocate some temporary memory for rendering this light later in the frame
4114 // reusable buffers need to be copied, static data can be used as-is
4115 rtlight->cached_numlightentities = numlightentities;
4116 rtlight->cached_numlightentities_noselfshadow = numlightentities_noselfshadow;
4117 rtlight->cached_numshadowentities = numshadowentities;
4118 rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
4119 rtlight->cached_numsurfaces = numsurfaces;
4120 rtlight->cached_lightentities = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
4121 rtlight->cached_lightentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
4122 rtlight->cached_shadowentities = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
4123 rtlight->cached_shadowentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
4124 if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
4126 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
4127 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
4128 rtlight->cached_shadowtrispvs = (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
4129 rtlight->cached_lighttrispvs = (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
4130 rtlight->cached_surfacelist = (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
4134 // compiled light data
4135 rtlight->cached_shadowtrispvs = shadowtrispvs;
4136 rtlight->cached_lighttrispvs = lighttrispvs;
4137 rtlight->cached_surfacelist = surfacelist;
4141 void R_Shadow_DrawLight(rtlight_t *rtlight)
4145 unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
4146 int numlightentities;
4147 int numlightentities_noselfshadow;
4148 int numshadowentities;
4149 int numshadowentities_noselfshadow;
4150 entity_render_t **lightentities;
4151 entity_render_t **lightentities_noselfshadow;
4152 entity_render_t **shadowentities;
4153 entity_render_t **shadowentities_noselfshadow;
4155 static unsigned char entitysides[MAX_EDICTS];
4156 static unsigned char entitysides_noselfshadow[MAX_EDICTS];
4157 vec3_t nearestpoint;
4159 qboolean castshadows;
4162 // check if we cached this light this frame (meaning it is worth drawing)
4166 numlightentities = rtlight->cached_numlightentities;
4167 numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
4168 numshadowentities = rtlight->cached_numshadowentities;
4169 numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
4170 numsurfaces = rtlight->cached_numsurfaces;
4171 lightentities = rtlight->cached_lightentities;
4172 lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
4173 shadowentities = rtlight->cached_shadowentities;
4174 shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
4175 shadowtrispvs = rtlight->cached_shadowtrispvs;
4176 lighttrispvs = rtlight->cached_lighttrispvs;
4177 surfacelist = rtlight->cached_surfacelist;
4179 // set up a scissor rectangle for this light
4180 if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4183 // don't let sound skip if going slow
4184 if (r_refdef.scene.extraupdate)
4187 // make this the active rtlight for rendering purposes
4188 R_Shadow_RenderMode_ActiveLight(rtlight);
4190 if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
4192 // optionally draw visible shape of the shadow volumes
4193 // for performance analysis by level designers
4194 R_Shadow_RenderMode_VisibleShadowVolumes();
4196 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4197 for (i = 0;i < numshadowentities;i++)
4198 R_Shadow_DrawEntityShadow(shadowentities[i]);
4199 for (i = 0;i < numshadowentities_noselfshadow;i++)
4200 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4201 R_Shadow_RenderMode_VisibleLighting(false, false);
4204 if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
4206 // optionally draw the illuminated areas
4207 // for performance analysis by level designers
4208 R_Shadow_RenderMode_VisibleLighting(false, false);
4210 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4211 for (i = 0;i < numlightentities;i++)
4212 R_Shadow_DrawEntityLight(lightentities[i]);
4213 for (i = 0;i < numlightentities_noselfshadow;i++)
4214 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4217 castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
4219 nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
4220 nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
4221 nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
4222 distance = VectorDistance(nearestpoint, r_refdef.view.origin);
4224 lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
4225 //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
4226 lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
4228 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4234 int receivermask = 0;
4235 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
4236 Matrix4x4_Abs(&radiustolight);
4238 r_shadow_shadowmaplod = 0;
4239 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
4240 if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
4241 r_shadow_shadowmaplod = i;
4243 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
4245 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
4247 surfacesides = NULL;
4250 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
4252 castermask = rtlight->static_shadowmap_casters;
4253 receivermask = rtlight->static_shadowmap_receivers;
4257 surfacesides = r_shadow_buffer_surfacesides;
4258 for(i = 0;i < numsurfaces;i++)
4260 msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
4261 surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4262 castermask |= surfacesides[i];
4263 receivermask |= surfacesides[i];
4267 if (receivermask < 0x3F)
4269 for (i = 0;i < numlightentities;i++)
4270 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4271 if (receivermask < 0x3F)
4272 for(i = 0; i < numlightentities_noselfshadow;i++)
4273 receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4276 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
4280 for (i = 0;i < numshadowentities;i++)
4281 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4282 for (i = 0;i < numshadowentities_noselfshadow;i++)
4283 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4286 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
4288 // render shadow casters into 6 sided depth texture
4289 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
4291 R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
4292 if (! (castermask & (1 << side))) continue;
4294 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
4295 for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
4296 R_Shadow_DrawEntityShadow(shadowentities[i]);
4299 if (numlightentities_noselfshadow)
4301 // render lighting using the depth texture as shadowmap
4302 // draw lighting in the unmasked areas
4303 R_Shadow_RenderMode_Lighting(false, false, true);
4304 for (i = 0;i < numlightentities_noselfshadow;i++)
4305 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4308 // render shadow casters into 6 sided depth texture
4309 if (numshadowentities_noselfshadow)
4311 for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
4313 R_Shadow_RenderMode_ShadowMap(side, 0, size);
4314 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
4315 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4319 // render lighting using the depth texture as shadowmap
4320 // draw lighting in the unmasked areas
4321 R_Shadow_RenderMode_Lighting(false, false, true);
4322 // draw lighting in the unmasked areas
4324 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4325 for (i = 0;i < numlightentities;i++)
4326 R_Shadow_DrawEntityLight(lightentities[i]);
4328 else if (castshadows && vid.stencil)
4330 // draw stencil shadow volumes to mask off pixels that are in shadow
4331 // so that they won't receive lighting
4332 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
4333 R_Shadow_ClearStencil();
4336 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4337 for (i = 0;i < numshadowentities;i++)
4338 R_Shadow_DrawEntityShadow(shadowentities[i]);
4340 // draw lighting in the unmasked areas
4341 R_Shadow_RenderMode_Lighting(true, false, false);
4342 for (i = 0;i < numlightentities_noselfshadow;i++)
4343 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4345 for (i = 0;i < numshadowentities_noselfshadow;i++)
4346 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4348 // draw lighting in the unmasked areas
4349 R_Shadow_RenderMode_Lighting(true, false, false);
4351 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4352 for (i = 0;i < numlightentities;i++)
4353 R_Shadow_DrawEntityLight(lightentities[i]);
4357 // draw lighting in the unmasked areas
4358 R_Shadow_RenderMode_Lighting(false, false, false);
4360 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4361 for (i = 0;i < numlightentities;i++)
4362 R_Shadow_DrawEntityLight(lightentities[i]);
4363 for (i = 0;i < numlightentities_noselfshadow;i++)
4364 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4367 if (r_shadow_usingdeferredprepass)
4369 // when rendering deferred lighting, we simply rasterize the box
4370 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4371 R_Shadow_RenderMode_DrawDeferredLight(false, true);
4372 else if (castshadows && vid.stencil)
4373 R_Shadow_RenderMode_DrawDeferredLight(true, false);
4375 R_Shadow_RenderMode_DrawDeferredLight(false, false);
4379 static void R_Shadow_FreeDeferred(void)
4381 R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
4382 r_shadow_prepassgeometryfbo = 0;
4384 R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusespecularfbo);
4385 r_shadow_prepasslightingdiffusespecularfbo = 0;
4387 R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusefbo);
4388 r_shadow_prepasslightingdiffusefbo = 0;
4390 if (r_shadow_prepassgeometrydepthtexture)
4391 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
4392 r_shadow_prepassgeometrydepthtexture = NULL;
4394 if (r_shadow_prepassgeometrydepthcolortexture)
4395 R_FreeTexture(r_shadow_prepassgeometrydepthcolortexture);
4396 r_shadow_prepassgeometrydepthcolortexture = NULL;
4398 if (r_shadow_prepassgeometrynormalmaptexture)
4399 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
4400 r_shadow_prepassgeometrynormalmaptexture = NULL;
4402 if (r_shadow_prepasslightingdiffusetexture)
4403 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
4404 r_shadow_prepasslightingdiffusetexture = NULL;
4406 if (r_shadow_prepasslightingspeculartexture)
4407 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
4408 r_shadow_prepasslightingspeculartexture = NULL;
4411 void R_Shadow_DrawPrepass(void)
4419 entity_render_t *ent;
4420 float clearcolor[4];
4422 R_Mesh_ResetTextureState();
4424 GL_ColorMask(1,1,1,1);
4425 GL_BlendFunc(GL_ONE, GL_ZERO);
4428 R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4429 Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
4430 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4431 if (r_timereport_active)
4432 R_TimeReport("prepasscleargeom");
4434 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
4435 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
4436 if (r_timereport_active)
4437 R_TimeReport("prepassworld");
4439 for (i = 0;i < r_refdef.scene.numentities;i++)
4441 if (!r_refdef.viewcache.entityvisible[i])
4443 ent = r_refdef.scene.entities[i];
4444 if (ent->model && ent->model->DrawPrepass != NULL)
4445 ent->model->DrawPrepass(ent);
4448 if (r_timereport_active)
4449 R_TimeReport("prepassmodels");
4451 GL_DepthMask(false);
4452 GL_ColorMask(1,1,1,1);
4455 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4456 Vector4Set(clearcolor, 0, 0, 0, 0);
4457 GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
4458 if (r_timereport_active)
4459 R_TimeReport("prepassclearlit");
4461 R_Shadow_RenderMode_Begin();
4463 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4464 if (r_shadow_debuglight.integer >= 0)
4466 lightindex = r_shadow_debuglight.integer;
4467 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4468 if (light && (light->flags & flag) && light->rtlight.draw)
4469 R_Shadow_DrawLight(&light->rtlight);
4473 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4474 for (lightindex = 0;lightindex < range;lightindex++)
4476 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4477 if (light && (light->flags & flag) && light->rtlight.draw)
4478 R_Shadow_DrawLight(&light->rtlight);
4481 if (r_refdef.scene.rtdlight)
4482 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4483 if (r_refdef.scene.lights[lnum]->draw)
4484 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4486 R_Shadow_RenderMode_End();
4488 if (r_timereport_active)
4489 R_TimeReport("prepasslights");
4492 void R_Shadow_DrawLightSprites(void);
4493 void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
4503 if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4504 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4505 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) ||
4506 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
4507 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
4508 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
4509 R_Shadow_FreeShadowMaps();
4511 r_shadow_fb_fbo = fbo;
4512 r_shadow_fb_depthtexture = depthtexture;
4513 r_shadow_fb_colortexture = colortexture;
4515 r_shadow_usingshadowmaportho = false;
4517 switch (vid.renderpath)
4519 case RENDERPATH_GL20:
4520 case RENDERPATH_D3D9:
4521 case RENDERPATH_D3D10:
4522 case RENDERPATH_D3D11:
4523 case RENDERPATH_SOFT:
4525 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
4527 r_shadow_usingdeferredprepass = false;
4528 if (r_shadow_prepass_width)
4529 R_Shadow_FreeDeferred();
4530 r_shadow_prepass_width = r_shadow_prepass_height = 0;
4534 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4536 R_Shadow_FreeDeferred();
4538 r_shadow_usingdeferredprepass = true;
4539 r_shadow_prepass_width = vid.width;
4540 r_shadow_prepass_height = vid.height;
4541 r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
4542 switch (vid.renderpath)
4544 case RENDERPATH_D3D9:
4545 r_shadow_prepassgeometrydepthcolortexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrydepthcolormap", vid.width, vid.height, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4550 r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4551 r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4552 r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4554 // set up the geometry pass fbo (depth + normalmap)
4555 r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4556 R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4557 // render depth into one texture and normalmap into the other
4558 if (qglDrawBuffersARB)
4560 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
4561 qglReadBuffer(GL_NONE);CHECKGLERROR
4562 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
4563 if (status != GL_FRAMEBUFFER_COMPLETE)
4565 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4566 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4567 r_shadow_usingdeferredprepass = false;
4571 // set up the lighting pass fbo (diffuse + specular)
4572 r_shadow_prepasslightingdiffusespecularfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4573 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4574 // render diffuse into one texture and specular into another,
4575 // with depth and normalmap bound as textures,
4576 // with depth bound as attachment as well
4577 if (qglDrawBuffersARB)
4579 qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4580 qglReadBuffer(GL_NONE);CHECKGLERROR
4581 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
4582 if (status != GL_FRAMEBUFFER_COMPLETE)
4584 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4585 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4586 r_shadow_usingdeferredprepass = false;
4590 // set up the lighting pass fbo (diffuse)
4591 r_shadow_prepasslightingdiffusefbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4592 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4593 // render diffuse into one texture,
4594 // with depth and normalmap bound as textures,
4595 // with depth bound as attachment as well
4596 if (qglDrawBuffersARB)
4598 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
4599 qglReadBuffer(GL_NONE);CHECKGLERROR
4600 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
4601 if (status != GL_FRAMEBUFFER_COMPLETE)
4603 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4604 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4605 r_shadow_usingdeferredprepass = false;
4611 case RENDERPATH_GL11:
4612 case RENDERPATH_GL13:
4613 case RENDERPATH_GLES1:
4614 case RENDERPATH_GLES2:
4615 r_shadow_usingdeferredprepass = false;
4619 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);
4621 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4622 if (r_shadow_bouncegrid.integer != 2)
4624 if (r_shadow_debuglight.integer >= 0)
4626 lightindex = r_shadow_debuglight.integer;
4627 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4629 R_Shadow_PrepareLight(&light->rtlight);
4633 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4634 for (lightindex = 0;lightindex < range;lightindex++)
4636 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4637 if (light && (light->flags & flag))
4638 R_Shadow_PrepareLight(&light->rtlight);
4642 if (r_refdef.scene.rtdlight)
4644 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4645 R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4647 else if(gl_flashblend.integer)
4649 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4651 rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4652 f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4653 VectorScale(rtlight->color, f, rtlight->currentcolor);
4657 if (r_editlights.integer)
4658 R_Shadow_DrawLightSprites();
4661 void R_Shadow_DrawLights(void)
4669 R_Shadow_RenderMode_Begin();
4671 if (r_shadow_bouncegrid.integer != 2)
4673 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4674 if (r_shadow_debuglight.integer >= 0)
4676 lightindex = r_shadow_debuglight.integer;
4677 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4679 R_Shadow_DrawLight(&light->rtlight);
4683 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4684 for (lightindex = 0;lightindex < range;lightindex++)
4686 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4687 if (light && (light->flags & flag))
4688 R_Shadow_DrawLight(&light->rtlight);
4692 if (r_refdef.scene.rtdlight)
4693 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4694 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4696 R_Shadow_RenderMode_End();
4699 void R_Shadow_PrepareModelShadows(void)
4702 float scale, size, radius, dot1, dot2;
4703 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
4704 entity_render_t *ent;
4706 if (!r_refdef.scene.numentities)
4709 switch (r_shadow_shadowmode)
4711 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4712 if (r_shadows.integer >= 2)
4715 case R_SHADOW_SHADOWMODE_STENCIL:
4716 for (i = 0;i < r_refdef.scene.numentities;i++)
4718 ent = r_refdef.scene.entities[i];
4719 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4720 R_AnimCache_GetEntity(ent, false, false);
4727 size = 2*r_shadow_shadowmapmaxsize;
4728 scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
4729 radius = 0.5f * size / scale;
4731 Math_atov(r_shadows_throwdirection.string, shadowdir);
4732 VectorNormalize(shadowdir);
4733 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4734 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4735 if (fabs(dot1) <= fabs(dot2))
4736 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4738 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4739 VectorNormalize(shadowforward);
4740 CrossProduct(shadowdir, shadowforward, shadowright);
4741 Math_atov(r_shadows_focus.string, shadowfocus);
4742 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4743 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4744 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4745 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4746 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4748 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4750 shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4751 shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4752 shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4753 shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4754 shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4755 shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4757 for (i = 0;i < r_refdef.scene.numentities;i++)
4759 ent = r_refdef.scene.entities[i];
4760 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
4762 // cast shadows from anything of the map (submodels are optional)
4763 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4764 R_AnimCache_GetEntity(ent, false, false);
4768 void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
4771 float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
4772 entity_render_t *ent;
4773 vec3_t relativelightorigin;
4774 vec3_t relativelightdirection, relativeforward, relativeright;
4775 vec3_t relativeshadowmins, relativeshadowmaxs;
4776 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
4778 matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
4779 r_viewport_t viewport;
4781 float clearcolor[4];
4783 if (!r_refdef.scene.numentities)
4786 switch (r_shadow_shadowmode)
4788 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4794 r_shadow_fb_fbo = fbo;
4795 r_shadow_fb_depthtexture = depthtexture;
4796 r_shadow_fb_colortexture = colortexture;
4798 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
4799 R_Shadow_RenderMode_Begin();
4800 R_Shadow_RenderMode_ActiveLight(NULL);
4802 switch (r_shadow_shadowmode)
4804 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4805 if (!r_shadow_shadowmap2dtexture)
4806 R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4807 fbo = r_shadow_fbo2d;
4808 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
4809 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
4810 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
4816 size = 2*r_shadow_shadowmapmaxsize;
4817 scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
4818 radius = 0.5f / scale;
4819 nearclip = -r_shadows_throwdistance.value;
4820 farclip = r_shadows_throwdistance.value;
4821 bias = r_shadow_shadowmapping_bias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
4823 r_shadow_shadowmap_parameters[0] = size;
4824 r_shadow_shadowmap_parameters[1] = size;
4825 r_shadow_shadowmap_parameters[2] = 1.0;
4826 r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
4828 Math_atov(r_shadows_throwdirection.string, shadowdir);
4829 VectorNormalize(shadowdir);
4830 Math_atov(r_shadows_focus.string, shadowfocus);
4831 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4832 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4833 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4834 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4835 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4836 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4837 if (fabs(dot1) <= fabs(dot2))
4838 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4840 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4841 VectorNormalize(shadowforward);
4842 VectorM(scale, shadowforward, &m[0]);
4843 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4845 m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
4846 CrossProduct(shadowdir, shadowforward, shadowright);
4847 VectorM(scale, shadowright, &m[4]);
4848 m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
4849 VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
4850 m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
4851 Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
4852 Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
4853 R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL);
4855 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4857 R_Mesh_SetRenderTargets(fbo2d, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
4858 R_SetupShader_DepthOrShadow(true);
4859 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
4862 R_SetViewport(&viewport);
4863 GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
4864 Vector4Set(clearcolor, 1,1,1,1);
4865 // in D3D9 we have to render to a color texture shadowmap
4866 // in GL we render directly to a depth texture only
4867 if (r_shadow_shadowmap2dtexture)
4868 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4870 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4871 // render into a slightly restricted region so that the borders of the
4872 // shadowmap area fade away, rather than streaking across everything
4873 // outside the usable area
4874 GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
4878 R_Mesh_SetRenderTargets(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture, NULL, NULL, NULL);
4879 R_SetupShader_ShowDepth(true);
4880 GL_ColorMask(1,1,1,1);
4881 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4884 for (i = 0;i < r_refdef.scene.numentities;i++)
4886 ent = r_refdef.scene.entities[i];
4888 // cast shadows from anything of the map (submodels are optional)
4889 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4891 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4892 Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
4893 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4894 Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
4895 Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
4896 relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4897 relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4898 relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4899 relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4900 relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4901 relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4902 RSurf_ActiveModelEntity(ent, false, false, false);
4903 ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4904 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4911 unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
4913 qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
4915 Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
4916 Cvar_SetValueQuick(&r_test, 0);
4921 R_Shadow_RenderMode_End();
4923 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
4924 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
4925 Matrix4x4_CreateScale3(&scalematrix, size, -size, 1);
4926 Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
4927 Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
4928 Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
4930 switch (vid.renderpath)
4932 case RENDERPATH_GL11:
4933 case RENDERPATH_GL13:
4934 case RENDERPATH_GL20:
4935 case RENDERPATH_SOFT:
4936 case RENDERPATH_GLES1:
4937 case RENDERPATH_GLES2:
4939 case RENDERPATH_D3D9:
4940 case RENDERPATH_D3D10:
4941 case RENDERPATH_D3D11:
4942 #ifdef OPENGL_ORIENTATION
4943 r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
4944 r_shadow_shadowmapmatrix.m[0][1] *= -1.0f;
4945 r_shadow_shadowmapmatrix.m[0][2] *= -1.0f;
4946 r_shadow_shadowmapmatrix.m[0][3] *= -1.0f;
4948 r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
4949 r_shadow_shadowmapmatrix.m[1][0] *= -1.0f;
4950 r_shadow_shadowmapmatrix.m[2][0] *= -1.0f;
4951 r_shadow_shadowmapmatrix.m[3][0] *= -1.0f;
4956 r_shadow_usingshadowmaportho = true;
4957 switch (r_shadow_shadowmode)
4959 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4960 r_shadow_usingshadowmap2d = true;
4967 void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
4970 float relativethrowdistance;
4971 entity_render_t *ent;
4972 vec3_t relativelightorigin;
4973 vec3_t relativelightdirection;
4974 vec3_t relativeshadowmins, relativeshadowmaxs;
4975 vec3_t tmp, shadowdir;
4977 if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
4980 r_shadow_fb_fbo = fbo;
4981 r_shadow_fb_depthtexture = depthtexture;
4982 r_shadow_fb_colortexture = colortexture;
4984 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
4985 //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4986 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4987 R_Shadow_RenderMode_Begin();
4988 R_Shadow_RenderMode_ActiveLight(NULL);
4989 r_shadow_lightscissor[0] = r_refdef.view.x;
4990 r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4991 r_shadow_lightscissor[2] = r_refdef.view.width;
4992 r_shadow_lightscissor[3] = r_refdef.view.height;
4993 R_Shadow_RenderMode_StencilShadowVolumes(false);
4996 if (r_shadows.integer == 2)
4998 Math_atov(r_shadows_throwdirection.string, shadowdir);
4999 VectorNormalize(shadowdir);
5002 R_Shadow_ClearStencil();
5004 for (i = 0;i < r_refdef.scene.numentities;i++)
5006 ent = r_refdef.scene.entities[i];
5008 // cast shadows from anything of the map (submodels are optional)
5009 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
5011 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
5012 VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
5013 VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
5014 if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
5015 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
5018 if(ent->entitynumber != 0)
5020 if(ent->entitynumber >= MAX_EDICTS) // csqc entity
5022 // FIXME handle this
5023 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5027 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
5028 int entnum, entnum2, recursion;
5029 entnum = entnum2 = ent->entitynumber;
5030 for(recursion = 32; recursion > 0; --recursion)
5032 entnum2 = cl.entities[entnum].state_current.tagentity;
5033 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
5038 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
5040 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
5041 // transform into modelspace of OUR entity
5042 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
5043 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
5046 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5050 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5053 VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
5054 RSurf_ActiveModelEntity(ent, false, false, false);
5055 ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
5056 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
5060 // not really the right mode, but this will disable any silly stencil features
5061 R_Shadow_RenderMode_End();
5063 // set up ortho view for rendering this pass
5064 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5065 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5066 //GL_ScissorTest(true);
5067 //R_EntityMatrix(&identitymatrix);
5068 //R_Mesh_ResetTextureState();
5069 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
5071 // set up a darkening blend on shadowed areas
5072 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5073 //GL_DepthRange(0, 1);
5074 //GL_DepthTest(false);
5075 //GL_DepthMask(false);
5076 //GL_PolygonOffset(0, 0);CHECKGLERROR
5077 GL_Color(0, 0, 0, r_shadows_darken.value);
5078 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5079 //GL_DepthFunc(GL_ALWAYS);
5080 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
5082 // apply the blend to the shadowed areas
5083 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
5084 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
5085 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5087 // restore the viewport
5088 R_SetViewport(&r_refdef.view.viewport);
5090 // restore other state to normal
5091 //R_Shadow_RenderMode_End();
5094 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
5097 vec3_t centerorigin;
5099 // if it's too close, skip it
5100 if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
5102 zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
5105 if (usequery && r_numqueries + 2 <= r_maxqueries)
5107 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
5108 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
5109 // 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
5110 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
5112 switch(vid.renderpath)
5114 case RENDERPATH_GL11:
5115 case RENDERPATH_GL13:
5116 case RENDERPATH_GL20:
5117 case RENDERPATH_GLES1:
5118 case RENDERPATH_GLES2:
5119 #ifdef GL_SAMPLES_PASSED_ARB
5121 // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
5122 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
5123 GL_DepthFunc(GL_ALWAYS);
5124 R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5125 R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5126 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5127 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5128 GL_DepthFunc(GL_LEQUAL);
5129 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
5130 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5131 R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5132 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5133 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5137 case RENDERPATH_D3D9:
5138 Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5140 case RENDERPATH_D3D10:
5141 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5143 case RENDERPATH_D3D11:
5144 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5146 case RENDERPATH_SOFT:
5147 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5151 rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
5154 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5156 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
5159 GLint allpixels = 0, visiblepixels = 0;
5160 // now we have to check the query result
5161 if (rtlight->corona_queryindex_visiblepixels)
5163 switch(vid.renderpath)
5165 case RENDERPATH_GL11:
5166 case RENDERPATH_GL13:
5167 case RENDERPATH_GL20:
5168 case RENDERPATH_GLES1:
5169 case RENDERPATH_GLES2:
5170 #ifdef GL_SAMPLES_PASSED_ARB
5172 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
5173 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
5177 case RENDERPATH_D3D9:
5178 Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5180 case RENDERPATH_D3D10:
5181 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5183 case RENDERPATH_D3D11:
5184 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5186 case RENDERPATH_SOFT:
5187 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5190 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
5191 if (visiblepixels < 1 || allpixels < 1)
5193 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
5194 cscale *= rtlight->corona_visibility;
5198 // FIXME: these traces should scan all render entities instead of cl.world
5199 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
5202 VectorScale(rtlight->currentcolor, cscale, color);
5203 if (VectorLength(color) > (1.0f / 256.0f))
5206 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
5209 VectorNegate(color, color);
5210 GL_BlendEquationSubtract(true);
5212 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5213 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);
5214 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5216 GL_BlendEquationSubtract(false);
5220 void R_Shadow_DrawCoronas(void)
5223 qboolean usequery = false;
5228 if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
5230 if (r_fb.water.renderingscene)
5232 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
5233 R_EntityMatrix(&identitymatrix);
5235 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5237 // check occlusion of coronas
5238 // use GL_ARB_occlusion_query if available
5239 // otherwise use raytraces
5241 switch (vid.renderpath)
5243 case RENDERPATH_GL11:
5244 case RENDERPATH_GL13:
5245 case RENDERPATH_GL20:
5246 case RENDERPATH_GLES1:
5247 case RENDERPATH_GLES2:
5248 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
5249 #ifdef GL_SAMPLES_PASSED_ARB
5252 GL_ColorMask(0,0,0,0);
5253 if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
5254 if (r_maxqueries < MAX_OCCLUSION_QUERIES)
5257 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
5258 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
5260 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
5263 RSurf_ActiveWorldEntity();
5264 GL_BlendFunc(GL_ONE, GL_ZERO);
5265 GL_CullFace(GL_NONE);
5266 GL_DepthMask(false);
5267 GL_DepthRange(0, 1);
5268 GL_PolygonOffset(0, 0);
5270 R_Mesh_ResetTextureState();
5271 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
5275 case RENDERPATH_D3D9:
5277 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5279 case RENDERPATH_D3D10:
5280 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5282 case RENDERPATH_D3D11:
5283 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5285 case RENDERPATH_SOFT:
5287 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5290 for (lightindex = 0;lightindex < range;lightindex++)
5292 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5295 rtlight = &light->rtlight;
5296 rtlight->corona_visibility = 0;
5297 rtlight->corona_queryindex_visiblepixels = 0;
5298 rtlight->corona_queryindex_allpixels = 0;
5299 if (!(rtlight->flags & flag))
5301 if (rtlight->corona <= 0)
5303 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
5305 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5307 for (i = 0;i < r_refdef.scene.numlights;i++)
5309 rtlight = r_refdef.scene.lights[i];
5310 rtlight->corona_visibility = 0;
5311 rtlight->corona_queryindex_visiblepixels = 0;
5312 rtlight->corona_queryindex_allpixels = 0;
5313 if (!(rtlight->flags & flag))
5315 if (rtlight->corona <= 0)
5317 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5320 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5322 // now draw the coronas using the query data for intensity info
5323 for (lightindex = 0;lightindex < range;lightindex++)
5325 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5328 rtlight = &light->rtlight;
5329 if (rtlight->corona_visibility <= 0)
5331 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5333 for (i = 0;i < r_refdef.scene.numlights;i++)
5335 rtlight = r_refdef.scene.lights[i];
5336 if (rtlight->corona_visibility <= 0)
5338 if (gl_flashblend.integer)
5339 R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
5341 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5347 dlight_t *R_Shadow_NewWorldLight(void)
5349 return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
5352 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)
5355 // validate parameters
5356 if (style < 0 || style >= MAX_LIGHTSTYLES)
5358 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
5364 // copy to light properties
5365 VectorCopy(origin, light->origin);
5366 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
5367 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
5368 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
5370 light->color[0] = max(color[0], 0);
5371 light->color[1] = max(color[1], 0);
5372 light->color[2] = max(color[2], 0);
5374 light->color[0] = color[0];
5375 light->color[1] = color[1];
5376 light->color[2] = color[2];
5377 light->radius = max(radius, 0);
5378 light->style = style;
5379 light->shadow = shadowenable;
5380 light->corona = corona;
5381 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
5382 light->coronasizescale = coronasizescale;
5383 light->ambientscale = ambientscale;
5384 light->diffusescale = diffusescale;
5385 light->specularscale = specularscale;
5386 light->flags = flags;
5388 // update renderable light data
5389 Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
5390 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);
5393 void R_Shadow_FreeWorldLight(dlight_t *light)
5395 if (r_shadow_selectedlight == light)
5396 r_shadow_selectedlight = NULL;
5397 R_RTLight_Uncompile(&light->rtlight);
5398 Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
5401 void R_Shadow_ClearWorldLights(void)
5405 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5406 for (lightindex = 0;lightindex < range;lightindex++)
5408 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5410 R_Shadow_FreeWorldLight(light);
5412 r_shadow_selectedlight = NULL;
5415 void R_Shadow_SelectLight(dlight_t *light)
5417 if (r_shadow_selectedlight)
5418 r_shadow_selectedlight->selected = false;
5419 r_shadow_selectedlight = light;
5420 if (r_shadow_selectedlight)
5421 r_shadow_selectedlight->selected = true;
5424 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5426 // this is never batched (there can be only one)
5428 R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
5429 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5430 R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5433 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5438 skinframe_t *skinframe;
5441 // this is never batched (due to the ent parameter changing every time)
5442 // so numsurfaces == 1 and surfacelist[0] == lightnumber
5443 const dlight_t *light = (dlight_t *)ent;
5446 R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
5449 VectorScale(light->color, intensity, spritecolor);
5450 if (VectorLength(spritecolor) < 0.1732f)
5451 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
5452 if (VectorLength(spritecolor) > 1.0f)
5453 VectorNormalize(spritecolor);
5455 // draw light sprite
5456 if (light->cubemapname[0] && !light->shadow)
5457 skinframe = r_editlights_sprcubemapnoshadowlight;
5458 else if (light->cubemapname[0])
5459 skinframe = r_editlights_sprcubemaplight;
5460 else if (!light->shadow)
5461 skinframe = r_editlights_sprnoshadowlight;
5463 skinframe = r_editlights_sprlight;
5465 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);
5466 R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5468 // draw selection sprite if light is selected
5469 if (light->selected)
5471 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5472 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5473 // VorteX todo: add normalmode/realtime mode light overlay sprites?
5477 void R_Shadow_DrawLightSprites(void)
5481 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5482 for (lightindex = 0;lightindex < range;lightindex++)
5484 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5486 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
5488 if (!r_editlights_lockcursor)
5489 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
5492 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
5497 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
5498 if (lightindex >= range)
5500 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5503 rtlight = &light->rtlight;
5504 //if (!(rtlight->flags & flag))
5506 VectorCopy(rtlight->shadoworigin, origin);
5507 *radius = rtlight->radius;
5508 VectorCopy(rtlight->color, color);
5512 void R_Shadow_SelectLightInView(void)
5514 float bestrating, rating, temp[3];
5518 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5522 if (r_editlights_lockcursor)
5524 for (lightindex = 0;lightindex < range;lightindex++)
5526 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5529 VectorSubtract(light->origin, r_refdef.view.origin, temp);
5530 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
5533 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
5534 if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1.0f)
5536 bestrating = rating;
5541 R_Shadow_SelectLight(best);
5544 void R_Shadow_LoadWorldLights(void)
5546 int n, a, style, shadow, flags;
5547 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
5548 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
5549 if (cl.worldmodel == NULL)
5551 Con_Print("No map loaded.\n");
5554 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5555 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5565 for (;COM_Parse(t, true) && strcmp(
5566 if (COM_Parse(t, true))
5568 if (com_token[0] == '!')
5571 origin[0] = atof(com_token+1);
5574 origin[0] = atof(com_token);
5579 while (*s && *s != '\n' && *s != '\r')
5585 // check for modifier flags
5592 #if _MSC_VER >= 1400
5593 #define sscanf sscanf_s
5595 cubemapname[sizeof(cubemapname)-1] = 0;
5596 #if MAX_QPATH != 128
5597 #error update this code if MAX_QPATH changes
5599 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
5600 #if _MSC_VER >= 1400
5601 , sizeof(cubemapname)
5603 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
5606 flags = LIGHTFLAG_REALTIMEMODE;
5614 coronasizescale = 0.25f;
5616 VectorClear(angles);
5619 if (a < 9 || !strcmp(cubemapname, "\"\""))
5621 // remove quotes on cubemapname
5622 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
5625 namelen = strlen(cubemapname) - 2;
5626 memmove(cubemapname, cubemapname + 1, namelen);
5627 cubemapname[namelen] = '\0';
5631 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);
5634 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5642 Con_Printf("invalid rtlights file \"%s\"\n", name);
5643 Mem_Free(lightsstring);
5647 void R_Shadow_SaveWorldLights(void)
5651 size_t bufchars, bufmaxchars;
5653 char name[MAX_QPATH];
5654 char line[MAX_INPUTLINE];
5655 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
5656 // I hate lines which are 3 times my screen size :( --blub
5659 if (cl.worldmodel == NULL)
5661 Con_Print("No map loaded.\n");
5664 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5665 bufchars = bufmaxchars = 0;
5667 for (lightindex = 0;lightindex < range;lightindex++)
5669 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5672 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5673 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);
5674 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5675 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]);
5677 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);
5678 if (bufchars + strlen(line) > bufmaxchars)
5680 bufmaxchars = bufchars + strlen(line) + 2048;
5682 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5686 memcpy(buf, oldbuf, bufchars);
5692 memcpy(buf + bufchars, line, strlen(line));
5693 bufchars += strlen(line);
5697 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5702 void R_Shadow_LoadLightsFile(void)
5705 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5706 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5707 if (cl.worldmodel == NULL)
5709 Con_Print("No map loaded.\n");
5712 dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
5713 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5721 while (*s && *s != '\n' && *s != '\r')
5727 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);
5731 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);
5734 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5735 radius = bound(15, radius, 4096);
5736 VectorScale(color, (2.0f / (8388608.0f)), color);
5737 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5745 Con_Printf("invalid lights file \"%s\"\n", name);
5746 Mem_Free(lightsstring);
5750 // tyrlite/hmap2 light types in the delay field
5751 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5753 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5765 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5766 char key[256], value[MAX_INPUTLINE];
5768 if (cl.worldmodel == NULL)
5770 Con_Print("No map loaded.\n");
5773 // try to load a .ent file first
5774 dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
5775 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5776 // and if that is not found, fall back to the bsp file entity string
5778 data = cl.worldmodel->brush.entities;
5781 for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5783 type = LIGHTTYPE_MINUSX;
5784 origin[0] = origin[1] = origin[2] = 0;
5785 originhack[0] = originhack[1] = originhack[2] = 0;
5786 angles[0] = angles[1] = angles[2] = 0;
5787 color[0] = color[1] = color[2] = 1;
5788 light[0] = light[1] = light[2] = 1;light[3] = 300;
5789 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5799 if (!COM_ParseToken_Simple(&data, false, false))
5801 if (com_token[0] == '}')
5802 break; // end of entity
5803 if (com_token[0] == '_')
5804 strlcpy(key, com_token + 1, sizeof(key));
5806 strlcpy(key, com_token, sizeof(key));
5807 while (key[strlen(key)-1] == ' ') // remove trailing spaces
5808 key[strlen(key)-1] = 0;
5809 if (!COM_ParseToken_Simple(&data, false, false))
5811 strlcpy(value, com_token, sizeof(value));
5813 // now that we have the key pair worked out...
5814 if (!strcmp("light", key))
5816 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5820 light[0] = vec[0] * (1.0f / 256.0f);
5821 light[1] = vec[0] * (1.0f / 256.0f);
5822 light[2] = vec[0] * (1.0f / 256.0f);
5828 light[0] = vec[0] * (1.0f / 255.0f);
5829 light[1] = vec[1] * (1.0f / 255.0f);
5830 light[2] = vec[2] * (1.0f / 255.0f);
5834 else if (!strcmp("delay", key))
5836 else if (!strcmp("origin", key))
5837 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5838 else if (!strcmp("angle", key))
5839 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5840 else if (!strcmp("angles", key))
5841 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5842 else if (!strcmp("color", key))
5843 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5844 else if (!strcmp("wait", key))
5845 fadescale = atof(value);
5846 else if (!strcmp("classname", key))
5848 if (!strncmp(value, "light", 5))
5851 if (!strcmp(value, "light_fluoro"))
5856 overridecolor[0] = 1;
5857 overridecolor[1] = 1;
5858 overridecolor[2] = 1;
5860 if (!strcmp(value, "light_fluorospark"))
5865 overridecolor[0] = 1;
5866 overridecolor[1] = 1;
5867 overridecolor[2] = 1;
5869 if (!strcmp(value, "light_globe"))
5874 overridecolor[0] = 1;
5875 overridecolor[1] = 0.8;
5876 overridecolor[2] = 0.4;
5878 if (!strcmp(value, "light_flame_large_yellow"))
5883 overridecolor[0] = 1;
5884 overridecolor[1] = 0.5;
5885 overridecolor[2] = 0.1;
5887 if (!strcmp(value, "light_flame_small_yellow"))
5892 overridecolor[0] = 1;
5893 overridecolor[1] = 0.5;
5894 overridecolor[2] = 0.1;
5896 if (!strcmp(value, "light_torch_small_white"))
5901 overridecolor[0] = 1;
5902 overridecolor[1] = 0.5;
5903 overridecolor[2] = 0.1;
5905 if (!strcmp(value, "light_torch_small_walltorch"))
5910 overridecolor[0] = 1;
5911 overridecolor[1] = 0.5;
5912 overridecolor[2] = 0.1;
5916 else if (!strcmp("style", key))
5917 style = atoi(value);
5918 else if (!strcmp("skin", key))
5919 skin = (int)atof(value);
5920 else if (!strcmp("pflags", key))
5921 pflags = (int)atof(value);
5922 //else if (!strcmp("effects", key))
5923 // effects = (int)atof(value);
5924 else if (cl.worldmodel->type == mod_brushq3)
5926 if (!strcmp("scale", key))
5927 lightscale = atof(value);
5928 if (!strcmp("fade", key))
5929 fadescale = atof(value);
5934 if (lightscale <= 0)
5938 if (color[0] == color[1] && color[0] == color[2])
5940 color[0] *= overridecolor[0];
5941 color[1] *= overridecolor[1];
5942 color[2] *= overridecolor[2];
5944 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5945 color[0] = color[0] * light[0];
5946 color[1] = color[1] * light[1];
5947 color[2] = color[2] * light[2];
5950 case LIGHTTYPE_MINUSX:
5952 case LIGHTTYPE_RECIPX:
5954 VectorScale(color, (1.0f / 16.0f), color);
5956 case LIGHTTYPE_RECIPXX:
5958 VectorScale(color, (1.0f / 16.0f), color);
5961 case LIGHTTYPE_NONE:
5965 case LIGHTTYPE_MINUSXX:
5968 VectorAdd(origin, originhack, origin);
5970 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5973 Mem_Free(entfiledata);
5977 void R_Shadow_SetCursorLocationForView(void)
5980 vec3_t dest, endpos;
5982 VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5983 trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true);
5984 if (trace.fraction < 1)
5986 dist = trace.fraction * r_editlights_cursordistance.value;
5987 push = r_editlights_cursorpushback.value;
5991 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
5992 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
5996 VectorClear( endpos );
5998 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5999 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6000 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6003 void R_Shadow_UpdateWorldLightSelection(void)
6005 if (r_editlights.integer)
6007 R_Shadow_SetCursorLocationForView();
6008 R_Shadow_SelectLightInView();
6011 R_Shadow_SelectLight(NULL);
6014 void R_Shadow_EditLights_Clear_f(void)
6016 R_Shadow_ClearWorldLights();
6019 void R_Shadow_EditLights_Reload_f(void)
6023 strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
6024 R_Shadow_ClearWorldLights();
6025 R_Shadow_LoadWorldLights();
6026 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6028 R_Shadow_LoadLightsFile();
6029 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6030 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6034 void R_Shadow_EditLights_Save_f(void)
6038 R_Shadow_SaveWorldLights();
6041 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
6043 R_Shadow_ClearWorldLights();
6044 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6047 void R_Shadow_EditLights_ImportLightsFile_f(void)
6049 R_Shadow_ClearWorldLights();
6050 R_Shadow_LoadLightsFile();
6053 void R_Shadow_EditLights_Spawn_f(void)
6056 if (!r_editlights.integer)
6058 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6061 if (Cmd_Argc() != 1)
6063 Con_Print("r_editlights_spawn does not take parameters\n");
6066 color[0] = color[1] = color[2] = 1;
6067 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
6070 void R_Shadow_EditLights_Edit_f(void)
6072 vec3_t origin, angles, color;
6073 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
6074 int style, shadows, flags, normalmode, realtimemode;
6075 char cubemapname[MAX_INPUTLINE];
6076 if (!r_editlights.integer)
6078 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6081 if (!r_shadow_selectedlight)
6083 Con_Print("No selected light.\n");
6086 VectorCopy(r_shadow_selectedlight->origin, origin);
6087 VectorCopy(r_shadow_selectedlight->angles, angles);
6088 VectorCopy(r_shadow_selectedlight->color, color);
6089 radius = r_shadow_selectedlight->radius;
6090 style = r_shadow_selectedlight->style;
6091 if (r_shadow_selectedlight->cubemapname)
6092 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
6095 shadows = r_shadow_selectedlight->shadow;
6096 corona = r_shadow_selectedlight->corona;
6097 coronasizescale = r_shadow_selectedlight->coronasizescale;
6098 ambientscale = r_shadow_selectedlight->ambientscale;
6099 diffusescale = r_shadow_selectedlight->diffusescale;
6100 specularscale = r_shadow_selectedlight->specularscale;
6101 flags = r_shadow_selectedlight->flags;
6102 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
6103 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
6104 if (!strcmp(Cmd_Argv(1), "origin"))
6106 if (Cmd_Argc() != 5)
6108 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6111 origin[0] = atof(Cmd_Argv(2));
6112 origin[1] = atof(Cmd_Argv(3));
6113 origin[2] = atof(Cmd_Argv(4));
6115 else if (!strcmp(Cmd_Argv(1), "originscale"))
6117 if (Cmd_Argc() != 5)
6119 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6122 origin[0] *= atof(Cmd_Argv(2));
6123 origin[1] *= atof(Cmd_Argv(3));
6124 origin[2] *= atof(Cmd_Argv(4));
6126 else if (!strcmp(Cmd_Argv(1), "originx"))
6128 if (Cmd_Argc() != 3)
6130 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6133 origin[0] = atof(Cmd_Argv(2));
6135 else if (!strcmp(Cmd_Argv(1), "originy"))
6137 if (Cmd_Argc() != 3)
6139 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6142 origin[1] = atof(Cmd_Argv(2));
6144 else if (!strcmp(Cmd_Argv(1), "originz"))
6146 if (Cmd_Argc() != 3)
6148 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6151 origin[2] = atof(Cmd_Argv(2));
6153 else if (!strcmp(Cmd_Argv(1), "move"))
6155 if (Cmd_Argc() != 5)
6157 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6160 origin[0] += atof(Cmd_Argv(2));
6161 origin[1] += atof(Cmd_Argv(3));
6162 origin[2] += atof(Cmd_Argv(4));
6164 else if (!strcmp(Cmd_Argv(1), "movex"))
6166 if (Cmd_Argc() != 3)
6168 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6171 origin[0] += atof(Cmd_Argv(2));
6173 else if (!strcmp(Cmd_Argv(1), "movey"))
6175 if (Cmd_Argc() != 3)
6177 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6180 origin[1] += atof(Cmd_Argv(2));
6182 else if (!strcmp(Cmd_Argv(1), "movez"))
6184 if (Cmd_Argc() != 3)
6186 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6189 origin[2] += atof(Cmd_Argv(2));
6191 else if (!strcmp(Cmd_Argv(1), "angles"))
6193 if (Cmd_Argc() != 5)
6195 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6198 angles[0] = atof(Cmd_Argv(2));
6199 angles[1] = atof(Cmd_Argv(3));
6200 angles[2] = atof(Cmd_Argv(4));
6202 else if (!strcmp(Cmd_Argv(1), "anglesx"))
6204 if (Cmd_Argc() != 3)
6206 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6209 angles[0] = atof(Cmd_Argv(2));
6211 else if (!strcmp(Cmd_Argv(1), "anglesy"))
6213 if (Cmd_Argc() != 3)
6215 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6218 angles[1] = atof(Cmd_Argv(2));
6220 else if (!strcmp(Cmd_Argv(1), "anglesz"))
6222 if (Cmd_Argc() != 3)
6224 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6227 angles[2] = atof(Cmd_Argv(2));
6229 else if (!strcmp(Cmd_Argv(1), "color"))
6231 if (Cmd_Argc() != 5)
6233 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
6236 color[0] = atof(Cmd_Argv(2));
6237 color[1] = atof(Cmd_Argv(3));
6238 color[2] = atof(Cmd_Argv(4));
6240 else if (!strcmp(Cmd_Argv(1), "radius"))
6242 if (Cmd_Argc() != 3)
6244 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6247 radius = atof(Cmd_Argv(2));
6249 else if (!strcmp(Cmd_Argv(1), "colorscale"))
6251 if (Cmd_Argc() == 3)
6253 double scale = atof(Cmd_Argv(2));
6260 if (Cmd_Argc() != 5)
6262 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
6265 color[0] *= atof(Cmd_Argv(2));
6266 color[1] *= atof(Cmd_Argv(3));
6267 color[2] *= atof(Cmd_Argv(4));
6270 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
6272 if (Cmd_Argc() != 3)
6274 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6277 radius *= atof(Cmd_Argv(2));
6279 else if (!strcmp(Cmd_Argv(1), "style"))
6281 if (Cmd_Argc() != 3)
6283 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6286 style = atoi(Cmd_Argv(2));
6288 else if (!strcmp(Cmd_Argv(1), "cubemap"))
6292 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6295 if (Cmd_Argc() == 3)
6296 strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
6300 else if (!strcmp(Cmd_Argv(1), "shadows"))
6302 if (Cmd_Argc() != 3)
6304 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6307 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6309 else if (!strcmp(Cmd_Argv(1), "corona"))
6311 if (Cmd_Argc() != 3)
6313 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6316 corona = atof(Cmd_Argv(2));
6318 else if (!strcmp(Cmd_Argv(1), "coronasize"))
6320 if (Cmd_Argc() != 3)
6322 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6325 coronasizescale = atof(Cmd_Argv(2));
6327 else if (!strcmp(Cmd_Argv(1), "ambient"))
6329 if (Cmd_Argc() != 3)
6331 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6334 ambientscale = atof(Cmd_Argv(2));
6336 else if (!strcmp(Cmd_Argv(1), "diffuse"))
6338 if (Cmd_Argc() != 3)
6340 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6343 diffusescale = atof(Cmd_Argv(2));
6345 else if (!strcmp(Cmd_Argv(1), "specular"))
6347 if (Cmd_Argc() != 3)
6349 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6352 specularscale = atof(Cmd_Argv(2));
6354 else if (!strcmp(Cmd_Argv(1), "normalmode"))
6356 if (Cmd_Argc() != 3)
6358 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6361 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6363 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
6365 if (Cmd_Argc() != 3)
6367 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6370 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6374 Con_Print("usage: r_editlights_edit [property] [value]\n");
6375 Con_Print("Selected light's properties:\n");
6376 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
6377 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
6378 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
6379 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
6380 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
6381 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
6382 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
6383 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
6384 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
6385 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
6386 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
6387 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
6388 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
6389 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
6392 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
6393 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
6396 void R_Shadow_EditLights_EditAll_f(void)
6399 dlight_t *light, *oldselected;
6402 if (!r_editlights.integer)
6404 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
6408 oldselected = r_shadow_selectedlight;
6409 // EditLights doesn't seem to have a "remove" command or something so:
6410 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6411 for (lightindex = 0;lightindex < range;lightindex++)
6413 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6416 R_Shadow_SelectLight(light);
6417 R_Shadow_EditLights_Edit_f();
6419 // return to old selected (to not mess editing once selection is locked)
6420 R_Shadow_SelectLight(oldselected);
6423 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
6425 int lightnumber, lightcount;
6426 size_t lightindex, range;
6430 if (!r_editlights.integer)
6432 x = vid_conwidth.value - 240;
6434 DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
6437 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6438 for (lightindex = 0;lightindex < range;lightindex++)
6440 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6443 if (light == r_shadow_selectedlight)
6444 lightnumber = lightindex;
6447 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;
6448 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;
6450 if (r_shadow_selectedlight == NULL)
6452 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;
6453 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;
6454 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;
6455 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;
6456 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;
6457 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;
6458 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;
6459 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;
6460 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;
6461 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;
6462 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;
6463 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;
6464 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;
6465 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;
6466 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;
6469 void R_Shadow_EditLights_ToggleShadow_f(void)
6471 if (!r_editlights.integer)
6473 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6476 if (!r_shadow_selectedlight)
6478 Con_Print("No selected light.\n");
6481 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);
6484 void R_Shadow_EditLights_ToggleCorona_f(void)
6486 if (!r_editlights.integer)
6488 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6491 if (!r_shadow_selectedlight)
6493 Con_Print("No selected light.\n");
6496 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);
6499 void R_Shadow_EditLights_Remove_f(void)
6501 if (!r_editlights.integer)
6503 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
6506 if (!r_shadow_selectedlight)
6508 Con_Print("No selected light.\n");
6511 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
6512 r_shadow_selectedlight = NULL;
6515 void R_Shadow_EditLights_Help_f(void)
6518 "Documentation on r_editlights system:\n"
6520 "r_editlights : enable/disable editing mode\n"
6521 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
6522 "r_editlights_cursorpushback : push back cursor this far from surface\n"
6523 "r_editlights_cursorpushoff : push cursor off surface this far\n"
6524 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
6525 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
6527 "r_editlights_help : this help\n"
6528 "r_editlights_clear : remove all lights\n"
6529 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
6530 "r_editlights_lock : lock selection to current light, if already locked - unlock\n"
6531 "r_editlights_save : save to .rtlights file\n"
6532 "r_editlights_spawn : create a light with default settings\n"
6533 "r_editlights_edit command : edit selected light - more documentation below\n"
6534 "r_editlights_remove : remove selected light\n"
6535 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
6536 "r_editlights_importlightentitiesfrommap : reload light entities\n"
6537 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
6539 "origin x y z : set light location\n"
6540 "originx x: set x component of light location\n"
6541 "originy y: set y component of light location\n"
6542 "originz z: set z component of light location\n"
6543 "move x y z : adjust light location\n"
6544 "movex x: adjust x component of light location\n"
6545 "movey y: adjust y component of light location\n"
6546 "movez z: adjust z component of light location\n"
6547 "angles x y z : set light angles\n"
6548 "anglesx x: set x component of light angles\n"
6549 "anglesy y: set y component of light angles\n"
6550 "anglesz z: set z component of light angles\n"
6551 "color r g b : set color of light (can be brighter than 1 1 1)\n"
6552 "radius radius : set radius (size) of light\n"
6553 "colorscale grey : multiply color of light (1 does nothing)\n"
6554 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
6555 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
6556 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
6557 "originscale x y z : multiply origin of light (1 1 1 does nothing)\n"
6558 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
6559 "cubemap basename : set filter cubemap of light (not yet supported)\n"
6560 "shadows 1/0 : turn on/off shadows\n"
6561 "corona n : set corona intensity\n"
6562 "coronasize n : set corona size (0-1)\n"
6563 "ambient n : set ambient intensity (0-1)\n"
6564 "diffuse n : set diffuse intensity (0-1)\n"
6565 "specular n : set specular intensity (0-1)\n"
6566 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
6567 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
6568 "<nothing> : print light properties to console\n"
6572 void R_Shadow_EditLights_CopyInfo_f(void)
6574 if (!r_editlights.integer)
6576 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
6579 if (!r_shadow_selectedlight)
6581 Con_Print("No selected light.\n");
6584 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
6585 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
6586 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
6587 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
6588 if (r_shadow_selectedlight->cubemapname)
6589 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
6591 r_shadow_bufferlight.cubemapname[0] = 0;
6592 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
6593 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
6594 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
6595 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
6596 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
6597 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
6598 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
6601 void R_Shadow_EditLights_PasteInfo_f(void)
6603 if (!r_editlights.integer)
6605 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
6608 if (!r_shadow_selectedlight)
6610 Con_Print("No selected light.\n");
6613 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);
6616 void R_Shadow_EditLights_Lock_f(void)
6618 if (!r_editlights.integer)
6620 Con_Print("Cannot lock on light when not in editing mode. Set r_editlights to 1.\n");
6623 if (r_editlights_lockcursor)
6625 r_editlights_lockcursor = false;
6628 if (!r_shadow_selectedlight)
6630 Con_Print("No selected light to lock on.\n");
6633 r_editlights_lockcursor = true;
6636 void R_Shadow_EditLights_Init(void)
6638 Cvar_RegisterVariable(&r_editlights);
6639 Cvar_RegisterVariable(&r_editlights_cursordistance);
6640 Cvar_RegisterVariable(&r_editlights_cursorpushback);
6641 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
6642 Cvar_RegisterVariable(&r_editlights_cursorgrid);
6643 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
6644 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
6645 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
6646 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)");
6647 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
6648 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
6649 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
6650 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)");
6651 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
6652 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
6653 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
6654 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
6655 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
6656 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
6657 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)");
6658 Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
6664 =============================================================================
6668 =============================================================================
6671 void R_LightPoint(vec3_t color, const vec3_t p, const int flags)
6673 int i, numlights, flag;
6674 float f, relativepoint[3], dist, dist2, lightradius2;
6679 if (r_fullbright.integer)
6681 VectorSet(color, 1, 1, 1);
6687 if (flags & LP_LIGHTMAP)
6689 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6691 VectorClear(diffuse);
6692 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n);
6693 VectorAdd(color, diffuse, color);
6696 VectorSet(color, 1, 1, 1);
6697 color[0] += r_refdef.scene.ambient;
6698 color[1] += r_refdef.scene.ambient;
6699 color[2] += r_refdef.scene.ambient;
6702 if (flags & LP_RTWORLD)
6704 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6705 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6706 for (i = 0; i < numlights; i++)
6708 dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6711 light = &dlight->rtlight;
6712 if (!(light->flags & flag))
6715 lightradius2 = light->radius * light->radius;
6716 VectorSubtract(light->shadoworigin, p, relativepoint);
6717 dist2 = VectorLength2(relativepoint);
6718 if (dist2 >= lightradius2)
6720 dist = sqrt(dist2) / light->radius;
6721 f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6724 // todo: add to both ambient and diffuse
6725 if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6726 VectorMA(color, f, light->currentcolor, color);
6729 if (flags & LP_DYNLIGHT)
6732 for (i = 0;i < r_refdef.scene.numlights;i++)
6734 light = r_refdef.scene.lights[i];
6736 lightradius2 = light->radius * light->radius;
6737 VectorSubtract(light->shadoworigin, p, relativepoint);
6738 dist2 = VectorLength2(relativepoint);
6739 if (dist2 >= lightradius2)
6741 dist = sqrt(dist2) / light->radius;
6742 f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6745 // todo: add to both ambient and diffuse
6746 if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6747 VectorMA(color, f, light->color, color);
6752 void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
6754 int i, numlights, flag;
6757 float relativepoint[3];
6766 if (r_fullbright.integer)
6768 VectorSet(ambient, 1, 1, 1);
6769 VectorClear(diffuse);
6770 VectorClear(lightdir);
6774 if (flags == LP_LIGHTMAP)
6776 VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6777 VectorClear(diffuse);
6778 VectorClear(lightdir);
6779 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6780 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
6782 VectorSet(ambient, 1, 1, 1);
6786 memset(sample, 0, sizeof(sample));
6787 VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6789 if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6792 VectorClear(tempambient);
6794 VectorClear(relativepoint);
6795 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
6796 VectorScale(tempambient, r_refdef.lightmapintensity, tempambient);
6797 VectorScale(color, r_refdef.lightmapintensity, color);
6798 VectorAdd(sample, tempambient, sample);
6799 VectorMA(sample , 0.5f , color, sample );
6800 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6801 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6802 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6803 // calculate a weighted average light direction as well
6804 intensity = VectorLength(color);
6805 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6808 if (flags & LP_RTWORLD)
6810 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6811 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6812 for (i = 0; i < numlights; i++)
6814 dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6817 light = &dlight->rtlight;
6818 if (!(light->flags & flag))
6821 lightradius2 = light->radius * light->radius;
6822 VectorSubtract(light->shadoworigin, p, relativepoint);
6823 dist2 = VectorLength2(relativepoint);
6824 if (dist2 >= lightradius2)
6826 dist = sqrt(dist2) / light->radius;
6827 intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
6828 if (intensity <= 0.0f)
6830 if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6832 // scale down intensity to add to both ambient and diffuse
6833 //intensity *= 0.5f;
6834 VectorNormalize(relativepoint);
6835 VectorScale(light->currentcolor, intensity, color);
6836 VectorMA(sample , 0.5f , color, sample );
6837 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6838 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6839 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6840 // calculate a weighted average light direction as well
6841 intensity *= VectorLength(color);
6842 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6844 // FIXME: sample bouncegrid too!
6847 if (flags & LP_DYNLIGHT)
6850 for (i = 0;i < r_refdef.scene.numlights;i++)
6852 light = r_refdef.scene.lights[i];
6854 lightradius2 = light->radius * light->radius;
6855 VectorSubtract(light->shadoworigin, p, relativepoint);
6856 dist2 = VectorLength2(relativepoint);
6857 if (dist2 >= lightradius2)
6859 dist = sqrt(dist2) / light->radius;
6860 intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
6861 if (intensity <= 0.0f)
6863 if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6865 // scale down intensity to add to both ambient and diffuse
6866 //intensity *= 0.5f;
6867 VectorNormalize(relativepoint);
6868 VectorScale(light->currentcolor, intensity, color);
6869 VectorMA(sample , 0.5f , color, sample );
6870 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6871 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6872 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6873 // calculate a weighted average light direction as well
6874 intensity *= VectorLength(color);
6875 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6879 // calculate the direction we'll use to reduce the sample to a directional light source
6880 VectorCopy(sample + 12, dir);
6881 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
6882 VectorNormalize(dir);
6883 // extract the diffuse color along the chosen direction and scale it
6884 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
6885 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
6886 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
6887 // subtract some of diffuse from ambient
6888 VectorMA(sample, -0.333f, diffuse, ambient);
6889 // store the normalized lightdir
6890 VectorCopy(dir, lightdir);