3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however. Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light. This technique is used heavily in many games (Doom3 does not support
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
142 #include "dpsoftrast.h"
146 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
149 static void R_Shadow_EditLights_Init(void);
151 typedef enum r_shadow_rendermode_e
153 R_SHADOW_RENDERMODE_NONE,
154 R_SHADOW_RENDERMODE_ZPASS_STENCIL,
155 R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
156 R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
157 R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
158 R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
159 R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
160 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
161 R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
162 R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
163 R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
164 R_SHADOW_RENDERMODE_LIGHT_GLSL,
165 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
166 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
167 R_SHADOW_RENDERMODE_SHADOWMAP2D
169 r_shadow_rendermode_t;
171 typedef enum r_shadow_shadowmode_e
173 R_SHADOW_SHADOWMODE_STENCIL,
174 R_SHADOW_SHADOWMODE_SHADOWMAP2D
176 r_shadow_shadowmode_t;
178 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
180 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
181 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
182 qboolean r_shadow_usingshadowmap2d;
183 qboolean r_shadow_usingshadowmaportho;
184 int r_shadow_shadowmapside;
185 float r_shadow_shadowmap_texturescale[2];
186 float r_shadow_shadowmap_parameters[4];
188 int r_shadow_drawbuffer;
189 int r_shadow_readbuffer;
191 int r_shadow_cullface_front, r_shadow_cullface_back;
192 GLuint r_shadow_fbo2d;
193 r_shadow_shadowmode_t r_shadow_shadowmode;
194 int r_shadow_shadowmapfilterquality;
195 int r_shadow_shadowmapdepthbits;
196 int r_shadow_shadowmapmaxsize;
197 qboolean r_shadow_shadowmapvsdct;
198 qboolean r_shadow_shadowmapsampler;
199 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 static 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 static 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 static 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 static 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 static 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 static 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 static 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 static 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 static 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_NoTexture(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 static 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)
2707 // static mode fires a LOT of rays but none of them are identical, so they are not cached
2708 cliptrace = CL_TraceLine(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, true, false, NULL, true, true);
2712 // dynamic mode fires many rays and most will match the cache from the previous frame
2713 cliptrace = CL_Cache_TraceLineSurfaces(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), hitsupercontentsmask);
2715 if (bouncecount > 0 || settings.includedirectlighting)
2717 // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ)
2718 // accumulate average shotcolor
2719 w = VectorLength(shotcolor);
2720 splatcolor[ 0] = shotcolor[0];
2721 splatcolor[ 1] = shotcolor[1];
2722 splatcolor[ 2] = shotcolor[2];
2723 splatcolor[ 3] = 0.0f;
2726 VectorSubtract(clipstart, cliptrace.endpos, clipdiff);
2727 VectorNormalize(clipdiff);
2728 // store bentnormal in case the shader has a use for it
2729 splatcolor[ 4] = clipdiff[0] * w;
2730 splatcolor[ 5] = clipdiff[1] * w;
2731 splatcolor[ 6] = clipdiff[2] * w;
2733 // accumulate directional contributions (+X, +Y, +Z, -X, -Y, -Z)
2734 splatcolor[ 8] = shotcolor[0] * max(0.0f, clipdiff[0]);
2735 splatcolor[ 9] = shotcolor[0] * max(0.0f, clipdiff[1]);
2736 splatcolor[10] = shotcolor[0] * max(0.0f, clipdiff[2]);
2737 splatcolor[11] = 0.0f;
2738 splatcolor[12] = shotcolor[1] * max(0.0f, clipdiff[0]);
2739 splatcolor[13] = shotcolor[1] * max(0.0f, clipdiff[1]);
2740 splatcolor[14] = shotcolor[1] * max(0.0f, clipdiff[2]);
2741 splatcolor[15] = 0.0f;
2742 splatcolor[16] = shotcolor[2] * max(0.0f, clipdiff[0]);
2743 splatcolor[17] = shotcolor[2] * max(0.0f, clipdiff[1]);
2744 splatcolor[18] = shotcolor[2] * max(0.0f, clipdiff[2]);
2745 splatcolor[19] = 0.0f;
2746 splatcolor[20] = shotcolor[0] * max(0.0f, -clipdiff[0]);
2747 splatcolor[21] = shotcolor[0] * max(0.0f, -clipdiff[1]);
2748 splatcolor[22] = shotcolor[0] * max(0.0f, -clipdiff[2]);
2749 splatcolor[23] = 0.0f;
2750 splatcolor[24] = shotcolor[1] * max(0.0f, -clipdiff[0]);
2751 splatcolor[25] = shotcolor[1] * max(0.0f, -clipdiff[1]);
2752 splatcolor[26] = shotcolor[1] * max(0.0f, -clipdiff[2]);
2753 splatcolor[27] = 0.0f;
2754 splatcolor[28] = shotcolor[2] * max(0.0f, -clipdiff[0]);
2755 splatcolor[29] = shotcolor[2] * max(0.0f, -clipdiff[1]);
2756 splatcolor[30] = shotcolor[2] * max(0.0f, -clipdiff[2]);
2757 splatcolor[31] = 0.0f;
2759 // calculate the number of steps we need to traverse this distance
2760 VectorSubtract(cliptrace.endpos, clipstart, stepdelta);
2761 numsteps = (int)(VectorLength(stepdelta) * ispacing[0]);
2762 numsteps = bound(1, numsteps, 1024);
2763 w = 1.0f / numsteps;
2764 VectorScale(stepdelta, w, stepdelta);
2765 VectorMA(clipstart, 0.5f, stepdelta, steppos);
2766 for (step = 0;step < numsteps;step++)
2768 r_refdef.stats.bouncegrid_splats++;
2769 // figure out which texture pixel this is in
2770 texlerp[1][0] = ((steppos[0] - mins[0]) * ispacing[0]) - 0.5f;
2771 texlerp[1][1] = ((steppos[1] - mins[1]) * ispacing[1]) - 0.5f;
2772 texlerp[1][2] = ((steppos[2] - mins[2]) * ispacing[2]) - 0.5f;
2773 tex[0] = (int)floor(texlerp[1][0]);
2774 tex[1] = (int)floor(texlerp[1][1]);
2775 tex[2] = (int)floor(texlerp[1][2]);
2776 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)
2778 // it is within bounds... do the real work now
2779 // calculate the lerp factors
2780 texlerp[1][0] -= tex[0];
2781 texlerp[1][1] -= tex[1];
2782 texlerp[1][2] -= tex[2];
2783 texlerp[0][0] = 1.0f - texlerp[1][0];
2784 texlerp[0][1] = 1.0f - texlerp[1][1];
2785 texlerp[0][2] = 1.0f - texlerp[1][2];
2786 // calculate individual pixel indexes and weights
2787 pixelindex[0] = (((tex[2] )*resolution[1]+tex[1] )*resolution[0]+tex[0] );pixelweight[0] = (texlerp[0][0]*texlerp[0][1]*texlerp[0][2]);
2788 pixelindex[1] = (((tex[2] )*resolution[1]+tex[1] )*resolution[0]+tex[0]+1);pixelweight[1] = (texlerp[1][0]*texlerp[0][1]*texlerp[0][2]);
2789 pixelindex[2] = (((tex[2] )*resolution[1]+tex[1]+1)*resolution[0]+tex[0] );pixelweight[2] = (texlerp[0][0]*texlerp[1][1]*texlerp[0][2]);
2790 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]);
2791 pixelindex[4] = (((tex[2]+1)*resolution[1]+tex[1] )*resolution[0]+tex[0] );pixelweight[4] = (texlerp[0][0]*texlerp[0][1]*texlerp[1][2]);
2792 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]);
2793 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]);
2794 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]);
2795 // update the 8 pixels...
2796 for (pixelband = 0;pixelband < pixelbands;pixelband++)
2798 for (corner = 0;corner < 8;corner++)
2800 // calculate address for pixel
2801 w = pixelweight[corner];
2802 pixel = pixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
2803 highpixel = highpixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
2804 // add to the high precision pixel color
2805 highpixel[0] += (splatcolor[pixelband*4+0]*w);
2806 highpixel[1] += (splatcolor[pixelband*4+1]*w);
2807 highpixel[2] += (splatcolor[pixelband*4+2]*w);
2808 highpixel[3] += (splatcolor[pixelband*4+3]*w);
2809 // flag the low precision pixel as needing to be updated
2811 // advance to next band of coefficients
2812 //pixel += pixelsperband*4;
2813 //highpixel += pixelsperband*4;
2817 VectorAdd(steppos, stepdelta, steppos);
2820 if (cliptrace.fraction >= 1.0f)
2822 r_refdef.stats.bouncegrid_hits++;
2823 if (bouncecount >= maxbounce)
2825 // scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
2826 // also clamp the resulting color to never add energy, even if the user requests extreme values
2827 if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
2828 VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor);
2830 VectorSet(surfcolor, 0.5f, 0.5f, 0.5f);
2831 VectorScale(surfcolor, settings.particlebounceintensity, surfcolor);
2832 surfcolor[0] = min(surfcolor[0], 1.0f);
2833 surfcolor[1] = min(surfcolor[1], 1.0f);
2834 surfcolor[2] = min(surfcolor[2], 1.0f);
2835 VectorMultiply(shotcolor, surfcolor, shotcolor);
2836 if (VectorLength2(baseshotcolor) == 0.0f)
2838 r_refdef.stats.bouncegrid_bounces++;
2839 if (settings.bounceanglediffuse)
2841 // random direction, primarily along plane normal
2842 s = VectorDistance(cliptrace.endpos, clipend);
2843 if (settings.stablerandom < 0)
2844 VectorRandom(clipend);
2846 VectorCheeseRandom(clipend);
2847 VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend);
2848 VectorNormalize(clipend);
2849 VectorScale(clipend, s, clipend);
2853 // reflect the remaining portion of the line across plane normal
2854 VectorSubtract(clipend, cliptrace.endpos, clipdiff);
2855 VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend);
2857 // calculate the new line start and end
2858 VectorCopy(cliptrace.endpos, clipstart);
2859 VectorAdd(clipstart, clipend, clipend);
2863 // generate pixels array from highpixels array
2864 // skip first and last columns, rows, and layers as these are blank
2865 // the pixel[3] value was written above, so we can use it to detect only pixels that need to be calculated
2866 for (pixelband = 0;pixelband < pixelbands;pixelband++)
2868 for (z = 1;z < resolution[2]-1;z++)
2870 for (y = 1;y < resolution[1]-1;y++)
2872 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)
2874 // only convert pixels that were hit by photons
2875 if (pixel[3] == 255)
2877 // normalize the bentnormal...
2880 VectorNormalize(highpixel);
2881 c[0] = (int)(highpixel[0]*128.0f+128.0f);
2882 c[1] = (int)(highpixel[1]*128.0f+128.0f);
2883 c[2] = (int)(highpixel[2]*128.0f+128.0f);
2884 c[3] = (int)(highpixel[3]*128.0f+128.0f);
2888 c[0] = (int)(highpixel[0]*256.0f);
2889 c[1] = (int)(highpixel[1]*256.0f);
2890 c[2] = (int)(highpixel[2]*256.0f);
2891 c[3] = (int)(highpixel[3]*256.0f);
2893 pixel[2] = (unsigned char)bound(0, c[0], 255);
2894 pixel[1] = (unsigned char)bound(0, c[1], 255);
2895 pixel[0] = (unsigned char)bound(0, c[2], 255);
2896 pixel[3] = (unsigned char)bound(0, c[3], 255);
2902 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)
2903 R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
2906 VectorCopy(resolution, r_shadow_bouncegridresolution);
2907 r_shadow_bouncegriddirectional = settings.directionalshading;
2908 if (r_shadow_bouncegridtexture)
2909 R_FreeTexture(r_shadow_bouncegridtexture);
2910 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);
2912 r_shadow_bouncegridtime = realtime;
2915 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2917 R_Shadow_RenderMode_Reset();
2918 GL_BlendFunc(GL_ONE, GL_ONE);
2919 GL_DepthRange(0, 1);
2920 GL_DepthTest(r_showshadowvolumes.integer < 2);
2921 GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2922 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2923 GL_CullFace(GL_NONE);
2924 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2927 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2929 R_Shadow_RenderMode_Reset();
2930 GL_BlendFunc(GL_ONE, GL_ONE);
2931 GL_DepthRange(0, 1);
2932 GL_DepthTest(r_showlighting.integer < 2);
2933 GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2935 GL_DepthFunc(GL_EQUAL);
2936 R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2937 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2940 void R_Shadow_RenderMode_End(void)
2942 R_Shadow_RenderMode_Reset();
2943 R_Shadow_RenderMode_ActiveLight(NULL);
2945 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2946 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2949 int bboxedges[12][2] =
2968 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2970 if (!r_shadow_scissor.integer || r_shadow_usingdeferredprepass || r_trippy.integer)
2972 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2973 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2974 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2975 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2978 if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
2979 return true; // invisible
2980 if(r_shadow_lightscissor[0] != r_refdef.view.viewport.x
2981 || r_shadow_lightscissor[1] != r_refdef.view.viewport.y
2982 || r_shadow_lightscissor[2] != r_refdef.view.viewport.width
2983 || r_shadow_lightscissor[3] != r_refdef.view.viewport.height)
2984 r_refdef.stats.lights_scissored++;
2988 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
2991 const float *vertex3f;
2992 const float *normal3f;
2994 float dist, dot, distintensity, shadeintensity, v[3], n[3];
2995 switch (r_shadow_rendermode)
2997 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2998 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2999 if (VectorLength2(diffusecolor) > 0)
3001 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)
3003 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3004 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3005 if ((dot = DotProduct(n, v)) < 0)
3007 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3008 VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
3011 VectorCopy(ambientcolor, color4f);
3012 if (r_refdef.fogenabled)
3015 f = RSurf_FogVertex(vertex3f);
3016 VectorScale(color4f, f, color4f);
3023 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3025 VectorCopy(ambientcolor, color4f);
3026 if (r_refdef.fogenabled)
3029 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3030 f = RSurf_FogVertex(vertex3f);
3031 VectorScale(color4f + 4*i, f, color4f);
3037 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3038 if (VectorLength2(diffusecolor) > 0)
3040 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)
3042 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3043 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3045 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3046 if ((dot = DotProduct(n, v)) < 0)
3048 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3049 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3050 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3051 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3055 color4f[0] = ambientcolor[0] * distintensity;
3056 color4f[1] = ambientcolor[1] * distintensity;
3057 color4f[2] = ambientcolor[2] * distintensity;
3059 if (r_refdef.fogenabled)
3062 f = RSurf_FogVertex(vertex3f);
3063 VectorScale(color4f, f, color4f);
3067 VectorClear(color4f);
3073 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3075 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3076 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3078 color4f[0] = ambientcolor[0] * distintensity;
3079 color4f[1] = ambientcolor[1] * distintensity;
3080 color4f[2] = ambientcolor[2] * distintensity;
3081 if (r_refdef.fogenabled)
3084 f = RSurf_FogVertex(vertex3f);
3085 VectorScale(color4f, f, color4f);
3089 VectorClear(color4f);
3094 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3095 if (VectorLength2(diffusecolor) > 0)
3097 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)
3099 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3100 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3102 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3103 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3104 if ((dot = DotProduct(n, v)) < 0)
3106 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3107 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3108 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3109 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3113 color4f[0] = ambientcolor[0] * distintensity;
3114 color4f[1] = ambientcolor[1] * distintensity;
3115 color4f[2] = ambientcolor[2] * distintensity;
3117 if (r_refdef.fogenabled)
3120 f = RSurf_FogVertex(vertex3f);
3121 VectorScale(color4f, f, color4f);
3125 VectorClear(color4f);
3131 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3133 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3134 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3136 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3137 color4f[0] = ambientcolor[0] * distintensity;
3138 color4f[1] = ambientcolor[1] * distintensity;
3139 color4f[2] = ambientcolor[2] * distintensity;
3140 if (r_refdef.fogenabled)
3143 f = RSurf_FogVertex(vertex3f);
3144 VectorScale(color4f, f, color4f);
3148 VectorClear(color4f);
3158 static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3160 // used to display how many times a surface is lit for level design purposes
3161 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3162 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
3166 static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
3168 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
3169 R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false);
3173 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
3180 int newnumtriangles;
3184 int maxtriangles = 1024;
3185 int newelements[1024*3];
3186 R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
3187 for (renders = 0;renders < 4;renders++)
3192 newnumtriangles = 0;
3194 // due to low fillrate on the cards this vertex lighting path is
3195 // designed for, we manually cull all triangles that do not
3196 // contain a lit vertex
3197 // this builds batches of triangles from multiple surfaces and
3198 // renders them at once
3199 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
3201 if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01)
3203 if (newnumtriangles)
3205 newfirstvertex = min(newfirstvertex, e[0]);
3206 newlastvertex = max(newlastvertex, e[0]);
3210 newfirstvertex = e[0];
3211 newlastvertex = e[0];
3213 newfirstvertex = min(newfirstvertex, e[1]);
3214 newlastvertex = max(newlastvertex, e[1]);
3215 newfirstvertex = min(newfirstvertex, e[2]);
3216 newlastvertex = max(newlastvertex, e[2]);
3222 if (newnumtriangles >= maxtriangles)
3224 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3225 newnumtriangles = 0;
3231 if (newnumtriangles >= 1)
3233 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3236 // if we couldn't find any lit triangles, exit early
3239 // now reduce the intensity for the next overbright pass
3240 // we have to clamp to 0 here incase the drivers have improper
3241 // handling of negative colors
3242 // (some old drivers even have improper handling of >1 color)
3244 for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
3246 if (c[0] > 1 || c[1] > 1 || c[2] > 1)
3248 c[0] = max(0, c[0] - 1);
3249 c[1] = max(0, c[1] - 1);
3250 c[2] = max(0, c[2] - 1);
3262 static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
3264 // OpenGL 1.1 path (anything)
3265 float ambientcolorbase[3], diffusecolorbase[3];
3266 float ambientcolorpants[3], diffusecolorpants[3];
3267 float ambientcolorshirt[3], diffusecolorshirt[3];
3268 const float *surfacecolor = rsurface.texture->dlightcolor;
3269 const float *surfacepants = rsurface.colormap_pantscolor;
3270 const float *surfaceshirt = rsurface.colormap_shirtcolor;
3271 rtexture_t *basetexture = rsurface.texture->basetexture;
3272 rtexture_t *pantstexture = rsurface.texture->pantstexture;
3273 rtexture_t *shirttexture = rsurface.texture->shirttexture;
3274 qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
3275 qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
3276 ambientscale *= 2 * r_refdef.view.colorscale;
3277 diffusescale *= 2 * r_refdef.view.colorscale;
3278 ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
3279 diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
3280 ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
3281 diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
3282 ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
3283 diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
3284 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3285 rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4]));
3286 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3287 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
3288 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
3289 R_Mesh_TexBind(0, basetexture);
3290 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
3291 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
3292 switch(r_shadow_rendermode)
3294 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3295 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
3296 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3297 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3298 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3300 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3301 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
3302 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
3303 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
3304 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3306 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3307 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
3308 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3309 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3310 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3312 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3317 //R_Mesh_TexBind(0, basetexture);
3318 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
3321 R_Mesh_TexBind(0, pantstexture);
3322 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
3326 R_Mesh_TexBind(0, shirttexture);
3327 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
3331 extern cvar_t gl_lightmaps;
3332 void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3334 float ambientscale, diffusescale, specularscale;
3336 float lightcolor[3];
3337 VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
3338 ambientscale = rsurface.rtlight->ambientscale + rsurface.texture->rtlightambient;
3339 diffusescale = rsurface.rtlight->diffusescale * max(0, 1.0 - rsurface.texture->rtlightambient);
3340 specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
3341 if (!r_shadow_usenormalmap.integer)
3343 ambientscale += 1.0f * diffusescale;
3347 if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
3349 negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
3352 VectorNegate(lightcolor, lightcolor);
3353 GL_BlendEquationSubtract(true);
3355 RSurf_SetupDepthAndCulling();
3356 switch (r_shadow_rendermode)
3358 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
3359 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
3360 R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
3362 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
3363 R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
3365 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3366 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3367 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3368 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3369 R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
3372 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
3376 GL_BlendEquationSubtract(false);
3379 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)
3381 matrix4x4_t tempmatrix = *matrix;
3382 Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
3384 // if this light has been compiled before, free the associated data
3385 R_RTLight_Uncompile(rtlight);
3387 // clear it completely to avoid any lingering data
3388 memset(rtlight, 0, sizeof(*rtlight));
3390 // copy the properties
3391 rtlight->matrix_lighttoworld = tempmatrix;
3392 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
3393 Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
3394 rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
3395 VectorCopy(color, rtlight->color);
3396 rtlight->cubemapname[0] = 0;
3397 if (cubemapname && cubemapname[0])
3398 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
3399 rtlight->shadow = shadow;
3400 rtlight->corona = corona;
3401 rtlight->style = style;
3402 rtlight->isstatic = isstatic;
3403 rtlight->coronasizescale = coronasizescale;
3404 rtlight->ambientscale = ambientscale;
3405 rtlight->diffusescale = diffusescale;
3406 rtlight->specularscale = specularscale;
3407 rtlight->flags = flags;
3409 // compute derived data
3410 //rtlight->cullradius = rtlight->radius;
3411 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
3412 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3413 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3414 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3415 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3416 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3417 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3420 // compiles rtlight geometry
3421 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
3422 void R_RTLight_Compile(rtlight_t *rtlight)
3425 int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
3426 int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
3427 entity_render_t *ent = r_refdef.scene.worldentity;
3428 dp_model_t *model = r_refdef.scene.worldmodel;
3429 unsigned char *data;
3432 // compile the light
3433 rtlight->compiled = true;
3434 rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
3435 rtlight->static_numleafs = 0;
3436 rtlight->static_numleafpvsbytes = 0;
3437 rtlight->static_leaflist = NULL;
3438 rtlight->static_leafpvs = NULL;
3439 rtlight->static_numsurfaces = 0;
3440 rtlight->static_surfacelist = NULL;
3441 rtlight->static_shadowmap_receivers = 0x3F;
3442 rtlight->static_shadowmap_casters = 0x3F;
3443 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3444 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3445 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3446 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3447 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3448 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3450 if (model && model->GetLightInfo)
3452 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
3453 r_shadow_compilingrtlight = rtlight;
3454 R_FrameData_SetMark();
3455 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);
3456 R_FrameData_ReturnToMark();
3457 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
3458 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
3459 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
3460 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
3461 rtlight->static_numsurfaces = numsurfaces;
3462 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
3463 rtlight->static_numleafs = numleafs;
3464 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
3465 rtlight->static_numleafpvsbytes = numleafpvsbytes;
3466 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
3467 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
3468 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
3469 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
3470 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
3471 if (rtlight->static_numsurfaces)
3472 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3473 if (rtlight->static_numleafs)
3474 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3475 if (rtlight->static_numleafpvsbytes)
3476 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3477 if (rtlight->static_numshadowtrispvsbytes)
3478 memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3479 if (rtlight->static_numlighttrispvsbytes)
3480 memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3481 R_FrameData_SetMark();
3482 switch (rtlight->shadowmode)
3484 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3485 if (model->CompileShadowMap && rtlight->shadow)
3486 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3489 if (model->CompileShadowVolume && rtlight->shadow)
3490 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3493 R_FrameData_ReturnToMark();
3494 // now we're done compiling the rtlight
3495 r_shadow_compilingrtlight = NULL;
3499 // use smallest available cullradius - box radius or light radius
3500 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3501 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3503 shadowzpasstris = 0;
3504 if (rtlight->static_meshchain_shadow_zpass)
3505 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3506 shadowzpasstris += mesh->numtriangles;
3508 shadowzfailtris = 0;
3509 if (rtlight->static_meshchain_shadow_zfail)
3510 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3511 shadowzfailtris += mesh->numtriangles;
3514 if (rtlight->static_numlighttrispvsbytes)
3515 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3516 if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3520 if (rtlight->static_numlighttrispvsbytes)
3521 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3522 if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3525 if (developer_extra.integer)
3526 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);
3529 void R_RTLight_Uncompile(rtlight_t *rtlight)
3531 if (rtlight->compiled)
3533 if (rtlight->static_meshchain_shadow_zpass)
3534 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3535 rtlight->static_meshchain_shadow_zpass = NULL;
3536 if (rtlight->static_meshchain_shadow_zfail)
3537 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3538 rtlight->static_meshchain_shadow_zfail = NULL;
3539 if (rtlight->static_meshchain_shadow_shadowmap)
3540 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3541 rtlight->static_meshchain_shadow_shadowmap = NULL;
3542 // these allocations are grouped
3543 if (rtlight->static_surfacelist)
3544 Mem_Free(rtlight->static_surfacelist);
3545 rtlight->static_numleafs = 0;
3546 rtlight->static_numleafpvsbytes = 0;
3547 rtlight->static_leaflist = NULL;
3548 rtlight->static_leafpvs = NULL;
3549 rtlight->static_numsurfaces = 0;
3550 rtlight->static_surfacelist = NULL;
3551 rtlight->static_numshadowtrispvsbytes = 0;
3552 rtlight->static_shadowtrispvs = NULL;
3553 rtlight->static_numlighttrispvsbytes = 0;
3554 rtlight->static_lighttrispvs = NULL;
3555 rtlight->compiled = false;
3559 void R_Shadow_UncompileWorldLights(void)
3563 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3564 for (lightindex = 0;lightindex < range;lightindex++)
3566 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3569 R_RTLight_Uncompile(&light->rtlight);
3573 static void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3577 // reset the count of frustum planes
3578 // see rtlight->cached_frustumplanes definition for how much this array
3580 rtlight->cached_numfrustumplanes = 0;
3582 if (r_trippy.integer)
3585 // haven't implemented a culling path for ortho rendering
3586 if (!r_refdef.view.useperspective)
3588 // check if the light is on screen and copy the 4 planes if it is
3589 for (i = 0;i < 4;i++)
3590 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3593 for (i = 0;i < 4;i++)
3594 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3599 // generate a deformed frustum that includes the light origin, this is
3600 // used to cull shadow casting surfaces that can not possibly cast a
3601 // shadow onto the visible light-receiving surfaces, which can be a
3604 // if the light origin is onscreen the result will be 4 planes exactly
3605 // if the light origin is offscreen on only one axis the result will
3606 // be exactly 5 planes (split-side case)
3607 // if the light origin is offscreen on two axes the result will be
3608 // exactly 4 planes (stretched corner case)
3609 for (i = 0;i < 4;i++)
3611 // quickly reject standard frustum planes that put the light
3612 // origin outside the frustum
3613 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3616 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3618 // if all the standard frustum planes were accepted, the light is onscreen
3619 // otherwise we need to generate some more planes below...
3620 if (rtlight->cached_numfrustumplanes < 4)
3622 // at least one of the stock frustum planes failed, so we need to
3623 // create one or two custom planes to enclose the light origin
3624 for (i = 0;i < 4;i++)
3626 // create a plane using the view origin and light origin, and a
3627 // single point from the frustum corner set
3628 TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3629 VectorNormalize(plane.normal);
3630 plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3631 // see if this plane is backwards and flip it if so
3632 for (j = 0;j < 4;j++)
3633 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3637 VectorNegate(plane.normal, plane.normal);
3639 // flipped plane, test again to see if it is now valid
3640 for (j = 0;j < 4;j++)
3641 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3643 // if the plane is still not valid, then it is dividing the
3644 // frustum and has to be rejected
3648 // we have created a valid plane, compute extra info
3649 PlaneClassify(&plane);
3651 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3653 // if we've found 5 frustum planes then we have constructed a
3654 // proper split-side case and do not need to keep searching for
3655 // planes to enclose the light origin
3656 if (rtlight->cached_numfrustumplanes == 5)
3664 for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3666 plane = rtlight->cached_frustumplanes[i];
3667 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));
3672 // now add the light-space box planes if the light box is rotated, as any
3673 // caster outside the oriented light box is irrelevant (even if it passed
3674 // the worldspace light box, which is axial)
3675 if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3677 for (i = 0;i < 6;i++)
3681 v[i >> 1] = (i & 1) ? -1 : 1;
3682 Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3683 VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3684 plane.dist = VectorNormalizeLength(plane.normal);
3685 plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3686 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3692 // add the world-space reduced box planes
3693 for (i = 0;i < 6;i++)
3695 VectorClear(plane.normal);
3696 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3697 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3698 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3707 // reduce all plane distances to tightly fit the rtlight cull box, which
3709 VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3710 VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3711 VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3712 VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3713 VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3714 VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3715 VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3716 VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3717 oldnum = rtlight->cached_numfrustumplanes;
3718 rtlight->cached_numfrustumplanes = 0;
3719 for (j = 0;j < oldnum;j++)
3721 // find the nearest point on the box to this plane
3722 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3723 for (i = 1;i < 8;i++)
3725 dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3726 if (bestdist > dist)
3729 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);
3730 // if the nearest point is near or behind the plane, we want this
3731 // plane, otherwise the plane is useless as it won't cull anything
3732 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3734 PlaneClassify(&rtlight->cached_frustumplanes[j]);
3735 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3742 static void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3746 RSurf_ActiveWorldEntity();
3748 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3751 GL_CullFace(GL_NONE);
3752 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3753 for (;mesh;mesh = mesh->next)
3755 if (!mesh->sidetotals[r_shadow_shadowmapside])
3757 r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3758 if (mesh->vertex3fbuffer)
3759 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3761 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3762 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);
3766 else if (r_refdef.scene.worldentity->model)
3767 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);
3769 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3772 static void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3774 qboolean zpass = false;
3777 int surfacelistindex;
3778 msurface_t *surface;
3780 // if triangle neighbors are disabled, shadowvolumes are disabled
3781 if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
3784 RSurf_ActiveWorldEntity();
3786 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3789 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3791 zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3792 R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3794 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3795 for (;mesh;mesh = mesh->next)
3797 r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3798 if (mesh->vertex3fbuffer)
3799 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3801 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3802 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3804 // increment stencil if frontface is infront of depthbuffer
3805 GL_CullFace(r_refdef.view.cullface_back);
3806 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
3807 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);
3808 // decrement stencil if backface is infront of depthbuffer
3809 GL_CullFace(r_refdef.view.cullface_front);
3810 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
3812 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3814 // decrement stencil if backface is behind depthbuffer
3815 GL_CullFace(r_refdef.view.cullface_front);
3816 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
3817 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);
3818 // increment stencil if frontface is behind depthbuffer
3819 GL_CullFace(r_refdef.view.cullface_back);
3820 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
3822 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);
3826 else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3828 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3829 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3830 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3832 surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3833 for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3834 if (CHECKPVSBIT(trispvs, t))
3835 shadowmarklist[numshadowmark++] = t;
3837 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);
3839 else if (numsurfaces)
3841 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);
3844 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3847 static void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3849 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3850 vec_t relativeshadowradius;
3851 RSurf_ActiveModelEntity(ent, false, false, false);
3852 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3853 // we need to re-init the shader for each entity because the matrix changed
3854 relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3855 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3856 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3857 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3858 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3859 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3860 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3861 switch (r_shadow_rendermode)
3863 case R_SHADOW_RENDERMODE_SHADOWMAP2D:
3864 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3867 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3870 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3873 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3875 // set up properties for rendering light onto this entity
3876 RSurf_ActiveModelEntity(ent, true, true, false);
3877 Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3878 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3879 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3880 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3883 static void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3885 if (!r_refdef.scene.worldmodel->DrawLight)
3888 // set up properties for rendering light onto this entity
3889 RSurf_ActiveWorldEntity();
3890 rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3891 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3892 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3893 VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3895 r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3897 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3900 static void R_Shadow_DrawEntityLight(entity_render_t *ent)
3902 dp_model_t *model = ent->model;
3903 if (!model->DrawLight)
3906 R_Shadow_SetupEntityLight(ent);
3908 model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3910 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3913 static void R_Shadow_PrepareLight(rtlight_t *rtlight)
3917 int numleafs, numsurfaces;
3918 int *leaflist, *surfacelist;
3919 unsigned char *leafpvs;
3920 unsigned char *shadowtrispvs;
3921 unsigned char *lighttrispvs;
3922 //unsigned char *surfacesides;
3923 int numlightentities;
3924 int numlightentities_noselfshadow;
3925 int numshadowentities;
3926 int numshadowentities_noselfshadow;
3927 static entity_render_t *lightentities[MAX_EDICTS];
3928 static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3929 static entity_render_t *shadowentities[MAX_EDICTS];
3930 static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3933 rtlight->draw = false;
3935 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3936 // skip lights that are basically invisible (color 0 0 0)
3937 nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
3939 // loading is done before visibility checks because loading should happen
3940 // all at once at the start of a level, not when it stalls gameplay.
3941 // (especially important to benchmarks)
3943 if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3945 if (rtlight->compiled)
3946 R_RTLight_Uncompile(rtlight);
3947 R_RTLight_Compile(rtlight);
3951 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
3953 // look up the light style value at this time
3954 f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3955 VectorScale(rtlight->color, f, rtlight->currentcolor);
3957 if (rtlight->selected)
3959 f = 2 + sin(realtime * M_PI * 4.0);
3960 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3964 // if lightstyle is currently off, don't draw the light
3965 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3968 // skip processing on corona-only lights
3972 // if the light box is offscreen, skip it
3973 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3976 VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
3977 VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
3979 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3981 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
3983 // compiled light, world available and can receive realtime lighting
3984 // retrieve leaf information
3985 numleafs = rtlight->static_numleafs;
3986 leaflist = rtlight->static_leaflist;
3987 leafpvs = rtlight->static_leafpvs;
3988 numsurfaces = rtlight->static_numsurfaces;
3989 surfacelist = rtlight->static_surfacelist;
3990 //surfacesides = NULL;
3991 shadowtrispvs = rtlight->static_shadowtrispvs;
3992 lighttrispvs = rtlight->static_lighttrispvs;
3994 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
3996 // dynamic light, world available and can receive realtime lighting
3997 // calculate lit surfaces and leafs
3998 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);
3999 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
4000 leaflist = r_shadow_buffer_leaflist;
4001 leafpvs = r_shadow_buffer_leafpvs;
4002 surfacelist = r_shadow_buffer_surfacelist;
4003 //surfacesides = r_shadow_buffer_surfacesides;
4004 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
4005 lighttrispvs = r_shadow_buffer_lighttrispvs;
4006 // if the reduced leaf bounds are offscreen, skip it
4007 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4018 //surfacesides = NULL;
4019 shadowtrispvs = NULL;
4020 lighttrispvs = NULL;
4022 // check if light is illuminating any visible leafs
4025 for (i = 0;i < numleafs;i++)
4026 if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
4032 // make a list of lit entities and shadow casting entities
4033 numlightentities = 0;
4034 numlightentities_noselfshadow = 0;
4035 numshadowentities = 0;
4036 numshadowentities_noselfshadow = 0;
4038 // add dynamic entities that are lit by the light
4039 for (i = 0;i < r_refdef.scene.numentities;i++)
4042 entity_render_t *ent = r_refdef.scene.entities[i];
4044 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4046 // skip the object entirely if it is not within the valid
4047 // shadow-casting region (which includes the lit region)
4048 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
4050 if (!(model = ent->model))
4052 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
4054 // this entity wants to receive light, is visible, and is
4055 // inside the light box
4056 // TODO: check if the surfaces in the model can receive light
4057 // so now check if it's in a leaf seen by the light
4058 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))
4060 if (ent->flags & RENDER_NOSELFSHADOW)
4061 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
4063 lightentities[numlightentities++] = ent;
4064 // since it is lit, it probably also casts a shadow...
4065 // about the VectorDistance2 - light emitting entities should not cast their own shadow
4066 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4067 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4069 // note: exterior models without the RENDER_NOSELFSHADOW
4070 // flag still create a RENDER_NOSELFSHADOW shadow but
4071 // are lit normally, this means that they are
4072 // self-shadowing but do not shadow other
4073 // RENDER_NOSELFSHADOW entities such as the gun
4074 // (very weird, but keeps the player shadow off the gun)
4075 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4076 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4078 shadowentities[numshadowentities++] = ent;
4081 else if (ent->flags & RENDER_SHADOW)
4083 // this entity is not receiving light, but may still need to
4085 // TODO: check if the surfaces in the model can cast shadow
4086 // now check if it is in a leaf seen by the light
4087 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))
4089 // about the VectorDistance2 - light emitting entities should not cast their own shadow
4090 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4091 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4093 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4094 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4096 shadowentities[numshadowentities++] = ent;
4101 // return if there's nothing at all to light
4102 if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
4105 // count this light in the r_speeds
4106 r_refdef.stats.lights++;
4108 // flag it as worth drawing later
4109 rtlight->draw = true;
4111 // cache all the animated entities that cast a shadow but are not visible
4112 for (i = 0;i < numshadowentities;i++)
4113 if (!shadowentities[i]->animcache_vertex3f)
4114 R_AnimCache_GetEntity(shadowentities[i], false, false);
4115 for (i = 0;i < numshadowentities_noselfshadow;i++)
4116 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
4117 R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
4119 // allocate some temporary memory for rendering this light later in the frame
4120 // reusable buffers need to be copied, static data can be used as-is
4121 rtlight->cached_numlightentities = numlightentities;
4122 rtlight->cached_numlightentities_noselfshadow = numlightentities_noselfshadow;
4123 rtlight->cached_numshadowentities = numshadowentities;
4124 rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
4125 rtlight->cached_numsurfaces = numsurfaces;
4126 rtlight->cached_lightentities = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
4127 rtlight->cached_lightentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
4128 rtlight->cached_shadowentities = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
4129 rtlight->cached_shadowentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
4130 if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
4132 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
4133 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
4134 rtlight->cached_shadowtrispvs = (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
4135 rtlight->cached_lighttrispvs = (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
4136 rtlight->cached_surfacelist = (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
4140 // compiled light data
4141 rtlight->cached_shadowtrispvs = shadowtrispvs;
4142 rtlight->cached_lighttrispvs = lighttrispvs;
4143 rtlight->cached_surfacelist = surfacelist;
4147 static void R_Shadow_DrawLight(rtlight_t *rtlight)
4151 unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
4152 int numlightentities;
4153 int numlightentities_noselfshadow;
4154 int numshadowentities;
4155 int numshadowentities_noselfshadow;
4156 entity_render_t **lightentities;
4157 entity_render_t **lightentities_noselfshadow;
4158 entity_render_t **shadowentities;
4159 entity_render_t **shadowentities_noselfshadow;
4161 static unsigned char entitysides[MAX_EDICTS];
4162 static unsigned char entitysides_noselfshadow[MAX_EDICTS];
4163 vec3_t nearestpoint;
4165 qboolean castshadows;
4168 // check if we cached this light this frame (meaning it is worth drawing)
4172 numlightentities = rtlight->cached_numlightentities;
4173 numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
4174 numshadowentities = rtlight->cached_numshadowentities;
4175 numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
4176 numsurfaces = rtlight->cached_numsurfaces;
4177 lightentities = rtlight->cached_lightentities;
4178 lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
4179 shadowentities = rtlight->cached_shadowentities;
4180 shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
4181 shadowtrispvs = rtlight->cached_shadowtrispvs;
4182 lighttrispvs = rtlight->cached_lighttrispvs;
4183 surfacelist = rtlight->cached_surfacelist;
4185 // set up a scissor rectangle for this light
4186 if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4189 // don't let sound skip if going slow
4190 if (r_refdef.scene.extraupdate)
4193 // make this the active rtlight for rendering purposes
4194 R_Shadow_RenderMode_ActiveLight(rtlight);
4196 if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
4198 // optionally draw visible shape of the shadow volumes
4199 // for performance analysis by level designers
4200 R_Shadow_RenderMode_VisibleShadowVolumes();
4202 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4203 for (i = 0;i < numshadowentities;i++)
4204 R_Shadow_DrawEntityShadow(shadowentities[i]);
4205 for (i = 0;i < numshadowentities_noselfshadow;i++)
4206 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4207 R_Shadow_RenderMode_VisibleLighting(false, false);
4210 if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
4212 // optionally draw the illuminated areas
4213 // for performance analysis by level designers
4214 R_Shadow_RenderMode_VisibleLighting(false, false);
4216 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4217 for (i = 0;i < numlightentities;i++)
4218 R_Shadow_DrawEntityLight(lightentities[i]);
4219 for (i = 0;i < numlightentities_noselfshadow;i++)
4220 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4223 castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
4225 nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
4226 nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
4227 nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
4228 distance = VectorDistance(nearestpoint, r_refdef.view.origin);
4230 lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
4231 //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
4232 lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
4234 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4240 int receivermask = 0;
4241 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
4242 Matrix4x4_Abs(&radiustolight);
4244 r_shadow_shadowmaplod = 0;
4245 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
4246 if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
4247 r_shadow_shadowmaplod = i;
4249 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
4251 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
4253 surfacesides = NULL;
4256 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
4258 castermask = rtlight->static_shadowmap_casters;
4259 receivermask = rtlight->static_shadowmap_receivers;
4263 surfacesides = r_shadow_buffer_surfacesides;
4264 for(i = 0;i < numsurfaces;i++)
4266 msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
4267 surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4268 castermask |= surfacesides[i];
4269 receivermask |= surfacesides[i];
4273 if (receivermask < 0x3F)
4275 for (i = 0;i < numlightentities;i++)
4276 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4277 if (receivermask < 0x3F)
4278 for(i = 0; i < numlightentities_noselfshadow;i++)
4279 receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4282 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
4286 for (i = 0;i < numshadowentities;i++)
4287 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4288 for (i = 0;i < numshadowentities_noselfshadow;i++)
4289 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4292 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
4294 // render shadow casters into 6 sided depth texture
4295 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
4297 R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
4298 if (! (castermask & (1 << side))) continue;
4300 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
4301 for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
4302 R_Shadow_DrawEntityShadow(shadowentities[i]);
4305 if (numlightentities_noselfshadow)
4307 // render lighting using the depth texture as shadowmap
4308 // draw lighting in the unmasked areas
4309 R_Shadow_RenderMode_Lighting(false, false, true);
4310 for (i = 0;i < numlightentities_noselfshadow;i++)
4311 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4314 // render shadow casters into 6 sided depth texture
4315 if (numshadowentities_noselfshadow)
4317 for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
4319 R_Shadow_RenderMode_ShadowMap(side, 0, size);
4320 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
4321 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4325 // render lighting using the depth texture as shadowmap
4326 // draw lighting in the unmasked areas
4327 R_Shadow_RenderMode_Lighting(false, false, true);
4328 // draw lighting in the unmasked areas
4330 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4331 for (i = 0;i < numlightentities;i++)
4332 R_Shadow_DrawEntityLight(lightentities[i]);
4334 else if (castshadows && vid.stencil)
4336 // draw stencil shadow volumes to mask off pixels that are in shadow
4337 // so that they won't receive lighting
4338 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
4339 R_Shadow_ClearStencil();
4342 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4343 for (i = 0;i < numshadowentities;i++)
4344 R_Shadow_DrawEntityShadow(shadowentities[i]);
4346 // draw lighting in the unmasked areas
4347 R_Shadow_RenderMode_Lighting(true, false, false);
4348 for (i = 0;i < numlightentities_noselfshadow;i++)
4349 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4351 for (i = 0;i < numshadowentities_noselfshadow;i++)
4352 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4354 // draw lighting in the unmasked areas
4355 R_Shadow_RenderMode_Lighting(true, false, false);
4357 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4358 for (i = 0;i < numlightentities;i++)
4359 R_Shadow_DrawEntityLight(lightentities[i]);
4363 // draw lighting in the unmasked areas
4364 R_Shadow_RenderMode_Lighting(false, false, false);
4366 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4367 for (i = 0;i < numlightentities;i++)
4368 R_Shadow_DrawEntityLight(lightentities[i]);
4369 for (i = 0;i < numlightentities_noselfshadow;i++)
4370 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4373 if (r_shadow_usingdeferredprepass)
4375 // when rendering deferred lighting, we simply rasterize the box
4376 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4377 R_Shadow_RenderMode_DrawDeferredLight(false, true);
4378 else if (castshadows && vid.stencil)
4379 R_Shadow_RenderMode_DrawDeferredLight(true, false);
4381 R_Shadow_RenderMode_DrawDeferredLight(false, false);
4385 static void R_Shadow_FreeDeferred(void)
4387 R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
4388 r_shadow_prepassgeometryfbo = 0;
4390 R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusespecularfbo);
4391 r_shadow_prepasslightingdiffusespecularfbo = 0;
4393 R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusefbo);
4394 r_shadow_prepasslightingdiffusefbo = 0;
4396 if (r_shadow_prepassgeometrydepthtexture)
4397 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
4398 r_shadow_prepassgeometrydepthtexture = NULL;
4400 if (r_shadow_prepassgeometrydepthcolortexture)
4401 R_FreeTexture(r_shadow_prepassgeometrydepthcolortexture);
4402 r_shadow_prepassgeometrydepthcolortexture = NULL;
4404 if (r_shadow_prepassgeometrynormalmaptexture)
4405 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
4406 r_shadow_prepassgeometrynormalmaptexture = NULL;
4408 if (r_shadow_prepasslightingdiffusetexture)
4409 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
4410 r_shadow_prepasslightingdiffusetexture = NULL;
4412 if (r_shadow_prepasslightingspeculartexture)
4413 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
4414 r_shadow_prepasslightingspeculartexture = NULL;
4417 void R_Shadow_DrawPrepass(void)
4425 entity_render_t *ent;
4426 float clearcolor[4];
4428 R_Mesh_ResetTextureState();
4430 GL_ColorMask(1,1,1,1);
4431 GL_BlendFunc(GL_ONE, GL_ZERO);
4434 R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4435 Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
4436 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4437 if (r_timereport_active)
4438 R_TimeReport("prepasscleargeom");
4440 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
4441 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
4442 if (r_timereport_active)
4443 R_TimeReport("prepassworld");
4445 for (i = 0;i < r_refdef.scene.numentities;i++)
4447 if (!r_refdef.viewcache.entityvisible[i])
4449 ent = r_refdef.scene.entities[i];
4450 if (ent->model && ent->model->DrawPrepass != NULL)
4451 ent->model->DrawPrepass(ent);
4454 if (r_timereport_active)
4455 R_TimeReport("prepassmodels");
4457 GL_DepthMask(false);
4458 GL_ColorMask(1,1,1,1);
4461 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4462 Vector4Set(clearcolor, 0, 0, 0, 0);
4463 GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
4464 if (r_timereport_active)
4465 R_TimeReport("prepassclearlit");
4467 R_Shadow_RenderMode_Begin();
4469 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4470 if (r_shadow_debuglight.integer >= 0)
4472 lightindex = r_shadow_debuglight.integer;
4473 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4474 if (light && (light->flags & flag) && light->rtlight.draw)
4475 R_Shadow_DrawLight(&light->rtlight);
4479 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4480 for (lightindex = 0;lightindex < range;lightindex++)
4482 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4483 if (light && (light->flags & flag) && light->rtlight.draw)
4484 R_Shadow_DrawLight(&light->rtlight);
4487 if (r_refdef.scene.rtdlight)
4488 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4489 if (r_refdef.scene.lights[lnum]->draw)
4490 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4492 R_Shadow_RenderMode_End();
4494 if (r_timereport_active)
4495 R_TimeReport("prepasslights");
4498 void R_Shadow_DrawLightSprites(void);
4499 void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
4509 if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4510 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4511 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) ||
4512 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
4513 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
4514 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
4515 R_Shadow_FreeShadowMaps();
4517 r_shadow_fb_fbo = fbo;
4518 r_shadow_fb_depthtexture = depthtexture;
4519 r_shadow_fb_colortexture = colortexture;
4521 r_shadow_usingshadowmaportho = false;
4523 switch (vid.renderpath)
4525 case RENDERPATH_GL20:
4526 case RENDERPATH_D3D9:
4527 case RENDERPATH_D3D10:
4528 case RENDERPATH_D3D11:
4529 case RENDERPATH_SOFT:
4531 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
4533 r_shadow_usingdeferredprepass = false;
4534 if (r_shadow_prepass_width)
4535 R_Shadow_FreeDeferred();
4536 r_shadow_prepass_width = r_shadow_prepass_height = 0;
4540 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4542 R_Shadow_FreeDeferred();
4544 r_shadow_usingdeferredprepass = true;
4545 r_shadow_prepass_width = vid.width;
4546 r_shadow_prepass_height = vid.height;
4547 r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
4548 switch (vid.renderpath)
4550 case RENDERPATH_D3D9:
4551 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);
4556 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);
4557 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);
4558 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);
4560 // set up the geometry pass fbo (depth + normalmap)
4561 r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4562 R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4563 // render depth into one texture and normalmap into the other
4564 if (qglDrawBuffersARB)
4566 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
4567 qglReadBuffer(GL_NONE);CHECKGLERROR
4568 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
4569 if (status != GL_FRAMEBUFFER_COMPLETE)
4571 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4572 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4573 r_shadow_usingdeferredprepass = false;
4577 // set up the lighting pass fbo (diffuse + specular)
4578 r_shadow_prepasslightingdiffusespecularfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4579 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4580 // render diffuse into one texture and specular into another,
4581 // with depth and normalmap bound as textures,
4582 // with depth bound as attachment as well
4583 if (qglDrawBuffersARB)
4585 qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4586 qglReadBuffer(GL_NONE);CHECKGLERROR
4587 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
4588 if (status != GL_FRAMEBUFFER_COMPLETE)
4590 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4591 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4592 r_shadow_usingdeferredprepass = false;
4596 // set up the lighting pass fbo (diffuse)
4597 r_shadow_prepasslightingdiffusefbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4598 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4599 // render diffuse into one texture,
4600 // with depth and normalmap bound as textures,
4601 // with depth bound as attachment as well
4602 if (qglDrawBuffersARB)
4604 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
4605 qglReadBuffer(GL_NONE);CHECKGLERROR
4606 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
4607 if (status != GL_FRAMEBUFFER_COMPLETE)
4609 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4610 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4611 r_shadow_usingdeferredprepass = false;
4617 case RENDERPATH_GL11:
4618 case RENDERPATH_GL13:
4619 case RENDERPATH_GLES1:
4620 case RENDERPATH_GLES2:
4621 r_shadow_usingdeferredprepass = false;
4625 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);
4627 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4628 if (r_shadow_bouncegrid.integer != 2)
4630 if (r_shadow_debuglight.integer >= 0)
4632 lightindex = r_shadow_debuglight.integer;
4633 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4635 R_Shadow_PrepareLight(&light->rtlight);
4639 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4640 for (lightindex = 0;lightindex < range;lightindex++)
4642 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4643 if (light && (light->flags & flag))
4644 R_Shadow_PrepareLight(&light->rtlight);
4648 if (r_refdef.scene.rtdlight)
4650 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4651 R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4653 else if(gl_flashblend.integer)
4655 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4657 rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4658 f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4659 VectorScale(rtlight->color, f, rtlight->currentcolor);
4663 if (r_editlights.integer)
4664 R_Shadow_DrawLightSprites();
4667 void R_Shadow_DrawLights(void)
4675 R_Shadow_RenderMode_Begin();
4677 if (r_shadow_bouncegrid.integer != 2)
4679 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4680 if (r_shadow_debuglight.integer >= 0)
4682 lightindex = r_shadow_debuglight.integer;
4683 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4685 R_Shadow_DrawLight(&light->rtlight);
4689 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4690 for (lightindex = 0;lightindex < range;lightindex++)
4692 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4693 if (light && (light->flags & flag))
4694 R_Shadow_DrawLight(&light->rtlight);
4698 if (r_refdef.scene.rtdlight)
4699 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4700 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4702 R_Shadow_RenderMode_End();
4705 void R_Shadow_PrepareModelShadows(void)
4708 float scale, size, radius, dot1, dot2;
4709 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
4710 entity_render_t *ent;
4712 if (!r_refdef.scene.numentities)
4715 switch (r_shadow_shadowmode)
4717 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4718 if (r_shadows.integer >= 2)
4721 case R_SHADOW_SHADOWMODE_STENCIL:
4722 for (i = 0;i < r_refdef.scene.numentities;i++)
4724 ent = r_refdef.scene.entities[i];
4725 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4726 R_AnimCache_GetEntity(ent, false, false);
4733 size = 2*r_shadow_shadowmapmaxsize;
4734 scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
4735 radius = 0.5f * size / scale;
4737 Math_atov(r_shadows_throwdirection.string, shadowdir);
4738 VectorNormalize(shadowdir);
4739 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4740 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4741 if (fabs(dot1) <= fabs(dot2))
4742 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4744 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4745 VectorNormalize(shadowforward);
4746 CrossProduct(shadowdir, shadowforward, shadowright);
4747 Math_atov(r_shadows_focus.string, shadowfocus);
4748 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4749 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4750 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4751 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4752 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4754 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4756 shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4757 shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4758 shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4759 shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4760 shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4761 shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4763 for (i = 0;i < r_refdef.scene.numentities;i++)
4765 ent = r_refdef.scene.entities[i];
4766 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
4768 // cast shadows from anything of the map (submodels are optional)
4769 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4770 R_AnimCache_GetEntity(ent, false, false);
4774 void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
4777 float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
4778 entity_render_t *ent;
4779 vec3_t relativelightorigin;
4780 vec3_t relativelightdirection, relativeforward, relativeright;
4781 vec3_t relativeshadowmins, relativeshadowmaxs;
4782 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
4784 matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
4785 r_viewport_t viewport;
4786 GLuint shadowfbo = 0;
4787 float clearcolor[4];
4789 if (!r_refdef.scene.numentities)
4792 switch (r_shadow_shadowmode)
4794 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4800 r_shadow_fb_fbo = fbo;
4801 r_shadow_fb_depthtexture = depthtexture;
4802 r_shadow_fb_colortexture = colortexture;
4804 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
4805 R_Shadow_RenderMode_Begin();
4806 R_Shadow_RenderMode_ActiveLight(NULL);
4808 switch (r_shadow_shadowmode)
4810 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4811 if (!r_shadow_shadowmap2dtexture)
4812 R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4813 shadowfbo = r_shadow_fbo2d;
4814 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
4815 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
4816 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
4822 size = 2*r_shadow_shadowmapmaxsize;
4823 scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
4824 radius = 0.5f / scale;
4825 nearclip = -r_shadows_throwdistance.value;
4826 farclip = r_shadows_throwdistance.value;
4827 bias = r_shadow_shadowmapping_bias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
4829 r_shadow_shadowmap_parameters[0] = size;
4830 r_shadow_shadowmap_parameters[1] = size;
4831 r_shadow_shadowmap_parameters[2] = 1.0;
4832 r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
4834 Math_atov(r_shadows_throwdirection.string, shadowdir);
4835 VectorNormalize(shadowdir);
4836 Math_atov(r_shadows_focus.string, shadowfocus);
4837 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4838 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4839 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4840 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4841 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4842 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4843 if (fabs(dot1) <= fabs(dot2))
4844 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4846 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4847 VectorNormalize(shadowforward);
4848 VectorM(scale, shadowforward, &m[0]);
4849 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4851 m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
4852 CrossProduct(shadowdir, shadowforward, shadowright);
4853 VectorM(scale, shadowright, &m[4]);
4854 m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
4855 VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
4856 m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
4857 Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
4858 Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
4859 R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL);
4861 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4863 R_Mesh_SetRenderTargets(shadowfbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
4864 R_SetupShader_DepthOrShadow(true);
4865 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
4868 R_SetViewport(&viewport);
4869 GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
4870 Vector4Set(clearcolor, 1,1,1,1);
4871 // in D3D9 we have to render to a color texture shadowmap
4872 // in GL we render directly to a depth texture only
4873 if (r_shadow_shadowmap2dtexture)
4874 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4876 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4877 // render into a slightly restricted region so that the borders of the
4878 // shadowmap area fade away, rather than streaking across everything
4879 // outside the usable area
4880 GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
4884 R_Mesh_SetRenderTargets(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture, NULL, NULL, NULL);
4885 R_SetupShader_ShowDepth(true);
4886 GL_ColorMask(1,1,1,1);
4887 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4890 for (i = 0;i < r_refdef.scene.numentities;i++)
4892 ent = r_refdef.scene.entities[i];
4894 // cast shadows from anything of the map (submodels are optional)
4895 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4897 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4898 Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
4899 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4900 Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
4901 Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
4902 relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4903 relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4904 relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4905 relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4906 relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4907 relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4908 RSurf_ActiveModelEntity(ent, false, false, false);
4909 ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4910 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4917 unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
4919 qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
4921 Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
4922 Cvar_SetValueQuick(&r_test, 0);
4927 R_Shadow_RenderMode_End();
4929 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
4930 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
4931 Matrix4x4_CreateScale3(&scalematrix, size, -size, 1);
4932 Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
4933 Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
4934 Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
4936 switch (vid.renderpath)
4938 case RENDERPATH_GL11:
4939 case RENDERPATH_GL13:
4940 case RENDERPATH_GL20:
4941 case RENDERPATH_SOFT:
4942 case RENDERPATH_GLES1:
4943 case RENDERPATH_GLES2:
4945 case RENDERPATH_D3D9:
4946 case RENDERPATH_D3D10:
4947 case RENDERPATH_D3D11:
4948 #ifdef OPENGL_ORIENTATION
4949 r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
4950 r_shadow_shadowmapmatrix.m[0][1] *= -1.0f;
4951 r_shadow_shadowmapmatrix.m[0][2] *= -1.0f;
4952 r_shadow_shadowmapmatrix.m[0][3] *= -1.0f;
4954 r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
4955 r_shadow_shadowmapmatrix.m[1][0] *= -1.0f;
4956 r_shadow_shadowmapmatrix.m[2][0] *= -1.0f;
4957 r_shadow_shadowmapmatrix.m[3][0] *= -1.0f;
4962 r_shadow_usingshadowmaportho = true;
4963 switch (r_shadow_shadowmode)
4965 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4966 r_shadow_usingshadowmap2d = true;
4973 void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
4976 float relativethrowdistance;
4977 entity_render_t *ent;
4978 vec3_t relativelightorigin;
4979 vec3_t relativelightdirection;
4980 vec3_t relativeshadowmins, relativeshadowmaxs;
4981 vec3_t tmp, shadowdir;
4983 if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
4986 r_shadow_fb_fbo = fbo;
4987 r_shadow_fb_depthtexture = depthtexture;
4988 r_shadow_fb_colortexture = colortexture;
4990 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
4991 //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4992 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4993 R_Shadow_RenderMode_Begin();
4994 R_Shadow_RenderMode_ActiveLight(NULL);
4995 r_shadow_lightscissor[0] = r_refdef.view.x;
4996 r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4997 r_shadow_lightscissor[2] = r_refdef.view.width;
4998 r_shadow_lightscissor[3] = r_refdef.view.height;
4999 R_Shadow_RenderMode_StencilShadowVolumes(false);
5002 if (r_shadows.integer == 2)
5004 Math_atov(r_shadows_throwdirection.string, shadowdir);
5005 VectorNormalize(shadowdir);
5008 R_Shadow_ClearStencil();
5010 for (i = 0;i < r_refdef.scene.numentities;i++)
5012 ent = r_refdef.scene.entities[i];
5014 // cast shadows from anything of the map (submodels are optional)
5015 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
5017 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
5018 VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
5019 VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
5020 if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
5021 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
5024 if(ent->entitynumber != 0)
5026 if(ent->entitynumber >= MAX_EDICTS) // csqc entity
5028 // FIXME handle this
5029 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5033 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
5034 int entnum, entnum2, recursion;
5035 entnum = entnum2 = ent->entitynumber;
5036 for(recursion = 32; recursion > 0; --recursion)
5038 entnum2 = cl.entities[entnum].state_current.tagentity;
5039 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
5044 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
5046 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
5047 // transform into modelspace of OUR entity
5048 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
5049 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
5052 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5056 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5059 VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
5060 RSurf_ActiveModelEntity(ent, false, false, false);
5061 ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
5062 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
5066 // not really the right mode, but this will disable any silly stencil features
5067 R_Shadow_RenderMode_End();
5069 // set up ortho view for rendering this pass
5070 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5071 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5072 //GL_ScissorTest(true);
5073 //R_EntityMatrix(&identitymatrix);
5074 //R_Mesh_ResetTextureState();
5075 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
5077 // set up a darkening blend on shadowed areas
5078 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5079 //GL_DepthRange(0, 1);
5080 //GL_DepthTest(false);
5081 //GL_DepthMask(false);
5082 //GL_PolygonOffset(0, 0);CHECKGLERROR
5083 GL_Color(0, 0, 0, r_shadows_darken.value);
5084 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5085 //GL_DepthFunc(GL_ALWAYS);
5086 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
5088 // apply the blend to the shadowed areas
5089 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
5090 R_SetupShader_Generic_NoTexture(false, true);
5091 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5093 // restore the viewport
5094 R_SetViewport(&r_refdef.view.viewport);
5096 // restore other state to normal
5097 //R_Shadow_RenderMode_End();
5100 static void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
5103 vec3_t centerorigin;
5105 // if it's too close, skip it
5106 if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
5108 zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
5111 if (usequery && r_numqueries + 2 <= r_maxqueries)
5113 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
5114 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
5115 // 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
5116 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
5118 switch(vid.renderpath)
5120 case RENDERPATH_GL11:
5121 case RENDERPATH_GL13:
5122 case RENDERPATH_GL20:
5123 case RENDERPATH_GLES1:
5124 case RENDERPATH_GLES2:
5125 #ifdef GL_SAMPLES_PASSED_ARB
5127 // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
5128 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
5129 GL_DepthFunc(GL_ALWAYS);
5130 R_CalcSprite_Vertex3f(vertex3f, centerorigin, 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);
5134 GL_DepthFunc(GL_LEQUAL);
5135 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
5136 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5137 R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5138 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5139 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5143 case RENDERPATH_D3D9:
5144 Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5146 case RENDERPATH_D3D10:
5147 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5149 case RENDERPATH_D3D11:
5150 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5152 case RENDERPATH_SOFT:
5153 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5157 rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
5160 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5162 static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
5165 GLint allpixels = 0, visiblepixels = 0;
5166 // now we have to check the query result
5167 if (rtlight->corona_queryindex_visiblepixels)
5169 switch(vid.renderpath)
5171 case RENDERPATH_GL11:
5172 case RENDERPATH_GL13:
5173 case RENDERPATH_GL20:
5174 case RENDERPATH_GLES1:
5175 case RENDERPATH_GLES2:
5176 #ifdef GL_SAMPLES_PASSED_ARB
5178 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
5179 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
5183 case RENDERPATH_D3D9:
5184 Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5186 case RENDERPATH_D3D10:
5187 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5189 case RENDERPATH_D3D11:
5190 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5192 case RENDERPATH_SOFT:
5193 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5196 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
5197 if (visiblepixels < 1 || allpixels < 1)
5199 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
5200 cscale *= rtlight->corona_visibility;
5204 // FIXME: these traces should scan all render entities instead of cl.world
5205 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
5208 VectorScale(rtlight->currentcolor, cscale, color);
5209 if (VectorLength(color) > (1.0f / 256.0f))
5212 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
5215 VectorNegate(color, color);
5216 GL_BlendEquationSubtract(true);
5218 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5219 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);
5220 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5222 GL_BlendEquationSubtract(false);
5226 void R_Shadow_DrawCoronas(void)
5229 qboolean usequery = false;
5234 if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
5236 if (r_fb.water.renderingscene)
5238 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
5239 R_EntityMatrix(&identitymatrix);
5241 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5243 // check occlusion of coronas
5244 // use GL_ARB_occlusion_query if available
5245 // otherwise use raytraces
5247 switch (vid.renderpath)
5249 case RENDERPATH_GL11:
5250 case RENDERPATH_GL13:
5251 case RENDERPATH_GL20:
5252 case RENDERPATH_GLES1:
5253 case RENDERPATH_GLES2:
5254 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
5255 #ifdef GL_SAMPLES_PASSED_ARB
5258 GL_ColorMask(0,0,0,0);
5259 if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
5260 if (r_maxqueries < MAX_OCCLUSION_QUERIES)
5263 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
5264 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
5266 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
5269 RSurf_ActiveWorldEntity();
5270 GL_BlendFunc(GL_ONE, GL_ZERO);
5271 GL_CullFace(GL_NONE);
5272 GL_DepthMask(false);
5273 GL_DepthRange(0, 1);
5274 GL_PolygonOffset(0, 0);
5276 R_Mesh_ResetTextureState();
5277 R_SetupShader_Generic_NoTexture(false, false);
5281 case RENDERPATH_D3D9:
5283 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5285 case RENDERPATH_D3D10:
5286 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5288 case RENDERPATH_D3D11:
5289 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5291 case RENDERPATH_SOFT:
5293 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5296 for (lightindex = 0;lightindex < range;lightindex++)
5298 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5301 rtlight = &light->rtlight;
5302 rtlight->corona_visibility = 0;
5303 rtlight->corona_queryindex_visiblepixels = 0;
5304 rtlight->corona_queryindex_allpixels = 0;
5305 if (!(rtlight->flags & flag))
5307 if (rtlight->corona <= 0)
5309 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
5311 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5313 for (i = 0;i < r_refdef.scene.numlights;i++)
5315 rtlight = r_refdef.scene.lights[i];
5316 rtlight->corona_visibility = 0;
5317 rtlight->corona_queryindex_visiblepixels = 0;
5318 rtlight->corona_queryindex_allpixels = 0;
5319 if (!(rtlight->flags & flag))
5321 if (rtlight->corona <= 0)
5323 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5326 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5328 // now draw the coronas using the query data for intensity info
5329 for (lightindex = 0;lightindex < range;lightindex++)
5331 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5334 rtlight = &light->rtlight;
5335 if (rtlight->corona_visibility <= 0)
5337 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5339 for (i = 0;i < r_refdef.scene.numlights;i++)
5341 rtlight = r_refdef.scene.lights[i];
5342 if (rtlight->corona_visibility <= 0)
5344 if (gl_flashblend.integer)
5345 R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
5347 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5353 static dlight_t *R_Shadow_NewWorldLight(void)
5355 return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
5358 static void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
5361 // validate parameters
5362 if (style < 0 || style >= MAX_LIGHTSTYLES)
5364 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
5370 // copy to light properties
5371 VectorCopy(origin, light->origin);
5372 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
5373 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
5374 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
5376 light->color[0] = max(color[0], 0);
5377 light->color[1] = max(color[1], 0);
5378 light->color[2] = max(color[2], 0);
5380 light->color[0] = color[0];
5381 light->color[1] = color[1];
5382 light->color[2] = color[2];
5383 light->radius = max(radius, 0);
5384 light->style = style;
5385 light->shadow = shadowenable;
5386 light->corona = corona;
5387 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
5388 light->coronasizescale = coronasizescale;
5389 light->ambientscale = ambientscale;
5390 light->diffusescale = diffusescale;
5391 light->specularscale = specularscale;
5392 light->flags = flags;
5394 // update renderable light data
5395 Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
5396 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);
5399 static void R_Shadow_FreeWorldLight(dlight_t *light)
5401 if (r_shadow_selectedlight == light)
5402 r_shadow_selectedlight = NULL;
5403 R_RTLight_Uncompile(&light->rtlight);
5404 Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
5407 void R_Shadow_ClearWorldLights(void)
5411 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5412 for (lightindex = 0;lightindex < range;lightindex++)
5414 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5416 R_Shadow_FreeWorldLight(light);
5418 r_shadow_selectedlight = NULL;
5421 static void R_Shadow_SelectLight(dlight_t *light)
5423 if (r_shadow_selectedlight)
5424 r_shadow_selectedlight->selected = false;
5425 r_shadow_selectedlight = light;
5426 if (r_shadow_selectedlight)
5427 r_shadow_selectedlight->selected = true;
5430 static void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5432 // this is never batched (there can be only one)
5434 R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
5435 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5436 R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5439 static void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5444 skinframe_t *skinframe;
5447 // this is never batched (due to the ent parameter changing every time)
5448 // so numsurfaces == 1 and surfacelist[0] == lightnumber
5449 const dlight_t *light = (dlight_t *)ent;
5452 R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
5455 VectorScale(light->color, intensity, spritecolor);
5456 if (VectorLength(spritecolor) < 0.1732f)
5457 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
5458 if (VectorLength(spritecolor) > 1.0f)
5459 VectorNormalize(spritecolor);
5461 // draw light sprite
5462 if (light->cubemapname[0] && !light->shadow)
5463 skinframe = r_editlights_sprcubemapnoshadowlight;
5464 else if (light->cubemapname[0])
5465 skinframe = r_editlights_sprcubemaplight;
5466 else if (!light->shadow)
5467 skinframe = r_editlights_sprnoshadowlight;
5469 skinframe = r_editlights_sprlight;
5471 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);
5472 R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5474 // draw selection sprite if light is selected
5475 if (light->selected)
5477 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5478 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5479 // VorteX todo: add normalmode/realtime mode light overlay sprites?
5483 void R_Shadow_DrawLightSprites(void)
5487 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5488 for (lightindex = 0;lightindex < range;lightindex++)
5490 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5492 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
5494 if (!r_editlights_lockcursor)
5495 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
5498 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
5503 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
5504 if (lightindex >= range)
5506 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5509 rtlight = &light->rtlight;
5510 //if (!(rtlight->flags & flag))
5512 VectorCopy(rtlight->shadoworigin, origin);
5513 *radius = rtlight->radius;
5514 VectorCopy(rtlight->color, color);
5518 static void R_Shadow_SelectLightInView(void)
5520 float bestrating, rating, temp[3];
5524 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5528 if (r_editlights_lockcursor)
5530 for (lightindex = 0;lightindex < range;lightindex++)
5532 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5535 VectorSubtract(light->origin, r_refdef.view.origin, temp);
5536 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
5539 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
5540 if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1.0f)
5542 bestrating = rating;
5547 R_Shadow_SelectLight(best);
5550 void R_Shadow_LoadWorldLights(void)
5552 int n, a, style, shadow, flags;
5553 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
5554 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
5555 if (cl.worldmodel == NULL)
5557 Con_Print("No map loaded.\n");
5560 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5561 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5571 for (;COM_Parse(t, true) && strcmp(
5572 if (COM_Parse(t, true))
5574 if (com_token[0] == '!')
5577 origin[0] = atof(com_token+1);
5580 origin[0] = atof(com_token);
5585 while (*s && *s != '\n' && *s != '\r')
5591 // check for modifier flags
5598 #if _MSC_VER >= 1400
5599 #define sscanf sscanf_s
5601 cubemapname[sizeof(cubemapname)-1] = 0;
5602 #if MAX_QPATH != 128
5603 #error update this code if MAX_QPATH changes
5605 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
5606 #if _MSC_VER >= 1400
5607 , sizeof(cubemapname)
5609 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
5612 flags = LIGHTFLAG_REALTIMEMODE;
5620 coronasizescale = 0.25f;
5622 VectorClear(angles);
5625 if (a < 9 || !strcmp(cubemapname, "\"\""))
5627 // remove quotes on cubemapname
5628 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
5631 namelen = strlen(cubemapname) - 2;
5632 memmove(cubemapname, cubemapname + 1, namelen);
5633 cubemapname[namelen] = '\0';
5637 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);
5640 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5648 Con_Printf("invalid rtlights file \"%s\"\n", name);
5649 Mem_Free(lightsstring);
5653 void R_Shadow_SaveWorldLights(void)
5657 size_t bufchars, bufmaxchars;
5659 char name[MAX_QPATH];
5660 char line[MAX_INPUTLINE];
5661 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
5662 // I hate lines which are 3 times my screen size :( --blub
5665 if (cl.worldmodel == NULL)
5667 Con_Print("No map loaded.\n");
5670 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5671 bufchars = bufmaxchars = 0;
5673 for (lightindex = 0;lightindex < range;lightindex++)
5675 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5678 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5679 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);
5680 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5681 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]);
5683 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);
5684 if (bufchars + strlen(line) > bufmaxchars)
5686 bufmaxchars = bufchars + strlen(line) + 2048;
5688 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5692 memcpy(buf, oldbuf, bufchars);
5698 memcpy(buf + bufchars, line, strlen(line));
5699 bufchars += strlen(line);
5703 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5708 void R_Shadow_LoadLightsFile(void)
5711 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5712 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5713 if (cl.worldmodel == NULL)
5715 Con_Print("No map loaded.\n");
5718 dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
5719 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5727 while (*s && *s != '\n' && *s != '\r')
5733 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);
5737 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);
5740 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5741 radius = bound(15, radius, 4096);
5742 VectorScale(color, (2.0f / (8388608.0f)), color);
5743 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5751 Con_Printf("invalid lights file \"%s\"\n", name);
5752 Mem_Free(lightsstring);
5756 // tyrlite/hmap2 light types in the delay field
5757 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5759 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5771 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5772 char key[256], value[MAX_INPUTLINE];
5775 if (cl.worldmodel == NULL)
5777 Con_Print("No map loaded.\n");
5780 // try to load a .ent file first
5781 dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
5782 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5783 // and if that is not found, fall back to the bsp file entity string
5785 data = cl.worldmodel->brush.entities;
5788 for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5790 type = LIGHTTYPE_MINUSX;
5791 origin[0] = origin[1] = origin[2] = 0;
5792 originhack[0] = originhack[1] = originhack[2] = 0;
5793 angles[0] = angles[1] = angles[2] = 0;
5794 color[0] = color[1] = color[2] = 1;
5795 light[0] = light[1] = light[2] = 1;light[3] = 300;
5796 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5806 if (!COM_ParseToken_Simple(&data, false, false))
5808 if (com_token[0] == '}')
5809 break; // end of entity
5810 if (com_token[0] == '_')
5811 strlcpy(key, com_token + 1, sizeof(key));
5813 strlcpy(key, com_token, sizeof(key));
5814 while (key[strlen(key)-1] == ' ') // remove trailing spaces
5815 key[strlen(key)-1] = 0;
5816 if (!COM_ParseToken_Simple(&data, false, false))
5818 strlcpy(value, com_token, sizeof(value));
5820 // now that we have the key pair worked out...
5821 if (!strcmp("light", key))
5823 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5827 light[0] = vec[0] * (1.0f / 256.0f);
5828 light[1] = vec[0] * (1.0f / 256.0f);
5829 light[2] = vec[0] * (1.0f / 256.0f);
5835 light[0] = vec[0] * (1.0f / 255.0f);
5836 light[1] = vec[1] * (1.0f / 255.0f);
5837 light[2] = vec[2] * (1.0f / 255.0f);
5841 else if (!strcmp("delay", key))
5843 else if (!strcmp("origin", key))
5844 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5845 else if (!strcmp("angle", key))
5846 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5847 else if (!strcmp("angles", key))
5848 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5849 else if (!strcmp("color", key))
5850 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5851 else if (!strcmp("wait", key))
5852 fadescale = atof(value);
5853 else if (!strcmp("classname", key))
5855 if (!strncmp(value, "light", 5))
5858 if (!strcmp(value, "light_fluoro"))
5863 overridecolor[0] = 1;
5864 overridecolor[1] = 1;
5865 overridecolor[2] = 1;
5867 if (!strcmp(value, "light_fluorospark"))
5872 overridecolor[0] = 1;
5873 overridecolor[1] = 1;
5874 overridecolor[2] = 1;
5876 if (!strcmp(value, "light_globe"))
5881 overridecolor[0] = 1;
5882 overridecolor[1] = 0.8;
5883 overridecolor[2] = 0.4;
5885 if (!strcmp(value, "light_flame_large_yellow"))
5890 overridecolor[0] = 1;
5891 overridecolor[1] = 0.5;
5892 overridecolor[2] = 0.1;
5894 if (!strcmp(value, "light_flame_small_yellow"))
5899 overridecolor[0] = 1;
5900 overridecolor[1] = 0.5;
5901 overridecolor[2] = 0.1;
5903 if (!strcmp(value, "light_torch_small_white"))
5908 overridecolor[0] = 1;
5909 overridecolor[1] = 0.5;
5910 overridecolor[2] = 0.1;
5912 if (!strcmp(value, "light_torch_small_walltorch"))
5917 overridecolor[0] = 1;
5918 overridecolor[1] = 0.5;
5919 overridecolor[2] = 0.1;
5923 else if (!strcmp("style", key))
5924 style = atoi(value);
5925 else if (!strcmp("skin", key))
5926 skin = (int)atof(value);
5927 else if (!strcmp("pflags", key))
5928 pflags = (int)atof(value);
5929 //else if (!strcmp("effects", key))
5930 // effects = (int)atof(value);
5931 else if (cl.worldmodel->type == mod_brushq3)
5933 if (!strcmp("scale", key))
5934 lightscale = atof(value);
5935 if (!strcmp("fade", key))
5936 fadescale = atof(value);
5941 if (lightscale <= 0)
5945 if (color[0] == color[1] && color[0] == color[2])
5947 color[0] *= overridecolor[0];
5948 color[1] *= overridecolor[1];
5949 color[2] *= overridecolor[2];
5951 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5952 color[0] = color[0] * light[0];
5953 color[1] = color[1] * light[1];
5954 color[2] = color[2] * light[2];
5957 case LIGHTTYPE_MINUSX:
5959 case LIGHTTYPE_RECIPX:
5961 VectorScale(color, (1.0f / 16.0f), color);
5963 case LIGHTTYPE_RECIPXX:
5965 VectorScale(color, (1.0f / 16.0f), color);
5968 case LIGHTTYPE_NONE:
5972 case LIGHTTYPE_MINUSXX:
5975 VectorAdd(origin, originhack, origin);
5977 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va(vabuf, sizeof(vabuf), "cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5980 Mem_Free(entfiledata);
5984 static void R_Shadow_SetCursorLocationForView(void)
5987 vec3_t dest, endpos;
5989 VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5990 trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true);
5991 if (trace.fraction < 1)
5993 dist = trace.fraction * r_editlights_cursordistance.value;
5994 push = r_editlights_cursorpushback.value;
5998 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
5999 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
6003 VectorClear( endpos );
6005 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6006 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6007 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6010 void R_Shadow_UpdateWorldLightSelection(void)
6012 if (r_editlights.integer)
6014 R_Shadow_SetCursorLocationForView();
6015 R_Shadow_SelectLightInView();
6018 R_Shadow_SelectLight(NULL);
6021 static void R_Shadow_EditLights_Clear_f(void)
6023 R_Shadow_ClearWorldLights();
6026 void R_Shadow_EditLights_Reload_f(void)
6030 strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
6031 R_Shadow_ClearWorldLights();
6032 R_Shadow_LoadWorldLights();
6033 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6035 R_Shadow_LoadLightsFile();
6036 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6037 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6041 static void R_Shadow_EditLights_Save_f(void)
6045 R_Shadow_SaveWorldLights();
6048 static void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
6050 R_Shadow_ClearWorldLights();
6051 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6054 static void R_Shadow_EditLights_ImportLightsFile_f(void)
6056 R_Shadow_ClearWorldLights();
6057 R_Shadow_LoadLightsFile();
6060 static void R_Shadow_EditLights_Spawn_f(void)
6063 if (!r_editlights.integer)
6065 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6068 if (Cmd_Argc() != 1)
6070 Con_Print("r_editlights_spawn does not take parameters\n");
6073 color[0] = color[1] = color[2] = 1;
6074 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
6077 static void R_Shadow_EditLights_Edit_f(void)
6079 vec3_t origin, angles, color;
6080 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
6081 int style, shadows, flags, normalmode, realtimemode;
6082 char cubemapname[MAX_INPUTLINE];
6083 if (!r_editlights.integer)
6085 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6088 if (!r_shadow_selectedlight)
6090 Con_Print("No selected light.\n");
6093 VectorCopy(r_shadow_selectedlight->origin, origin);
6094 VectorCopy(r_shadow_selectedlight->angles, angles);
6095 VectorCopy(r_shadow_selectedlight->color, color);
6096 radius = r_shadow_selectedlight->radius;
6097 style = r_shadow_selectedlight->style;
6098 if (r_shadow_selectedlight->cubemapname)
6099 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
6102 shadows = r_shadow_selectedlight->shadow;
6103 corona = r_shadow_selectedlight->corona;
6104 coronasizescale = r_shadow_selectedlight->coronasizescale;
6105 ambientscale = r_shadow_selectedlight->ambientscale;
6106 diffusescale = r_shadow_selectedlight->diffusescale;
6107 specularscale = r_shadow_selectedlight->specularscale;
6108 flags = r_shadow_selectedlight->flags;
6109 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
6110 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
6111 if (!strcmp(Cmd_Argv(1), "origin"))
6113 if (Cmd_Argc() != 5)
6115 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6118 origin[0] = atof(Cmd_Argv(2));
6119 origin[1] = atof(Cmd_Argv(3));
6120 origin[2] = atof(Cmd_Argv(4));
6122 else if (!strcmp(Cmd_Argv(1), "originscale"))
6124 if (Cmd_Argc() != 5)
6126 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6129 origin[0] *= atof(Cmd_Argv(2));
6130 origin[1] *= atof(Cmd_Argv(3));
6131 origin[2] *= atof(Cmd_Argv(4));
6133 else if (!strcmp(Cmd_Argv(1), "originx"))
6135 if (Cmd_Argc() != 3)
6137 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6140 origin[0] = atof(Cmd_Argv(2));
6142 else if (!strcmp(Cmd_Argv(1), "originy"))
6144 if (Cmd_Argc() != 3)
6146 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6149 origin[1] = atof(Cmd_Argv(2));
6151 else if (!strcmp(Cmd_Argv(1), "originz"))
6153 if (Cmd_Argc() != 3)
6155 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6158 origin[2] = atof(Cmd_Argv(2));
6160 else if (!strcmp(Cmd_Argv(1), "move"))
6162 if (Cmd_Argc() != 5)
6164 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6167 origin[0] += atof(Cmd_Argv(2));
6168 origin[1] += atof(Cmd_Argv(3));
6169 origin[2] += atof(Cmd_Argv(4));
6171 else if (!strcmp(Cmd_Argv(1), "movex"))
6173 if (Cmd_Argc() != 3)
6175 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6178 origin[0] += atof(Cmd_Argv(2));
6180 else if (!strcmp(Cmd_Argv(1), "movey"))
6182 if (Cmd_Argc() != 3)
6184 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6187 origin[1] += atof(Cmd_Argv(2));
6189 else if (!strcmp(Cmd_Argv(1), "movez"))
6191 if (Cmd_Argc() != 3)
6193 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6196 origin[2] += atof(Cmd_Argv(2));
6198 else if (!strcmp(Cmd_Argv(1), "angles"))
6200 if (Cmd_Argc() != 5)
6202 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6205 angles[0] = atof(Cmd_Argv(2));
6206 angles[1] = atof(Cmd_Argv(3));
6207 angles[2] = atof(Cmd_Argv(4));
6209 else if (!strcmp(Cmd_Argv(1), "anglesx"))
6211 if (Cmd_Argc() != 3)
6213 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6216 angles[0] = atof(Cmd_Argv(2));
6218 else if (!strcmp(Cmd_Argv(1), "anglesy"))
6220 if (Cmd_Argc() != 3)
6222 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6225 angles[1] = atof(Cmd_Argv(2));
6227 else if (!strcmp(Cmd_Argv(1), "anglesz"))
6229 if (Cmd_Argc() != 3)
6231 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6234 angles[2] = atof(Cmd_Argv(2));
6236 else if (!strcmp(Cmd_Argv(1), "color"))
6238 if (Cmd_Argc() != 5)
6240 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
6243 color[0] = atof(Cmd_Argv(2));
6244 color[1] = atof(Cmd_Argv(3));
6245 color[2] = atof(Cmd_Argv(4));
6247 else if (!strcmp(Cmd_Argv(1), "radius"))
6249 if (Cmd_Argc() != 3)
6251 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6254 radius = atof(Cmd_Argv(2));
6256 else if (!strcmp(Cmd_Argv(1), "colorscale"))
6258 if (Cmd_Argc() == 3)
6260 double scale = atof(Cmd_Argv(2));
6267 if (Cmd_Argc() != 5)
6269 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
6272 color[0] *= atof(Cmd_Argv(2));
6273 color[1] *= atof(Cmd_Argv(3));
6274 color[2] *= atof(Cmd_Argv(4));
6277 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
6279 if (Cmd_Argc() != 3)
6281 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6284 radius *= atof(Cmd_Argv(2));
6286 else if (!strcmp(Cmd_Argv(1), "style"))
6288 if (Cmd_Argc() != 3)
6290 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6293 style = atoi(Cmd_Argv(2));
6295 else if (!strcmp(Cmd_Argv(1), "cubemap"))
6299 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6302 if (Cmd_Argc() == 3)
6303 strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
6307 else if (!strcmp(Cmd_Argv(1), "shadows"))
6309 if (Cmd_Argc() != 3)
6311 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6314 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6316 else if (!strcmp(Cmd_Argv(1), "corona"))
6318 if (Cmd_Argc() != 3)
6320 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6323 corona = atof(Cmd_Argv(2));
6325 else if (!strcmp(Cmd_Argv(1), "coronasize"))
6327 if (Cmd_Argc() != 3)
6329 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6332 coronasizescale = atof(Cmd_Argv(2));
6334 else if (!strcmp(Cmd_Argv(1), "ambient"))
6336 if (Cmd_Argc() != 3)
6338 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6341 ambientscale = atof(Cmd_Argv(2));
6343 else if (!strcmp(Cmd_Argv(1), "diffuse"))
6345 if (Cmd_Argc() != 3)
6347 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6350 diffusescale = atof(Cmd_Argv(2));
6352 else if (!strcmp(Cmd_Argv(1), "specular"))
6354 if (Cmd_Argc() != 3)
6356 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6359 specularscale = atof(Cmd_Argv(2));
6361 else if (!strcmp(Cmd_Argv(1), "normalmode"))
6363 if (Cmd_Argc() != 3)
6365 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6368 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6370 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
6372 if (Cmd_Argc() != 3)
6374 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6377 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6381 Con_Print("usage: r_editlights_edit [property] [value]\n");
6382 Con_Print("Selected light's properties:\n");
6383 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
6384 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
6385 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
6386 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
6387 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
6388 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
6389 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
6390 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
6391 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
6392 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
6393 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
6394 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
6395 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
6396 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
6399 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
6400 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
6403 static void R_Shadow_EditLights_EditAll_f(void)
6406 dlight_t *light, *oldselected;
6409 if (!r_editlights.integer)
6411 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
6415 oldselected = r_shadow_selectedlight;
6416 // EditLights doesn't seem to have a "remove" command or something so:
6417 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6418 for (lightindex = 0;lightindex < range;lightindex++)
6420 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6423 R_Shadow_SelectLight(light);
6424 R_Shadow_EditLights_Edit_f();
6426 // return to old selected (to not mess editing once selection is locked)
6427 R_Shadow_SelectLight(oldselected);
6430 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
6432 int lightnumber, lightcount;
6433 size_t lightindex, range;
6437 if (!r_editlights.integer)
6439 x = vid_conwidth.value - 240;
6441 DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
6444 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6445 for (lightindex = 0;lightindex < range;lightindex++)
6447 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6450 if (light == r_shadow_selectedlight)
6451 lightnumber = lightindex;
6454 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;
6455 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;
6457 if (r_shadow_selectedlight == NULL)
6459 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;
6460 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;
6461 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;
6462 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;
6463 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;
6464 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;
6465 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;
6466 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;
6467 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;
6468 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;
6469 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;
6470 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;
6471 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;
6472 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;
6473 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;
6476 static void R_Shadow_EditLights_ToggleShadow_f(void)
6478 if (!r_editlights.integer)
6480 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6483 if (!r_shadow_selectedlight)
6485 Con_Print("No selected light.\n");
6488 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);
6491 static void R_Shadow_EditLights_ToggleCorona_f(void)
6493 if (!r_editlights.integer)
6495 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6498 if (!r_shadow_selectedlight)
6500 Con_Print("No selected light.\n");
6503 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);
6506 static void R_Shadow_EditLights_Remove_f(void)
6508 if (!r_editlights.integer)
6510 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
6513 if (!r_shadow_selectedlight)
6515 Con_Print("No selected light.\n");
6518 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
6519 r_shadow_selectedlight = NULL;
6522 static void R_Shadow_EditLights_Help_f(void)
6525 "Documentation on r_editlights system:\n"
6527 "r_editlights : enable/disable editing mode\n"
6528 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
6529 "r_editlights_cursorpushback : push back cursor this far from surface\n"
6530 "r_editlights_cursorpushoff : push cursor off surface this far\n"
6531 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
6532 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
6534 "r_editlights_help : this help\n"
6535 "r_editlights_clear : remove all lights\n"
6536 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
6537 "r_editlights_lock : lock selection to current light, if already locked - unlock\n"
6538 "r_editlights_save : save to .rtlights file\n"
6539 "r_editlights_spawn : create a light with default settings\n"
6540 "r_editlights_edit command : edit selected light - more documentation below\n"
6541 "r_editlights_remove : remove selected light\n"
6542 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
6543 "r_editlights_importlightentitiesfrommap : reload light entities\n"
6544 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
6546 "origin x y z : set light location\n"
6547 "originx x: set x component of light location\n"
6548 "originy y: set y component of light location\n"
6549 "originz z: set z component of light location\n"
6550 "move x y z : adjust light location\n"
6551 "movex x: adjust x component of light location\n"
6552 "movey y: adjust y component of light location\n"
6553 "movez z: adjust z component of light location\n"
6554 "angles x y z : set light angles\n"
6555 "anglesx x: set x component of light angles\n"
6556 "anglesy y: set y component of light angles\n"
6557 "anglesz z: set z component of light angles\n"
6558 "color r g b : set color of light (can be brighter than 1 1 1)\n"
6559 "radius radius : set radius (size) of light\n"
6560 "colorscale grey : multiply color of light (1 does nothing)\n"
6561 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
6562 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
6563 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
6564 "originscale x y z : multiply origin of light (1 1 1 does nothing)\n"
6565 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
6566 "cubemap basename : set filter cubemap of light (not yet supported)\n"
6567 "shadows 1/0 : turn on/off shadows\n"
6568 "corona n : set corona intensity\n"
6569 "coronasize n : set corona size (0-1)\n"
6570 "ambient n : set ambient intensity (0-1)\n"
6571 "diffuse n : set diffuse intensity (0-1)\n"
6572 "specular n : set specular intensity (0-1)\n"
6573 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
6574 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
6575 "<nothing> : print light properties to console\n"
6579 static void R_Shadow_EditLights_CopyInfo_f(void)
6581 if (!r_editlights.integer)
6583 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
6586 if (!r_shadow_selectedlight)
6588 Con_Print("No selected light.\n");
6591 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
6592 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
6593 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
6594 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
6595 if (r_shadow_selectedlight->cubemapname)
6596 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
6598 r_shadow_bufferlight.cubemapname[0] = 0;
6599 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
6600 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
6601 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
6602 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
6603 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
6604 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
6605 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
6608 static void R_Shadow_EditLights_PasteInfo_f(void)
6610 if (!r_editlights.integer)
6612 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
6615 if (!r_shadow_selectedlight)
6617 Con_Print("No selected light.\n");
6620 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);
6623 static void R_Shadow_EditLights_Lock_f(void)
6625 if (!r_editlights.integer)
6627 Con_Print("Cannot lock on light when not in editing mode. Set r_editlights to 1.\n");
6630 if (r_editlights_lockcursor)
6632 r_editlights_lockcursor = false;
6635 if (!r_shadow_selectedlight)
6637 Con_Print("No selected light to lock on.\n");
6640 r_editlights_lockcursor = true;
6643 static void R_Shadow_EditLights_Init(void)
6645 Cvar_RegisterVariable(&r_editlights);
6646 Cvar_RegisterVariable(&r_editlights_cursordistance);
6647 Cvar_RegisterVariable(&r_editlights_cursorpushback);
6648 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
6649 Cvar_RegisterVariable(&r_editlights_cursorgrid);
6650 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
6651 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
6652 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
6653 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)");
6654 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
6655 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
6656 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
6657 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)");
6658 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
6659 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
6660 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
6661 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
6662 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
6663 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
6664 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)");
6665 Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
6671 =============================================================================
6675 =============================================================================
6678 void R_LightPoint(vec3_t color, const vec3_t p, const int flags)
6680 int i, numlights, flag;
6681 float f, relativepoint[3], dist, dist2, lightradius2;
6686 if (r_fullbright.integer)
6688 VectorSet(color, 1, 1, 1);
6694 if (flags & LP_LIGHTMAP)
6696 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6698 VectorClear(diffuse);
6699 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n);
6700 VectorAdd(color, diffuse, color);
6703 VectorSet(color, 1, 1, 1);
6704 color[0] += r_refdef.scene.ambient;
6705 color[1] += r_refdef.scene.ambient;
6706 color[2] += r_refdef.scene.ambient;
6709 if (flags & LP_RTWORLD)
6711 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6712 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6713 for (i = 0; i < numlights; i++)
6715 dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6718 light = &dlight->rtlight;
6719 if (!(light->flags & flag))
6722 lightradius2 = light->radius * light->radius;
6723 VectorSubtract(light->shadoworigin, p, relativepoint);
6724 dist2 = VectorLength2(relativepoint);
6725 if (dist2 >= lightradius2)
6727 dist = sqrt(dist2) / light->radius;
6728 f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6731 // todo: add to both ambient and diffuse
6732 if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6733 VectorMA(color, f, light->currentcolor, color);
6736 if (flags & LP_DYNLIGHT)
6739 for (i = 0;i < r_refdef.scene.numlights;i++)
6741 light = r_refdef.scene.lights[i];
6743 lightradius2 = light->radius * light->radius;
6744 VectorSubtract(light->shadoworigin, p, relativepoint);
6745 dist2 = VectorLength2(relativepoint);
6746 if (dist2 >= lightradius2)
6748 dist = sqrt(dist2) / light->radius;
6749 f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6752 // todo: add to both ambient and diffuse
6753 if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6754 VectorMA(color, f, light->color, color);
6759 void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
6761 int i, numlights, flag;
6764 float relativepoint[3];
6773 if (r_fullbright.integer)
6775 VectorSet(ambient, 1, 1, 1);
6776 VectorClear(diffuse);
6777 VectorClear(lightdir);
6781 if (flags == LP_LIGHTMAP)
6783 VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6784 VectorClear(diffuse);
6785 VectorClear(lightdir);
6786 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6787 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
6789 VectorSet(ambient, 1, 1, 1);
6793 memset(sample, 0, sizeof(sample));
6794 VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6796 if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6799 VectorClear(tempambient);
6801 VectorClear(relativepoint);
6802 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
6803 VectorScale(tempambient, r_refdef.lightmapintensity, tempambient);
6804 VectorScale(color, r_refdef.lightmapintensity, color);
6805 VectorAdd(sample, tempambient, sample);
6806 VectorMA(sample , 0.5f , color, sample );
6807 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6808 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6809 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6810 // calculate a weighted average light direction as well
6811 intensity = VectorLength(color);
6812 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6815 if (flags & LP_RTWORLD)
6817 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6818 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6819 for (i = 0; i < numlights; i++)
6821 dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6824 light = &dlight->rtlight;
6825 if (!(light->flags & flag))
6828 lightradius2 = light->radius * light->radius;
6829 VectorSubtract(light->shadoworigin, p, relativepoint);
6830 dist2 = VectorLength2(relativepoint);
6831 if (dist2 >= lightradius2)
6833 dist = sqrt(dist2) / light->radius;
6834 intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
6835 if (intensity <= 0.0f)
6837 if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6839 // scale down intensity to add to both ambient and diffuse
6840 //intensity *= 0.5f;
6841 VectorNormalize(relativepoint);
6842 VectorScale(light->currentcolor, intensity, color);
6843 VectorMA(sample , 0.5f , color, sample );
6844 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6845 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6846 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6847 // calculate a weighted average light direction as well
6848 intensity *= VectorLength(color);
6849 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6851 // FIXME: sample bouncegrid too!
6854 if (flags & LP_DYNLIGHT)
6857 for (i = 0;i < r_refdef.scene.numlights;i++)
6859 light = r_refdef.scene.lights[i];
6861 lightradius2 = light->radius * light->radius;
6862 VectorSubtract(light->shadoworigin, p, relativepoint);
6863 dist2 = VectorLength2(relativepoint);
6864 if (dist2 >= lightradius2)
6866 dist = sqrt(dist2) / light->radius;
6867 intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
6868 if (intensity <= 0.0f)
6870 if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6872 // scale down intensity to add to both ambient and diffuse
6873 //intensity *= 0.5f;
6874 VectorNormalize(relativepoint);
6875 VectorScale(light->currentcolor, intensity, color);
6876 VectorMA(sample , 0.5f , color, sample );
6877 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6878 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6879 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6880 // calculate a weighted average light direction as well
6881 intensity *= VectorLength(color);
6882 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6886 // calculate the direction we'll use to reduce the sample to a directional light source
6887 VectorCopy(sample + 12, dir);
6888 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
6889 VectorNormalize(dir);
6890 // extract the diffuse color along the chosen direction and scale it
6891 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
6892 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
6893 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
6894 // subtract some of diffuse from ambient
6895 VectorMA(sample, -0.333f, diffuse, ambient);
6896 // store the normalized lightdir
6897 VectorCopy(dir, lightdir);