3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however. Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light. This technique is used heavily in many games (Doom3 does not support
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
142 #include "dpsoftrast.h"
146 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
149 extern void R_Shadow_EditLights_Init(void);
151 typedef enum r_shadow_rendermode_e
153 R_SHADOW_RENDERMODE_NONE,
154 R_SHADOW_RENDERMODE_ZPASS_STENCIL,
155 R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
156 R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
157 R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
158 R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
159 R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
160 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
161 R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
162 R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
163 R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
164 R_SHADOW_RENDERMODE_LIGHT_GLSL,
165 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
166 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
167 R_SHADOW_RENDERMODE_SHADOWMAP2D
169 r_shadow_rendermode_t;
171 typedef enum r_shadow_shadowmode_e
173 R_SHADOW_SHADOWMODE_STENCIL,
174 R_SHADOW_SHADOWMODE_SHADOWMAP2D
176 r_shadow_shadowmode_t;
178 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
180 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
181 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
182 qboolean r_shadow_usingshadowmap2d;
183 qboolean r_shadow_usingshadowmaportho;
184 int r_shadow_shadowmapside;
185 float r_shadow_shadowmap_texturescale[2];
186 float r_shadow_shadowmap_parameters[4];
188 int r_shadow_drawbuffer;
189 int r_shadow_readbuffer;
191 int r_shadow_cullface_front, r_shadow_cullface_back;
192 GLuint r_shadow_fbo2d;
193 r_shadow_shadowmode_t r_shadow_shadowmode;
194 int r_shadow_shadowmapfilterquality;
195 int r_shadow_shadowmapdepthbits;
196 int r_shadow_shadowmapmaxsize;
197 qboolean r_shadow_shadowmapvsdct;
198 qboolean r_shadow_shadowmapsampler;
199 int r_shadow_shadowmappcf;
200 int r_shadow_shadowmapborder;
201 matrix4x4_t r_shadow_shadowmapmatrix;
202 int r_shadow_lightscissor[4];
203 qboolean r_shadow_usingdeferredprepass;
205 int maxshadowtriangles;
208 int maxshadowvertices;
209 float *shadowvertex3f;
219 unsigned char *shadowsides;
220 int *shadowsideslist;
227 int r_shadow_buffer_numleafpvsbytes;
228 unsigned char *r_shadow_buffer_visitingleafpvs;
229 unsigned char *r_shadow_buffer_leafpvs;
230 int *r_shadow_buffer_leaflist;
232 int r_shadow_buffer_numsurfacepvsbytes;
233 unsigned char *r_shadow_buffer_surfacepvs;
234 int *r_shadow_buffer_surfacelist;
235 unsigned char *r_shadow_buffer_surfacesides;
237 int r_shadow_buffer_numshadowtrispvsbytes;
238 unsigned char *r_shadow_buffer_shadowtrispvs;
239 int r_shadow_buffer_numlighttrispvsbytes;
240 unsigned char *r_shadow_buffer_lighttrispvs;
242 rtexturepool_t *r_shadow_texturepool;
243 rtexture_t *r_shadow_attenuationgradienttexture;
244 rtexture_t *r_shadow_attenuation2dtexture;
245 rtexture_t *r_shadow_attenuation3dtexture;
246 skinframe_t *r_shadow_lightcorona;
247 rtexture_t *r_shadow_shadowmap2dtexture;
248 rtexture_t *r_shadow_shadowmap2dcolortexture;
249 rtexture_t *r_shadow_shadowmapvsdcttexture;
250 int r_shadow_shadowmapsize; // changes for each light based on distance
251 int r_shadow_shadowmaplod; // changes for each light based on distance
253 GLuint r_shadow_prepassgeometryfbo;
254 GLuint r_shadow_prepasslightingdiffusespecularfbo;
255 GLuint r_shadow_prepasslightingdiffusefbo;
256 int r_shadow_prepass_width;
257 int r_shadow_prepass_height;
258 rtexture_t *r_shadow_prepassgeometrydepthtexture;
259 rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
260 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
261 rtexture_t *r_shadow_prepasslightingdiffusetexture;
262 rtexture_t *r_shadow_prepasslightingspeculartexture;
264 // lights are reloaded when this changes
265 char r_shadow_mapname[MAX_QPATH];
267 // used only for light filters (cubemaps)
268 rtexturepool_t *r_shadow_filters_texturepool;
270 static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
272 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"};
273 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"};
274 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
275 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"};
276 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)"};
277 //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"};
278 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)"};
279 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
280 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)"};
281 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"};
282 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
283 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
284 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
285 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
286 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
287 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
288 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
289 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
290 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
291 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)"};
292 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
293 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
294 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
295 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
296 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)"};
297 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"};
298 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
299 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
300 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"};
301 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)"};
302 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
303 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)"};
304 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"};
305 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)"};
306 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
307 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
308 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
309 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
310 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"};
311 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
312 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
313 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
314 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
315 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
316 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
317 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
318 cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
319 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
320 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)"};
321 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)"};
322 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, requires r_shadow_realtime_world 1"};
323 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"};
324 cvar_t r_shadow_bouncegrid_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 4x as many pixels to hold the additional data"};
325 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"};
326 cvar_t r_shadow_bouncegrid_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
327 cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
328 cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1)"};
329 cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "5", "maximum number of bounces for a particle (minimum is 1)"};
330 cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "4", "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"};
331 cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "2", "brightness of particles contributing to bouncegrid texture"};
332 cvar_t r_shadow_bouncegrid_photons = {CVAR_SAVE, "r_shadow_bouncegrid_photons", "2000", "total photons to shoot per update, divided proportionately between lights"};
333 cvar_t r_shadow_bouncegrid_spacingx = {CVAR_SAVE, "r_shadow_bouncegrid_spacingx", "64", "unit size of bouncegrid pixel on X axis"};
334 cvar_t r_shadow_bouncegrid_spacingy = {CVAR_SAVE, "r_shadow_bouncegrid_spacingy", "64", "unit size of bouncegrid pixel on Y axis"};
335 cvar_t r_shadow_bouncegrid_spacingz = {CVAR_SAVE, "r_shadow_bouncegrid_spacingz", "64", "unit size of bouncegrid pixel on Z axis"};
336 cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
337 cvar_t r_shadow_bouncegrid_static_photons = {CVAR_SAVE, "r_shadow_bouncegrid_static_photons", "25000", "photons value to use when in static mode"};
338 cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"};
339 cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"};
340 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"};
341 cvar_t r_shadow_bouncegrid_x = {CVAR_SAVE, "r_shadow_bouncegrid_x", "64", "maximum texture size of bouncegrid on X axis"};
342 cvar_t r_shadow_bouncegrid_y = {CVAR_SAVE, "r_shadow_bouncegrid_y", "64", "maximum texture size of bouncegrid on Y axis"};
343 cvar_t r_shadow_bouncegrid_z = {CVAR_SAVE, "r_shadow_bouncegrid_z", "32", "maximum texture size of bouncegrid on Z axis"};
344 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
345 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"};
346 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
347 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
348 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
349 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
350 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
351 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
352 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
353 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
354 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
355 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
357 typedef struct r_shadow_bouncegrid_settings_s
360 qboolean bounceanglediffuse;
361 qboolean directionalshading;
362 float dlightparticlemultiplier;
364 float lightradiusscale;
366 float particlebounceintensity;
367 float particleintensity;
372 r_shadow_bouncegrid_settings_t;
374 r_shadow_bouncegrid_settings_t r_shadow_bouncegridsettings;
375 rtexture_t *r_shadow_bouncegridtexture;
376 matrix4x4_t r_shadow_bouncegridmatrix;
377 vec_t r_shadow_bouncegridintensity;
378 qboolean r_shadow_bouncegriddirectional;
379 static double r_shadow_bouncegridtime;
380 static int r_shadow_bouncegridresolution[3];
381 static int r_shadow_bouncegridnumpixels;
382 static unsigned char *r_shadow_bouncegridpixels;
383 static float *r_shadow_bouncegridhighpixels;
385 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
386 #define ATTENTABLESIZE 256
387 // 1D gradient, 2D circle and 3D sphere attenuation textures
388 #define ATTEN1DSIZE 32
389 #define ATTEN2DSIZE 64
390 #define ATTEN3DSIZE 32
392 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
393 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
394 static float r_shadow_attentable[ATTENTABLESIZE+1];
396 rtlight_t *r_shadow_compilingrtlight;
397 static memexpandablearray_t r_shadow_worldlightsarray;
398 dlight_t *r_shadow_selectedlight;
399 dlight_t r_shadow_bufferlight;
400 vec3_t r_editlights_cursorlocation;
401 qboolean r_editlights_lockcursor;
403 extern int con_vislines;
405 void R_Shadow_UncompileWorldLights(void);
406 void R_Shadow_ClearWorldLights(void);
407 void R_Shadow_SaveWorldLights(void);
408 void R_Shadow_LoadWorldLights(void);
409 void R_Shadow_LoadLightsFile(void);
410 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
411 void R_Shadow_EditLights_Reload_f(void);
412 void R_Shadow_ValidateCvars(void);
413 static void R_Shadow_MakeTextures(void);
415 #define EDLIGHTSPRSIZE 8
416 skinframe_t *r_editlights_sprcursor;
417 skinframe_t *r_editlights_sprlight;
418 skinframe_t *r_editlights_sprnoshadowlight;
419 skinframe_t *r_editlights_sprcubemaplight;
420 skinframe_t *r_editlights_sprcubemapnoshadowlight;
421 skinframe_t *r_editlights_sprselection;
423 void R_Shadow_SetShadowMode(void)
425 r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
426 r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
427 r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
428 r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
429 r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
430 r_shadow_shadowmaplod = -1;
431 r_shadow_shadowmapsize = 0;
432 r_shadow_shadowmapsampler = false;
433 r_shadow_shadowmappcf = 0;
434 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
435 if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
437 switch(vid.renderpath)
439 case RENDERPATH_GL20:
440 if(r_shadow_shadowmapfilterquality < 0)
442 if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
443 r_shadow_shadowmappcf = 1;
444 else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD"))
446 r_shadow_shadowmapsampler = vid.support.arb_shadow;
447 r_shadow_shadowmappcf = 1;
449 else if(strstr(gl_vendor, "ATI"))
450 r_shadow_shadowmappcf = 1;
452 r_shadow_shadowmapsampler = vid.support.arb_shadow;
456 switch (r_shadow_shadowmapfilterquality)
459 r_shadow_shadowmapsampler = vid.support.arb_shadow;
462 r_shadow_shadowmapsampler = vid.support.arb_shadow;
463 r_shadow_shadowmappcf = 1;
466 r_shadow_shadowmappcf = 1;
469 r_shadow_shadowmappcf = 2;
473 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
475 case RENDERPATH_D3D9:
476 case RENDERPATH_D3D10:
477 case RENDERPATH_D3D11:
478 case RENDERPATH_SOFT:
479 r_shadow_shadowmapsampler = false;
480 r_shadow_shadowmappcf = 1;
481 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
483 case RENDERPATH_GL13:
485 case RENDERPATH_GL11:
487 case RENDERPATH_GLES2:
493 qboolean R_Shadow_ShadowMappingEnabled(void)
495 switch (r_shadow_shadowmode)
497 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
504 void R_Shadow_FreeShadowMaps(void)
506 R_Shadow_SetShadowMode();
508 R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
512 if (r_shadow_shadowmap2dtexture)
513 R_FreeTexture(r_shadow_shadowmap2dtexture);
514 r_shadow_shadowmap2dtexture = NULL;
516 if (r_shadow_shadowmap2dcolortexture)
517 R_FreeTexture(r_shadow_shadowmap2dcolortexture);
518 r_shadow_shadowmap2dcolortexture = NULL;
520 if (r_shadow_shadowmapvsdcttexture)
521 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
522 r_shadow_shadowmapvsdcttexture = NULL;
525 void r_shadow_start(void)
527 // allocate vertex processing arrays
528 r_shadow_bouncegridpixels = NULL;
529 r_shadow_bouncegridhighpixels = NULL;
530 r_shadow_bouncegridnumpixels = 0;
531 r_shadow_bouncegridtexture = NULL;
532 r_shadow_bouncegriddirectional = false;
533 r_shadow_attenuationgradienttexture = NULL;
534 r_shadow_attenuation2dtexture = NULL;
535 r_shadow_attenuation3dtexture = NULL;
536 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
537 r_shadow_shadowmap2dtexture = NULL;
538 r_shadow_shadowmap2dcolortexture = NULL;
539 r_shadow_shadowmapvsdcttexture = NULL;
540 r_shadow_shadowmapmaxsize = 0;
541 r_shadow_shadowmapsize = 0;
542 r_shadow_shadowmaplod = 0;
543 r_shadow_shadowmapfilterquality = -1;
544 r_shadow_shadowmapdepthbits = 0;
545 r_shadow_shadowmapvsdct = false;
546 r_shadow_shadowmapsampler = false;
547 r_shadow_shadowmappcf = 0;
550 R_Shadow_FreeShadowMaps();
552 r_shadow_texturepool = NULL;
553 r_shadow_filters_texturepool = NULL;
554 R_Shadow_ValidateCvars();
555 R_Shadow_MakeTextures();
556 maxshadowtriangles = 0;
557 shadowelements = NULL;
558 maxshadowvertices = 0;
559 shadowvertex3f = NULL;
567 shadowmarklist = NULL;
572 shadowsideslist = NULL;
573 r_shadow_buffer_numleafpvsbytes = 0;
574 r_shadow_buffer_visitingleafpvs = NULL;
575 r_shadow_buffer_leafpvs = NULL;
576 r_shadow_buffer_leaflist = NULL;
577 r_shadow_buffer_numsurfacepvsbytes = 0;
578 r_shadow_buffer_surfacepvs = NULL;
579 r_shadow_buffer_surfacelist = NULL;
580 r_shadow_buffer_surfacesides = NULL;
581 r_shadow_buffer_numshadowtrispvsbytes = 0;
582 r_shadow_buffer_shadowtrispvs = NULL;
583 r_shadow_buffer_numlighttrispvsbytes = 0;
584 r_shadow_buffer_lighttrispvs = NULL;
586 r_shadow_usingdeferredprepass = false;
587 r_shadow_prepass_width = r_shadow_prepass_height = 0;
590 static void R_Shadow_FreeDeferred(void);
591 void r_shadow_shutdown(void)
594 R_Shadow_UncompileWorldLights();
596 R_Shadow_FreeShadowMaps();
598 r_shadow_usingdeferredprepass = false;
599 if (r_shadow_prepass_width)
600 R_Shadow_FreeDeferred();
601 r_shadow_prepass_width = r_shadow_prepass_height = 0;
604 r_shadow_bouncegridtexture = NULL;
605 r_shadow_bouncegridpixels = NULL;
606 r_shadow_bouncegridhighpixels = NULL;
607 r_shadow_bouncegridnumpixels = 0;
608 r_shadow_bouncegriddirectional = false;
609 r_shadow_attenuationgradienttexture = NULL;
610 r_shadow_attenuation2dtexture = NULL;
611 r_shadow_attenuation3dtexture = NULL;
612 R_FreeTexturePool(&r_shadow_texturepool);
613 R_FreeTexturePool(&r_shadow_filters_texturepool);
614 maxshadowtriangles = 0;
616 Mem_Free(shadowelements);
617 shadowelements = NULL;
619 Mem_Free(shadowvertex3f);
620 shadowvertex3f = NULL;
623 Mem_Free(vertexupdate);
626 Mem_Free(vertexremap);
632 Mem_Free(shadowmark);
635 Mem_Free(shadowmarklist);
636 shadowmarklist = NULL;
641 Mem_Free(shadowsides);
644 Mem_Free(shadowsideslist);
645 shadowsideslist = NULL;
646 r_shadow_buffer_numleafpvsbytes = 0;
647 if (r_shadow_buffer_visitingleafpvs)
648 Mem_Free(r_shadow_buffer_visitingleafpvs);
649 r_shadow_buffer_visitingleafpvs = NULL;
650 if (r_shadow_buffer_leafpvs)
651 Mem_Free(r_shadow_buffer_leafpvs);
652 r_shadow_buffer_leafpvs = NULL;
653 if (r_shadow_buffer_leaflist)
654 Mem_Free(r_shadow_buffer_leaflist);
655 r_shadow_buffer_leaflist = NULL;
656 r_shadow_buffer_numsurfacepvsbytes = 0;
657 if (r_shadow_buffer_surfacepvs)
658 Mem_Free(r_shadow_buffer_surfacepvs);
659 r_shadow_buffer_surfacepvs = NULL;
660 if (r_shadow_buffer_surfacelist)
661 Mem_Free(r_shadow_buffer_surfacelist);
662 r_shadow_buffer_surfacelist = NULL;
663 if (r_shadow_buffer_surfacesides)
664 Mem_Free(r_shadow_buffer_surfacesides);
665 r_shadow_buffer_surfacesides = NULL;
666 r_shadow_buffer_numshadowtrispvsbytes = 0;
667 if (r_shadow_buffer_shadowtrispvs)
668 Mem_Free(r_shadow_buffer_shadowtrispvs);
669 r_shadow_buffer_numlighttrispvsbytes = 0;
670 if (r_shadow_buffer_lighttrispvs)
671 Mem_Free(r_shadow_buffer_lighttrispvs);
674 void r_shadow_newmap(void)
676 if (r_shadow_bouncegridtexture) R_FreeTexture(r_shadow_bouncegridtexture);r_shadow_bouncegridtexture = NULL;
677 if (r_shadow_lightcorona) R_SkinFrame_MarkUsed(r_shadow_lightcorona);
678 if (r_editlights_sprcursor) R_SkinFrame_MarkUsed(r_editlights_sprcursor);
679 if (r_editlights_sprlight) R_SkinFrame_MarkUsed(r_editlights_sprlight);
680 if (r_editlights_sprnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
681 if (r_editlights_sprcubemaplight) R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
682 if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
683 if (r_editlights_sprselection) R_SkinFrame_MarkUsed(r_editlights_sprselection);
684 if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
685 R_Shadow_EditLights_Reload_f();
688 void R_Shadow_Init(void)
690 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
691 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
692 Cvar_RegisterVariable(&r_shadow_usebihculling);
693 Cvar_RegisterVariable(&r_shadow_usenormalmap);
694 Cvar_RegisterVariable(&r_shadow_debuglight);
695 Cvar_RegisterVariable(&r_shadow_deferred);
696 Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
697 // Cvar_RegisterVariable(&r_shadow_deferred_fp);
698 Cvar_RegisterVariable(&r_shadow_gloss);
699 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
700 Cvar_RegisterVariable(&r_shadow_glossintensity);
701 Cvar_RegisterVariable(&r_shadow_glossexponent);
702 Cvar_RegisterVariable(&r_shadow_gloss2exponent);
703 Cvar_RegisterVariable(&r_shadow_glossexact);
704 Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
705 Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
706 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
707 Cvar_RegisterVariable(&r_shadow_lightradiusscale);
708 Cvar_RegisterVariable(&r_shadow_projectdistance);
709 Cvar_RegisterVariable(&r_shadow_frontsidecasting);
710 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
711 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
712 Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
713 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
714 Cvar_RegisterVariable(&r_shadow_realtime_world);
715 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
716 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
717 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
718 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
719 Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
720 Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
721 Cvar_RegisterVariable(&r_shadow_scissor);
722 Cvar_RegisterVariable(&r_shadow_shadowmapping);
723 Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
724 Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
725 Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
726 Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
727 Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
728 Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
729 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
730 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
731 Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
732 Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
733 Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
734 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
735 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
736 Cvar_RegisterVariable(&r_shadow_sortsurfaces);
737 Cvar_RegisterVariable(&r_shadow_polygonfactor);
738 Cvar_RegisterVariable(&r_shadow_polygonoffset);
739 Cvar_RegisterVariable(&r_shadow_texture3d);
740 Cvar_RegisterVariable(&r_shadow_bouncegrid);
741 Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
742 Cvar_RegisterVariable(&r_shadow_bouncegrid_directionalshading);
743 Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier);
744 Cvar_RegisterVariable(&r_shadow_bouncegrid_hitmodels);
745 Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
746 Cvar_RegisterVariable(&r_shadow_bouncegrid_lightradiusscale);
747 Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce);
748 Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
749 Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
750 Cvar_RegisterVariable(&r_shadow_bouncegrid_photons);
751 Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingx);
752 Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingy);
753 Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingz);
754 Cvar_RegisterVariable(&r_shadow_bouncegrid_static);
755 Cvar_RegisterVariable(&r_shadow_bouncegrid_static_photons);
756 Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading);
757 Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom);
758 Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval);
759 Cvar_RegisterVariable(&r_shadow_bouncegrid_x);
760 Cvar_RegisterVariable(&r_shadow_bouncegrid_y);
761 Cvar_RegisterVariable(&r_shadow_bouncegrid_z);
762 Cvar_RegisterVariable(&r_coronas);
763 Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
764 Cvar_RegisterVariable(&r_coronas_occlusionquery);
765 Cvar_RegisterVariable(&gl_flashblend);
766 Cvar_RegisterVariable(&gl_ext_separatestencil);
767 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
768 R_Shadow_EditLights_Init();
769 Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
770 maxshadowtriangles = 0;
771 shadowelements = NULL;
772 maxshadowvertices = 0;
773 shadowvertex3f = NULL;
781 shadowmarklist = NULL;
786 shadowsideslist = NULL;
787 r_shadow_buffer_numleafpvsbytes = 0;
788 r_shadow_buffer_visitingleafpvs = NULL;
789 r_shadow_buffer_leafpvs = NULL;
790 r_shadow_buffer_leaflist = NULL;
791 r_shadow_buffer_numsurfacepvsbytes = 0;
792 r_shadow_buffer_surfacepvs = NULL;
793 r_shadow_buffer_surfacelist = NULL;
794 r_shadow_buffer_surfacesides = NULL;
795 r_shadow_buffer_shadowtrispvs = NULL;
796 r_shadow_buffer_lighttrispvs = NULL;
797 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
800 matrix4x4_t matrix_attenuationxyz =
803 {0.5, 0.0, 0.0, 0.5},
804 {0.0, 0.5, 0.0, 0.5},
805 {0.0, 0.0, 0.5, 0.5},
810 matrix4x4_t matrix_attenuationz =
813 {0.0, 0.0, 0.5, 0.5},
814 {0.0, 0.0, 0.0, 0.5},
815 {0.0, 0.0, 0.0, 0.5},
820 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
822 numvertices = ((numvertices + 255) & ~255) * vertscale;
823 numtriangles = ((numtriangles + 255) & ~255) * triscale;
824 // make sure shadowelements is big enough for this volume
825 if (maxshadowtriangles < numtriangles)
827 maxshadowtriangles = numtriangles;
829 Mem_Free(shadowelements);
830 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
832 // make sure shadowvertex3f is big enough for this volume
833 if (maxshadowvertices < numvertices)
835 maxshadowvertices = numvertices;
837 Mem_Free(shadowvertex3f);
838 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
842 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
844 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
845 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
846 int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
847 int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
848 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
850 if (r_shadow_buffer_visitingleafpvs)
851 Mem_Free(r_shadow_buffer_visitingleafpvs);
852 if (r_shadow_buffer_leafpvs)
853 Mem_Free(r_shadow_buffer_leafpvs);
854 if (r_shadow_buffer_leaflist)
855 Mem_Free(r_shadow_buffer_leaflist);
856 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
857 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
858 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
859 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
861 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
863 if (r_shadow_buffer_surfacepvs)
864 Mem_Free(r_shadow_buffer_surfacepvs);
865 if (r_shadow_buffer_surfacelist)
866 Mem_Free(r_shadow_buffer_surfacelist);
867 if (r_shadow_buffer_surfacesides)
868 Mem_Free(r_shadow_buffer_surfacesides);
869 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
870 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
871 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
872 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
874 if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
876 if (r_shadow_buffer_shadowtrispvs)
877 Mem_Free(r_shadow_buffer_shadowtrispvs);
878 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
879 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
881 if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
883 if (r_shadow_buffer_lighttrispvs)
884 Mem_Free(r_shadow_buffer_lighttrispvs);
885 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
886 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
890 void R_Shadow_PrepareShadowMark(int numtris)
892 // make sure shadowmark is big enough for this volume
893 if (maxshadowmark < numtris)
895 maxshadowmark = numtris;
897 Mem_Free(shadowmark);
899 Mem_Free(shadowmarklist);
900 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
901 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
905 // if shadowmarkcount wrapped we clear the array and adjust accordingly
906 if (shadowmarkcount == 0)
909 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
914 void R_Shadow_PrepareShadowSides(int numtris)
916 if (maxshadowsides < numtris)
918 maxshadowsides = numtris;
920 Mem_Free(shadowsides);
922 Mem_Free(shadowsideslist);
923 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
924 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
929 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)
932 int outtriangles = 0, outvertices = 0;
935 float ratio, direction[3], projectvector[3];
937 if (projectdirection)
938 VectorScale(projectdirection, projectdistance, projectvector);
940 VectorClear(projectvector);
942 // create the vertices
943 if (projectdirection)
945 for (i = 0;i < numshadowmarktris;i++)
947 element = inelement3i + shadowmarktris[i] * 3;
948 for (j = 0;j < 3;j++)
950 if (vertexupdate[element[j]] != vertexupdatenum)
952 vertexupdate[element[j]] = vertexupdatenum;
953 vertexremap[element[j]] = outvertices;
954 vertex = invertex3f + element[j] * 3;
955 // project one copy of the vertex according to projectvector
956 VectorCopy(vertex, outvertex3f);
957 VectorAdd(vertex, projectvector, (outvertex3f + 3));
966 for (i = 0;i < numshadowmarktris;i++)
968 element = inelement3i + shadowmarktris[i] * 3;
969 for (j = 0;j < 3;j++)
971 if (vertexupdate[element[j]] != vertexupdatenum)
973 vertexupdate[element[j]] = vertexupdatenum;
974 vertexremap[element[j]] = outvertices;
975 vertex = invertex3f + element[j] * 3;
976 // project one copy of the vertex to the sphere radius of the light
977 // (FIXME: would projecting it to the light box be better?)
978 VectorSubtract(vertex, projectorigin, direction);
979 ratio = projectdistance / VectorLength(direction);
980 VectorCopy(vertex, outvertex3f);
981 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
989 if (r_shadow_frontsidecasting.integer)
991 for (i = 0;i < numshadowmarktris;i++)
993 int remappedelement[3];
995 const int *neighbortriangle;
997 markindex = shadowmarktris[i] * 3;
998 element = inelement3i + markindex;
999 neighbortriangle = inneighbor3i + markindex;
1000 // output the front and back triangles
1001 outelement3i[0] = vertexremap[element[0]];
1002 outelement3i[1] = vertexremap[element[1]];
1003 outelement3i[2] = vertexremap[element[2]];
1004 outelement3i[3] = vertexremap[element[2]] + 1;
1005 outelement3i[4] = vertexremap[element[1]] + 1;
1006 outelement3i[5] = vertexremap[element[0]] + 1;
1010 // output the sides (facing outward from this triangle)
1011 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1013 remappedelement[0] = vertexremap[element[0]];
1014 remappedelement[1] = vertexremap[element[1]];
1015 outelement3i[0] = remappedelement[1];
1016 outelement3i[1] = remappedelement[0];
1017 outelement3i[2] = remappedelement[0] + 1;
1018 outelement3i[3] = remappedelement[1];
1019 outelement3i[4] = remappedelement[0] + 1;
1020 outelement3i[5] = remappedelement[1] + 1;
1025 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1027 remappedelement[1] = vertexremap[element[1]];
1028 remappedelement[2] = vertexremap[element[2]];
1029 outelement3i[0] = remappedelement[2];
1030 outelement3i[1] = remappedelement[1];
1031 outelement3i[2] = remappedelement[1] + 1;
1032 outelement3i[3] = remappedelement[2];
1033 outelement3i[4] = remappedelement[1] + 1;
1034 outelement3i[5] = remappedelement[2] + 1;
1039 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1041 remappedelement[0] = vertexremap[element[0]];
1042 remappedelement[2] = vertexremap[element[2]];
1043 outelement3i[0] = remappedelement[0];
1044 outelement3i[1] = remappedelement[2];
1045 outelement3i[2] = remappedelement[2] + 1;
1046 outelement3i[3] = remappedelement[0];
1047 outelement3i[4] = remappedelement[2] + 1;
1048 outelement3i[5] = remappedelement[0] + 1;
1057 for (i = 0;i < numshadowmarktris;i++)
1059 int remappedelement[3];
1061 const int *neighbortriangle;
1063 markindex = shadowmarktris[i] * 3;
1064 element = inelement3i + markindex;
1065 neighbortriangle = inneighbor3i + markindex;
1066 // output the front and back triangles
1067 outelement3i[0] = vertexremap[element[2]];
1068 outelement3i[1] = vertexremap[element[1]];
1069 outelement3i[2] = vertexremap[element[0]];
1070 outelement3i[3] = vertexremap[element[0]] + 1;
1071 outelement3i[4] = vertexremap[element[1]] + 1;
1072 outelement3i[5] = vertexremap[element[2]] + 1;
1076 // output the sides (facing outward from this triangle)
1077 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1079 remappedelement[0] = vertexremap[element[0]];
1080 remappedelement[1] = vertexremap[element[1]];
1081 outelement3i[0] = remappedelement[0];
1082 outelement3i[1] = remappedelement[1];
1083 outelement3i[2] = remappedelement[1] + 1;
1084 outelement3i[3] = remappedelement[0];
1085 outelement3i[4] = remappedelement[1] + 1;
1086 outelement3i[5] = remappedelement[0] + 1;
1091 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1093 remappedelement[1] = vertexremap[element[1]];
1094 remappedelement[2] = vertexremap[element[2]];
1095 outelement3i[0] = remappedelement[1];
1096 outelement3i[1] = remappedelement[2];
1097 outelement3i[2] = remappedelement[2] + 1;
1098 outelement3i[3] = remappedelement[1];
1099 outelement3i[4] = remappedelement[2] + 1;
1100 outelement3i[5] = remappedelement[1] + 1;
1105 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1107 remappedelement[0] = vertexremap[element[0]];
1108 remappedelement[2] = vertexremap[element[2]];
1109 outelement3i[0] = remappedelement[2];
1110 outelement3i[1] = remappedelement[0];
1111 outelement3i[2] = remappedelement[0] + 1;
1112 outelement3i[3] = remappedelement[2];
1113 outelement3i[4] = remappedelement[0] + 1;
1114 outelement3i[5] = remappedelement[2] + 1;
1122 *outnumvertices = outvertices;
1123 return outtriangles;
1126 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)
1129 int outtriangles = 0, outvertices = 0;
1131 const float *vertex;
1132 float ratio, direction[3], projectvector[3];
1135 if (projectdirection)
1136 VectorScale(projectdirection, projectdistance, projectvector);
1138 VectorClear(projectvector);
1140 for (i = 0;i < numshadowmarktris;i++)
1142 int remappedelement[3];
1144 const int *neighbortriangle;
1146 markindex = shadowmarktris[i] * 3;
1147 neighbortriangle = inneighbor3i + markindex;
1148 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1149 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1150 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1151 if (side[0] + side[1] + side[2] == 0)
1155 element = inelement3i + markindex;
1157 // create the vertices
1158 for (j = 0;j < 3;j++)
1160 if (side[j] + side[j+1] == 0)
1163 if (vertexupdate[k] != vertexupdatenum)
1165 vertexupdate[k] = vertexupdatenum;
1166 vertexremap[k] = outvertices;
1167 vertex = invertex3f + k * 3;
1168 VectorCopy(vertex, outvertex3f);
1169 if (projectdirection)
1171 // project one copy of the vertex according to projectvector
1172 VectorAdd(vertex, projectvector, (outvertex3f + 3));
1176 // project one copy of the vertex to the sphere radius of the light
1177 // (FIXME: would projecting it to the light box be better?)
1178 VectorSubtract(vertex, projectorigin, direction);
1179 ratio = projectdistance / VectorLength(direction);
1180 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1187 // output the sides (facing outward from this triangle)
1190 remappedelement[0] = vertexremap[element[0]];
1191 remappedelement[1] = vertexremap[element[1]];
1192 outelement3i[0] = remappedelement[1];
1193 outelement3i[1] = remappedelement[0];
1194 outelement3i[2] = remappedelement[0] + 1;
1195 outelement3i[3] = remappedelement[1];
1196 outelement3i[4] = remappedelement[0] + 1;
1197 outelement3i[5] = remappedelement[1] + 1;
1204 remappedelement[1] = vertexremap[element[1]];
1205 remappedelement[2] = vertexremap[element[2]];
1206 outelement3i[0] = remappedelement[2];
1207 outelement3i[1] = remappedelement[1];
1208 outelement3i[2] = remappedelement[1] + 1;
1209 outelement3i[3] = remappedelement[2];
1210 outelement3i[4] = remappedelement[1] + 1;
1211 outelement3i[5] = remappedelement[2] + 1;
1218 remappedelement[0] = vertexremap[element[0]];
1219 remappedelement[2] = vertexremap[element[2]];
1220 outelement3i[0] = remappedelement[0];
1221 outelement3i[1] = remappedelement[2];
1222 outelement3i[2] = remappedelement[2] + 1;
1223 outelement3i[3] = remappedelement[0];
1224 outelement3i[4] = remappedelement[2] + 1;
1225 outelement3i[5] = remappedelement[0] + 1;
1232 *outnumvertices = outvertices;
1233 return outtriangles;
1236 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)
1242 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1244 tend = firsttriangle + numtris;
1245 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1247 // surface box entirely inside light box, no box cull
1248 if (projectdirection)
1250 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1252 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1253 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1254 shadowmarklist[numshadowmark++] = t;
1259 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1260 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1261 shadowmarklist[numshadowmark++] = t;
1266 // surface box not entirely inside light box, cull each triangle
1267 if (projectdirection)
1269 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1271 v[0] = invertex3f + e[0] * 3;
1272 v[1] = invertex3f + e[1] * 3;
1273 v[2] = invertex3f + e[2] * 3;
1274 TriangleNormal(v[0], v[1], v[2], normal);
1275 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1276 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1277 shadowmarklist[numshadowmark++] = t;
1282 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1284 v[0] = invertex3f + e[0] * 3;
1285 v[1] = invertex3f + e[1] * 3;
1286 v[2] = invertex3f + e[2] * 3;
1287 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1288 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1289 shadowmarklist[numshadowmark++] = t;
1295 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1300 if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1302 // check if the shadow volume intersects the near plane
1304 // a ray between the eye and light origin may intersect the caster,
1305 // indicating that the shadow may touch the eye location, however we must
1306 // test the near plane (a polygon), not merely the eye location, so it is
1307 // easiest to enlarge the caster bounding shape slightly for this.
1313 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)
1315 int i, tris, outverts;
1316 if (projectdistance < 0.1)
1318 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1321 if (!numverts || !nummarktris)
1323 // make sure shadowelements is big enough for this volume
1324 if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1325 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1327 if (maxvertexupdate < numverts)
1329 maxvertexupdate = numverts;
1331 Mem_Free(vertexupdate);
1333 Mem_Free(vertexremap);
1334 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1335 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1336 vertexupdatenum = 0;
1339 if (vertexupdatenum == 0)
1341 vertexupdatenum = 1;
1342 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1343 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1346 for (i = 0;i < nummarktris;i++)
1347 shadowmark[marktris[i]] = shadowmarkcount;
1349 if (r_shadow_compilingrtlight)
1351 // if we're compiling an rtlight, capture the mesh
1352 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1353 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1354 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1355 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1357 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1359 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1360 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1361 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1365 // decide which type of shadow to generate and set stencil mode
1366 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1367 // generate the sides or a solid volume, depending on type
1368 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1369 tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1371 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1372 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1373 r_refdef.stats.lights_shadowtriangles += tris;
1374 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1376 // increment stencil if frontface is infront of depthbuffer
1377 GL_CullFace(r_refdef.view.cullface_front);
1378 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
1379 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1380 // decrement stencil if backface is infront of depthbuffer
1381 GL_CullFace(r_refdef.view.cullface_back);
1382 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
1384 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1386 // decrement stencil if backface is behind depthbuffer
1387 GL_CullFace(r_refdef.view.cullface_front);
1388 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
1389 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1390 // increment stencil if frontface is behind depthbuffer
1391 GL_CullFace(r_refdef.view.cullface_back);
1392 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
1394 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1395 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1399 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1401 // p1, p2, p3 are in the cubemap's local coordinate system
1402 // bias = border/(size - border)
1405 float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1406 dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1407 dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1408 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1410 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1411 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1412 | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1413 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1415 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1416 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1417 | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1419 dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1420 dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1421 dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1422 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1424 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1425 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1426 | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1427 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1429 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1430 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1431 | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1433 dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1434 dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1435 dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1436 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1438 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1439 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1440 | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1441 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1443 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1444 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1445 | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1450 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1452 vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1453 float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1456 VectorSubtract(maxs, mins, radius);
1457 VectorScale(radius, 0.5f, radius);
1458 VectorAdd(mins, radius, center);
1459 Matrix4x4_Transform(worldtolight, center, lightcenter);
1460 Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1461 VectorSubtract(lightcenter, lightradius, pmin);
1462 VectorAdd(lightcenter, lightradius, pmax);
1464 dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1465 dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1466 if(ap1 > bias*an1 && ap2 > bias*an2)
1468 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1469 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1470 if(an1 > bias*ap1 && an2 > bias*ap2)
1472 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1473 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1475 dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1476 dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1477 if(ap1 > bias*an1 && ap2 > bias*an2)
1479 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1480 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1481 if(an1 > bias*ap1 && an2 > bias*ap2)
1483 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1484 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1486 dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1487 dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1488 if(ap1 > bias*an1 && ap2 > bias*an2)
1490 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1491 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1492 if(an1 > bias*ap1 && an2 > bias*ap2)
1494 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1495 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1500 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1502 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1504 // p is in the cubemap's local coordinate system
1505 // bias = border/(size - border)
1506 float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1507 float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1508 float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1510 if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1511 if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1512 if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1513 if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1514 if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1515 if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1519 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1523 int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1524 float scale = (size - 2*border)/size, len;
1525 float bias = border / (float)(size - border), dp, dn, ap, an;
1526 // check if cone enclosing side would cross frustum plane
1527 scale = 2 / (scale*scale + 2);
1528 for (i = 0;i < 5;i++)
1530 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1532 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1533 len = scale*VectorLength2(n);
1534 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1535 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1536 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1538 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1540 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1541 len = scale*VectorLength(n);
1542 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1543 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1544 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1546 // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1547 // check if frustum corners/origin cross plane sides
1549 // infinite version, assumes frustum corners merely give direction and extend to infinite distance
1550 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
1551 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1552 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1553 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1554 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1555 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1556 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1557 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1558 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1559 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1560 for (i = 0;i < 4;i++)
1562 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
1563 VectorSubtract(n, p, n);
1564 dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
1565 if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
1566 if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
1567 dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
1568 if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
1569 if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
1570 dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
1571 if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
1572 if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
1575 // finite version, assumes corners are a finite distance from origin dependent on far plane
1576 for (i = 0;i < 5;i++)
1578 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1579 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1580 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1581 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1582 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1583 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1584 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1585 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1586 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1587 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1590 return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1593 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)
1601 int mask, surfacemask = 0;
1602 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1604 bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1605 tend = firsttriangle + numtris;
1606 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1608 // surface box entirely inside light box, no box cull
1609 if (projectdirection)
1611 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1613 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1614 TriangleNormal(v[0], v[1], v[2], normal);
1615 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1617 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1618 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1619 surfacemask |= mask;
1622 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;
1623 shadowsides[numshadowsides] = mask;
1624 shadowsideslist[numshadowsides++] = t;
1631 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1633 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1634 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1636 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1637 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1638 surfacemask |= mask;
1641 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;
1642 shadowsides[numshadowsides] = mask;
1643 shadowsideslist[numshadowsides++] = t;
1651 // surface box not entirely inside light box, cull each triangle
1652 if (projectdirection)
1654 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1656 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1657 TriangleNormal(v[0], v[1], v[2], normal);
1658 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1659 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1661 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1662 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1663 surfacemask |= mask;
1666 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;
1667 shadowsides[numshadowsides] = mask;
1668 shadowsideslist[numshadowsides++] = t;
1675 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1677 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1678 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1679 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1681 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1682 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1683 surfacemask |= mask;
1686 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;
1687 shadowsides[numshadowsides] = mask;
1688 shadowsideslist[numshadowsides++] = t;
1697 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)
1699 int i, j, outtriangles = 0;
1700 int *outelement3i[6];
1701 if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1703 outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1704 // make sure shadowelements is big enough for this mesh
1705 if (maxshadowtriangles < outtriangles)
1706 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1708 // compute the offset and size of the separate index lists for each cubemap side
1710 for (i = 0;i < 6;i++)
1712 outelement3i[i] = shadowelements + outtriangles * 3;
1713 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1714 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1715 outtriangles += sidetotals[i];
1718 // gather up the (sparse) triangles into separate index lists for each cubemap side
1719 for (i = 0;i < numsidetris;i++)
1721 const int *element = elements + sidetris[i] * 3;
1722 for (j = 0;j < 6;j++)
1724 if (sides[i] & (1 << j))
1726 outelement3i[j][0] = element[0];
1727 outelement3i[j][1] = element[1];
1728 outelement3i[j][2] = element[2];
1729 outelement3i[j] += 3;
1734 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1737 static void R_Shadow_MakeTextures_MakeCorona(void)
1741 unsigned char pixels[32][32][4];
1742 for (y = 0;y < 32;y++)
1744 dy = (y - 15.5f) * (1.0f / 16.0f);
1745 for (x = 0;x < 32;x++)
1747 dx = (x - 15.5f) * (1.0f / 16.0f);
1748 a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1749 a = bound(0, a, 255);
1750 pixels[y][x][0] = a;
1751 pixels[y][x][1] = a;
1752 pixels[y][x][2] = a;
1753 pixels[y][x][3] = 255;
1756 r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
1759 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1761 float dist = sqrt(x*x+y*y+z*z);
1762 float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1763 // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1764 return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1767 static void R_Shadow_MakeTextures(void)
1770 float intensity, dist;
1772 R_Shadow_FreeShadowMaps();
1773 R_FreeTexturePool(&r_shadow_texturepool);
1774 r_shadow_texturepool = R_AllocTexturePool();
1775 r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1776 r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1777 data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1778 // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1779 for (x = 0;x <= ATTENTABLESIZE;x++)
1781 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1782 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1783 r_shadow_attentable[x] = bound(0, intensity, 1);
1785 // 1D gradient texture
1786 for (x = 0;x < ATTEN1DSIZE;x++)
1787 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1788 r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1789 // 2D circle texture
1790 for (y = 0;y < ATTEN2DSIZE;y++)
1791 for (x = 0;x < ATTEN2DSIZE;x++)
1792 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);
1793 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1794 // 3D sphere texture
1795 if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1797 for (z = 0;z < ATTEN3DSIZE;z++)
1798 for (y = 0;y < ATTEN3DSIZE;y++)
1799 for (x = 0;x < ATTEN3DSIZE;x++)
1800 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));
1801 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);
1804 r_shadow_attenuation3dtexture = NULL;
1807 R_Shadow_MakeTextures_MakeCorona();
1809 // Editor light sprites
1810 r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1827 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1828 r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1845 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1846 r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1863 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1864 r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1881 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1882 r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1899 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1900 r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1917 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1920 void R_Shadow_ValidateCvars(void)
1922 if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1923 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1924 if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1925 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1926 if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1927 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1930 void R_Shadow_RenderMode_Begin(void)
1936 R_Shadow_ValidateCvars();
1938 if (!r_shadow_attenuation2dtexture
1939 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1940 || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1941 || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1942 R_Shadow_MakeTextures();
1945 R_Mesh_ResetTextureState();
1946 GL_BlendFunc(GL_ONE, GL_ZERO);
1947 GL_DepthRange(0, 1);
1948 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1950 GL_DepthMask(false);
1951 GL_Color(0, 0, 0, 1);
1952 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1954 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1956 if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1958 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1959 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1961 else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1963 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1964 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1968 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1969 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1972 switch(vid.renderpath)
1974 case RENDERPATH_GL20:
1975 case RENDERPATH_D3D9:
1976 case RENDERPATH_D3D10:
1977 case RENDERPATH_D3D11:
1978 case RENDERPATH_SOFT:
1979 case RENDERPATH_GLES2:
1980 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1982 case RENDERPATH_GL13:
1983 case RENDERPATH_GL11:
1984 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1985 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1986 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1987 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1988 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1989 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
1991 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1997 qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
1998 qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
1999 r_shadow_drawbuffer = drawbuffer;
2000 r_shadow_readbuffer = readbuffer;
2002 r_shadow_cullface_front = r_refdef.view.cullface_front;
2003 r_shadow_cullface_back = r_refdef.view.cullface_back;
2006 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
2008 rsurface.rtlight = rtlight;
2011 void R_Shadow_RenderMode_Reset(void)
2013 R_Mesh_ResetRenderTargets();
2014 R_SetViewport(&r_refdef.view.viewport);
2015 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
2016 R_Mesh_ResetTextureState();
2017 GL_DepthRange(0, 1);
2019 GL_DepthMask(false);
2020 GL_DepthFunc(GL_LEQUAL);
2021 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2022 r_refdef.view.cullface_front = r_shadow_cullface_front;
2023 r_refdef.view.cullface_back = r_shadow_cullface_back;
2024 GL_CullFace(r_refdef.view.cullface_back);
2025 GL_Color(1, 1, 1, 1);
2026 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2027 GL_BlendFunc(GL_ONE, GL_ZERO);
2028 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
2029 r_shadow_usingshadowmap2d = false;
2030 r_shadow_usingshadowmaportho = false;
2031 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2034 void R_Shadow_ClearStencil(void)
2036 GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
2037 r_refdef.stats.lights_clears++;
2040 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
2042 r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
2043 if (r_shadow_rendermode == mode)
2045 R_Shadow_RenderMode_Reset();
2046 GL_DepthFunc(GL_LESS);
2047 GL_ColorMask(0, 0, 0, 0);
2048 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2049 GL_CullFace(GL_NONE);
2050 R_SetupShader_DepthOrShadow();
2051 r_shadow_rendermode = mode;
2056 case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2057 case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2058 R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
2060 case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2061 case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2062 R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
2067 static void R_Shadow_MakeVSDCT(void)
2069 // maps to a 2x3 texture rectangle with normalized coordinates
2074 // stores abs(dir.xy), offset.xy/2.5
2075 unsigned char data[4*6] =
2077 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2078 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2079 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2080 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2081 0, 0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2082 0, 0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2084 r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2087 static void R_Shadow_MakeShadowMap(int side, int size)
2089 switch (r_shadow_shadowmode)
2091 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2092 if (r_shadow_shadowmap2dtexture) return;
2093 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);
2094 r_shadow_shadowmap2dcolortexture = NULL;
2095 switch(vid.renderpath)
2098 case RENDERPATH_D3D9:
2099 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);
2100 r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2104 r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL);
2112 // render depth into the fbo, do not render color at all
2113 // validate the fbo now
2117 qglDrawBuffer(GL_NONE);CHECKGLERROR
2118 qglReadBuffer(GL_NONE);CHECKGLERROR
2119 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2120 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2122 Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2123 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2124 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2129 void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
2131 float nearclip, farclip, bias;
2132 r_viewport_t viewport;
2135 float clearcolor[4];
2136 nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2138 bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2139 r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2140 r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2141 r_shadow_shadowmapside = side;
2142 r_shadow_shadowmapsize = size;
2144 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2145 r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2146 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2147 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2149 // complex unrolled cube approach (more flexible)
2150 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2151 R_Shadow_MakeVSDCT();
2152 if (!r_shadow_shadowmap2dtexture)
2153 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2154 if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
2155 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2156 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2157 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2159 R_Mesh_ResetTextureState();
2160 R_Mesh_ResetRenderTargets();
2161 R_Shadow_RenderMode_Reset();
2164 R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2165 R_SetupShader_DepthOrShadow();
2168 R_SetupShader_ShowDepth();
2169 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2174 R_SetViewport(&viewport);
2175 flipped = (side & 1) ^ (side >> 2);
2176 r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2177 r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2178 switch(vid.renderpath)
2180 case RENDERPATH_GL11:
2181 case RENDERPATH_GL13:
2182 case RENDERPATH_GL20:
2183 case RENDERPATH_SOFT:
2184 case RENDERPATH_GLES2:
2185 GL_CullFace(r_refdef.view.cullface_back);
2186 // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
2187 if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
2189 // get tightest scissor rectangle that encloses all viewports in the clear mask
2190 int x1 = clear & 0x15 ? 0 : size;
2191 int x2 = clear & 0x2A ? 2 * size : size;
2192 int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
2193 int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
2194 GL_Scissor(x1, y1, x2 - x1, y2 - y1);
2195 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
2197 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2199 case RENDERPATH_D3D9:
2200 case RENDERPATH_D3D10:
2201 case RENDERPATH_D3D11:
2202 Vector4Set(clearcolor, 1,1,1,1);
2203 // completely different meaning than in OpenGL path
2204 r_shadow_shadowmap_parameters[1] = 0;
2205 r_shadow_shadowmap_parameters[3] = -bias;
2206 // we invert the cull mode because we flip the projection matrix
2207 // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
2208 GL_CullFace(r_refdef.view.cullface_front);
2209 // D3D considers it an error to use a scissor larger than the viewport... clear just this view
2210 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2211 if (r_shadow_shadowmapsampler)
2213 GL_ColorMask(0,0,0,0);
2215 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
2219 GL_ColorMask(1,1,1,1);
2221 GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
2227 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2229 R_Mesh_ResetTextureState();
2230 R_Mesh_ResetRenderTargets();
2233 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2234 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2235 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2236 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2238 R_Shadow_RenderMode_Reset();
2239 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2241 GL_DepthFunc(GL_EQUAL);
2242 // do global setup needed for the chosen lighting mode
2243 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2244 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2245 r_shadow_usingshadowmap2d = shadowmapping;
2246 r_shadow_rendermode = r_shadow_lightingrendermode;
2247 // only draw light where this geometry was already rendered AND the
2248 // stencil is 128 (values other than this mean shadow)
2250 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2252 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2255 static const unsigned short bboxelements[36] =
2265 static const float bboxpoints[8][3] =
2277 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2280 float vertex3f[8*3];
2281 const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2282 // do global setup needed for the chosen lighting mode
2283 R_Shadow_RenderMode_Reset();
2284 r_shadow_rendermode = r_shadow_lightingrendermode;
2285 R_EntityMatrix(&identitymatrix);
2286 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2287 // only draw light where this geometry was already rendered AND the
2288 // stencil is 128 (values other than this mean shadow)
2289 R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2290 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
2292 r_shadow_usingshadowmap2d = shadowmapping;
2294 // render the lighting
2295 R_SetupShader_DeferredLight(rsurface.rtlight);
2296 for (i = 0;i < 8;i++)
2297 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2298 GL_ColorMask(1,1,1,1);
2299 GL_DepthMask(false);
2300 GL_DepthRange(0, 1);
2301 GL_PolygonOffset(0, 0);
2303 GL_DepthFunc(GL_GREATER);
2304 GL_CullFace(r_refdef.view.cullface_back);
2305 R_Mesh_PrepareVertices_Vertex3f(8, vertex3f, NULL);
2306 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
2309 static void R_Shadow_UpdateBounceGridTexture(void)
2311 #define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576
2313 int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2315 int hitsupercontentsmask;
2324 //trace_t cliptrace2;
2325 //trace_t cliptrace3;
2326 unsigned char *pixel;
2327 unsigned char *pixels;
2330 unsigned int lightindex;
2332 unsigned int range1;
2333 unsigned int range2;
2334 unsigned int seed = (unsigned int)(realtime * 1000.0f);
2336 vec3_t baseshotcolor;
2349 vec_t lightintensity;
2350 vec_t photonscaling;
2351 vec_t photonresidual;
2353 float texlerp[2][3];
2354 float splatcolor[16];
2355 float pixelweight[8];
2362 r_shadow_bouncegrid_settings_t settings;
2363 qboolean enable = r_shadow_bouncegrid.integer != 0 && vid.support.ext_texture_3d && r_refdef.scene.worldmodel;
2365 r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value;
2367 // see if there are really any lights to render...
2371 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2372 range1 = r_shadow_bouncegrid_static.integer ? 0 : r_refdef.scene.numlights;
2373 range2 = range + range1;
2374 for (lightindex = 0;lightindex < range2;lightindex++)
2376 if (r_shadow_bouncegrid_static.integer)
2378 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2379 if (!light || !(light->flags & flag))
2381 rtlight = &light->rtlight;
2382 // when static, we skip styled lights because they tend to change...
2383 if (rtlight->style > 0)
2385 VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor);
2389 if (lightindex < range)
2391 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2392 rtlight = &light->rtlight;
2395 rtlight = r_refdef.scene.lights[lightindex - range];
2396 // draw only visible lights (major speedup)
2399 VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor);
2401 if (!VectorLength2(lightcolor))
2410 if (r_shadow_bouncegridtexture)
2412 R_FreeTexture(r_shadow_bouncegridtexture);
2413 r_shadow_bouncegridtexture = NULL;
2415 if (r_shadow_bouncegridpixels)
2416 Mem_Free(r_shadow_bouncegridpixels);
2417 r_shadow_bouncegridpixels = NULL;
2418 if (r_shadow_bouncegridhighpixels)
2419 Mem_Free(r_shadow_bouncegridhighpixels);
2420 r_shadow_bouncegridhighpixels = NULL;
2421 r_shadow_bouncegridnumpixels = 0;
2422 r_shadow_bouncegriddirectional = false;
2426 // build up a complete collection of the desired settings, so that memcmp can be used to compare parameters
2427 settings.staticmode = r_shadow_bouncegrid_static.integer != 0;
2428 settings.bounceanglediffuse = r_shadow_bouncegrid_bounceanglediffuse.integer != 0;
2429 settings.directionalshading = r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_directionalshading.integer != 0;
2430 settings.dlightparticlemultiplier = r_shadow_bouncegrid_dlightparticlemultiplier.value;
2431 settings.hitmodels = r_shadow_bouncegrid_hitmodels.integer != 0;
2432 settings.lightradiusscale = r_shadow_bouncegrid_lightradiusscale.value;
2433 settings.maxbounce = r_shadow_bouncegrid_maxbounce.integer;
2434 settings.particlebounceintensity = r_shadow_bouncegrid_particlebounceintensity.value;
2435 settings.particleintensity = r_shadow_bouncegrid_particleintensity.value;
2436 settings.photons = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_photons.integer : r_shadow_bouncegrid_photons.integer;
2437 settings.spacing[0] = r_shadow_bouncegrid_spacingx.value;
2438 settings.spacing[1] = r_shadow_bouncegrid_spacingy.value;
2439 settings.spacing[2] = r_shadow_bouncegrid_spacingz.value;
2440 settings.stablerandom = r_shadow_bouncegrid_stablerandom.integer;
2442 // bound the values for sanity
2443 settings.photons = bound(1, settings.photons, 1048576);
2444 settings.lightradiusscale = bound(0.0001f, settings.lightradiusscale, 1024.0f);
2445 settings.maxbounce = bound(1, settings.maxbounce, 16);
2446 settings.spacing[0] = bound(1, settings.spacing[0], 512);
2447 settings.spacing[1] = bound(1, settings.spacing[1], 512);
2448 settings.spacing[2] = bound(1, settings.spacing[2], 512);
2450 // get the spacing values
2451 spacing[0] = settings.spacing[0];
2452 spacing[1] = settings.spacing[1];
2453 spacing[2] = settings.spacing[2];
2454 ispacing[0] = 1.0f / spacing[0];
2455 ispacing[1] = 1.0f / spacing[1];
2456 ispacing[2] = 1.0f / spacing[2];
2458 // calculate texture size enclosing entire world bounds at the spacing
2459 VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
2460 VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
2461 VectorSubtract(maxs, mins, size);
2462 // now we can calculate the resolution we want
2463 c[0] = (int)floor(size[0] / spacing[0] + 0.5f);
2464 c[1] = (int)floor(size[1] / spacing[1] + 0.5f);
2465 c[2] = (int)floor(size[2] / spacing[2] + 0.5f);
2466 // figure out the exact texture size (honoring power of 2 if required)
2467 c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2468 c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2469 c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2470 if (vid.support.arb_texture_non_power_of_two)
2472 resolution[0] = c[0];
2473 resolution[1] = c[1];
2474 resolution[2] = c[2];
2478 for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2479 for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2480 for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2482 size[0] = spacing[0] * resolution[0];
2483 size[1] = spacing[1] * resolution[1];
2484 size[2] = spacing[2] * resolution[2];
2486 // if dynamic we may or may not want to use the world bounds
2487 // if the dynamic size is smaller than the world bounds, use it instead
2488 if (!settings.staticmode && (r_shadow_bouncegrid_x.integer < resolution[0] || r_shadow_bouncegrid_y.integer < resolution[1] || r_shadow_bouncegrid_z.integer < resolution[2]))
2490 // we know the resolution we want
2491 c[0] = r_shadow_bouncegrid_x.integer;
2492 c[1] = r_shadow_bouncegrid_y.integer;
2493 c[2] = r_shadow_bouncegrid_z.integer;
2494 // now we can calculate the texture size (power of 2 if required)
2495 c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2496 c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2497 c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2498 if (vid.support.arb_texture_non_power_of_two)
2500 resolution[0] = c[0];
2501 resolution[1] = c[1];
2502 resolution[2] = c[2];
2506 for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2507 for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2508 for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2510 size[0] = spacing[0] * resolution[0];
2511 size[1] = spacing[1] * resolution[1];
2512 size[2] = spacing[2] * resolution[2];
2513 // center the rendering on the view
2514 mins[0] = floor(r_refdef.view.origin[0] * ispacing[0] + 0.5f) * spacing[0] - 0.5f * size[0];
2515 mins[1] = floor(r_refdef.view.origin[1] * ispacing[1] + 0.5f) * spacing[1] - 0.5f * size[1];
2516 mins[2] = floor(r_refdef.view.origin[2] * ispacing[2] + 0.5f) * spacing[2] - 0.5f * size[2];
2519 // recalculate the maxs in case the resolution was not satisfactory
2520 VectorAdd(mins, size, maxs);
2522 // if all the settings seem identical to the previous update, return
2523 if (r_shadow_bouncegridtexture && (settings.staticmode || realtime < r_shadow_bouncegridtime + r_shadow_bouncegrid_updateinterval.value) && !memcmp(&r_shadow_bouncegridsettings, &settings, sizeof(settings)))
2526 // store the new settings
2527 r_shadow_bouncegridsettings = settings;
2529 // we're going to update the bouncegrid, update the matrix...
2530 memset(m, 0, sizeof(m));
2531 m[0] = 1.0f / size[0];
2532 m[3] = -mins[0] * m[0];
2533 m[5] = 1.0f / size[1];
2534 m[7] = -mins[1] * m[5];
2535 m[10] = 1.0f / size[2];
2536 m[11] = -mins[2] * m[10];
2538 if (settings.directionalshading)
2543 Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegridmatrix, m);
2544 numpixels = resolution[0]*resolution[1]*resolution[2];
2545 if (settings.directionalshading)
2547 r_shadow_bouncegriddirectional = settings.directionalshading;
2548 // reallocate pixels for this update if needed...
2549 if (r_shadow_bouncegridnumpixels != numpixels || !r_shadow_bouncegridpixels || !r_shadow_bouncegridhighpixels)
2551 if (r_shadow_bouncegridtexture)
2553 R_FreeTexture(r_shadow_bouncegridtexture);
2554 r_shadow_bouncegridtexture = NULL;
2556 r_shadow_bouncegridpixels = (unsigned char *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridpixels, numpixels * sizeof(unsigned char[4]));
2557 r_shadow_bouncegridhighpixels = (float *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridhighpixels, numpixels * sizeof(float[4]));
2559 r_shadow_bouncegridnumpixels = numpixels;
2560 pixels = r_shadow_bouncegridpixels;
2561 highpixels = r_shadow_bouncegridhighpixels;
2562 if (settings.directionalshading)
2563 memset(pixels, 128, numpixels * sizeof(unsigned char[4]));
2565 memset(pixels, 0, numpixels * sizeof(unsigned char[4]));
2566 memset(highpixels, 0, numpixels * sizeof(float[4]));
2567 // figure out what we want to interact with
2568 if (settings.hitmodels)
2569 hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_LIQUIDSMASK;
2571 hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK;
2572 maxbounce = settings.maxbounce;
2573 // clear variables that produce warnings otherwise
2574 memset(splatcolor, 0, sizeof(splatcolor));
2575 // iterate world rtlights
2576 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2577 range1 = settings.staticmode ? 0 : r_refdef.scene.numlights;
2578 range2 = range + range1;
2580 for (lightindex = 0;lightindex < range2;lightindex++)
2582 if (settings.staticmode)
2584 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2585 if (!light || !(light->flags & flag))
2587 rtlight = &light->rtlight;
2588 // when static, we skip styled lights because they tend to change...
2589 if (rtlight->style > 0)
2591 VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor);
2595 if (lightindex < range)
2597 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2598 rtlight = &light->rtlight;
2601 rtlight = r_refdef.scene.lights[lightindex - range];
2602 // draw only visible lights (major speedup)
2605 VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor);
2607 if (!VectorLength2(lightcolor))
2609 // shoot particles from this light
2610 // use a calculation for the number of particles that will not
2611 // vary with lightstyle, otherwise we get randomized particle
2612 // distribution, the seeded random is only consistent for a
2613 // consistent number of particles on this light...
2614 radius = rtlight->radius * settings.lightradiusscale;
2615 s = rtlight->radius;
2616 lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2617 if (lightindex >= range)
2618 lightintensity *= settings.dlightparticlemultiplier;
2619 photoncount += max(0.0f, lightintensity * s * s);
2621 photonscaling = (float)settings.photons / max(1, photoncount);
2622 photonresidual = 0.0f;
2623 for (lightindex = 0;lightindex < range2;lightindex++)
2625 if (settings.staticmode)
2627 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2628 if (!light || !(light->flags & flag))
2630 rtlight = &light->rtlight;
2631 // when static, we skip styled lights because they tend to change...
2632 if (rtlight->style > 0)
2634 VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor);
2638 if (lightindex < range)
2640 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2641 rtlight = &light->rtlight;
2644 rtlight = r_refdef.scene.lights[lightindex - range];
2645 // draw only visible lights (major speedup)
2648 VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor);
2650 if (!VectorLength2(lightcolor))
2652 // shoot particles from this light
2653 // use a calculation for the number of particles that will not
2654 // vary with lightstyle, otherwise we get randomized particle
2655 // distribution, the seeded random is only consistent for a
2656 // consistent number of particles on this light...
2657 radius = rtlight->radius * settings.lightradiusscale;
2658 s = rtlight->radius;
2659 lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2660 if (lightindex >= range)
2661 lightintensity *= settings.dlightparticlemultiplier;
2662 photonresidual += lightintensity * s * s * photonscaling;
2663 shootparticles = (int)bound(0, photonresidual, MAXBOUNCEGRIDPARTICLESPERLIGHT);
2664 if (!shootparticles)
2666 photonresidual -= shootparticles;
2667 s = settings.particleintensity / shootparticles;
2668 VectorScale(lightcolor, s, baseshotcolor);
2669 if (VectorLength2(baseshotcolor) == 0.0f)
2671 r_refdef.stats.bouncegrid_lights++;
2672 r_refdef.stats.bouncegrid_particles += shootparticles;
2673 for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
2675 if (settings.stablerandom > 0)
2676 seed = lightindex * 11937 + shotparticles;
2677 VectorCopy(baseshotcolor, shotcolor);
2678 VectorCopy(rtlight->shadoworigin, clipstart);
2679 if (settings.stablerandom < 0)
2680 VectorRandom(clipend);
2682 VectorCheeseRandom(clipend);
2683 VectorMA(clipstart, radius, clipend, clipend);
2684 for (bouncecount = 0;;bouncecount++)
2686 r_refdef.stats.bouncegrid_traces++;
2687 //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
2688 //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
2689 if (settings.staticmode)
2690 Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask, true);
2692 cliptrace = CL_TraceLine(clipstart, clipend, settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS, NULL, hitsupercontentsmask, true, false, NULL, true, true);
2693 if (cliptrace.fraction >= 1.0f)
2695 r_refdef.stats.bouncegrid_hits++;
2696 if (bouncecount > 0)
2698 r_refdef.stats.bouncegrid_splats++;
2699 // figure out which texture pixel this is in
2700 texlerp[1][0] = ((cliptrace.endpos[0] - mins[0]) * ispacing[0]);
2701 texlerp[1][1] = ((cliptrace.endpos[1] - mins[1]) * ispacing[1]);
2702 texlerp[1][2] = ((cliptrace.endpos[2] - mins[2]) * ispacing[2]);
2703 tex[0] = (int)floor(texlerp[1][0]);
2704 tex[1] = (int)floor(texlerp[1][1]);
2705 tex[2] = (int)floor(texlerp[1][2]);
2706 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)
2708 // it is within bounds... do the real work now
2709 // calculate first order spherical harmonics values (average, slopeX, slopeY, slopeZ)
2710 if (settings.directionalshading)
2712 VectorSubtract(clipstart, cliptrace.endpos, clipdiff);
2713 VectorNormalize(clipdiff);
2714 splatcolor[ 0] = shotcolor[0] * clipdiff[2];
2715 splatcolor[ 1] = shotcolor[0] * clipdiff[1];
2716 splatcolor[ 2] = shotcolor[0] * clipdiff[0];
2717 splatcolor[ 3] = shotcolor[0];
2718 splatcolor[ 4] = shotcolor[1] * clipdiff[2];
2719 splatcolor[ 5] = shotcolor[1] * clipdiff[1];
2720 splatcolor[ 6] = shotcolor[1] * clipdiff[0];
2721 splatcolor[ 7] = shotcolor[1];
2722 splatcolor[ 8] = shotcolor[2] * clipdiff[2];
2723 splatcolor[ 9] = shotcolor[2] * clipdiff[1];
2724 splatcolor[10] = shotcolor[2] * clipdiff[0];
2725 splatcolor[11] = shotcolor[2];
2726 w = VectorLength(shotcolor);
2727 splatcolor[12] = clipdiff[2] * w;
2728 splatcolor[13] = clipdiff[1] * w;
2729 splatcolor[14] = clipdiff[0] * w;
2730 splatcolor[15] = 1.0f;
2734 splatcolor[ 0] = shotcolor[2];
2735 splatcolor[ 1] = shotcolor[1];
2736 splatcolor[ 2] = shotcolor[0];
2737 splatcolor[ 3] = 1.0f;
2739 // calculate the lerp factors
2740 texlerp[1][0] -= tex[0];
2741 texlerp[1][1] -= tex[1];
2742 texlerp[1][2] -= tex[2];
2743 texlerp[0][0] = 1.0f - texlerp[1][0];
2744 texlerp[0][1] = 1.0f - texlerp[1][1];
2745 texlerp[0][2] = 1.0f - texlerp[1][2];
2746 // calculate individual pixel indexes and weights
2747 pixelindex[0] = (((tex[2] )*resolution[1]+tex[1] )*resolution[0]+tex[0] );pixelweight[0] = (texlerp[0][0]*texlerp[0][1]*texlerp[0][2]);
2748 pixelindex[1] = (((tex[2] )*resolution[1]+tex[1] )*resolution[0]+tex[0]+1);pixelweight[1] = (texlerp[1][0]*texlerp[0][1]*texlerp[0][2]);
2749 pixelindex[2] = (((tex[2] )*resolution[1]+tex[1]+1)*resolution[0]+tex[0] );pixelweight[2] = (texlerp[0][0]*texlerp[1][1]*texlerp[0][2]);
2750 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]);
2751 pixelindex[4] = (((tex[2]+1)*resolution[1]+tex[1] )*resolution[0]+tex[0] );pixelweight[4] = (texlerp[0][0]*texlerp[0][1]*texlerp[1][2]);
2752 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]);
2753 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]);
2754 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]);
2755 // update the 8 pixels...
2756 for (corner = 0;corner < 8;corner++)
2758 // calculate address for first set of coefficients
2759 w = pixelweight[corner];
2760 pixel = pixels + 4 * pixelindex[corner];
2761 highpixel = highpixels + 4 * pixelindex[corner];
2762 // add to the high precision pixel color
2763 highpixel[0] += (splatcolor[ 0]*w);
2764 highpixel[1] += (splatcolor[ 1]*w);
2765 highpixel[2] += (splatcolor[ 2]*w);
2766 highpixel[3] += (splatcolor[ 3]*w);
2767 // flag the low precision pixel as needing to be updated
2769 if (settings.directionalshading)
2771 // advance to second set of coefficients
2773 highpixel += numpixels;
2774 // add to the high precision pixel color
2775 highpixel[0] += (splatcolor[ 4]*w);
2776 highpixel[1] += (splatcolor[ 5]*w);
2777 highpixel[2] += (splatcolor[ 6]*w);
2778 highpixel[3] += (splatcolor[ 7]*w);
2779 // flag the low precision pixel as needing to be updated
2781 // advance to third set of coefficients
2783 highpixel += numpixels;
2784 // add to the high precision pixel color
2785 highpixel[0] += (splatcolor[ 8]*w);
2786 highpixel[1] += (splatcolor[ 9]*w);
2787 highpixel[2] += (splatcolor[10]*w);
2788 highpixel[3] += (splatcolor[11]*w);
2789 // flag the low precision pixel as needing to be updated
2791 // advance to fourth set of coefficients
2793 highpixel += numpixels;
2794 // add to the high precision pixel color
2795 highpixel[0] += (splatcolor[12]*w);
2796 highpixel[1] += (splatcolor[13]*w);
2797 highpixel[2] += (splatcolor[14]*w);
2798 highpixel[3] += (splatcolor[15]*w);
2799 // flag the low precision pixel as needing to be updated
2805 if (bouncecount >= maxbounce)
2807 // scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
2808 // also clamp the resulting color to never add energy, even if the user requests extreme values
2809 if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
2810 VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor);
2812 VectorSet(surfcolor, 0.5f, 0.5f, 0.5f);
2813 VectorScale(surfcolor, settings.particlebounceintensity, surfcolor);
2814 surfcolor[0] = min(surfcolor[0], 1.0f);
2815 surfcolor[1] = min(surfcolor[1], 1.0f);
2816 surfcolor[2] = min(surfcolor[2], 1.0f);
2817 VectorMultiply(shotcolor, surfcolor, shotcolor);
2818 if (VectorLength2(baseshotcolor) == 0.0f)
2820 r_refdef.stats.bouncegrid_bounces++;
2821 if (settings.bounceanglediffuse)
2823 // random direction, primarily along plane normal
2824 s = VectorDistance(cliptrace.endpos, clipend);
2825 if (settings.stablerandom < 0)
2826 VectorRandom(clipend);
2828 VectorCheeseRandom(clipend);
2829 VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend);
2830 VectorNormalize(clipend);
2831 VectorScale(clipend, s, clipend);
2835 // reflect the remaining portion of the line across plane normal
2836 VectorSubtract(clipend, cliptrace.endpos, clipdiff);
2837 VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend);
2839 // calculate the new line start and end
2840 VectorCopy(cliptrace.endpos, clipstart);
2841 VectorAdd(clipstart, clipend, clipend);
2845 // generate pixels array from highpixels array
2846 // skip first and last columns, rows, and layers as these are blank
2847 // the pixel[3] value was written above, so we can use it to detect only pixels that need to be calculated
2848 for (d = 0;d < 4;d++)
2850 for (z = 1;z < resolution[2]-1;z++)
2852 for (y = 1;y < resolution[1]-1;y++)
2854 for (x = 1, pixelindex[0] = ((d*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)
2856 // only convert pixels that were hit by photons
2857 if (pixel[3] == 255)
2859 // normalize the bentnormal...
2860 if (settings.directionalshading)
2863 VectorNormalize(highpixel);
2864 c[0] = (int)(highpixel[0]*128.0f+128.0f);
2865 c[1] = (int)(highpixel[1]*128.0f+128.0f);
2866 c[2] = (int)(highpixel[2]*128.0f+128.0f);
2867 c[3] = (int)(highpixel[3]*128.0f+128.0f);
2871 c[0] = (int)(highpixel[0]*256.0f);
2872 c[1] = (int)(highpixel[1]*256.0f);
2873 c[2] = (int)(highpixel[2]*256.0f);
2874 c[3] = (int)(highpixel[3]*256.0f);
2876 pixel[0] = (unsigned char)bound(0, c[0], 255);
2877 pixel[1] = (unsigned char)bound(0, c[1], 255);
2878 pixel[2] = (unsigned char)bound(0, c[2], 255);
2879 pixel[3] = (unsigned char)bound(0, c[3], 255);
2884 if (!settings.directionalshading)
2887 if (r_shadow_bouncegridtexture && r_shadow_bouncegridresolution[0] == resolution[0] && r_shadow_bouncegridresolution[1] == resolution[1] && r_shadow_bouncegridresolution[2] == resolution[2])
2888 R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*(settings.directionalshading ? 4 : 1));
2891 VectorCopy(resolution, r_shadow_bouncegridresolution);
2892 if (r_shadow_bouncegridtexture)
2893 R_FreeTexture(r_shadow_bouncegridtexture);
2894 r_shadow_bouncegridtexture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*(settings.directionalshading ? 4 : 1), pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
2896 r_shadow_bouncegridtime = realtime;
2899 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2901 R_Shadow_RenderMode_Reset();
2902 GL_BlendFunc(GL_ONE, GL_ONE);
2903 GL_DepthRange(0, 1);
2904 GL_DepthTest(r_showshadowvolumes.integer < 2);
2905 GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2906 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2907 GL_CullFace(GL_NONE);
2908 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2911 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2913 R_Shadow_RenderMode_Reset();
2914 GL_BlendFunc(GL_ONE, GL_ONE);
2915 GL_DepthRange(0, 1);
2916 GL_DepthTest(r_showlighting.integer < 2);
2917 GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2919 GL_DepthFunc(GL_EQUAL);
2920 R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2921 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2924 void R_Shadow_RenderMode_End(void)
2926 R_Shadow_RenderMode_Reset();
2927 R_Shadow_RenderMode_ActiveLight(NULL);
2929 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2930 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2933 int bboxedges[12][2] =
2952 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2954 if (!r_shadow_scissor.integer)
2956 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2957 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2958 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2959 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2962 if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
2963 return true; // invisible
2964 if(r_shadow_lightscissor[0] != r_refdef.view.viewport.x
2965 || r_shadow_lightscissor[1] != r_refdef.view.viewport.y
2966 || r_shadow_lightscissor[2] != r_refdef.view.viewport.width
2967 || r_shadow_lightscissor[3] != r_refdef.view.viewport.height)
2968 r_refdef.stats.lights_scissored++;
2972 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
2975 const float *vertex3f;
2976 const float *normal3f;
2978 float dist, dot, distintensity, shadeintensity, v[3], n[3];
2979 switch (r_shadow_rendermode)
2981 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2982 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2983 if (VectorLength2(diffusecolor) > 0)
2985 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)
2987 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2988 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2989 if ((dot = DotProduct(n, v)) < 0)
2991 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2992 VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
2995 VectorCopy(ambientcolor, color4f);
2996 if (r_refdef.fogenabled)
2999 f = RSurf_FogVertex(vertex3f);
3000 VectorScale(color4f, f, color4f);
3007 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3009 VectorCopy(ambientcolor, color4f);
3010 if (r_refdef.fogenabled)
3013 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3014 f = RSurf_FogVertex(vertex3f);
3015 VectorScale(color4f + 4*i, f, color4f);
3021 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3022 if (VectorLength2(diffusecolor) > 0)
3024 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)
3026 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3027 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3029 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3030 if ((dot = DotProduct(n, v)) < 0)
3032 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3033 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3034 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3035 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3039 color4f[0] = ambientcolor[0] * distintensity;
3040 color4f[1] = ambientcolor[1] * distintensity;
3041 color4f[2] = ambientcolor[2] * distintensity;
3043 if (r_refdef.fogenabled)
3046 f = RSurf_FogVertex(vertex3f);
3047 VectorScale(color4f, f, color4f);
3051 VectorClear(color4f);
3057 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3059 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3060 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3062 color4f[0] = ambientcolor[0] * distintensity;
3063 color4f[1] = ambientcolor[1] * distintensity;
3064 color4f[2] = ambientcolor[2] * distintensity;
3065 if (r_refdef.fogenabled)
3068 f = RSurf_FogVertex(vertex3f);
3069 VectorScale(color4f, f, color4f);
3073 VectorClear(color4f);
3078 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3079 if (VectorLength2(diffusecolor) > 0)
3081 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)
3083 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3084 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3086 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3087 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3088 if ((dot = DotProduct(n, v)) < 0)
3090 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3091 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3092 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3093 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3097 color4f[0] = ambientcolor[0] * distintensity;
3098 color4f[1] = ambientcolor[1] * distintensity;
3099 color4f[2] = ambientcolor[2] * distintensity;
3101 if (r_refdef.fogenabled)
3104 f = RSurf_FogVertex(vertex3f);
3105 VectorScale(color4f, f, color4f);
3109 VectorClear(color4f);
3115 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3117 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3118 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3120 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3121 color4f[0] = ambientcolor[0] * distintensity;
3122 color4f[1] = ambientcolor[1] * distintensity;
3123 color4f[2] = ambientcolor[2] * distintensity;
3124 if (r_refdef.fogenabled)
3127 f = RSurf_FogVertex(vertex3f);
3128 VectorScale(color4f, f, color4f);
3132 VectorClear(color4f);
3142 static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3144 // used to display how many times a surface is lit for level design purposes
3145 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3146 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
3150 static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
3152 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
3153 R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL);
3154 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3155 GL_DepthFunc(GL_EQUAL);
3157 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3158 GL_DepthFunc(GL_LEQUAL);
3161 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
3168 int newnumtriangles;
3172 int maxtriangles = 4096;
3173 static int newelements[4096*3];
3174 R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
3175 for (renders = 0;renders < 4;renders++)
3180 newnumtriangles = 0;
3182 // due to low fillrate on the cards this vertex lighting path is
3183 // designed for, we manually cull all triangles that do not
3184 // contain a lit vertex
3185 // this builds batches of triangles from multiple surfaces and
3186 // renders them at once
3187 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
3189 if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01)
3191 if (newnumtriangles)
3193 newfirstvertex = min(newfirstvertex, e[0]);
3194 newlastvertex = max(newlastvertex, e[0]);
3198 newfirstvertex = e[0];
3199 newlastvertex = e[0];
3201 newfirstvertex = min(newfirstvertex, e[1]);
3202 newlastvertex = max(newlastvertex, e[1]);
3203 newfirstvertex = min(newfirstvertex, e[2]);
3204 newlastvertex = max(newlastvertex, e[2]);
3210 if (newnumtriangles >= maxtriangles)
3212 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3213 newnumtriangles = 0;
3219 if (newnumtriangles >= 1)
3221 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3224 // if we couldn't find any lit triangles, exit early
3227 // now reduce the intensity for the next overbright pass
3228 // we have to clamp to 0 here incase the drivers have improper
3229 // handling of negative colors
3230 // (some old drivers even have improper handling of >1 color)
3232 for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
3234 if (c[0] > 1 || c[1] > 1 || c[2] > 1)
3236 c[0] = max(0, c[0] - 1);
3237 c[1] = max(0, c[1] - 1);
3238 c[2] = max(0, c[2] - 1);
3250 static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
3252 // OpenGL 1.1 path (anything)
3253 float ambientcolorbase[3], diffusecolorbase[3];
3254 float ambientcolorpants[3], diffusecolorpants[3];
3255 float ambientcolorshirt[3], diffusecolorshirt[3];
3256 const float *surfacecolor = rsurface.texture->dlightcolor;
3257 const float *surfacepants = rsurface.colormap_pantscolor;
3258 const float *surfaceshirt = rsurface.colormap_shirtcolor;
3259 rtexture_t *basetexture = rsurface.texture->basetexture;
3260 rtexture_t *pantstexture = rsurface.texture->pantstexture;
3261 rtexture_t *shirttexture = rsurface.texture->shirttexture;
3262 qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
3263 qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
3264 ambientscale *= 2 * r_refdef.view.colorscale;
3265 diffusescale *= 2 * r_refdef.view.colorscale;
3266 ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
3267 diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
3268 ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
3269 diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
3270 ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
3271 diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
3272 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3273 rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4]));
3274 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3275 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
3276 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
3277 R_Mesh_TexBind(0, basetexture);
3278 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
3279 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
3280 switch(r_shadow_rendermode)
3282 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3283 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
3284 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3285 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3286 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3288 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3289 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
3290 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
3291 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
3292 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3294 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3295 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
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_VERTEX:
3305 //R_Mesh_TexBind(0, basetexture);
3306 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
3309 R_Mesh_TexBind(0, pantstexture);
3310 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
3314 R_Mesh_TexBind(0, shirttexture);
3315 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
3319 extern cvar_t gl_lightmaps;
3320 void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3322 float ambientscale, diffusescale, specularscale;
3324 float lightcolor[3];
3325 VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
3326 ambientscale = rsurface.rtlight->ambientscale;
3327 diffusescale = rsurface.rtlight->diffusescale;
3328 specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
3329 if (!r_shadow_usenormalmap.integer)
3331 ambientscale += 1.0f * diffusescale;
3335 if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
3337 negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
3340 VectorNegate(lightcolor, lightcolor);
3341 switch(vid.renderpath)
3343 case RENDERPATH_GL11:
3344 case RENDERPATH_GL13:
3345 case RENDERPATH_GL20:
3346 case RENDERPATH_GLES2:
3347 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3349 case RENDERPATH_D3D9:
3351 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
3354 case RENDERPATH_D3D10:
3355 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3357 case RENDERPATH_D3D11:
3358 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3360 case RENDERPATH_SOFT:
3361 DPSOFTRAST_BlendSubtract(true);
3365 RSurf_SetupDepthAndCulling();
3366 switch (r_shadow_rendermode)
3368 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
3369 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
3370 R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
3372 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
3373 R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
3375 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3376 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3377 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3378 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3379 R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
3382 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
3387 switch(vid.renderpath)
3389 case RENDERPATH_GL11:
3390 case RENDERPATH_GL13:
3391 case RENDERPATH_GL20:
3392 case RENDERPATH_GLES2:
3393 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3395 case RENDERPATH_D3D9:
3397 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
3400 case RENDERPATH_D3D10:
3401 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3403 case RENDERPATH_D3D11:
3404 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3406 case RENDERPATH_SOFT:
3407 DPSOFTRAST_BlendSubtract(false);
3413 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)
3415 matrix4x4_t tempmatrix = *matrix;
3416 Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
3418 // if this light has been compiled before, free the associated data
3419 R_RTLight_Uncompile(rtlight);
3421 // clear it completely to avoid any lingering data
3422 memset(rtlight, 0, sizeof(*rtlight));
3424 // copy the properties
3425 rtlight->matrix_lighttoworld = tempmatrix;
3426 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
3427 Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
3428 rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
3429 VectorCopy(color, rtlight->color);
3430 rtlight->cubemapname[0] = 0;
3431 if (cubemapname && cubemapname[0])
3432 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
3433 rtlight->shadow = shadow;
3434 rtlight->corona = corona;
3435 rtlight->style = style;
3436 rtlight->isstatic = isstatic;
3437 rtlight->coronasizescale = coronasizescale;
3438 rtlight->ambientscale = ambientscale;
3439 rtlight->diffusescale = diffusescale;
3440 rtlight->specularscale = specularscale;
3441 rtlight->flags = flags;
3443 // compute derived data
3444 //rtlight->cullradius = rtlight->radius;
3445 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
3446 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3447 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3448 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3449 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3450 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3451 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3454 // compiles rtlight geometry
3455 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
3456 void R_RTLight_Compile(rtlight_t *rtlight)
3459 int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
3460 int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
3461 entity_render_t *ent = r_refdef.scene.worldentity;
3462 dp_model_t *model = r_refdef.scene.worldmodel;
3463 unsigned char *data;
3466 // compile the light
3467 rtlight->compiled = true;
3468 rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
3469 rtlight->static_numleafs = 0;
3470 rtlight->static_numleafpvsbytes = 0;
3471 rtlight->static_leaflist = NULL;
3472 rtlight->static_leafpvs = NULL;
3473 rtlight->static_numsurfaces = 0;
3474 rtlight->static_surfacelist = NULL;
3475 rtlight->static_shadowmap_receivers = 0x3F;
3476 rtlight->static_shadowmap_casters = 0x3F;
3477 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3478 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3479 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3480 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3481 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3482 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3484 if (model && model->GetLightInfo)
3486 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
3487 r_shadow_compilingrtlight = rtlight;
3488 R_FrameData_SetMark();
3489 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);
3490 R_FrameData_ReturnToMark();
3491 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
3492 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
3493 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
3494 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
3495 rtlight->static_numsurfaces = numsurfaces;
3496 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
3497 rtlight->static_numleafs = numleafs;
3498 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
3499 rtlight->static_numleafpvsbytes = numleafpvsbytes;
3500 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
3501 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
3502 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
3503 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
3504 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
3505 if (rtlight->static_numsurfaces)
3506 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3507 if (rtlight->static_numleafs)
3508 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3509 if (rtlight->static_numleafpvsbytes)
3510 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3511 if (rtlight->static_numshadowtrispvsbytes)
3512 memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3513 if (rtlight->static_numlighttrispvsbytes)
3514 memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3515 R_FrameData_SetMark();
3516 switch (rtlight->shadowmode)
3518 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3519 if (model->CompileShadowMap && rtlight->shadow)
3520 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3523 if (model->CompileShadowVolume && rtlight->shadow)
3524 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3527 R_FrameData_ReturnToMark();
3528 // now we're done compiling the rtlight
3529 r_shadow_compilingrtlight = NULL;
3533 // use smallest available cullradius - box radius or light radius
3534 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3535 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3537 shadowzpasstris = 0;
3538 if (rtlight->static_meshchain_shadow_zpass)
3539 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3540 shadowzpasstris += mesh->numtriangles;
3542 shadowzfailtris = 0;
3543 if (rtlight->static_meshchain_shadow_zfail)
3544 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3545 shadowzfailtris += mesh->numtriangles;
3548 if (rtlight->static_numlighttrispvsbytes)
3549 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3550 if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3554 if (rtlight->static_numlighttrispvsbytes)
3555 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3556 if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3559 if (developer_extra.integer)
3560 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);
3563 void R_RTLight_Uncompile(rtlight_t *rtlight)
3565 if (rtlight->compiled)
3567 if (rtlight->static_meshchain_shadow_zpass)
3568 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3569 rtlight->static_meshchain_shadow_zpass = NULL;
3570 if (rtlight->static_meshchain_shadow_zfail)
3571 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3572 rtlight->static_meshchain_shadow_zfail = NULL;
3573 if (rtlight->static_meshchain_shadow_shadowmap)
3574 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3575 rtlight->static_meshchain_shadow_shadowmap = NULL;
3576 // these allocations are grouped
3577 if (rtlight->static_surfacelist)
3578 Mem_Free(rtlight->static_surfacelist);
3579 rtlight->static_numleafs = 0;
3580 rtlight->static_numleafpvsbytes = 0;
3581 rtlight->static_leaflist = NULL;
3582 rtlight->static_leafpvs = NULL;
3583 rtlight->static_numsurfaces = 0;
3584 rtlight->static_surfacelist = NULL;
3585 rtlight->static_numshadowtrispvsbytes = 0;
3586 rtlight->static_shadowtrispvs = NULL;
3587 rtlight->static_numlighttrispvsbytes = 0;
3588 rtlight->static_lighttrispvs = NULL;
3589 rtlight->compiled = false;
3593 void R_Shadow_UncompileWorldLights(void)
3597 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3598 for (lightindex = 0;lightindex < range;lightindex++)
3600 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3603 R_RTLight_Uncompile(&light->rtlight);
3607 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3611 // reset the count of frustum planes
3612 // see rtlight->cached_frustumplanes definition for how much this array
3614 rtlight->cached_numfrustumplanes = 0;
3616 // haven't implemented a culling path for ortho rendering
3617 if (!r_refdef.view.useperspective)
3619 // check if the light is on screen and copy the 4 planes if it is
3620 for (i = 0;i < 4;i++)
3621 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3624 for (i = 0;i < 4;i++)
3625 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3630 // generate a deformed frustum that includes the light origin, this is
3631 // used to cull shadow casting surfaces that can not possibly cast a
3632 // shadow onto the visible light-receiving surfaces, which can be a
3635 // if the light origin is onscreen the result will be 4 planes exactly
3636 // if the light origin is offscreen on only one axis the result will
3637 // be exactly 5 planes (split-side case)
3638 // if the light origin is offscreen on two axes the result will be
3639 // exactly 4 planes (stretched corner case)
3640 for (i = 0;i < 4;i++)
3642 // quickly reject standard frustum planes that put the light
3643 // origin outside the frustum
3644 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3647 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3649 // if all the standard frustum planes were accepted, the light is onscreen
3650 // otherwise we need to generate some more planes below...
3651 if (rtlight->cached_numfrustumplanes < 4)
3653 // at least one of the stock frustum planes failed, so we need to
3654 // create one or two custom planes to enclose the light origin
3655 for (i = 0;i < 4;i++)
3657 // create a plane using the view origin and light origin, and a
3658 // single point from the frustum corner set
3659 TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3660 VectorNormalize(plane.normal);
3661 plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3662 // see if this plane is backwards and flip it if so
3663 for (j = 0;j < 4;j++)
3664 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3668 VectorNegate(plane.normal, plane.normal);
3670 // flipped plane, test again to see if it is now valid
3671 for (j = 0;j < 4;j++)
3672 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3674 // if the plane is still not valid, then it is dividing the
3675 // frustum and has to be rejected
3679 // we have created a valid plane, compute extra info
3680 PlaneClassify(&plane);
3682 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3684 // if we've found 5 frustum planes then we have constructed a
3685 // proper split-side case and do not need to keep searching for
3686 // planes to enclose the light origin
3687 if (rtlight->cached_numfrustumplanes == 5)
3695 for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3697 plane = rtlight->cached_frustumplanes[i];
3698 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));
3703 // now add the light-space box planes if the light box is rotated, as any
3704 // caster outside the oriented light box is irrelevant (even if it passed
3705 // the worldspace light box, which is axial)
3706 if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3708 for (i = 0;i < 6;i++)
3712 v[i >> 1] = (i & 1) ? -1 : 1;
3713 Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3714 VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3715 plane.dist = VectorNormalizeLength(plane.normal);
3716 plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3717 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3723 // add the world-space reduced box planes
3724 for (i = 0;i < 6;i++)
3726 VectorClear(plane.normal);
3727 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3728 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3729 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3738 // reduce all plane distances to tightly fit the rtlight cull box, which
3740 VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3741 VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3742 VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3743 VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3744 VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3745 VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3746 VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3747 VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3748 oldnum = rtlight->cached_numfrustumplanes;
3749 rtlight->cached_numfrustumplanes = 0;
3750 for (j = 0;j < oldnum;j++)
3752 // find the nearest point on the box to this plane
3753 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3754 for (i = 1;i < 8;i++)
3756 dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3757 if (bestdist > dist)
3760 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);
3761 // if the nearest point is near or behind the plane, we want this
3762 // plane, otherwise the plane is useless as it won't cull anything
3763 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3765 PlaneClassify(&rtlight->cached_frustumplanes[j]);
3766 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3773 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3777 RSurf_ActiveWorldEntity();
3779 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3782 GL_CullFace(GL_NONE);
3783 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3784 for (;mesh;mesh = mesh->next)
3786 if (!mesh->sidetotals[r_shadow_shadowmapside])
3788 r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3789 if (mesh->vertex3fbuffer)
3790 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3792 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3793 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);
3797 else if (r_refdef.scene.worldentity->model)
3798 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);
3800 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3803 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3805 qboolean zpass = false;
3808 int surfacelistindex;
3809 msurface_t *surface;
3811 // if triangle neighbors are disabled, shadowvolumes are disabled
3812 if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
3815 RSurf_ActiveWorldEntity();
3817 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3820 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3822 zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3823 R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3825 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3826 for (;mesh;mesh = mesh->next)
3828 r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3829 if (mesh->vertex3fbuffer)
3830 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3832 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3833 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3835 // increment stencil if frontface is infront of depthbuffer
3836 GL_CullFace(r_refdef.view.cullface_back);
3837 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
3838 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);
3839 // decrement stencil if backface is infront of depthbuffer
3840 GL_CullFace(r_refdef.view.cullface_front);
3841 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
3843 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3845 // decrement stencil if backface is behind depthbuffer
3846 GL_CullFace(r_refdef.view.cullface_front);
3847 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
3848 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);
3849 // increment stencil if frontface is behind depthbuffer
3850 GL_CullFace(r_refdef.view.cullface_back);
3851 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
3853 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);
3857 else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3859 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3860 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3861 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3863 surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3864 for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3865 if (CHECKPVSBIT(trispvs, t))
3866 shadowmarklist[numshadowmark++] = t;
3868 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);
3870 else if (numsurfaces)
3872 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);
3875 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3878 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3880 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3881 vec_t relativeshadowradius;
3882 RSurf_ActiveModelEntity(ent, false, false, false);
3883 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3884 // we need to re-init the shader for each entity because the matrix changed
3885 relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3886 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3887 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3888 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3889 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3890 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3891 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3892 switch (r_shadow_rendermode)
3894 case R_SHADOW_RENDERMODE_SHADOWMAP2D:
3895 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3898 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3901 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3904 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3906 // set up properties for rendering light onto this entity
3907 RSurf_ActiveModelEntity(ent, true, true, false);
3908 Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3909 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3910 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3911 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3914 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3916 if (!r_refdef.scene.worldmodel->DrawLight)
3919 // set up properties for rendering light onto this entity
3920 RSurf_ActiveWorldEntity();
3921 rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3922 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3923 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3924 VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3926 r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3928 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3931 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3933 dp_model_t *model = ent->model;
3934 if (!model->DrawLight)
3937 R_Shadow_SetupEntityLight(ent);
3939 model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3941 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3944 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3948 int numleafs, numsurfaces;
3949 int *leaflist, *surfacelist;
3950 unsigned char *leafpvs;
3951 unsigned char *shadowtrispvs;
3952 unsigned char *lighttrispvs;
3953 //unsigned char *surfacesides;
3954 int numlightentities;
3955 int numlightentities_noselfshadow;
3956 int numshadowentities;
3957 int numshadowentities_noselfshadow;
3958 static entity_render_t *lightentities[MAX_EDICTS];
3959 static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3960 static entity_render_t *shadowentities[MAX_EDICTS];
3961 static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3964 rtlight->draw = false;
3966 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3967 // skip lights that are basically invisible (color 0 0 0)
3968 nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
3970 // loading is done before visibility checks because loading should happen
3971 // all at once at the start of a level, not when it stalls gameplay.
3972 // (especially important to benchmarks)
3974 if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3976 if (rtlight->compiled)
3977 R_RTLight_Uncompile(rtlight);
3978 R_RTLight_Compile(rtlight);
3982 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
3984 // look up the light style value at this time
3985 f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3986 VectorScale(rtlight->color, f, rtlight->currentcolor);
3988 if (rtlight->selected)
3990 f = 2 + sin(realtime * M_PI * 4.0);
3991 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3995 // if lightstyle is currently off, don't draw the light
3996 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3999 // skip processing on corona-only lights
4003 // if the light box is offscreen, skip it
4004 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
4007 VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
4008 VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
4010 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
4012 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
4014 // compiled light, world available and can receive realtime lighting
4015 // retrieve leaf information
4016 numleafs = rtlight->static_numleafs;
4017 leaflist = rtlight->static_leaflist;
4018 leafpvs = rtlight->static_leafpvs;
4019 numsurfaces = rtlight->static_numsurfaces;
4020 surfacelist = rtlight->static_surfacelist;
4021 //surfacesides = NULL;
4022 shadowtrispvs = rtlight->static_shadowtrispvs;
4023 lighttrispvs = rtlight->static_lighttrispvs;
4025 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
4027 // dynamic light, world available and can receive realtime lighting
4028 // calculate lit surfaces and leafs
4029 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);
4030 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
4031 leaflist = r_shadow_buffer_leaflist;
4032 leafpvs = r_shadow_buffer_leafpvs;
4033 surfacelist = r_shadow_buffer_surfacelist;
4034 //surfacesides = r_shadow_buffer_surfacesides;
4035 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
4036 lighttrispvs = r_shadow_buffer_lighttrispvs;
4037 // if the reduced leaf bounds are offscreen, skip it
4038 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4049 //surfacesides = NULL;
4050 shadowtrispvs = NULL;
4051 lighttrispvs = NULL;
4053 // check if light is illuminating any visible leafs
4056 for (i = 0;i < numleafs;i++)
4057 if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
4063 // make a list of lit entities and shadow casting entities
4064 numlightentities = 0;
4065 numlightentities_noselfshadow = 0;
4066 numshadowentities = 0;
4067 numshadowentities_noselfshadow = 0;
4069 // add dynamic entities that are lit by the light
4070 for (i = 0;i < r_refdef.scene.numentities;i++)
4073 entity_render_t *ent = r_refdef.scene.entities[i];
4075 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4077 // skip the object entirely if it is not within the valid
4078 // shadow-casting region (which includes the lit region)
4079 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
4081 if (!(model = ent->model))
4083 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
4085 // this entity wants to receive light, is visible, and is
4086 // inside the light box
4087 // TODO: check if the surfaces in the model can receive light
4088 // so now check if it's in a leaf seen by the light
4089 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))
4091 if (ent->flags & RENDER_NOSELFSHADOW)
4092 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
4094 lightentities[numlightentities++] = ent;
4095 // since it is lit, it probably also casts a shadow...
4096 // about the VectorDistance2 - light emitting entities should not cast their own shadow
4097 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4098 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4100 // note: exterior models without the RENDER_NOSELFSHADOW
4101 // flag still create a RENDER_NOSELFSHADOW shadow but
4102 // are lit normally, this means that they are
4103 // self-shadowing but do not shadow other
4104 // RENDER_NOSELFSHADOW entities such as the gun
4105 // (very weird, but keeps the player shadow off the gun)
4106 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4107 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4109 shadowentities[numshadowentities++] = ent;
4112 else if (ent->flags & RENDER_SHADOW)
4114 // this entity is not receiving light, but may still need to
4116 // TODO: check if the surfaces in the model can cast shadow
4117 // now check if it is in a leaf seen by the light
4118 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))
4120 // about the VectorDistance2 - light emitting entities should not cast their own shadow
4121 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4122 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4124 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4125 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4127 shadowentities[numshadowentities++] = ent;
4132 // return if there's nothing at all to light
4133 if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
4136 // count this light in the r_speeds
4137 r_refdef.stats.lights++;
4139 // flag it as worth drawing later
4140 rtlight->draw = true;
4142 // cache all the animated entities that cast a shadow but are not visible
4143 for (i = 0;i < numshadowentities;i++)
4144 if (!shadowentities[i]->animcache_vertex3f)
4145 R_AnimCache_GetEntity(shadowentities[i], false, false);
4146 for (i = 0;i < numshadowentities_noselfshadow;i++)
4147 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
4148 R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
4150 // allocate some temporary memory for rendering this light later in the frame
4151 // reusable buffers need to be copied, static data can be used as-is
4152 rtlight->cached_numlightentities = numlightentities;
4153 rtlight->cached_numlightentities_noselfshadow = numlightentities_noselfshadow;
4154 rtlight->cached_numshadowentities = numshadowentities;
4155 rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
4156 rtlight->cached_numsurfaces = numsurfaces;
4157 rtlight->cached_lightentities = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
4158 rtlight->cached_lightentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
4159 rtlight->cached_shadowentities = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
4160 rtlight->cached_shadowentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
4161 if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
4163 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
4164 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
4165 rtlight->cached_shadowtrispvs = (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
4166 rtlight->cached_lighttrispvs = (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
4167 rtlight->cached_surfacelist = (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
4171 // compiled light data
4172 rtlight->cached_shadowtrispvs = shadowtrispvs;
4173 rtlight->cached_lighttrispvs = lighttrispvs;
4174 rtlight->cached_surfacelist = surfacelist;
4178 void R_Shadow_DrawLight(rtlight_t *rtlight)
4182 unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
4183 int numlightentities;
4184 int numlightentities_noselfshadow;
4185 int numshadowentities;
4186 int numshadowentities_noselfshadow;
4187 entity_render_t **lightentities;
4188 entity_render_t **lightentities_noselfshadow;
4189 entity_render_t **shadowentities;
4190 entity_render_t **shadowentities_noselfshadow;
4192 static unsigned char entitysides[MAX_EDICTS];
4193 static unsigned char entitysides_noselfshadow[MAX_EDICTS];
4194 vec3_t nearestpoint;
4196 qboolean castshadows;
4199 // check if we cached this light this frame (meaning it is worth drawing)
4203 numlightentities = rtlight->cached_numlightentities;
4204 numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
4205 numshadowentities = rtlight->cached_numshadowentities;
4206 numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
4207 numsurfaces = rtlight->cached_numsurfaces;
4208 lightentities = rtlight->cached_lightentities;
4209 lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
4210 shadowentities = rtlight->cached_shadowentities;
4211 shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
4212 shadowtrispvs = rtlight->cached_shadowtrispvs;
4213 lighttrispvs = rtlight->cached_lighttrispvs;
4214 surfacelist = rtlight->cached_surfacelist;
4216 // set up a scissor rectangle for this light
4217 if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4220 // don't let sound skip if going slow
4221 if (r_refdef.scene.extraupdate)
4224 // make this the active rtlight for rendering purposes
4225 R_Shadow_RenderMode_ActiveLight(rtlight);
4227 if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
4229 // optionally draw visible shape of the shadow volumes
4230 // for performance analysis by level designers
4231 R_Shadow_RenderMode_VisibleShadowVolumes();
4233 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4234 for (i = 0;i < numshadowentities;i++)
4235 R_Shadow_DrawEntityShadow(shadowentities[i]);
4236 for (i = 0;i < numshadowentities_noselfshadow;i++)
4237 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4238 R_Shadow_RenderMode_VisibleLighting(false, false);
4241 if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
4243 // optionally draw the illuminated areas
4244 // for performance analysis by level designers
4245 R_Shadow_RenderMode_VisibleLighting(false, false);
4247 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4248 for (i = 0;i < numlightentities;i++)
4249 R_Shadow_DrawEntityLight(lightentities[i]);
4250 for (i = 0;i < numlightentities_noselfshadow;i++)
4251 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4254 castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
4256 nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
4257 nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
4258 nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
4259 distance = VectorDistance(nearestpoint, r_refdef.view.origin);
4261 lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
4262 //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
4263 lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
4265 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4271 int receivermask = 0;
4272 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
4273 Matrix4x4_Abs(&radiustolight);
4275 r_shadow_shadowmaplod = 0;
4276 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
4277 if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
4278 r_shadow_shadowmaplod = i;
4280 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
4282 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
4284 surfacesides = NULL;
4287 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
4289 castermask = rtlight->static_shadowmap_casters;
4290 receivermask = rtlight->static_shadowmap_receivers;
4294 surfacesides = r_shadow_buffer_surfacesides;
4295 for(i = 0;i < numsurfaces;i++)
4297 msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
4298 surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4299 castermask |= surfacesides[i];
4300 receivermask |= surfacesides[i];
4304 if (receivermask < 0x3F)
4306 for (i = 0;i < numlightentities;i++)
4307 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4308 if (receivermask < 0x3F)
4309 for(i = 0; i < numlightentities_noselfshadow;i++)
4310 receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4313 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
4317 for (i = 0;i < numshadowentities;i++)
4318 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4319 for (i = 0;i < numshadowentities_noselfshadow;i++)
4320 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4323 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
4325 // render shadow casters into 6 sided depth texture
4326 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
4328 R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
4329 if (! (castermask & (1 << side))) continue;
4331 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
4332 for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
4333 R_Shadow_DrawEntityShadow(shadowentities[i]);
4336 if (numlightentities_noselfshadow)
4338 // render lighting using the depth texture as shadowmap
4339 // draw lighting in the unmasked areas
4340 R_Shadow_RenderMode_Lighting(false, false, true);
4341 for (i = 0;i < numlightentities_noselfshadow;i++)
4342 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4345 // render shadow casters into 6 sided depth texture
4346 if (numshadowentities_noselfshadow)
4348 for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
4350 R_Shadow_RenderMode_ShadowMap(side, 0, size);
4351 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
4352 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4356 // render lighting using the depth texture as shadowmap
4357 // draw lighting in the unmasked areas
4358 R_Shadow_RenderMode_Lighting(false, false, true);
4359 // draw lighting in the unmasked areas
4361 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4362 for (i = 0;i < numlightentities;i++)
4363 R_Shadow_DrawEntityLight(lightentities[i]);
4365 else if (castshadows && vid.stencil)
4367 // draw stencil shadow volumes to mask off pixels that are in shadow
4368 // so that they won't receive lighting
4369 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
4370 R_Shadow_ClearStencil();
4373 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4374 for (i = 0;i < numshadowentities;i++)
4375 R_Shadow_DrawEntityShadow(shadowentities[i]);
4377 // draw lighting in the unmasked areas
4378 R_Shadow_RenderMode_Lighting(true, false, false);
4379 for (i = 0;i < numlightentities_noselfshadow;i++)
4380 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4382 for (i = 0;i < numshadowentities_noselfshadow;i++)
4383 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4385 // draw lighting in the unmasked areas
4386 R_Shadow_RenderMode_Lighting(true, false, false);
4388 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4389 for (i = 0;i < numlightentities;i++)
4390 R_Shadow_DrawEntityLight(lightentities[i]);
4394 // draw lighting in the unmasked areas
4395 R_Shadow_RenderMode_Lighting(false, false, false);
4397 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4398 for (i = 0;i < numlightentities;i++)
4399 R_Shadow_DrawEntityLight(lightentities[i]);
4400 for (i = 0;i < numlightentities_noselfshadow;i++)
4401 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4404 if (r_shadow_usingdeferredprepass)
4406 // when rendering deferred lighting, we simply rasterize the box
4407 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4408 R_Shadow_RenderMode_DrawDeferredLight(false, true);
4409 else if (castshadows && vid.stencil)
4410 R_Shadow_RenderMode_DrawDeferredLight(true, false);
4412 R_Shadow_RenderMode_DrawDeferredLight(false, false);
4416 static void R_Shadow_FreeDeferred(void)
4418 R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
4419 r_shadow_prepassgeometryfbo = 0;
4421 R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusespecularfbo);
4422 r_shadow_prepasslightingdiffusespecularfbo = 0;
4424 R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusefbo);
4425 r_shadow_prepasslightingdiffusefbo = 0;
4427 if (r_shadow_prepassgeometrydepthtexture)
4428 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
4429 r_shadow_prepassgeometrydepthtexture = NULL;
4431 if (r_shadow_prepassgeometrydepthcolortexture)
4432 R_FreeTexture(r_shadow_prepassgeometrydepthcolortexture);
4433 r_shadow_prepassgeometrydepthcolortexture = NULL;
4435 if (r_shadow_prepassgeometrynormalmaptexture)
4436 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
4437 r_shadow_prepassgeometrynormalmaptexture = NULL;
4439 if (r_shadow_prepasslightingdiffusetexture)
4440 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
4441 r_shadow_prepasslightingdiffusetexture = NULL;
4443 if (r_shadow_prepasslightingspeculartexture)
4444 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
4445 r_shadow_prepasslightingspeculartexture = NULL;
4448 void R_Shadow_DrawPrepass(void)
4456 entity_render_t *ent;
4457 float clearcolor[4];
4459 R_Mesh_ResetTextureState();
4461 GL_ColorMask(1,1,1,1);
4462 GL_BlendFunc(GL_ONE, GL_ZERO);
4465 R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4466 Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
4467 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4468 if (r_timereport_active)
4469 R_TimeReport("prepasscleargeom");
4471 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
4472 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
4473 if (r_timereport_active)
4474 R_TimeReport("prepassworld");
4476 for (i = 0;i < r_refdef.scene.numentities;i++)
4478 if (!r_refdef.viewcache.entityvisible[i])
4480 ent = r_refdef.scene.entities[i];
4481 if (ent->model && ent->model->DrawPrepass != NULL)
4482 ent->model->DrawPrepass(ent);
4485 if (r_timereport_active)
4486 R_TimeReport("prepassmodels");
4488 GL_DepthMask(false);
4489 GL_ColorMask(1,1,1,1);
4492 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4493 Vector4Set(clearcolor, 0, 0, 0, 0);
4494 GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
4495 if (r_timereport_active)
4496 R_TimeReport("prepassclearlit");
4498 R_Shadow_RenderMode_Begin();
4500 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4501 if (r_shadow_debuglight.integer >= 0)
4503 lightindex = r_shadow_debuglight.integer;
4504 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4505 if (light && (light->flags & flag) && light->rtlight.draw)
4506 R_Shadow_DrawLight(&light->rtlight);
4510 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4511 for (lightindex = 0;lightindex < range;lightindex++)
4513 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4514 if (light && (light->flags & flag) && light->rtlight.draw)
4515 R_Shadow_DrawLight(&light->rtlight);
4518 if (r_refdef.scene.rtdlight)
4519 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4520 if (r_refdef.scene.lights[lnum]->draw)
4521 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4523 R_Mesh_ResetRenderTargets();
4525 R_Shadow_RenderMode_End();
4527 if (r_timereport_active)
4528 R_TimeReport("prepasslights");
4531 void R_Shadow_DrawLightSprites(void);
4532 void R_Shadow_PrepareLights(void)
4542 if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4543 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4544 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) ||
4545 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
4546 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
4547 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
4548 R_Shadow_FreeShadowMaps();
4550 r_shadow_usingshadowmaportho = false;
4552 switch (vid.renderpath)
4554 case RENDERPATH_GL20:
4555 case RENDERPATH_D3D9:
4556 case RENDERPATH_D3D10:
4557 case RENDERPATH_D3D11:
4558 case RENDERPATH_SOFT:
4559 case RENDERPATH_GLES2:
4560 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
4562 r_shadow_usingdeferredprepass = false;
4563 if (r_shadow_prepass_width)
4564 R_Shadow_FreeDeferred();
4565 r_shadow_prepass_width = r_shadow_prepass_height = 0;
4569 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4571 R_Shadow_FreeDeferred();
4573 r_shadow_usingdeferredprepass = true;
4574 r_shadow_prepass_width = vid.width;
4575 r_shadow_prepass_height = vid.height;
4576 r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
4577 switch (vid.renderpath)
4579 case RENDERPATH_D3D9:
4580 r_shadow_prepassgeometrydepthcolortexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrydepthcolormap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4585 r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4586 r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4587 r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4589 // set up the geometry pass fbo (depth + normalmap)
4590 r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4591 R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4592 // render depth into one texture and normalmap into the other
4593 if (qglDrawBuffersARB)
4595 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4596 qglReadBuffer(GL_NONE);CHECKGLERROR
4597 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4598 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4600 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4601 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4602 r_shadow_usingdeferredprepass = false;
4606 // set up the lighting pass fbo (diffuse + specular)
4607 r_shadow_prepasslightingdiffusespecularfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4608 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4609 // render diffuse into one texture and specular into another,
4610 // with depth and normalmap bound as textures,
4611 // with depth bound as attachment as well
4612 if (qglDrawBuffersARB)
4614 qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4615 qglReadBuffer(GL_NONE);CHECKGLERROR
4616 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4617 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4619 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4620 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4621 r_shadow_usingdeferredprepass = false;
4625 // set up the lighting pass fbo (diffuse)
4626 r_shadow_prepasslightingdiffusefbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4627 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4628 // render diffuse into one texture,
4629 // with depth and normalmap bound as textures,
4630 // with depth bound as attachment as well
4631 if (qglDrawBuffersARB)
4633 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4634 qglReadBuffer(GL_NONE);CHECKGLERROR
4635 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4636 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4638 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4639 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4640 r_shadow_usingdeferredprepass = false;
4645 case RENDERPATH_GL13:
4646 case RENDERPATH_GL11:
4647 r_shadow_usingdeferredprepass = false;
4651 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);
4653 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4654 if (r_shadow_debuglight.integer >= 0)
4656 lightindex = r_shadow_debuglight.integer;
4657 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4658 if (light && (light->flags & flag))
4659 R_Shadow_PrepareLight(&light->rtlight);
4663 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4664 for (lightindex = 0;lightindex < range;lightindex++)
4666 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4667 if (light && (light->flags & flag))
4668 R_Shadow_PrepareLight(&light->rtlight);
4671 if (r_refdef.scene.rtdlight)
4673 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4674 R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4676 else if(gl_flashblend.integer)
4678 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4680 rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4681 f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4682 VectorScale(rtlight->color, f, rtlight->currentcolor);
4686 if (r_editlights.integer)
4687 R_Shadow_DrawLightSprites();
4689 R_Shadow_UpdateBounceGridTexture();
4692 void R_Shadow_DrawLights(void)
4700 R_Shadow_RenderMode_Begin();
4702 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4703 if (r_shadow_debuglight.integer >= 0)
4705 lightindex = r_shadow_debuglight.integer;
4706 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4707 if (light && (light->flags & flag))
4708 R_Shadow_DrawLight(&light->rtlight);
4712 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4713 for (lightindex = 0;lightindex < range;lightindex++)
4715 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4716 if (light && (light->flags & flag))
4717 R_Shadow_DrawLight(&light->rtlight);
4720 if (r_refdef.scene.rtdlight)
4721 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4722 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4724 R_Shadow_RenderMode_End();
4727 extern const float r_screenvertex3f[12];
4728 extern void R_SetupView(qboolean allowwaterclippingplane);
4729 extern void R_ResetViewRendering3D(void);
4730 extern void R_ResetViewRendering2D(void);
4731 extern cvar_t r_shadows;
4732 extern cvar_t r_shadows_darken;
4733 extern cvar_t r_shadows_drawafterrtlighting;
4734 extern cvar_t r_shadows_castfrombmodels;
4735 extern cvar_t r_shadows_throwdistance;
4736 extern cvar_t r_shadows_throwdirection;
4737 extern cvar_t r_shadows_focus;
4738 extern cvar_t r_shadows_shadowmapscale;
4740 void R_Shadow_PrepareModelShadows(void)
4743 float scale, size, radius, dot1, dot2;
4744 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
4745 entity_render_t *ent;
4747 if (!r_refdef.scene.numentities)
4750 switch (r_shadow_shadowmode)
4752 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4753 if (r_shadows.integer >= 2)
4756 case R_SHADOW_SHADOWMODE_STENCIL:
4757 for (i = 0;i < r_refdef.scene.numentities;i++)
4759 ent = r_refdef.scene.entities[i];
4760 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4761 R_AnimCache_GetEntity(ent, false, false);
4768 size = 2*r_shadow_shadowmapmaxsize;
4769 scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
4770 radius = 0.5f * size / scale;
4772 Math_atov(r_shadows_throwdirection.string, shadowdir);
4773 VectorNormalize(shadowdir);
4774 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4775 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4776 if (fabs(dot1) <= fabs(dot2))
4777 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4779 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4780 VectorNormalize(shadowforward);
4781 CrossProduct(shadowdir, shadowforward, shadowright);
4782 Math_atov(r_shadows_focus.string, shadowfocus);
4783 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4784 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4785 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4786 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4787 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4789 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4791 shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4792 shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4793 shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4794 shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4795 shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4796 shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4798 for (i = 0;i < r_refdef.scene.numentities;i++)
4800 ent = r_refdef.scene.entities[i];
4801 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
4803 // cast shadows from anything of the map (submodels are optional)
4804 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4805 R_AnimCache_GetEntity(ent, false, false);
4809 void R_DrawModelShadowMaps(void)
4812 float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
4813 entity_render_t *ent;
4814 vec3_t relativelightorigin;
4815 vec3_t relativelightdirection, relativeforward, relativeright;
4816 vec3_t relativeshadowmins, relativeshadowmaxs;
4817 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
4819 matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
4820 r_viewport_t viewport;
4822 float clearcolor[4];
4824 if (!r_refdef.scene.numentities)
4827 switch (r_shadow_shadowmode)
4829 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4835 R_ResetViewRendering3D();
4836 R_Shadow_RenderMode_Begin();
4837 R_Shadow_RenderMode_ActiveLight(NULL);
4839 switch (r_shadow_shadowmode)
4841 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4842 if (!r_shadow_shadowmap2dtexture)
4843 R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4844 fbo = r_shadow_fbo2d;
4845 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
4846 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
4847 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
4853 size = 2*r_shadow_shadowmapmaxsize;
4854 scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
4855 radius = 0.5f / scale;
4856 nearclip = -r_shadows_throwdistance.value;
4857 farclip = r_shadows_throwdistance.value;
4858 bias = r_shadow_shadowmapping_bias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
4860 r_shadow_shadowmap_parameters[0] = size;
4861 r_shadow_shadowmap_parameters[1] = size;
4862 r_shadow_shadowmap_parameters[2] = 1.0;
4863 r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
4865 Math_atov(r_shadows_throwdirection.string, shadowdir);
4866 VectorNormalize(shadowdir);
4867 Math_atov(r_shadows_focus.string, shadowfocus);
4868 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4869 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4870 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4871 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4872 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4873 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4874 if (fabs(dot1) <= fabs(dot2))
4875 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4877 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4878 VectorNormalize(shadowforward);
4879 VectorM(scale, shadowforward, &m[0]);
4880 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4882 m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
4883 CrossProduct(shadowdir, shadowforward, shadowright);
4884 VectorM(scale, shadowright, &m[4]);
4885 m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
4886 VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
4887 m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
4888 Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
4889 Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
4890 R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL);
4892 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4894 R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
4895 R_SetupShader_DepthOrShadow();
4896 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
4899 R_SetViewport(&viewport);
4900 GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
4901 Vector4Set(clearcolor, 1,1,1,1);
4902 // in D3D9 we have to render to a color texture shadowmap
4903 // in GL we render directly to a depth texture only
4904 if (r_shadow_shadowmap2dtexture)
4905 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4907 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4908 // render into a slightly restricted region so that the borders of the
4909 // shadowmap area fade away, rather than streaking across everything
4910 // outside the usable area
4911 GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
4915 R_Mesh_ResetRenderTargets();
4916 R_SetupShader_ShowDepth();
4917 GL_ColorMask(1,1,1,1);
4918 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4921 for (i = 0;i < r_refdef.scene.numentities;i++)
4923 ent = r_refdef.scene.entities[i];
4925 // cast shadows from anything of the map (submodels are optional)
4926 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4928 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4929 Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
4930 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4931 Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
4932 Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
4933 relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4934 relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4935 relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4936 relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4937 relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4938 relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4939 RSurf_ActiveModelEntity(ent, false, false, false);
4940 ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4941 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4948 unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
4950 qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
4952 Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
4953 Cvar_SetValueQuick(&r_test, 0);
4958 R_Shadow_RenderMode_End();
4960 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
4961 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
4962 Matrix4x4_CreateScale3(&scalematrix, size, -size, 1);
4963 Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
4964 Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
4965 Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
4967 switch (vid.renderpath)
4969 case RENDERPATH_GL11:
4970 case RENDERPATH_GL13:
4971 case RENDERPATH_GL20:
4972 case RENDERPATH_SOFT:
4973 case RENDERPATH_GLES2:
4975 case RENDERPATH_D3D9:
4976 case RENDERPATH_D3D10:
4977 case RENDERPATH_D3D11:
4978 #ifdef OPENGL_ORIENTATION
4979 r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
4980 r_shadow_shadowmapmatrix.m[0][1] *= -1.0f;
4981 r_shadow_shadowmapmatrix.m[0][2] *= -1.0f;
4982 r_shadow_shadowmapmatrix.m[0][3] *= -1.0f;
4984 r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
4985 r_shadow_shadowmapmatrix.m[1][0] *= -1.0f;
4986 r_shadow_shadowmapmatrix.m[2][0] *= -1.0f;
4987 r_shadow_shadowmapmatrix.m[3][0] *= -1.0f;
4992 r_shadow_usingshadowmaportho = true;
4993 switch (r_shadow_shadowmode)
4995 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4996 r_shadow_usingshadowmap2d = true;
5003 void R_DrawModelShadows(void)
5006 float relativethrowdistance;
5007 entity_render_t *ent;
5008 vec3_t relativelightorigin;
5009 vec3_t relativelightdirection;
5010 vec3_t relativeshadowmins, relativeshadowmaxs;
5011 vec3_t tmp, shadowdir;
5013 if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
5016 R_ResetViewRendering3D();
5017 //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5018 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5019 R_Shadow_RenderMode_Begin();
5020 R_Shadow_RenderMode_ActiveLight(NULL);
5021 r_shadow_lightscissor[0] = r_refdef.view.x;
5022 r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
5023 r_shadow_lightscissor[2] = r_refdef.view.width;
5024 r_shadow_lightscissor[3] = r_refdef.view.height;
5025 R_Shadow_RenderMode_StencilShadowVolumes(false);
5028 if (r_shadows.integer == 2)
5030 Math_atov(r_shadows_throwdirection.string, shadowdir);
5031 VectorNormalize(shadowdir);
5034 R_Shadow_ClearStencil();
5036 for (i = 0;i < r_refdef.scene.numentities;i++)
5038 ent = r_refdef.scene.entities[i];
5040 // cast shadows from anything of the map (submodels are optional)
5041 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
5043 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
5044 VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
5045 VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
5046 if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
5047 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
5050 if(ent->entitynumber != 0)
5052 if(ent->entitynumber >= MAX_EDICTS) // csqc entity
5054 // FIXME handle this
5055 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5059 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
5060 int entnum, entnum2, recursion;
5061 entnum = entnum2 = ent->entitynumber;
5062 for(recursion = 32; recursion > 0; --recursion)
5064 entnum2 = cl.entities[entnum].state_current.tagentity;
5065 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
5070 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
5072 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
5073 // transform into modelspace of OUR entity
5074 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
5075 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
5078 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5082 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5085 VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
5086 RSurf_ActiveModelEntity(ent, false, false, false);
5087 ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
5088 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
5092 // not really the right mode, but this will disable any silly stencil features
5093 R_Shadow_RenderMode_End();
5095 // set up ortho view for rendering this pass
5096 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5097 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5098 //GL_ScissorTest(true);
5099 //R_EntityMatrix(&identitymatrix);
5100 //R_Mesh_ResetTextureState();
5101 R_ResetViewRendering2D();
5103 // set up a darkening blend on shadowed areas
5104 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5105 //GL_DepthRange(0, 1);
5106 //GL_DepthTest(false);
5107 //GL_DepthMask(false);
5108 //GL_PolygonOffset(0, 0);CHECKGLERROR
5109 GL_Color(0, 0, 0, r_shadows_darken.value);
5110 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5111 //GL_DepthFunc(GL_ALWAYS);
5112 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
5114 // apply the blend to the shadowed areas
5115 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
5116 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
5117 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5119 // restore the viewport
5120 R_SetViewport(&r_refdef.view.viewport);
5122 // restore other state to normal
5123 //R_Shadow_RenderMode_End();
5126 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
5129 vec3_t centerorigin;
5131 // if it's too close, skip it
5132 if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
5134 zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
5137 if (usequery && r_numqueries + 2 <= r_maxqueries)
5139 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
5140 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
5141 // 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
5142 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
5144 switch(vid.renderpath)
5146 case RENDERPATH_GL20:
5147 case RENDERPATH_GL13:
5148 case RENDERPATH_GL11:
5149 case RENDERPATH_GLES2:
5151 // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
5152 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
5153 GL_DepthFunc(GL_ALWAYS);
5154 R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5155 R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5156 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5157 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5158 GL_DepthFunc(GL_LEQUAL);
5159 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
5160 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5161 R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5162 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5163 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5166 case RENDERPATH_D3D9:
5167 Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5169 case RENDERPATH_D3D10:
5170 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5172 case RENDERPATH_D3D11:
5173 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5175 case RENDERPATH_SOFT:
5176 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5180 rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
5183 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5185 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
5188 GLint allpixels = 0, visiblepixels = 0;
5189 // now we have to check the query result
5190 if (rtlight->corona_queryindex_visiblepixels)
5192 switch(vid.renderpath)
5194 case RENDERPATH_GL20:
5195 case RENDERPATH_GL13:
5196 case RENDERPATH_GL11:
5197 case RENDERPATH_GLES2:
5199 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
5200 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
5203 case RENDERPATH_D3D9:
5204 Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5206 case RENDERPATH_D3D10:
5207 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5209 case RENDERPATH_D3D11:
5210 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5212 case RENDERPATH_SOFT:
5213 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5216 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
5217 if (visiblepixels < 1 || allpixels < 1)
5219 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
5220 cscale *= rtlight->corona_visibility;
5224 // FIXME: these traces should scan all render entities instead of cl.world
5225 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
5228 VectorScale(rtlight->currentcolor, cscale, color);
5229 if (VectorLength(color) > (1.0f / 256.0f))
5232 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
5235 VectorNegate(color, color);
5236 switch(vid.renderpath)
5238 case RENDERPATH_GL11:
5239 case RENDERPATH_GL13:
5240 case RENDERPATH_GL20:
5241 case RENDERPATH_GLES2:
5242 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
5244 case RENDERPATH_D3D9:
5246 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
5249 case RENDERPATH_D3D10:
5250 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5252 case RENDERPATH_D3D11:
5253 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5255 case RENDERPATH_SOFT:
5256 DPSOFTRAST_BlendSubtract(true);
5260 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5261 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);
5262 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5265 switch(vid.renderpath)
5267 case RENDERPATH_GL11:
5268 case RENDERPATH_GL13:
5269 case RENDERPATH_GL20:
5270 case RENDERPATH_GLES2:
5271 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
5273 case RENDERPATH_D3D9:
5275 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
5278 case RENDERPATH_D3D10:
5279 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5281 case RENDERPATH_D3D11:
5282 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5284 case RENDERPATH_SOFT:
5285 DPSOFTRAST_BlendSubtract(false);
5292 void R_Shadow_DrawCoronas(void)
5295 qboolean usequery = false;
5300 if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
5302 if (r_waterstate.renderingscene)
5304 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
5305 R_EntityMatrix(&identitymatrix);
5307 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5309 // check occlusion of coronas
5310 // use GL_ARB_occlusion_query if available
5311 // otherwise use raytraces
5313 switch (vid.renderpath)
5315 case RENDERPATH_GL11:
5316 case RENDERPATH_GL13:
5317 case RENDERPATH_GL20:
5318 case RENDERPATH_GLES2:
5319 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
5322 GL_ColorMask(0,0,0,0);
5323 if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
5324 if (r_maxqueries < MAX_OCCLUSION_QUERIES)
5327 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
5328 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
5330 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
5333 RSurf_ActiveWorldEntity();
5334 GL_BlendFunc(GL_ONE, GL_ZERO);
5335 GL_CullFace(GL_NONE);
5336 GL_DepthMask(false);
5337 GL_DepthRange(0, 1);
5338 GL_PolygonOffset(0, 0);
5340 R_Mesh_ResetTextureState();
5341 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
5344 case RENDERPATH_D3D9:
5346 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5348 case RENDERPATH_D3D10:
5349 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5351 case RENDERPATH_D3D11:
5352 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5354 case RENDERPATH_SOFT:
5356 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5359 for (lightindex = 0;lightindex < range;lightindex++)
5361 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5364 rtlight = &light->rtlight;
5365 rtlight->corona_visibility = 0;
5366 rtlight->corona_queryindex_visiblepixels = 0;
5367 rtlight->corona_queryindex_allpixels = 0;
5368 if (!(rtlight->flags & flag))
5370 if (rtlight->corona <= 0)
5372 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
5374 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5376 for (i = 0;i < r_refdef.scene.numlights;i++)
5378 rtlight = r_refdef.scene.lights[i];
5379 rtlight->corona_visibility = 0;
5380 rtlight->corona_queryindex_visiblepixels = 0;
5381 rtlight->corona_queryindex_allpixels = 0;
5382 if (!(rtlight->flags & flag))
5384 if (rtlight->corona <= 0)
5386 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5389 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5391 // now draw the coronas using the query data for intensity info
5392 for (lightindex = 0;lightindex < range;lightindex++)
5394 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5397 rtlight = &light->rtlight;
5398 if (rtlight->corona_visibility <= 0)
5400 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5402 for (i = 0;i < r_refdef.scene.numlights;i++)
5404 rtlight = r_refdef.scene.lights[i];
5405 if (rtlight->corona_visibility <= 0)
5407 if (gl_flashblend.integer)
5408 R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
5410 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5416 dlight_t *R_Shadow_NewWorldLight(void)
5418 return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
5421 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)
5424 // validate parameters
5425 if (style < 0 || style >= MAX_LIGHTSTYLES)
5427 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
5433 // copy to light properties
5434 VectorCopy(origin, light->origin);
5435 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
5436 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
5437 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
5439 light->color[0] = max(color[0], 0);
5440 light->color[1] = max(color[1], 0);
5441 light->color[2] = max(color[2], 0);
5443 light->color[0] = color[0];
5444 light->color[1] = color[1];
5445 light->color[2] = color[2];
5446 light->radius = max(radius, 0);
5447 light->style = style;
5448 light->shadow = shadowenable;
5449 light->corona = corona;
5450 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
5451 light->coronasizescale = coronasizescale;
5452 light->ambientscale = ambientscale;
5453 light->diffusescale = diffusescale;
5454 light->specularscale = specularscale;
5455 light->flags = flags;
5457 // update renderable light data
5458 Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
5459 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);
5462 void R_Shadow_FreeWorldLight(dlight_t *light)
5464 if (r_shadow_selectedlight == light)
5465 r_shadow_selectedlight = NULL;
5466 R_RTLight_Uncompile(&light->rtlight);
5467 Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
5470 void R_Shadow_ClearWorldLights(void)
5474 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5475 for (lightindex = 0;lightindex < range;lightindex++)
5477 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5479 R_Shadow_FreeWorldLight(light);
5481 r_shadow_selectedlight = NULL;
5484 void R_Shadow_SelectLight(dlight_t *light)
5486 if (r_shadow_selectedlight)
5487 r_shadow_selectedlight->selected = false;
5488 r_shadow_selectedlight = light;
5489 if (r_shadow_selectedlight)
5490 r_shadow_selectedlight->selected = true;
5493 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5495 // this is never batched (there can be only one)
5497 R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
5498 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5499 R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5502 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5507 skinframe_t *skinframe;
5510 // this is never batched (due to the ent parameter changing every time)
5511 // so numsurfaces == 1 and surfacelist[0] == lightnumber
5512 const dlight_t *light = (dlight_t *)ent;
5515 R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
5518 VectorScale(light->color, intensity, spritecolor);
5519 if (VectorLength(spritecolor) < 0.1732f)
5520 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
5521 if (VectorLength(spritecolor) > 1.0f)
5522 VectorNormalize(spritecolor);
5524 // draw light sprite
5525 if (light->cubemapname[0] && !light->shadow)
5526 skinframe = r_editlights_sprcubemapnoshadowlight;
5527 else if (light->cubemapname[0])
5528 skinframe = r_editlights_sprcubemaplight;
5529 else if (!light->shadow)
5530 skinframe = r_editlights_sprnoshadowlight;
5532 skinframe = r_editlights_sprlight;
5534 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);
5535 R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5537 // draw selection sprite if light is selected
5538 if (light->selected)
5540 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5541 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5542 // VorteX todo: add normalmode/realtime mode light overlay sprites?
5546 void R_Shadow_DrawLightSprites(void)
5550 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5551 for (lightindex = 0;lightindex < range;lightindex++)
5553 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5555 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
5557 if (!r_editlights_lockcursor)
5558 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
5561 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
5566 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
5567 if (lightindex >= range)
5569 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5572 rtlight = &light->rtlight;
5573 //if (!(rtlight->flags & flag))
5575 VectorCopy(rtlight->shadoworigin, origin);
5576 *radius = rtlight->radius;
5577 VectorCopy(rtlight->color, color);
5581 void R_Shadow_SelectLightInView(void)
5583 float bestrating, rating, temp[3];
5587 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5591 if (r_editlights_lockcursor)
5593 for (lightindex = 0;lightindex < range;lightindex++)
5595 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5598 VectorSubtract(light->origin, r_refdef.view.origin, temp);
5599 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
5602 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
5603 if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1.0f)
5605 bestrating = rating;
5610 R_Shadow_SelectLight(best);
5613 void R_Shadow_LoadWorldLights(void)
5615 int n, a, style, shadow, flags;
5616 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
5617 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
5618 if (cl.worldmodel == NULL)
5620 Con_Print("No map loaded.\n");
5623 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5624 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5634 for (;COM_Parse(t, true) && strcmp(
5635 if (COM_Parse(t, true))
5637 if (com_token[0] == '!')
5640 origin[0] = atof(com_token+1);
5643 origin[0] = atof(com_token);
5648 while (*s && *s != '\n' && *s != '\r')
5654 // check for modifier flags
5661 #if _MSC_VER >= 1400
5662 #define sscanf sscanf_s
5664 cubemapname[sizeof(cubemapname)-1] = 0;
5665 #if MAX_QPATH != 128
5666 #error update this code if MAX_QPATH changes
5668 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
5669 #if _MSC_VER >= 1400
5670 , sizeof(cubemapname)
5672 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
5675 flags = LIGHTFLAG_REALTIMEMODE;
5683 coronasizescale = 0.25f;
5685 VectorClear(angles);
5688 if (a < 9 || !strcmp(cubemapname, "\"\""))
5690 // remove quotes on cubemapname
5691 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
5694 namelen = strlen(cubemapname) - 2;
5695 memmove(cubemapname, cubemapname + 1, namelen);
5696 cubemapname[namelen] = '\0';
5700 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);
5703 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5711 Con_Printf("invalid rtlights file \"%s\"\n", name);
5712 Mem_Free(lightsstring);
5716 void R_Shadow_SaveWorldLights(void)
5720 size_t bufchars, bufmaxchars;
5722 char name[MAX_QPATH];
5723 char line[MAX_INPUTLINE];
5724 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
5725 // I hate lines which are 3 times my screen size :( --blub
5728 if (cl.worldmodel == NULL)
5730 Con_Print("No map loaded.\n");
5733 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5734 bufchars = bufmaxchars = 0;
5736 for (lightindex = 0;lightindex < range;lightindex++)
5738 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5741 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5742 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);
5743 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5744 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]);
5746 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);
5747 if (bufchars + strlen(line) > bufmaxchars)
5749 bufmaxchars = bufchars + strlen(line) + 2048;
5751 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5755 memcpy(buf, oldbuf, bufchars);
5761 memcpy(buf + bufchars, line, strlen(line));
5762 bufchars += strlen(line);
5766 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5771 void R_Shadow_LoadLightsFile(void)
5774 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5775 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5776 if (cl.worldmodel == NULL)
5778 Con_Print("No map loaded.\n");
5781 dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
5782 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5790 while (*s && *s != '\n' && *s != '\r')
5796 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);
5800 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);
5803 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5804 radius = bound(15, radius, 4096);
5805 VectorScale(color, (2.0f / (8388608.0f)), color);
5806 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5814 Con_Printf("invalid lights file \"%s\"\n", name);
5815 Mem_Free(lightsstring);
5819 // tyrlite/hmap2 light types in the delay field
5820 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5822 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5834 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5835 char key[256], value[MAX_INPUTLINE];
5837 if (cl.worldmodel == NULL)
5839 Con_Print("No map loaded.\n");
5842 // try to load a .ent file first
5843 dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
5844 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5845 // and if that is not found, fall back to the bsp file entity string
5847 data = cl.worldmodel->brush.entities;
5850 for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5852 type = LIGHTTYPE_MINUSX;
5853 origin[0] = origin[1] = origin[2] = 0;
5854 originhack[0] = originhack[1] = originhack[2] = 0;
5855 angles[0] = angles[1] = angles[2] = 0;
5856 color[0] = color[1] = color[2] = 1;
5857 light[0] = light[1] = light[2] = 1;light[3] = 300;
5858 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5868 if (!COM_ParseToken_Simple(&data, false, false))
5870 if (com_token[0] == '}')
5871 break; // end of entity
5872 if (com_token[0] == '_')
5873 strlcpy(key, com_token + 1, sizeof(key));
5875 strlcpy(key, com_token, sizeof(key));
5876 while (key[strlen(key)-1] == ' ') // remove trailing spaces
5877 key[strlen(key)-1] = 0;
5878 if (!COM_ParseToken_Simple(&data, false, false))
5880 strlcpy(value, com_token, sizeof(value));
5882 // now that we have the key pair worked out...
5883 if (!strcmp("light", key))
5885 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5889 light[0] = vec[0] * (1.0f / 256.0f);
5890 light[1] = vec[0] * (1.0f / 256.0f);
5891 light[2] = vec[0] * (1.0f / 256.0f);
5897 light[0] = vec[0] * (1.0f / 255.0f);
5898 light[1] = vec[1] * (1.0f / 255.0f);
5899 light[2] = vec[2] * (1.0f / 255.0f);
5903 else if (!strcmp("delay", key))
5905 else if (!strcmp("origin", key))
5906 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5907 else if (!strcmp("angle", key))
5908 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5909 else if (!strcmp("angles", key))
5910 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5911 else if (!strcmp("color", key))
5912 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5913 else if (!strcmp("wait", key))
5914 fadescale = atof(value);
5915 else if (!strcmp("classname", key))
5917 if (!strncmp(value, "light", 5))
5920 if (!strcmp(value, "light_fluoro"))
5925 overridecolor[0] = 1;
5926 overridecolor[1] = 1;
5927 overridecolor[2] = 1;
5929 if (!strcmp(value, "light_fluorospark"))
5934 overridecolor[0] = 1;
5935 overridecolor[1] = 1;
5936 overridecolor[2] = 1;
5938 if (!strcmp(value, "light_globe"))
5943 overridecolor[0] = 1;
5944 overridecolor[1] = 0.8;
5945 overridecolor[2] = 0.4;
5947 if (!strcmp(value, "light_flame_large_yellow"))
5952 overridecolor[0] = 1;
5953 overridecolor[1] = 0.5;
5954 overridecolor[2] = 0.1;
5956 if (!strcmp(value, "light_flame_small_yellow"))
5961 overridecolor[0] = 1;
5962 overridecolor[1] = 0.5;
5963 overridecolor[2] = 0.1;
5965 if (!strcmp(value, "light_torch_small_white"))
5970 overridecolor[0] = 1;
5971 overridecolor[1] = 0.5;
5972 overridecolor[2] = 0.1;
5974 if (!strcmp(value, "light_torch_small_walltorch"))
5979 overridecolor[0] = 1;
5980 overridecolor[1] = 0.5;
5981 overridecolor[2] = 0.1;
5985 else if (!strcmp("style", key))
5986 style = atoi(value);
5987 else if (!strcmp("skin", key))
5988 skin = (int)atof(value);
5989 else if (!strcmp("pflags", key))
5990 pflags = (int)atof(value);
5991 //else if (!strcmp("effects", key))
5992 // effects = (int)atof(value);
5993 else if (cl.worldmodel->type == mod_brushq3)
5995 if (!strcmp("scale", key))
5996 lightscale = atof(value);
5997 if (!strcmp("fade", key))
5998 fadescale = atof(value);
6003 if (lightscale <= 0)
6007 if (color[0] == color[1] && color[0] == color[2])
6009 color[0] *= overridecolor[0];
6010 color[1] *= overridecolor[1];
6011 color[2] *= overridecolor[2];
6013 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
6014 color[0] = color[0] * light[0];
6015 color[1] = color[1] * light[1];
6016 color[2] = color[2] * light[2];
6019 case LIGHTTYPE_MINUSX:
6021 case LIGHTTYPE_RECIPX:
6023 VectorScale(color, (1.0f / 16.0f), color);
6025 case LIGHTTYPE_RECIPXX:
6027 VectorScale(color, (1.0f / 16.0f), color);
6030 case LIGHTTYPE_NONE:
6034 case LIGHTTYPE_MINUSXX:
6037 VectorAdd(origin, originhack, origin);
6039 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
6042 Mem_Free(entfiledata);
6046 void R_Shadow_SetCursorLocationForView(void)
6049 vec3_t dest, endpos;
6051 VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
6052 trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true);
6053 if (trace.fraction < 1)
6055 dist = trace.fraction * r_editlights_cursordistance.value;
6056 push = r_editlights_cursorpushback.value;
6060 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
6061 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
6065 VectorClear( endpos );
6067 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6068 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6069 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6072 void R_Shadow_UpdateWorldLightSelection(void)
6074 if (r_editlights.integer)
6076 R_Shadow_SetCursorLocationForView();
6077 R_Shadow_SelectLightInView();
6080 R_Shadow_SelectLight(NULL);
6083 void R_Shadow_EditLights_Clear_f(void)
6085 R_Shadow_ClearWorldLights();
6088 void R_Shadow_EditLights_Reload_f(void)
6092 strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
6093 R_Shadow_ClearWorldLights();
6094 R_Shadow_LoadWorldLights();
6095 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6097 R_Shadow_LoadLightsFile();
6098 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6099 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6103 void R_Shadow_EditLights_Save_f(void)
6107 R_Shadow_SaveWorldLights();
6110 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
6112 R_Shadow_ClearWorldLights();
6113 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6116 void R_Shadow_EditLights_ImportLightsFile_f(void)
6118 R_Shadow_ClearWorldLights();
6119 R_Shadow_LoadLightsFile();
6122 void R_Shadow_EditLights_Spawn_f(void)
6125 if (!r_editlights.integer)
6127 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6130 if (Cmd_Argc() != 1)
6132 Con_Print("r_editlights_spawn does not take parameters\n");
6135 color[0] = color[1] = color[2] = 1;
6136 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
6139 void R_Shadow_EditLights_Edit_f(void)
6141 vec3_t origin, angles, color;
6142 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
6143 int style, shadows, flags, normalmode, realtimemode;
6144 char cubemapname[MAX_INPUTLINE];
6145 if (!r_editlights.integer)
6147 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6150 if (!r_shadow_selectedlight)
6152 Con_Print("No selected light.\n");
6155 VectorCopy(r_shadow_selectedlight->origin, origin);
6156 VectorCopy(r_shadow_selectedlight->angles, angles);
6157 VectorCopy(r_shadow_selectedlight->color, color);
6158 radius = r_shadow_selectedlight->radius;
6159 style = r_shadow_selectedlight->style;
6160 if (r_shadow_selectedlight->cubemapname)
6161 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
6164 shadows = r_shadow_selectedlight->shadow;
6165 corona = r_shadow_selectedlight->corona;
6166 coronasizescale = r_shadow_selectedlight->coronasizescale;
6167 ambientscale = r_shadow_selectedlight->ambientscale;
6168 diffusescale = r_shadow_selectedlight->diffusescale;
6169 specularscale = r_shadow_selectedlight->specularscale;
6170 flags = r_shadow_selectedlight->flags;
6171 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
6172 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
6173 if (!strcmp(Cmd_Argv(1), "origin"))
6175 if (Cmd_Argc() != 5)
6177 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6180 origin[0] = atof(Cmd_Argv(2));
6181 origin[1] = atof(Cmd_Argv(3));
6182 origin[2] = atof(Cmd_Argv(4));
6184 else if (!strcmp(Cmd_Argv(1), "originscale"))
6186 if (Cmd_Argc() != 5)
6188 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6191 origin[0] *= atof(Cmd_Argv(2));
6192 origin[1] *= atof(Cmd_Argv(3));
6193 origin[2] *= atof(Cmd_Argv(4));
6195 else if (!strcmp(Cmd_Argv(1), "originx"))
6197 if (Cmd_Argc() != 3)
6199 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6202 origin[0] = atof(Cmd_Argv(2));
6204 else if (!strcmp(Cmd_Argv(1), "originy"))
6206 if (Cmd_Argc() != 3)
6208 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6211 origin[1] = atof(Cmd_Argv(2));
6213 else if (!strcmp(Cmd_Argv(1), "originz"))
6215 if (Cmd_Argc() != 3)
6217 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6220 origin[2] = atof(Cmd_Argv(2));
6222 else if (!strcmp(Cmd_Argv(1), "move"))
6224 if (Cmd_Argc() != 5)
6226 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6229 origin[0] += atof(Cmd_Argv(2));
6230 origin[1] += atof(Cmd_Argv(3));
6231 origin[2] += atof(Cmd_Argv(4));
6233 else if (!strcmp(Cmd_Argv(1), "movex"))
6235 if (Cmd_Argc() != 3)
6237 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6240 origin[0] += atof(Cmd_Argv(2));
6242 else if (!strcmp(Cmd_Argv(1), "movey"))
6244 if (Cmd_Argc() != 3)
6246 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6249 origin[1] += atof(Cmd_Argv(2));
6251 else if (!strcmp(Cmd_Argv(1), "movez"))
6253 if (Cmd_Argc() != 3)
6255 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6258 origin[2] += atof(Cmd_Argv(2));
6260 else if (!strcmp(Cmd_Argv(1), "angles"))
6262 if (Cmd_Argc() != 5)
6264 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6267 angles[0] = atof(Cmd_Argv(2));
6268 angles[1] = atof(Cmd_Argv(3));
6269 angles[2] = atof(Cmd_Argv(4));
6271 else if (!strcmp(Cmd_Argv(1), "anglesx"))
6273 if (Cmd_Argc() != 3)
6275 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6278 angles[0] = atof(Cmd_Argv(2));
6280 else if (!strcmp(Cmd_Argv(1), "anglesy"))
6282 if (Cmd_Argc() != 3)
6284 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6287 angles[1] = atof(Cmd_Argv(2));
6289 else if (!strcmp(Cmd_Argv(1), "anglesz"))
6291 if (Cmd_Argc() != 3)
6293 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6296 angles[2] = atof(Cmd_Argv(2));
6298 else if (!strcmp(Cmd_Argv(1), "color"))
6300 if (Cmd_Argc() != 5)
6302 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
6305 color[0] = atof(Cmd_Argv(2));
6306 color[1] = atof(Cmd_Argv(3));
6307 color[2] = atof(Cmd_Argv(4));
6309 else if (!strcmp(Cmd_Argv(1), "radius"))
6311 if (Cmd_Argc() != 3)
6313 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6316 radius = atof(Cmd_Argv(2));
6318 else if (!strcmp(Cmd_Argv(1), "colorscale"))
6320 if (Cmd_Argc() == 3)
6322 double scale = atof(Cmd_Argv(2));
6329 if (Cmd_Argc() != 5)
6331 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
6334 color[0] *= atof(Cmd_Argv(2));
6335 color[1] *= atof(Cmd_Argv(3));
6336 color[2] *= atof(Cmd_Argv(4));
6339 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
6341 if (Cmd_Argc() != 3)
6343 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6346 radius *= atof(Cmd_Argv(2));
6348 else if (!strcmp(Cmd_Argv(1), "style"))
6350 if (Cmd_Argc() != 3)
6352 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6355 style = atoi(Cmd_Argv(2));
6357 else if (!strcmp(Cmd_Argv(1), "cubemap"))
6361 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6364 if (Cmd_Argc() == 3)
6365 strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
6369 else if (!strcmp(Cmd_Argv(1), "shadows"))
6371 if (Cmd_Argc() != 3)
6373 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6376 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6378 else if (!strcmp(Cmd_Argv(1), "corona"))
6380 if (Cmd_Argc() != 3)
6382 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6385 corona = atof(Cmd_Argv(2));
6387 else if (!strcmp(Cmd_Argv(1), "coronasize"))
6389 if (Cmd_Argc() != 3)
6391 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6394 coronasizescale = atof(Cmd_Argv(2));
6396 else if (!strcmp(Cmd_Argv(1), "ambient"))
6398 if (Cmd_Argc() != 3)
6400 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6403 ambientscale = atof(Cmd_Argv(2));
6405 else if (!strcmp(Cmd_Argv(1), "diffuse"))
6407 if (Cmd_Argc() != 3)
6409 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6412 diffusescale = atof(Cmd_Argv(2));
6414 else if (!strcmp(Cmd_Argv(1), "specular"))
6416 if (Cmd_Argc() != 3)
6418 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6421 specularscale = atof(Cmd_Argv(2));
6423 else if (!strcmp(Cmd_Argv(1), "normalmode"))
6425 if (Cmd_Argc() != 3)
6427 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6430 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6432 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
6434 if (Cmd_Argc() != 3)
6436 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6439 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6443 Con_Print("usage: r_editlights_edit [property] [value]\n");
6444 Con_Print("Selected light's properties:\n");
6445 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
6446 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
6447 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
6448 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
6449 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
6450 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
6451 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
6452 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
6453 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
6454 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
6455 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
6456 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
6457 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
6458 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
6461 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
6462 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
6465 void R_Shadow_EditLights_EditAll_f(void)
6468 dlight_t *light, *oldselected;
6471 if (!r_editlights.integer)
6473 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
6477 oldselected = r_shadow_selectedlight;
6478 // EditLights doesn't seem to have a "remove" command or something so:
6479 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6480 for (lightindex = 0;lightindex < range;lightindex++)
6482 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6485 R_Shadow_SelectLight(light);
6486 R_Shadow_EditLights_Edit_f();
6488 // return to old selected (to not mess editing once selection is locked)
6489 R_Shadow_SelectLight(oldselected);
6492 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
6494 int lightnumber, lightcount;
6495 size_t lightindex, range;
6499 if (!r_editlights.integer)
6501 x = vid_conwidth.value - 240;
6503 DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
6506 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6507 for (lightindex = 0;lightindex < range;lightindex++)
6509 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6512 if (light == r_shadow_selectedlight)
6513 lightnumber = lightindex;
6516 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;
6517 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;
6519 if (r_shadow_selectedlight == NULL)
6521 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;
6522 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;
6523 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;
6524 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;
6525 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;
6526 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;
6527 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;
6528 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;
6529 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;
6530 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;
6531 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;
6532 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;
6533 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;
6534 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;
6535 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;
6538 void R_Shadow_EditLights_ToggleShadow_f(void)
6540 if (!r_editlights.integer)
6542 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6545 if (!r_shadow_selectedlight)
6547 Con_Print("No selected light.\n");
6550 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);
6553 void R_Shadow_EditLights_ToggleCorona_f(void)
6555 if (!r_editlights.integer)
6557 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6560 if (!r_shadow_selectedlight)
6562 Con_Print("No selected light.\n");
6565 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);
6568 void R_Shadow_EditLights_Remove_f(void)
6570 if (!r_editlights.integer)
6572 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
6575 if (!r_shadow_selectedlight)
6577 Con_Print("No selected light.\n");
6580 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
6581 r_shadow_selectedlight = NULL;
6584 void R_Shadow_EditLights_Help_f(void)
6587 "Documentation on r_editlights system:\n"
6589 "r_editlights : enable/disable editing mode\n"
6590 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
6591 "r_editlights_cursorpushback : push back cursor this far from surface\n"
6592 "r_editlights_cursorpushoff : push cursor off surface this far\n"
6593 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
6594 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
6596 "r_editlights_help : this help\n"
6597 "r_editlights_clear : remove all lights\n"
6598 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
6599 "r_editlights_lock : lock selection to current light, if already locked - unlock\n"
6600 "r_editlights_save : save to .rtlights file\n"
6601 "r_editlights_spawn : create a light with default settings\n"
6602 "r_editlights_edit command : edit selected light - more documentation below\n"
6603 "r_editlights_remove : remove selected light\n"
6604 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
6605 "r_editlights_importlightentitiesfrommap : reload light entities\n"
6606 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
6608 "origin x y z : set light location\n"
6609 "originx x: set x component of light location\n"
6610 "originy y: set y component of light location\n"
6611 "originz z: set z component of light location\n"
6612 "move x y z : adjust light location\n"
6613 "movex x: adjust x component of light location\n"
6614 "movey y: adjust y component of light location\n"
6615 "movez z: adjust z component of light location\n"
6616 "angles x y z : set light angles\n"
6617 "anglesx x: set x component of light angles\n"
6618 "anglesy y: set y component of light angles\n"
6619 "anglesz z: set z component of light angles\n"
6620 "color r g b : set color of light (can be brighter than 1 1 1)\n"
6621 "radius radius : set radius (size) of light\n"
6622 "colorscale grey : multiply color of light (1 does nothing)\n"
6623 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
6624 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
6625 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
6626 "originscale x y z : multiply origin of light (1 1 1 does nothing)\n"
6627 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
6628 "cubemap basename : set filter cubemap of light (not yet supported)\n"
6629 "shadows 1/0 : turn on/off shadows\n"
6630 "corona n : set corona intensity\n"
6631 "coronasize n : set corona size (0-1)\n"
6632 "ambient n : set ambient intensity (0-1)\n"
6633 "diffuse n : set diffuse intensity (0-1)\n"
6634 "specular n : set specular intensity (0-1)\n"
6635 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
6636 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
6637 "<nothing> : print light properties to console\n"
6641 void R_Shadow_EditLights_CopyInfo_f(void)
6643 if (!r_editlights.integer)
6645 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
6648 if (!r_shadow_selectedlight)
6650 Con_Print("No selected light.\n");
6653 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
6654 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
6655 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
6656 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
6657 if (r_shadow_selectedlight->cubemapname)
6658 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
6660 r_shadow_bufferlight.cubemapname[0] = 0;
6661 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
6662 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
6663 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
6664 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
6665 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
6666 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
6667 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
6670 void R_Shadow_EditLights_PasteInfo_f(void)
6672 if (!r_editlights.integer)
6674 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
6677 if (!r_shadow_selectedlight)
6679 Con_Print("No selected light.\n");
6682 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);
6685 void R_Shadow_EditLights_Lock_f(void)
6687 if (!r_editlights.integer)
6689 Con_Print("Cannot lock on light when not in editing mode. Set r_editlights to 1.\n");
6692 if (r_editlights_lockcursor)
6694 r_editlights_lockcursor = false;
6697 if (!r_shadow_selectedlight)
6699 Con_Print("No selected light to lock on.\n");
6702 r_editlights_lockcursor = true;
6705 void R_Shadow_EditLights_Init(void)
6707 Cvar_RegisterVariable(&r_editlights);
6708 Cvar_RegisterVariable(&r_editlights_cursordistance);
6709 Cvar_RegisterVariable(&r_editlights_cursorpushback);
6710 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
6711 Cvar_RegisterVariable(&r_editlights_cursorgrid);
6712 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
6713 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
6714 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
6715 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)");
6716 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
6717 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
6718 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
6719 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)");
6720 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
6721 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
6722 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
6723 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
6724 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
6725 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
6726 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)");
6727 Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
6733 =============================================================================
6737 =============================================================================
6740 void R_LightPoint(vec3_t color, const vec3_t p, const int flags)
6742 int i, numlights, flag;
6743 float f, relativepoint[3], dist, dist2, lightradius2;
6750 if (r_fullbright.integer)
6752 VectorSet(color, 1, 1, 1);
6756 if (flags & LP_LIGHTMAP)
6758 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6760 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n);
6761 color[0] += r_refdef.scene.ambient + diffuse[0];
6762 color[1] += r_refdef.scene.ambient + diffuse[1];
6763 color[2] += r_refdef.scene.ambient + diffuse[2];
6766 VectorSet(color, 1, 1, 1);
6768 if (flags & LP_RTWORLD)
6770 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6771 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6772 for (i = 0; i < numlights; i++)
6774 dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6777 light = &dlight->rtlight;
6778 if (!(light->flags & flag))
6781 lightradius2 = light->radius * light->radius;
6782 VectorSubtract(light->shadoworigin, p, relativepoint);
6783 dist2 = VectorLength2(relativepoint);
6784 if (dist2 >= lightradius2)
6786 dist = sqrt(dist2) / light->radius;
6787 f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6790 // todo: add to both ambient and diffuse
6791 if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6792 VectorMA(color, f, light->currentcolor, color);
6795 if (flags & LP_DYNLIGHT)
6798 for (i = 0;i < r_refdef.scene.numlights;i++)
6800 light = r_refdef.scene.lights[i];
6802 lightradius2 = light->radius * light->radius;
6803 VectorSubtract(light->shadoworigin, p, relativepoint);
6804 dist2 = VectorLength2(relativepoint);
6805 if (dist2 >= lightradius2)
6807 dist = sqrt(dist2) / light->radius;
6808 f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6811 // todo: add to both ambient and diffuse
6812 if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6813 VectorMA(color, f, light->color, color);
6818 void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
6820 int i, numlights, flag;
6823 float relativepoint[3];
6832 if (r_fullbright.integer)
6834 VectorSet(ambient, 1, 1, 1);
6835 VectorClear(diffuse);
6836 VectorClear(lightdir);
6840 if (flags == LP_LIGHTMAP)
6842 VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6843 VectorClear(diffuse);
6844 VectorClear(lightdir);
6845 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6846 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
6850 memset(sample, 0, sizeof(sample));
6851 VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6853 if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6856 VectorClear(tempambient);
6858 VectorClear(relativepoint);
6859 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
6860 VectorScale(tempambient, r_refdef.lightmapintensity, tempambient);
6861 VectorScale(color, r_refdef.lightmapintensity, color);
6862 VectorAdd(sample, tempambient, sample);
6863 VectorMA(sample , 0.5f , color, sample );
6864 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6865 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6866 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6867 // calculate a weighted average light direction as well
6868 intensity = VectorLength(color);
6869 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6872 if (flags & LP_RTWORLD)
6874 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6875 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6876 for (i = 0; i < numlights; i++)
6878 dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6881 light = &dlight->rtlight;
6882 if (!(light->flags & flag))
6885 lightradius2 = light->radius * light->radius;
6886 VectorSubtract(light->shadoworigin, p, relativepoint);
6887 dist2 = VectorLength2(relativepoint);
6888 if (dist2 >= lightradius2)
6890 dist = sqrt(dist2) / light->radius;
6891 intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
6892 if (intensity <= 0.0f)
6894 if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6896 // scale down intensity to add to both ambient and diffuse
6897 //intensity *= 0.5f;
6898 VectorNormalize(relativepoint);
6899 VectorScale(light->currentcolor, intensity, color);
6900 VectorMA(sample , 0.5f , color, sample );
6901 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6902 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6903 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6904 // calculate a weighted average light direction as well
6905 intensity *= VectorLength(color);
6906 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6910 if (flags & LP_DYNLIGHT)
6913 for (i = 0;i < r_refdef.scene.numlights;i++)
6915 light = r_refdef.scene.lights[i];
6917 lightradius2 = light->radius * light->radius;
6918 VectorSubtract(light->shadoworigin, p, relativepoint);
6919 dist2 = VectorLength2(relativepoint);
6920 if (dist2 >= lightradius2)
6922 dist = sqrt(dist2) / light->radius;
6923 intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
6924 if (intensity <= 0.0f)
6926 if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6928 // scale down intensity to add to both ambient and diffuse
6929 //intensity *= 0.5f;
6930 VectorNormalize(relativepoint);
6931 VectorScale(light->currentcolor, intensity, color);
6932 VectorMA(sample , 0.5f , color, sample );
6933 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6934 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6935 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6936 // calculate a weighted average light direction as well
6937 intensity *= VectorLength(color);
6938 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6942 // calculate the direction we'll use to reduce the sample to a directional light source
6943 VectorCopy(sample + 12, dir);
6944 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
6945 VectorNormalize(dir);
6946 // extract the diffuse color along the chosen direction and scale it
6947 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
6948 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
6949 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
6950 // subtract some of diffuse from ambient
6951 VectorMA(sample, -0.333f, diffuse, ambient);
6952 // store the normalized lightdir
6953 VectorCopy(dir, lightdir);