3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however. Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light. This technique is used heavily in many games (Doom3 does not support
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
142 #include "dpsoftrast.h"
146 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
149 extern void R_Shadow_EditLights_Init(void);
151 typedef enum r_shadow_rendermode_e
153 R_SHADOW_RENDERMODE_NONE,
154 R_SHADOW_RENDERMODE_ZPASS_STENCIL,
155 R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
156 R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
157 R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
158 R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
159 R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
160 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
161 R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
162 R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
163 R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
164 R_SHADOW_RENDERMODE_LIGHT_GLSL,
165 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
166 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
167 R_SHADOW_RENDERMODE_SHADOWMAP2D
169 r_shadow_rendermode_t;
171 typedef enum r_shadow_shadowmode_e
173 R_SHADOW_SHADOWMODE_STENCIL,
174 R_SHADOW_SHADOWMODE_SHADOWMAP2D
176 r_shadow_shadowmode_t;
178 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
180 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
181 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
182 qboolean r_shadow_usingshadowmap2d;
183 qboolean r_shadow_usingshadowmaportho;
184 int r_shadow_shadowmapside;
185 float r_shadow_shadowmap_texturescale[2];
186 float r_shadow_shadowmap_parameters[4];
188 int r_shadow_drawbuffer;
189 int r_shadow_readbuffer;
191 int r_shadow_cullface_front, r_shadow_cullface_back;
192 GLuint r_shadow_fbo2d;
193 r_shadow_shadowmode_t r_shadow_shadowmode;
194 int r_shadow_shadowmapfilterquality;
195 int r_shadow_shadowmapdepthbits;
196 int r_shadow_shadowmapmaxsize;
197 qboolean r_shadow_shadowmapvsdct;
198 qboolean r_shadow_shadowmapsampler;
199 int r_shadow_shadowmappcf;
200 int r_shadow_shadowmapborder;
201 matrix4x4_t r_shadow_shadowmapmatrix;
202 int r_shadow_lightscissor[4];
203 qboolean r_shadow_usingdeferredprepass;
205 int maxshadowtriangles;
208 int maxshadowvertices;
209 float *shadowvertex3f;
219 unsigned char *shadowsides;
220 int *shadowsideslist;
227 int r_shadow_buffer_numleafpvsbytes;
228 unsigned char *r_shadow_buffer_visitingleafpvs;
229 unsigned char *r_shadow_buffer_leafpvs;
230 int *r_shadow_buffer_leaflist;
232 int r_shadow_buffer_numsurfacepvsbytes;
233 unsigned char *r_shadow_buffer_surfacepvs;
234 int *r_shadow_buffer_surfacelist;
235 unsigned char *r_shadow_buffer_surfacesides;
237 int r_shadow_buffer_numshadowtrispvsbytes;
238 unsigned char *r_shadow_buffer_shadowtrispvs;
239 int r_shadow_buffer_numlighttrispvsbytes;
240 unsigned char *r_shadow_buffer_lighttrispvs;
242 rtexturepool_t *r_shadow_texturepool;
243 rtexture_t *r_shadow_attenuationgradienttexture;
244 rtexture_t *r_shadow_attenuation2dtexture;
245 rtexture_t *r_shadow_attenuation3dtexture;
246 skinframe_t *r_shadow_lightcorona;
247 rtexture_t *r_shadow_shadowmap2dtexture;
248 rtexture_t *r_shadow_shadowmap2dcolortexture;
249 rtexture_t *r_shadow_shadowmapvsdcttexture;
250 int r_shadow_shadowmapsize; // changes for each light based on distance
251 int r_shadow_shadowmaplod; // changes for each light based on distance
253 GLuint r_shadow_prepassgeometryfbo;
254 GLuint r_shadow_prepasslightingdiffusespecularfbo;
255 GLuint r_shadow_prepasslightingdiffusefbo;
256 int r_shadow_prepass_width;
257 int r_shadow_prepass_height;
258 rtexture_t *r_shadow_prepassgeometrydepthtexture;
259 rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
260 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
261 rtexture_t *r_shadow_prepasslightingdiffusetexture;
262 rtexture_t *r_shadow_prepasslightingspeculartexture;
264 // keep track of the provided framebuffer info
265 static int r_shadow_fb_fbo;
266 static rtexture_t *r_shadow_fb_depthtexture;
267 static rtexture_t *r_shadow_fb_colortexture;
269 // lights are reloaded when this changes
270 char r_shadow_mapname[MAX_QPATH];
272 // used only for light filters (cubemaps)
273 rtexturepool_t *r_shadow_filters_texturepool;
276 static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
279 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
280 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
281 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
282 cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
283 cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "4", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"};
284 //cvar_t r_shadow_deferred_fp = {CVAR_SAVE, "r_shadow_deferred_fp", "0", "use 16bit (1) or 32bit (2) floating point for accumulation of image-based lighting"};
285 cvar_t r_shadow_usebihculling = {0, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"};
286 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
287 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
288 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
289 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
290 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
291 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
292 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
293 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
294 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
295 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
296 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
297 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
298 cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
299 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
300 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
301 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
302 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
303 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
304 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
305 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
306 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
307 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
308 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
309 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
310 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
311 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
312 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
313 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
314 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
315 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
316 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
317 cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
318 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
319 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
320 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
321 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
322 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
323 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
324 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
325 cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
326 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
327 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
328 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
329 cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"};
330 cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"};
331 cvar_t r_shadow_bouncegrid_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"};
332 cvar_t r_shadow_bouncegrid_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dlightparticlemultiplier", "0", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
333 cvar_t r_shadow_bouncegrid_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
334 cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_SAVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"};
335 cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
336 cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "4", "particles stop at this fraction of light radius (can be more than 1)"};
337 cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "2", "maximum number of bounces for a particle (minimum is 0)"};
338 cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "1", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
339 cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "1", "brightness of particles contributing to bouncegrid texture"};
340 cvar_t r_shadow_bouncegrid_photons = {CVAR_SAVE, "r_shadow_bouncegrid_photons", "2000", "total photons to shoot per update, divided proportionately between lights"};
341 cvar_t r_shadow_bouncegrid_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_spacing", "64", "unit size of bouncegrid pixel"};
342 cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"};
343 cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
344 cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"};
345 cvar_t r_shadow_bouncegrid_static_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_static_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1) when in static mode"};
346 cvar_t r_shadow_bouncegrid_static_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_static_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0) in static mode"};
347 cvar_t r_shadow_bouncegrid_static_photons = {CVAR_SAVE, "r_shadow_bouncegrid_static_photons", "25000", "photons value to use when in static mode"};
348 cvar_t r_shadow_bouncegrid_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"};
349 cvar_t r_shadow_bouncegrid_x = {CVAR_SAVE, "r_shadow_bouncegrid_x", "64", "maximum texture size of bouncegrid on X axis"};
350 cvar_t r_shadow_bouncegrid_y = {CVAR_SAVE, "r_shadow_bouncegrid_y", "64", "maximum texture size of bouncegrid on Y axis"};
351 cvar_t r_shadow_bouncegrid_z = {CVAR_SAVE, "r_shadow_bouncegrid_z", "32", "maximum texture size of bouncegrid on Z axis"};
352 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
353 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"};
354 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
355 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
356 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
357 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
358 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
359 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
360 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
361 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
362 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
363 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
365 typedef struct r_shadow_bouncegrid_settings_s
368 qboolean bounceanglediffuse;
369 qboolean directionalshading;
370 qboolean includedirectlighting;
371 float dlightparticlemultiplier;
373 float lightradiusscale;
375 float particlebounceintensity;
376 float particleintensity;
381 r_shadow_bouncegrid_settings_t;
383 r_shadow_bouncegrid_settings_t r_shadow_bouncegridsettings;
384 rtexture_t *r_shadow_bouncegridtexture;
385 matrix4x4_t r_shadow_bouncegridmatrix;
386 vec_t r_shadow_bouncegridintensity;
387 qboolean r_shadow_bouncegriddirectional;
388 static double r_shadow_bouncegridtime;
389 static int r_shadow_bouncegridresolution[3];
390 static int r_shadow_bouncegridnumpixels;
391 static unsigned char *r_shadow_bouncegridpixels;
392 static float *r_shadow_bouncegridhighpixels;
394 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
395 #define ATTENTABLESIZE 256
396 // 1D gradient, 2D circle and 3D sphere attenuation textures
397 #define ATTEN1DSIZE 32
398 #define ATTEN2DSIZE 64
399 #define ATTEN3DSIZE 32
401 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
402 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
403 static float r_shadow_attentable[ATTENTABLESIZE+1];
405 rtlight_t *r_shadow_compilingrtlight;
406 static memexpandablearray_t r_shadow_worldlightsarray;
407 dlight_t *r_shadow_selectedlight;
408 dlight_t r_shadow_bufferlight;
409 vec3_t r_editlights_cursorlocation;
410 qboolean r_editlights_lockcursor;
412 extern int con_vislines;
414 void R_Shadow_UncompileWorldLights(void);
415 void R_Shadow_ClearWorldLights(void);
416 void R_Shadow_SaveWorldLights(void);
417 void R_Shadow_LoadWorldLights(void);
418 void R_Shadow_LoadLightsFile(void);
419 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
420 void R_Shadow_EditLights_Reload_f(void);
421 void R_Shadow_ValidateCvars(void);
422 static void R_Shadow_MakeTextures(void);
424 #define EDLIGHTSPRSIZE 8
425 skinframe_t *r_editlights_sprcursor;
426 skinframe_t *r_editlights_sprlight;
427 skinframe_t *r_editlights_sprnoshadowlight;
428 skinframe_t *r_editlights_sprcubemaplight;
429 skinframe_t *r_editlights_sprcubemapnoshadowlight;
430 skinframe_t *r_editlights_sprselection;
432 void R_Shadow_SetShadowMode(void)
434 r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
435 r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
436 r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
437 r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
438 r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
439 r_shadow_shadowmaplod = -1;
440 r_shadow_shadowmapsize = 0;
441 r_shadow_shadowmapsampler = false;
442 r_shadow_shadowmappcf = 0;
443 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
444 if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
446 switch(vid.renderpath)
448 case RENDERPATH_GL20:
449 if(r_shadow_shadowmapfilterquality < 0)
451 if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
452 r_shadow_shadowmappcf = 1;
453 else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD"))
455 r_shadow_shadowmapsampler = vid.support.arb_shadow;
456 r_shadow_shadowmappcf = 1;
458 else if(strstr(gl_vendor, "ATI"))
459 r_shadow_shadowmappcf = 1;
461 r_shadow_shadowmapsampler = vid.support.arb_shadow;
465 switch (r_shadow_shadowmapfilterquality)
468 r_shadow_shadowmapsampler = vid.support.arb_shadow;
471 r_shadow_shadowmapsampler = vid.support.arb_shadow;
472 r_shadow_shadowmappcf = 1;
475 r_shadow_shadowmappcf = 1;
478 r_shadow_shadowmappcf = 2;
482 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
484 case RENDERPATH_D3D9:
485 case RENDERPATH_D3D10:
486 case RENDERPATH_D3D11:
487 case RENDERPATH_SOFT:
488 r_shadow_shadowmapsampler = false;
489 r_shadow_shadowmappcf = 1;
490 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
492 case RENDERPATH_GL11:
493 case RENDERPATH_GL13:
494 case RENDERPATH_GLES1:
495 case RENDERPATH_GLES2:
501 qboolean R_Shadow_ShadowMappingEnabled(void)
503 switch (r_shadow_shadowmode)
505 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
512 void R_Shadow_FreeShadowMaps(void)
514 R_Shadow_SetShadowMode();
516 R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
520 if (r_shadow_shadowmap2dtexture)
521 R_FreeTexture(r_shadow_shadowmap2dtexture);
522 r_shadow_shadowmap2dtexture = NULL;
524 if (r_shadow_shadowmap2dcolortexture)
525 R_FreeTexture(r_shadow_shadowmap2dcolortexture);
526 r_shadow_shadowmap2dcolortexture = NULL;
528 if (r_shadow_shadowmapvsdcttexture)
529 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
530 r_shadow_shadowmapvsdcttexture = NULL;
533 void r_shadow_start(void)
535 // allocate vertex processing arrays
536 r_shadow_bouncegridpixels = NULL;
537 r_shadow_bouncegridhighpixels = NULL;
538 r_shadow_bouncegridnumpixels = 0;
539 r_shadow_bouncegridtexture = NULL;
540 r_shadow_bouncegriddirectional = false;
541 r_shadow_attenuationgradienttexture = NULL;
542 r_shadow_attenuation2dtexture = NULL;
543 r_shadow_attenuation3dtexture = NULL;
544 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
545 r_shadow_shadowmap2dtexture = NULL;
546 r_shadow_shadowmap2dcolortexture = NULL;
547 r_shadow_shadowmapvsdcttexture = NULL;
548 r_shadow_shadowmapmaxsize = 0;
549 r_shadow_shadowmapsize = 0;
550 r_shadow_shadowmaplod = 0;
551 r_shadow_shadowmapfilterquality = -1;
552 r_shadow_shadowmapdepthbits = 0;
553 r_shadow_shadowmapvsdct = false;
554 r_shadow_shadowmapsampler = false;
555 r_shadow_shadowmappcf = 0;
558 R_Shadow_FreeShadowMaps();
560 r_shadow_texturepool = NULL;
561 r_shadow_filters_texturepool = NULL;
562 R_Shadow_ValidateCvars();
563 R_Shadow_MakeTextures();
564 maxshadowtriangles = 0;
565 shadowelements = NULL;
566 maxshadowvertices = 0;
567 shadowvertex3f = NULL;
575 shadowmarklist = NULL;
580 shadowsideslist = NULL;
581 r_shadow_buffer_numleafpvsbytes = 0;
582 r_shadow_buffer_visitingleafpvs = NULL;
583 r_shadow_buffer_leafpvs = NULL;
584 r_shadow_buffer_leaflist = NULL;
585 r_shadow_buffer_numsurfacepvsbytes = 0;
586 r_shadow_buffer_surfacepvs = NULL;
587 r_shadow_buffer_surfacelist = NULL;
588 r_shadow_buffer_surfacesides = NULL;
589 r_shadow_buffer_numshadowtrispvsbytes = 0;
590 r_shadow_buffer_shadowtrispvs = NULL;
591 r_shadow_buffer_numlighttrispvsbytes = 0;
592 r_shadow_buffer_lighttrispvs = NULL;
594 r_shadow_usingdeferredprepass = false;
595 r_shadow_prepass_width = r_shadow_prepass_height = 0;
598 static void R_Shadow_FreeDeferred(void);
599 void r_shadow_shutdown(void)
602 R_Shadow_UncompileWorldLights();
604 R_Shadow_FreeShadowMaps();
606 r_shadow_usingdeferredprepass = false;
607 if (r_shadow_prepass_width)
608 R_Shadow_FreeDeferred();
609 r_shadow_prepass_width = r_shadow_prepass_height = 0;
612 r_shadow_bouncegridtexture = NULL;
613 r_shadow_bouncegridpixels = NULL;
614 r_shadow_bouncegridhighpixels = NULL;
615 r_shadow_bouncegridnumpixels = 0;
616 r_shadow_bouncegriddirectional = false;
617 r_shadow_attenuationgradienttexture = NULL;
618 r_shadow_attenuation2dtexture = NULL;
619 r_shadow_attenuation3dtexture = NULL;
620 R_FreeTexturePool(&r_shadow_texturepool);
621 R_FreeTexturePool(&r_shadow_filters_texturepool);
622 maxshadowtriangles = 0;
624 Mem_Free(shadowelements);
625 shadowelements = NULL;
627 Mem_Free(shadowvertex3f);
628 shadowvertex3f = NULL;
631 Mem_Free(vertexupdate);
634 Mem_Free(vertexremap);
640 Mem_Free(shadowmark);
643 Mem_Free(shadowmarklist);
644 shadowmarklist = NULL;
649 Mem_Free(shadowsides);
652 Mem_Free(shadowsideslist);
653 shadowsideslist = NULL;
654 r_shadow_buffer_numleafpvsbytes = 0;
655 if (r_shadow_buffer_visitingleafpvs)
656 Mem_Free(r_shadow_buffer_visitingleafpvs);
657 r_shadow_buffer_visitingleafpvs = NULL;
658 if (r_shadow_buffer_leafpvs)
659 Mem_Free(r_shadow_buffer_leafpvs);
660 r_shadow_buffer_leafpvs = NULL;
661 if (r_shadow_buffer_leaflist)
662 Mem_Free(r_shadow_buffer_leaflist);
663 r_shadow_buffer_leaflist = NULL;
664 r_shadow_buffer_numsurfacepvsbytes = 0;
665 if (r_shadow_buffer_surfacepvs)
666 Mem_Free(r_shadow_buffer_surfacepvs);
667 r_shadow_buffer_surfacepvs = NULL;
668 if (r_shadow_buffer_surfacelist)
669 Mem_Free(r_shadow_buffer_surfacelist);
670 r_shadow_buffer_surfacelist = NULL;
671 if (r_shadow_buffer_surfacesides)
672 Mem_Free(r_shadow_buffer_surfacesides);
673 r_shadow_buffer_surfacesides = NULL;
674 r_shadow_buffer_numshadowtrispvsbytes = 0;
675 if (r_shadow_buffer_shadowtrispvs)
676 Mem_Free(r_shadow_buffer_shadowtrispvs);
677 r_shadow_buffer_numlighttrispvsbytes = 0;
678 if (r_shadow_buffer_lighttrispvs)
679 Mem_Free(r_shadow_buffer_lighttrispvs);
682 void r_shadow_newmap(void)
684 if (r_shadow_bouncegridtexture) R_FreeTexture(r_shadow_bouncegridtexture);r_shadow_bouncegridtexture = NULL;
685 if (r_shadow_lightcorona) R_SkinFrame_MarkUsed(r_shadow_lightcorona);
686 if (r_editlights_sprcursor) R_SkinFrame_MarkUsed(r_editlights_sprcursor);
687 if (r_editlights_sprlight) R_SkinFrame_MarkUsed(r_editlights_sprlight);
688 if (r_editlights_sprnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
689 if (r_editlights_sprcubemaplight) R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
690 if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
691 if (r_editlights_sprselection) R_SkinFrame_MarkUsed(r_editlights_sprselection);
692 if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
693 R_Shadow_EditLights_Reload_f();
696 void R_Shadow_Init(void)
698 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
699 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
700 Cvar_RegisterVariable(&r_shadow_usebihculling);
701 Cvar_RegisterVariable(&r_shadow_usenormalmap);
702 Cvar_RegisterVariable(&r_shadow_debuglight);
703 Cvar_RegisterVariable(&r_shadow_deferred);
704 Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
705 // Cvar_RegisterVariable(&r_shadow_deferred_fp);
706 Cvar_RegisterVariable(&r_shadow_gloss);
707 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
708 Cvar_RegisterVariable(&r_shadow_glossintensity);
709 Cvar_RegisterVariable(&r_shadow_glossexponent);
710 Cvar_RegisterVariable(&r_shadow_gloss2exponent);
711 Cvar_RegisterVariable(&r_shadow_glossexact);
712 Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
713 Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
714 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
715 Cvar_RegisterVariable(&r_shadow_lightradiusscale);
716 Cvar_RegisterVariable(&r_shadow_projectdistance);
717 Cvar_RegisterVariable(&r_shadow_frontsidecasting);
718 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
719 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
720 Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
721 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
722 Cvar_RegisterVariable(&r_shadow_realtime_world);
723 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
724 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
725 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
726 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
727 Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
728 Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
729 Cvar_RegisterVariable(&r_shadow_scissor);
730 Cvar_RegisterVariable(&r_shadow_shadowmapping);
731 Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
732 Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
733 Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
734 Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
735 Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
736 Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
737 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
738 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
739 Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
740 Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
741 Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
742 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
743 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
744 Cvar_RegisterVariable(&r_shadow_sortsurfaces);
745 Cvar_RegisterVariable(&r_shadow_polygonfactor);
746 Cvar_RegisterVariable(&r_shadow_polygonoffset);
747 Cvar_RegisterVariable(&r_shadow_texture3d);
748 Cvar_RegisterVariable(&r_shadow_bouncegrid);
749 Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
750 Cvar_RegisterVariable(&r_shadow_bouncegrid_directionalshading);
751 Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier);
752 Cvar_RegisterVariable(&r_shadow_bouncegrid_hitmodels);
753 Cvar_RegisterVariable(&r_shadow_bouncegrid_includedirectlighting);
754 Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
755 Cvar_RegisterVariable(&r_shadow_bouncegrid_lightradiusscale);
756 Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce);
757 Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
758 Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
759 Cvar_RegisterVariable(&r_shadow_bouncegrid_photons);
760 Cvar_RegisterVariable(&r_shadow_bouncegrid_spacing);
761 Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom);
762 Cvar_RegisterVariable(&r_shadow_bouncegrid_static);
763 Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading);
764 Cvar_RegisterVariable(&r_shadow_bouncegrid_static_lightradiusscale);
765 Cvar_RegisterVariable(&r_shadow_bouncegrid_static_maxbounce);
766 Cvar_RegisterVariable(&r_shadow_bouncegrid_static_photons);
767 Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval);
768 Cvar_RegisterVariable(&r_shadow_bouncegrid_x);
769 Cvar_RegisterVariable(&r_shadow_bouncegrid_y);
770 Cvar_RegisterVariable(&r_shadow_bouncegrid_z);
771 Cvar_RegisterVariable(&r_coronas);
772 Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
773 Cvar_RegisterVariable(&r_coronas_occlusionquery);
774 Cvar_RegisterVariable(&gl_flashblend);
775 Cvar_RegisterVariable(&gl_ext_separatestencil);
776 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
777 R_Shadow_EditLights_Init();
778 Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
779 maxshadowtriangles = 0;
780 shadowelements = NULL;
781 maxshadowvertices = 0;
782 shadowvertex3f = NULL;
790 shadowmarklist = NULL;
795 shadowsideslist = NULL;
796 r_shadow_buffer_numleafpvsbytes = 0;
797 r_shadow_buffer_visitingleafpvs = NULL;
798 r_shadow_buffer_leafpvs = NULL;
799 r_shadow_buffer_leaflist = NULL;
800 r_shadow_buffer_numsurfacepvsbytes = 0;
801 r_shadow_buffer_surfacepvs = NULL;
802 r_shadow_buffer_surfacelist = NULL;
803 r_shadow_buffer_surfacesides = NULL;
804 r_shadow_buffer_shadowtrispvs = NULL;
805 r_shadow_buffer_lighttrispvs = NULL;
806 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
809 matrix4x4_t matrix_attenuationxyz =
812 {0.5, 0.0, 0.0, 0.5},
813 {0.0, 0.5, 0.0, 0.5},
814 {0.0, 0.0, 0.5, 0.5},
819 matrix4x4_t matrix_attenuationz =
822 {0.0, 0.0, 0.5, 0.5},
823 {0.0, 0.0, 0.0, 0.5},
824 {0.0, 0.0, 0.0, 0.5},
829 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
831 numvertices = ((numvertices + 255) & ~255) * vertscale;
832 numtriangles = ((numtriangles + 255) & ~255) * triscale;
833 // make sure shadowelements is big enough for this volume
834 if (maxshadowtriangles < numtriangles)
836 maxshadowtriangles = numtriangles;
838 Mem_Free(shadowelements);
839 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
841 // make sure shadowvertex3f is big enough for this volume
842 if (maxshadowvertices < numvertices)
844 maxshadowvertices = numvertices;
846 Mem_Free(shadowvertex3f);
847 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
851 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
853 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
854 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
855 int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
856 int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
857 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
859 if (r_shadow_buffer_visitingleafpvs)
860 Mem_Free(r_shadow_buffer_visitingleafpvs);
861 if (r_shadow_buffer_leafpvs)
862 Mem_Free(r_shadow_buffer_leafpvs);
863 if (r_shadow_buffer_leaflist)
864 Mem_Free(r_shadow_buffer_leaflist);
865 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
866 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
867 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
868 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
870 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
872 if (r_shadow_buffer_surfacepvs)
873 Mem_Free(r_shadow_buffer_surfacepvs);
874 if (r_shadow_buffer_surfacelist)
875 Mem_Free(r_shadow_buffer_surfacelist);
876 if (r_shadow_buffer_surfacesides)
877 Mem_Free(r_shadow_buffer_surfacesides);
878 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
879 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
880 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
881 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
883 if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
885 if (r_shadow_buffer_shadowtrispvs)
886 Mem_Free(r_shadow_buffer_shadowtrispvs);
887 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
888 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
890 if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
892 if (r_shadow_buffer_lighttrispvs)
893 Mem_Free(r_shadow_buffer_lighttrispvs);
894 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
895 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
899 void R_Shadow_PrepareShadowMark(int numtris)
901 // make sure shadowmark is big enough for this volume
902 if (maxshadowmark < numtris)
904 maxshadowmark = numtris;
906 Mem_Free(shadowmark);
908 Mem_Free(shadowmarklist);
909 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
910 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
914 // if shadowmarkcount wrapped we clear the array and adjust accordingly
915 if (shadowmarkcount == 0)
918 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
923 void R_Shadow_PrepareShadowSides(int numtris)
925 if (maxshadowsides < numtris)
927 maxshadowsides = numtris;
929 Mem_Free(shadowsides);
931 Mem_Free(shadowsideslist);
932 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
933 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
938 static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
941 int outtriangles = 0, outvertices = 0;
944 float ratio, direction[3], projectvector[3];
946 if (projectdirection)
947 VectorScale(projectdirection, projectdistance, projectvector);
949 VectorClear(projectvector);
951 // create the vertices
952 if (projectdirection)
954 for (i = 0;i < numshadowmarktris;i++)
956 element = inelement3i + shadowmarktris[i] * 3;
957 for (j = 0;j < 3;j++)
959 if (vertexupdate[element[j]] != vertexupdatenum)
961 vertexupdate[element[j]] = vertexupdatenum;
962 vertexremap[element[j]] = outvertices;
963 vertex = invertex3f + element[j] * 3;
964 // project one copy of the vertex according to projectvector
965 VectorCopy(vertex, outvertex3f);
966 VectorAdd(vertex, projectvector, (outvertex3f + 3));
975 for (i = 0;i < numshadowmarktris;i++)
977 element = inelement3i + shadowmarktris[i] * 3;
978 for (j = 0;j < 3;j++)
980 if (vertexupdate[element[j]] != vertexupdatenum)
982 vertexupdate[element[j]] = vertexupdatenum;
983 vertexremap[element[j]] = outvertices;
984 vertex = invertex3f + element[j] * 3;
985 // project one copy of the vertex to the sphere radius of the light
986 // (FIXME: would projecting it to the light box be better?)
987 VectorSubtract(vertex, projectorigin, direction);
988 ratio = projectdistance / VectorLength(direction);
989 VectorCopy(vertex, outvertex3f);
990 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
998 if (r_shadow_frontsidecasting.integer)
1000 for (i = 0;i < numshadowmarktris;i++)
1002 int remappedelement[3];
1004 const int *neighbortriangle;
1006 markindex = shadowmarktris[i] * 3;
1007 element = inelement3i + markindex;
1008 neighbortriangle = inneighbor3i + markindex;
1009 // output the front and back triangles
1010 outelement3i[0] = vertexremap[element[0]];
1011 outelement3i[1] = vertexremap[element[1]];
1012 outelement3i[2] = vertexremap[element[2]];
1013 outelement3i[3] = vertexremap[element[2]] + 1;
1014 outelement3i[4] = vertexremap[element[1]] + 1;
1015 outelement3i[5] = vertexremap[element[0]] + 1;
1019 // output the sides (facing outward from this triangle)
1020 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1022 remappedelement[0] = vertexremap[element[0]];
1023 remappedelement[1] = vertexremap[element[1]];
1024 outelement3i[0] = remappedelement[1];
1025 outelement3i[1] = remappedelement[0];
1026 outelement3i[2] = remappedelement[0] + 1;
1027 outelement3i[3] = remappedelement[1];
1028 outelement3i[4] = remappedelement[0] + 1;
1029 outelement3i[5] = remappedelement[1] + 1;
1034 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1036 remappedelement[1] = vertexremap[element[1]];
1037 remappedelement[2] = vertexremap[element[2]];
1038 outelement3i[0] = remappedelement[2];
1039 outelement3i[1] = remappedelement[1];
1040 outelement3i[2] = remappedelement[1] + 1;
1041 outelement3i[3] = remappedelement[2];
1042 outelement3i[4] = remappedelement[1] + 1;
1043 outelement3i[5] = remappedelement[2] + 1;
1048 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1050 remappedelement[0] = vertexremap[element[0]];
1051 remappedelement[2] = vertexremap[element[2]];
1052 outelement3i[0] = remappedelement[0];
1053 outelement3i[1] = remappedelement[2];
1054 outelement3i[2] = remappedelement[2] + 1;
1055 outelement3i[3] = remappedelement[0];
1056 outelement3i[4] = remappedelement[2] + 1;
1057 outelement3i[5] = remappedelement[0] + 1;
1066 for (i = 0;i < numshadowmarktris;i++)
1068 int remappedelement[3];
1070 const int *neighbortriangle;
1072 markindex = shadowmarktris[i] * 3;
1073 element = inelement3i + markindex;
1074 neighbortriangle = inneighbor3i + markindex;
1075 // output the front and back triangles
1076 outelement3i[0] = vertexremap[element[2]];
1077 outelement3i[1] = vertexremap[element[1]];
1078 outelement3i[2] = vertexremap[element[0]];
1079 outelement3i[3] = vertexremap[element[0]] + 1;
1080 outelement3i[4] = vertexremap[element[1]] + 1;
1081 outelement3i[5] = vertexremap[element[2]] + 1;
1085 // output the sides (facing outward from this triangle)
1086 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1088 remappedelement[0] = vertexremap[element[0]];
1089 remappedelement[1] = vertexremap[element[1]];
1090 outelement3i[0] = remappedelement[0];
1091 outelement3i[1] = remappedelement[1];
1092 outelement3i[2] = remappedelement[1] + 1;
1093 outelement3i[3] = remappedelement[0];
1094 outelement3i[4] = remappedelement[1] + 1;
1095 outelement3i[5] = remappedelement[0] + 1;
1100 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1102 remappedelement[1] = vertexremap[element[1]];
1103 remappedelement[2] = vertexremap[element[2]];
1104 outelement3i[0] = remappedelement[1];
1105 outelement3i[1] = remappedelement[2];
1106 outelement3i[2] = remappedelement[2] + 1;
1107 outelement3i[3] = remappedelement[1];
1108 outelement3i[4] = remappedelement[2] + 1;
1109 outelement3i[5] = remappedelement[1] + 1;
1114 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1116 remappedelement[0] = vertexremap[element[0]];
1117 remappedelement[2] = vertexremap[element[2]];
1118 outelement3i[0] = remappedelement[2];
1119 outelement3i[1] = remappedelement[0];
1120 outelement3i[2] = remappedelement[0] + 1;
1121 outelement3i[3] = remappedelement[2];
1122 outelement3i[4] = remappedelement[0] + 1;
1123 outelement3i[5] = remappedelement[2] + 1;
1131 *outnumvertices = outvertices;
1132 return outtriangles;
1135 static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
1138 int outtriangles = 0, outvertices = 0;
1140 const float *vertex;
1141 float ratio, direction[3], projectvector[3];
1144 if (projectdirection)
1145 VectorScale(projectdirection, projectdistance, projectvector);
1147 VectorClear(projectvector);
1149 for (i = 0;i < numshadowmarktris;i++)
1151 int remappedelement[3];
1153 const int *neighbortriangle;
1155 markindex = shadowmarktris[i] * 3;
1156 neighbortriangle = inneighbor3i + markindex;
1157 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1158 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1159 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1160 if (side[0] + side[1] + side[2] == 0)
1164 element = inelement3i + markindex;
1166 // create the vertices
1167 for (j = 0;j < 3;j++)
1169 if (side[j] + side[j+1] == 0)
1172 if (vertexupdate[k] != vertexupdatenum)
1174 vertexupdate[k] = vertexupdatenum;
1175 vertexremap[k] = outvertices;
1176 vertex = invertex3f + k * 3;
1177 VectorCopy(vertex, outvertex3f);
1178 if (projectdirection)
1180 // project one copy of the vertex according to projectvector
1181 VectorAdd(vertex, projectvector, (outvertex3f + 3));
1185 // project one copy of the vertex to the sphere radius of the light
1186 // (FIXME: would projecting it to the light box be better?)
1187 VectorSubtract(vertex, projectorigin, direction);
1188 ratio = projectdistance / VectorLength(direction);
1189 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1196 // output the sides (facing outward from this triangle)
1199 remappedelement[0] = vertexremap[element[0]];
1200 remappedelement[1] = vertexremap[element[1]];
1201 outelement3i[0] = remappedelement[1];
1202 outelement3i[1] = remappedelement[0];
1203 outelement3i[2] = remappedelement[0] + 1;
1204 outelement3i[3] = remappedelement[1];
1205 outelement3i[4] = remappedelement[0] + 1;
1206 outelement3i[5] = remappedelement[1] + 1;
1213 remappedelement[1] = vertexremap[element[1]];
1214 remappedelement[2] = vertexremap[element[2]];
1215 outelement3i[0] = remappedelement[2];
1216 outelement3i[1] = remappedelement[1];
1217 outelement3i[2] = remappedelement[1] + 1;
1218 outelement3i[3] = remappedelement[2];
1219 outelement3i[4] = remappedelement[1] + 1;
1220 outelement3i[5] = remappedelement[2] + 1;
1227 remappedelement[0] = vertexremap[element[0]];
1228 remappedelement[2] = vertexremap[element[2]];
1229 outelement3i[0] = remappedelement[0];
1230 outelement3i[1] = remappedelement[2];
1231 outelement3i[2] = remappedelement[2] + 1;
1232 outelement3i[3] = remappedelement[0];
1233 outelement3i[4] = remappedelement[2] + 1;
1234 outelement3i[5] = remappedelement[0] + 1;
1241 *outnumvertices = outvertices;
1242 return outtriangles;
1245 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
1251 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1253 tend = firsttriangle + numtris;
1254 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1256 // surface box entirely inside light box, no box cull
1257 if (projectdirection)
1259 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1261 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1262 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1263 shadowmarklist[numshadowmark++] = t;
1268 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1269 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1270 shadowmarklist[numshadowmark++] = t;
1275 // surface box not entirely inside light box, cull each triangle
1276 if (projectdirection)
1278 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1280 v[0] = invertex3f + e[0] * 3;
1281 v[1] = invertex3f + e[1] * 3;
1282 v[2] = invertex3f + e[2] * 3;
1283 TriangleNormal(v[0], v[1], v[2], normal);
1284 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1285 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1286 shadowmarklist[numshadowmark++] = t;
1291 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1293 v[0] = invertex3f + e[0] * 3;
1294 v[1] = invertex3f + e[1] * 3;
1295 v[2] = invertex3f + e[2] * 3;
1296 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1297 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1298 shadowmarklist[numshadowmark++] = t;
1304 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1309 if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1311 // check if the shadow volume intersects the near plane
1313 // a ray between the eye and light origin may intersect the caster,
1314 // indicating that the shadow may touch the eye location, however we must
1315 // test the near plane (a polygon), not merely the eye location, so it is
1316 // easiest to enlarge the caster bounding shape slightly for this.
1322 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs)
1324 int i, tris, outverts;
1325 if (projectdistance < 0.1)
1327 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1330 if (!numverts || !nummarktris)
1332 // make sure shadowelements is big enough for this volume
1333 if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1334 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1336 if (maxvertexupdate < numverts)
1338 maxvertexupdate = numverts;
1340 Mem_Free(vertexupdate);
1342 Mem_Free(vertexremap);
1343 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1344 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1345 vertexupdatenum = 0;
1348 if (vertexupdatenum == 0)
1350 vertexupdatenum = 1;
1351 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1352 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1355 for (i = 0;i < nummarktris;i++)
1356 shadowmark[marktris[i]] = shadowmarkcount;
1358 if (r_shadow_compilingrtlight)
1360 // if we're compiling an rtlight, capture the mesh
1361 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1362 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1363 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1364 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1366 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1368 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1369 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1370 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1374 // decide which type of shadow to generate and set stencil mode
1375 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1376 // generate the sides or a solid volume, depending on type
1377 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1378 tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1380 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1381 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1382 r_refdef.stats.lights_shadowtriangles += tris;
1383 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1385 // increment stencil if frontface is infront of depthbuffer
1386 GL_CullFace(r_refdef.view.cullface_front);
1387 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
1388 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1389 // decrement stencil if backface is infront of depthbuffer
1390 GL_CullFace(r_refdef.view.cullface_back);
1391 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
1393 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1395 // decrement stencil if backface is behind depthbuffer
1396 GL_CullFace(r_refdef.view.cullface_front);
1397 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
1398 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1399 // increment stencil if frontface is behind depthbuffer
1400 GL_CullFace(r_refdef.view.cullface_back);
1401 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
1403 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1404 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1408 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1410 // p1, p2, p3 are in the cubemap's local coordinate system
1411 // bias = border/(size - border)
1414 float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1415 dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1416 dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1417 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1419 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1420 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1421 | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1422 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1424 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1425 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1426 | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1428 dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1429 dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1430 dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1431 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1433 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1434 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1435 | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1436 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1438 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1439 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1440 | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1442 dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1443 dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1444 dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1445 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1447 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1448 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1449 | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1450 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1452 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1453 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1454 | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1459 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1461 vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1462 float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1465 VectorSubtract(maxs, mins, radius);
1466 VectorScale(radius, 0.5f, radius);
1467 VectorAdd(mins, radius, center);
1468 Matrix4x4_Transform(worldtolight, center, lightcenter);
1469 Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1470 VectorSubtract(lightcenter, lightradius, pmin);
1471 VectorAdd(lightcenter, lightradius, pmax);
1473 dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1474 dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1475 if(ap1 > bias*an1 && ap2 > bias*an2)
1477 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1478 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1479 if(an1 > bias*ap1 && an2 > bias*ap2)
1481 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1482 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1484 dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1485 dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1486 if(ap1 > bias*an1 && ap2 > bias*an2)
1488 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1489 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1490 if(an1 > bias*ap1 && an2 > bias*ap2)
1492 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1493 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1495 dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1496 dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1497 if(ap1 > bias*an1 && ap2 > bias*an2)
1499 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1500 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1501 if(an1 > bias*ap1 && an2 > bias*ap2)
1503 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1504 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1509 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1511 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1513 // p is in the cubemap's local coordinate system
1514 // bias = border/(size - border)
1515 float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1516 float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1517 float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1519 if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1520 if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1521 if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1522 if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1523 if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1524 if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1528 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1532 int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1533 float scale = (size - 2*border)/size, len;
1534 float bias = border / (float)(size - border), dp, dn, ap, an;
1535 // check if cone enclosing side would cross frustum plane
1536 scale = 2 / (scale*scale + 2);
1537 for (i = 0;i < 5;i++)
1539 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1541 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1542 len = scale*VectorLength2(n);
1543 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1544 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1545 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1547 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1549 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1550 len = scale*VectorLength(n);
1551 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1552 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1553 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1555 // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1556 // check if frustum corners/origin cross plane sides
1558 // infinite version, assumes frustum corners merely give direction and extend to infinite distance
1559 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
1560 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1561 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1562 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1563 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1564 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1565 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1566 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1567 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1568 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1569 for (i = 0;i < 4;i++)
1571 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
1572 VectorSubtract(n, p, n);
1573 dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
1574 if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
1575 if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
1576 dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
1577 if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
1578 if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
1579 dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
1580 if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
1581 if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
1584 // finite version, assumes corners are a finite distance from origin dependent on far plane
1585 for (i = 0;i < 5;i++)
1587 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1588 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1589 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1590 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1591 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1592 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1593 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1594 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1595 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1596 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1599 return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1602 int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals)
1610 int mask, surfacemask = 0;
1611 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1613 bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1614 tend = firsttriangle + numtris;
1615 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1617 // surface box entirely inside light box, no box cull
1618 if (projectdirection)
1620 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1622 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1623 TriangleNormal(v[0], v[1], v[2], normal);
1624 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1626 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1627 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1628 surfacemask |= mask;
1631 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1632 shadowsides[numshadowsides] = mask;
1633 shadowsideslist[numshadowsides++] = t;
1640 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1642 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1643 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1645 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1646 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1647 surfacemask |= mask;
1650 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1651 shadowsides[numshadowsides] = mask;
1652 shadowsideslist[numshadowsides++] = t;
1660 // surface box not entirely inside light box, cull each triangle
1661 if (projectdirection)
1663 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1665 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1666 TriangleNormal(v[0], v[1], v[2], normal);
1667 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1668 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1670 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1671 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1672 surfacemask |= mask;
1675 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1676 shadowsides[numshadowsides] = mask;
1677 shadowsideslist[numshadowsides++] = t;
1684 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1686 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1687 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1688 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1690 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1691 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1692 surfacemask |= mask;
1695 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1696 shadowsides[numshadowsides] = mask;
1697 shadowsideslist[numshadowsides++] = t;
1706 void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris)
1708 int i, j, outtriangles = 0;
1709 int *outelement3i[6];
1710 if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1712 outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1713 // make sure shadowelements is big enough for this mesh
1714 if (maxshadowtriangles < outtriangles)
1715 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1717 // compute the offset and size of the separate index lists for each cubemap side
1719 for (i = 0;i < 6;i++)
1721 outelement3i[i] = shadowelements + outtriangles * 3;
1722 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1723 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1724 outtriangles += sidetotals[i];
1727 // gather up the (sparse) triangles into separate index lists for each cubemap side
1728 for (i = 0;i < numsidetris;i++)
1730 const int *element = elements + sidetris[i] * 3;
1731 for (j = 0;j < 6;j++)
1733 if (sides[i] & (1 << j))
1735 outelement3i[j][0] = element[0];
1736 outelement3i[j][1] = element[1];
1737 outelement3i[j][2] = element[2];
1738 outelement3i[j] += 3;
1743 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1746 static void R_Shadow_MakeTextures_MakeCorona(void)
1750 unsigned char pixels[32][32][4];
1751 for (y = 0;y < 32;y++)
1753 dy = (y - 15.5f) * (1.0f / 16.0f);
1754 for (x = 0;x < 32;x++)
1756 dx = (x - 15.5f) * (1.0f / 16.0f);
1757 a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1758 a = bound(0, a, 255);
1759 pixels[y][x][0] = a;
1760 pixels[y][x][1] = a;
1761 pixels[y][x][2] = a;
1762 pixels[y][x][3] = 255;
1765 r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32, false);
1768 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1770 float dist = sqrt(x*x+y*y+z*z);
1771 float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1772 // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1773 return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1776 static void R_Shadow_MakeTextures(void)
1779 float intensity, dist;
1781 R_Shadow_FreeShadowMaps();
1782 R_FreeTexturePool(&r_shadow_texturepool);
1783 r_shadow_texturepool = R_AllocTexturePool();
1784 r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1785 r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1786 data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1787 // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1788 for (x = 0;x <= ATTENTABLESIZE;x++)
1790 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1791 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1792 r_shadow_attentable[x] = bound(0, intensity, 1);
1794 // 1D gradient texture
1795 for (x = 0;x < ATTEN1DSIZE;x++)
1796 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1797 r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1798 // 2D circle texture
1799 for (y = 0;y < ATTEN2DSIZE;y++)
1800 for (x = 0;x < ATTEN2DSIZE;x++)
1801 data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
1802 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1803 // 3D sphere texture
1804 if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1806 for (z = 0;z < ATTEN3DSIZE;z++)
1807 for (y = 0;y < ATTEN3DSIZE;y++)
1808 for (x = 0;x < ATTEN3DSIZE;x++)
1809 data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
1810 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1813 r_shadow_attenuation3dtexture = NULL;
1816 R_Shadow_MakeTextures_MakeCorona();
1818 // Editor light sprites
1819 r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1836 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1837 r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1854 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1855 r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1872 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1873 r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1890 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1891 r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1908 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1909 r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1926 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1929 void R_Shadow_ValidateCvars(void)
1931 if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1932 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1933 if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1934 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1935 if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1936 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1939 void R_Shadow_RenderMode_Begin(void)
1945 R_Shadow_ValidateCvars();
1947 if (!r_shadow_attenuation2dtexture
1948 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1949 || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1950 || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1951 R_Shadow_MakeTextures();
1954 R_Mesh_ResetTextureState();
1955 GL_BlendFunc(GL_ONE, GL_ZERO);
1956 GL_DepthRange(0, 1);
1957 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1959 GL_DepthMask(false);
1960 GL_Color(0, 0, 0, 1);
1961 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1963 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1965 if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1967 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1968 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1970 else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1972 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1973 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1977 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1978 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1981 switch(vid.renderpath)
1983 case RENDERPATH_GL20:
1984 case RENDERPATH_D3D9:
1985 case RENDERPATH_D3D10:
1986 case RENDERPATH_D3D11:
1987 case RENDERPATH_SOFT:
1988 case RENDERPATH_GLES2:
1989 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1991 case RENDERPATH_GL11:
1992 case RENDERPATH_GL13:
1993 case RENDERPATH_GLES1:
1994 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1995 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1996 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1997 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1998 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1999 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
2001 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
2007 qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
2008 qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
2009 r_shadow_drawbuffer = drawbuffer;
2010 r_shadow_readbuffer = readbuffer;
2012 r_shadow_cullface_front = r_refdef.view.cullface_front;
2013 r_shadow_cullface_back = r_refdef.view.cullface_back;
2016 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
2018 rsurface.rtlight = rtlight;
2021 void R_Shadow_RenderMode_Reset(void)
2023 R_Mesh_ResetTextureState();
2024 R_Mesh_SetRenderTargets(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture, NULL, NULL, NULL);
2025 R_SetViewport(&r_refdef.view.viewport);
2026 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
2027 GL_DepthRange(0, 1);
2029 GL_DepthMask(false);
2030 GL_DepthFunc(GL_LEQUAL);
2031 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2032 r_refdef.view.cullface_front = r_shadow_cullface_front;
2033 r_refdef.view.cullface_back = r_shadow_cullface_back;
2034 GL_CullFace(r_refdef.view.cullface_back);
2035 GL_Color(1, 1, 1, 1);
2036 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2037 GL_BlendFunc(GL_ONE, GL_ZERO);
2038 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
2039 r_shadow_usingshadowmap2d = false;
2040 r_shadow_usingshadowmaportho = false;
2041 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2044 void R_Shadow_ClearStencil(void)
2046 GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
2047 r_refdef.stats.lights_clears++;
2050 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
2052 r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
2053 if (r_shadow_rendermode == mode)
2055 R_Shadow_RenderMode_Reset();
2056 GL_DepthFunc(GL_LESS);
2057 GL_ColorMask(0, 0, 0, 0);
2058 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2059 GL_CullFace(GL_NONE);
2060 R_SetupShader_DepthOrShadow(false);
2061 r_shadow_rendermode = mode;
2066 case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2067 case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2068 R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
2070 case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2071 case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2072 R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
2077 static void R_Shadow_MakeVSDCT(void)
2079 // maps to a 2x3 texture rectangle with normalized coordinates
2084 // stores abs(dir.xy), offset.xy/2.5
2085 unsigned char data[4*6] =
2087 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2088 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2089 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2090 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2091 0, 0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2092 0, 0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2094 r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2097 static void R_Shadow_MakeShadowMap(int side, int size)
2099 switch (r_shadow_shadowmode)
2101 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2102 if (r_shadow_shadowmap2dtexture) return;
2103 r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2104 r_shadow_shadowmap2dcolortexture = NULL;
2105 switch(vid.renderpath)
2108 case RENDERPATH_D3D9:
2109 r_shadow_shadowmap2dcolortexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), NULL, TEXTYPE_BGRA, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2110 r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2114 r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL);
2123 // render depth into the fbo, do not render color at all
2124 // validate the fbo now
2128 qglDrawBuffer(GL_NONE);CHECKGLERROR
2129 qglReadBuffer(GL_NONE);CHECKGLERROR
2130 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
2131 if (status != GL_FRAMEBUFFER_COMPLETE && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2133 Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2134 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2135 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2141 void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
2143 float nearclip, farclip, bias;
2144 r_viewport_t viewport;
2147 float clearcolor[4];
2148 nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2150 bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2151 r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2152 r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2153 r_shadow_shadowmapside = side;
2154 r_shadow_shadowmapsize = size;
2156 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2157 r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2158 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2159 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2161 // complex unrolled cube approach (more flexible)
2162 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2163 R_Shadow_MakeVSDCT();
2164 if (!r_shadow_shadowmap2dtexture)
2165 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2166 if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
2167 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2168 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2169 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2171 R_Mesh_ResetTextureState();
2172 R_Shadow_RenderMode_Reset();
2173 R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2174 R_SetupShader_DepthOrShadow(true);
2175 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2180 R_SetViewport(&viewport);
2181 flipped = (side & 1) ^ (side >> 2);
2182 r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2183 r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2184 switch(vid.renderpath)
2186 case RENDERPATH_GL11:
2187 case RENDERPATH_GL13:
2188 case RENDERPATH_GL20:
2189 case RENDERPATH_SOFT:
2190 case RENDERPATH_GLES1:
2191 case RENDERPATH_GLES2:
2192 GL_CullFace(r_refdef.view.cullface_back);
2193 // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
2194 if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
2196 // get tightest scissor rectangle that encloses all viewports in the clear mask
2197 int x1 = clear & 0x15 ? 0 : size;
2198 int x2 = clear & 0x2A ? 2 * size : size;
2199 int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
2200 int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
2201 GL_Scissor(x1, y1, x2 - x1, y2 - y1);
2202 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
2204 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2206 case RENDERPATH_D3D9:
2207 case RENDERPATH_D3D10:
2208 case RENDERPATH_D3D11:
2209 Vector4Set(clearcolor, 1,1,1,1);
2210 // completely different meaning than in OpenGL path
2211 r_shadow_shadowmap_parameters[1] = 0;
2212 r_shadow_shadowmap_parameters[3] = -bias;
2213 // we invert the cull mode because we flip the projection matrix
2214 // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
2215 GL_CullFace(r_refdef.view.cullface_front);
2216 // D3D considers it an error to use a scissor larger than the viewport... clear just this view
2217 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2218 if (r_shadow_shadowmapsampler)
2220 GL_ColorMask(0,0,0,0);
2222 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
2226 GL_ColorMask(1,1,1,1);
2228 GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
2234 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2236 R_Mesh_ResetTextureState();
2237 R_Mesh_SetRenderTargets(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture, NULL, NULL, NULL);
2240 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2241 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2242 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2243 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2245 R_Shadow_RenderMode_Reset();
2246 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2248 GL_DepthFunc(GL_EQUAL);
2249 // do global setup needed for the chosen lighting mode
2250 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2251 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2252 r_shadow_usingshadowmap2d = shadowmapping;
2253 r_shadow_rendermode = r_shadow_lightingrendermode;
2254 // only draw light where this geometry was already rendered AND the
2255 // stencil is 128 (values other than this mean shadow)
2257 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2259 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2262 static const unsigned short bboxelements[36] =
2272 static const float bboxpoints[8][3] =
2284 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2287 float vertex3f[8*3];
2288 const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2289 // do global setup needed for the chosen lighting mode
2290 R_Shadow_RenderMode_Reset();
2291 r_shadow_rendermode = r_shadow_lightingrendermode;
2292 R_EntityMatrix(&identitymatrix);
2293 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2294 // only draw light where this geometry was already rendered AND the
2295 // stencil is 128 (values other than this mean shadow)
2296 R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2297 if (rsurface.rtlight->specularscale > 0 && r_shadow_gloss.integer > 0)
2298 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
2300 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
2302 r_shadow_usingshadowmap2d = shadowmapping;
2304 // render the lighting
2305 R_SetupShader_DeferredLight(rsurface.rtlight);
2306 for (i = 0;i < 8;i++)
2307 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2308 GL_ColorMask(1,1,1,1);
2309 GL_DepthMask(false);
2310 GL_DepthRange(0, 1);
2311 GL_PolygonOffset(0, 0);
2313 GL_DepthFunc(GL_GREATER);
2314 GL_CullFace(r_refdef.view.cullface_back);
2315 R_Mesh_PrepareVertices_Vertex3f(8, vertex3f, NULL);
2316 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
2319 void R_Shadow_UpdateBounceGridTexture(void)
2321 #define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576
2323 int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2325 int hitsupercontentsmask;
2334 //trace_t cliptrace2;
2335 //trace_t cliptrace3;
2336 unsigned char *pixel;
2337 unsigned char *pixels;
2340 unsigned int lightindex;
2342 unsigned int range1;
2343 unsigned int range2;
2344 unsigned int seed = (unsigned int)(realtime * 1000.0f);
2346 vec3_t baseshotcolor;
2359 vec3_t cullmins, cullmaxs;
2362 vec_t lightintensity;
2363 vec_t photonscaling;
2364 vec_t photonresidual;
2366 float texlerp[2][3];
2367 float splatcolor[32];
2368 float pixelweight[8];
2380 r_shadow_bouncegrid_settings_t settings;
2381 qboolean enable = r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel;
2382 qboolean allowdirectionalshading = false;
2383 switch(vid.renderpath)
2385 case RENDERPATH_GL20:
2386 allowdirectionalshading = true;
2387 if (!vid.support.ext_texture_3d)
2390 case RENDERPATH_GLES2:
2391 // for performance reasons, do not use directional shading on GLES devices
2392 if (!vid.support.ext_texture_3d)
2395 // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them...
2396 case RENDERPATH_GL11:
2397 case RENDERPATH_GL13:
2398 case RENDERPATH_GLES1:
2399 case RENDERPATH_SOFT:
2400 case RENDERPATH_D3D9:
2401 case RENDERPATH_D3D10:
2402 case RENDERPATH_D3D11:
2406 r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value;
2408 // see if there are really any lights to render...
2409 if (enable && r_shadow_bouncegrid_static.integer)
2412 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2413 for (lightindex = 0;lightindex < range;lightindex++)
2415 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2416 if (!light || !(light->flags & flag))
2418 rtlight = &light->rtlight;
2419 // when static, we skip styled lights because they tend to change...
2420 if (rtlight->style > 0)
2422 VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale), lightcolor);
2423 if (!VectorLength2(lightcolor))
2432 if (r_shadow_bouncegridtexture)
2434 R_FreeTexture(r_shadow_bouncegridtexture);
2435 r_shadow_bouncegridtexture = NULL;
2437 if (r_shadow_bouncegridpixels)
2438 Mem_Free(r_shadow_bouncegridpixels);
2439 r_shadow_bouncegridpixels = NULL;
2440 if (r_shadow_bouncegridhighpixels)
2441 Mem_Free(r_shadow_bouncegridhighpixels);
2442 r_shadow_bouncegridhighpixels = NULL;
2443 r_shadow_bouncegridnumpixels = 0;
2444 r_shadow_bouncegriddirectional = false;
2448 // build up a complete collection of the desired settings, so that memcmp can be used to compare parameters
2449 memset(&settings, 0, sizeof(settings));
2450 settings.staticmode = r_shadow_bouncegrid_static.integer != 0;
2451 settings.bounceanglediffuse = r_shadow_bouncegrid_bounceanglediffuse.integer != 0;
2452 settings.directionalshading = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_directionalshading.integer != 0) && allowdirectionalshading;
2453 settings.dlightparticlemultiplier = r_shadow_bouncegrid_dlightparticlemultiplier.value;
2454 settings.hitmodels = r_shadow_bouncegrid_hitmodels.integer != 0;
2455 settings.includedirectlighting = r_shadow_bouncegrid_includedirectlighting.integer != 0 || r_shadow_bouncegrid.integer == 2;
2456 settings.lightradiusscale = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_lightradiusscale.value : r_shadow_bouncegrid_lightradiusscale.value);
2457 settings.maxbounce = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_maxbounce.integer : r_shadow_bouncegrid_maxbounce.integer);
2458 settings.particlebounceintensity = r_shadow_bouncegrid_particlebounceintensity.value;
2459 settings.particleintensity = r_shadow_bouncegrid_particleintensity.value * 16384.0f * (settings.directionalshading ? 4.0f : 1.0f) / (r_shadow_bouncegrid_spacing.value * r_shadow_bouncegrid_spacing.value);
2460 settings.photons = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_photons.integer : r_shadow_bouncegrid_photons.integer;
2461 settings.spacing[0] = r_shadow_bouncegrid_spacing.value;
2462 settings.spacing[1] = r_shadow_bouncegrid_spacing.value;
2463 settings.spacing[2] = r_shadow_bouncegrid_spacing.value;
2464 settings.stablerandom = r_shadow_bouncegrid_stablerandom.integer;
2466 // bound the values for sanity
2467 settings.photons = bound(1, settings.photons, 1048576);
2468 settings.lightradiusscale = bound(0.0001f, settings.lightradiusscale, 1024.0f);
2469 settings.maxbounce = bound(0, settings.maxbounce, 16);
2470 settings.spacing[0] = bound(1, settings.spacing[0], 512);
2471 settings.spacing[1] = bound(1, settings.spacing[1], 512);
2472 settings.spacing[2] = bound(1, settings.spacing[2], 512);
2474 // get the spacing values
2475 spacing[0] = settings.spacing[0];
2476 spacing[1] = settings.spacing[1];
2477 spacing[2] = settings.spacing[2];
2478 ispacing[0] = 1.0f / spacing[0];
2479 ispacing[1] = 1.0f / spacing[1];
2480 ispacing[2] = 1.0f / spacing[2];
2482 // calculate texture size enclosing entire world bounds at the spacing
2483 VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
2484 VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
2485 VectorSubtract(maxs, mins, size);
2486 // now we can calculate the resolution we want
2487 c[0] = (int)floor(size[0] / spacing[0] + 0.5f);
2488 c[1] = (int)floor(size[1] / spacing[1] + 0.5f);
2489 c[2] = (int)floor(size[2] / spacing[2] + 0.5f);
2490 // figure out the exact texture size (honoring power of 2 if required)
2491 c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2492 c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2493 c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2494 if (vid.support.arb_texture_non_power_of_two)
2496 resolution[0] = c[0];
2497 resolution[1] = c[1];
2498 resolution[2] = c[2];
2502 for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2503 for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2504 for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2506 size[0] = spacing[0] * resolution[0];
2507 size[1] = spacing[1] * resolution[1];
2508 size[2] = spacing[2] * resolution[2];
2510 // if dynamic we may or may not want to use the world bounds
2511 // if the dynamic size is smaller than the world bounds, use it instead
2512 if (!settings.staticmode && (r_shadow_bouncegrid_x.integer * r_shadow_bouncegrid_y.integer * r_shadow_bouncegrid_z.integer < resolution[0] * resolution[1] * resolution[2]))
2514 // we know the resolution we want
2515 c[0] = r_shadow_bouncegrid_x.integer;
2516 c[1] = r_shadow_bouncegrid_y.integer;
2517 c[2] = r_shadow_bouncegrid_z.integer;
2518 // now we can calculate the texture size (power of 2 if required)
2519 c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2520 c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2521 c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2522 if (vid.support.arb_texture_non_power_of_two)
2524 resolution[0] = c[0];
2525 resolution[1] = c[1];
2526 resolution[2] = c[2];
2530 for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2531 for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2532 for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2534 size[0] = spacing[0] * resolution[0];
2535 size[1] = spacing[1] * resolution[1];
2536 size[2] = spacing[2] * resolution[2];
2537 // center the rendering on the view
2538 mins[0] = floor(r_refdef.view.origin[0] * ispacing[0] + 0.5f) * spacing[0] - 0.5f * size[0];
2539 mins[1] = floor(r_refdef.view.origin[1] * ispacing[1] + 0.5f) * spacing[1] - 0.5f * size[1];
2540 mins[2] = floor(r_refdef.view.origin[2] * ispacing[2] + 0.5f) * spacing[2] - 0.5f * size[2];
2543 // recalculate the maxs in case the resolution was not satisfactory
2544 VectorAdd(mins, size, maxs);
2546 // if all the settings seem identical to the previous update, return
2547 if (r_shadow_bouncegridtexture && (settings.staticmode || realtime < r_shadow_bouncegridtime + r_shadow_bouncegrid_updateinterval.value) && !memcmp(&r_shadow_bouncegridsettings, &settings, sizeof(settings)))
2550 // store the new settings
2551 r_shadow_bouncegridsettings = settings;
2553 pixelbands = settings.directionalshading ? 8 : 1;
2554 pixelsperband = resolution[0]*resolution[1]*resolution[2];
2555 numpixels = pixelsperband*pixelbands;
2557 // we're going to update the bouncegrid, update the matrix...
2558 memset(m, 0, sizeof(m));
2559 m[0] = 1.0f / size[0];
2560 m[3] = -mins[0] * m[0];
2561 m[5] = 1.0f / size[1];
2562 m[7] = -mins[1] * m[5];
2563 m[10] = 1.0f / size[2];
2564 m[11] = -mins[2] * m[10];
2566 Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegridmatrix, m);
2567 // reallocate pixels for this update if needed...
2568 if (r_shadow_bouncegridnumpixels != numpixels || !r_shadow_bouncegridpixels || !r_shadow_bouncegridhighpixels)
2570 if (r_shadow_bouncegridtexture)
2572 R_FreeTexture(r_shadow_bouncegridtexture);
2573 r_shadow_bouncegridtexture = NULL;
2575 r_shadow_bouncegridpixels = (unsigned char *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridpixels, numpixels * sizeof(unsigned char[4]));
2576 r_shadow_bouncegridhighpixels = (float *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridhighpixels, numpixels * sizeof(float[4]));
2578 r_shadow_bouncegridnumpixels = numpixels;
2579 pixels = r_shadow_bouncegridpixels;
2580 highpixels = r_shadow_bouncegridhighpixels;
2581 x = pixelsperband*4;
2582 for (pixelband = 0;pixelband < pixelbands;pixelband++)
2585 memset(pixels + pixelband * x, 128, x);
2587 memset(pixels + pixelband * x, 0, x);
2589 memset(highpixels, 0, numpixels * sizeof(float[4]));
2590 // figure out what we want to interact with
2591 if (settings.hitmodels)
2592 hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;// | SUPERCONTENTS_LIQUIDSMASK;
2594 hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK;
2595 maxbounce = settings.maxbounce;
2596 // clear variables that produce warnings otherwise
2597 memset(splatcolor, 0, sizeof(splatcolor));
2598 // iterate world rtlights
2599 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2600 range1 = settings.staticmode ? 0 : r_refdef.scene.numlights;
2601 range2 = range + range1;
2603 for (lightindex = 0;lightindex < range2;lightindex++)
2605 if (lightindex < range)
2607 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2610 rtlight = &light->rtlight;
2611 VectorClear(rtlight->photoncolor);
2612 rtlight->photons = 0;
2613 if (!(light->flags & flag))
2615 if (settings.staticmode)
2617 // when static, we skip styled lights because they tend to change...
2618 if (rtlight->style > 0 && r_shadow_bouncegrid.integer != 2)
2624 rtlight = r_refdef.scene.lights[lightindex - range];
2625 VectorClear(rtlight->photoncolor);
2626 rtlight->photons = 0;
2628 // draw only visible lights (major speedup)
2629 radius = rtlight->radius * settings.lightradiusscale;
2630 cullmins[0] = rtlight->shadoworigin[0] - radius;
2631 cullmins[1] = rtlight->shadoworigin[1] - radius;
2632 cullmins[2] = rtlight->shadoworigin[2] - radius;
2633 cullmaxs[0] = rtlight->shadoworigin[0] + radius;
2634 cullmaxs[1] = rtlight->shadoworigin[1] + radius;
2635 cullmaxs[2] = rtlight->shadoworigin[2] + radius;
2636 if (R_CullBox(cullmins, cullmaxs))
2638 if (r_refdef.scene.worldmodel
2639 && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs
2640 && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, cullmins, cullmaxs))
2642 w = r_shadow_lightintensityscale.value * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2643 if (w * VectorLength2(rtlight->color) == 0.0f)
2645 w *= (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1);
2646 VectorScale(rtlight->color, w, rtlight->photoncolor);
2647 //if (!VectorLength2(rtlight->photoncolor))
2649 // shoot particles from this light
2650 // use a calculation for the number of particles that will not
2651 // vary with lightstyle, otherwise we get randomized particle
2652 // distribution, the seeded random is only consistent for a
2653 // consistent number of particles on this light...
2654 s = rtlight->radius;
2655 lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2656 if (lightindex >= range)
2657 lightintensity *= settings.dlightparticlemultiplier;
2658 rtlight->photons = max(0.0f, lightintensity * s * s);
2659 photoncount += rtlight->photons;
2661 photonscaling = (float)settings.photons / max(1, photoncount);
2662 photonresidual = 0.0f;
2663 for (lightindex = 0;lightindex < range2;lightindex++)
2665 if (lightindex < range)
2667 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2670 rtlight = &light->rtlight;
2673 rtlight = r_refdef.scene.lights[lightindex - range];
2674 // skip a light with no photons
2675 if (rtlight->photons == 0.0f)
2677 // skip a light with no photon color)
2678 if (VectorLength2(rtlight->photoncolor) == 0.0f)
2680 photonresidual += rtlight->photons * photonscaling;
2681 shootparticles = (int)bound(0, photonresidual, MAXBOUNCEGRIDPARTICLESPERLIGHT);
2682 if (!shootparticles)
2684 photonresidual -= shootparticles;
2685 radius = rtlight->radius * settings.lightradiusscale;
2686 s = settings.particleintensity / shootparticles;
2687 VectorScale(rtlight->photoncolor, s, baseshotcolor);
2688 r_refdef.stats.bouncegrid_lights++;
2689 r_refdef.stats.bouncegrid_particles += shootparticles;
2690 for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
2692 if (settings.stablerandom > 0)
2693 seed = lightindex * 11937 + shotparticles;
2694 VectorCopy(baseshotcolor, shotcolor);
2695 VectorCopy(rtlight->shadoworigin, clipstart);
2696 if (settings.stablerandom < 0)
2697 VectorRandom(clipend);
2699 VectorCheeseRandom(clipend);
2700 VectorMA(clipstart, radius, clipend, clipend);
2701 for (bouncecount = 0;;bouncecount++)
2703 r_refdef.stats.bouncegrid_traces++;
2704 //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
2705 //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
2706 //if (settings.staticmode)
2707 // Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask, true);
2709 cliptrace = CL_TraceLine(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, true, false, NULL, true, true);
2710 if (bouncecount > 0 || settings.includedirectlighting)
2712 // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ)
2713 // accumulate average shotcolor
2714 w = VectorLength(shotcolor);
2715 splatcolor[ 0] = shotcolor[0];
2716 splatcolor[ 1] = shotcolor[1];
2717 splatcolor[ 2] = shotcolor[2];
2718 splatcolor[ 3] = 0.0f;
2721 VectorSubtract(clipstart, cliptrace.endpos, clipdiff);
2722 VectorNormalize(clipdiff);
2723 // store bentnormal in case the shader has a use for it
2724 splatcolor[ 4] = clipdiff[0] * w;
2725 splatcolor[ 5] = clipdiff[1] * w;
2726 splatcolor[ 6] = clipdiff[2] * w;
2728 // accumulate directional contributions (+X, +Y, +Z, -X, -Y, -Z)
2729 splatcolor[ 8] = shotcolor[0] * max(0.0f, clipdiff[0]);
2730 splatcolor[ 9] = shotcolor[0] * max(0.0f, clipdiff[1]);
2731 splatcolor[10] = shotcolor[0] * max(0.0f, clipdiff[2]);
2732 splatcolor[11] = 0.0f;
2733 splatcolor[12] = shotcolor[1] * max(0.0f, clipdiff[0]);
2734 splatcolor[13] = shotcolor[1] * max(0.0f, clipdiff[1]);
2735 splatcolor[14] = shotcolor[1] * max(0.0f, clipdiff[2]);
2736 splatcolor[15] = 0.0f;
2737 splatcolor[16] = shotcolor[2] * max(0.0f, clipdiff[0]);
2738 splatcolor[17] = shotcolor[2] * max(0.0f, clipdiff[1]);
2739 splatcolor[18] = shotcolor[2] * max(0.0f, clipdiff[2]);
2740 splatcolor[19] = 0.0f;
2741 splatcolor[20] = shotcolor[0] * max(0.0f, -clipdiff[0]);
2742 splatcolor[21] = shotcolor[0] * max(0.0f, -clipdiff[1]);
2743 splatcolor[22] = shotcolor[0] * max(0.0f, -clipdiff[2]);
2744 splatcolor[23] = 0.0f;
2745 splatcolor[24] = shotcolor[1] * max(0.0f, -clipdiff[0]);
2746 splatcolor[25] = shotcolor[1] * max(0.0f, -clipdiff[1]);
2747 splatcolor[26] = shotcolor[1] * max(0.0f, -clipdiff[2]);
2748 splatcolor[27] = 0.0f;
2749 splatcolor[28] = shotcolor[2] * max(0.0f, -clipdiff[0]);
2750 splatcolor[29] = shotcolor[2] * max(0.0f, -clipdiff[1]);
2751 splatcolor[30] = shotcolor[2] * max(0.0f, -clipdiff[2]);
2752 splatcolor[31] = 0.0f;
2754 // calculate the number of steps we need to traverse this distance
2755 VectorSubtract(cliptrace.endpos, clipstart, stepdelta);
2756 numsteps = (int)(VectorLength(stepdelta) * ispacing[0]);
2757 numsteps = bound(1, numsteps, 1024);
2758 w = 1.0f / numsteps;
2759 VectorScale(stepdelta, w, stepdelta);
2760 VectorMA(clipstart, 0.5f, stepdelta, steppos);
2761 for (step = 0;step < numsteps;step++)
2763 r_refdef.stats.bouncegrid_splats++;
2764 // figure out which texture pixel this is in
2765 texlerp[1][0] = ((steppos[0] - mins[0]) * ispacing[0]) - 0.5f;
2766 texlerp[1][1] = ((steppos[1] - mins[1]) * ispacing[1]) - 0.5f;
2767 texlerp[1][2] = ((steppos[2] - mins[2]) * ispacing[2]) - 0.5f;
2768 tex[0] = (int)floor(texlerp[1][0]);
2769 tex[1] = (int)floor(texlerp[1][1]);
2770 tex[2] = (int)floor(texlerp[1][2]);
2771 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)
2773 // it is within bounds... do the real work now
2774 // calculate the lerp factors
2775 texlerp[1][0] -= tex[0];
2776 texlerp[1][1] -= tex[1];
2777 texlerp[1][2] -= tex[2];
2778 texlerp[0][0] = 1.0f - texlerp[1][0];
2779 texlerp[0][1] = 1.0f - texlerp[1][1];
2780 texlerp[0][2] = 1.0f - texlerp[1][2];
2781 // calculate individual pixel indexes and weights
2782 pixelindex[0] = (((tex[2] )*resolution[1]+tex[1] )*resolution[0]+tex[0] );pixelweight[0] = (texlerp[0][0]*texlerp[0][1]*texlerp[0][2]);
2783 pixelindex[1] = (((tex[2] )*resolution[1]+tex[1] )*resolution[0]+tex[0]+1);pixelweight[1] = (texlerp[1][0]*texlerp[0][1]*texlerp[0][2]);
2784 pixelindex[2] = (((tex[2] )*resolution[1]+tex[1]+1)*resolution[0]+tex[0] );pixelweight[2] = (texlerp[0][0]*texlerp[1][1]*texlerp[0][2]);
2785 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]);
2786 pixelindex[4] = (((tex[2]+1)*resolution[1]+tex[1] )*resolution[0]+tex[0] );pixelweight[4] = (texlerp[0][0]*texlerp[0][1]*texlerp[1][2]);
2787 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]);
2788 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]);
2789 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]);
2790 // update the 8 pixels...
2791 for (pixelband = 0;pixelband < pixelbands;pixelband++)
2793 for (corner = 0;corner < 8;corner++)
2795 // calculate address for pixel
2796 w = pixelweight[corner];
2797 pixel = pixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
2798 highpixel = highpixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
2799 // add to the high precision pixel color
2800 highpixel[0] += (splatcolor[pixelband*4+0]*w);
2801 highpixel[1] += (splatcolor[pixelband*4+1]*w);
2802 highpixel[2] += (splatcolor[pixelband*4+2]*w);
2803 highpixel[3] += (splatcolor[pixelband*4+3]*w);
2804 // flag the low precision pixel as needing to be updated
2806 // advance to next band of coefficients
2807 //pixel += pixelsperband*4;
2808 //highpixel += pixelsperband*4;
2812 VectorAdd(steppos, stepdelta, steppos);
2815 if (cliptrace.fraction >= 1.0f)
2817 r_refdef.stats.bouncegrid_hits++;
2818 if (bouncecount >= maxbounce)
2820 // scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
2821 // also clamp the resulting color to never add energy, even if the user requests extreme values
2822 if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
2823 VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor);
2825 VectorSet(surfcolor, 0.5f, 0.5f, 0.5f);
2826 VectorScale(surfcolor, settings.particlebounceintensity, surfcolor);
2827 surfcolor[0] = min(surfcolor[0], 1.0f);
2828 surfcolor[1] = min(surfcolor[1], 1.0f);
2829 surfcolor[2] = min(surfcolor[2], 1.0f);
2830 VectorMultiply(shotcolor, surfcolor, shotcolor);
2831 if (VectorLength2(baseshotcolor) == 0.0f)
2833 r_refdef.stats.bouncegrid_bounces++;
2834 if (settings.bounceanglediffuse)
2836 // random direction, primarily along plane normal
2837 s = VectorDistance(cliptrace.endpos, clipend);
2838 if (settings.stablerandom < 0)
2839 VectorRandom(clipend);
2841 VectorCheeseRandom(clipend);
2842 VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend);
2843 VectorNormalize(clipend);
2844 VectorScale(clipend, s, clipend);
2848 // reflect the remaining portion of the line across plane normal
2849 VectorSubtract(clipend, cliptrace.endpos, clipdiff);
2850 VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend);
2852 // calculate the new line start and end
2853 VectorCopy(cliptrace.endpos, clipstart);
2854 VectorAdd(clipstart, clipend, clipend);
2858 // generate pixels array from highpixels array
2859 // skip first and last columns, rows, and layers as these are blank
2860 // the pixel[3] value was written above, so we can use it to detect only pixels that need to be calculated
2861 for (pixelband = 0;pixelband < pixelbands;pixelband++)
2863 for (z = 1;z < resolution[2]-1;z++)
2865 for (y = 1;y < resolution[1]-1;y++)
2867 for (x = 1, pixelindex[0] = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x, pixel = pixels + 4*pixelindex[0], highpixel = highpixels + 4*pixelindex[0];x < resolution[0]-1;x++, pixel += 4, highpixel += 4)
2869 // only convert pixels that were hit by photons
2870 if (pixel[3] == 255)
2872 // normalize the bentnormal...
2875 VectorNormalize(highpixel);
2876 c[0] = (int)(highpixel[0]*128.0f+128.0f);
2877 c[1] = (int)(highpixel[1]*128.0f+128.0f);
2878 c[2] = (int)(highpixel[2]*128.0f+128.0f);
2879 c[3] = (int)(highpixel[3]*128.0f+128.0f);
2883 c[0] = (int)(highpixel[0]*256.0f);
2884 c[1] = (int)(highpixel[1]*256.0f);
2885 c[2] = (int)(highpixel[2]*256.0f);
2886 c[3] = (int)(highpixel[3]*256.0f);
2888 pixel[2] = (unsigned char)bound(0, c[0], 255);
2889 pixel[1] = (unsigned char)bound(0, c[1], 255);
2890 pixel[0] = (unsigned char)bound(0, c[2], 255);
2891 pixel[3] = (unsigned char)bound(0, c[3], 255);
2897 if (r_shadow_bouncegridtexture && r_shadow_bouncegridresolution[0] == resolution[0] && r_shadow_bouncegridresolution[1] == resolution[1] && r_shadow_bouncegridresolution[2] == resolution[2] && r_shadow_bouncegriddirectional == settings.directionalshading)
2898 R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
2901 VectorCopy(resolution, r_shadow_bouncegridresolution);
2902 r_shadow_bouncegriddirectional = settings.directionalshading;
2903 if (r_shadow_bouncegridtexture)
2904 R_FreeTexture(r_shadow_bouncegridtexture);
2905 r_shadow_bouncegridtexture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
2907 r_shadow_bouncegridtime = realtime;
2910 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2912 R_Shadow_RenderMode_Reset();
2913 GL_BlendFunc(GL_ONE, GL_ONE);
2914 GL_DepthRange(0, 1);
2915 GL_DepthTest(r_showshadowvolumes.integer < 2);
2916 GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2917 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2918 GL_CullFace(GL_NONE);
2919 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2922 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2924 R_Shadow_RenderMode_Reset();
2925 GL_BlendFunc(GL_ONE, GL_ONE);
2926 GL_DepthRange(0, 1);
2927 GL_DepthTest(r_showlighting.integer < 2);
2928 GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2930 GL_DepthFunc(GL_EQUAL);
2931 R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2932 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2935 void R_Shadow_RenderMode_End(void)
2937 R_Shadow_RenderMode_Reset();
2938 R_Shadow_RenderMode_ActiveLight(NULL);
2940 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2941 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2944 int bboxedges[12][2] =
2963 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2965 if (!r_shadow_scissor.integer || r_shadow_usingdeferredprepass || r_trippy.integer)
2967 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2968 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2969 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2970 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2973 if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
2974 return true; // invisible
2975 if(r_shadow_lightscissor[0] != r_refdef.view.viewport.x
2976 || r_shadow_lightscissor[1] != r_refdef.view.viewport.y
2977 || r_shadow_lightscissor[2] != r_refdef.view.viewport.width
2978 || r_shadow_lightscissor[3] != r_refdef.view.viewport.height)
2979 r_refdef.stats.lights_scissored++;
2983 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
2986 const float *vertex3f;
2987 const float *normal3f;
2989 float dist, dot, distintensity, shadeintensity, v[3], n[3];
2990 switch (r_shadow_rendermode)
2992 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2993 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2994 if (VectorLength2(diffusecolor) > 0)
2996 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)
2998 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2999 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3000 if ((dot = DotProduct(n, v)) < 0)
3002 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3003 VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
3006 VectorCopy(ambientcolor, color4f);
3007 if (r_refdef.fogenabled)
3010 f = RSurf_FogVertex(vertex3f);
3011 VectorScale(color4f, f, color4f);
3018 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3020 VectorCopy(ambientcolor, color4f);
3021 if (r_refdef.fogenabled)
3024 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3025 f = RSurf_FogVertex(vertex3f);
3026 VectorScale(color4f + 4*i, f, color4f);
3032 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3033 if (VectorLength2(diffusecolor) > 0)
3035 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)
3037 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3038 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3040 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3041 if ((dot = DotProduct(n, v)) < 0)
3043 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3044 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3045 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3046 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3050 color4f[0] = ambientcolor[0] * distintensity;
3051 color4f[1] = ambientcolor[1] * distintensity;
3052 color4f[2] = ambientcolor[2] * distintensity;
3054 if (r_refdef.fogenabled)
3057 f = RSurf_FogVertex(vertex3f);
3058 VectorScale(color4f, f, color4f);
3062 VectorClear(color4f);
3068 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3070 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3071 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3073 color4f[0] = ambientcolor[0] * distintensity;
3074 color4f[1] = ambientcolor[1] * distintensity;
3075 color4f[2] = ambientcolor[2] * distintensity;
3076 if (r_refdef.fogenabled)
3079 f = RSurf_FogVertex(vertex3f);
3080 VectorScale(color4f, f, color4f);
3084 VectorClear(color4f);
3089 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3090 if (VectorLength2(diffusecolor) > 0)
3092 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)
3094 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3095 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3097 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3098 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3099 if ((dot = DotProduct(n, v)) < 0)
3101 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3102 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3103 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3104 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3108 color4f[0] = ambientcolor[0] * distintensity;
3109 color4f[1] = ambientcolor[1] * distintensity;
3110 color4f[2] = ambientcolor[2] * distintensity;
3112 if (r_refdef.fogenabled)
3115 f = RSurf_FogVertex(vertex3f);
3116 VectorScale(color4f, f, color4f);
3120 VectorClear(color4f);
3126 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3128 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3129 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3131 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3132 color4f[0] = ambientcolor[0] * distintensity;
3133 color4f[1] = ambientcolor[1] * distintensity;
3134 color4f[2] = ambientcolor[2] * distintensity;
3135 if (r_refdef.fogenabled)
3138 f = RSurf_FogVertex(vertex3f);
3139 VectorScale(color4f, f, color4f);
3143 VectorClear(color4f);
3153 static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3155 // used to display how many times a surface is lit for level design purposes
3156 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3157 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
3161 static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
3163 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
3164 R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false);
3168 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
3175 int newnumtriangles;
3179 int maxtriangles = 4096;
3180 static int newelements[4096*3];
3181 R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
3182 for (renders = 0;renders < 4;renders++)
3187 newnumtriangles = 0;
3189 // due to low fillrate on the cards this vertex lighting path is
3190 // designed for, we manually cull all triangles that do not
3191 // contain a lit vertex
3192 // this builds batches of triangles from multiple surfaces and
3193 // renders them at once
3194 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
3196 if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01)
3198 if (newnumtriangles)
3200 newfirstvertex = min(newfirstvertex, e[0]);
3201 newlastvertex = max(newlastvertex, e[0]);
3205 newfirstvertex = e[0];
3206 newlastvertex = e[0];
3208 newfirstvertex = min(newfirstvertex, e[1]);
3209 newlastvertex = max(newlastvertex, e[1]);
3210 newfirstvertex = min(newfirstvertex, e[2]);
3211 newlastvertex = max(newlastvertex, e[2]);
3217 if (newnumtriangles >= maxtriangles)
3219 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3220 newnumtriangles = 0;
3226 if (newnumtriangles >= 1)
3228 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3231 // if we couldn't find any lit triangles, exit early
3234 // now reduce the intensity for the next overbright pass
3235 // we have to clamp to 0 here incase the drivers have improper
3236 // handling of negative colors
3237 // (some old drivers even have improper handling of >1 color)
3239 for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
3241 if (c[0] > 1 || c[1] > 1 || c[2] > 1)
3243 c[0] = max(0, c[0] - 1);
3244 c[1] = max(0, c[1] - 1);
3245 c[2] = max(0, c[2] - 1);
3257 static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
3259 // OpenGL 1.1 path (anything)
3260 float ambientcolorbase[3], diffusecolorbase[3];
3261 float ambientcolorpants[3], diffusecolorpants[3];
3262 float ambientcolorshirt[3], diffusecolorshirt[3];
3263 const float *surfacecolor = rsurface.texture->dlightcolor;
3264 const float *surfacepants = rsurface.colormap_pantscolor;
3265 const float *surfaceshirt = rsurface.colormap_shirtcolor;
3266 rtexture_t *basetexture = rsurface.texture->basetexture;
3267 rtexture_t *pantstexture = rsurface.texture->pantstexture;
3268 rtexture_t *shirttexture = rsurface.texture->shirttexture;
3269 qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
3270 qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
3271 ambientscale *= 2 * r_refdef.view.colorscale;
3272 diffusescale *= 2 * r_refdef.view.colorscale;
3273 ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
3274 diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
3275 ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
3276 diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
3277 ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
3278 diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
3279 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3280 rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4]));
3281 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3282 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
3283 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
3284 R_Mesh_TexBind(0, basetexture);
3285 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
3286 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
3287 switch(r_shadow_rendermode)
3289 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3290 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
3291 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3292 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3293 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3295 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3296 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
3297 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
3298 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
3299 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3301 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3302 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
3303 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3304 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3305 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3307 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3312 //R_Mesh_TexBind(0, basetexture);
3313 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
3316 R_Mesh_TexBind(0, pantstexture);
3317 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
3321 R_Mesh_TexBind(0, shirttexture);
3322 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
3326 extern cvar_t gl_lightmaps;
3327 void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3329 float ambientscale, diffusescale, specularscale;
3331 float lightcolor[3];
3332 VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
3333 ambientscale = rsurface.rtlight->ambientscale + rsurface.texture->rtlightambient;
3334 diffusescale = rsurface.rtlight->diffusescale * max(0, 1.0 - rsurface.texture->rtlightambient);
3335 specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
3336 if (!r_shadow_usenormalmap.integer)
3338 ambientscale += 1.0f * diffusescale;
3342 if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
3344 negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
3347 VectorNegate(lightcolor, lightcolor);
3348 GL_BlendEquationSubtract(true);
3350 RSurf_SetupDepthAndCulling();
3351 switch (r_shadow_rendermode)
3353 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
3354 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
3355 R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
3357 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
3358 R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
3360 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3361 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3362 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3363 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3364 R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
3367 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
3371 GL_BlendEquationSubtract(false);
3374 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)
3376 matrix4x4_t tempmatrix = *matrix;
3377 Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
3379 // if this light has been compiled before, free the associated data
3380 R_RTLight_Uncompile(rtlight);
3382 // clear it completely to avoid any lingering data
3383 memset(rtlight, 0, sizeof(*rtlight));
3385 // copy the properties
3386 rtlight->matrix_lighttoworld = tempmatrix;
3387 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
3388 Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
3389 rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
3390 VectorCopy(color, rtlight->color);
3391 rtlight->cubemapname[0] = 0;
3392 if (cubemapname && cubemapname[0])
3393 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
3394 rtlight->shadow = shadow;
3395 rtlight->corona = corona;
3396 rtlight->style = style;
3397 rtlight->isstatic = isstatic;
3398 rtlight->coronasizescale = coronasizescale;
3399 rtlight->ambientscale = ambientscale;
3400 rtlight->diffusescale = diffusescale;
3401 rtlight->specularscale = specularscale;
3402 rtlight->flags = flags;
3404 // compute derived data
3405 //rtlight->cullradius = rtlight->radius;
3406 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
3407 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3408 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3409 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3410 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3411 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3412 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3415 // compiles rtlight geometry
3416 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
3417 void R_RTLight_Compile(rtlight_t *rtlight)
3420 int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
3421 int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
3422 entity_render_t *ent = r_refdef.scene.worldentity;
3423 dp_model_t *model = r_refdef.scene.worldmodel;
3424 unsigned char *data;
3427 // compile the light
3428 rtlight->compiled = true;
3429 rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
3430 rtlight->static_numleafs = 0;
3431 rtlight->static_numleafpvsbytes = 0;
3432 rtlight->static_leaflist = NULL;
3433 rtlight->static_leafpvs = NULL;
3434 rtlight->static_numsurfaces = 0;
3435 rtlight->static_surfacelist = NULL;
3436 rtlight->static_shadowmap_receivers = 0x3F;
3437 rtlight->static_shadowmap_casters = 0x3F;
3438 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3439 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3440 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3441 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3442 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3443 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3445 if (model && model->GetLightInfo)
3447 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
3448 r_shadow_compilingrtlight = rtlight;
3449 R_FrameData_SetMark();
3450 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);
3451 R_FrameData_ReturnToMark();
3452 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
3453 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
3454 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
3455 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
3456 rtlight->static_numsurfaces = numsurfaces;
3457 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
3458 rtlight->static_numleafs = numleafs;
3459 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
3460 rtlight->static_numleafpvsbytes = numleafpvsbytes;
3461 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
3462 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
3463 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
3464 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
3465 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
3466 if (rtlight->static_numsurfaces)
3467 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3468 if (rtlight->static_numleafs)
3469 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3470 if (rtlight->static_numleafpvsbytes)
3471 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3472 if (rtlight->static_numshadowtrispvsbytes)
3473 memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3474 if (rtlight->static_numlighttrispvsbytes)
3475 memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3476 R_FrameData_SetMark();
3477 switch (rtlight->shadowmode)
3479 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3480 if (model->CompileShadowMap && rtlight->shadow)
3481 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3484 if (model->CompileShadowVolume && rtlight->shadow)
3485 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3488 R_FrameData_ReturnToMark();
3489 // now we're done compiling the rtlight
3490 r_shadow_compilingrtlight = NULL;
3494 // use smallest available cullradius - box radius or light radius
3495 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3496 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3498 shadowzpasstris = 0;
3499 if (rtlight->static_meshchain_shadow_zpass)
3500 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3501 shadowzpasstris += mesh->numtriangles;
3503 shadowzfailtris = 0;
3504 if (rtlight->static_meshchain_shadow_zfail)
3505 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3506 shadowzfailtris += mesh->numtriangles;
3509 if (rtlight->static_numlighttrispvsbytes)
3510 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3511 if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3515 if (rtlight->static_numlighttrispvsbytes)
3516 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3517 if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3520 if (developer_extra.integer)
3521 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);
3524 void R_RTLight_Uncompile(rtlight_t *rtlight)
3526 if (rtlight->compiled)
3528 if (rtlight->static_meshchain_shadow_zpass)
3529 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3530 rtlight->static_meshchain_shadow_zpass = NULL;
3531 if (rtlight->static_meshchain_shadow_zfail)
3532 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3533 rtlight->static_meshchain_shadow_zfail = NULL;
3534 if (rtlight->static_meshchain_shadow_shadowmap)
3535 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3536 rtlight->static_meshchain_shadow_shadowmap = NULL;
3537 // these allocations are grouped
3538 if (rtlight->static_surfacelist)
3539 Mem_Free(rtlight->static_surfacelist);
3540 rtlight->static_numleafs = 0;
3541 rtlight->static_numleafpvsbytes = 0;
3542 rtlight->static_leaflist = NULL;
3543 rtlight->static_leafpvs = NULL;
3544 rtlight->static_numsurfaces = 0;
3545 rtlight->static_surfacelist = NULL;
3546 rtlight->static_numshadowtrispvsbytes = 0;
3547 rtlight->static_shadowtrispvs = NULL;
3548 rtlight->static_numlighttrispvsbytes = 0;
3549 rtlight->static_lighttrispvs = NULL;
3550 rtlight->compiled = false;
3554 void R_Shadow_UncompileWorldLights(void)
3558 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3559 for (lightindex = 0;lightindex < range;lightindex++)
3561 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3564 R_RTLight_Uncompile(&light->rtlight);
3568 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3572 // reset the count of frustum planes
3573 // see rtlight->cached_frustumplanes definition for how much this array
3575 rtlight->cached_numfrustumplanes = 0;
3577 if (r_trippy.integer)
3580 // haven't implemented a culling path for ortho rendering
3581 if (!r_refdef.view.useperspective)
3583 // check if the light is on screen and copy the 4 planes if it is
3584 for (i = 0;i < 4;i++)
3585 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3588 for (i = 0;i < 4;i++)
3589 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3594 // generate a deformed frustum that includes the light origin, this is
3595 // used to cull shadow casting surfaces that can not possibly cast a
3596 // shadow onto the visible light-receiving surfaces, which can be a
3599 // if the light origin is onscreen the result will be 4 planes exactly
3600 // if the light origin is offscreen on only one axis the result will
3601 // be exactly 5 planes (split-side case)
3602 // if the light origin is offscreen on two axes the result will be
3603 // exactly 4 planes (stretched corner case)
3604 for (i = 0;i < 4;i++)
3606 // quickly reject standard frustum planes that put the light
3607 // origin outside the frustum
3608 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3611 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3613 // if all the standard frustum planes were accepted, the light is onscreen
3614 // otherwise we need to generate some more planes below...
3615 if (rtlight->cached_numfrustumplanes < 4)
3617 // at least one of the stock frustum planes failed, so we need to
3618 // create one or two custom planes to enclose the light origin
3619 for (i = 0;i < 4;i++)
3621 // create a plane using the view origin and light origin, and a
3622 // single point from the frustum corner set
3623 TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3624 VectorNormalize(plane.normal);
3625 plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3626 // see if this plane is backwards and flip it if so
3627 for (j = 0;j < 4;j++)
3628 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3632 VectorNegate(plane.normal, plane.normal);
3634 // flipped plane, test again to see if it is now valid
3635 for (j = 0;j < 4;j++)
3636 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3638 // if the plane is still not valid, then it is dividing the
3639 // frustum and has to be rejected
3643 // we have created a valid plane, compute extra info
3644 PlaneClassify(&plane);
3646 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3648 // if we've found 5 frustum planes then we have constructed a
3649 // proper split-side case and do not need to keep searching for
3650 // planes to enclose the light origin
3651 if (rtlight->cached_numfrustumplanes == 5)
3659 for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3661 plane = rtlight->cached_frustumplanes[i];
3662 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));
3667 // now add the light-space box planes if the light box is rotated, as any
3668 // caster outside the oriented light box is irrelevant (even if it passed
3669 // the worldspace light box, which is axial)
3670 if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3672 for (i = 0;i < 6;i++)
3676 v[i >> 1] = (i & 1) ? -1 : 1;
3677 Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3678 VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3679 plane.dist = VectorNormalizeLength(plane.normal);
3680 plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3681 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3687 // add the world-space reduced box planes
3688 for (i = 0;i < 6;i++)
3690 VectorClear(plane.normal);
3691 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3692 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3693 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3702 // reduce all plane distances to tightly fit the rtlight cull box, which
3704 VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3705 VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3706 VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3707 VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3708 VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3709 VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3710 VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3711 VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3712 oldnum = rtlight->cached_numfrustumplanes;
3713 rtlight->cached_numfrustumplanes = 0;
3714 for (j = 0;j < oldnum;j++)
3716 // find the nearest point on the box to this plane
3717 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3718 for (i = 1;i < 8;i++)
3720 dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3721 if (bestdist > dist)
3724 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);
3725 // if the nearest point is near or behind the plane, we want this
3726 // plane, otherwise the plane is useless as it won't cull anything
3727 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3729 PlaneClassify(&rtlight->cached_frustumplanes[j]);
3730 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3737 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3741 RSurf_ActiveWorldEntity();
3743 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3746 GL_CullFace(GL_NONE);
3747 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3748 for (;mesh;mesh = mesh->next)
3750 if (!mesh->sidetotals[r_shadow_shadowmapside])
3752 r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3753 if (mesh->vertex3fbuffer)
3754 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3756 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3757 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);
3761 else if (r_refdef.scene.worldentity->model)
3762 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);
3764 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3767 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3769 qboolean zpass = false;
3772 int surfacelistindex;
3773 msurface_t *surface;
3775 // if triangle neighbors are disabled, shadowvolumes are disabled
3776 if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
3779 RSurf_ActiveWorldEntity();
3781 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3784 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3786 zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3787 R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3789 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3790 for (;mesh;mesh = mesh->next)
3792 r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3793 if (mesh->vertex3fbuffer)
3794 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3796 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3797 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3799 // increment stencil if frontface is infront of depthbuffer
3800 GL_CullFace(r_refdef.view.cullface_back);
3801 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
3802 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);
3803 // decrement stencil if backface is infront of depthbuffer
3804 GL_CullFace(r_refdef.view.cullface_front);
3805 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
3807 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3809 // decrement stencil if backface is behind depthbuffer
3810 GL_CullFace(r_refdef.view.cullface_front);
3811 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
3812 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);
3813 // increment stencil if frontface is behind depthbuffer
3814 GL_CullFace(r_refdef.view.cullface_back);
3815 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
3817 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3821 else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3823 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3824 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3825 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3827 surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3828 for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3829 if (CHECKPVSBIT(trispvs, t))
3830 shadowmarklist[numshadowmark++] = t;
3832 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);
3834 else if (numsurfaces)
3836 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);
3839 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3842 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3844 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3845 vec_t relativeshadowradius;
3846 RSurf_ActiveModelEntity(ent, false, false, false);
3847 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3848 // we need to re-init the shader for each entity because the matrix changed
3849 relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3850 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3851 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3852 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3853 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3854 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3855 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3856 switch (r_shadow_rendermode)
3858 case R_SHADOW_RENDERMODE_SHADOWMAP2D:
3859 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3862 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3865 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3868 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3870 // set up properties for rendering light onto this entity
3871 RSurf_ActiveModelEntity(ent, true, true, false);
3872 Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3873 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3874 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3875 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3878 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3880 if (!r_refdef.scene.worldmodel->DrawLight)
3883 // set up properties for rendering light onto this entity
3884 RSurf_ActiveWorldEntity();
3885 rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3886 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3887 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3888 VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3890 r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3892 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3895 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3897 dp_model_t *model = ent->model;
3898 if (!model->DrawLight)
3901 R_Shadow_SetupEntityLight(ent);
3903 model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3905 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3908 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3912 int numleafs, numsurfaces;
3913 int *leaflist, *surfacelist;
3914 unsigned char *leafpvs;
3915 unsigned char *shadowtrispvs;
3916 unsigned char *lighttrispvs;
3917 //unsigned char *surfacesides;
3918 int numlightentities;
3919 int numlightentities_noselfshadow;
3920 int numshadowentities;
3921 int numshadowentities_noselfshadow;
3922 static entity_render_t *lightentities[MAX_EDICTS];
3923 static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3924 static entity_render_t *shadowentities[MAX_EDICTS];
3925 static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3928 rtlight->draw = false;
3930 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3931 // skip lights that are basically invisible (color 0 0 0)
3932 nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
3934 // loading is done before visibility checks because loading should happen
3935 // all at once at the start of a level, not when it stalls gameplay.
3936 // (especially important to benchmarks)
3938 if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3940 if (rtlight->compiled)
3941 R_RTLight_Uncompile(rtlight);
3942 R_RTLight_Compile(rtlight);
3946 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
3948 // look up the light style value at this time
3949 f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3950 VectorScale(rtlight->color, f, rtlight->currentcolor);
3952 if (rtlight->selected)
3954 f = 2 + sin(realtime * M_PI * 4.0);
3955 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3959 // if lightstyle is currently off, don't draw the light
3960 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3963 // skip processing on corona-only lights
3967 // if the light box is offscreen, skip it
3968 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3971 VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
3972 VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
3974 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3976 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
3978 // compiled light, world available and can receive realtime lighting
3979 // retrieve leaf information
3980 numleafs = rtlight->static_numleafs;
3981 leaflist = rtlight->static_leaflist;
3982 leafpvs = rtlight->static_leafpvs;
3983 numsurfaces = rtlight->static_numsurfaces;
3984 surfacelist = rtlight->static_surfacelist;
3985 //surfacesides = NULL;
3986 shadowtrispvs = rtlight->static_shadowtrispvs;
3987 lighttrispvs = rtlight->static_lighttrispvs;
3989 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
3991 // dynamic light, world available and can receive realtime lighting
3992 // calculate lit surfaces and leafs
3993 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);
3994 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3995 leaflist = r_shadow_buffer_leaflist;
3996 leafpvs = r_shadow_buffer_leafpvs;
3997 surfacelist = r_shadow_buffer_surfacelist;
3998 //surfacesides = r_shadow_buffer_surfacesides;
3999 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
4000 lighttrispvs = r_shadow_buffer_lighttrispvs;
4001 // if the reduced leaf bounds are offscreen, skip it
4002 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4013 //surfacesides = NULL;
4014 shadowtrispvs = NULL;
4015 lighttrispvs = NULL;
4017 // check if light is illuminating any visible leafs
4020 for (i = 0;i < numleafs;i++)
4021 if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
4027 // make a list of lit entities and shadow casting entities
4028 numlightentities = 0;
4029 numlightentities_noselfshadow = 0;
4030 numshadowentities = 0;
4031 numshadowentities_noselfshadow = 0;
4033 // add dynamic entities that are lit by the light
4034 for (i = 0;i < r_refdef.scene.numentities;i++)
4037 entity_render_t *ent = r_refdef.scene.entities[i];
4039 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4041 // skip the object entirely if it is not within the valid
4042 // shadow-casting region (which includes the lit region)
4043 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
4045 if (!(model = ent->model))
4047 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
4049 // this entity wants to receive light, is visible, and is
4050 // inside the light box
4051 // TODO: check if the surfaces in the model can receive light
4052 // so now check if it's in a leaf seen by the light
4053 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))
4055 if (ent->flags & RENDER_NOSELFSHADOW)
4056 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
4058 lightentities[numlightentities++] = ent;
4059 // since it is lit, it probably also casts a shadow...
4060 // about the VectorDistance2 - light emitting entities should not cast their own shadow
4061 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4062 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4064 // note: exterior models without the RENDER_NOSELFSHADOW
4065 // flag still create a RENDER_NOSELFSHADOW shadow but
4066 // are lit normally, this means that they are
4067 // self-shadowing but do not shadow other
4068 // RENDER_NOSELFSHADOW entities such as the gun
4069 // (very weird, but keeps the player shadow off the gun)
4070 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4071 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4073 shadowentities[numshadowentities++] = ent;
4076 else if (ent->flags & RENDER_SHADOW)
4078 // this entity is not receiving light, but may still need to
4080 // TODO: check if the surfaces in the model can cast shadow
4081 // now check if it is in a leaf seen by the light
4082 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))
4084 // about the VectorDistance2 - light emitting entities should not cast their own shadow
4085 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4086 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4088 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4089 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4091 shadowentities[numshadowentities++] = ent;
4096 // return if there's nothing at all to light
4097 if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
4100 // count this light in the r_speeds
4101 r_refdef.stats.lights++;
4103 // flag it as worth drawing later
4104 rtlight->draw = true;
4106 // cache all the animated entities that cast a shadow but are not visible
4107 for (i = 0;i < numshadowentities;i++)
4108 if (!shadowentities[i]->animcache_vertex3f)
4109 R_AnimCache_GetEntity(shadowentities[i], false, false);
4110 for (i = 0;i < numshadowentities_noselfshadow;i++)
4111 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
4112 R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
4114 // allocate some temporary memory for rendering this light later in the frame
4115 // reusable buffers need to be copied, static data can be used as-is
4116 rtlight->cached_numlightentities = numlightentities;
4117 rtlight->cached_numlightentities_noselfshadow = numlightentities_noselfshadow;
4118 rtlight->cached_numshadowentities = numshadowentities;
4119 rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
4120 rtlight->cached_numsurfaces = numsurfaces;
4121 rtlight->cached_lightentities = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
4122 rtlight->cached_lightentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
4123 rtlight->cached_shadowentities = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
4124 rtlight->cached_shadowentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
4125 if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
4127 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
4128 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
4129 rtlight->cached_shadowtrispvs = (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
4130 rtlight->cached_lighttrispvs = (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
4131 rtlight->cached_surfacelist = (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
4135 // compiled light data
4136 rtlight->cached_shadowtrispvs = shadowtrispvs;
4137 rtlight->cached_lighttrispvs = lighttrispvs;
4138 rtlight->cached_surfacelist = surfacelist;
4142 void R_Shadow_DrawLight(rtlight_t *rtlight)
4146 unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
4147 int numlightentities;
4148 int numlightentities_noselfshadow;
4149 int numshadowentities;
4150 int numshadowentities_noselfshadow;
4151 entity_render_t **lightentities;
4152 entity_render_t **lightentities_noselfshadow;
4153 entity_render_t **shadowentities;
4154 entity_render_t **shadowentities_noselfshadow;
4156 static unsigned char entitysides[MAX_EDICTS];
4157 static unsigned char entitysides_noselfshadow[MAX_EDICTS];
4158 vec3_t nearestpoint;
4160 qboolean castshadows;
4163 // check if we cached this light this frame (meaning it is worth drawing)
4167 numlightentities = rtlight->cached_numlightentities;
4168 numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
4169 numshadowentities = rtlight->cached_numshadowentities;
4170 numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
4171 numsurfaces = rtlight->cached_numsurfaces;
4172 lightentities = rtlight->cached_lightentities;
4173 lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
4174 shadowentities = rtlight->cached_shadowentities;
4175 shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
4176 shadowtrispvs = rtlight->cached_shadowtrispvs;
4177 lighttrispvs = rtlight->cached_lighttrispvs;
4178 surfacelist = rtlight->cached_surfacelist;
4180 // set up a scissor rectangle for this light
4181 if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4184 // don't let sound skip if going slow
4185 if (r_refdef.scene.extraupdate)
4188 // make this the active rtlight for rendering purposes
4189 R_Shadow_RenderMode_ActiveLight(rtlight);
4191 if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
4193 // optionally draw visible shape of the shadow volumes
4194 // for performance analysis by level designers
4195 R_Shadow_RenderMode_VisibleShadowVolumes();
4197 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4198 for (i = 0;i < numshadowentities;i++)
4199 R_Shadow_DrawEntityShadow(shadowentities[i]);
4200 for (i = 0;i < numshadowentities_noselfshadow;i++)
4201 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4202 R_Shadow_RenderMode_VisibleLighting(false, false);
4205 if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
4207 // optionally draw the illuminated areas
4208 // for performance analysis by level designers
4209 R_Shadow_RenderMode_VisibleLighting(false, false);
4211 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4212 for (i = 0;i < numlightentities;i++)
4213 R_Shadow_DrawEntityLight(lightentities[i]);
4214 for (i = 0;i < numlightentities_noselfshadow;i++)
4215 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4218 castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
4220 nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
4221 nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
4222 nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
4223 distance = VectorDistance(nearestpoint, r_refdef.view.origin);
4225 lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
4226 //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
4227 lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
4229 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4235 int receivermask = 0;
4236 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
4237 Matrix4x4_Abs(&radiustolight);
4239 r_shadow_shadowmaplod = 0;
4240 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
4241 if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
4242 r_shadow_shadowmaplod = i;
4244 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
4246 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
4248 surfacesides = NULL;
4251 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
4253 castermask = rtlight->static_shadowmap_casters;
4254 receivermask = rtlight->static_shadowmap_receivers;
4258 surfacesides = r_shadow_buffer_surfacesides;
4259 for(i = 0;i < numsurfaces;i++)
4261 msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
4262 surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4263 castermask |= surfacesides[i];
4264 receivermask |= surfacesides[i];
4268 if (receivermask < 0x3F)
4270 for (i = 0;i < numlightentities;i++)
4271 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4272 if (receivermask < 0x3F)
4273 for(i = 0; i < numlightentities_noselfshadow;i++)
4274 receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4277 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
4281 for (i = 0;i < numshadowentities;i++)
4282 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4283 for (i = 0;i < numshadowentities_noselfshadow;i++)
4284 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4287 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
4289 // render shadow casters into 6 sided depth texture
4290 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
4292 R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
4293 if (! (castermask & (1 << side))) continue;
4295 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
4296 for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
4297 R_Shadow_DrawEntityShadow(shadowentities[i]);
4300 if (numlightentities_noselfshadow)
4302 // render lighting using the depth texture as shadowmap
4303 // draw lighting in the unmasked areas
4304 R_Shadow_RenderMode_Lighting(false, false, true);
4305 for (i = 0;i < numlightentities_noselfshadow;i++)
4306 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4309 // render shadow casters into 6 sided depth texture
4310 if (numshadowentities_noselfshadow)
4312 for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
4314 R_Shadow_RenderMode_ShadowMap(side, 0, size);
4315 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
4316 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4320 // render lighting using the depth texture as shadowmap
4321 // draw lighting in the unmasked areas
4322 R_Shadow_RenderMode_Lighting(false, false, true);
4323 // draw lighting in the unmasked areas
4325 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4326 for (i = 0;i < numlightentities;i++)
4327 R_Shadow_DrawEntityLight(lightentities[i]);
4329 else if (castshadows && vid.stencil)
4331 // draw stencil shadow volumes to mask off pixels that are in shadow
4332 // so that they won't receive lighting
4333 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
4334 R_Shadow_ClearStencil();
4337 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4338 for (i = 0;i < numshadowentities;i++)
4339 R_Shadow_DrawEntityShadow(shadowentities[i]);
4341 // draw lighting in the unmasked areas
4342 R_Shadow_RenderMode_Lighting(true, false, false);
4343 for (i = 0;i < numlightentities_noselfshadow;i++)
4344 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4346 for (i = 0;i < numshadowentities_noselfshadow;i++)
4347 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4349 // draw lighting in the unmasked areas
4350 R_Shadow_RenderMode_Lighting(true, false, false);
4352 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4353 for (i = 0;i < numlightentities;i++)
4354 R_Shadow_DrawEntityLight(lightentities[i]);
4358 // draw lighting in the unmasked areas
4359 R_Shadow_RenderMode_Lighting(false, false, false);
4361 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4362 for (i = 0;i < numlightentities;i++)
4363 R_Shadow_DrawEntityLight(lightentities[i]);
4364 for (i = 0;i < numlightentities_noselfshadow;i++)
4365 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4368 if (r_shadow_usingdeferredprepass)
4370 // when rendering deferred lighting, we simply rasterize the box
4371 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4372 R_Shadow_RenderMode_DrawDeferredLight(false, true);
4373 else if (castshadows && vid.stencil)
4374 R_Shadow_RenderMode_DrawDeferredLight(true, false);
4376 R_Shadow_RenderMode_DrawDeferredLight(false, false);
4380 static void R_Shadow_FreeDeferred(void)
4382 R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
4383 r_shadow_prepassgeometryfbo = 0;
4385 R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusespecularfbo);
4386 r_shadow_prepasslightingdiffusespecularfbo = 0;
4388 R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusefbo);
4389 r_shadow_prepasslightingdiffusefbo = 0;
4391 if (r_shadow_prepassgeometrydepthtexture)
4392 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
4393 r_shadow_prepassgeometrydepthtexture = NULL;
4395 if (r_shadow_prepassgeometrydepthcolortexture)
4396 R_FreeTexture(r_shadow_prepassgeometrydepthcolortexture);
4397 r_shadow_prepassgeometrydepthcolortexture = NULL;
4399 if (r_shadow_prepassgeometrynormalmaptexture)
4400 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
4401 r_shadow_prepassgeometrynormalmaptexture = NULL;
4403 if (r_shadow_prepasslightingdiffusetexture)
4404 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
4405 r_shadow_prepasslightingdiffusetexture = NULL;
4407 if (r_shadow_prepasslightingspeculartexture)
4408 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
4409 r_shadow_prepasslightingspeculartexture = NULL;
4412 void R_Shadow_DrawPrepass(void)
4420 entity_render_t *ent;
4421 float clearcolor[4];
4423 R_Mesh_ResetTextureState();
4425 GL_ColorMask(1,1,1,1);
4426 GL_BlendFunc(GL_ONE, GL_ZERO);
4429 R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4430 Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
4431 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4432 if (r_timereport_active)
4433 R_TimeReport("prepasscleargeom");
4435 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
4436 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
4437 if (r_timereport_active)
4438 R_TimeReport("prepassworld");
4440 for (i = 0;i < r_refdef.scene.numentities;i++)
4442 if (!r_refdef.viewcache.entityvisible[i])
4444 ent = r_refdef.scene.entities[i];
4445 if (ent->model && ent->model->DrawPrepass != NULL)
4446 ent->model->DrawPrepass(ent);
4449 if (r_timereport_active)
4450 R_TimeReport("prepassmodels");
4452 GL_DepthMask(false);
4453 GL_ColorMask(1,1,1,1);
4456 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4457 Vector4Set(clearcolor, 0, 0, 0, 0);
4458 GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
4459 if (r_timereport_active)
4460 R_TimeReport("prepassclearlit");
4462 R_Shadow_RenderMode_Begin();
4464 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4465 if (r_shadow_debuglight.integer >= 0)
4467 lightindex = r_shadow_debuglight.integer;
4468 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4469 if (light && (light->flags & flag) && light->rtlight.draw)
4470 R_Shadow_DrawLight(&light->rtlight);
4474 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4475 for (lightindex = 0;lightindex < range;lightindex++)
4477 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4478 if (light && (light->flags & flag) && light->rtlight.draw)
4479 R_Shadow_DrawLight(&light->rtlight);
4482 if (r_refdef.scene.rtdlight)
4483 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4484 if (r_refdef.scene.lights[lnum]->draw)
4485 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4487 R_Mesh_SetRenderTargets(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture, NULL, NULL, NULL);
4489 R_Shadow_RenderMode_End();
4491 if (r_timereport_active)
4492 R_TimeReport("prepasslights");
4495 void R_Shadow_DrawLightSprites(void);
4496 void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
4506 if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4507 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4508 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) ||
4509 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
4510 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
4511 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
4512 R_Shadow_FreeShadowMaps();
4514 r_shadow_fb_fbo = fbo;
4515 r_shadow_fb_depthtexture = depthtexture;
4516 r_shadow_fb_colortexture = colortexture;
4518 r_shadow_usingshadowmaportho = false;
4520 switch (vid.renderpath)
4522 case RENDERPATH_GL20:
4523 case RENDERPATH_D3D9:
4524 case RENDERPATH_D3D10:
4525 case RENDERPATH_D3D11:
4526 case RENDERPATH_SOFT:
4528 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
4530 r_shadow_usingdeferredprepass = false;
4531 if (r_shadow_prepass_width)
4532 R_Shadow_FreeDeferred();
4533 r_shadow_prepass_width = r_shadow_prepass_height = 0;
4537 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4539 R_Shadow_FreeDeferred();
4541 r_shadow_usingdeferredprepass = true;
4542 r_shadow_prepass_width = vid.width;
4543 r_shadow_prepass_height = vid.height;
4544 r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
4545 switch (vid.renderpath)
4547 case RENDERPATH_D3D9:
4548 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);
4553 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);
4554 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);
4555 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);
4557 // set up the geometry pass fbo (depth + normalmap)
4558 r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4559 R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4560 // render depth into one texture and normalmap into the other
4561 if (qglDrawBuffersARB)
4563 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
4564 qglReadBuffer(GL_NONE);CHECKGLERROR
4565 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
4566 if (status != GL_FRAMEBUFFER_COMPLETE)
4568 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4569 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4570 r_shadow_usingdeferredprepass = false;
4574 // set up the lighting pass fbo (diffuse + specular)
4575 r_shadow_prepasslightingdiffusespecularfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4576 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4577 // render diffuse into one texture and specular into another,
4578 // with depth and normalmap bound as textures,
4579 // with depth bound as attachment as well
4580 if (qglDrawBuffersARB)
4582 qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4583 qglReadBuffer(GL_NONE);CHECKGLERROR
4584 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
4585 if (status != GL_FRAMEBUFFER_COMPLETE)
4587 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4588 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4589 r_shadow_usingdeferredprepass = false;
4593 // set up the lighting pass fbo (diffuse)
4594 r_shadow_prepasslightingdiffusefbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4595 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4596 // render diffuse into one texture,
4597 // with depth and normalmap bound as textures,
4598 // with depth bound as attachment as well
4599 if (qglDrawBuffersARB)
4601 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
4602 qglReadBuffer(GL_NONE);CHECKGLERROR
4603 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
4604 if (status != GL_FRAMEBUFFER_COMPLETE)
4606 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4607 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4608 r_shadow_usingdeferredprepass = false;
4614 case RENDERPATH_GL11:
4615 case RENDERPATH_GL13:
4616 case RENDERPATH_GLES1:
4617 case RENDERPATH_GLES2:
4618 r_shadow_usingdeferredprepass = false;
4622 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);
4624 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4625 if (r_shadow_bouncegrid.integer != 2)
4627 if (r_shadow_debuglight.integer >= 0)
4629 lightindex = r_shadow_debuglight.integer;
4630 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4632 R_Shadow_PrepareLight(&light->rtlight);
4636 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4637 for (lightindex = 0;lightindex < range;lightindex++)
4639 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4640 if (light && (light->flags & flag))
4641 R_Shadow_PrepareLight(&light->rtlight);
4645 if (r_refdef.scene.rtdlight)
4647 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4648 R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4650 else if(gl_flashblend.integer)
4652 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4654 rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4655 f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4656 VectorScale(rtlight->color, f, rtlight->currentcolor);
4660 if (r_editlights.integer)
4661 R_Shadow_DrawLightSprites();
4664 void R_Shadow_DrawLights(void)
4672 R_Shadow_RenderMode_Begin();
4674 if (r_shadow_bouncegrid.integer != 2)
4676 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4677 if (r_shadow_debuglight.integer >= 0)
4679 lightindex = r_shadow_debuglight.integer;
4680 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4682 R_Shadow_DrawLight(&light->rtlight);
4686 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4687 for (lightindex = 0;lightindex < range;lightindex++)
4689 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4690 if (light && (light->flags & flag))
4691 R_Shadow_DrawLight(&light->rtlight);
4695 if (r_refdef.scene.rtdlight)
4696 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4697 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4699 R_Shadow_RenderMode_End();
4702 void R_Shadow_PrepareModelShadows(void)
4705 float scale, size, radius, dot1, dot2;
4706 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
4707 entity_render_t *ent;
4709 if (!r_refdef.scene.numentities)
4712 switch (r_shadow_shadowmode)
4714 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4715 if (r_shadows.integer >= 2)
4718 case R_SHADOW_SHADOWMODE_STENCIL:
4719 for (i = 0;i < r_refdef.scene.numentities;i++)
4721 ent = r_refdef.scene.entities[i];
4722 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4723 R_AnimCache_GetEntity(ent, false, false);
4730 size = 2*r_shadow_shadowmapmaxsize;
4731 scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
4732 radius = 0.5f * size / scale;
4734 Math_atov(r_shadows_throwdirection.string, shadowdir);
4735 VectorNormalize(shadowdir);
4736 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4737 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4738 if (fabs(dot1) <= fabs(dot2))
4739 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4741 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4742 VectorNormalize(shadowforward);
4743 CrossProduct(shadowdir, shadowforward, shadowright);
4744 Math_atov(r_shadows_focus.string, shadowfocus);
4745 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4746 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4747 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4748 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4749 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4751 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4753 shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4754 shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4755 shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4756 shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4757 shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4758 shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4760 for (i = 0;i < r_refdef.scene.numentities;i++)
4762 ent = r_refdef.scene.entities[i];
4763 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
4765 // cast shadows from anything of the map (submodels are optional)
4766 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4767 R_AnimCache_GetEntity(ent, false, false);
4771 void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
4774 float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
4775 entity_render_t *ent;
4776 vec3_t relativelightorigin;
4777 vec3_t relativelightdirection, relativeforward, relativeright;
4778 vec3_t relativeshadowmins, relativeshadowmaxs;
4779 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
4781 matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
4782 r_viewport_t viewport;
4784 float clearcolor[4];
4786 if (!r_refdef.scene.numentities)
4789 switch (r_shadow_shadowmode)
4791 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4797 r_shadow_fb_fbo = fbo;
4798 r_shadow_fb_depthtexture = depthtexture;
4799 r_shadow_fb_colortexture = colortexture;
4801 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
4802 R_Shadow_RenderMode_Begin();
4803 R_Shadow_RenderMode_ActiveLight(NULL);
4805 switch (r_shadow_shadowmode)
4807 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4808 if (!r_shadow_shadowmap2dtexture)
4809 R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4810 fbo2d = r_shadow_fbo2d;
4811 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
4812 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
4813 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
4819 size = 2*r_shadow_shadowmapmaxsize;
4820 scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
4821 radius = 0.5f / scale;
4822 nearclip = -r_shadows_throwdistance.value;
4823 farclip = r_shadows_throwdistance.value;
4824 bias = r_shadow_shadowmapping_bias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
4826 r_shadow_shadowmap_parameters[0] = size;
4827 r_shadow_shadowmap_parameters[1] = size;
4828 r_shadow_shadowmap_parameters[2] = 1.0;
4829 r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
4831 Math_atov(r_shadows_throwdirection.string, shadowdir);
4832 VectorNormalize(shadowdir);
4833 Math_atov(r_shadows_focus.string, shadowfocus);
4834 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4835 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4836 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4837 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4838 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4839 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4840 if (fabs(dot1) <= fabs(dot2))
4841 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4843 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4844 VectorNormalize(shadowforward);
4845 VectorM(scale, shadowforward, &m[0]);
4846 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4848 m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
4849 CrossProduct(shadowdir, shadowforward, shadowright);
4850 VectorM(scale, shadowright, &m[4]);
4851 m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
4852 VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
4853 m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
4854 Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
4855 Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
4856 R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL);
4858 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4860 R_Mesh_SetRenderTargets(fbo2d, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
4861 R_SetupShader_DepthOrShadow(true);
4862 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
4865 R_SetViewport(&viewport);
4866 GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
4867 Vector4Set(clearcolor, 1,1,1,1);
4868 // in D3D9 we have to render to a color texture shadowmap
4869 // in GL we render directly to a depth texture only
4870 if (r_shadow_shadowmap2dtexture)
4871 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4873 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4874 // render into a slightly restricted region so that the borders of the
4875 // shadowmap area fade away, rather than streaking across everything
4876 // outside the usable area
4877 GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
4881 R_Mesh_SetRenderTargets(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture, NULL, NULL, NULL);
4882 R_SetupShader_ShowDepth(true);
4883 GL_ColorMask(1,1,1,1);
4884 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4887 for (i = 0;i < r_refdef.scene.numentities;i++)
4889 ent = r_refdef.scene.entities[i];
4891 // cast shadows from anything of the map (submodels are optional)
4892 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4894 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4895 Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
4896 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4897 Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
4898 Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
4899 relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4900 relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4901 relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4902 relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4903 relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4904 relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4905 RSurf_ActiveModelEntity(ent, false, false, false);
4906 ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4907 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4914 unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
4916 qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
4918 Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
4919 Cvar_SetValueQuick(&r_test, 0);
4924 R_Shadow_RenderMode_End();
4926 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
4927 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
4928 Matrix4x4_CreateScale3(&scalematrix, size, -size, 1);
4929 Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
4930 Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
4931 Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
4933 switch (vid.renderpath)
4935 case RENDERPATH_GL11:
4936 case RENDERPATH_GL13:
4937 case RENDERPATH_GL20:
4938 case RENDERPATH_SOFT:
4939 case RENDERPATH_GLES1:
4940 case RENDERPATH_GLES2:
4942 case RENDERPATH_D3D9:
4943 case RENDERPATH_D3D10:
4944 case RENDERPATH_D3D11:
4945 #ifdef OPENGL_ORIENTATION
4946 r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
4947 r_shadow_shadowmapmatrix.m[0][1] *= -1.0f;
4948 r_shadow_shadowmapmatrix.m[0][2] *= -1.0f;
4949 r_shadow_shadowmapmatrix.m[0][3] *= -1.0f;
4951 r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
4952 r_shadow_shadowmapmatrix.m[1][0] *= -1.0f;
4953 r_shadow_shadowmapmatrix.m[2][0] *= -1.0f;
4954 r_shadow_shadowmapmatrix.m[3][0] *= -1.0f;
4959 r_shadow_usingshadowmaportho = true;
4960 switch (r_shadow_shadowmode)
4962 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4963 r_shadow_usingshadowmap2d = true;
4970 void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
4973 float relativethrowdistance;
4974 entity_render_t *ent;
4975 vec3_t relativelightorigin;
4976 vec3_t relativelightdirection;
4977 vec3_t relativeshadowmins, relativeshadowmaxs;
4978 vec3_t tmp, shadowdir;
4980 if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
4983 r_shadow_fb_fbo = fbo;
4984 r_shadow_fb_depthtexture = depthtexture;
4985 r_shadow_fb_colortexture = colortexture;
4987 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
4988 //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4989 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4990 R_Shadow_RenderMode_Begin();
4991 R_Shadow_RenderMode_ActiveLight(NULL);
4992 r_shadow_lightscissor[0] = r_refdef.view.x;
4993 r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4994 r_shadow_lightscissor[2] = r_refdef.view.width;
4995 r_shadow_lightscissor[3] = r_refdef.view.height;
4996 R_Shadow_RenderMode_StencilShadowVolumes(false);
4999 if (r_shadows.integer == 2)
5001 Math_atov(r_shadows_throwdirection.string, shadowdir);
5002 VectorNormalize(shadowdir);
5005 R_Shadow_ClearStencil();
5007 for (i = 0;i < r_refdef.scene.numentities;i++)
5009 ent = r_refdef.scene.entities[i];
5011 // cast shadows from anything of the map (submodels are optional)
5012 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
5014 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
5015 VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
5016 VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
5017 if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
5018 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
5021 if(ent->entitynumber != 0)
5023 if(ent->entitynumber >= MAX_EDICTS) // csqc entity
5025 // FIXME handle this
5026 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5030 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
5031 int entnum, entnum2, recursion;
5032 entnum = entnum2 = ent->entitynumber;
5033 for(recursion = 32; recursion > 0; --recursion)
5035 entnum2 = cl.entities[entnum].state_current.tagentity;
5036 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
5041 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
5043 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
5044 // transform into modelspace of OUR entity
5045 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
5046 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
5049 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5053 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5056 VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
5057 RSurf_ActiveModelEntity(ent, false, false, false);
5058 ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
5059 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
5063 // not really the right mode, but this will disable any silly stencil features
5064 R_Shadow_RenderMode_End();
5066 // set up ortho view for rendering this pass
5067 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5068 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5069 //GL_ScissorTest(true);
5070 //R_EntityMatrix(&identitymatrix);
5071 //R_Mesh_ResetTextureState();
5072 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
5074 // set up a darkening blend on shadowed areas
5075 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5076 //GL_DepthRange(0, 1);
5077 //GL_DepthTest(false);
5078 //GL_DepthMask(false);
5079 //GL_PolygonOffset(0, 0);CHECKGLERROR
5080 GL_Color(0, 0, 0, r_shadows_darken.value);
5081 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5082 //GL_DepthFunc(GL_ALWAYS);
5083 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
5085 // apply the blend to the shadowed areas
5086 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
5087 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
5088 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5090 // restore the viewport
5091 R_SetViewport(&r_refdef.view.viewport);
5093 // restore other state to normal
5094 //R_Shadow_RenderMode_End();
5097 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
5100 vec3_t centerorigin;
5102 // if it's too close, skip it
5103 if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
5105 zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
5108 if (usequery && r_numqueries + 2 <= r_maxqueries)
5110 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
5111 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
5112 // 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
5113 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
5115 switch(vid.renderpath)
5117 case RENDERPATH_GL11:
5118 case RENDERPATH_GL13:
5119 case RENDERPATH_GL20:
5120 case RENDERPATH_GLES1:
5121 case RENDERPATH_GLES2:
5122 #ifdef GL_SAMPLES_PASSED_ARB
5124 // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
5125 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
5126 GL_DepthFunc(GL_ALWAYS);
5127 R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5128 R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5129 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5130 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5131 GL_DepthFunc(GL_LEQUAL);
5132 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
5133 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5134 R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5135 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5136 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5140 case RENDERPATH_D3D9:
5141 Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5143 case RENDERPATH_D3D10:
5144 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5146 case RENDERPATH_D3D11:
5147 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5149 case RENDERPATH_SOFT:
5150 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5154 rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
5157 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5159 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
5162 GLint allpixels = 0, visiblepixels = 0;
5163 // now we have to check the query result
5164 if (rtlight->corona_queryindex_visiblepixels)
5166 switch(vid.renderpath)
5168 case RENDERPATH_GL11:
5169 case RENDERPATH_GL13:
5170 case RENDERPATH_GL20:
5171 case RENDERPATH_GLES1:
5172 case RENDERPATH_GLES2:
5173 #ifdef GL_SAMPLES_PASSED_ARB
5175 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
5176 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
5180 case RENDERPATH_D3D9:
5181 Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5183 case RENDERPATH_D3D10:
5184 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5186 case RENDERPATH_D3D11:
5187 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5189 case RENDERPATH_SOFT:
5190 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5193 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
5194 if (visiblepixels < 1 || allpixels < 1)
5196 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
5197 cscale *= rtlight->corona_visibility;
5201 // FIXME: these traces should scan all render entities instead of cl.world
5202 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
5205 VectorScale(rtlight->currentcolor, cscale, color);
5206 if (VectorLength(color) > (1.0f / 256.0f))
5209 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
5212 VectorNegate(color, color);
5213 GL_BlendEquationSubtract(true);
5215 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5216 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);
5217 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5219 GL_BlendEquationSubtract(false);
5223 void R_Shadow_DrawCoronas(void)
5226 qboolean usequery = false;
5231 if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
5233 if (r_fb.water.renderingscene)
5235 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
5236 R_EntityMatrix(&identitymatrix);
5238 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5240 // check occlusion of coronas
5241 // use GL_ARB_occlusion_query if available
5242 // otherwise use raytraces
5244 switch (vid.renderpath)
5246 case RENDERPATH_GL11:
5247 case RENDERPATH_GL13:
5248 case RENDERPATH_GL20:
5249 case RENDERPATH_GLES1:
5250 case RENDERPATH_GLES2:
5251 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
5252 #ifdef GL_SAMPLES_PASSED_ARB
5255 GL_ColorMask(0,0,0,0);
5256 if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
5257 if (r_maxqueries < MAX_OCCLUSION_QUERIES)
5260 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
5261 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
5263 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
5266 RSurf_ActiveWorldEntity();
5267 GL_BlendFunc(GL_ONE, GL_ZERO);
5268 GL_CullFace(GL_NONE);
5269 GL_DepthMask(false);
5270 GL_DepthRange(0, 1);
5271 GL_PolygonOffset(0, 0);
5273 R_Mesh_ResetTextureState();
5274 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
5278 case RENDERPATH_D3D9:
5280 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5282 case RENDERPATH_D3D10:
5283 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5285 case RENDERPATH_D3D11:
5286 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5288 case RENDERPATH_SOFT:
5290 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5293 for (lightindex = 0;lightindex < range;lightindex++)
5295 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5298 rtlight = &light->rtlight;
5299 rtlight->corona_visibility = 0;
5300 rtlight->corona_queryindex_visiblepixels = 0;
5301 rtlight->corona_queryindex_allpixels = 0;
5302 if (!(rtlight->flags & flag))
5304 if (rtlight->corona <= 0)
5306 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
5308 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5310 for (i = 0;i < r_refdef.scene.numlights;i++)
5312 rtlight = r_refdef.scene.lights[i];
5313 rtlight->corona_visibility = 0;
5314 rtlight->corona_queryindex_visiblepixels = 0;
5315 rtlight->corona_queryindex_allpixels = 0;
5316 if (!(rtlight->flags & flag))
5318 if (rtlight->corona <= 0)
5320 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5323 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5325 // now draw the coronas using the query data for intensity info
5326 for (lightindex = 0;lightindex < range;lightindex++)
5328 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5331 rtlight = &light->rtlight;
5332 if (rtlight->corona_visibility <= 0)
5334 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5336 for (i = 0;i < r_refdef.scene.numlights;i++)
5338 rtlight = r_refdef.scene.lights[i];
5339 if (rtlight->corona_visibility <= 0)
5341 if (gl_flashblend.integer)
5342 R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
5344 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5350 dlight_t *R_Shadow_NewWorldLight(void)
5352 return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
5355 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)
5358 // validate parameters
5359 if (style < 0 || style >= MAX_LIGHTSTYLES)
5361 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
5367 // copy to light properties
5368 VectorCopy(origin, light->origin);
5369 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
5370 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
5371 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
5373 light->color[0] = max(color[0], 0);
5374 light->color[1] = max(color[1], 0);
5375 light->color[2] = max(color[2], 0);
5377 light->color[0] = color[0];
5378 light->color[1] = color[1];
5379 light->color[2] = color[2];
5380 light->radius = max(radius, 0);
5381 light->style = style;
5382 light->shadow = shadowenable;
5383 light->corona = corona;
5384 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
5385 light->coronasizescale = coronasizescale;
5386 light->ambientscale = ambientscale;
5387 light->diffusescale = diffusescale;
5388 light->specularscale = specularscale;
5389 light->flags = flags;
5391 // update renderable light data
5392 Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
5393 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);
5396 void R_Shadow_FreeWorldLight(dlight_t *light)
5398 if (r_shadow_selectedlight == light)
5399 r_shadow_selectedlight = NULL;
5400 R_RTLight_Uncompile(&light->rtlight);
5401 Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
5404 void R_Shadow_ClearWorldLights(void)
5408 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5409 for (lightindex = 0;lightindex < range;lightindex++)
5411 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5413 R_Shadow_FreeWorldLight(light);
5415 r_shadow_selectedlight = NULL;
5418 void R_Shadow_SelectLight(dlight_t *light)
5420 if (r_shadow_selectedlight)
5421 r_shadow_selectedlight->selected = false;
5422 r_shadow_selectedlight = light;
5423 if (r_shadow_selectedlight)
5424 r_shadow_selectedlight->selected = true;
5427 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5429 // this is never batched (there can be only one)
5431 R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
5432 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5433 R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5436 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5441 skinframe_t *skinframe;
5444 // this is never batched (due to the ent parameter changing every time)
5445 // so numsurfaces == 1 and surfacelist[0] == lightnumber
5446 const dlight_t *light = (dlight_t *)ent;
5449 R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
5452 VectorScale(light->color, intensity, spritecolor);
5453 if (VectorLength(spritecolor) < 0.1732f)
5454 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
5455 if (VectorLength(spritecolor) > 1.0f)
5456 VectorNormalize(spritecolor);
5458 // draw light sprite
5459 if (light->cubemapname[0] && !light->shadow)
5460 skinframe = r_editlights_sprcubemapnoshadowlight;
5461 else if (light->cubemapname[0])
5462 skinframe = r_editlights_sprcubemaplight;
5463 else if (!light->shadow)
5464 skinframe = r_editlights_sprnoshadowlight;
5466 skinframe = r_editlights_sprlight;
5468 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);
5469 R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5471 // draw selection sprite if light is selected
5472 if (light->selected)
5474 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5475 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5476 // VorteX todo: add normalmode/realtime mode light overlay sprites?
5480 void R_Shadow_DrawLightSprites(void)
5484 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5485 for (lightindex = 0;lightindex < range;lightindex++)
5487 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5489 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
5491 if (!r_editlights_lockcursor)
5492 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
5495 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
5500 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
5501 if (lightindex >= range)
5503 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5506 rtlight = &light->rtlight;
5507 //if (!(rtlight->flags & flag))
5509 VectorCopy(rtlight->shadoworigin, origin);
5510 *radius = rtlight->radius;
5511 VectorCopy(rtlight->color, color);
5515 void R_Shadow_SelectLightInView(void)
5517 float bestrating, rating, temp[3];
5521 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5525 if (r_editlights_lockcursor)
5527 for (lightindex = 0;lightindex < range;lightindex++)
5529 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5532 VectorSubtract(light->origin, r_refdef.view.origin, temp);
5533 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
5536 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
5537 if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1.0f)
5539 bestrating = rating;
5544 R_Shadow_SelectLight(best);
5547 void R_Shadow_LoadWorldLights(void)
5549 int n, a, style, shadow, flags;
5550 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
5551 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
5552 if (cl.worldmodel == NULL)
5554 Con_Print("No map loaded.\n");
5557 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5558 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5568 for (;COM_Parse(t, true) && strcmp(
5569 if (COM_Parse(t, true))
5571 if (com_token[0] == '!')
5574 origin[0] = atof(com_token+1);
5577 origin[0] = atof(com_token);
5582 while (*s && *s != '\n' && *s != '\r')
5588 // check for modifier flags
5595 #if _MSC_VER >= 1400
5596 #define sscanf sscanf_s
5598 cubemapname[sizeof(cubemapname)-1] = 0;
5599 #if MAX_QPATH != 128
5600 #error update this code if MAX_QPATH changes
5602 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
5603 #if _MSC_VER >= 1400
5604 , sizeof(cubemapname)
5606 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
5609 flags = LIGHTFLAG_REALTIMEMODE;
5617 coronasizescale = 0.25f;
5619 VectorClear(angles);
5622 if (a < 9 || !strcmp(cubemapname, "\"\""))
5624 // remove quotes on cubemapname
5625 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
5628 namelen = strlen(cubemapname) - 2;
5629 memmove(cubemapname, cubemapname + 1, namelen);
5630 cubemapname[namelen] = '\0';
5634 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);
5637 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5645 Con_Printf("invalid rtlights file \"%s\"\n", name);
5646 Mem_Free(lightsstring);
5650 void R_Shadow_SaveWorldLights(void)
5654 size_t bufchars, bufmaxchars;
5656 char name[MAX_QPATH];
5657 char line[MAX_INPUTLINE];
5658 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
5659 // I hate lines which are 3 times my screen size :( --blub
5662 if (cl.worldmodel == NULL)
5664 Con_Print("No map loaded.\n");
5667 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5668 bufchars = bufmaxchars = 0;
5670 for (lightindex = 0;lightindex < range;lightindex++)
5672 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5675 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5676 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);
5677 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5678 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]);
5680 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);
5681 if (bufchars + strlen(line) > bufmaxchars)
5683 bufmaxchars = bufchars + strlen(line) + 2048;
5685 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5689 memcpy(buf, oldbuf, bufchars);
5695 memcpy(buf + bufchars, line, strlen(line));
5696 bufchars += strlen(line);
5700 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5705 void R_Shadow_LoadLightsFile(void)
5708 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5709 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5710 if (cl.worldmodel == NULL)
5712 Con_Print("No map loaded.\n");
5715 dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
5716 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5724 while (*s && *s != '\n' && *s != '\r')
5730 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);
5734 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);
5737 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5738 radius = bound(15, radius, 4096);
5739 VectorScale(color, (2.0f / (8388608.0f)), color);
5740 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5748 Con_Printf("invalid lights file \"%s\"\n", name);
5749 Mem_Free(lightsstring);
5753 // tyrlite/hmap2 light types in the delay field
5754 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5756 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5768 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5769 char key[256], value[MAX_INPUTLINE];
5771 if (cl.worldmodel == NULL)
5773 Con_Print("No map loaded.\n");
5776 // try to load a .ent file first
5777 dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
5778 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5779 // and if that is not found, fall back to the bsp file entity string
5781 data = cl.worldmodel->brush.entities;
5784 for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5786 type = LIGHTTYPE_MINUSX;
5787 origin[0] = origin[1] = origin[2] = 0;
5788 originhack[0] = originhack[1] = originhack[2] = 0;
5789 angles[0] = angles[1] = angles[2] = 0;
5790 color[0] = color[1] = color[2] = 1;
5791 light[0] = light[1] = light[2] = 1;light[3] = 300;
5792 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5802 if (!COM_ParseToken_Simple(&data, false, false))
5804 if (com_token[0] == '}')
5805 break; // end of entity
5806 if (com_token[0] == '_')
5807 strlcpy(key, com_token + 1, sizeof(key));
5809 strlcpy(key, com_token, sizeof(key));
5810 while (key[strlen(key)-1] == ' ') // remove trailing spaces
5811 key[strlen(key)-1] = 0;
5812 if (!COM_ParseToken_Simple(&data, false, false))
5814 strlcpy(value, com_token, sizeof(value));
5816 // now that we have the key pair worked out...
5817 if (!strcmp("light", key))
5819 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5823 light[0] = vec[0] * (1.0f / 256.0f);
5824 light[1] = vec[0] * (1.0f / 256.0f);
5825 light[2] = vec[0] * (1.0f / 256.0f);
5831 light[0] = vec[0] * (1.0f / 255.0f);
5832 light[1] = vec[1] * (1.0f / 255.0f);
5833 light[2] = vec[2] * (1.0f / 255.0f);
5837 else if (!strcmp("delay", key))
5839 else if (!strcmp("origin", key))
5840 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5841 else if (!strcmp("angle", key))
5842 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5843 else if (!strcmp("angles", key))
5844 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5845 else if (!strcmp("color", key))
5846 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5847 else if (!strcmp("wait", key))
5848 fadescale = atof(value);
5849 else if (!strcmp("classname", key))
5851 if (!strncmp(value, "light", 5))
5854 if (!strcmp(value, "light_fluoro"))
5859 overridecolor[0] = 1;
5860 overridecolor[1] = 1;
5861 overridecolor[2] = 1;
5863 if (!strcmp(value, "light_fluorospark"))
5868 overridecolor[0] = 1;
5869 overridecolor[1] = 1;
5870 overridecolor[2] = 1;
5872 if (!strcmp(value, "light_globe"))
5877 overridecolor[0] = 1;
5878 overridecolor[1] = 0.8;
5879 overridecolor[2] = 0.4;
5881 if (!strcmp(value, "light_flame_large_yellow"))
5886 overridecolor[0] = 1;
5887 overridecolor[1] = 0.5;
5888 overridecolor[2] = 0.1;
5890 if (!strcmp(value, "light_flame_small_yellow"))
5895 overridecolor[0] = 1;
5896 overridecolor[1] = 0.5;
5897 overridecolor[2] = 0.1;
5899 if (!strcmp(value, "light_torch_small_white"))
5904 overridecolor[0] = 1;
5905 overridecolor[1] = 0.5;
5906 overridecolor[2] = 0.1;
5908 if (!strcmp(value, "light_torch_small_walltorch"))
5913 overridecolor[0] = 1;
5914 overridecolor[1] = 0.5;
5915 overridecolor[2] = 0.1;
5919 else if (!strcmp("style", key))
5920 style = atoi(value);
5921 else if (!strcmp("skin", key))
5922 skin = (int)atof(value);
5923 else if (!strcmp("pflags", key))
5924 pflags = (int)atof(value);
5925 //else if (!strcmp("effects", key))
5926 // effects = (int)atof(value);
5927 else if (cl.worldmodel->type == mod_brushq3)
5929 if (!strcmp("scale", key))
5930 lightscale = atof(value);
5931 if (!strcmp("fade", key))
5932 fadescale = atof(value);
5937 if (lightscale <= 0)
5941 if (color[0] == color[1] && color[0] == color[2])
5943 color[0] *= overridecolor[0];
5944 color[1] *= overridecolor[1];
5945 color[2] *= overridecolor[2];
5947 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5948 color[0] = color[0] * light[0];
5949 color[1] = color[1] * light[1];
5950 color[2] = color[2] * light[2];
5953 case LIGHTTYPE_MINUSX:
5955 case LIGHTTYPE_RECIPX:
5957 VectorScale(color, (1.0f / 16.0f), color);
5959 case LIGHTTYPE_RECIPXX:
5961 VectorScale(color, (1.0f / 16.0f), color);
5964 case LIGHTTYPE_NONE:
5968 case LIGHTTYPE_MINUSXX:
5971 VectorAdd(origin, originhack, origin);
5973 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);
5976 Mem_Free(entfiledata);
5980 void R_Shadow_SetCursorLocationForView(void)
5983 vec3_t dest, endpos;
5985 VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5986 trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true);
5987 if (trace.fraction < 1)
5989 dist = trace.fraction * r_editlights_cursordistance.value;
5990 push = r_editlights_cursorpushback.value;
5994 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
5995 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
5999 VectorClear( endpos );
6001 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6002 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6003 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6006 void R_Shadow_UpdateWorldLightSelection(void)
6008 if (r_editlights.integer)
6010 R_Shadow_SetCursorLocationForView();
6011 R_Shadow_SelectLightInView();
6014 R_Shadow_SelectLight(NULL);
6017 void R_Shadow_EditLights_Clear_f(void)
6019 R_Shadow_ClearWorldLights();
6022 void R_Shadow_EditLights_Reload_f(void)
6026 strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
6027 R_Shadow_ClearWorldLights();
6028 R_Shadow_LoadWorldLights();
6029 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6031 R_Shadow_LoadLightsFile();
6032 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6033 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6037 void R_Shadow_EditLights_Save_f(void)
6041 R_Shadow_SaveWorldLights();
6044 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
6046 R_Shadow_ClearWorldLights();
6047 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6050 void R_Shadow_EditLights_ImportLightsFile_f(void)
6052 R_Shadow_ClearWorldLights();
6053 R_Shadow_LoadLightsFile();
6056 void R_Shadow_EditLights_Spawn_f(void)
6059 if (!r_editlights.integer)
6061 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6064 if (Cmd_Argc() != 1)
6066 Con_Print("r_editlights_spawn does not take parameters\n");
6069 color[0] = color[1] = color[2] = 1;
6070 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
6073 void R_Shadow_EditLights_Edit_f(void)
6075 vec3_t origin, angles, color;
6076 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
6077 int style, shadows, flags, normalmode, realtimemode;
6078 char cubemapname[MAX_INPUTLINE];
6079 if (!r_editlights.integer)
6081 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6084 if (!r_shadow_selectedlight)
6086 Con_Print("No selected light.\n");
6089 VectorCopy(r_shadow_selectedlight->origin, origin);
6090 VectorCopy(r_shadow_selectedlight->angles, angles);
6091 VectorCopy(r_shadow_selectedlight->color, color);
6092 radius = r_shadow_selectedlight->radius;
6093 style = r_shadow_selectedlight->style;
6094 if (r_shadow_selectedlight->cubemapname)
6095 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
6098 shadows = r_shadow_selectedlight->shadow;
6099 corona = r_shadow_selectedlight->corona;
6100 coronasizescale = r_shadow_selectedlight->coronasizescale;
6101 ambientscale = r_shadow_selectedlight->ambientscale;
6102 diffusescale = r_shadow_selectedlight->diffusescale;
6103 specularscale = r_shadow_selectedlight->specularscale;
6104 flags = r_shadow_selectedlight->flags;
6105 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
6106 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
6107 if (!strcmp(Cmd_Argv(1), "origin"))
6109 if (Cmd_Argc() != 5)
6111 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6114 origin[0] = atof(Cmd_Argv(2));
6115 origin[1] = atof(Cmd_Argv(3));
6116 origin[2] = atof(Cmd_Argv(4));
6118 else if (!strcmp(Cmd_Argv(1), "originscale"))
6120 if (Cmd_Argc() != 5)
6122 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6125 origin[0] *= atof(Cmd_Argv(2));
6126 origin[1] *= atof(Cmd_Argv(3));
6127 origin[2] *= atof(Cmd_Argv(4));
6129 else if (!strcmp(Cmd_Argv(1), "originx"))
6131 if (Cmd_Argc() != 3)
6133 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6136 origin[0] = atof(Cmd_Argv(2));
6138 else if (!strcmp(Cmd_Argv(1), "originy"))
6140 if (Cmd_Argc() != 3)
6142 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6145 origin[1] = atof(Cmd_Argv(2));
6147 else if (!strcmp(Cmd_Argv(1), "originz"))
6149 if (Cmd_Argc() != 3)
6151 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6154 origin[2] = atof(Cmd_Argv(2));
6156 else if (!strcmp(Cmd_Argv(1), "move"))
6158 if (Cmd_Argc() != 5)
6160 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6163 origin[0] += atof(Cmd_Argv(2));
6164 origin[1] += atof(Cmd_Argv(3));
6165 origin[2] += atof(Cmd_Argv(4));
6167 else if (!strcmp(Cmd_Argv(1), "movex"))
6169 if (Cmd_Argc() != 3)
6171 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6174 origin[0] += atof(Cmd_Argv(2));
6176 else if (!strcmp(Cmd_Argv(1), "movey"))
6178 if (Cmd_Argc() != 3)
6180 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6183 origin[1] += atof(Cmd_Argv(2));
6185 else if (!strcmp(Cmd_Argv(1), "movez"))
6187 if (Cmd_Argc() != 3)
6189 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6192 origin[2] += atof(Cmd_Argv(2));
6194 else if (!strcmp(Cmd_Argv(1), "angles"))
6196 if (Cmd_Argc() != 5)
6198 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6201 angles[0] = atof(Cmd_Argv(2));
6202 angles[1] = atof(Cmd_Argv(3));
6203 angles[2] = atof(Cmd_Argv(4));
6205 else if (!strcmp(Cmd_Argv(1), "anglesx"))
6207 if (Cmd_Argc() != 3)
6209 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6212 angles[0] = atof(Cmd_Argv(2));
6214 else if (!strcmp(Cmd_Argv(1), "anglesy"))
6216 if (Cmd_Argc() != 3)
6218 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6221 angles[1] = atof(Cmd_Argv(2));
6223 else if (!strcmp(Cmd_Argv(1), "anglesz"))
6225 if (Cmd_Argc() != 3)
6227 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6230 angles[2] = atof(Cmd_Argv(2));
6232 else if (!strcmp(Cmd_Argv(1), "color"))
6234 if (Cmd_Argc() != 5)
6236 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
6239 color[0] = atof(Cmd_Argv(2));
6240 color[1] = atof(Cmd_Argv(3));
6241 color[2] = atof(Cmd_Argv(4));
6243 else if (!strcmp(Cmd_Argv(1), "radius"))
6245 if (Cmd_Argc() != 3)
6247 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6250 radius = atof(Cmd_Argv(2));
6252 else if (!strcmp(Cmd_Argv(1), "colorscale"))
6254 if (Cmd_Argc() == 3)
6256 double scale = atof(Cmd_Argv(2));
6263 if (Cmd_Argc() != 5)
6265 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
6268 color[0] *= atof(Cmd_Argv(2));
6269 color[1] *= atof(Cmd_Argv(3));
6270 color[2] *= atof(Cmd_Argv(4));
6273 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
6275 if (Cmd_Argc() != 3)
6277 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6280 radius *= atof(Cmd_Argv(2));
6282 else if (!strcmp(Cmd_Argv(1), "style"))
6284 if (Cmd_Argc() != 3)
6286 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6289 style = atoi(Cmd_Argv(2));
6291 else if (!strcmp(Cmd_Argv(1), "cubemap"))
6295 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6298 if (Cmd_Argc() == 3)
6299 strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
6303 else if (!strcmp(Cmd_Argv(1), "shadows"))
6305 if (Cmd_Argc() != 3)
6307 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6310 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6312 else if (!strcmp(Cmd_Argv(1), "corona"))
6314 if (Cmd_Argc() != 3)
6316 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6319 corona = atof(Cmd_Argv(2));
6321 else if (!strcmp(Cmd_Argv(1), "coronasize"))
6323 if (Cmd_Argc() != 3)
6325 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6328 coronasizescale = atof(Cmd_Argv(2));
6330 else if (!strcmp(Cmd_Argv(1), "ambient"))
6332 if (Cmd_Argc() != 3)
6334 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6337 ambientscale = atof(Cmd_Argv(2));
6339 else if (!strcmp(Cmd_Argv(1), "diffuse"))
6341 if (Cmd_Argc() != 3)
6343 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6346 diffusescale = atof(Cmd_Argv(2));
6348 else if (!strcmp(Cmd_Argv(1), "specular"))
6350 if (Cmd_Argc() != 3)
6352 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6355 specularscale = atof(Cmd_Argv(2));
6357 else if (!strcmp(Cmd_Argv(1), "normalmode"))
6359 if (Cmd_Argc() != 3)
6361 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6364 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6366 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
6368 if (Cmd_Argc() != 3)
6370 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6373 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6377 Con_Print("usage: r_editlights_edit [property] [value]\n");
6378 Con_Print("Selected light's properties:\n");
6379 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
6380 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
6381 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
6382 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
6383 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
6384 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
6385 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
6386 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
6387 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
6388 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
6389 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
6390 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
6391 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
6392 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
6395 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
6396 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
6399 void R_Shadow_EditLights_EditAll_f(void)
6402 dlight_t *light, *oldselected;
6405 if (!r_editlights.integer)
6407 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
6411 oldselected = r_shadow_selectedlight;
6412 // EditLights doesn't seem to have a "remove" command or something so:
6413 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6414 for (lightindex = 0;lightindex < range;lightindex++)
6416 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6419 R_Shadow_SelectLight(light);
6420 R_Shadow_EditLights_Edit_f();
6422 // return to old selected (to not mess editing once selection is locked)
6423 R_Shadow_SelectLight(oldselected);
6426 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
6428 int lightnumber, lightcount;
6429 size_t lightindex, range;
6433 if (!r_editlights.integer)
6435 x = vid_conwidth.value - 240;
6437 DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
6440 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6441 for (lightindex = 0;lightindex < range;lightindex++)
6443 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6446 if (light == r_shadow_selectedlight)
6447 lightnumber = lightindex;
6450 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;
6451 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;
6453 if (r_shadow_selectedlight == NULL)
6455 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;
6456 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;
6457 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;
6458 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;
6459 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;
6460 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;
6461 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;
6462 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;
6463 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;
6464 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;
6465 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;
6466 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;
6467 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;
6468 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;
6469 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;
6472 void R_Shadow_EditLights_ToggleShadow_f(void)
6474 if (!r_editlights.integer)
6476 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6479 if (!r_shadow_selectedlight)
6481 Con_Print("No selected light.\n");
6484 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);
6487 void R_Shadow_EditLights_ToggleCorona_f(void)
6489 if (!r_editlights.integer)
6491 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6494 if (!r_shadow_selectedlight)
6496 Con_Print("No selected light.\n");
6499 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);
6502 void R_Shadow_EditLights_Remove_f(void)
6504 if (!r_editlights.integer)
6506 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
6509 if (!r_shadow_selectedlight)
6511 Con_Print("No selected light.\n");
6514 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
6515 r_shadow_selectedlight = NULL;
6518 void R_Shadow_EditLights_Help_f(void)
6521 "Documentation on r_editlights system:\n"
6523 "r_editlights : enable/disable editing mode\n"
6524 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
6525 "r_editlights_cursorpushback : push back cursor this far from surface\n"
6526 "r_editlights_cursorpushoff : push cursor off surface this far\n"
6527 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
6528 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
6530 "r_editlights_help : this help\n"
6531 "r_editlights_clear : remove all lights\n"
6532 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
6533 "r_editlights_lock : lock selection to current light, if already locked - unlock\n"
6534 "r_editlights_save : save to .rtlights file\n"
6535 "r_editlights_spawn : create a light with default settings\n"
6536 "r_editlights_edit command : edit selected light - more documentation below\n"
6537 "r_editlights_remove : remove selected light\n"
6538 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
6539 "r_editlights_importlightentitiesfrommap : reload light entities\n"
6540 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
6542 "origin x y z : set light location\n"
6543 "originx x: set x component of light location\n"
6544 "originy y: set y component of light location\n"
6545 "originz z: set z component of light location\n"
6546 "move x y z : adjust light location\n"
6547 "movex x: adjust x component of light location\n"
6548 "movey y: adjust y component of light location\n"
6549 "movez z: adjust z component of light location\n"
6550 "angles x y z : set light angles\n"
6551 "anglesx x: set x component of light angles\n"
6552 "anglesy y: set y component of light angles\n"
6553 "anglesz z: set z component of light angles\n"
6554 "color r g b : set color of light (can be brighter than 1 1 1)\n"
6555 "radius radius : set radius (size) of light\n"
6556 "colorscale grey : multiply color of light (1 does nothing)\n"
6557 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
6558 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
6559 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
6560 "originscale x y z : multiply origin of light (1 1 1 does nothing)\n"
6561 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
6562 "cubemap basename : set filter cubemap of light (not yet supported)\n"
6563 "shadows 1/0 : turn on/off shadows\n"
6564 "corona n : set corona intensity\n"
6565 "coronasize n : set corona size (0-1)\n"
6566 "ambient n : set ambient intensity (0-1)\n"
6567 "diffuse n : set diffuse intensity (0-1)\n"
6568 "specular n : set specular intensity (0-1)\n"
6569 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
6570 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
6571 "<nothing> : print light properties to console\n"
6575 void R_Shadow_EditLights_CopyInfo_f(void)
6577 if (!r_editlights.integer)
6579 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
6582 if (!r_shadow_selectedlight)
6584 Con_Print("No selected light.\n");
6587 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
6588 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
6589 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
6590 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
6591 if (r_shadow_selectedlight->cubemapname)
6592 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
6594 r_shadow_bufferlight.cubemapname[0] = 0;
6595 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
6596 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
6597 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
6598 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
6599 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
6600 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
6601 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
6604 void R_Shadow_EditLights_PasteInfo_f(void)
6606 if (!r_editlights.integer)
6608 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
6611 if (!r_shadow_selectedlight)
6613 Con_Print("No selected light.\n");
6616 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);
6619 void R_Shadow_EditLights_Lock_f(void)
6621 if (!r_editlights.integer)
6623 Con_Print("Cannot lock on light when not in editing mode. Set r_editlights to 1.\n");
6626 if (r_editlights_lockcursor)
6628 r_editlights_lockcursor = false;
6631 if (!r_shadow_selectedlight)
6633 Con_Print("No selected light to lock on.\n");
6636 r_editlights_lockcursor = true;
6639 void R_Shadow_EditLights_Init(void)
6641 Cvar_RegisterVariable(&r_editlights);
6642 Cvar_RegisterVariable(&r_editlights_cursordistance);
6643 Cvar_RegisterVariable(&r_editlights_cursorpushback);
6644 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
6645 Cvar_RegisterVariable(&r_editlights_cursorgrid);
6646 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
6647 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
6648 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
6649 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)");
6650 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
6651 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
6652 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
6653 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)");
6654 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
6655 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
6656 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
6657 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
6658 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
6659 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
6660 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)");
6661 Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
6667 =============================================================================
6671 =============================================================================
6674 void R_LightPoint(vec3_t color, const vec3_t p, const int flags)
6676 int i, numlights, flag;
6677 float f, relativepoint[3], dist, dist2, lightradius2;
6682 if (r_fullbright.integer)
6684 VectorSet(color, 1, 1, 1);
6690 if (flags & LP_LIGHTMAP)
6692 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6694 VectorClear(diffuse);
6695 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n);
6696 VectorAdd(color, diffuse, color);
6699 VectorSet(color, 1, 1, 1);
6700 color[0] += r_refdef.scene.ambient;
6701 color[1] += r_refdef.scene.ambient;
6702 color[2] += r_refdef.scene.ambient;
6705 if (flags & LP_RTWORLD)
6707 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6708 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6709 for (i = 0; i < numlights; i++)
6711 dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6714 light = &dlight->rtlight;
6715 if (!(light->flags & flag))
6718 lightradius2 = light->radius * light->radius;
6719 VectorSubtract(light->shadoworigin, p, relativepoint);
6720 dist2 = VectorLength2(relativepoint);
6721 if (dist2 >= lightradius2)
6723 dist = sqrt(dist2) / light->radius;
6724 f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6727 // todo: add to both ambient and diffuse
6728 if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6729 VectorMA(color, f, light->currentcolor, color);
6732 if (flags & LP_DYNLIGHT)
6735 for (i = 0;i < r_refdef.scene.numlights;i++)
6737 light = r_refdef.scene.lights[i];
6739 lightradius2 = light->radius * light->radius;
6740 VectorSubtract(light->shadoworigin, p, relativepoint);
6741 dist2 = VectorLength2(relativepoint);
6742 if (dist2 >= lightradius2)
6744 dist = sqrt(dist2) / light->radius;
6745 f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6748 // todo: add to both ambient and diffuse
6749 if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6750 VectorMA(color, f, light->color, color);
6755 void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
6757 int i, numlights, flag;
6760 float relativepoint[3];
6769 if (r_fullbright.integer)
6771 VectorSet(ambient, 1, 1, 1);
6772 VectorClear(diffuse);
6773 VectorClear(lightdir);
6777 if (flags == LP_LIGHTMAP)
6779 VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6780 VectorClear(diffuse);
6781 VectorClear(lightdir);
6782 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6783 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
6785 VectorSet(ambient, 1, 1, 1);
6789 memset(sample, 0, sizeof(sample));
6790 VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6792 if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6795 VectorClear(tempambient);
6797 VectorClear(relativepoint);
6798 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
6799 VectorScale(tempambient, r_refdef.lightmapintensity, tempambient);
6800 VectorScale(color, r_refdef.lightmapintensity, color);
6801 VectorAdd(sample, tempambient, sample);
6802 VectorMA(sample , 0.5f , color, sample );
6803 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6804 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6805 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6806 // calculate a weighted average light direction as well
6807 intensity = VectorLength(color);
6808 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6811 if (flags & LP_RTWORLD)
6813 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6814 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6815 for (i = 0; i < numlights; i++)
6817 dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6820 light = &dlight->rtlight;
6821 if (!(light->flags & flag))
6824 lightradius2 = light->radius * light->radius;
6825 VectorSubtract(light->shadoworigin, p, relativepoint);
6826 dist2 = VectorLength2(relativepoint);
6827 if (dist2 >= lightradius2)
6829 dist = sqrt(dist2) / light->radius;
6830 intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
6831 if (intensity <= 0.0f)
6833 if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6835 // scale down intensity to add to both ambient and diffuse
6836 //intensity *= 0.5f;
6837 VectorNormalize(relativepoint);
6838 VectorScale(light->currentcolor, intensity, color);
6839 VectorMA(sample , 0.5f , color, sample );
6840 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6841 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6842 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6843 // calculate a weighted average light direction as well
6844 intensity *= VectorLength(color);
6845 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6847 // FIXME: sample bouncegrid too!
6850 if (flags & LP_DYNLIGHT)
6853 for (i = 0;i < r_refdef.scene.numlights;i++)
6855 light = r_refdef.scene.lights[i];
6857 lightradius2 = light->radius * light->radius;
6858 VectorSubtract(light->shadoworigin, p, relativepoint);
6859 dist2 = VectorLength2(relativepoint);
6860 if (dist2 >= lightradius2)
6862 dist = sqrt(dist2) / light->radius;
6863 intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
6864 if (intensity <= 0.0f)
6866 if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6868 // scale down intensity to add to both ambient and diffuse
6869 //intensity *= 0.5f;
6870 VectorNormalize(relativepoint);
6871 VectorScale(light->currentcolor, intensity, color);
6872 VectorMA(sample , 0.5f , color, sample );
6873 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6874 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6875 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6876 // calculate a weighted average light direction as well
6877 intensity *= VectorLength(color);
6878 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6882 // calculate the direction we'll use to reduce the sample to a directional light source
6883 VectorCopy(sample + 12, dir);
6884 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
6885 VectorNormalize(dir);
6886 // extract the diffuse color along the chosen direction and scale it
6887 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
6888 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
6889 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
6890 // subtract some of diffuse from ambient
6891 VectorMA(sample, -0.333f, diffuse, ambient);
6892 // store the normalized lightdir
6893 VectorCopy(dir, lightdir);