3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however. Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light. This technique is used heavily in many games (Doom3 does not support
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
142 #include "dpsoftrast.h"
146 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
149 extern void R_Shadow_EditLights_Init(void);
151 typedef enum r_shadow_rendermode_e
153 R_SHADOW_RENDERMODE_NONE,
154 R_SHADOW_RENDERMODE_ZPASS_STENCIL,
155 R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
156 R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
157 R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
158 R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
159 R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
160 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
161 R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
162 R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
163 R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
164 R_SHADOW_RENDERMODE_LIGHT_GLSL,
165 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
166 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
167 R_SHADOW_RENDERMODE_SHADOWMAP2D
169 r_shadow_rendermode_t;
171 typedef enum r_shadow_shadowmode_e
173 R_SHADOW_SHADOWMODE_STENCIL,
174 R_SHADOW_SHADOWMODE_SHADOWMAP2D
176 r_shadow_shadowmode_t;
178 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
180 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
181 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
182 qboolean r_shadow_usingshadowmap2d;
183 qboolean r_shadow_usingshadowmaportho;
184 int r_shadow_shadowmapside;
185 float r_shadow_shadowmap_texturescale[2];
186 float r_shadow_shadowmap_parameters[4];
188 int r_shadow_drawbuffer;
189 int r_shadow_readbuffer;
191 int r_shadow_cullface_front, r_shadow_cullface_back;
192 GLuint r_shadow_fbo2d;
193 r_shadow_shadowmode_t r_shadow_shadowmode;
194 int r_shadow_shadowmapfilterquality;
195 int r_shadow_shadowmapdepthbits;
196 int r_shadow_shadowmapmaxsize;
197 qboolean r_shadow_shadowmapvsdct;
198 qboolean r_shadow_shadowmapsampler;
199 int r_shadow_shadowmappcf;
200 int r_shadow_shadowmapborder;
201 matrix4x4_t r_shadow_shadowmapmatrix;
202 int r_shadow_lightscissor[4];
203 qboolean r_shadow_usingdeferredprepass;
205 int maxshadowtriangles;
208 int maxshadowvertices;
209 float *shadowvertex3f;
219 unsigned char *shadowsides;
220 int *shadowsideslist;
227 int r_shadow_buffer_numleafpvsbytes;
228 unsigned char *r_shadow_buffer_visitingleafpvs;
229 unsigned char *r_shadow_buffer_leafpvs;
230 int *r_shadow_buffer_leaflist;
232 int r_shadow_buffer_numsurfacepvsbytes;
233 unsigned char *r_shadow_buffer_surfacepvs;
234 int *r_shadow_buffer_surfacelist;
235 unsigned char *r_shadow_buffer_surfacesides;
237 int r_shadow_buffer_numshadowtrispvsbytes;
238 unsigned char *r_shadow_buffer_shadowtrispvs;
239 int r_shadow_buffer_numlighttrispvsbytes;
240 unsigned char *r_shadow_buffer_lighttrispvs;
242 rtexturepool_t *r_shadow_texturepool;
243 rtexture_t *r_shadow_attenuationgradienttexture;
244 rtexture_t *r_shadow_attenuation2dtexture;
245 rtexture_t *r_shadow_attenuation3dtexture;
246 skinframe_t *r_shadow_lightcorona;
247 rtexture_t *r_shadow_shadowmap2dtexture;
248 rtexture_t *r_shadow_shadowmap2dcolortexture;
249 rtexture_t *r_shadow_shadowmapvsdcttexture;
250 int r_shadow_shadowmapsize; // changes for each light based on distance
251 int r_shadow_shadowmaplod; // changes for each light based on distance
253 GLuint r_shadow_prepassgeometryfbo;
254 GLuint r_shadow_prepasslightingdiffusespecularfbo;
255 GLuint r_shadow_prepasslightingdiffusefbo;
256 int r_shadow_prepass_width;
257 int r_shadow_prepass_height;
258 rtexture_t *r_shadow_prepassgeometrydepthtexture;
259 rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
260 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
261 rtexture_t *r_shadow_prepasslightingdiffusetexture;
262 rtexture_t *r_shadow_prepasslightingspeculartexture;
264 // lights are reloaded when this changes
265 char r_shadow_mapname[MAX_QPATH];
267 // used only for light filters (cubemaps)
268 rtexturepool_t *r_shadow_filters_texturepool;
270 static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
272 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
273 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
274 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
275 cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
276 cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "4", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"};
277 //cvar_t r_shadow_deferred_fp = {CVAR_SAVE, "r_shadow_deferred_fp", "0", "use 16bit (1) or 32bit (2) floating point for accumulation of image-based lighting"};
278 cvar_t r_shadow_usebihculling = {0, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"};
279 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
280 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
281 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
282 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
283 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
284 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
285 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
286 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
287 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
288 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
289 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
290 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
291 cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
292 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
293 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
294 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
295 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
296 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
297 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
298 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
299 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
300 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
301 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
302 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
303 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
304 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
305 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
306 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
307 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
308 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
309 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
310 cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
311 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
312 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
313 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
314 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
315 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
316 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
317 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
318 cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
319 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
320 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
321 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
322 cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"};
323 cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"};
324 cvar_t r_shadow_bouncegrid_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 4x as many pixels to hold the additional data"};
325 cvar_t r_shadow_bouncegrid_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dlightparticlemultiplier", "0", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
326 cvar_t r_shadow_bouncegrid_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
327 cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
328 cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1)"};
329 cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "5", "maximum number of bounces for a particle (minimum is 1)"};
330 cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "4", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
331 cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "2", "brightness of particles contributing to bouncegrid texture"};
332 cvar_t r_shadow_bouncegrid_photons = {CVAR_SAVE, "r_shadow_bouncegrid_photons", "2000", "total photons to shoot per update, divided proportionately between lights"};
333 cvar_t r_shadow_bouncegrid_spacingx = {CVAR_SAVE, "r_shadow_bouncegrid_spacingx", "64", "unit size of bouncegrid pixel on X axis"};
334 cvar_t r_shadow_bouncegrid_spacingy = {CVAR_SAVE, "r_shadow_bouncegrid_spacingy", "64", "unit size of bouncegrid pixel on Y axis"};
335 cvar_t r_shadow_bouncegrid_spacingz = {CVAR_SAVE, "r_shadow_bouncegrid_spacingz", "64", "unit size of bouncegrid pixel on Z axis"};
336 cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
337 cvar_t r_shadow_bouncegrid_static_photons = {CVAR_SAVE, "r_shadow_bouncegrid_static_photons", "25000", "photons value to use when in static mode"};
338 cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"};
339 cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"};
340 cvar_t r_shadow_bouncegrid_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"};
341 cvar_t r_shadow_bouncegrid_x = {CVAR_SAVE, "r_shadow_bouncegrid_x", "64", "maximum texture size of bouncegrid on X axis"};
342 cvar_t r_shadow_bouncegrid_y = {CVAR_SAVE, "r_shadow_bouncegrid_y", "64", "maximum texture size of bouncegrid on Y axis"};
343 cvar_t r_shadow_bouncegrid_z = {CVAR_SAVE, "r_shadow_bouncegrid_z", "32", "maximum texture size of bouncegrid on Z axis"};
344 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
345 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"};
346 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
347 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
348 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
349 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
350 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
351 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
352 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
353 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
354 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
355 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
357 typedef struct r_shadow_bouncegrid_settings_s
360 qboolean bounceanglediffuse;
361 qboolean directionalshading;
362 float dlightparticlemultiplier;
364 float lightradiusscale;
366 float particlebounceintensity;
367 float particleintensity;
372 r_shadow_bouncegrid_settings_t;
374 r_shadow_bouncegrid_settings_t r_shadow_bouncegridsettings;
375 rtexture_t *r_shadow_bouncegridtexture;
376 matrix4x4_t r_shadow_bouncegridmatrix;
377 vec_t r_shadow_bouncegridintensity;
378 qboolean r_shadow_bouncegriddirectional;
379 static double r_shadow_bouncegridtime;
380 static int r_shadow_bouncegridresolution[3];
381 static int r_shadow_bouncegridnumpixels;
382 static unsigned char *r_shadow_bouncegridpixels;
383 static float *r_shadow_bouncegridhighpixels;
385 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
386 #define ATTENTABLESIZE 256
387 // 1D gradient, 2D circle and 3D sphere attenuation textures
388 #define ATTEN1DSIZE 32
389 #define ATTEN2DSIZE 64
390 #define ATTEN3DSIZE 32
392 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
393 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
394 static float r_shadow_attentable[ATTENTABLESIZE+1];
396 rtlight_t *r_shadow_compilingrtlight;
397 static memexpandablearray_t r_shadow_worldlightsarray;
398 dlight_t *r_shadow_selectedlight;
399 dlight_t r_shadow_bufferlight;
400 vec3_t r_editlights_cursorlocation;
401 qboolean r_editlights_lockcursor;
403 extern int con_vislines;
405 void R_Shadow_UncompileWorldLights(void);
406 void R_Shadow_ClearWorldLights(void);
407 void R_Shadow_SaveWorldLights(void);
408 void R_Shadow_LoadWorldLights(void);
409 void R_Shadow_LoadLightsFile(void);
410 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
411 void R_Shadow_EditLights_Reload_f(void);
412 void R_Shadow_ValidateCvars(void);
413 static void R_Shadow_MakeTextures(void);
415 #define EDLIGHTSPRSIZE 8
416 skinframe_t *r_editlights_sprcursor;
417 skinframe_t *r_editlights_sprlight;
418 skinframe_t *r_editlights_sprnoshadowlight;
419 skinframe_t *r_editlights_sprcubemaplight;
420 skinframe_t *r_editlights_sprcubemapnoshadowlight;
421 skinframe_t *r_editlights_sprselection;
423 void R_Shadow_SetShadowMode(void)
425 r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
426 r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
427 r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
428 r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
429 r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
430 r_shadow_shadowmaplod = -1;
431 r_shadow_shadowmapsize = 0;
432 r_shadow_shadowmapsampler = false;
433 r_shadow_shadowmappcf = 0;
434 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
435 if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
437 switch(vid.renderpath)
439 case RENDERPATH_GL20:
440 if(r_shadow_shadowmapfilterquality < 0)
442 if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
443 r_shadow_shadowmappcf = 1;
444 else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD"))
446 r_shadow_shadowmapsampler = vid.support.arb_shadow;
447 r_shadow_shadowmappcf = 1;
449 else if(strstr(gl_vendor, "ATI"))
450 r_shadow_shadowmappcf = 1;
452 r_shadow_shadowmapsampler = vid.support.arb_shadow;
456 switch (r_shadow_shadowmapfilterquality)
459 r_shadow_shadowmapsampler = vid.support.arb_shadow;
462 r_shadow_shadowmapsampler = vid.support.arb_shadow;
463 r_shadow_shadowmappcf = 1;
466 r_shadow_shadowmappcf = 1;
469 r_shadow_shadowmappcf = 2;
473 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
475 case RENDERPATH_D3D9:
476 case RENDERPATH_D3D10:
477 case RENDERPATH_D3D11:
478 case RENDERPATH_SOFT:
479 r_shadow_shadowmapsampler = false;
480 r_shadow_shadowmappcf = 1;
481 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
483 case RENDERPATH_GL13:
485 case RENDERPATH_GL11:
487 case RENDERPATH_GLES2:
493 qboolean R_Shadow_ShadowMappingEnabled(void)
495 switch (r_shadow_shadowmode)
497 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
504 void R_Shadow_FreeShadowMaps(void)
506 R_Shadow_SetShadowMode();
508 R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
512 if (r_shadow_shadowmap2dtexture)
513 R_FreeTexture(r_shadow_shadowmap2dtexture);
514 r_shadow_shadowmap2dtexture = NULL;
516 if (r_shadow_shadowmap2dcolortexture)
517 R_FreeTexture(r_shadow_shadowmap2dcolortexture);
518 r_shadow_shadowmap2dcolortexture = NULL;
520 if (r_shadow_shadowmapvsdcttexture)
521 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
522 r_shadow_shadowmapvsdcttexture = NULL;
525 void r_shadow_start(void)
527 // allocate vertex processing arrays
528 r_shadow_bouncegridpixels = NULL;
529 r_shadow_bouncegridhighpixels = NULL;
530 r_shadow_bouncegridnumpixels = 0;
531 r_shadow_bouncegridtexture = NULL;
532 r_shadow_bouncegriddirectional = false;
533 r_shadow_attenuationgradienttexture = NULL;
534 r_shadow_attenuation2dtexture = NULL;
535 r_shadow_attenuation3dtexture = NULL;
536 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
537 r_shadow_shadowmap2dtexture = NULL;
538 r_shadow_shadowmap2dcolortexture = NULL;
539 r_shadow_shadowmapvsdcttexture = NULL;
540 r_shadow_shadowmapmaxsize = 0;
541 r_shadow_shadowmapsize = 0;
542 r_shadow_shadowmaplod = 0;
543 r_shadow_shadowmapfilterquality = -1;
544 r_shadow_shadowmapdepthbits = 0;
545 r_shadow_shadowmapvsdct = false;
546 r_shadow_shadowmapsampler = false;
547 r_shadow_shadowmappcf = 0;
550 R_Shadow_FreeShadowMaps();
552 r_shadow_texturepool = NULL;
553 r_shadow_filters_texturepool = NULL;
554 R_Shadow_ValidateCvars();
555 R_Shadow_MakeTextures();
556 maxshadowtriangles = 0;
557 shadowelements = NULL;
558 maxshadowvertices = 0;
559 shadowvertex3f = NULL;
567 shadowmarklist = NULL;
572 shadowsideslist = NULL;
573 r_shadow_buffer_numleafpvsbytes = 0;
574 r_shadow_buffer_visitingleafpvs = NULL;
575 r_shadow_buffer_leafpvs = NULL;
576 r_shadow_buffer_leaflist = NULL;
577 r_shadow_buffer_numsurfacepvsbytes = 0;
578 r_shadow_buffer_surfacepvs = NULL;
579 r_shadow_buffer_surfacelist = NULL;
580 r_shadow_buffer_surfacesides = NULL;
581 r_shadow_buffer_numshadowtrispvsbytes = 0;
582 r_shadow_buffer_shadowtrispvs = NULL;
583 r_shadow_buffer_numlighttrispvsbytes = 0;
584 r_shadow_buffer_lighttrispvs = NULL;
586 r_shadow_usingdeferredprepass = false;
587 r_shadow_prepass_width = r_shadow_prepass_height = 0;
590 static void R_Shadow_FreeDeferred(void);
591 void r_shadow_shutdown(void)
594 R_Shadow_UncompileWorldLights();
596 R_Shadow_FreeShadowMaps();
598 r_shadow_usingdeferredprepass = false;
599 if (r_shadow_prepass_width)
600 R_Shadow_FreeDeferred();
601 r_shadow_prepass_width = r_shadow_prepass_height = 0;
604 r_shadow_bouncegridtexture = NULL;
605 r_shadow_bouncegridpixels = NULL;
606 r_shadow_bouncegridhighpixels = NULL;
607 r_shadow_bouncegridnumpixels = 0;
608 r_shadow_bouncegriddirectional = false;
609 r_shadow_attenuationgradienttexture = NULL;
610 r_shadow_attenuation2dtexture = NULL;
611 r_shadow_attenuation3dtexture = NULL;
612 R_FreeTexturePool(&r_shadow_texturepool);
613 R_FreeTexturePool(&r_shadow_filters_texturepool);
614 maxshadowtriangles = 0;
616 Mem_Free(shadowelements);
617 shadowelements = NULL;
619 Mem_Free(shadowvertex3f);
620 shadowvertex3f = NULL;
623 Mem_Free(vertexupdate);
626 Mem_Free(vertexremap);
632 Mem_Free(shadowmark);
635 Mem_Free(shadowmarklist);
636 shadowmarklist = NULL;
641 Mem_Free(shadowsides);
644 Mem_Free(shadowsideslist);
645 shadowsideslist = NULL;
646 r_shadow_buffer_numleafpvsbytes = 0;
647 if (r_shadow_buffer_visitingleafpvs)
648 Mem_Free(r_shadow_buffer_visitingleafpvs);
649 r_shadow_buffer_visitingleafpvs = NULL;
650 if (r_shadow_buffer_leafpvs)
651 Mem_Free(r_shadow_buffer_leafpvs);
652 r_shadow_buffer_leafpvs = NULL;
653 if (r_shadow_buffer_leaflist)
654 Mem_Free(r_shadow_buffer_leaflist);
655 r_shadow_buffer_leaflist = NULL;
656 r_shadow_buffer_numsurfacepvsbytes = 0;
657 if (r_shadow_buffer_surfacepvs)
658 Mem_Free(r_shadow_buffer_surfacepvs);
659 r_shadow_buffer_surfacepvs = NULL;
660 if (r_shadow_buffer_surfacelist)
661 Mem_Free(r_shadow_buffer_surfacelist);
662 r_shadow_buffer_surfacelist = NULL;
663 if (r_shadow_buffer_surfacesides)
664 Mem_Free(r_shadow_buffer_surfacesides);
665 r_shadow_buffer_surfacesides = NULL;
666 r_shadow_buffer_numshadowtrispvsbytes = 0;
667 if (r_shadow_buffer_shadowtrispvs)
668 Mem_Free(r_shadow_buffer_shadowtrispvs);
669 r_shadow_buffer_numlighttrispvsbytes = 0;
670 if (r_shadow_buffer_lighttrispvs)
671 Mem_Free(r_shadow_buffer_lighttrispvs);
674 void r_shadow_newmap(void)
676 if (r_shadow_bouncegridtexture) R_FreeTexture(r_shadow_bouncegridtexture);r_shadow_bouncegridtexture = NULL;
677 if (r_shadow_lightcorona) R_SkinFrame_MarkUsed(r_shadow_lightcorona);
678 if (r_editlights_sprcursor) R_SkinFrame_MarkUsed(r_editlights_sprcursor);
679 if (r_editlights_sprlight) R_SkinFrame_MarkUsed(r_editlights_sprlight);
680 if (r_editlights_sprnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
681 if (r_editlights_sprcubemaplight) R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
682 if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
683 if (r_editlights_sprselection) R_SkinFrame_MarkUsed(r_editlights_sprselection);
684 if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
685 R_Shadow_EditLights_Reload_f();
688 void R_Shadow_Init(void)
690 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
691 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
692 Cvar_RegisterVariable(&r_shadow_usebihculling);
693 Cvar_RegisterVariable(&r_shadow_usenormalmap);
694 Cvar_RegisterVariable(&r_shadow_debuglight);
695 Cvar_RegisterVariable(&r_shadow_deferred);
696 Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
697 // Cvar_RegisterVariable(&r_shadow_deferred_fp);
698 Cvar_RegisterVariable(&r_shadow_gloss);
699 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
700 Cvar_RegisterVariable(&r_shadow_glossintensity);
701 Cvar_RegisterVariable(&r_shadow_glossexponent);
702 Cvar_RegisterVariable(&r_shadow_gloss2exponent);
703 Cvar_RegisterVariable(&r_shadow_glossexact);
704 Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
705 Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
706 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
707 Cvar_RegisterVariable(&r_shadow_lightradiusscale);
708 Cvar_RegisterVariable(&r_shadow_projectdistance);
709 Cvar_RegisterVariable(&r_shadow_frontsidecasting);
710 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
711 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
712 Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
713 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
714 Cvar_RegisterVariable(&r_shadow_realtime_world);
715 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
716 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
717 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
718 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
719 Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
720 Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
721 Cvar_RegisterVariable(&r_shadow_scissor);
722 Cvar_RegisterVariable(&r_shadow_shadowmapping);
723 Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
724 Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
725 Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
726 Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
727 Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
728 Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
729 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
730 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
731 Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
732 Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
733 Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
734 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
735 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
736 Cvar_RegisterVariable(&r_shadow_sortsurfaces);
737 Cvar_RegisterVariable(&r_shadow_polygonfactor);
738 Cvar_RegisterVariable(&r_shadow_polygonoffset);
739 Cvar_RegisterVariable(&r_shadow_texture3d);
740 Cvar_RegisterVariable(&r_shadow_bouncegrid);
741 Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
742 Cvar_RegisterVariable(&r_shadow_bouncegrid_directionalshading);
743 Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier);
744 Cvar_RegisterVariable(&r_shadow_bouncegrid_hitmodels);
745 Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
746 Cvar_RegisterVariable(&r_shadow_bouncegrid_lightradiusscale);
747 Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce);
748 Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
749 Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
750 Cvar_RegisterVariable(&r_shadow_bouncegrid_photons);
751 Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingx);
752 Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingy);
753 Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingz);
754 Cvar_RegisterVariable(&r_shadow_bouncegrid_static);
755 Cvar_RegisterVariable(&r_shadow_bouncegrid_static_photons);
756 Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading);
757 Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom);
758 Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval);
759 Cvar_RegisterVariable(&r_shadow_bouncegrid_x);
760 Cvar_RegisterVariable(&r_shadow_bouncegrid_y);
761 Cvar_RegisterVariable(&r_shadow_bouncegrid_z);
762 Cvar_RegisterVariable(&r_coronas);
763 Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
764 Cvar_RegisterVariable(&r_coronas_occlusionquery);
765 Cvar_RegisterVariable(&gl_flashblend);
766 Cvar_RegisterVariable(&gl_ext_separatestencil);
767 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
768 R_Shadow_EditLights_Init();
769 Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
770 maxshadowtriangles = 0;
771 shadowelements = NULL;
772 maxshadowvertices = 0;
773 shadowvertex3f = NULL;
781 shadowmarklist = NULL;
786 shadowsideslist = NULL;
787 r_shadow_buffer_numleafpvsbytes = 0;
788 r_shadow_buffer_visitingleafpvs = NULL;
789 r_shadow_buffer_leafpvs = NULL;
790 r_shadow_buffer_leaflist = NULL;
791 r_shadow_buffer_numsurfacepvsbytes = 0;
792 r_shadow_buffer_surfacepvs = NULL;
793 r_shadow_buffer_surfacelist = NULL;
794 r_shadow_buffer_surfacesides = NULL;
795 r_shadow_buffer_shadowtrispvs = NULL;
796 r_shadow_buffer_lighttrispvs = NULL;
797 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
800 matrix4x4_t matrix_attenuationxyz =
803 {0.5, 0.0, 0.0, 0.5},
804 {0.0, 0.5, 0.0, 0.5},
805 {0.0, 0.0, 0.5, 0.5},
810 matrix4x4_t matrix_attenuationz =
813 {0.0, 0.0, 0.5, 0.5},
814 {0.0, 0.0, 0.0, 0.5},
815 {0.0, 0.0, 0.0, 0.5},
820 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
822 numvertices = ((numvertices + 255) & ~255) * vertscale;
823 numtriangles = ((numtriangles + 255) & ~255) * triscale;
824 // make sure shadowelements is big enough for this volume
825 if (maxshadowtriangles < numtriangles)
827 maxshadowtriangles = numtriangles;
829 Mem_Free(shadowelements);
830 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
832 // make sure shadowvertex3f is big enough for this volume
833 if (maxshadowvertices < numvertices)
835 maxshadowvertices = numvertices;
837 Mem_Free(shadowvertex3f);
838 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
842 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
844 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
845 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
846 int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
847 int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
848 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
850 if (r_shadow_buffer_visitingleafpvs)
851 Mem_Free(r_shadow_buffer_visitingleafpvs);
852 if (r_shadow_buffer_leafpvs)
853 Mem_Free(r_shadow_buffer_leafpvs);
854 if (r_shadow_buffer_leaflist)
855 Mem_Free(r_shadow_buffer_leaflist);
856 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
857 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
858 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
859 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
861 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
863 if (r_shadow_buffer_surfacepvs)
864 Mem_Free(r_shadow_buffer_surfacepvs);
865 if (r_shadow_buffer_surfacelist)
866 Mem_Free(r_shadow_buffer_surfacelist);
867 if (r_shadow_buffer_surfacesides)
868 Mem_Free(r_shadow_buffer_surfacesides);
869 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
870 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
871 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
872 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
874 if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
876 if (r_shadow_buffer_shadowtrispvs)
877 Mem_Free(r_shadow_buffer_shadowtrispvs);
878 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
879 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
881 if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
883 if (r_shadow_buffer_lighttrispvs)
884 Mem_Free(r_shadow_buffer_lighttrispvs);
885 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
886 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
890 void R_Shadow_PrepareShadowMark(int numtris)
892 // make sure shadowmark is big enough for this volume
893 if (maxshadowmark < numtris)
895 maxshadowmark = numtris;
897 Mem_Free(shadowmark);
899 Mem_Free(shadowmarklist);
900 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
901 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
905 // if shadowmarkcount wrapped we clear the array and adjust accordingly
906 if (shadowmarkcount == 0)
909 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
914 void R_Shadow_PrepareShadowSides(int numtris)
916 if (maxshadowsides < numtris)
918 maxshadowsides = numtris;
920 Mem_Free(shadowsides);
922 Mem_Free(shadowsideslist);
923 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
924 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
929 static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
932 int outtriangles = 0, outvertices = 0;
935 float ratio, direction[3], projectvector[3];
937 if (projectdirection)
938 VectorScale(projectdirection, projectdistance, projectvector);
940 VectorClear(projectvector);
942 // create the vertices
943 if (projectdirection)
945 for (i = 0;i < numshadowmarktris;i++)
947 element = inelement3i + shadowmarktris[i] * 3;
948 for (j = 0;j < 3;j++)
950 if (vertexupdate[element[j]] != vertexupdatenum)
952 vertexupdate[element[j]] = vertexupdatenum;
953 vertexremap[element[j]] = outvertices;
954 vertex = invertex3f + element[j] * 3;
955 // project one copy of the vertex according to projectvector
956 VectorCopy(vertex, outvertex3f);
957 VectorAdd(vertex, projectvector, (outvertex3f + 3));
966 for (i = 0;i < numshadowmarktris;i++)
968 element = inelement3i + shadowmarktris[i] * 3;
969 for (j = 0;j < 3;j++)
971 if (vertexupdate[element[j]] != vertexupdatenum)
973 vertexupdate[element[j]] = vertexupdatenum;
974 vertexremap[element[j]] = outvertices;
975 vertex = invertex3f + element[j] * 3;
976 // project one copy of the vertex to the sphere radius of the light
977 // (FIXME: would projecting it to the light box be better?)
978 VectorSubtract(vertex, projectorigin, direction);
979 ratio = projectdistance / VectorLength(direction);
980 VectorCopy(vertex, outvertex3f);
981 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
989 if (r_shadow_frontsidecasting.integer)
991 for (i = 0;i < numshadowmarktris;i++)
993 int remappedelement[3];
995 const int *neighbortriangle;
997 markindex = shadowmarktris[i] * 3;
998 element = inelement3i + markindex;
999 neighbortriangle = inneighbor3i + markindex;
1000 // output the front and back triangles
1001 outelement3i[0] = vertexremap[element[0]];
1002 outelement3i[1] = vertexremap[element[1]];
1003 outelement3i[2] = vertexremap[element[2]];
1004 outelement3i[3] = vertexremap[element[2]] + 1;
1005 outelement3i[4] = vertexremap[element[1]] + 1;
1006 outelement3i[5] = vertexremap[element[0]] + 1;
1010 // output the sides (facing outward from this triangle)
1011 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1013 remappedelement[0] = vertexremap[element[0]];
1014 remappedelement[1] = vertexremap[element[1]];
1015 outelement3i[0] = remappedelement[1];
1016 outelement3i[1] = remappedelement[0];
1017 outelement3i[2] = remappedelement[0] + 1;
1018 outelement3i[3] = remappedelement[1];
1019 outelement3i[4] = remappedelement[0] + 1;
1020 outelement3i[5] = remappedelement[1] + 1;
1025 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1027 remappedelement[1] = vertexremap[element[1]];
1028 remappedelement[2] = vertexremap[element[2]];
1029 outelement3i[0] = remappedelement[2];
1030 outelement3i[1] = remappedelement[1];
1031 outelement3i[2] = remappedelement[1] + 1;
1032 outelement3i[3] = remappedelement[2];
1033 outelement3i[4] = remappedelement[1] + 1;
1034 outelement3i[5] = remappedelement[2] + 1;
1039 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1041 remappedelement[0] = vertexremap[element[0]];
1042 remappedelement[2] = vertexremap[element[2]];
1043 outelement3i[0] = remappedelement[0];
1044 outelement3i[1] = remappedelement[2];
1045 outelement3i[2] = remappedelement[2] + 1;
1046 outelement3i[3] = remappedelement[0];
1047 outelement3i[4] = remappedelement[2] + 1;
1048 outelement3i[5] = remappedelement[0] + 1;
1057 for (i = 0;i < numshadowmarktris;i++)
1059 int remappedelement[3];
1061 const int *neighbortriangle;
1063 markindex = shadowmarktris[i] * 3;
1064 element = inelement3i + markindex;
1065 neighbortriangle = inneighbor3i + markindex;
1066 // output the front and back triangles
1067 outelement3i[0] = vertexremap[element[2]];
1068 outelement3i[1] = vertexremap[element[1]];
1069 outelement3i[2] = vertexremap[element[0]];
1070 outelement3i[3] = vertexremap[element[0]] + 1;
1071 outelement3i[4] = vertexremap[element[1]] + 1;
1072 outelement3i[5] = vertexremap[element[2]] + 1;
1076 // output the sides (facing outward from this triangle)
1077 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1079 remappedelement[0] = vertexremap[element[0]];
1080 remappedelement[1] = vertexremap[element[1]];
1081 outelement3i[0] = remappedelement[0];
1082 outelement3i[1] = remappedelement[1];
1083 outelement3i[2] = remappedelement[1] + 1;
1084 outelement3i[3] = remappedelement[0];
1085 outelement3i[4] = remappedelement[1] + 1;
1086 outelement3i[5] = remappedelement[0] + 1;
1091 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1093 remappedelement[1] = vertexremap[element[1]];
1094 remappedelement[2] = vertexremap[element[2]];
1095 outelement3i[0] = remappedelement[1];
1096 outelement3i[1] = remappedelement[2];
1097 outelement3i[2] = remappedelement[2] + 1;
1098 outelement3i[3] = remappedelement[1];
1099 outelement3i[4] = remappedelement[2] + 1;
1100 outelement3i[5] = remappedelement[1] + 1;
1105 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1107 remappedelement[0] = vertexremap[element[0]];
1108 remappedelement[2] = vertexremap[element[2]];
1109 outelement3i[0] = remappedelement[2];
1110 outelement3i[1] = remappedelement[0];
1111 outelement3i[2] = remappedelement[0] + 1;
1112 outelement3i[3] = remappedelement[2];
1113 outelement3i[4] = remappedelement[0] + 1;
1114 outelement3i[5] = remappedelement[2] + 1;
1122 *outnumvertices = outvertices;
1123 return outtriangles;
1126 static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
1129 int outtriangles = 0, outvertices = 0;
1131 const float *vertex;
1132 float ratio, direction[3], projectvector[3];
1135 if (projectdirection)
1136 VectorScale(projectdirection, projectdistance, projectvector);
1138 VectorClear(projectvector);
1140 for (i = 0;i < numshadowmarktris;i++)
1142 int remappedelement[3];
1144 const int *neighbortriangle;
1146 markindex = shadowmarktris[i] * 3;
1147 neighbortriangle = inneighbor3i + markindex;
1148 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1149 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1150 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1151 if (side[0] + side[1] + side[2] == 0)
1155 element = inelement3i + markindex;
1157 // create the vertices
1158 for (j = 0;j < 3;j++)
1160 if (side[j] + side[j+1] == 0)
1163 if (vertexupdate[k] != vertexupdatenum)
1165 vertexupdate[k] = vertexupdatenum;
1166 vertexremap[k] = outvertices;
1167 vertex = invertex3f + k * 3;
1168 VectorCopy(vertex, outvertex3f);
1169 if (projectdirection)
1171 // project one copy of the vertex according to projectvector
1172 VectorAdd(vertex, projectvector, (outvertex3f + 3));
1176 // project one copy of the vertex to the sphere radius of the light
1177 // (FIXME: would projecting it to the light box be better?)
1178 VectorSubtract(vertex, projectorigin, direction);
1179 ratio = projectdistance / VectorLength(direction);
1180 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1187 // output the sides (facing outward from this triangle)
1190 remappedelement[0] = vertexremap[element[0]];
1191 remappedelement[1] = vertexremap[element[1]];
1192 outelement3i[0] = remappedelement[1];
1193 outelement3i[1] = remappedelement[0];
1194 outelement3i[2] = remappedelement[0] + 1;
1195 outelement3i[3] = remappedelement[1];
1196 outelement3i[4] = remappedelement[0] + 1;
1197 outelement3i[5] = remappedelement[1] + 1;
1204 remappedelement[1] = vertexremap[element[1]];
1205 remappedelement[2] = vertexremap[element[2]];
1206 outelement3i[0] = remappedelement[2];
1207 outelement3i[1] = remappedelement[1];
1208 outelement3i[2] = remappedelement[1] + 1;
1209 outelement3i[3] = remappedelement[2];
1210 outelement3i[4] = remappedelement[1] + 1;
1211 outelement3i[5] = remappedelement[2] + 1;
1218 remappedelement[0] = vertexremap[element[0]];
1219 remappedelement[2] = vertexremap[element[2]];
1220 outelement3i[0] = remappedelement[0];
1221 outelement3i[1] = remappedelement[2];
1222 outelement3i[2] = remappedelement[2] + 1;
1223 outelement3i[3] = remappedelement[0];
1224 outelement3i[4] = remappedelement[2] + 1;
1225 outelement3i[5] = remappedelement[0] + 1;
1232 *outnumvertices = outvertices;
1233 return outtriangles;
1236 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
1242 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1244 tend = firsttriangle + numtris;
1245 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1247 // surface box entirely inside light box, no box cull
1248 if (projectdirection)
1250 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1252 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1253 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1254 shadowmarklist[numshadowmark++] = t;
1259 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1260 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1261 shadowmarklist[numshadowmark++] = t;
1266 // surface box not entirely inside light box, cull each triangle
1267 if (projectdirection)
1269 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1271 v[0] = invertex3f + e[0] * 3;
1272 v[1] = invertex3f + e[1] * 3;
1273 v[2] = invertex3f + e[2] * 3;
1274 TriangleNormal(v[0], v[1], v[2], normal);
1275 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1276 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1277 shadowmarklist[numshadowmark++] = t;
1282 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1284 v[0] = invertex3f + e[0] * 3;
1285 v[1] = invertex3f + e[1] * 3;
1286 v[2] = invertex3f + e[2] * 3;
1287 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1288 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1289 shadowmarklist[numshadowmark++] = t;
1295 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1300 if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1302 // check if the shadow volume intersects the near plane
1304 // a ray between the eye and light origin may intersect the caster,
1305 // indicating that the shadow may touch the eye location, however we must
1306 // test the near plane (a polygon), not merely the eye location, so it is
1307 // easiest to enlarge the caster bounding shape slightly for this.
1313 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs)
1315 int i, tris, outverts;
1316 if (projectdistance < 0.1)
1318 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1321 if (!numverts || !nummarktris)
1323 // make sure shadowelements is big enough for this volume
1324 if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1325 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1327 if (maxvertexupdate < numverts)
1329 maxvertexupdate = numverts;
1331 Mem_Free(vertexupdate);
1333 Mem_Free(vertexremap);
1334 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1335 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1336 vertexupdatenum = 0;
1339 if (vertexupdatenum == 0)
1341 vertexupdatenum = 1;
1342 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1343 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1346 for (i = 0;i < nummarktris;i++)
1347 shadowmark[marktris[i]] = shadowmarkcount;
1349 if (r_shadow_compilingrtlight)
1351 // if we're compiling an rtlight, capture the mesh
1352 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1353 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1354 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1355 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1357 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1359 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1360 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1361 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1365 // decide which type of shadow to generate and set stencil mode
1366 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1367 // generate the sides or a solid volume, depending on type
1368 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1369 tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1371 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1372 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1373 r_refdef.stats.lights_shadowtriangles += tris;
1374 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1376 // increment stencil if frontface is infront of depthbuffer
1377 GL_CullFace(r_refdef.view.cullface_front);
1378 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
1379 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1380 // decrement stencil if backface is infront of depthbuffer
1381 GL_CullFace(r_refdef.view.cullface_back);
1382 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
1384 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1386 // decrement stencil if backface is behind depthbuffer
1387 GL_CullFace(r_refdef.view.cullface_front);
1388 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
1389 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1390 // increment stencil if frontface is behind depthbuffer
1391 GL_CullFace(r_refdef.view.cullface_back);
1392 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
1394 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1395 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1399 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1401 // p1, p2, p3 are in the cubemap's local coordinate system
1402 // bias = border/(size - border)
1405 float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1406 dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1407 dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1408 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1410 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1411 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1412 | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1413 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1415 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1416 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1417 | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1419 dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1420 dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1421 dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1422 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1424 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1425 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1426 | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1427 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1429 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1430 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1431 | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1433 dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1434 dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1435 dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1436 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1438 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1439 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1440 | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1441 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1443 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1444 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1445 | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1450 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1452 vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1453 float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1456 VectorSubtract(maxs, mins, radius);
1457 VectorScale(radius, 0.5f, radius);
1458 VectorAdd(mins, radius, center);
1459 Matrix4x4_Transform(worldtolight, center, lightcenter);
1460 Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1461 VectorSubtract(lightcenter, lightradius, pmin);
1462 VectorAdd(lightcenter, lightradius, pmax);
1464 dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1465 dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1466 if(ap1 > bias*an1 && ap2 > bias*an2)
1468 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1469 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1470 if(an1 > bias*ap1 && an2 > bias*ap2)
1472 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1473 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1475 dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1476 dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1477 if(ap1 > bias*an1 && ap2 > bias*an2)
1479 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1480 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1481 if(an1 > bias*ap1 && an2 > bias*ap2)
1483 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1484 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1486 dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1487 dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1488 if(ap1 > bias*an1 && ap2 > bias*an2)
1490 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1491 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1492 if(an1 > bias*ap1 && an2 > bias*ap2)
1494 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1495 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1500 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1502 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1504 // p is in the cubemap's local coordinate system
1505 // bias = border/(size - border)
1506 float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1507 float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1508 float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1510 if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1511 if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1512 if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1513 if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1514 if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1515 if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1519 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1523 int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1524 float scale = (size - 2*border)/size, len;
1525 float bias = border / (float)(size - border), dp, dn, ap, an;
1526 // check if cone enclosing side would cross frustum plane
1527 scale = 2 / (scale*scale + 2);
1528 for (i = 0;i < 5;i++)
1530 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1532 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1533 len = scale*VectorLength2(n);
1534 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1535 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1536 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1538 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1540 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1541 len = scale*VectorLength(n);
1542 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1543 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1544 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1546 // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1547 // check if frustum corners/origin cross plane sides
1549 // infinite version, assumes frustum corners merely give direction and extend to infinite distance
1550 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
1551 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1552 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1553 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1554 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1555 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1556 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1557 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1558 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1559 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1560 for (i = 0;i < 4;i++)
1562 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
1563 VectorSubtract(n, p, n);
1564 dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
1565 if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
1566 if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
1567 dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
1568 if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
1569 if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
1570 dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
1571 if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
1572 if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
1575 // finite version, assumes corners are a finite distance from origin dependent on far plane
1576 for (i = 0;i < 5;i++)
1578 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1579 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1580 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1581 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1582 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1583 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1584 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1585 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1586 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1587 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1590 return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1593 int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals)
1601 int mask, surfacemask = 0;
1602 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1604 bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1605 tend = firsttriangle + numtris;
1606 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1608 // surface box entirely inside light box, no box cull
1609 if (projectdirection)
1611 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1613 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1614 TriangleNormal(v[0], v[1], v[2], normal);
1615 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1617 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1618 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1619 surfacemask |= mask;
1622 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1623 shadowsides[numshadowsides] = mask;
1624 shadowsideslist[numshadowsides++] = t;
1631 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1633 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1634 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1636 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1637 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1638 surfacemask |= mask;
1641 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1642 shadowsides[numshadowsides] = mask;
1643 shadowsideslist[numshadowsides++] = t;
1651 // surface box not entirely inside light box, cull each triangle
1652 if (projectdirection)
1654 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1656 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1657 TriangleNormal(v[0], v[1], v[2], normal);
1658 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1659 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1661 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1662 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1663 surfacemask |= mask;
1666 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1667 shadowsides[numshadowsides] = mask;
1668 shadowsideslist[numshadowsides++] = t;
1675 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1677 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1678 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1679 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1681 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1682 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1683 surfacemask |= mask;
1686 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1687 shadowsides[numshadowsides] = mask;
1688 shadowsideslist[numshadowsides++] = t;
1697 void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris)
1699 int i, j, outtriangles = 0;
1700 int *outelement3i[6];
1701 if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1703 outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1704 // make sure shadowelements is big enough for this mesh
1705 if (maxshadowtriangles < outtriangles)
1706 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1708 // compute the offset and size of the separate index lists for each cubemap side
1710 for (i = 0;i < 6;i++)
1712 outelement3i[i] = shadowelements + outtriangles * 3;
1713 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1714 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1715 outtriangles += sidetotals[i];
1718 // gather up the (sparse) triangles into separate index lists for each cubemap side
1719 for (i = 0;i < numsidetris;i++)
1721 const int *element = elements + sidetris[i] * 3;
1722 for (j = 0;j < 6;j++)
1724 if (sides[i] & (1 << j))
1726 outelement3i[j][0] = element[0];
1727 outelement3i[j][1] = element[1];
1728 outelement3i[j][2] = element[2];
1729 outelement3i[j] += 3;
1734 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1737 static void R_Shadow_MakeTextures_MakeCorona(void)
1741 unsigned char pixels[32][32][4];
1742 for (y = 0;y < 32;y++)
1744 dy = (y - 15.5f) * (1.0f / 16.0f);
1745 for (x = 0;x < 32;x++)
1747 dx = (x - 15.5f) * (1.0f / 16.0f);
1748 a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1749 a = bound(0, a, 255);
1750 pixels[y][x][0] = a;
1751 pixels[y][x][1] = a;
1752 pixels[y][x][2] = a;
1753 pixels[y][x][3] = 255;
1756 r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
1759 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1761 float dist = sqrt(x*x+y*y+z*z);
1762 float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1763 // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1764 return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1767 static void R_Shadow_MakeTextures(void)
1770 float intensity, dist;
1772 R_Shadow_FreeShadowMaps();
1773 R_FreeTexturePool(&r_shadow_texturepool);
1774 r_shadow_texturepool = R_AllocTexturePool();
1775 r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1776 r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1777 data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1778 // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1779 for (x = 0;x <= ATTENTABLESIZE;x++)
1781 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1782 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1783 r_shadow_attentable[x] = bound(0, intensity, 1);
1785 // 1D gradient texture
1786 for (x = 0;x < ATTEN1DSIZE;x++)
1787 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1788 r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1789 // 2D circle texture
1790 for (y = 0;y < ATTEN2DSIZE;y++)
1791 for (x = 0;x < ATTEN2DSIZE;x++)
1792 data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
1793 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1794 // 3D sphere texture
1795 if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1797 for (z = 0;z < ATTEN3DSIZE;z++)
1798 for (y = 0;y < ATTEN3DSIZE;y++)
1799 for (x = 0;x < ATTEN3DSIZE;x++)
1800 data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
1801 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1804 r_shadow_attenuation3dtexture = NULL;
1807 R_Shadow_MakeTextures_MakeCorona();
1809 // Editor light sprites
1810 r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1827 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1828 r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1845 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1846 r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1863 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1864 r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1881 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1882 r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1899 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1900 r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1917 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1920 void R_Shadow_ValidateCvars(void)
1922 if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1923 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1924 if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1925 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1926 if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1927 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1930 void R_Shadow_RenderMode_Begin(void)
1936 R_Shadow_ValidateCvars();
1938 if (!r_shadow_attenuation2dtexture
1939 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1940 || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1941 || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1942 R_Shadow_MakeTextures();
1945 R_Mesh_ResetTextureState();
1946 GL_BlendFunc(GL_ONE, GL_ZERO);
1947 GL_DepthRange(0, 1);
1948 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1950 GL_DepthMask(false);
1951 GL_Color(0, 0, 0, 1);
1952 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1954 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1956 if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1958 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1959 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1961 else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1963 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1964 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1968 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1969 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1972 switch(vid.renderpath)
1974 case RENDERPATH_GL20:
1975 case RENDERPATH_D3D9:
1976 case RENDERPATH_D3D10:
1977 case RENDERPATH_D3D11:
1978 case RENDERPATH_SOFT:
1979 case RENDERPATH_GLES2:
1980 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1982 case RENDERPATH_GL13:
1983 case RENDERPATH_GL11:
1984 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1985 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1986 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1987 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1988 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1989 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
1991 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1997 qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
1998 qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
1999 r_shadow_drawbuffer = drawbuffer;
2000 r_shadow_readbuffer = readbuffer;
2002 r_shadow_cullface_front = r_refdef.view.cullface_front;
2003 r_shadow_cullface_back = r_refdef.view.cullface_back;
2006 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
2008 rsurface.rtlight = rtlight;
2011 void R_Shadow_RenderMode_Reset(void)
2013 R_Mesh_ResetRenderTargets();
2014 R_SetViewport(&r_refdef.view.viewport);
2015 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
2016 R_Mesh_ResetTextureState();
2017 GL_DepthRange(0, 1);
2019 GL_DepthMask(false);
2020 GL_DepthFunc(GL_LEQUAL);
2021 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2022 r_refdef.view.cullface_front = r_shadow_cullface_front;
2023 r_refdef.view.cullface_back = r_shadow_cullface_back;
2024 GL_CullFace(r_refdef.view.cullface_back);
2025 GL_Color(1, 1, 1, 1);
2026 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2027 GL_BlendFunc(GL_ONE, GL_ZERO);
2028 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
2029 r_shadow_usingshadowmap2d = false;
2030 r_shadow_usingshadowmaportho = false;
2031 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2034 void R_Shadow_ClearStencil(void)
2036 GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
2037 r_refdef.stats.lights_clears++;
2040 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
2042 r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
2043 if (r_shadow_rendermode == mode)
2045 R_Shadow_RenderMode_Reset();
2046 GL_DepthFunc(GL_LESS);
2047 GL_ColorMask(0, 0, 0, 0);
2048 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2049 GL_CullFace(GL_NONE);
2050 R_SetupShader_DepthOrShadow();
2051 r_shadow_rendermode = mode;
2056 case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2057 case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2058 R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
2060 case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2061 case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2062 R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
2067 static void R_Shadow_MakeVSDCT(void)
2069 // maps to a 2x3 texture rectangle with normalized coordinates
2074 // stores abs(dir.xy), offset.xy/2.5
2075 unsigned char data[4*6] =
2077 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2078 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2079 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2080 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2081 0, 0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2082 0, 0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2084 r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2087 static void R_Shadow_MakeShadowMap(int side, int size)
2089 switch (r_shadow_shadowmode)
2091 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2092 if (r_shadow_shadowmap2dtexture) return;
2093 r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2094 r_shadow_shadowmap2dcolortexture = NULL;
2095 switch(vid.renderpath)
2098 case RENDERPATH_D3D9:
2099 r_shadow_shadowmap2dcolortexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), NULL, TEXTYPE_BGRA, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2100 r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2104 r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL);
2112 // render depth into the fbo, do not render color at all
2113 // validate the fbo now
2117 qglDrawBuffer(GL_NONE);CHECKGLERROR
2118 qglReadBuffer(GL_NONE);CHECKGLERROR
2119 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2120 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2122 Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2123 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2124 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2129 void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
2131 float nearclip, farclip, bias;
2132 r_viewport_t viewport;
2135 float clearcolor[4];
2136 nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2138 bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2139 r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2140 r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2141 r_shadow_shadowmapside = side;
2142 r_shadow_shadowmapsize = size;
2144 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2145 r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2146 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2147 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2149 // complex unrolled cube approach (more flexible)
2150 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2151 R_Shadow_MakeVSDCT();
2152 if (!r_shadow_shadowmap2dtexture)
2153 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2154 if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
2155 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2156 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2157 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2159 R_Mesh_ResetTextureState();
2160 R_Mesh_ResetRenderTargets();
2161 R_Shadow_RenderMode_Reset();
2164 R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2165 R_SetupShader_DepthOrShadow();
2168 R_SetupShader_ShowDepth();
2169 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2174 R_SetViewport(&viewport);
2175 flipped = (side & 1) ^ (side >> 2);
2176 r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2177 r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2178 switch(vid.renderpath)
2180 case RENDERPATH_GL11:
2181 case RENDERPATH_GL13:
2182 case RENDERPATH_GL20:
2183 case RENDERPATH_SOFT:
2184 case RENDERPATH_GLES2:
2185 GL_CullFace(r_refdef.view.cullface_back);
2186 // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
2187 if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
2189 // get tightest scissor rectangle that encloses all viewports in the clear mask
2190 int x1 = clear & 0x15 ? 0 : size;
2191 int x2 = clear & 0x2A ? 2 * size : size;
2192 int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
2193 int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
2194 GL_Scissor(x1, y1, x2 - x1, y2 - y1);
2195 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
2197 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2199 case RENDERPATH_D3D9:
2200 case RENDERPATH_D3D10:
2201 case RENDERPATH_D3D11:
2202 Vector4Set(clearcolor, 1,1,1,1);
2203 // completely different meaning than in OpenGL path
2204 r_shadow_shadowmap_parameters[1] = 0;
2205 r_shadow_shadowmap_parameters[3] = -bias;
2206 // we invert the cull mode because we flip the projection matrix
2207 // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
2208 GL_CullFace(r_refdef.view.cullface_front);
2209 // D3D considers it an error to use a scissor larger than the viewport... clear just this view
2210 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2211 if (r_shadow_shadowmapsampler)
2213 GL_ColorMask(0,0,0,0);
2215 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
2219 GL_ColorMask(1,1,1,1);
2221 GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
2227 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2229 R_Mesh_ResetTextureState();
2230 R_Mesh_ResetRenderTargets();
2233 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2234 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2235 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2236 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2238 R_Shadow_RenderMode_Reset();
2239 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2241 GL_DepthFunc(GL_EQUAL);
2242 // do global setup needed for the chosen lighting mode
2243 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2244 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2245 r_shadow_usingshadowmap2d = shadowmapping;
2246 r_shadow_rendermode = r_shadow_lightingrendermode;
2247 // only draw light where this geometry was already rendered AND the
2248 // stencil is 128 (values other than this mean shadow)
2250 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2252 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2255 static const unsigned short bboxelements[36] =
2265 static const float bboxpoints[8][3] =
2277 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2280 float vertex3f[8*3];
2281 const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2282 // do global setup needed for the chosen lighting mode
2283 R_Shadow_RenderMode_Reset();
2284 r_shadow_rendermode = r_shadow_lightingrendermode;
2285 R_EntityMatrix(&identitymatrix);
2286 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2287 // only draw light where this geometry was already rendered AND the
2288 // stencil is 128 (values other than this mean shadow)
2289 R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2290 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
2292 r_shadow_usingshadowmap2d = shadowmapping;
2294 // render the lighting
2295 R_SetupShader_DeferredLight(rsurface.rtlight);
2296 for (i = 0;i < 8;i++)
2297 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2298 GL_ColorMask(1,1,1,1);
2299 GL_DepthMask(false);
2300 GL_DepthRange(0, 1);
2301 GL_PolygonOffset(0, 0);
2303 GL_DepthFunc(GL_GREATER);
2304 GL_CullFace(r_refdef.view.cullface_back);
2305 R_Mesh_PrepareVertices_Vertex3f(8, vertex3f, NULL);
2306 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
2309 static void R_Shadow_UpdateBounceGridTexture(void)
2311 #define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576
2313 int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2315 int hitsupercontentsmask;
2324 //trace_t cliptrace2;
2325 //trace_t cliptrace3;
2326 unsigned char *pixel;
2327 unsigned char *pixels;
2330 unsigned int lightindex;
2332 unsigned int range1;
2333 unsigned int range2;
2334 unsigned int seed = (unsigned int)(realtime * 1000.0f);
2336 vec3_t baseshotcolor;
2349 vec_t lightintensity;
2350 vec_t photonscaling;
2351 vec_t photonresidual;
2353 float texlerp[2][3];
2354 float splatcolor[16];
2355 float pixelweight[8];
2362 r_shadow_bouncegrid_settings_t settings;
2363 qboolean enable = r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel;
2364 qboolean allowdirectionalshading = false;
2365 switch(vid.renderpath)
2367 case RENDERPATH_GL20:
2368 allowdirectionalshading = true;
2369 if (!vid.support.ext_texture_3d)
2372 case RENDERPATH_GLES2:
2373 // for performance reasons, do not use directional shading on GLES devices
2374 if (!vid.support.ext_texture_3d)
2377 // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them...
2378 case RENDERPATH_GL11:
2379 case RENDERPATH_GL13:
2380 case RENDERPATH_SOFT:
2381 case RENDERPATH_D3D9:
2382 case RENDERPATH_D3D10:
2383 case RENDERPATH_D3D11:
2387 r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value;
2389 // see if there are really any lights to render...
2390 if (enable && r_shadow_bouncegrid_static.integer)
2393 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2394 for (lightindex = 0;lightindex < range;lightindex++)
2396 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2397 if (!light || !(light->flags & flag))
2399 rtlight = &light->rtlight;
2400 // when static, we skip styled lights because they tend to change...
2401 if (rtlight->style > 0)
2403 VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale), lightcolor);
2404 if (!VectorLength2(lightcolor))
2413 if (r_shadow_bouncegridtexture)
2415 R_FreeTexture(r_shadow_bouncegridtexture);
2416 r_shadow_bouncegridtexture = NULL;
2418 if (r_shadow_bouncegridpixels)
2419 Mem_Free(r_shadow_bouncegridpixels);
2420 r_shadow_bouncegridpixels = NULL;
2421 if (r_shadow_bouncegridhighpixels)
2422 Mem_Free(r_shadow_bouncegridhighpixels);
2423 r_shadow_bouncegridhighpixels = NULL;
2424 r_shadow_bouncegridnumpixels = 0;
2425 r_shadow_bouncegriddirectional = false;
2429 // build up a complete collection of the desired settings, so that memcmp can be used to compare parameters
2430 settings.staticmode = r_shadow_bouncegrid_static.integer != 0;
2431 settings.bounceanglediffuse = r_shadow_bouncegrid_bounceanglediffuse.integer != 0;
2432 settings.directionalshading = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_directionalshading.integer != 0) && allowdirectionalshading;
2433 settings.dlightparticlemultiplier = r_shadow_bouncegrid_dlightparticlemultiplier.value;
2434 settings.hitmodels = r_shadow_bouncegrid_hitmodels.integer != 0;
2435 settings.lightradiusscale = r_shadow_bouncegrid_lightradiusscale.value;
2436 settings.maxbounce = r_shadow_bouncegrid_maxbounce.integer;
2437 settings.particlebounceintensity = r_shadow_bouncegrid_particlebounceintensity.value;
2438 settings.particleintensity = r_shadow_bouncegrid_particleintensity.value;
2439 settings.photons = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_photons.integer : r_shadow_bouncegrid_photons.integer;
2440 settings.spacing[0] = r_shadow_bouncegrid_spacingx.value;
2441 settings.spacing[1] = r_shadow_bouncegrid_spacingy.value;
2442 settings.spacing[2] = r_shadow_bouncegrid_spacingz.value;
2443 settings.stablerandom = r_shadow_bouncegrid_stablerandom.integer;
2445 // bound the values for sanity
2446 settings.photons = bound(1, settings.photons, 1048576);
2447 settings.lightradiusscale = bound(0.0001f, settings.lightradiusscale, 1024.0f);
2448 settings.maxbounce = bound(1, settings.maxbounce, 16);
2449 settings.spacing[0] = bound(1, settings.spacing[0], 512);
2450 settings.spacing[1] = bound(1, settings.spacing[1], 512);
2451 settings.spacing[2] = bound(1, settings.spacing[2], 512);
2453 // get the spacing values
2454 spacing[0] = settings.spacing[0];
2455 spacing[1] = settings.spacing[1];
2456 spacing[2] = settings.spacing[2];
2457 ispacing[0] = 1.0f / spacing[0];
2458 ispacing[1] = 1.0f / spacing[1];
2459 ispacing[2] = 1.0f / spacing[2];
2461 // calculate texture size enclosing entire world bounds at the spacing
2462 VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
2463 VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
2464 VectorSubtract(maxs, mins, size);
2465 // now we can calculate the resolution we want
2466 c[0] = (int)floor(size[0] / spacing[0] + 0.5f);
2467 c[1] = (int)floor(size[1] / spacing[1] + 0.5f);
2468 c[2] = (int)floor(size[2] / spacing[2] + 0.5f);
2469 // figure out the exact texture size (honoring power of 2 if required)
2470 c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2471 c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2472 c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2473 if (vid.support.arb_texture_non_power_of_two)
2475 resolution[0] = c[0];
2476 resolution[1] = c[1];
2477 resolution[2] = c[2];
2481 for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2482 for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2483 for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2485 size[0] = spacing[0] * resolution[0];
2486 size[1] = spacing[1] * resolution[1];
2487 size[2] = spacing[2] * resolution[2];
2489 // if dynamic we may or may not want to use the world bounds
2490 // if the dynamic size is smaller than the world bounds, use it instead
2491 if (!settings.staticmode && (r_shadow_bouncegrid_x.integer < resolution[0] || r_shadow_bouncegrid_y.integer < resolution[1] || r_shadow_bouncegrid_z.integer < resolution[2]))
2493 // we know the resolution we want
2494 c[0] = r_shadow_bouncegrid_x.integer;
2495 c[1] = r_shadow_bouncegrid_y.integer;
2496 c[2] = r_shadow_bouncegrid_z.integer;
2497 // now we can calculate the texture size (power of 2 if required)
2498 c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2499 c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2500 c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2501 if (vid.support.arb_texture_non_power_of_two)
2503 resolution[0] = c[0];
2504 resolution[1] = c[1];
2505 resolution[2] = c[2];
2509 for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2510 for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2511 for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2513 size[0] = spacing[0] * resolution[0];
2514 size[1] = spacing[1] * resolution[1];
2515 size[2] = spacing[2] * resolution[2];
2516 // center the rendering on the view
2517 mins[0] = floor(r_refdef.view.origin[0] * ispacing[0] + 0.5f) * spacing[0] - 0.5f * size[0];
2518 mins[1] = floor(r_refdef.view.origin[1] * ispacing[1] + 0.5f) * spacing[1] - 0.5f * size[1];
2519 mins[2] = floor(r_refdef.view.origin[2] * ispacing[2] + 0.5f) * spacing[2] - 0.5f * size[2];
2522 // recalculate the maxs in case the resolution was not satisfactory
2523 VectorAdd(mins, size, maxs);
2525 // if all the settings seem identical to the previous update, return
2526 if (r_shadow_bouncegridtexture && (settings.staticmode || realtime < r_shadow_bouncegridtime + r_shadow_bouncegrid_updateinterval.value) && !memcmp(&r_shadow_bouncegridsettings, &settings, sizeof(settings)))
2529 // store the new settings
2530 r_shadow_bouncegridsettings = settings;
2532 // we're going to update the bouncegrid, update the matrix...
2533 memset(m, 0, sizeof(m));
2534 m[0] = 1.0f / size[0];
2535 m[3] = -mins[0] * m[0];
2536 m[5] = 1.0f / size[1];
2537 m[7] = -mins[1] * m[5];
2538 m[10] = 1.0f / size[2];
2539 m[11] = -mins[2] * m[10];
2541 if (settings.directionalshading)
2546 Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegridmatrix, m);
2547 numpixels = resolution[0]*resolution[1]*resolution[2];
2548 if (settings.directionalshading)
2550 r_shadow_bouncegriddirectional = settings.directionalshading;
2551 // reallocate pixels for this update if needed...
2552 if (r_shadow_bouncegridnumpixels != numpixels || !r_shadow_bouncegridpixels || !r_shadow_bouncegridhighpixels)
2554 if (r_shadow_bouncegridtexture)
2556 R_FreeTexture(r_shadow_bouncegridtexture);
2557 r_shadow_bouncegridtexture = NULL;
2559 r_shadow_bouncegridpixels = (unsigned char *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridpixels, numpixels * sizeof(unsigned char[4]));
2560 r_shadow_bouncegridhighpixels = (float *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridhighpixels, numpixels * sizeof(float[4]));
2562 r_shadow_bouncegridnumpixels = numpixels;
2563 pixels = r_shadow_bouncegridpixels;
2564 highpixels = r_shadow_bouncegridhighpixels;
2565 if (settings.directionalshading)
2566 memset(pixels, 128, numpixels * sizeof(unsigned char[4]));
2568 memset(pixels, 0, numpixels * sizeof(unsigned char[4]));
2569 memset(highpixels, 0, numpixels * sizeof(float[4]));
2570 // figure out what we want to interact with
2571 if (settings.hitmodels)
2572 hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_LIQUIDSMASK;
2574 hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK;
2575 maxbounce = settings.maxbounce;
2576 // clear variables that produce warnings otherwise
2577 memset(splatcolor, 0, sizeof(splatcolor));
2578 // iterate world rtlights
2579 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2580 range1 = settings.staticmode ? 0 : r_refdef.scene.numlights;
2581 range2 = range + range1;
2583 for (lightindex = 0;lightindex < range2;lightindex++)
2585 if (settings.staticmode)
2587 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2588 if (!light || !(light->flags & flag))
2590 rtlight = &light->rtlight;
2591 // when static, we skip styled lights because they tend to change...
2592 if (rtlight->style > 0)
2594 VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor);
2598 if (lightindex < range)
2600 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2601 rtlight = &light->rtlight;
2604 rtlight = r_refdef.scene.lights[lightindex - range];
2605 // draw only visible lights (major speedup)
2608 VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor);
2610 if (!VectorLength2(lightcolor))
2612 // shoot particles from this light
2613 // use a calculation for the number of particles that will not
2614 // vary with lightstyle, otherwise we get randomized particle
2615 // distribution, the seeded random is only consistent for a
2616 // consistent number of particles on this light...
2617 radius = rtlight->radius * settings.lightradiusscale;
2618 s = rtlight->radius;
2619 lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2620 if (lightindex >= range)
2621 lightintensity *= settings.dlightparticlemultiplier;
2622 photoncount += max(0.0f, lightintensity * s * s);
2624 photonscaling = (float)settings.photons / max(1, photoncount);
2625 photonresidual = 0.0f;
2626 for (lightindex = 0;lightindex < range2;lightindex++)
2628 if (settings.staticmode)
2630 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2631 if (!light || !(light->flags & flag))
2633 rtlight = &light->rtlight;
2634 // when static, we skip styled lights because they tend to change...
2635 if (rtlight->style > 0)
2637 VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor);
2641 if (lightindex < range)
2643 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2644 rtlight = &light->rtlight;
2647 rtlight = r_refdef.scene.lights[lightindex - range];
2648 // draw only visible lights (major speedup)
2651 VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor);
2653 if (!VectorLength2(lightcolor))
2655 // shoot particles from this light
2656 // use a calculation for the number of particles that will not
2657 // vary with lightstyle, otherwise we get randomized particle
2658 // distribution, the seeded random is only consistent for a
2659 // consistent number of particles on this light...
2660 radius = rtlight->radius * settings.lightradiusscale;
2661 s = rtlight->radius;
2662 lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2663 if (lightindex >= range)
2664 lightintensity *= settings.dlightparticlemultiplier;
2665 photonresidual += lightintensity * s * s * photonscaling;
2666 shootparticles = (int)bound(0, photonresidual, MAXBOUNCEGRIDPARTICLESPERLIGHT);
2667 if (!shootparticles)
2669 photonresidual -= shootparticles;
2670 s = settings.particleintensity / shootparticles;
2671 VectorScale(lightcolor, s, baseshotcolor);
2672 if (VectorLength2(baseshotcolor) == 0.0f)
2674 r_refdef.stats.bouncegrid_lights++;
2675 r_refdef.stats.bouncegrid_particles += shootparticles;
2676 for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
2678 if (settings.stablerandom > 0)
2679 seed = lightindex * 11937 + shotparticles;
2680 VectorCopy(baseshotcolor, shotcolor);
2681 VectorCopy(rtlight->shadoworigin, clipstart);
2682 if (settings.stablerandom < 0)
2683 VectorRandom(clipend);
2685 VectorCheeseRandom(clipend);
2686 VectorMA(clipstart, radius, clipend, clipend);
2687 for (bouncecount = 0;;bouncecount++)
2689 r_refdef.stats.bouncegrid_traces++;
2690 //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
2691 //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
2692 if (settings.staticmode)
2693 Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask, true);
2695 cliptrace = CL_TraceLine(clipstart, clipend, settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS, NULL, hitsupercontentsmask, true, false, NULL, true, true);
2696 if (cliptrace.fraction >= 1.0f)
2698 r_refdef.stats.bouncegrid_hits++;
2699 if (bouncecount > 0)
2701 r_refdef.stats.bouncegrid_splats++;
2702 // figure out which texture pixel this is in
2703 texlerp[1][0] = ((cliptrace.endpos[0] - mins[0]) * ispacing[0]);
2704 texlerp[1][1] = ((cliptrace.endpos[1] - mins[1]) * ispacing[1]);
2705 texlerp[1][2] = ((cliptrace.endpos[2] - mins[2]) * ispacing[2]);
2706 tex[0] = (int)floor(texlerp[1][0]);
2707 tex[1] = (int)floor(texlerp[1][1]);
2708 tex[2] = (int)floor(texlerp[1][2]);
2709 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)
2711 // it is within bounds... do the real work now
2712 // calculate first order spherical harmonics values (average, slopeX, slopeY, slopeZ)
2713 if (settings.directionalshading)
2715 VectorSubtract(clipstart, cliptrace.endpos, clipdiff);
2716 VectorNormalize(clipdiff);
2717 splatcolor[ 0] = shotcolor[0] * clipdiff[2];
2718 splatcolor[ 1] = shotcolor[0] * clipdiff[1];
2719 splatcolor[ 2] = shotcolor[0] * clipdiff[0];
2720 splatcolor[ 3] = shotcolor[0];
2721 splatcolor[ 4] = shotcolor[1] * clipdiff[2];
2722 splatcolor[ 5] = shotcolor[1] * clipdiff[1];
2723 splatcolor[ 6] = shotcolor[1] * clipdiff[0];
2724 splatcolor[ 7] = shotcolor[1];
2725 splatcolor[ 8] = shotcolor[2] * clipdiff[2];
2726 splatcolor[ 9] = shotcolor[2] * clipdiff[1];
2727 splatcolor[10] = shotcolor[2] * clipdiff[0];
2728 splatcolor[11] = shotcolor[2];
2729 w = VectorLength(shotcolor);
2730 splatcolor[12] = clipdiff[2] * w;
2731 splatcolor[13] = clipdiff[1] * w;
2732 splatcolor[14] = clipdiff[0] * w;
2733 splatcolor[15] = 1.0f;
2737 splatcolor[ 0] = shotcolor[2];
2738 splatcolor[ 1] = shotcolor[1];
2739 splatcolor[ 2] = shotcolor[0];
2740 splatcolor[ 3] = 1.0f;
2742 // calculate the lerp factors
2743 texlerp[1][0] -= tex[0];
2744 texlerp[1][1] -= tex[1];
2745 texlerp[1][2] -= tex[2];
2746 texlerp[0][0] = 1.0f - texlerp[1][0];
2747 texlerp[0][1] = 1.0f - texlerp[1][1];
2748 texlerp[0][2] = 1.0f - texlerp[1][2];
2749 // calculate individual pixel indexes and weights
2750 pixelindex[0] = (((tex[2] )*resolution[1]+tex[1] )*resolution[0]+tex[0] );pixelweight[0] = (texlerp[0][0]*texlerp[0][1]*texlerp[0][2]);
2751 pixelindex[1] = (((tex[2] )*resolution[1]+tex[1] )*resolution[0]+tex[0]+1);pixelweight[1] = (texlerp[1][0]*texlerp[0][1]*texlerp[0][2]);
2752 pixelindex[2] = (((tex[2] )*resolution[1]+tex[1]+1)*resolution[0]+tex[0] );pixelweight[2] = (texlerp[0][0]*texlerp[1][1]*texlerp[0][2]);
2753 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]);
2754 pixelindex[4] = (((tex[2]+1)*resolution[1]+tex[1] )*resolution[0]+tex[0] );pixelweight[4] = (texlerp[0][0]*texlerp[0][1]*texlerp[1][2]);
2755 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]);
2756 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]);
2757 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]);
2758 // update the 8 pixels...
2759 for (corner = 0;corner < 8;corner++)
2761 // calculate address for first set of coefficients
2762 w = pixelweight[corner];
2763 pixel = pixels + 4 * pixelindex[corner];
2764 highpixel = highpixels + 4 * pixelindex[corner];
2765 // add to the high precision pixel color
2766 highpixel[0] += (splatcolor[ 0]*w);
2767 highpixel[1] += (splatcolor[ 1]*w);
2768 highpixel[2] += (splatcolor[ 2]*w);
2769 highpixel[3] += (splatcolor[ 3]*w);
2770 // flag the low precision pixel as needing to be updated
2772 if (settings.directionalshading)
2774 // advance to second set of coefficients
2776 highpixel += numpixels;
2777 // add to the high precision pixel color
2778 highpixel[0] += (splatcolor[ 4]*w);
2779 highpixel[1] += (splatcolor[ 5]*w);
2780 highpixel[2] += (splatcolor[ 6]*w);
2781 highpixel[3] += (splatcolor[ 7]*w);
2782 // flag the low precision pixel as needing to be updated
2784 // advance to third set of coefficients
2786 highpixel += numpixels;
2787 // add to the high precision pixel color
2788 highpixel[0] += (splatcolor[ 8]*w);
2789 highpixel[1] += (splatcolor[ 9]*w);
2790 highpixel[2] += (splatcolor[10]*w);
2791 highpixel[3] += (splatcolor[11]*w);
2792 // flag the low precision pixel as needing to be updated
2794 // advance to fourth set of coefficients
2796 highpixel += numpixels;
2797 // add to the high precision pixel color
2798 highpixel[0] += (splatcolor[12]*w);
2799 highpixel[1] += (splatcolor[13]*w);
2800 highpixel[2] += (splatcolor[14]*w);
2801 highpixel[3] += (splatcolor[15]*w);
2802 // flag the low precision pixel as needing to be updated
2808 if (bouncecount >= maxbounce)
2810 // scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
2811 // also clamp the resulting color to never add energy, even if the user requests extreme values
2812 if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
2813 VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor);
2815 VectorSet(surfcolor, 0.5f, 0.5f, 0.5f);
2816 VectorScale(surfcolor, settings.particlebounceintensity, surfcolor);
2817 surfcolor[0] = min(surfcolor[0], 1.0f);
2818 surfcolor[1] = min(surfcolor[1], 1.0f);
2819 surfcolor[2] = min(surfcolor[2], 1.0f);
2820 VectorMultiply(shotcolor, surfcolor, shotcolor);
2821 if (VectorLength2(baseshotcolor) == 0.0f)
2823 r_refdef.stats.bouncegrid_bounces++;
2824 if (settings.bounceanglediffuse)
2826 // random direction, primarily along plane normal
2827 s = VectorDistance(cliptrace.endpos, clipend);
2828 if (settings.stablerandom < 0)
2829 VectorRandom(clipend);
2831 VectorCheeseRandom(clipend);
2832 VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend);
2833 VectorNormalize(clipend);
2834 VectorScale(clipend, s, clipend);
2838 // reflect the remaining portion of the line across plane normal
2839 VectorSubtract(clipend, cliptrace.endpos, clipdiff);
2840 VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend);
2842 // calculate the new line start and end
2843 VectorCopy(cliptrace.endpos, clipstart);
2844 VectorAdd(clipstart, clipend, clipend);
2848 // generate pixels array from highpixels array
2849 // skip first and last columns, rows, and layers as these are blank
2850 // the pixel[3] value was written above, so we can use it to detect only pixels that need to be calculated
2851 for (d = 0;d < 4;d++)
2853 for (z = 1;z < resolution[2]-1;z++)
2855 for (y = 1;y < resolution[1]-1;y++)
2857 for (x = 1, pixelindex[0] = ((d*resolution[2]+z)*resolution[1]+y)*resolution[0]+x, pixel = pixels + 4*pixelindex[0], highpixel = highpixels + 4*pixelindex[0];x < resolution[0]-1;x++, pixel += 4, highpixel += 4)
2859 // only convert pixels that were hit by photons
2860 if (pixel[3] == 255)
2862 // normalize the bentnormal...
2863 if (settings.directionalshading)
2866 VectorNormalize(highpixel);
2867 c[0] = (int)(highpixel[0]*128.0f+128.0f);
2868 c[1] = (int)(highpixel[1]*128.0f+128.0f);
2869 c[2] = (int)(highpixel[2]*128.0f+128.0f);
2870 c[3] = (int)(highpixel[3]*128.0f+128.0f);
2874 c[0] = (int)(highpixel[0]*256.0f);
2875 c[1] = (int)(highpixel[1]*256.0f);
2876 c[2] = (int)(highpixel[2]*256.0f);
2877 c[3] = (int)(highpixel[3]*256.0f);
2879 pixel[0] = (unsigned char)bound(0, c[0], 255);
2880 pixel[1] = (unsigned char)bound(0, c[1], 255);
2881 pixel[2] = (unsigned char)bound(0, c[2], 255);
2882 pixel[3] = (unsigned char)bound(0, c[3], 255);
2887 if (!settings.directionalshading)
2890 if (r_shadow_bouncegridtexture && r_shadow_bouncegridresolution[0] == resolution[0] && r_shadow_bouncegridresolution[1] == resolution[1] && r_shadow_bouncegridresolution[2] == resolution[2])
2891 R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*(settings.directionalshading ? 4 : 1));
2894 VectorCopy(resolution, r_shadow_bouncegridresolution);
2895 if (r_shadow_bouncegridtexture)
2896 R_FreeTexture(r_shadow_bouncegridtexture);
2897 r_shadow_bouncegridtexture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*(settings.directionalshading ? 4 : 1), pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
2899 r_shadow_bouncegridtime = realtime;
2902 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2904 R_Shadow_RenderMode_Reset();
2905 GL_BlendFunc(GL_ONE, GL_ONE);
2906 GL_DepthRange(0, 1);
2907 GL_DepthTest(r_showshadowvolumes.integer < 2);
2908 GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2909 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2910 GL_CullFace(GL_NONE);
2911 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2914 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2916 R_Shadow_RenderMode_Reset();
2917 GL_BlendFunc(GL_ONE, GL_ONE);
2918 GL_DepthRange(0, 1);
2919 GL_DepthTest(r_showlighting.integer < 2);
2920 GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2922 GL_DepthFunc(GL_EQUAL);
2923 R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2924 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2927 void R_Shadow_RenderMode_End(void)
2929 R_Shadow_RenderMode_Reset();
2930 R_Shadow_RenderMode_ActiveLight(NULL);
2932 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2933 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2936 int bboxedges[12][2] =
2955 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2957 if (!r_shadow_scissor.integer || r_shadow_usingdeferredprepass)
2959 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2960 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2961 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2962 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2965 if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
2966 return true; // invisible
2967 if(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)
2971 r_refdef.stats.lights_scissored++;
2975 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
2978 const float *vertex3f;
2979 const float *normal3f;
2981 float dist, dot, distintensity, shadeintensity, v[3], n[3];
2982 switch (r_shadow_rendermode)
2984 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2985 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2986 if (VectorLength2(diffusecolor) > 0)
2988 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)
2990 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2991 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2992 if ((dot = DotProduct(n, v)) < 0)
2994 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2995 VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
2998 VectorCopy(ambientcolor, color4f);
2999 if (r_refdef.fogenabled)
3002 f = RSurf_FogVertex(vertex3f);
3003 VectorScale(color4f, f, color4f);
3010 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3012 VectorCopy(ambientcolor, color4f);
3013 if (r_refdef.fogenabled)
3016 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3017 f = RSurf_FogVertex(vertex3f);
3018 VectorScale(color4f + 4*i, f, color4f);
3024 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3025 if (VectorLength2(diffusecolor) > 0)
3027 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)
3029 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3030 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3032 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3033 if ((dot = DotProduct(n, v)) < 0)
3035 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3036 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3037 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3038 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3042 color4f[0] = ambientcolor[0] * distintensity;
3043 color4f[1] = ambientcolor[1] * distintensity;
3044 color4f[2] = ambientcolor[2] * distintensity;
3046 if (r_refdef.fogenabled)
3049 f = RSurf_FogVertex(vertex3f);
3050 VectorScale(color4f, f, color4f);
3054 VectorClear(color4f);
3060 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3062 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3063 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3065 color4f[0] = ambientcolor[0] * distintensity;
3066 color4f[1] = ambientcolor[1] * distintensity;
3067 color4f[2] = ambientcolor[2] * distintensity;
3068 if (r_refdef.fogenabled)
3071 f = RSurf_FogVertex(vertex3f);
3072 VectorScale(color4f, f, color4f);
3076 VectorClear(color4f);
3081 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3082 if (VectorLength2(diffusecolor) > 0)
3084 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)
3086 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3087 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3089 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3090 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3091 if ((dot = DotProduct(n, v)) < 0)
3093 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3094 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3095 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3096 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3100 color4f[0] = ambientcolor[0] * distintensity;
3101 color4f[1] = ambientcolor[1] * distintensity;
3102 color4f[2] = ambientcolor[2] * distintensity;
3104 if (r_refdef.fogenabled)
3107 f = RSurf_FogVertex(vertex3f);
3108 VectorScale(color4f, f, color4f);
3112 VectorClear(color4f);
3118 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3120 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3121 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3123 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3124 color4f[0] = ambientcolor[0] * distintensity;
3125 color4f[1] = ambientcolor[1] * distintensity;
3126 color4f[2] = ambientcolor[2] * distintensity;
3127 if (r_refdef.fogenabled)
3130 f = RSurf_FogVertex(vertex3f);
3131 VectorScale(color4f, f, color4f);
3135 VectorClear(color4f);
3145 static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3147 // used to display how many times a surface is lit for level design purposes
3148 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3149 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
3153 static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
3155 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
3156 R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL);
3157 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3158 GL_DepthFunc(GL_EQUAL);
3160 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3161 GL_DepthFunc(GL_LEQUAL);
3164 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
3171 int newnumtriangles;
3175 int maxtriangles = 4096;
3176 static int newelements[4096*3];
3177 R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
3178 for (renders = 0;renders < 4;renders++)
3183 newnumtriangles = 0;
3185 // due to low fillrate on the cards this vertex lighting path is
3186 // designed for, we manually cull all triangles that do not
3187 // contain a lit vertex
3188 // this builds batches of triangles from multiple surfaces and
3189 // renders them at once
3190 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
3192 if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01)
3194 if (newnumtriangles)
3196 newfirstvertex = min(newfirstvertex, e[0]);
3197 newlastvertex = max(newlastvertex, e[0]);
3201 newfirstvertex = e[0];
3202 newlastvertex = e[0];
3204 newfirstvertex = min(newfirstvertex, e[1]);
3205 newlastvertex = max(newlastvertex, e[1]);
3206 newfirstvertex = min(newfirstvertex, e[2]);
3207 newlastvertex = max(newlastvertex, e[2]);
3213 if (newnumtriangles >= maxtriangles)
3215 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3216 newnumtriangles = 0;
3222 if (newnumtriangles >= 1)
3224 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3227 // if we couldn't find any lit triangles, exit early
3230 // now reduce the intensity for the next overbright pass
3231 // we have to clamp to 0 here incase the drivers have improper
3232 // handling of negative colors
3233 // (some old drivers even have improper handling of >1 color)
3235 for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
3237 if (c[0] > 1 || c[1] > 1 || c[2] > 1)
3239 c[0] = max(0, c[0] - 1);
3240 c[1] = max(0, c[1] - 1);
3241 c[2] = max(0, c[2] - 1);
3253 static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
3255 // OpenGL 1.1 path (anything)
3256 float ambientcolorbase[3], diffusecolorbase[3];
3257 float ambientcolorpants[3], diffusecolorpants[3];
3258 float ambientcolorshirt[3], diffusecolorshirt[3];
3259 const float *surfacecolor = rsurface.texture->dlightcolor;
3260 const float *surfacepants = rsurface.colormap_pantscolor;
3261 const float *surfaceshirt = rsurface.colormap_shirtcolor;
3262 rtexture_t *basetexture = rsurface.texture->basetexture;
3263 rtexture_t *pantstexture = rsurface.texture->pantstexture;
3264 rtexture_t *shirttexture = rsurface.texture->shirttexture;
3265 qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
3266 qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
3267 ambientscale *= 2 * r_refdef.view.colorscale;
3268 diffusescale *= 2 * r_refdef.view.colorscale;
3269 ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
3270 diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
3271 ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
3272 diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
3273 ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
3274 diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
3275 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3276 rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4]));
3277 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3278 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
3279 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
3280 R_Mesh_TexBind(0, basetexture);
3281 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
3282 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
3283 switch(r_shadow_rendermode)
3285 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3286 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
3287 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3288 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3289 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3291 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3292 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
3293 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
3294 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
3295 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3297 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3298 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
3299 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3300 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3301 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3303 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3308 //R_Mesh_TexBind(0, basetexture);
3309 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
3312 R_Mesh_TexBind(0, pantstexture);
3313 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
3317 R_Mesh_TexBind(0, shirttexture);
3318 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
3322 extern cvar_t gl_lightmaps;
3323 void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3325 float ambientscale, diffusescale, specularscale;
3327 float lightcolor[3];
3328 VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
3329 ambientscale = rsurface.rtlight->ambientscale;
3330 diffusescale = rsurface.rtlight->diffusescale;
3331 specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
3332 if (!r_shadow_usenormalmap.integer)
3334 ambientscale += 1.0f * diffusescale;
3338 if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
3340 negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
3343 VectorNegate(lightcolor, lightcolor);
3344 switch(vid.renderpath)
3346 case RENDERPATH_GL11:
3347 case RENDERPATH_GL13:
3348 case RENDERPATH_GL20:
3349 case RENDERPATH_GLES2:
3350 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3352 case RENDERPATH_D3D9:
3354 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
3357 case RENDERPATH_D3D10:
3358 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3360 case RENDERPATH_D3D11:
3361 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3363 case RENDERPATH_SOFT:
3364 DPSOFTRAST_BlendSubtract(true);
3368 RSurf_SetupDepthAndCulling();
3369 switch (r_shadow_rendermode)
3371 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
3372 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
3373 R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
3375 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
3376 R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
3378 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3379 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3380 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3381 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3382 R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
3385 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
3390 switch(vid.renderpath)
3392 case RENDERPATH_GL11:
3393 case RENDERPATH_GL13:
3394 case RENDERPATH_GL20:
3395 case RENDERPATH_GLES2:
3396 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3398 case RENDERPATH_D3D9:
3400 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
3403 case RENDERPATH_D3D10:
3404 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3406 case RENDERPATH_D3D11:
3407 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3409 case RENDERPATH_SOFT:
3410 DPSOFTRAST_BlendSubtract(false);
3416 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)
3418 matrix4x4_t tempmatrix = *matrix;
3419 Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
3421 // if this light has been compiled before, free the associated data
3422 R_RTLight_Uncompile(rtlight);
3424 // clear it completely to avoid any lingering data
3425 memset(rtlight, 0, sizeof(*rtlight));
3427 // copy the properties
3428 rtlight->matrix_lighttoworld = tempmatrix;
3429 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
3430 Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
3431 rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
3432 VectorCopy(color, rtlight->color);
3433 rtlight->cubemapname[0] = 0;
3434 if (cubemapname && cubemapname[0])
3435 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
3436 rtlight->shadow = shadow;
3437 rtlight->corona = corona;
3438 rtlight->style = style;
3439 rtlight->isstatic = isstatic;
3440 rtlight->coronasizescale = coronasizescale;
3441 rtlight->ambientscale = ambientscale;
3442 rtlight->diffusescale = diffusescale;
3443 rtlight->specularscale = specularscale;
3444 rtlight->flags = flags;
3446 // compute derived data
3447 //rtlight->cullradius = rtlight->radius;
3448 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
3449 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3450 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3451 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3452 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3453 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3454 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3457 // compiles rtlight geometry
3458 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
3459 void R_RTLight_Compile(rtlight_t *rtlight)
3462 int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
3463 int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
3464 entity_render_t *ent = r_refdef.scene.worldentity;
3465 dp_model_t *model = r_refdef.scene.worldmodel;
3466 unsigned char *data;
3469 // compile the light
3470 rtlight->compiled = true;
3471 rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
3472 rtlight->static_numleafs = 0;
3473 rtlight->static_numleafpvsbytes = 0;
3474 rtlight->static_leaflist = NULL;
3475 rtlight->static_leafpvs = NULL;
3476 rtlight->static_numsurfaces = 0;
3477 rtlight->static_surfacelist = NULL;
3478 rtlight->static_shadowmap_receivers = 0x3F;
3479 rtlight->static_shadowmap_casters = 0x3F;
3480 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3481 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3482 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3483 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3484 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3485 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3487 if (model && model->GetLightInfo)
3489 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
3490 r_shadow_compilingrtlight = rtlight;
3491 R_FrameData_SetMark();
3492 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);
3493 R_FrameData_ReturnToMark();
3494 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
3495 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
3496 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
3497 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
3498 rtlight->static_numsurfaces = numsurfaces;
3499 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
3500 rtlight->static_numleafs = numleafs;
3501 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
3502 rtlight->static_numleafpvsbytes = numleafpvsbytes;
3503 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
3504 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
3505 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
3506 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
3507 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
3508 if (rtlight->static_numsurfaces)
3509 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3510 if (rtlight->static_numleafs)
3511 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3512 if (rtlight->static_numleafpvsbytes)
3513 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3514 if (rtlight->static_numshadowtrispvsbytes)
3515 memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3516 if (rtlight->static_numlighttrispvsbytes)
3517 memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3518 R_FrameData_SetMark();
3519 switch (rtlight->shadowmode)
3521 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3522 if (model->CompileShadowMap && rtlight->shadow)
3523 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3526 if (model->CompileShadowVolume && rtlight->shadow)
3527 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3530 R_FrameData_ReturnToMark();
3531 // now we're done compiling the rtlight
3532 r_shadow_compilingrtlight = NULL;
3536 // use smallest available cullradius - box radius or light radius
3537 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3538 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3540 shadowzpasstris = 0;
3541 if (rtlight->static_meshchain_shadow_zpass)
3542 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3543 shadowzpasstris += mesh->numtriangles;
3545 shadowzfailtris = 0;
3546 if (rtlight->static_meshchain_shadow_zfail)
3547 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3548 shadowzfailtris += mesh->numtriangles;
3551 if (rtlight->static_numlighttrispvsbytes)
3552 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3553 if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3557 if (rtlight->static_numlighttrispvsbytes)
3558 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3559 if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3562 if (developer_extra.integer)
3563 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);
3566 void R_RTLight_Uncompile(rtlight_t *rtlight)
3568 if (rtlight->compiled)
3570 if (rtlight->static_meshchain_shadow_zpass)
3571 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3572 rtlight->static_meshchain_shadow_zpass = NULL;
3573 if (rtlight->static_meshchain_shadow_zfail)
3574 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3575 rtlight->static_meshchain_shadow_zfail = NULL;
3576 if (rtlight->static_meshchain_shadow_shadowmap)
3577 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3578 rtlight->static_meshchain_shadow_shadowmap = NULL;
3579 // these allocations are grouped
3580 if (rtlight->static_surfacelist)
3581 Mem_Free(rtlight->static_surfacelist);
3582 rtlight->static_numleafs = 0;
3583 rtlight->static_numleafpvsbytes = 0;
3584 rtlight->static_leaflist = NULL;
3585 rtlight->static_leafpvs = NULL;
3586 rtlight->static_numsurfaces = 0;
3587 rtlight->static_surfacelist = NULL;
3588 rtlight->static_numshadowtrispvsbytes = 0;
3589 rtlight->static_shadowtrispvs = NULL;
3590 rtlight->static_numlighttrispvsbytes = 0;
3591 rtlight->static_lighttrispvs = NULL;
3592 rtlight->compiled = false;
3596 void R_Shadow_UncompileWorldLights(void)
3600 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3601 for (lightindex = 0;lightindex < range;lightindex++)
3603 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3606 R_RTLight_Uncompile(&light->rtlight);
3610 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3614 // reset the count of frustum planes
3615 // see rtlight->cached_frustumplanes definition for how much this array
3617 rtlight->cached_numfrustumplanes = 0;
3619 // haven't implemented a culling path for ortho rendering
3620 if (!r_refdef.view.useperspective)
3622 // check if the light is on screen and copy the 4 planes if it is
3623 for (i = 0;i < 4;i++)
3624 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3627 for (i = 0;i < 4;i++)
3628 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3633 // generate a deformed frustum that includes the light origin, this is
3634 // used to cull shadow casting surfaces that can not possibly cast a
3635 // shadow onto the visible light-receiving surfaces, which can be a
3638 // if the light origin is onscreen the result will be 4 planes exactly
3639 // if the light origin is offscreen on only one axis the result will
3640 // be exactly 5 planes (split-side case)
3641 // if the light origin is offscreen on two axes the result will be
3642 // exactly 4 planes (stretched corner case)
3643 for (i = 0;i < 4;i++)
3645 // quickly reject standard frustum planes that put the light
3646 // origin outside the frustum
3647 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3650 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3652 // if all the standard frustum planes were accepted, the light is onscreen
3653 // otherwise we need to generate some more planes below...
3654 if (rtlight->cached_numfrustumplanes < 4)
3656 // at least one of the stock frustum planes failed, so we need to
3657 // create one or two custom planes to enclose the light origin
3658 for (i = 0;i < 4;i++)
3660 // create a plane using the view origin and light origin, and a
3661 // single point from the frustum corner set
3662 TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3663 VectorNormalize(plane.normal);
3664 plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3665 // see if this plane is backwards and flip it if so
3666 for (j = 0;j < 4;j++)
3667 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3671 VectorNegate(plane.normal, plane.normal);
3673 // flipped plane, test again to see if it is now valid
3674 for (j = 0;j < 4;j++)
3675 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3677 // if the plane is still not valid, then it is dividing the
3678 // frustum and has to be rejected
3682 // we have created a valid plane, compute extra info
3683 PlaneClassify(&plane);
3685 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3687 // if we've found 5 frustum planes then we have constructed a
3688 // proper split-side case and do not need to keep searching for
3689 // planes to enclose the light origin
3690 if (rtlight->cached_numfrustumplanes == 5)
3698 for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3700 plane = rtlight->cached_frustumplanes[i];
3701 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));
3706 // now add the light-space box planes if the light box is rotated, as any
3707 // caster outside the oriented light box is irrelevant (even if it passed
3708 // the worldspace light box, which is axial)
3709 if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3711 for (i = 0;i < 6;i++)
3715 v[i >> 1] = (i & 1) ? -1 : 1;
3716 Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3717 VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3718 plane.dist = VectorNormalizeLength(plane.normal);
3719 plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3720 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3726 // add the world-space reduced box planes
3727 for (i = 0;i < 6;i++)
3729 VectorClear(plane.normal);
3730 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3731 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3732 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3741 // reduce all plane distances to tightly fit the rtlight cull box, which
3743 VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3744 VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3745 VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3746 VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3747 VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3748 VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3749 VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3750 VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3751 oldnum = rtlight->cached_numfrustumplanes;
3752 rtlight->cached_numfrustumplanes = 0;
3753 for (j = 0;j < oldnum;j++)
3755 // find the nearest point on the box to this plane
3756 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3757 for (i = 1;i < 8;i++)
3759 dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3760 if (bestdist > dist)
3763 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);
3764 // if the nearest point is near or behind the plane, we want this
3765 // plane, otherwise the plane is useless as it won't cull anything
3766 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3768 PlaneClassify(&rtlight->cached_frustumplanes[j]);
3769 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3776 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3780 RSurf_ActiveWorldEntity();
3782 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3785 GL_CullFace(GL_NONE);
3786 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3787 for (;mesh;mesh = mesh->next)
3789 if (!mesh->sidetotals[r_shadow_shadowmapside])
3791 r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3792 if (mesh->vertex3fbuffer)
3793 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3795 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3796 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);
3800 else if (r_refdef.scene.worldentity->model)
3801 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);
3803 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3806 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3808 qboolean zpass = false;
3811 int surfacelistindex;
3812 msurface_t *surface;
3814 // if triangle neighbors are disabled, shadowvolumes are disabled
3815 if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
3818 RSurf_ActiveWorldEntity();
3820 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3823 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3825 zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3826 R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3828 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3829 for (;mesh;mesh = mesh->next)
3831 r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3832 if (mesh->vertex3fbuffer)
3833 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3835 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3836 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3838 // increment stencil if frontface is infront of depthbuffer
3839 GL_CullFace(r_refdef.view.cullface_back);
3840 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
3841 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);
3842 // decrement stencil if backface is infront of depthbuffer
3843 GL_CullFace(r_refdef.view.cullface_front);
3844 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
3846 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3848 // decrement stencil if backface is behind depthbuffer
3849 GL_CullFace(r_refdef.view.cullface_front);
3850 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
3851 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);
3852 // increment stencil if frontface is behind depthbuffer
3853 GL_CullFace(r_refdef.view.cullface_back);
3854 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
3856 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);
3860 else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3862 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3863 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3864 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3866 surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3867 for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3868 if (CHECKPVSBIT(trispvs, t))
3869 shadowmarklist[numshadowmark++] = t;
3871 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);
3873 else if (numsurfaces)
3875 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);
3878 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3881 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3883 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3884 vec_t relativeshadowradius;
3885 RSurf_ActiveModelEntity(ent, false, false, false);
3886 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3887 // we need to re-init the shader for each entity because the matrix changed
3888 relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3889 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3890 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3891 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3892 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3893 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3894 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3895 switch (r_shadow_rendermode)
3897 case R_SHADOW_RENDERMODE_SHADOWMAP2D:
3898 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3901 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3904 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3907 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3909 // set up properties for rendering light onto this entity
3910 RSurf_ActiveModelEntity(ent, true, true, false);
3911 Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3912 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3913 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3914 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3917 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3919 if (!r_refdef.scene.worldmodel->DrawLight)
3922 // set up properties for rendering light onto this entity
3923 RSurf_ActiveWorldEntity();
3924 rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3925 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3926 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3927 VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3929 r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3931 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3934 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3936 dp_model_t *model = ent->model;
3937 if (!model->DrawLight)
3940 R_Shadow_SetupEntityLight(ent);
3942 model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3944 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3947 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3951 int numleafs, numsurfaces;
3952 int *leaflist, *surfacelist;
3953 unsigned char *leafpvs;
3954 unsigned char *shadowtrispvs;
3955 unsigned char *lighttrispvs;
3956 //unsigned char *surfacesides;
3957 int numlightentities;
3958 int numlightentities_noselfshadow;
3959 int numshadowentities;
3960 int numshadowentities_noselfshadow;
3961 static entity_render_t *lightentities[MAX_EDICTS];
3962 static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3963 static entity_render_t *shadowentities[MAX_EDICTS];
3964 static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3967 rtlight->draw = false;
3969 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3970 // skip lights that are basically invisible (color 0 0 0)
3971 nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
3973 // loading is done before visibility checks because loading should happen
3974 // all at once at the start of a level, not when it stalls gameplay.
3975 // (especially important to benchmarks)
3977 if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3979 if (rtlight->compiled)
3980 R_RTLight_Uncompile(rtlight);
3981 R_RTLight_Compile(rtlight);
3985 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
3987 // look up the light style value at this time
3988 f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3989 VectorScale(rtlight->color, f, rtlight->currentcolor);
3991 if (rtlight->selected)
3993 f = 2 + sin(realtime * M_PI * 4.0);
3994 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3998 // if lightstyle is currently off, don't draw the light
3999 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
4002 // skip processing on corona-only lights
4006 // if the light box is offscreen, skip it
4007 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
4010 VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
4011 VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
4013 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
4015 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
4017 // compiled light, world available and can receive realtime lighting
4018 // retrieve leaf information
4019 numleafs = rtlight->static_numleafs;
4020 leaflist = rtlight->static_leaflist;
4021 leafpvs = rtlight->static_leafpvs;
4022 numsurfaces = rtlight->static_numsurfaces;
4023 surfacelist = rtlight->static_surfacelist;
4024 //surfacesides = NULL;
4025 shadowtrispvs = rtlight->static_shadowtrispvs;
4026 lighttrispvs = rtlight->static_lighttrispvs;
4028 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
4030 // dynamic light, world available and can receive realtime lighting
4031 // calculate lit surfaces and leafs
4032 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);
4033 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
4034 leaflist = r_shadow_buffer_leaflist;
4035 leafpvs = r_shadow_buffer_leafpvs;
4036 surfacelist = r_shadow_buffer_surfacelist;
4037 //surfacesides = r_shadow_buffer_surfacesides;
4038 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
4039 lighttrispvs = r_shadow_buffer_lighttrispvs;
4040 // if the reduced leaf bounds are offscreen, skip it
4041 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4052 //surfacesides = NULL;
4053 shadowtrispvs = NULL;
4054 lighttrispvs = NULL;
4056 // check if light is illuminating any visible leafs
4059 for (i = 0;i < numleafs;i++)
4060 if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
4066 // make a list of lit entities and shadow casting entities
4067 numlightentities = 0;
4068 numlightentities_noselfshadow = 0;
4069 numshadowentities = 0;
4070 numshadowentities_noselfshadow = 0;
4072 // add dynamic entities that are lit by the light
4073 for (i = 0;i < r_refdef.scene.numentities;i++)
4076 entity_render_t *ent = r_refdef.scene.entities[i];
4078 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4080 // skip the object entirely if it is not within the valid
4081 // shadow-casting region (which includes the lit region)
4082 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
4084 if (!(model = ent->model))
4086 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
4088 // this entity wants to receive light, is visible, and is
4089 // inside the light box
4090 // TODO: check if the surfaces in the model can receive light
4091 // so now check if it's in a leaf seen by the light
4092 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))
4094 if (ent->flags & RENDER_NOSELFSHADOW)
4095 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
4097 lightentities[numlightentities++] = ent;
4098 // since it is lit, it probably also casts a shadow...
4099 // about the VectorDistance2 - light emitting entities should not cast their own shadow
4100 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4101 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4103 // note: exterior models without the RENDER_NOSELFSHADOW
4104 // flag still create a RENDER_NOSELFSHADOW shadow but
4105 // are lit normally, this means that they are
4106 // self-shadowing but do not shadow other
4107 // RENDER_NOSELFSHADOW entities such as the gun
4108 // (very weird, but keeps the player shadow off the gun)
4109 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4110 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4112 shadowentities[numshadowentities++] = ent;
4115 else if (ent->flags & RENDER_SHADOW)
4117 // this entity is not receiving light, but may still need to
4119 // TODO: check if the surfaces in the model can cast shadow
4120 // now check if it is in a leaf seen by the light
4121 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))
4123 // about the VectorDistance2 - light emitting entities should not cast their own shadow
4124 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4125 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4127 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4128 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4130 shadowentities[numshadowentities++] = ent;
4135 // return if there's nothing at all to light
4136 if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
4139 // count this light in the r_speeds
4140 r_refdef.stats.lights++;
4142 // flag it as worth drawing later
4143 rtlight->draw = true;
4145 // cache all the animated entities that cast a shadow but are not visible
4146 for (i = 0;i < numshadowentities;i++)
4147 if (!shadowentities[i]->animcache_vertex3f)
4148 R_AnimCache_GetEntity(shadowentities[i], false, false);
4149 for (i = 0;i < numshadowentities_noselfshadow;i++)
4150 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
4151 R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
4153 // allocate some temporary memory for rendering this light later in the frame
4154 // reusable buffers need to be copied, static data can be used as-is
4155 rtlight->cached_numlightentities = numlightentities;
4156 rtlight->cached_numlightentities_noselfshadow = numlightentities_noselfshadow;
4157 rtlight->cached_numshadowentities = numshadowentities;
4158 rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
4159 rtlight->cached_numsurfaces = numsurfaces;
4160 rtlight->cached_lightentities = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
4161 rtlight->cached_lightentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
4162 rtlight->cached_shadowentities = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
4163 rtlight->cached_shadowentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
4164 if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
4166 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
4167 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
4168 rtlight->cached_shadowtrispvs = (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
4169 rtlight->cached_lighttrispvs = (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
4170 rtlight->cached_surfacelist = (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
4174 // compiled light data
4175 rtlight->cached_shadowtrispvs = shadowtrispvs;
4176 rtlight->cached_lighttrispvs = lighttrispvs;
4177 rtlight->cached_surfacelist = surfacelist;
4181 void R_Shadow_DrawLight(rtlight_t *rtlight)
4185 unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
4186 int numlightentities;
4187 int numlightentities_noselfshadow;
4188 int numshadowentities;
4189 int numshadowentities_noselfshadow;
4190 entity_render_t **lightentities;
4191 entity_render_t **lightentities_noselfshadow;
4192 entity_render_t **shadowentities;
4193 entity_render_t **shadowentities_noselfshadow;
4195 static unsigned char entitysides[MAX_EDICTS];
4196 static unsigned char entitysides_noselfshadow[MAX_EDICTS];
4197 vec3_t nearestpoint;
4199 qboolean castshadows;
4202 // check if we cached this light this frame (meaning it is worth drawing)
4206 numlightentities = rtlight->cached_numlightentities;
4207 numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
4208 numshadowentities = rtlight->cached_numshadowentities;
4209 numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
4210 numsurfaces = rtlight->cached_numsurfaces;
4211 lightentities = rtlight->cached_lightentities;
4212 lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
4213 shadowentities = rtlight->cached_shadowentities;
4214 shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
4215 shadowtrispvs = rtlight->cached_shadowtrispvs;
4216 lighttrispvs = rtlight->cached_lighttrispvs;
4217 surfacelist = rtlight->cached_surfacelist;
4219 // set up a scissor rectangle for this light
4220 if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4223 // don't let sound skip if going slow
4224 if (r_refdef.scene.extraupdate)
4227 // make this the active rtlight for rendering purposes
4228 R_Shadow_RenderMode_ActiveLight(rtlight);
4230 if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
4232 // optionally draw visible shape of the shadow volumes
4233 // for performance analysis by level designers
4234 R_Shadow_RenderMode_VisibleShadowVolumes();
4236 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4237 for (i = 0;i < numshadowentities;i++)
4238 R_Shadow_DrawEntityShadow(shadowentities[i]);
4239 for (i = 0;i < numshadowentities_noselfshadow;i++)
4240 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4241 R_Shadow_RenderMode_VisibleLighting(false, false);
4244 if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
4246 // optionally draw the illuminated areas
4247 // for performance analysis by level designers
4248 R_Shadow_RenderMode_VisibleLighting(false, false);
4250 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4251 for (i = 0;i < numlightentities;i++)
4252 R_Shadow_DrawEntityLight(lightentities[i]);
4253 for (i = 0;i < numlightentities_noselfshadow;i++)
4254 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4257 castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
4259 nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
4260 nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
4261 nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
4262 distance = VectorDistance(nearestpoint, r_refdef.view.origin);
4264 lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
4265 //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
4266 lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
4268 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4274 int receivermask = 0;
4275 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
4276 Matrix4x4_Abs(&radiustolight);
4278 r_shadow_shadowmaplod = 0;
4279 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
4280 if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
4281 r_shadow_shadowmaplod = i;
4283 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
4285 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
4287 surfacesides = NULL;
4290 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
4292 castermask = rtlight->static_shadowmap_casters;
4293 receivermask = rtlight->static_shadowmap_receivers;
4297 surfacesides = r_shadow_buffer_surfacesides;
4298 for(i = 0;i < numsurfaces;i++)
4300 msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
4301 surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4302 castermask |= surfacesides[i];
4303 receivermask |= surfacesides[i];
4307 if (receivermask < 0x3F)
4309 for (i = 0;i < numlightentities;i++)
4310 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4311 if (receivermask < 0x3F)
4312 for(i = 0; i < numlightentities_noselfshadow;i++)
4313 receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4316 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
4320 for (i = 0;i < numshadowentities;i++)
4321 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4322 for (i = 0;i < numshadowentities_noselfshadow;i++)
4323 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4326 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
4328 // render shadow casters into 6 sided depth texture
4329 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
4331 R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
4332 if (! (castermask & (1 << side))) continue;
4334 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
4335 for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
4336 R_Shadow_DrawEntityShadow(shadowentities[i]);
4339 if (numlightentities_noselfshadow)
4341 // render lighting using the depth texture as shadowmap
4342 // draw lighting in the unmasked areas
4343 R_Shadow_RenderMode_Lighting(false, false, true);
4344 for (i = 0;i < numlightentities_noselfshadow;i++)
4345 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4348 // render shadow casters into 6 sided depth texture
4349 if (numshadowentities_noselfshadow)
4351 for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
4353 R_Shadow_RenderMode_ShadowMap(side, 0, size);
4354 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
4355 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4359 // render lighting using the depth texture as shadowmap
4360 // draw lighting in the unmasked areas
4361 R_Shadow_RenderMode_Lighting(false, false, true);
4362 // draw lighting in the unmasked areas
4364 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4365 for (i = 0;i < numlightentities;i++)
4366 R_Shadow_DrawEntityLight(lightentities[i]);
4368 else if (castshadows && vid.stencil)
4370 // draw stencil shadow volumes to mask off pixels that are in shadow
4371 // so that they won't receive lighting
4372 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
4373 R_Shadow_ClearStencil();
4376 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4377 for (i = 0;i < numshadowentities;i++)
4378 R_Shadow_DrawEntityShadow(shadowentities[i]);
4380 // draw lighting in the unmasked areas
4381 R_Shadow_RenderMode_Lighting(true, false, false);
4382 for (i = 0;i < numlightentities_noselfshadow;i++)
4383 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4385 for (i = 0;i < numshadowentities_noselfshadow;i++)
4386 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4388 // draw lighting in the unmasked areas
4389 R_Shadow_RenderMode_Lighting(true, false, false);
4391 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4392 for (i = 0;i < numlightentities;i++)
4393 R_Shadow_DrawEntityLight(lightentities[i]);
4397 // draw lighting in the unmasked areas
4398 R_Shadow_RenderMode_Lighting(false, false, false);
4400 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4401 for (i = 0;i < numlightentities;i++)
4402 R_Shadow_DrawEntityLight(lightentities[i]);
4403 for (i = 0;i < numlightentities_noselfshadow;i++)
4404 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4407 if (r_shadow_usingdeferredprepass)
4409 // when rendering deferred lighting, we simply rasterize the box
4410 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4411 R_Shadow_RenderMode_DrawDeferredLight(false, true);
4412 else if (castshadows && vid.stencil)
4413 R_Shadow_RenderMode_DrawDeferredLight(true, false);
4415 R_Shadow_RenderMode_DrawDeferredLight(false, false);
4419 static void R_Shadow_FreeDeferred(void)
4421 R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
4422 r_shadow_prepassgeometryfbo = 0;
4424 R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusespecularfbo);
4425 r_shadow_prepasslightingdiffusespecularfbo = 0;
4427 R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusefbo);
4428 r_shadow_prepasslightingdiffusefbo = 0;
4430 if (r_shadow_prepassgeometrydepthtexture)
4431 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
4432 r_shadow_prepassgeometrydepthtexture = NULL;
4434 if (r_shadow_prepassgeometrydepthcolortexture)
4435 R_FreeTexture(r_shadow_prepassgeometrydepthcolortexture);
4436 r_shadow_prepassgeometrydepthcolortexture = NULL;
4438 if (r_shadow_prepassgeometrynormalmaptexture)
4439 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
4440 r_shadow_prepassgeometrynormalmaptexture = NULL;
4442 if (r_shadow_prepasslightingdiffusetexture)
4443 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
4444 r_shadow_prepasslightingdiffusetexture = NULL;
4446 if (r_shadow_prepasslightingspeculartexture)
4447 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
4448 r_shadow_prepasslightingspeculartexture = NULL;
4451 void R_Shadow_DrawPrepass(void)
4459 entity_render_t *ent;
4460 float clearcolor[4];
4462 R_Mesh_ResetTextureState();
4464 GL_ColorMask(1,1,1,1);
4465 GL_BlendFunc(GL_ONE, GL_ZERO);
4468 R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4469 Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
4470 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4471 if (r_timereport_active)
4472 R_TimeReport("prepasscleargeom");
4474 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
4475 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
4476 if (r_timereport_active)
4477 R_TimeReport("prepassworld");
4479 for (i = 0;i < r_refdef.scene.numentities;i++)
4481 if (!r_refdef.viewcache.entityvisible[i])
4483 ent = r_refdef.scene.entities[i];
4484 if (ent->model && ent->model->DrawPrepass != NULL)
4485 ent->model->DrawPrepass(ent);
4488 if (r_timereport_active)
4489 R_TimeReport("prepassmodels");
4491 GL_DepthMask(false);
4492 GL_ColorMask(1,1,1,1);
4495 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4496 Vector4Set(clearcolor, 0, 0, 0, 0);
4497 GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
4498 if (r_timereport_active)
4499 R_TimeReport("prepassclearlit");
4501 R_Shadow_RenderMode_Begin();
4503 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4504 if (r_shadow_debuglight.integer >= 0)
4506 lightindex = r_shadow_debuglight.integer;
4507 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4508 if (light && (light->flags & flag) && light->rtlight.draw)
4509 R_Shadow_DrawLight(&light->rtlight);
4513 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4514 for (lightindex = 0;lightindex < range;lightindex++)
4516 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4517 if (light && (light->flags & flag) && light->rtlight.draw)
4518 R_Shadow_DrawLight(&light->rtlight);
4521 if (r_refdef.scene.rtdlight)
4522 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4523 if (r_refdef.scene.lights[lnum]->draw)
4524 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4526 R_Mesh_ResetRenderTargets();
4528 R_Shadow_RenderMode_End();
4530 if (r_timereport_active)
4531 R_TimeReport("prepasslights");
4534 void R_Shadow_DrawLightSprites(void);
4535 void R_Shadow_PrepareLights(void)
4545 if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4546 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4547 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) ||
4548 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
4549 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
4550 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
4551 R_Shadow_FreeShadowMaps();
4553 r_shadow_usingshadowmaportho = false;
4555 switch (vid.renderpath)
4557 case RENDERPATH_GL20:
4558 case RENDERPATH_D3D9:
4559 case RENDERPATH_D3D10:
4560 case RENDERPATH_D3D11:
4561 case RENDERPATH_SOFT:
4562 case RENDERPATH_GLES2:
4563 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
4565 r_shadow_usingdeferredprepass = false;
4566 if (r_shadow_prepass_width)
4567 R_Shadow_FreeDeferred();
4568 r_shadow_prepass_width = r_shadow_prepass_height = 0;
4572 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4574 R_Shadow_FreeDeferred();
4576 r_shadow_usingdeferredprepass = true;
4577 r_shadow_prepass_width = vid.width;
4578 r_shadow_prepass_height = vid.height;
4579 r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
4580 switch (vid.renderpath)
4582 case RENDERPATH_D3D9:
4583 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);
4588 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);
4589 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);
4590 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);
4592 // set up the geometry pass fbo (depth + normalmap)
4593 r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4594 R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4595 // render depth into one texture and normalmap into the other
4596 if (qglDrawBuffersARB)
4598 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4599 qglReadBuffer(GL_NONE);CHECKGLERROR
4600 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4601 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4603 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4604 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4605 r_shadow_usingdeferredprepass = false;
4609 // set up the lighting pass fbo (diffuse + specular)
4610 r_shadow_prepasslightingdiffusespecularfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4611 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4612 // render diffuse into one texture and specular into another,
4613 // with depth and normalmap bound as textures,
4614 // with depth bound as attachment as well
4615 if (qglDrawBuffersARB)
4617 qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4618 qglReadBuffer(GL_NONE);CHECKGLERROR
4619 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4620 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4622 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4623 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4624 r_shadow_usingdeferredprepass = false;
4628 // set up the lighting pass fbo (diffuse)
4629 r_shadow_prepasslightingdiffusefbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4630 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4631 // render diffuse into one texture,
4632 // with depth and normalmap bound as textures,
4633 // with depth bound as attachment as well
4634 if (qglDrawBuffersARB)
4636 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4637 qglReadBuffer(GL_NONE);CHECKGLERROR
4638 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4639 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4641 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4642 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4643 r_shadow_usingdeferredprepass = false;
4648 case RENDERPATH_GL13:
4649 case RENDERPATH_GL11:
4650 r_shadow_usingdeferredprepass = false;
4654 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);
4656 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4657 if (r_shadow_debuglight.integer >= 0)
4659 lightindex = r_shadow_debuglight.integer;
4660 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4661 if (light && (light->flags & flag))
4662 R_Shadow_PrepareLight(&light->rtlight);
4666 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4667 for (lightindex = 0;lightindex < range;lightindex++)
4669 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4670 if (light && (light->flags & flag))
4671 R_Shadow_PrepareLight(&light->rtlight);
4674 if (r_refdef.scene.rtdlight)
4676 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4677 R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4679 else if(gl_flashblend.integer)
4681 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4683 rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4684 f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4685 VectorScale(rtlight->color, f, rtlight->currentcolor);
4689 if (r_editlights.integer)
4690 R_Shadow_DrawLightSprites();
4692 R_Shadow_UpdateBounceGridTexture();
4695 void R_Shadow_DrawLights(void)
4703 R_Shadow_RenderMode_Begin();
4705 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4706 if (r_shadow_debuglight.integer >= 0)
4708 lightindex = r_shadow_debuglight.integer;
4709 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4710 if (light && (light->flags & flag))
4711 R_Shadow_DrawLight(&light->rtlight);
4715 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4716 for (lightindex = 0;lightindex < range;lightindex++)
4718 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4719 if (light && (light->flags & flag))
4720 R_Shadow_DrawLight(&light->rtlight);
4723 if (r_refdef.scene.rtdlight)
4724 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4725 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4727 R_Shadow_RenderMode_End();
4730 extern const float r_screenvertex3f[12];
4731 extern void R_SetupView(qboolean allowwaterclippingplane);
4732 extern void R_ResetViewRendering3D(void);
4733 extern void R_ResetViewRendering2D(void);
4734 extern cvar_t r_shadows;
4735 extern cvar_t r_shadows_darken;
4736 extern cvar_t r_shadows_drawafterrtlighting;
4737 extern cvar_t r_shadows_castfrombmodels;
4738 extern cvar_t r_shadows_throwdistance;
4739 extern cvar_t r_shadows_throwdirection;
4740 extern cvar_t r_shadows_focus;
4741 extern cvar_t r_shadows_shadowmapscale;
4743 void R_Shadow_PrepareModelShadows(void)
4746 float scale, size, radius, dot1, dot2;
4747 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
4748 entity_render_t *ent;
4750 if (!r_refdef.scene.numentities)
4753 switch (r_shadow_shadowmode)
4755 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4756 if (r_shadows.integer >= 2)
4759 case R_SHADOW_SHADOWMODE_STENCIL:
4760 for (i = 0;i < r_refdef.scene.numentities;i++)
4762 ent = r_refdef.scene.entities[i];
4763 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4764 R_AnimCache_GetEntity(ent, false, false);
4771 size = 2*r_shadow_shadowmapmaxsize;
4772 scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
4773 radius = 0.5f * size / scale;
4775 Math_atov(r_shadows_throwdirection.string, shadowdir);
4776 VectorNormalize(shadowdir);
4777 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4778 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4779 if (fabs(dot1) <= fabs(dot2))
4780 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4782 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4783 VectorNormalize(shadowforward);
4784 CrossProduct(shadowdir, shadowforward, shadowright);
4785 Math_atov(r_shadows_focus.string, shadowfocus);
4786 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4787 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4788 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4789 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4790 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4792 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4794 shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4795 shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4796 shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4797 shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4798 shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4799 shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4801 for (i = 0;i < r_refdef.scene.numentities;i++)
4803 ent = r_refdef.scene.entities[i];
4804 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
4806 // cast shadows from anything of the map (submodels are optional)
4807 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4808 R_AnimCache_GetEntity(ent, false, false);
4812 void R_DrawModelShadowMaps(void)
4815 float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
4816 entity_render_t *ent;
4817 vec3_t relativelightorigin;
4818 vec3_t relativelightdirection, relativeforward, relativeright;
4819 vec3_t relativeshadowmins, relativeshadowmaxs;
4820 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
4822 matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
4823 r_viewport_t viewport;
4825 float clearcolor[4];
4827 if (!r_refdef.scene.numentities)
4830 switch (r_shadow_shadowmode)
4832 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4838 R_ResetViewRendering3D();
4839 R_Shadow_RenderMode_Begin();
4840 R_Shadow_RenderMode_ActiveLight(NULL);
4842 switch (r_shadow_shadowmode)
4844 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4845 if (!r_shadow_shadowmap2dtexture)
4846 R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4847 fbo = r_shadow_fbo2d;
4848 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
4849 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
4850 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
4856 size = 2*r_shadow_shadowmapmaxsize;
4857 scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
4858 radius = 0.5f / scale;
4859 nearclip = -r_shadows_throwdistance.value;
4860 farclip = r_shadows_throwdistance.value;
4861 bias = r_shadow_shadowmapping_bias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
4863 r_shadow_shadowmap_parameters[0] = size;
4864 r_shadow_shadowmap_parameters[1] = size;
4865 r_shadow_shadowmap_parameters[2] = 1.0;
4866 r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
4868 Math_atov(r_shadows_throwdirection.string, shadowdir);
4869 VectorNormalize(shadowdir);
4870 Math_atov(r_shadows_focus.string, shadowfocus);
4871 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4872 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4873 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4874 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4875 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4876 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4877 if (fabs(dot1) <= fabs(dot2))
4878 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4880 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4881 VectorNormalize(shadowforward);
4882 VectorM(scale, shadowforward, &m[0]);
4883 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4885 m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
4886 CrossProduct(shadowdir, shadowforward, shadowright);
4887 VectorM(scale, shadowright, &m[4]);
4888 m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
4889 VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
4890 m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
4891 Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
4892 Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
4893 R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL);
4895 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4897 R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
4898 R_SetupShader_DepthOrShadow();
4899 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
4902 R_SetViewport(&viewport);
4903 GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
4904 Vector4Set(clearcolor, 1,1,1,1);
4905 // in D3D9 we have to render to a color texture shadowmap
4906 // in GL we render directly to a depth texture only
4907 if (r_shadow_shadowmap2dtexture)
4908 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4910 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4911 // render into a slightly restricted region so that the borders of the
4912 // shadowmap area fade away, rather than streaking across everything
4913 // outside the usable area
4914 GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
4918 R_Mesh_ResetRenderTargets();
4919 R_SetupShader_ShowDepth();
4920 GL_ColorMask(1,1,1,1);
4921 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4924 for (i = 0;i < r_refdef.scene.numentities;i++)
4926 ent = r_refdef.scene.entities[i];
4928 // cast shadows from anything of the map (submodels are optional)
4929 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4931 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4932 Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
4933 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4934 Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
4935 Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
4936 relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4937 relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4938 relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4939 relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4940 relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4941 relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4942 RSurf_ActiveModelEntity(ent, false, false, false);
4943 ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4944 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4951 unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
4953 qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
4955 Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
4956 Cvar_SetValueQuick(&r_test, 0);
4961 R_Shadow_RenderMode_End();
4963 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
4964 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
4965 Matrix4x4_CreateScale3(&scalematrix, size, -size, 1);
4966 Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
4967 Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
4968 Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
4970 switch (vid.renderpath)
4972 case RENDERPATH_GL11:
4973 case RENDERPATH_GL13:
4974 case RENDERPATH_GL20:
4975 case RENDERPATH_SOFT:
4976 case RENDERPATH_GLES2:
4978 case RENDERPATH_D3D9:
4979 case RENDERPATH_D3D10:
4980 case RENDERPATH_D3D11:
4981 #ifdef OPENGL_ORIENTATION
4982 r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
4983 r_shadow_shadowmapmatrix.m[0][1] *= -1.0f;
4984 r_shadow_shadowmapmatrix.m[0][2] *= -1.0f;
4985 r_shadow_shadowmapmatrix.m[0][3] *= -1.0f;
4987 r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
4988 r_shadow_shadowmapmatrix.m[1][0] *= -1.0f;
4989 r_shadow_shadowmapmatrix.m[2][0] *= -1.0f;
4990 r_shadow_shadowmapmatrix.m[3][0] *= -1.0f;
4995 r_shadow_usingshadowmaportho = true;
4996 switch (r_shadow_shadowmode)
4998 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4999 r_shadow_usingshadowmap2d = true;
5006 void R_DrawModelShadows(void)
5009 float relativethrowdistance;
5010 entity_render_t *ent;
5011 vec3_t relativelightorigin;
5012 vec3_t relativelightdirection;
5013 vec3_t relativeshadowmins, relativeshadowmaxs;
5014 vec3_t tmp, shadowdir;
5016 if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
5019 R_ResetViewRendering3D();
5020 //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5021 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5022 R_Shadow_RenderMode_Begin();
5023 R_Shadow_RenderMode_ActiveLight(NULL);
5024 r_shadow_lightscissor[0] = r_refdef.view.x;
5025 r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
5026 r_shadow_lightscissor[2] = r_refdef.view.width;
5027 r_shadow_lightscissor[3] = r_refdef.view.height;
5028 R_Shadow_RenderMode_StencilShadowVolumes(false);
5031 if (r_shadows.integer == 2)
5033 Math_atov(r_shadows_throwdirection.string, shadowdir);
5034 VectorNormalize(shadowdir);
5037 R_Shadow_ClearStencil();
5039 for (i = 0;i < r_refdef.scene.numentities;i++)
5041 ent = r_refdef.scene.entities[i];
5043 // cast shadows from anything of the map (submodels are optional)
5044 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
5046 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
5047 VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
5048 VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
5049 if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
5050 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
5053 if(ent->entitynumber != 0)
5055 if(ent->entitynumber >= MAX_EDICTS) // csqc entity
5057 // FIXME handle this
5058 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5062 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
5063 int entnum, entnum2, recursion;
5064 entnum = entnum2 = ent->entitynumber;
5065 for(recursion = 32; recursion > 0; --recursion)
5067 entnum2 = cl.entities[entnum].state_current.tagentity;
5068 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
5073 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
5075 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
5076 // transform into modelspace of OUR entity
5077 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
5078 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
5081 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5085 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5088 VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
5089 RSurf_ActiveModelEntity(ent, false, false, false);
5090 ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
5091 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
5095 // not really the right mode, but this will disable any silly stencil features
5096 R_Shadow_RenderMode_End();
5098 // set up ortho view for rendering this pass
5099 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5100 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5101 //GL_ScissorTest(true);
5102 //R_EntityMatrix(&identitymatrix);
5103 //R_Mesh_ResetTextureState();
5104 R_ResetViewRendering2D();
5106 // set up a darkening blend on shadowed areas
5107 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5108 //GL_DepthRange(0, 1);
5109 //GL_DepthTest(false);
5110 //GL_DepthMask(false);
5111 //GL_PolygonOffset(0, 0);CHECKGLERROR
5112 GL_Color(0, 0, 0, r_shadows_darken.value);
5113 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5114 //GL_DepthFunc(GL_ALWAYS);
5115 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
5117 // apply the blend to the shadowed areas
5118 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
5119 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
5120 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5122 // restore the viewport
5123 R_SetViewport(&r_refdef.view.viewport);
5125 // restore other state to normal
5126 //R_Shadow_RenderMode_End();
5129 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
5132 vec3_t centerorigin;
5134 // if it's too close, skip it
5135 if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
5137 zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
5140 if (usequery && r_numqueries + 2 <= r_maxqueries)
5142 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
5143 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
5144 // 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
5145 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
5147 switch(vid.renderpath)
5149 case RENDERPATH_GL20:
5150 case RENDERPATH_GL13:
5151 case RENDERPATH_GL11:
5152 case RENDERPATH_GLES2:
5154 // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
5155 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
5156 GL_DepthFunc(GL_ALWAYS);
5157 R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5158 R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5159 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5160 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5161 GL_DepthFunc(GL_LEQUAL);
5162 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
5163 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5164 R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5165 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5166 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5169 case RENDERPATH_D3D9:
5170 Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5172 case RENDERPATH_D3D10:
5173 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5175 case RENDERPATH_D3D11:
5176 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5178 case RENDERPATH_SOFT:
5179 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5183 rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
5186 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5188 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
5191 GLint allpixels = 0, visiblepixels = 0;
5192 // now we have to check the query result
5193 if (rtlight->corona_queryindex_visiblepixels)
5195 switch(vid.renderpath)
5197 case RENDERPATH_GL20:
5198 case RENDERPATH_GL13:
5199 case RENDERPATH_GL11:
5200 case RENDERPATH_GLES2:
5202 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
5203 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
5206 case RENDERPATH_D3D9:
5207 Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5209 case RENDERPATH_D3D10:
5210 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5212 case RENDERPATH_D3D11:
5213 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5215 case RENDERPATH_SOFT:
5216 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5219 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
5220 if (visiblepixels < 1 || allpixels < 1)
5222 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
5223 cscale *= rtlight->corona_visibility;
5227 // FIXME: these traces should scan all render entities instead of cl.world
5228 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
5231 VectorScale(rtlight->currentcolor, cscale, color);
5232 if (VectorLength(color) > (1.0f / 256.0f))
5235 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
5238 VectorNegate(color, color);
5239 switch(vid.renderpath)
5241 case RENDERPATH_GL11:
5242 case RENDERPATH_GL13:
5243 case RENDERPATH_GL20:
5244 case RENDERPATH_GLES2:
5245 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
5247 case RENDERPATH_D3D9:
5249 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
5252 case RENDERPATH_D3D10:
5253 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5255 case RENDERPATH_D3D11:
5256 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5258 case RENDERPATH_SOFT:
5259 DPSOFTRAST_BlendSubtract(true);
5263 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5264 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);
5265 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5268 switch(vid.renderpath)
5270 case RENDERPATH_GL11:
5271 case RENDERPATH_GL13:
5272 case RENDERPATH_GL20:
5273 case RENDERPATH_GLES2:
5274 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
5276 case RENDERPATH_D3D9:
5278 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
5281 case RENDERPATH_D3D10:
5282 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5284 case RENDERPATH_D3D11:
5285 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5287 case RENDERPATH_SOFT:
5288 DPSOFTRAST_BlendSubtract(false);
5295 void R_Shadow_DrawCoronas(void)
5298 qboolean usequery = false;
5303 if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
5305 if (r_waterstate.renderingscene)
5307 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
5308 R_EntityMatrix(&identitymatrix);
5310 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5312 // check occlusion of coronas
5313 // use GL_ARB_occlusion_query if available
5314 // otherwise use raytraces
5316 switch (vid.renderpath)
5318 case RENDERPATH_GL11:
5319 case RENDERPATH_GL13:
5320 case RENDERPATH_GL20:
5321 case RENDERPATH_GLES2:
5322 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
5325 GL_ColorMask(0,0,0,0);
5326 if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
5327 if (r_maxqueries < MAX_OCCLUSION_QUERIES)
5330 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
5331 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
5333 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
5336 RSurf_ActiveWorldEntity();
5337 GL_BlendFunc(GL_ONE, GL_ZERO);
5338 GL_CullFace(GL_NONE);
5339 GL_DepthMask(false);
5340 GL_DepthRange(0, 1);
5341 GL_PolygonOffset(0, 0);
5343 R_Mesh_ResetTextureState();
5344 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
5347 case RENDERPATH_D3D9:
5349 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5351 case RENDERPATH_D3D10:
5352 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5354 case RENDERPATH_D3D11:
5355 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5357 case RENDERPATH_SOFT:
5359 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5362 for (lightindex = 0;lightindex < range;lightindex++)
5364 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5367 rtlight = &light->rtlight;
5368 rtlight->corona_visibility = 0;
5369 rtlight->corona_queryindex_visiblepixels = 0;
5370 rtlight->corona_queryindex_allpixels = 0;
5371 if (!(rtlight->flags & flag))
5373 if (rtlight->corona <= 0)
5375 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
5377 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5379 for (i = 0;i < r_refdef.scene.numlights;i++)
5381 rtlight = r_refdef.scene.lights[i];
5382 rtlight->corona_visibility = 0;
5383 rtlight->corona_queryindex_visiblepixels = 0;
5384 rtlight->corona_queryindex_allpixels = 0;
5385 if (!(rtlight->flags & flag))
5387 if (rtlight->corona <= 0)
5389 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5392 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5394 // now draw the coronas using the query data for intensity info
5395 for (lightindex = 0;lightindex < range;lightindex++)
5397 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5400 rtlight = &light->rtlight;
5401 if (rtlight->corona_visibility <= 0)
5403 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5405 for (i = 0;i < r_refdef.scene.numlights;i++)
5407 rtlight = r_refdef.scene.lights[i];
5408 if (rtlight->corona_visibility <= 0)
5410 if (gl_flashblend.integer)
5411 R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
5413 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5419 dlight_t *R_Shadow_NewWorldLight(void)
5421 return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
5424 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)
5427 // validate parameters
5428 if (style < 0 || style >= MAX_LIGHTSTYLES)
5430 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
5436 // copy to light properties
5437 VectorCopy(origin, light->origin);
5438 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
5439 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
5440 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
5442 light->color[0] = max(color[0], 0);
5443 light->color[1] = max(color[1], 0);
5444 light->color[2] = max(color[2], 0);
5446 light->color[0] = color[0];
5447 light->color[1] = color[1];
5448 light->color[2] = color[2];
5449 light->radius = max(radius, 0);
5450 light->style = style;
5451 light->shadow = shadowenable;
5452 light->corona = corona;
5453 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
5454 light->coronasizescale = coronasizescale;
5455 light->ambientscale = ambientscale;
5456 light->diffusescale = diffusescale;
5457 light->specularscale = specularscale;
5458 light->flags = flags;
5460 // update renderable light data
5461 Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
5462 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);
5465 void R_Shadow_FreeWorldLight(dlight_t *light)
5467 if (r_shadow_selectedlight == light)
5468 r_shadow_selectedlight = NULL;
5469 R_RTLight_Uncompile(&light->rtlight);
5470 Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
5473 void R_Shadow_ClearWorldLights(void)
5477 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5478 for (lightindex = 0;lightindex < range;lightindex++)
5480 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5482 R_Shadow_FreeWorldLight(light);
5484 r_shadow_selectedlight = NULL;
5487 void R_Shadow_SelectLight(dlight_t *light)
5489 if (r_shadow_selectedlight)
5490 r_shadow_selectedlight->selected = false;
5491 r_shadow_selectedlight = light;
5492 if (r_shadow_selectedlight)
5493 r_shadow_selectedlight->selected = true;
5496 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5498 // this is never batched (there can be only one)
5500 R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
5501 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5502 R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5505 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5510 skinframe_t *skinframe;
5513 // this is never batched (due to the ent parameter changing every time)
5514 // so numsurfaces == 1 and surfacelist[0] == lightnumber
5515 const dlight_t *light = (dlight_t *)ent;
5518 R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
5521 VectorScale(light->color, intensity, spritecolor);
5522 if (VectorLength(spritecolor) < 0.1732f)
5523 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
5524 if (VectorLength(spritecolor) > 1.0f)
5525 VectorNormalize(spritecolor);
5527 // draw light sprite
5528 if (light->cubemapname[0] && !light->shadow)
5529 skinframe = r_editlights_sprcubemapnoshadowlight;
5530 else if (light->cubemapname[0])
5531 skinframe = r_editlights_sprcubemaplight;
5532 else if (!light->shadow)
5533 skinframe = r_editlights_sprnoshadowlight;
5535 skinframe = r_editlights_sprlight;
5537 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);
5538 R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5540 // draw selection sprite if light is selected
5541 if (light->selected)
5543 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5544 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5545 // VorteX todo: add normalmode/realtime mode light overlay sprites?
5549 void R_Shadow_DrawLightSprites(void)
5553 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5554 for (lightindex = 0;lightindex < range;lightindex++)
5556 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5558 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
5560 if (!r_editlights_lockcursor)
5561 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
5564 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
5569 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
5570 if (lightindex >= range)
5572 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5575 rtlight = &light->rtlight;
5576 //if (!(rtlight->flags & flag))
5578 VectorCopy(rtlight->shadoworigin, origin);
5579 *radius = rtlight->radius;
5580 VectorCopy(rtlight->color, color);
5584 void R_Shadow_SelectLightInView(void)
5586 float bestrating, rating, temp[3];
5590 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5594 if (r_editlights_lockcursor)
5596 for (lightindex = 0;lightindex < range;lightindex++)
5598 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5601 VectorSubtract(light->origin, r_refdef.view.origin, temp);
5602 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
5605 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
5606 if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1.0f)
5608 bestrating = rating;
5613 R_Shadow_SelectLight(best);
5616 void R_Shadow_LoadWorldLights(void)
5618 int n, a, style, shadow, flags;
5619 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
5620 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
5621 if (cl.worldmodel == NULL)
5623 Con_Print("No map loaded.\n");
5626 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5627 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5637 for (;COM_Parse(t, true) && strcmp(
5638 if (COM_Parse(t, true))
5640 if (com_token[0] == '!')
5643 origin[0] = atof(com_token+1);
5646 origin[0] = atof(com_token);
5651 while (*s && *s != '\n' && *s != '\r')
5657 // check for modifier flags
5664 #if _MSC_VER >= 1400
5665 #define sscanf sscanf_s
5667 cubemapname[sizeof(cubemapname)-1] = 0;
5668 #if MAX_QPATH != 128
5669 #error update this code if MAX_QPATH changes
5671 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
5672 #if _MSC_VER >= 1400
5673 , sizeof(cubemapname)
5675 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
5678 flags = LIGHTFLAG_REALTIMEMODE;
5686 coronasizescale = 0.25f;
5688 VectorClear(angles);
5691 if (a < 9 || !strcmp(cubemapname, "\"\""))
5693 // remove quotes on cubemapname
5694 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
5697 namelen = strlen(cubemapname) - 2;
5698 memmove(cubemapname, cubemapname + 1, namelen);
5699 cubemapname[namelen] = '\0';
5703 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);
5706 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5714 Con_Printf("invalid rtlights file \"%s\"\n", name);
5715 Mem_Free(lightsstring);
5719 void R_Shadow_SaveWorldLights(void)
5723 size_t bufchars, bufmaxchars;
5725 char name[MAX_QPATH];
5726 char line[MAX_INPUTLINE];
5727 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
5728 // I hate lines which are 3 times my screen size :( --blub
5731 if (cl.worldmodel == NULL)
5733 Con_Print("No map loaded.\n");
5736 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5737 bufchars = bufmaxchars = 0;
5739 for (lightindex = 0;lightindex < range;lightindex++)
5741 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5744 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5745 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);
5746 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5747 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]);
5749 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);
5750 if (bufchars + strlen(line) > bufmaxchars)
5752 bufmaxchars = bufchars + strlen(line) + 2048;
5754 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5758 memcpy(buf, oldbuf, bufchars);
5764 memcpy(buf + bufchars, line, strlen(line));
5765 bufchars += strlen(line);
5769 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5774 void R_Shadow_LoadLightsFile(void)
5777 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5778 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5779 if (cl.worldmodel == NULL)
5781 Con_Print("No map loaded.\n");
5784 dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
5785 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5793 while (*s && *s != '\n' && *s != '\r')
5799 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);
5803 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);
5806 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5807 radius = bound(15, radius, 4096);
5808 VectorScale(color, (2.0f / (8388608.0f)), color);
5809 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5817 Con_Printf("invalid lights file \"%s\"\n", name);
5818 Mem_Free(lightsstring);
5822 // tyrlite/hmap2 light types in the delay field
5823 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5825 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5837 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5838 char key[256], value[MAX_INPUTLINE];
5840 if (cl.worldmodel == NULL)
5842 Con_Print("No map loaded.\n");
5845 // try to load a .ent file first
5846 dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
5847 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5848 // and if that is not found, fall back to the bsp file entity string
5850 data = cl.worldmodel->brush.entities;
5853 for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5855 type = LIGHTTYPE_MINUSX;
5856 origin[0] = origin[1] = origin[2] = 0;
5857 originhack[0] = originhack[1] = originhack[2] = 0;
5858 angles[0] = angles[1] = angles[2] = 0;
5859 color[0] = color[1] = color[2] = 1;
5860 light[0] = light[1] = light[2] = 1;light[3] = 300;
5861 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5871 if (!COM_ParseToken_Simple(&data, false, false))
5873 if (com_token[0] == '}')
5874 break; // end of entity
5875 if (com_token[0] == '_')
5876 strlcpy(key, com_token + 1, sizeof(key));
5878 strlcpy(key, com_token, sizeof(key));
5879 while (key[strlen(key)-1] == ' ') // remove trailing spaces
5880 key[strlen(key)-1] = 0;
5881 if (!COM_ParseToken_Simple(&data, false, false))
5883 strlcpy(value, com_token, sizeof(value));
5885 // now that we have the key pair worked out...
5886 if (!strcmp("light", key))
5888 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5892 light[0] = vec[0] * (1.0f / 256.0f);
5893 light[1] = vec[0] * (1.0f / 256.0f);
5894 light[2] = vec[0] * (1.0f / 256.0f);
5900 light[0] = vec[0] * (1.0f / 255.0f);
5901 light[1] = vec[1] * (1.0f / 255.0f);
5902 light[2] = vec[2] * (1.0f / 255.0f);
5906 else if (!strcmp("delay", key))
5908 else if (!strcmp("origin", key))
5909 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5910 else if (!strcmp("angle", key))
5911 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5912 else if (!strcmp("angles", key))
5913 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5914 else if (!strcmp("color", key))
5915 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5916 else if (!strcmp("wait", key))
5917 fadescale = atof(value);
5918 else if (!strcmp("classname", key))
5920 if (!strncmp(value, "light", 5))
5923 if (!strcmp(value, "light_fluoro"))
5928 overridecolor[0] = 1;
5929 overridecolor[1] = 1;
5930 overridecolor[2] = 1;
5932 if (!strcmp(value, "light_fluorospark"))
5937 overridecolor[0] = 1;
5938 overridecolor[1] = 1;
5939 overridecolor[2] = 1;
5941 if (!strcmp(value, "light_globe"))
5946 overridecolor[0] = 1;
5947 overridecolor[1] = 0.8;
5948 overridecolor[2] = 0.4;
5950 if (!strcmp(value, "light_flame_large_yellow"))
5955 overridecolor[0] = 1;
5956 overridecolor[1] = 0.5;
5957 overridecolor[2] = 0.1;
5959 if (!strcmp(value, "light_flame_small_yellow"))
5964 overridecolor[0] = 1;
5965 overridecolor[1] = 0.5;
5966 overridecolor[2] = 0.1;
5968 if (!strcmp(value, "light_torch_small_white"))
5973 overridecolor[0] = 1;
5974 overridecolor[1] = 0.5;
5975 overridecolor[2] = 0.1;
5977 if (!strcmp(value, "light_torch_small_walltorch"))
5982 overridecolor[0] = 1;
5983 overridecolor[1] = 0.5;
5984 overridecolor[2] = 0.1;
5988 else if (!strcmp("style", key))
5989 style = atoi(value);
5990 else if (!strcmp("skin", key))
5991 skin = (int)atof(value);
5992 else if (!strcmp("pflags", key))
5993 pflags = (int)atof(value);
5994 //else if (!strcmp("effects", key))
5995 // effects = (int)atof(value);
5996 else if (cl.worldmodel->type == mod_brushq3)
5998 if (!strcmp("scale", key))
5999 lightscale = atof(value);
6000 if (!strcmp("fade", key))
6001 fadescale = atof(value);
6006 if (lightscale <= 0)
6010 if (color[0] == color[1] && color[0] == color[2])
6012 color[0] *= overridecolor[0];
6013 color[1] *= overridecolor[1];
6014 color[2] *= overridecolor[2];
6016 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
6017 color[0] = color[0] * light[0];
6018 color[1] = color[1] * light[1];
6019 color[2] = color[2] * light[2];
6022 case LIGHTTYPE_MINUSX:
6024 case LIGHTTYPE_RECIPX:
6026 VectorScale(color, (1.0f / 16.0f), color);
6028 case LIGHTTYPE_RECIPXX:
6030 VectorScale(color, (1.0f / 16.0f), color);
6033 case LIGHTTYPE_NONE:
6037 case LIGHTTYPE_MINUSXX:
6040 VectorAdd(origin, originhack, origin);
6042 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);
6045 Mem_Free(entfiledata);
6049 void R_Shadow_SetCursorLocationForView(void)
6052 vec3_t dest, endpos;
6054 VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
6055 trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true);
6056 if (trace.fraction < 1)
6058 dist = trace.fraction * r_editlights_cursordistance.value;
6059 push = r_editlights_cursorpushback.value;
6063 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
6064 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
6068 VectorClear( endpos );
6070 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6071 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6072 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6075 void R_Shadow_UpdateWorldLightSelection(void)
6077 if (r_editlights.integer)
6079 R_Shadow_SetCursorLocationForView();
6080 R_Shadow_SelectLightInView();
6083 R_Shadow_SelectLight(NULL);
6086 void R_Shadow_EditLights_Clear_f(void)
6088 R_Shadow_ClearWorldLights();
6091 void R_Shadow_EditLights_Reload_f(void)
6095 strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
6096 R_Shadow_ClearWorldLights();
6097 R_Shadow_LoadWorldLights();
6098 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6100 R_Shadow_LoadLightsFile();
6101 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6102 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6106 void R_Shadow_EditLights_Save_f(void)
6110 R_Shadow_SaveWorldLights();
6113 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
6115 R_Shadow_ClearWorldLights();
6116 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6119 void R_Shadow_EditLights_ImportLightsFile_f(void)
6121 R_Shadow_ClearWorldLights();
6122 R_Shadow_LoadLightsFile();
6125 void R_Shadow_EditLights_Spawn_f(void)
6128 if (!r_editlights.integer)
6130 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6133 if (Cmd_Argc() != 1)
6135 Con_Print("r_editlights_spawn does not take parameters\n");
6138 color[0] = color[1] = color[2] = 1;
6139 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
6142 void R_Shadow_EditLights_Edit_f(void)
6144 vec3_t origin, angles, color;
6145 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
6146 int style, shadows, flags, normalmode, realtimemode;
6147 char cubemapname[MAX_INPUTLINE];
6148 if (!r_editlights.integer)
6150 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6153 if (!r_shadow_selectedlight)
6155 Con_Print("No selected light.\n");
6158 VectorCopy(r_shadow_selectedlight->origin, origin);
6159 VectorCopy(r_shadow_selectedlight->angles, angles);
6160 VectorCopy(r_shadow_selectedlight->color, color);
6161 radius = r_shadow_selectedlight->radius;
6162 style = r_shadow_selectedlight->style;
6163 if (r_shadow_selectedlight->cubemapname)
6164 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
6167 shadows = r_shadow_selectedlight->shadow;
6168 corona = r_shadow_selectedlight->corona;
6169 coronasizescale = r_shadow_selectedlight->coronasizescale;
6170 ambientscale = r_shadow_selectedlight->ambientscale;
6171 diffusescale = r_shadow_selectedlight->diffusescale;
6172 specularscale = r_shadow_selectedlight->specularscale;
6173 flags = r_shadow_selectedlight->flags;
6174 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
6175 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
6176 if (!strcmp(Cmd_Argv(1), "origin"))
6178 if (Cmd_Argc() != 5)
6180 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6183 origin[0] = atof(Cmd_Argv(2));
6184 origin[1] = atof(Cmd_Argv(3));
6185 origin[2] = atof(Cmd_Argv(4));
6187 else if (!strcmp(Cmd_Argv(1), "originscale"))
6189 if (Cmd_Argc() != 5)
6191 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6194 origin[0] *= atof(Cmd_Argv(2));
6195 origin[1] *= atof(Cmd_Argv(3));
6196 origin[2] *= atof(Cmd_Argv(4));
6198 else if (!strcmp(Cmd_Argv(1), "originx"))
6200 if (Cmd_Argc() != 3)
6202 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6205 origin[0] = atof(Cmd_Argv(2));
6207 else if (!strcmp(Cmd_Argv(1), "originy"))
6209 if (Cmd_Argc() != 3)
6211 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6214 origin[1] = atof(Cmd_Argv(2));
6216 else if (!strcmp(Cmd_Argv(1), "originz"))
6218 if (Cmd_Argc() != 3)
6220 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6223 origin[2] = atof(Cmd_Argv(2));
6225 else if (!strcmp(Cmd_Argv(1), "move"))
6227 if (Cmd_Argc() != 5)
6229 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6232 origin[0] += atof(Cmd_Argv(2));
6233 origin[1] += atof(Cmd_Argv(3));
6234 origin[2] += atof(Cmd_Argv(4));
6236 else if (!strcmp(Cmd_Argv(1), "movex"))
6238 if (Cmd_Argc() != 3)
6240 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6243 origin[0] += atof(Cmd_Argv(2));
6245 else if (!strcmp(Cmd_Argv(1), "movey"))
6247 if (Cmd_Argc() != 3)
6249 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6252 origin[1] += atof(Cmd_Argv(2));
6254 else if (!strcmp(Cmd_Argv(1), "movez"))
6256 if (Cmd_Argc() != 3)
6258 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6261 origin[2] += atof(Cmd_Argv(2));
6263 else if (!strcmp(Cmd_Argv(1), "angles"))
6265 if (Cmd_Argc() != 5)
6267 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6270 angles[0] = atof(Cmd_Argv(2));
6271 angles[1] = atof(Cmd_Argv(3));
6272 angles[2] = atof(Cmd_Argv(4));
6274 else if (!strcmp(Cmd_Argv(1), "anglesx"))
6276 if (Cmd_Argc() != 3)
6278 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6281 angles[0] = atof(Cmd_Argv(2));
6283 else if (!strcmp(Cmd_Argv(1), "anglesy"))
6285 if (Cmd_Argc() != 3)
6287 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6290 angles[1] = atof(Cmd_Argv(2));
6292 else if (!strcmp(Cmd_Argv(1), "anglesz"))
6294 if (Cmd_Argc() != 3)
6296 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6299 angles[2] = atof(Cmd_Argv(2));
6301 else if (!strcmp(Cmd_Argv(1), "color"))
6303 if (Cmd_Argc() != 5)
6305 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
6308 color[0] = atof(Cmd_Argv(2));
6309 color[1] = atof(Cmd_Argv(3));
6310 color[2] = atof(Cmd_Argv(4));
6312 else if (!strcmp(Cmd_Argv(1), "radius"))
6314 if (Cmd_Argc() != 3)
6316 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6319 radius = atof(Cmd_Argv(2));
6321 else if (!strcmp(Cmd_Argv(1), "colorscale"))
6323 if (Cmd_Argc() == 3)
6325 double scale = atof(Cmd_Argv(2));
6332 if (Cmd_Argc() != 5)
6334 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
6337 color[0] *= atof(Cmd_Argv(2));
6338 color[1] *= atof(Cmd_Argv(3));
6339 color[2] *= atof(Cmd_Argv(4));
6342 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
6344 if (Cmd_Argc() != 3)
6346 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6349 radius *= atof(Cmd_Argv(2));
6351 else if (!strcmp(Cmd_Argv(1), "style"))
6353 if (Cmd_Argc() != 3)
6355 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6358 style = atoi(Cmd_Argv(2));
6360 else if (!strcmp(Cmd_Argv(1), "cubemap"))
6364 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6367 if (Cmd_Argc() == 3)
6368 strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
6372 else if (!strcmp(Cmd_Argv(1), "shadows"))
6374 if (Cmd_Argc() != 3)
6376 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6379 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6381 else if (!strcmp(Cmd_Argv(1), "corona"))
6383 if (Cmd_Argc() != 3)
6385 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6388 corona = atof(Cmd_Argv(2));
6390 else if (!strcmp(Cmd_Argv(1), "coronasize"))
6392 if (Cmd_Argc() != 3)
6394 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6397 coronasizescale = atof(Cmd_Argv(2));
6399 else if (!strcmp(Cmd_Argv(1), "ambient"))
6401 if (Cmd_Argc() != 3)
6403 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6406 ambientscale = atof(Cmd_Argv(2));
6408 else if (!strcmp(Cmd_Argv(1), "diffuse"))
6410 if (Cmd_Argc() != 3)
6412 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6415 diffusescale = atof(Cmd_Argv(2));
6417 else if (!strcmp(Cmd_Argv(1), "specular"))
6419 if (Cmd_Argc() != 3)
6421 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6424 specularscale = atof(Cmd_Argv(2));
6426 else if (!strcmp(Cmd_Argv(1), "normalmode"))
6428 if (Cmd_Argc() != 3)
6430 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6433 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6435 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
6437 if (Cmd_Argc() != 3)
6439 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6442 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6446 Con_Print("usage: r_editlights_edit [property] [value]\n");
6447 Con_Print("Selected light's properties:\n");
6448 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
6449 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
6450 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
6451 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
6452 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
6453 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
6454 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
6455 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
6456 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
6457 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
6458 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
6459 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
6460 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
6461 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
6464 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
6465 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
6468 void R_Shadow_EditLights_EditAll_f(void)
6471 dlight_t *light, *oldselected;
6474 if (!r_editlights.integer)
6476 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
6480 oldselected = r_shadow_selectedlight;
6481 // EditLights doesn't seem to have a "remove" command or something so:
6482 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6483 for (lightindex = 0;lightindex < range;lightindex++)
6485 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6488 R_Shadow_SelectLight(light);
6489 R_Shadow_EditLights_Edit_f();
6491 // return to old selected (to not mess editing once selection is locked)
6492 R_Shadow_SelectLight(oldselected);
6495 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
6497 int lightnumber, lightcount;
6498 size_t lightindex, range;
6502 if (!r_editlights.integer)
6504 x = vid_conwidth.value - 240;
6506 DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
6509 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6510 for (lightindex = 0;lightindex < range;lightindex++)
6512 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6515 if (light == r_shadow_selectedlight)
6516 lightnumber = lightindex;
6519 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;
6520 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;
6522 if (r_shadow_selectedlight == NULL)
6524 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;
6525 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;
6526 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;
6527 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;
6528 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;
6529 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;
6530 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;
6531 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;
6532 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;
6533 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;
6534 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;
6535 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;
6536 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;
6537 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;
6538 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;
6541 void R_Shadow_EditLights_ToggleShadow_f(void)
6543 if (!r_editlights.integer)
6545 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6548 if (!r_shadow_selectedlight)
6550 Con_Print("No selected light.\n");
6553 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);
6556 void R_Shadow_EditLights_ToggleCorona_f(void)
6558 if (!r_editlights.integer)
6560 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6563 if (!r_shadow_selectedlight)
6565 Con_Print("No selected light.\n");
6568 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);
6571 void R_Shadow_EditLights_Remove_f(void)
6573 if (!r_editlights.integer)
6575 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
6578 if (!r_shadow_selectedlight)
6580 Con_Print("No selected light.\n");
6583 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
6584 r_shadow_selectedlight = NULL;
6587 void R_Shadow_EditLights_Help_f(void)
6590 "Documentation on r_editlights system:\n"
6592 "r_editlights : enable/disable editing mode\n"
6593 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
6594 "r_editlights_cursorpushback : push back cursor this far from surface\n"
6595 "r_editlights_cursorpushoff : push cursor off surface this far\n"
6596 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
6597 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
6599 "r_editlights_help : this help\n"
6600 "r_editlights_clear : remove all lights\n"
6601 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
6602 "r_editlights_lock : lock selection to current light, if already locked - unlock\n"
6603 "r_editlights_save : save to .rtlights file\n"
6604 "r_editlights_spawn : create a light with default settings\n"
6605 "r_editlights_edit command : edit selected light - more documentation below\n"
6606 "r_editlights_remove : remove selected light\n"
6607 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
6608 "r_editlights_importlightentitiesfrommap : reload light entities\n"
6609 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
6611 "origin x y z : set light location\n"
6612 "originx x: set x component of light location\n"
6613 "originy y: set y component of light location\n"
6614 "originz z: set z component of light location\n"
6615 "move x y z : adjust light location\n"
6616 "movex x: adjust x component of light location\n"
6617 "movey y: adjust y component of light location\n"
6618 "movez z: adjust z component of light location\n"
6619 "angles x y z : set light angles\n"
6620 "anglesx x: set x component of light angles\n"
6621 "anglesy y: set y component of light angles\n"
6622 "anglesz z: set z component of light angles\n"
6623 "color r g b : set color of light (can be brighter than 1 1 1)\n"
6624 "radius radius : set radius (size) of light\n"
6625 "colorscale grey : multiply color of light (1 does nothing)\n"
6626 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
6627 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
6628 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
6629 "originscale x y z : multiply origin of light (1 1 1 does nothing)\n"
6630 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
6631 "cubemap basename : set filter cubemap of light (not yet supported)\n"
6632 "shadows 1/0 : turn on/off shadows\n"
6633 "corona n : set corona intensity\n"
6634 "coronasize n : set corona size (0-1)\n"
6635 "ambient n : set ambient intensity (0-1)\n"
6636 "diffuse n : set diffuse intensity (0-1)\n"
6637 "specular n : set specular intensity (0-1)\n"
6638 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
6639 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
6640 "<nothing> : print light properties to console\n"
6644 void R_Shadow_EditLights_CopyInfo_f(void)
6646 if (!r_editlights.integer)
6648 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
6651 if (!r_shadow_selectedlight)
6653 Con_Print("No selected light.\n");
6656 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
6657 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
6658 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
6659 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
6660 if (r_shadow_selectedlight->cubemapname)
6661 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
6663 r_shadow_bufferlight.cubemapname[0] = 0;
6664 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
6665 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
6666 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
6667 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
6668 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
6669 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
6670 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
6673 void R_Shadow_EditLights_PasteInfo_f(void)
6675 if (!r_editlights.integer)
6677 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
6680 if (!r_shadow_selectedlight)
6682 Con_Print("No selected light.\n");
6685 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);
6688 void R_Shadow_EditLights_Lock_f(void)
6690 if (!r_editlights.integer)
6692 Con_Print("Cannot lock on light when not in editing mode. Set r_editlights to 1.\n");
6695 if (r_editlights_lockcursor)
6697 r_editlights_lockcursor = false;
6700 if (!r_shadow_selectedlight)
6702 Con_Print("No selected light to lock on.\n");
6705 r_editlights_lockcursor = true;
6708 void R_Shadow_EditLights_Init(void)
6710 Cvar_RegisterVariable(&r_editlights);
6711 Cvar_RegisterVariable(&r_editlights_cursordistance);
6712 Cvar_RegisterVariable(&r_editlights_cursorpushback);
6713 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
6714 Cvar_RegisterVariable(&r_editlights_cursorgrid);
6715 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
6716 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
6717 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
6718 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)");
6719 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
6720 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
6721 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
6722 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)");
6723 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
6724 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
6725 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
6726 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
6727 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
6728 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
6729 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)");
6730 Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
6736 =============================================================================
6740 =============================================================================
6743 void R_LightPoint(vec3_t color, const vec3_t p, const int flags)
6745 int i, numlights, flag;
6746 float f, relativepoint[3], dist, dist2, lightradius2;
6753 if (r_fullbright.integer)
6755 VectorSet(color, 1, 1, 1);
6759 if (flags & LP_LIGHTMAP)
6761 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6763 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n);
6764 color[0] += r_refdef.scene.ambient + diffuse[0];
6765 color[1] += r_refdef.scene.ambient + diffuse[1];
6766 color[2] += r_refdef.scene.ambient + diffuse[2];
6769 VectorSet(color, 1, 1, 1);
6771 if (flags & LP_RTWORLD)
6773 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6774 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6775 for (i = 0; i < numlights; i++)
6777 dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6780 light = &dlight->rtlight;
6781 if (!(light->flags & flag))
6784 lightradius2 = light->radius * light->radius;
6785 VectorSubtract(light->shadoworigin, p, relativepoint);
6786 dist2 = VectorLength2(relativepoint);
6787 if (dist2 >= lightradius2)
6789 dist = sqrt(dist2) / light->radius;
6790 f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6793 // todo: add to both ambient and diffuse
6794 if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6795 VectorMA(color, f, light->currentcolor, color);
6798 if (flags & LP_DYNLIGHT)
6801 for (i = 0;i < r_refdef.scene.numlights;i++)
6803 light = r_refdef.scene.lights[i];
6805 lightradius2 = light->radius * light->radius;
6806 VectorSubtract(light->shadoworigin, p, relativepoint);
6807 dist2 = VectorLength2(relativepoint);
6808 if (dist2 >= lightradius2)
6810 dist = sqrt(dist2) / light->radius;
6811 f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6814 // todo: add to both ambient and diffuse
6815 if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6816 VectorMA(color, f, light->color, color);
6821 void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
6823 int i, numlights, flag;
6826 float relativepoint[3];
6835 if (r_fullbright.integer)
6837 VectorSet(ambient, 1, 1, 1);
6838 VectorClear(diffuse);
6839 VectorClear(lightdir);
6843 if (flags == LP_LIGHTMAP)
6845 VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6846 VectorClear(diffuse);
6847 VectorClear(lightdir);
6848 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6849 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
6853 memset(sample, 0, sizeof(sample));
6854 VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6856 if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6859 VectorClear(tempambient);
6861 VectorClear(relativepoint);
6862 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
6863 VectorScale(tempambient, r_refdef.lightmapintensity, tempambient);
6864 VectorScale(color, r_refdef.lightmapintensity, color);
6865 VectorAdd(sample, tempambient, sample);
6866 VectorMA(sample , 0.5f , color, sample );
6867 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6868 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6869 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6870 // calculate a weighted average light direction as well
6871 intensity = VectorLength(color);
6872 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6875 if (flags & LP_RTWORLD)
6877 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6878 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6879 for (i = 0; i < numlights; i++)
6881 dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6884 light = &dlight->rtlight;
6885 if (!(light->flags & flag))
6888 lightradius2 = light->radius * light->radius;
6889 VectorSubtract(light->shadoworigin, p, relativepoint);
6890 dist2 = VectorLength2(relativepoint);
6891 if (dist2 >= lightradius2)
6893 dist = sqrt(dist2) / light->radius;
6894 intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
6895 if (intensity <= 0.0f)
6897 if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6899 // scale down intensity to add to both ambient and diffuse
6900 //intensity *= 0.5f;
6901 VectorNormalize(relativepoint);
6902 VectorScale(light->currentcolor, intensity, color);
6903 VectorMA(sample , 0.5f , color, sample );
6904 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6905 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6906 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6907 // calculate a weighted average light direction as well
6908 intensity *= VectorLength(color);
6909 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6913 if (flags & LP_DYNLIGHT)
6916 for (i = 0;i < r_refdef.scene.numlights;i++)
6918 light = r_refdef.scene.lights[i];
6920 lightradius2 = light->radius * light->radius;
6921 VectorSubtract(light->shadoworigin, p, relativepoint);
6922 dist2 = VectorLength2(relativepoint);
6923 if (dist2 >= lightradius2)
6925 dist = sqrt(dist2) / light->radius;
6926 intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
6927 if (intensity <= 0.0f)
6929 if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6931 // scale down intensity to add to both ambient and diffuse
6932 //intensity *= 0.5f;
6933 VectorNormalize(relativepoint);
6934 VectorScale(light->currentcolor, intensity, color);
6935 VectorMA(sample , 0.5f , color, sample );
6936 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6937 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6938 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6939 // calculate a weighted average light direction as well
6940 intensity *= VectorLength(color);
6941 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6945 // calculate the direction we'll use to reduce the sample to a directional light source
6946 VectorCopy(sample + 12, dir);
6947 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
6948 VectorNormalize(dir);
6949 // extract the diffuse color along the chosen direction and scale it
6950 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
6951 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
6952 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
6953 // subtract some of diffuse from ambient
6954 VectorMA(sample, -0.333f, diffuse, ambient);
6955 // store the normalized lightdir
6956 VectorCopy(dir, lightdir);