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"
143 extern void R_Shadow_EditLights_Init(void);
145 typedef enum r_shadow_rendermode_e
147 R_SHADOW_RENDERMODE_NONE,
148 R_SHADOW_RENDERMODE_STENCIL,
149 R_SHADOW_RENDERMODE_STENCILTWOSIDE,
150 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
151 R_SHADOW_RENDERMODE_LIGHT_DOT3,
152 R_SHADOW_RENDERMODE_LIGHT_GLSL,
153 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
154 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
156 r_shadow_rendermode_t;
158 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
159 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
160 r_shadow_rendermode_t r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_NONE;
162 mempool_t *r_shadow_mempool;
164 int maxshadowelements;
178 int r_shadow_buffer_numleafpvsbytes;
179 unsigned char *r_shadow_buffer_leafpvs;
180 int *r_shadow_buffer_leaflist;
182 int r_shadow_buffer_numsurfacepvsbytes;
183 unsigned char *r_shadow_buffer_surfacepvs;
184 int *r_shadow_buffer_surfacelist;
186 rtexturepool_t *r_shadow_texturepool;
187 rtexture_t *r_shadow_attenuation2dtexture;
188 rtexture_t *r_shadow_attenuation3dtexture;
190 // lights are reloaded when this changes
191 char r_shadow_mapname[MAX_QPATH];
193 // used only for light filters (cubemaps)
194 rtexturepool_t *r_shadow_filters_texturepool;
196 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"};
197 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"};
198 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
199 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)"};
200 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
201 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
202 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5", "changes attenuation texture generation (does not affect r_shadow_glsl lighting)"};
203 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1", "changes attenuation texture generation (does not affect r_shadow_glsl lighting)"};
204 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
205 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
206 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
207 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
208 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
209 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal culling optimizations on dynamic lights (slow! you probably don't want this!)"};
210 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)"};
211 cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1", "enables shadows from dynamic lights when using full world lighting"};
212 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"};
213 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
214 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
215 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"};
216 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)"};
217 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
218 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_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)"};
219 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_shadow_glsl lighting)"};
220 cvar_t r_shadow_visiblelighting = {0, "r_shadow_visiblelighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
221 cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
222 cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
223 cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "0", "enables offset mapping effect (also known as parallax mapping or sometimes as virtual displacement mapping, not as good as relief mapping or silohuette mapping but much faster), can cause strange artifacts on many textures, requires bumpmaps for depth information (normalmaps can have depth information as alpha channel, but most do not)"};
224 cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "-0.04", "how deep the offset mapping effect is, and whether it is inward or outward"};
225 cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "0.04", "pushes the effect closer/further"};
226 cvar_t r_shadow_glsl_usehalffloat = {0, "r_shadow_glsl_usehalffloat", "0", "use half and hvec variables in GLSL shader for a speed gain (NVIDIA only)"};
227 cvar_t r_shadow_glsl_surfacenormalize = {0, "r_shadow_glsl_surfacenormalize", "1", "normalize bumpmap texels in GLSL shader, produces a more rounded look on small bumps and dents"};
228 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
229 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
230 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
231 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
232 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
233 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
234 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
236 float r_shadow_attenpower, r_shadow_attenscale;
238 rtlight_t *r_shadow_compilingrtlight;
239 dlight_t *r_shadow_worldlightchain;
240 dlight_t *r_shadow_selectedlight;
241 dlight_t r_shadow_bufferlight;
242 vec3_t r_editlights_cursorlocation;
244 rtexture_t *lighttextures[5];
246 extern int con_vislines;
248 typedef struct cubemapinfo_s
255 #define MAX_CUBEMAPS 256
256 static int numcubemaps;
257 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
259 #define SHADERPERMUTATION_COLORMAPPING (1<<0)
260 #define SHADERPERMUTATION_SPECULAR (1<<1)
261 #define SHADERPERMUTATION_FOG (1<<2)
262 #define SHADERPERMUTATION_CUBEFILTER (1<<3)
263 #define SHADERPERMUTATION_OFFSETMAPPING (1<<4)
264 #define SHADERPERMUTATION_SURFACENORMALIZE (1<<5)
265 #define SHADERPERMUTATION_GEFORCEFX (1<<6)
266 #define SHADERPERMUTATION_COUNT (1<<7)
268 GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT];
270 void R_Shadow_UncompileWorldLights(void);
271 void R_Shadow_ClearWorldLights(void);
272 void R_Shadow_SaveWorldLights(void);
273 void R_Shadow_LoadWorldLights(void);
274 void R_Shadow_LoadLightsFile(void);
275 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
276 void R_Shadow_EditLights_Reload_f(void);
277 void R_Shadow_ValidateCvars(void);
278 static void R_Shadow_MakeTextures(void);
279 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
281 const char *builtinshader_light_vert =
282 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
283 "// written by Forest 'LordHavoc' Hale\n"
285 "// use half floats if available for math performance\n"
287 "#define myhalf half\n"
288 "#define myhvec2 hvec2\n"
289 "#define myhvec3 hvec3\n"
290 "#define myhvec4 hvec4\n"
292 "#define myhalf float\n"
293 "#define myhvec2 vec2\n"
294 "#define myhvec3 vec3\n"
295 "#define myhvec4 vec4\n"
298 "uniform vec3 LightPosition;\n"
300 "varying vec2 TexCoord;\n"
301 "varying myhvec3 CubeVector;\n"
302 "varying vec3 LightVector;\n"
304 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
305 "uniform vec3 EyePosition;\n"
306 "varying vec3 EyeVector;\n"
309 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
313 " // copy the surface texcoord\n"
314 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
316 " // transform vertex position into light attenuation/cubemap space\n"
317 " // (-1 to +1 across the light box)\n"
318 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
320 " // transform unnormalized light direction into tangent space\n"
321 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
322 " // normalize it per pixel)\n"
323 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
324 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
325 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
326 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
328 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
329 " // transform unnormalized eye direction into tangent space\n"
330 " vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
331 " EyeVector.x = dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
332 " EyeVector.y = dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
333 " EyeVector.z = dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
336 " // transform vertex to camera space, using ftransform to match non-VS\n"
338 " gl_Position = ftransform();\n"
342 const char *builtinshader_light_frag =
343 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
344 "// written by Forest 'LordHavoc' Hale\n"
346 "// use half floats if available for math performance\n"
348 "#define myhalf half\n"
349 "#define myhvec2 hvec2\n"
350 "#define myhvec3 hvec3\n"
351 "#define myhvec4 hvec4\n"
353 "#define myhalf float\n"
354 "#define myhvec2 vec2\n"
355 "#define myhvec3 vec3\n"
356 "#define myhvec4 vec4\n"
359 "uniform myhvec3 LightColor;\n"
360 "#ifdef USEOFFSETMAPPING\n"
361 "uniform myhalf OffsetMapping_Scale;\n"
362 "uniform myhalf OffsetMapping_Bias;\n"
364 "#ifdef USESPECULAR\n"
365 "uniform myhalf SpecularPower;\n"
368 "uniform myhalf FogRangeRecip;\n"
370 "uniform myhalf AmbientScale;\n"
371 "uniform myhalf DiffuseScale;\n"
372 "#ifdef USESPECULAR\n"
373 "uniform myhalf SpecularScale;\n"
376 "#ifdef USECOLORMAPPING\n"
377 "uniform myhvec3 Color_Pants;\n"
378 "uniform myhvec3 Color_Shirt;\n"
381 "uniform sampler2D Texture_Normal;\n"
382 "uniform sampler2D Texture_Color;\n"
383 "uniform sampler2D Texture_Pants;\n"
384 "uniform sampler2D Texture_Shirt;\n"
385 "#ifdef USESPECULAR\n"
386 "uniform sampler2D Texture_Gloss;\n"
388 "#ifdef USECUBEFILTER\n"
389 "uniform samplerCube Texture_Cube;\n"
392 "uniform sampler2D Texture_FogMask;\n"
395 "varying vec2 TexCoord;\n"
396 "varying myhvec3 CubeVector;\n"
397 "varying vec3 LightVector;\n"
398 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
399 "varying vec3 EyeVector;\n"
406 " // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
407 " // center and sharp falloff at the edge, this is about the most efficient\n"
408 " // we can get away with as far as providing illumination.\n"
410 " // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
411 " // provide significant illumination, large = slow = pain.\n"
412 " myhalf colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
416 " colorscale *= texture2D(Texture_FogMask, myhvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
419 "#ifdef USEOFFSETMAPPING\n"
420 " // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
421 " myhvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
422 " myhvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
423 " TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
424 " TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
425 "#define TexCoord TexCoordOffset\n"
428 " // get the surface normal\n"
429 "#ifdef SURFACENORMALIZE\n"
430 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
432 " myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
435 " // calculate shading\n"
436 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
437 " myhvec3 color = myhvec3(texture2D(Texture_Color, TexCoord));\n"
438 "#ifdef USECOLORMAPPING\n"
439 " color += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
441 " color *= (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
442 "#ifdef USESPECULAR\n"
443 " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
444 " color += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
447 "#ifdef USECUBEFILTER\n"
448 " // apply light cubemap filter\n"
449 " color *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
452 " // calculate fragment color (apply light color and attenuation/fog scaling)\n"
453 " gl_FragColor = myhvec4(color * LightColor * colorscale, 1);\n"
457 void r_shadow_start(void)
460 // use half float math where available (speed gain on NVIDIA GFFX and GF6)
461 if (gl_support_half_float)
462 Cvar_SetValue("r_shadow_glsl_usehalffloat", 1);
463 // allocate vertex processing arrays
465 r_shadow_attenuation2dtexture = NULL;
466 r_shadow_attenuation3dtexture = NULL;
467 r_shadow_texturepool = NULL;
468 r_shadow_filters_texturepool = NULL;
469 R_Shadow_ValidateCvars();
470 R_Shadow_MakeTextures();
471 maxshadowelements = 0;
472 shadowelements = NULL;
480 shadowmarklist = NULL;
482 r_shadow_buffer_numleafpvsbytes = 0;
483 r_shadow_buffer_leafpvs = NULL;
484 r_shadow_buffer_leaflist = NULL;
485 r_shadow_buffer_numsurfacepvsbytes = 0;
486 r_shadow_buffer_surfacepvs = NULL;
487 r_shadow_buffer_surfacelist = NULL;
488 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
489 r_shadow_program_light[i] = 0;
490 if (gl_support_fragment_shader)
492 char *vertstring, *fragstring;
493 int vertstrings_count;
494 int fragstrings_count;
495 const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
496 const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
497 vertstring = (char *)FS_LoadFile("glsl/light.vert", tempmempool, false, NULL);
498 fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false, NULL);
499 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
501 char permutationname[256];
502 vertstrings_count = 0;
503 fragstrings_count = 0;
504 permutationname[0] = 0;
505 if (i & SHADERPERMUTATION_COLORMAPPING)
507 vertstrings_list[vertstrings_count++] = "#define USECOLORMAPPING\n";
508 fragstrings_list[fragstrings_count++] = "#define USECOLORMAPPING\n";
509 strlcat(permutationname, " colormapping", sizeof(permutationname));
511 if (i & SHADERPERMUTATION_SPECULAR)
513 vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
514 fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
515 strlcat(permutationname, " specular", sizeof(permutationname));
517 if (i & SHADERPERMUTATION_FOG)
519 vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
520 fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
521 strlcat(permutationname, " fog", sizeof(permutationname));
523 if (i & SHADERPERMUTATION_CUBEFILTER)
525 vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
526 fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
527 strlcat(permutationname, " cubefilter", sizeof(permutationname));
529 if (i & SHADERPERMUTATION_OFFSETMAPPING)
531 vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
532 fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
533 strlcat(permutationname, " offsetmapping", sizeof(permutationname));
535 if (i & SHADERPERMUTATION_SURFACENORMALIZE)
537 vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
538 fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
539 strlcat(permutationname, " surfacenormalize", sizeof(permutationname));
541 if (i & SHADERPERMUTATION_GEFORCEFX)
543 // if the extension does not exist, don't try to compile it
544 if (!gl_support_half_float)
546 vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
547 fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
548 strlcat(permutationname, " halffloat", sizeof(permutationname));
550 vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
551 fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
552 r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
553 if (!r_shadow_program_light[i])
555 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/light");
558 qglUseProgramObjectARB(r_shadow_program_light[i]);
559 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR
560 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR
561 if (i & SHADERPERMUTATION_SPECULAR)
563 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR
565 if (i & SHADERPERMUTATION_CUBEFILTER)
567 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR
569 if (i & SHADERPERMUTATION_FOG)
571 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR
573 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Pants"), 5);CHECKGLERROR
574 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Shirt"), 6);CHECKGLERROR
576 qglUseProgramObjectARB(0);
578 Mem_Free(fragstring);
580 Mem_Free(vertstring);
584 void r_shadow_shutdown(void)
587 R_Shadow_UncompileWorldLights();
588 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
590 if (r_shadow_program_light[i])
592 GL_Backend_FreeProgram(r_shadow_program_light[i]);
593 r_shadow_program_light[i] = 0;
597 r_shadow_attenuation2dtexture = NULL;
598 r_shadow_attenuation3dtexture = NULL;
599 R_FreeTexturePool(&r_shadow_texturepool);
600 R_FreeTexturePool(&r_shadow_filters_texturepool);
601 maxshadowelements = 0;
603 Mem_Free(shadowelements);
604 shadowelements = NULL;
607 Mem_Free(vertexupdate);
610 Mem_Free(vertexremap);
616 Mem_Free(shadowmark);
619 Mem_Free(shadowmarklist);
620 shadowmarklist = NULL;
622 r_shadow_buffer_numleafpvsbytes = 0;
623 if (r_shadow_buffer_leafpvs)
624 Mem_Free(r_shadow_buffer_leafpvs);
625 r_shadow_buffer_leafpvs = NULL;
626 if (r_shadow_buffer_leaflist)
627 Mem_Free(r_shadow_buffer_leaflist);
628 r_shadow_buffer_leaflist = NULL;
629 r_shadow_buffer_numsurfacepvsbytes = 0;
630 if (r_shadow_buffer_surfacepvs)
631 Mem_Free(r_shadow_buffer_surfacepvs);
632 r_shadow_buffer_surfacepvs = NULL;
633 if (r_shadow_buffer_surfacelist)
634 Mem_Free(r_shadow_buffer_surfacelist);
635 r_shadow_buffer_surfacelist = NULL;
638 void r_shadow_newmap(void)
642 void R_Shadow_Help_f(void)
645 "Documentation on r_shadow system:\n"
647 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
648 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
649 "r_shadow_debuglight : render only this light number (-1 = all)\n"
650 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
651 "r_shadow_gloss2intensity : brightness of forced gloss\n"
652 "r_shadow_glossintensity : brightness of textured gloss\n"
653 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
654 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
655 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
656 "r_shadow_portallight : use portal visibility for static light precomputation\n"
657 "r_shadow_projectdistance : shadow volume projection distance\n"
658 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
659 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
660 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
661 "r_shadow_realtime_world : use high quality world lighting mode\n"
662 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
663 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
664 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
665 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
666 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
667 "r_shadow_glsl : use OpenGL Shading Language for lighting\n"
668 "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
669 "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
670 "r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
671 "r_shadow_glsl_usehalffloat : use lower quality lighting\n"
672 "r_shadow_glsl_surfacenormalize : makes bumpmapping slightly higher quality\n"
673 "r_shadow_scissor : use scissor optimization\n"
674 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
675 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
676 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
677 "r_shadow_visiblelighting : useful for performance testing; bright = slow!\n"
678 "r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
680 "r_shadow_help : this help\n"
684 void R_Shadow_Init(void)
686 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
687 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
688 Cvar_RegisterVariable(&r_shadow_debuglight);
689 Cvar_RegisterVariable(&r_shadow_gloss);
690 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
691 Cvar_RegisterVariable(&r_shadow_glossintensity);
692 Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
693 Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
694 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
695 Cvar_RegisterVariable(&r_shadow_portallight);
696 Cvar_RegisterVariable(&r_shadow_projectdistance);
697 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
698 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
699 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
700 Cvar_RegisterVariable(&r_shadow_realtime_world);
701 Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
702 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
703 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
704 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
705 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
706 Cvar_RegisterVariable(&r_shadow_scissor);
707 Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
708 Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
709 Cvar_RegisterVariable(&r_shadow_texture3d);
710 Cvar_RegisterVariable(&r_shadow_visiblelighting);
711 Cvar_RegisterVariable(&r_shadow_visiblevolumes);
712 Cvar_RegisterVariable(&r_shadow_glsl);
713 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
714 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
715 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
716 Cvar_RegisterVariable(&r_shadow_glsl_usehalffloat);
717 Cvar_RegisterVariable(&r_shadow_glsl_surfacenormalize);
718 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
719 if (gamemode == GAME_TENEBRAE)
721 Cvar_SetValue("r_shadow_gloss", 2);
722 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
724 Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system");
725 R_Shadow_EditLights_Init();
726 r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL);
727 r_shadow_worldlightchain = NULL;
728 maxshadowelements = 0;
729 shadowelements = NULL;
737 shadowmarklist = NULL;
739 r_shadow_buffer_numleafpvsbytes = 0;
740 r_shadow_buffer_leafpvs = NULL;
741 r_shadow_buffer_leaflist = NULL;
742 r_shadow_buffer_numsurfacepvsbytes = 0;
743 r_shadow_buffer_surfacepvs = NULL;
744 r_shadow_buffer_surfacelist = NULL;
745 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
748 matrix4x4_t matrix_attenuationxyz =
751 {0.5, 0.0, 0.0, 0.5},
752 {0.0, 0.5, 0.0, 0.5},
753 {0.0, 0.0, 0.5, 0.5},
758 matrix4x4_t matrix_attenuationz =
761 {0.0, 0.0, 0.5, 0.5},
762 {0.0, 0.0, 0.0, 0.5},
763 {0.0, 0.0, 0.0, 0.5},
768 int *R_Shadow_ResizeShadowElements(int numtris)
770 // make sure shadowelements is big enough for this volume
771 if (maxshadowelements < numtris * 24)
773 maxshadowelements = numtris * 24;
775 Mem_Free(shadowelements);
776 shadowelements = (int *)Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
778 return shadowelements;
781 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
783 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
784 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
785 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
787 if (r_shadow_buffer_leafpvs)
788 Mem_Free(r_shadow_buffer_leafpvs);
789 if (r_shadow_buffer_leaflist)
790 Mem_Free(r_shadow_buffer_leaflist);
791 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
792 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
793 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
795 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
797 if (r_shadow_buffer_surfacepvs)
798 Mem_Free(r_shadow_buffer_surfacepvs);
799 if (r_shadow_buffer_surfacelist)
800 Mem_Free(r_shadow_buffer_surfacelist);
801 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
802 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
803 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
807 void R_Shadow_PrepareShadowMark(int numtris)
809 // make sure shadowmark is big enough for this volume
810 if (maxshadowmark < numtris)
812 maxshadowmark = numtris;
814 Mem_Free(shadowmark);
816 Mem_Free(shadowmarklist);
817 shadowmark = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
818 shadowmarklist = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
822 // if shadowmarkcount wrapped we clear the array and adjust accordingly
823 if (shadowmarkcount == 0)
826 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
831 int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
834 int outtriangles = 0, outvertices = 0;
838 if (maxvertexupdate < innumvertices)
840 maxvertexupdate = innumvertices;
842 Mem_Free(vertexupdate);
844 Mem_Free(vertexremap);
845 vertexupdate = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
846 vertexremap = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
850 if (vertexupdatenum == 0)
853 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
854 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
857 for (i = 0;i < numshadowmarktris;i++)
858 shadowmark[shadowmarktris[i]] = shadowmarkcount;
860 for (i = 0;i < numshadowmarktris;i++)
862 element = inelement3i + shadowmarktris[i] * 3;
863 // make sure the vertices are created
864 for (j = 0;j < 3;j++)
866 if (vertexupdate[element[j]] != vertexupdatenum)
868 float ratio, direction[3];
869 vertexupdate[element[j]] = vertexupdatenum;
870 vertexremap[element[j]] = outvertices;
871 vertex = invertex3f + element[j] * 3;
872 // project one copy of the vertex to the sphere radius of the light
873 // (FIXME: would projecting it to the light box be better?)
874 VectorSubtract(vertex, projectorigin, direction);
875 ratio = projectdistance / VectorLength(direction);
876 VectorCopy(vertex, outvertex3f);
877 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
884 for (i = 0;i < numshadowmarktris;i++)
886 int remappedelement[3];
888 const int *neighbortriangle;
890 markindex = shadowmarktris[i] * 3;
891 element = inelement3i + markindex;
892 neighbortriangle = inneighbor3i + markindex;
893 // output the front and back triangles
894 outelement3i[0] = vertexremap[element[0]];
895 outelement3i[1] = vertexremap[element[1]];
896 outelement3i[2] = vertexremap[element[2]];
897 outelement3i[3] = vertexremap[element[2]] + 1;
898 outelement3i[4] = vertexremap[element[1]] + 1;
899 outelement3i[5] = vertexremap[element[0]] + 1;
903 // output the sides (facing outward from this triangle)
904 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
906 remappedelement[0] = vertexremap[element[0]];
907 remappedelement[1] = vertexremap[element[1]];
908 outelement3i[0] = remappedelement[1];
909 outelement3i[1] = remappedelement[0];
910 outelement3i[2] = remappedelement[0] + 1;
911 outelement3i[3] = remappedelement[1];
912 outelement3i[4] = remappedelement[0] + 1;
913 outelement3i[5] = remappedelement[1] + 1;
918 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
920 remappedelement[1] = vertexremap[element[1]];
921 remappedelement[2] = vertexremap[element[2]];
922 outelement3i[0] = remappedelement[2];
923 outelement3i[1] = remappedelement[1];
924 outelement3i[2] = remappedelement[1] + 1;
925 outelement3i[3] = remappedelement[2];
926 outelement3i[4] = remappedelement[1] + 1;
927 outelement3i[5] = remappedelement[2] + 1;
932 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
934 remappedelement[0] = vertexremap[element[0]];
935 remappedelement[2] = vertexremap[element[2]];
936 outelement3i[0] = remappedelement[0];
937 outelement3i[1] = remappedelement[2];
938 outelement3i[2] = remappedelement[2] + 1;
939 outelement3i[3] = remappedelement[0];
940 outelement3i[4] = remappedelement[2] + 1;
941 outelement3i[5] = remappedelement[0] + 1;
948 *outnumvertices = outvertices;
952 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
955 if (projectdistance < 0.1)
957 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
960 if (!numverts || !nummarktris)
962 // make sure shadowelements is big enough for this volume
963 if (maxshadowelements < nummarktris * 24)
964 R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
965 tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
966 renderstats.lights_dynamicshadowtriangles += tris;
967 R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
970 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
975 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
977 tend = firsttriangle + numtris;
978 if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
979 && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
980 && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
982 // surface box entirely inside light box, no box cull
983 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
984 if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
985 shadowmarklist[numshadowmark++] = t;
989 // surface box not entirely inside light box, cull each triangle
990 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
992 v[0] = invertex3f + e[0] * 3;
993 v[1] = invertex3f + e[1] * 3;
994 v[2] = invertex3f + e[2] * 3;
995 if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
996 && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
997 && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
998 && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
999 && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
1000 && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
1001 && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
1002 shadowmarklist[numshadowmark++] = t;
1007 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
1010 if (r_shadow_compilingrtlight)
1012 // if we're compiling an rtlight, capture the mesh
1013 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
1016 renderstats.lights_shadowtriangles += numtriangles;
1017 memset(&m, 0, sizeof(m));
1018 m.pointer_vertex = vertex3f;
1020 GL_LockArrays(0, numvertices);
1021 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
1023 // decrement stencil if backface is behind depthbuffer
1024 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
1025 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1026 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
1027 // increment stencil if frontface is behind depthbuffer
1028 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1029 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1031 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
1032 GL_LockArrays(0, 0);
1035 static void R_Shadow_MakeTextures(void)
1038 float v[3], intensity;
1039 unsigned char *data;
1040 R_FreeTexturePool(&r_shadow_texturepool);
1041 r_shadow_texturepool = R_AllocTexturePool();
1042 r_shadow_attenpower = r_shadow_lightattenuationpower.value;
1043 r_shadow_attenscale = r_shadow_lightattenuationscale.value;
1044 #define ATTEN2DSIZE 64
1045 #define ATTEN3DSIZE 32
1046 data = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
1047 for (y = 0;y < ATTEN2DSIZE;y++)
1049 for (x = 0;x < ATTEN2DSIZE;x++)
1051 v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1052 v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1054 intensity = 1.0f - sqrt(DotProduct(v, v));
1056 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1057 d = bound(0, intensity, 255);
1058 data[(y*ATTEN2DSIZE+x)*4+0] = d;
1059 data[(y*ATTEN2DSIZE+x)*4+1] = d;
1060 data[(y*ATTEN2DSIZE+x)*4+2] = d;
1061 data[(y*ATTEN2DSIZE+x)*4+3] = d;
1064 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1065 if (r_shadow_texture3d.integer)
1067 for (z = 0;z < ATTEN3DSIZE;z++)
1069 for (y = 0;y < ATTEN3DSIZE;y++)
1071 for (x = 0;x < ATTEN3DSIZE;x++)
1073 v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1074 v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1075 v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1076 intensity = 1.0f - sqrt(DotProduct(v, v));
1078 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1079 d = bound(0, intensity, 255);
1080 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
1081 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
1082 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
1083 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
1087 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1092 void R_Shadow_ValidateCvars(void)
1094 if (r_shadow_texture3d.integer && !gl_texture3d)
1095 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1096 if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1097 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1100 // light currently being rendered
1101 rtlight_t *r_shadow_rtlight;
1103 // this is the location of the eye in entity space
1104 vec3_t r_shadow_entityeyeorigin;
1105 // this is the location of the light in entity space
1106 vec3_t r_shadow_entitylightorigin;
1107 // this transforms entity coordinates to light filter cubemap coordinates
1108 // (also often used for other purposes)
1109 matrix4x4_t r_shadow_entitytolight;
1110 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
1111 // of attenuation texturing in full 3D (Z result often ignored)
1112 matrix4x4_t r_shadow_entitytoattenuationxyz;
1113 // this transforms only the Z to S, and T is always 0.5
1114 matrix4x4_t r_shadow_entitytoattenuationz;
1116 static int r_shadow_lightpermutation;
1117 static int r_shadow_lightprog;
1119 void R_Shadow_RenderMode_Begin(void)
1123 R_Shadow_ValidateCvars();
1125 if (!r_shadow_attenuation2dtexture
1126 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1127 || r_shadow_lightattenuationpower.value != r_shadow_attenpower
1128 || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
1129 R_Shadow_MakeTextures();
1131 memset(&m, 0, sizeof(m));
1133 GL_BlendFunc(GL_ONE, GL_ZERO);
1134 GL_DepthMask(false);
1136 GL_Color(0, 0, 0, 1);
1137 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1138 qglEnable(GL_CULL_FACE);
1139 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1141 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1143 if (gl_ext_stenciltwoside.integer)
1144 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
1146 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
1148 if (r_shadow_glsl.integer && r_shadow_program_light[0])
1149 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1150 else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1151 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
1153 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1156 void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight)
1158 r_shadow_rtlight = rtlight;
1161 void R_Shadow_RenderMode_Reset(void)
1164 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1166 qglUseProgramObjectARB(0);
1167 // HACK HACK HACK: work around for bug in NVIDIAI 6xxx drivers that causes GL_OUT_OF_MEMORY and/or software rendering
1168 qglBegin(GL_TRIANGLES);
1172 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
1173 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1174 memset(&m, 0, sizeof(m));
1178 void R_Shadow_RenderMode_StencilShadowVolumes(void)
1180 R_Shadow_RenderMode_Reset();
1181 GL_Color(1, 1, 1, 1);
1182 GL_ColorMask(0, 0, 0, 0);
1183 GL_BlendFunc(GL_ONE, GL_ZERO);
1184 GL_DepthMask(false);
1186 qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1187 //if (r_shadow_shadow_polygonoffset.value != 0)
1189 // qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1190 // qglEnable(GL_POLYGON_OFFSET_FILL);
1193 // qglDisable(GL_POLYGON_OFFSET_FILL);
1194 qglDepthFunc(GL_LESS);
1195 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1196 qglEnable(GL_STENCIL_TEST);
1197 qglStencilFunc(GL_ALWAYS, 128, ~0);
1198 r_shadow_rendermode = r_shadow_shadowingrendermode;
1199 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
1201 qglDisable(GL_CULL_FACE);
1202 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1203 qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
1205 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1206 qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
1208 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1212 qglEnable(GL_CULL_FACE);
1214 // this is changed by every shadow render so its value here is unimportant
1215 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1217 GL_Clear(GL_STENCIL_BUFFER_BIT);
1218 renderstats.lights_clears++;
1221 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
1223 R_Shadow_RenderMode_Reset();
1224 GL_BlendFunc(GL_ONE, GL_ONE);
1225 GL_DepthMask(false);
1227 qglPolygonOffset(0, 0);
1228 //qglDisable(GL_POLYGON_OFFSET_FILL);
1229 GL_Color(1, 1, 1, 1);
1230 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1232 qglDepthFunc(GL_LEQUAL);
1234 qglDepthFunc(GL_EQUAL);
1235 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1236 qglEnable(GL_CULL_FACE);
1238 qglEnable(GL_STENCIL_TEST);
1240 qglDisable(GL_STENCIL_TEST);
1242 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1243 // only draw light where this geometry was already rendered AND the
1244 // stencil is 128 (values other than this mean shadow)
1245 qglStencilFunc(GL_EQUAL, 128, ~0);
1246 r_shadow_rendermode = r_shadow_lightingrendermode;
1247 // do global setup needed for the chosen lighting mode
1248 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1250 R_Mesh_VertexPointer(varray_vertex3f);
1251 R_Mesh_TexCoordPointer(0, 2, varray_texcoord2f[0]);
1252 R_Mesh_TexCoordPointer(1, 3, varray_svector3f);
1253 R_Mesh_TexCoordPointer(2, 3, varray_tvector3f);
1254 R_Mesh_TexCoordPointer(3, 3, varray_normal3f);
1255 R_Mesh_TexBind(0, R_GetTexture(r_texture_blanknormalmap)); // normal
1256 R_Mesh_TexBind(1, R_GetTexture(r_texture_white)); // diffuse
1257 R_Mesh_TexBind(2, R_GetTexture(r_texture_white)); // gloss
1258 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); // light filter
1259 R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog
1260 R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants
1261 R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt
1262 //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix
1263 GL_BlendFunc(GL_ONE, GL_ONE);
1264 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1269 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
1271 R_Shadow_RenderMode_Reset();
1272 GL_BlendFunc(GL_ONE, GL_ONE);
1273 GL_DepthMask(false);
1274 GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
1275 qglPolygonOffset(0, 0);
1276 GL_Color(0.0, 0.0125, 0.1, 1);
1277 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1278 qglDepthFunc(GL_GEQUAL);
1279 qglCullFace(GL_FRONT); // this culls back
1280 qglDisable(GL_CULL_FACE);
1281 qglDisable(GL_STENCIL_TEST);
1282 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
1285 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
1287 R_Shadow_RenderMode_Reset();
1288 GL_BlendFunc(GL_ONE, GL_ONE);
1289 GL_DepthMask(false);
1290 GL_DepthTest(r_shadow_visiblelighting.integer < 2);
1291 qglPolygonOffset(0, 0);
1292 GL_Color(0.1, 0.0125, 0, 1);
1293 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1295 qglDepthFunc(GL_LEQUAL);
1297 qglDepthFunc(GL_EQUAL);
1298 qglCullFace(GL_FRONT); // this culls back
1299 qglEnable(GL_CULL_FACE);
1301 qglEnable(GL_STENCIL_TEST);
1303 qglDisable(GL_STENCIL_TEST);
1304 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
1307 void R_Shadow_RenderMode_End(void)
1309 R_Shadow_RenderMode_Reset();
1310 R_Shadow_RenderMode_ActiveLight(NULL);
1311 GL_BlendFunc(GL_ONE, GL_ZERO);
1314 qglPolygonOffset(0, 0);
1315 //qglDisable(GL_POLYGON_OFFSET_FILL);
1316 GL_Color(1, 1, 1, 1);
1317 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1318 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1319 qglDepthFunc(GL_LEQUAL);
1320 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1321 qglEnable(GL_CULL_FACE);
1322 qglDisable(GL_STENCIL_TEST);
1323 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1324 if (gl_support_stenciltwoside)
1325 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1327 qglStencilFunc(GL_ALWAYS, 128, ~0);
1328 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1331 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1333 int i, ix1, iy1, ix2, iy2;
1334 float x1, y1, x2, y2;
1337 mplane_t planes[11];
1338 float vertex3f[256*3];
1340 // if view is inside the light box, just say yes it's visible
1341 if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1343 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1347 // create a temporary brush describing the area the light can affect in worldspace
1348 VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
1349 VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
1350 VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
1351 VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
1352 VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
1353 VectorSet (planes[ 5].normal, 1, 0, 0); planes[ 5].dist = maxs[0];
1354 VectorSet (planes[ 6].normal, -1, 0, 0); planes[ 6].dist = -mins[0];
1355 VectorSet (planes[ 7].normal, 0, 1, 0); planes[ 7].dist = maxs[1];
1356 VectorSet (planes[ 8].normal, 0, -1, 0); planes[ 8].dist = -mins[1];
1357 VectorSet (planes[ 9].normal, 0, 0, 1); planes[ 9].dist = maxs[2];
1358 VectorSet (planes[10].normal, 0, 0, -1); planes[10].dist = -mins[2];
1360 // turn the brush into a mesh
1361 memset(&mesh, 0, sizeof(rmesh_t));
1362 mesh.maxvertices = 256;
1363 mesh.vertex3f = vertex3f;
1364 mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1365 R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1367 // if that mesh is empty, the light is not visible at all
1368 if (!mesh.numvertices)
1371 if (!r_shadow_scissor.integer)
1374 // if that mesh is not empty, check what area of the screen it covers
1375 x1 = y1 = x2 = y2 = 0;
1377 for (i = 0;i < mesh.numvertices;i++)
1379 VectorCopy(mesh.vertex3f + i * 3, v);
1380 GL_TransformToScreen(v, v2);
1381 //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
1384 if (x1 > v2[0]) x1 = v2[0];
1385 if (x2 < v2[0]) x2 = v2[0];
1386 if (y1 > v2[1]) y1 = v2[1];
1387 if (y2 < v2[1]) y2 = v2[1];
1396 // now convert the scissor rectangle to integer screen coordinates
1401 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1403 // clamp it to the screen
1404 if (ix1 < r_view_x) ix1 = r_view_x;
1405 if (iy1 < r_view_y) iy1 = r_view_y;
1406 if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1407 if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1409 // if it is inside out, it's not visible
1410 if (ix2 <= ix1 || iy2 <= iy1)
1413 // the light area is visible, set up the scissor rectangle
1414 GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1415 //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1416 //qglEnable(GL_SCISSOR_TEST);
1417 renderstats.lights_scissored++;
1421 extern float *rsurface_vertex3f;
1422 extern float *rsurface_svector3f;
1423 extern float *rsurface_tvector3f;
1424 extern float *rsurface_normal3f;
1425 extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
1427 static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
1429 int numverts = surface->num_vertices;
1430 float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1431 float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1432 float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1433 float dist, dot, distintensity, shadeintensity, v[3], n[3];
1434 if (r_textureunits.integer >= 3)
1436 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1438 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1439 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1440 if ((dot = DotProduct(n, v)) < 0)
1442 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1443 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) - reduce;
1444 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) - reduce;
1445 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) - reduce;
1448 float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1449 VectorScale(color4f, f, color4f);
1453 VectorClear(color4f);
1457 else if (r_textureunits.integer >= 2)
1459 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1461 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1462 if ((dist = fabs(v[2])) < 1)
1464 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1465 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1466 if ((dot = DotProduct(n, v)) < 0)
1468 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1469 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
1470 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
1471 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
1475 color4f[0] = ambientcolor[0] * distintensity - reduce;
1476 color4f[1] = ambientcolor[1] * distintensity - reduce;
1477 color4f[2] = ambientcolor[2] * distintensity - reduce;
1481 float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1482 VectorScale(color4f, f, color4f);
1486 VectorClear(color4f);
1492 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1494 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1495 if ((dist = DotProduct(v, v)) < 1)
1498 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1499 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1500 if ((dot = DotProduct(n, v)) < 0)
1502 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1503 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
1504 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
1505 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
1509 color4f[0] = ambientcolor[0] * distintensity - reduce;
1510 color4f[1] = ambientcolor[1] * distintensity - reduce;
1511 color4f[2] = ambientcolor[2] * distintensity - reduce;
1515 float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1516 VectorScale(color4f, f, color4f);
1520 VectorClear(color4f);
1526 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1527 #define USETEXMATRIX
1529 #ifndef USETEXMATRIX
1530 // this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
1531 // if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
1532 static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1536 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1537 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1538 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1545 static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1549 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1550 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1558 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
1562 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1564 VectorSubtract(relativelightorigin, vertex3f, lightdir);
1565 // the cubemap normalizes this for us
1566 out3f[0] = DotProduct(svector3f, lightdir);
1567 out3f[1] = DotProduct(tvector3f, lightdir);
1568 out3f[2] = DotProduct(normal3f, lightdir);
1572 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
1575 float lightdir[3], eyedir[3], halfdir[3];
1576 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1578 VectorSubtract(relativelightorigin, vertex3f, lightdir);
1579 VectorNormalize(lightdir);
1580 VectorSubtract(relativeeyeorigin, vertex3f, eyedir);
1581 VectorNormalize(eyedir);
1582 VectorAdd(lightdir, eyedir, halfdir);
1583 // the cubemap normalizes this for us
1584 out3f[0] = DotProduct(svector3f, halfdir);
1585 out3f[1] = DotProduct(tvector3f, halfdir);
1586 out3f[2] = DotProduct(normal3f, halfdir);
1590 static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale)
1592 // used to display how many times a surface is lit for level design purposes
1593 int surfacelistindex;
1595 qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1596 qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1597 qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1598 qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1599 qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1600 qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1601 qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1602 if (!doambientbase && !dodiffusebase && !doambientpants && !dodiffusepants && !doambientshirt && !dodiffuseshirt && !dospecular)
1604 GL_Color(0.1, 0.025, 0, 1);
1605 memset(&m, 0, sizeof(m));
1607 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1609 const msurface_t *surface = surfacelist[surfacelistindex];
1610 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
1611 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1612 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle);
1613 GL_LockArrays(0, 0);
1617 static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale)
1619 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1620 int surfacelistindex;
1621 qboolean dobase = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1622 qboolean dopants = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1623 qboolean doshirt = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1624 qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1625 if (!dobase && !dopants && !doshirt && !dospecular)
1627 // select a permutation of the lighting shader appropriate to this
1628 // combination of texture, entity, light source, and fogging, only use the
1629 // minimum features necessary to avoid wasting rendering time in the
1630 // fragment shader on features that are not being used
1631 r_shadow_lightpermutation = 0;
1632 // only add a feature to the permutation if that permutation exists
1633 // (otherwise it might end up not using a shader at all, which looks
1634 // worse than using less features)
1635 if (fogenabled && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
1636 r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
1637 if ((dopants || doshirt) && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_COLORMAPPING])
1638 r_shadow_lightpermutation |= SHADERPERMUTATION_COLORMAPPING;
1639 if (specularscale > 0 && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
1640 r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
1641 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER])
1642 r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
1643 if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
1644 r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
1645 if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE])
1646 r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
1647 if (r_shadow_glsl_usehalffloat.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
1648 r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
1649 r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
1650 qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
1651 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
1652 R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
1653 R_Mesh_TexBind(0, R_GetTexture(normalmaptexture));
1654 R_Mesh_TexBind(1, R_GetTexture(basetexture));
1655 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR
1656 if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
1658 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR
1660 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1661 if (r_shadow_lightpermutation & SHADERPERMUTATION_COLORMAPPING)
1663 R_Mesh_TexBind(5, R_GetTexture(pantstexture));
1664 R_Mesh_TexBind(6, R_GetTexture(shirttexture));
1665 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "Color_Pants"), lightcolorpants[0], lightcolorpants[1], lightcolorpants[2]);CHECKGLERROR
1666 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "Color_Shirt"), lightcolorshirt[0], lightcolorshirt[1], lightcolorshirt[2]);CHECKGLERROR
1668 if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
1670 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), fograngerecip);CHECKGLERROR
1672 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
1673 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
1674 if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1676 R_Mesh_TexBind(2, R_GetTexture(glosstexture));
1677 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR
1678 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
1680 if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING)
1682 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
1683 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
1685 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1687 const msurface_t *surface = surfacelist[surfacelistindex];
1688 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1689 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
1690 if (!rsurface_svector3f)
1692 rsurface_svector3f = varray_svector3f;
1693 rsurface_tvector3f = varray_tvector3f;
1694 rsurface_normal3f = varray_normal3f;
1695 Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
1697 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
1698 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1699 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1700 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1701 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1702 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1703 GL_LockArrays(0, 0);
1707 static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale)
1709 // ARB path (any Geforce, any Radeon)
1710 int surfacelistindex;
1712 float color2[3], colorscale;
1714 qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1715 qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1716 qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1717 qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1718 qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1719 qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1720 qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1721 // TODO: add direct pants/shirt rendering
1722 if (doambientpants || dodiffusepants)
1723 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0);
1724 if (doambientshirt || dodiffuseshirt)
1725 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0);
1726 if (!doambientbase && !dodiffusebase && !dospecular)
1728 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1730 const msurface_t *surface = surfacelist[surfacelistindex];
1731 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1732 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
1733 if (!rsurface_svector3f)
1735 rsurface_svector3f = varray_svector3f;
1736 rsurface_tvector3f = varray_tvector3f;
1737 rsurface_normal3f = varray_normal3f;
1738 Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
1743 colorscale = r_shadow_rtlight->ambientscale;
1744 // colorscale accounts for how much we multiply the brightness
1747 // mult is how many times the final pass of the lighting will be
1748 // performed to get more brightness than otherwise possible.
1750 // Limit mult to 64 for sanity sake.
1751 if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1753 // 3 3D combine path (Geforce3, Radeon 8500)
1754 memset(&m, 0, sizeof(m));
1755 m.pointer_vertex = rsurface_vertex3f;
1756 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1758 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1759 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1761 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1762 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1764 m.tex[1] = R_GetTexture(basetexture);
1765 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1766 m.texmatrix[1] = texture->currenttexmatrix;
1767 m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1769 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1770 m.texmatrix[2] = r_shadow_entitytolight;
1772 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1773 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1775 GL_BlendFunc(GL_ONE, GL_ONE);
1777 else if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1779 // 2 3D combine path (Geforce3, original Radeon)
1780 memset(&m, 0, sizeof(m));
1781 m.pointer_vertex = rsurface_vertex3f;
1782 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1784 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1785 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1787 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1788 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1790 m.tex[1] = R_GetTexture(basetexture);
1791 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1792 m.texmatrix[1] = texture->currenttexmatrix;
1793 GL_BlendFunc(GL_ONE, GL_ONE);
1795 else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1797 // 4 2D combine path (Geforce3, Radeon 8500)
1798 memset(&m, 0, sizeof(m));
1799 m.pointer_vertex = rsurface_vertex3f;
1800 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1802 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1803 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1805 m.pointer_texcoord[0] = varray_texcoord2f[0];
1806 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1808 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1810 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1811 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1813 m.pointer_texcoord[1] = varray_texcoord2f[1];
1814 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1816 m.tex[2] = R_GetTexture(basetexture);
1817 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1818 m.texmatrix[2] = texture->currenttexmatrix;
1819 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1821 m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1823 m.pointer_texcoord3f[3] = rsurface_vertex3f;
1824 m.texmatrix[3] = r_shadow_entitytolight;
1826 m.pointer_texcoord3f[3] = varray_texcoord3f[3];
1827 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1830 GL_BlendFunc(GL_ONE, GL_ONE);
1832 else if (r_textureunits.integer >= 3 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1834 // 3 2D combine path (Geforce3, original Radeon)
1835 memset(&m, 0, sizeof(m));
1836 m.pointer_vertex = rsurface_vertex3f;
1837 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1839 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1840 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1842 m.pointer_texcoord[0] = varray_texcoord2f[0];
1843 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1845 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1847 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1848 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1850 m.pointer_texcoord[1] = varray_texcoord2f[1];
1851 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1853 m.tex[2] = R_GetTexture(basetexture);
1854 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1855 m.texmatrix[2] = texture->currenttexmatrix;
1856 GL_BlendFunc(GL_ONE, GL_ONE);
1860 // 2/2/2 2D combine path (any dot3 card)
1861 memset(&m, 0, sizeof(m));
1862 m.pointer_vertex = rsurface_vertex3f;
1863 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1865 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1866 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1868 m.pointer_texcoord[0] = varray_texcoord2f[0];
1869 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1871 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1873 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1874 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1876 m.pointer_texcoord[1] = varray_texcoord2f[1];
1877 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1880 GL_ColorMask(0,0,0,1);
1881 GL_BlendFunc(GL_ONE, GL_ZERO);
1882 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1883 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1884 GL_LockArrays(0, 0);
1886 memset(&m, 0, sizeof(m));
1887 m.pointer_vertex = rsurface_vertex3f;
1888 m.tex[0] = R_GetTexture(basetexture);
1889 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1890 m.texmatrix[0] = texture->currenttexmatrix;
1891 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1893 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1895 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1896 m.texmatrix[1] = r_shadow_entitytolight;
1898 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1899 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1902 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1904 // this final code is shared
1906 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1907 VectorScale(lightcolorbase, colorscale, color2);
1908 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1909 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1911 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1912 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1914 GL_LockArrays(0, 0);
1919 colorscale = r_shadow_rtlight->diffusescale;
1920 // colorscale accounts for how much we multiply the brightness
1923 // mult is how many times the final pass of the lighting will be
1924 // performed to get more brightness than otherwise possible.
1926 // Limit mult to 64 for sanity sake.
1927 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1929 // 3/2 3D combine path (Geforce3, Radeon 8500)
1930 memset(&m, 0, sizeof(m));
1931 m.pointer_vertex = rsurface_vertex3f;
1932 m.tex[0] = R_GetTexture(normalmaptexture);
1933 m.texcombinergb[0] = GL_REPLACE;
1934 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1935 m.texmatrix[0] = texture->currenttexmatrix;
1936 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1937 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1938 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1939 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1940 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1942 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1943 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1945 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1946 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1949 GL_ColorMask(0,0,0,1);
1950 GL_BlendFunc(GL_ONE, GL_ZERO);
1951 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1952 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1953 GL_LockArrays(0, 0);
1955 memset(&m, 0, sizeof(m));
1956 m.pointer_vertex = rsurface_vertex3f;
1957 m.tex[0] = R_GetTexture(basetexture);
1958 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1959 m.texmatrix[0] = texture->currenttexmatrix;
1960 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1962 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1964 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1965 m.texmatrix[1] = r_shadow_entitytolight;
1967 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1968 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1971 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1973 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1975 // 1/2/2 3D combine path (original Radeon)
1976 memset(&m, 0, sizeof(m));
1977 m.pointer_vertex = rsurface_vertex3f;
1978 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1980 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1981 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1983 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1984 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1987 GL_ColorMask(0,0,0,1);
1988 GL_BlendFunc(GL_ONE, GL_ZERO);
1989 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1990 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1991 GL_LockArrays(0, 0);
1993 memset(&m, 0, sizeof(m));
1994 m.pointer_vertex = rsurface_vertex3f;
1995 m.tex[0] = R_GetTexture(normalmaptexture);
1996 m.texcombinergb[0] = GL_REPLACE;
1997 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1998 m.texmatrix[0] = texture->currenttexmatrix;
1999 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2000 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2001 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2002 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2004 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2005 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2006 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2007 GL_LockArrays(0, 0);
2009 memset(&m, 0, sizeof(m));
2010 m.pointer_vertex = rsurface_vertex3f;
2011 m.tex[0] = R_GetTexture(basetexture);
2012 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2013 m.texmatrix[0] = texture->currenttexmatrix;
2014 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2016 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2018 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2019 m.texmatrix[1] = r_shadow_entitytolight;
2021 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2022 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2025 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2027 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
2029 // 2/2 3D combine path (original Radeon)
2030 memset(&m, 0, sizeof(m));
2031 m.pointer_vertex = rsurface_vertex3f;
2032 m.tex[0] = R_GetTexture(normalmaptexture);
2033 m.texcombinergb[0] = GL_REPLACE;
2034 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2035 m.texmatrix[0] = texture->currenttexmatrix;
2036 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2037 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2038 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2039 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2041 GL_ColorMask(0,0,0,1);
2042 GL_BlendFunc(GL_ONE, GL_ZERO);
2043 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2044 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2045 GL_LockArrays(0, 0);
2047 memset(&m, 0, sizeof(m));
2048 m.pointer_vertex = rsurface_vertex3f;
2049 m.tex[0] = R_GetTexture(basetexture);
2050 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2051 m.texmatrix[0] = texture->currenttexmatrix;
2052 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2054 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2055 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2057 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2058 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2060 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2062 else if (r_textureunits.integer >= 4)
2064 // 4/2 2D combine path (Geforce3, Radeon 8500)
2065 memset(&m, 0, sizeof(m));
2066 m.pointer_vertex = rsurface_vertex3f;
2067 m.tex[0] = R_GetTexture(normalmaptexture);
2068 m.texcombinergb[0] = GL_REPLACE;
2069 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2070 m.texmatrix[0] = texture->currenttexmatrix;
2071 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2072 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2073 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2074 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2075 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2077 m.pointer_texcoord3f[2] = rsurface_vertex3f;
2078 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
2080 m.pointer_texcoord[2] = varray_texcoord2f[2];
2081 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2083 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
2085 m.pointer_texcoord3f[3] = rsurface_vertex3f;
2086 m.texmatrix[3] = r_shadow_entitytoattenuationz;
2088 m.pointer_texcoord[3] = varray_texcoord2f[3];
2089 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2092 GL_ColorMask(0,0,0,1);
2093 GL_BlendFunc(GL_ONE, GL_ZERO);
2094 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2095 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2096 GL_LockArrays(0, 0);
2098 memset(&m, 0, sizeof(m));
2099 m.pointer_vertex = rsurface_vertex3f;
2100 m.tex[0] = R_GetTexture(basetexture);
2101 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2102 m.texmatrix[0] = texture->currenttexmatrix;
2103 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2105 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2107 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2108 m.texmatrix[1] = r_shadow_entitytolight;
2110 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2111 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2114 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2118 // 2/2/2 2D combine path (any dot3 card)
2119 memset(&m, 0, sizeof(m));
2120 m.pointer_vertex = rsurface_vertex3f;
2121 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2123 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2124 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2126 m.pointer_texcoord[0] = varray_texcoord2f[0];
2127 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2129 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2131 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2132 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2134 m.pointer_texcoord[1] = varray_texcoord2f[1];
2135 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2138 GL_ColorMask(0,0,0,1);
2139 GL_BlendFunc(GL_ONE, GL_ZERO);
2140 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2141 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2142 GL_LockArrays(0, 0);
2144 memset(&m, 0, sizeof(m));
2145 m.pointer_vertex = rsurface_vertex3f;
2146 m.tex[0] = R_GetTexture(normalmaptexture);
2147 m.texcombinergb[0] = GL_REPLACE;
2148 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2149 m.texmatrix[0] = texture->currenttexmatrix;
2150 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2151 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2152 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2153 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2155 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2156 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2157 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2158 GL_LockArrays(0, 0);
2160 memset(&m, 0, sizeof(m));
2161 m.pointer_vertex = rsurface_vertex3f;
2162 m.tex[0] = R_GetTexture(basetexture);
2163 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2164 m.texmatrix[0] = texture->currenttexmatrix;
2165 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2167 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2169 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2170 m.texmatrix[1] = r_shadow_entitytolight;
2172 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2173 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2176 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2178 // this final code is shared
2180 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2181 VectorScale(lightcolorbase, colorscale, color2);
2182 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2183 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2185 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2186 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2188 GL_LockArrays(0, 0);
2192 // FIXME: detect blendsquare!
2193 //if (gl_support_blendsquare)
2195 colorscale = specularscale;
2197 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2199 // 2/0/0/1/2 3D combine blendsquare path
2200 memset(&m, 0, sizeof(m));
2201 m.pointer_vertex = rsurface_vertex3f;
2202 m.tex[0] = R_GetTexture(normalmaptexture);
2203 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2204 m.texmatrix[0] = texture->currenttexmatrix;
2205 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2206 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2207 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2208 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2210 GL_ColorMask(0,0,0,1);
2211 // this squares the result
2212 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2213 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2214 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2215 GL_LockArrays(0, 0);
2217 memset(&m, 0, sizeof(m));
2218 m.pointer_vertex = rsurface_vertex3f;
2220 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2221 // square alpha in framebuffer a few times to make it shiny
2222 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2223 // these comments are a test run through this math for intensity 0.5
2224 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2225 // 0.25 * 0.25 = 0.0625 (this is another pass)
2226 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2227 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2228 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2229 GL_LockArrays(0, 0);
2231 memset(&m, 0, sizeof(m));
2232 m.pointer_vertex = rsurface_vertex3f;
2233 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2235 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2236 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2238 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
2239 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2242 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2243 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2244 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2245 GL_LockArrays(0, 0);
2247 memset(&m, 0, sizeof(m));
2248 m.pointer_vertex = rsurface_vertex3f;
2249 m.tex[0] = R_GetTexture(glosstexture);
2250 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2251 m.texmatrix[0] = texture->currenttexmatrix;
2252 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2254 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2256 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2257 m.texmatrix[1] = r_shadow_entitytolight;
2259 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2260 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2263 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2265 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2267 // 2/0/0/2 3D combine blendsquare path
2268 memset(&m, 0, sizeof(m));
2269 m.pointer_vertex = rsurface_vertex3f;
2270 m.tex[0] = R_GetTexture(normalmaptexture);
2271 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2272 m.texmatrix[0] = texture->currenttexmatrix;
2273 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2274 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2275 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2276 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2278 GL_ColorMask(0,0,0,1);
2279 // this squares the result
2280 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2281 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2282 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2283 GL_LockArrays(0, 0);
2285 memset(&m, 0, sizeof(m));
2286 m.pointer_vertex = rsurface_vertex3f;
2288 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2289 // square alpha in framebuffer a few times to make it shiny
2290 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2291 // these comments are a test run through this math for intensity 0.5
2292 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2293 // 0.25 * 0.25 = 0.0625 (this is another pass)
2294 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2295 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2296 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2297 GL_LockArrays(0, 0);
2299 memset(&m, 0, sizeof(m));
2300 m.pointer_vertex = rsurface_vertex3f;
2301 m.tex[0] = R_GetTexture(glosstexture);
2302 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2303 m.texmatrix[0] = texture->currenttexmatrix;
2304 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2306 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2307 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2309 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2310 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2312 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2316 // 2/0/0/2/2 2D combine blendsquare path
2317 memset(&m, 0, sizeof(m));
2318 m.pointer_vertex = rsurface_vertex3f;
2319 m.tex[0] = R_GetTexture(normalmaptexture);
2320 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2321 m.texmatrix[0] = texture->currenttexmatrix;
2322 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2323 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2324 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2325 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2327 GL_ColorMask(0,0,0,1);
2328 // this squares the result
2329 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2330 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2331 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2332 GL_LockArrays(0, 0);
2334 memset(&m, 0, sizeof(m));
2335 m.pointer_vertex = rsurface_vertex3f;
2337 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2338 // square alpha in framebuffer a few times to make it shiny
2339 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2340 // these comments are a test run through this math for intensity 0.5
2341 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2342 // 0.25 * 0.25 = 0.0625 (this is another pass)
2343 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2344 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2345 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2346 GL_LockArrays(0, 0);
2348 memset(&m, 0, sizeof(m));
2349 m.pointer_vertex = rsurface_vertex3f;
2350 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2352 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2353 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2355 m.pointer_texcoord[0] = varray_texcoord2f[0];
2356 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2358 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2360 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2361 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2363 m.pointer_texcoord[1] = varray_texcoord2f[1];
2364 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2367 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2368 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2369 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2370 GL_LockArrays(0, 0);
2372 memset(&m, 0, sizeof(m));
2373 m.pointer_vertex = rsurface_vertex3f;
2374 m.tex[0] = R_GetTexture(glosstexture);
2375 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2376 m.texmatrix[0] = texture->currenttexmatrix;
2377 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2379 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2381 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2382 m.texmatrix[1] = r_shadow_entitytolight;
2384 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2385 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2388 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2391 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2392 VectorScale(lightcolorbase, colorscale, color2);
2393 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2394 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2396 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2397 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2399 GL_LockArrays(0, 0);
2405 static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale)
2407 int surfacelistindex;
2409 float ambientcolor2[3], diffusecolor2[3];
2411 qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2412 qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2413 qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2414 qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2415 qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2416 qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2417 //qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
2418 // TODO: add direct pants/shirt rendering
2419 if (doambientpants || dodiffusepants)
2420 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0);
2421 if (doambientshirt || dodiffuseshirt)
2422 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0);
2423 if (!doambientbase && !dodiffusebase)
2425 VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, ambientcolor2);
2426 VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, diffusecolor2);
2427 GL_BlendFunc(GL_ONE, GL_ONE);
2428 memset(&m, 0, sizeof(m));
2429 m.tex[0] = R_GetTexture(basetexture);
2430 if (r_textureunits.integer >= 2)
2433 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2435 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2437 m.pointer_texcoord[1] = varray_texcoord2f[1];
2438 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2440 if (r_textureunits.integer >= 3)
2442 // Geforce3/Radeon class but not using dot3
2443 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2445 m.texmatrix[2] = r_shadow_entitytoattenuationz;
2447 m.pointer_texcoord[2] = varray_texcoord2f[2];
2448 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2452 m.pointer_color = varray_color4f;
2454 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2456 const msurface_t *surface = surfacelist[surfacelistindex];
2457 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
2458 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
2459 if (!rsurface_svector3f)
2461 rsurface_svector3f = varray_svector3f;
2462 rsurface_tvector3f = varray_tvector3f;
2463 rsurface_normal3f = varray_normal3f;
2464 Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
2466 // OpenGL 1.1 path (anything)
2467 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
2468 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
2469 if (r_textureunits.integer >= 2)
2473 R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f);
2475 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2477 if (r_textureunits.integer >= 3)
2479 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
2481 R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f);
2483 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2487 R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2, 0);
2488 for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
2493 // due to low fillrate on the cards this vertex lighting path is
2494 // designed for, we manually cull all triangles that do not
2495 // contain a lit vertex
2498 int newnumtriangles;
2500 int newelements[3072];
2502 newnumtriangles = 0;
2504 for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
2506 if (newnumtriangles >= 1024)
2508 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2509 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
2510 GL_LockArrays(0, 0);
2511 newnumtriangles = 0;
2514 if (VectorLength2(varray_color4f + e[0] * 4) + VectorLength2(varray_color4f + e[1] * 4) + VectorLength2(varray_color4f + e[2] * 4) >= 0.01)
2524 if (newnumtriangles >= 1)
2526 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2527 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
2528 GL_LockArrays(0, 0);
2534 for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2535 if (VectorLength2(c))
2539 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2540 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2541 GL_LockArrays(0, 0);
2543 // now reduce the intensity for the next overbright pass
2544 for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2546 c[0] = max(0, c[0] - 1);
2547 c[1] = max(0, c[1] - 1);
2548 c[2] = max(0, c[2] - 1);
2554 void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist)
2556 // FIXME: support MATERIALFLAG_NODEPTHTEST
2557 vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
2558 rtexture_t *basetexture;
2559 rtexture_t *glosstexture;
2560 float specularscale;
2561 if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
2562 qglDisable(GL_CULL_FACE);
2564 qglEnable(GL_CULL_FACE);
2565 glosstexture = r_texture_black;
2567 if (r_shadow_gloss.integer > 0)
2569 if (texture->skin.gloss)
2571 if (r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
2573 glosstexture = texture->skin.gloss;
2574 specularscale = r_shadow_rtlight->specularscale * r_shadow_glossintensity.value;
2579 if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
2581 glosstexture = r_texture_white;
2582 specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value;
2586 // calculate colors to render this texture with
2587 lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * ent->colormod[0] * texture->currentalpha;
2588 lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * ent->colormod[1] * texture->currentalpha;
2589 lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * ent->colormod[2] * texture->currentalpha;
2590 if ((VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor)) >= (1.0f / 1048576.0f))
2592 lightcolorpants[0] = r_shadow_rtlight->currentcolor[0] * ent->colormap_pantscolor[0] * texture->currentalpha;
2593 lightcolorpants[1] = r_shadow_rtlight->currentcolor[1] * ent->colormap_pantscolor[1] * texture->currentalpha;
2594 lightcolorpants[2] = r_shadow_rtlight->currentcolor[2] * ent->colormap_pantscolor[2] * texture->currentalpha;
2595 lightcolorshirt[0] = r_shadow_rtlight->currentcolor[0] * ent->colormap_shirtcolor[0] * texture->currentalpha;
2596 lightcolorshirt[1] = r_shadow_rtlight->currentcolor[1] * ent->colormap_shirtcolor[1] * texture->currentalpha;
2597 lightcolorshirt[2] = r_shadow_rtlight->currentcolor[2] * ent->colormap_shirtcolor[2] * texture->currentalpha;
2598 if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt)) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
2600 basetexture = texture->skin.base;
2601 switch (r_shadow_rendermode)
2603 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2604 R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale);
2606 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2607 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale);
2609 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2610 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale);
2612 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2613 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale);
2616 Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2622 if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
2624 basetexture = texture->skin.merged ? texture->skin.merged : texture->skin.base;
2625 switch (r_shadow_rendermode)
2627 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2628 R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale);
2630 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2631 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale);
2633 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2634 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale);
2636 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2637 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale);
2640 Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2646 void R_RTLight_Update(dlight_t *light, int isstatic)
2650 rtlight_t *rtlight = &light->rtlight;
2651 R_RTLight_Uncompile(rtlight);
2652 memset(rtlight, 0, sizeof(*rtlight));
2654 VectorCopy(light->origin, rtlight->shadoworigin);
2655 VectorCopy(light->color, rtlight->color);
2656 rtlight->radius = light->radius;
2657 //rtlight->cullradius = rtlight->radius;
2658 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2659 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2660 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2661 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2662 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2663 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2664 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2665 rtlight->cubemapname[0] = 0;
2666 if (light->cubemapname[0])
2667 strcpy(rtlight->cubemapname, light->cubemapname);
2668 else if (light->cubemapnum > 0)
2669 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2670 rtlight->shadow = light->shadow;
2671 rtlight->corona = light->corona;
2672 rtlight->style = light->style;
2673 rtlight->isstatic = isstatic;
2674 rtlight->coronasizescale = light->coronasizescale;
2675 rtlight->ambientscale = light->ambientscale;
2676 rtlight->diffusescale = light->diffusescale;
2677 rtlight->specularscale = light->specularscale;
2678 rtlight->flags = light->flags;
2679 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2680 // ConcatScale won't work here because this needs to scale rotate and
2681 // translate, not just rotate
2682 scale = 1.0f / rtlight->radius;
2683 for (k = 0;k < 3;k++)
2684 for (j = 0;j < 4;j++)
2685 rtlight->matrix_worldtolight.m[k][j] *= scale;
2687 rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
2688 rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
2689 VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
2690 rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
2693 // compiles rtlight geometry
2694 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2695 void R_RTLight_Compile(rtlight_t *rtlight)
2697 int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2698 entity_render_t *ent = r_refdef.worldentity;
2699 model_t *model = r_refdef.worldmodel;
2700 unsigned char *data;
2702 // compile the light
2703 rtlight->compiled = true;
2704 rtlight->static_numleafs = 0;
2705 rtlight->static_numleafpvsbytes = 0;
2706 rtlight->static_leaflist = NULL;
2707 rtlight->static_leafpvs = NULL;
2708 rtlight->static_numsurfaces = 0;
2709 rtlight->static_surfacelist = NULL;
2710 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2711 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2712 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2713 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2714 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2715 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2717 if (model && model->GetLightInfo)
2719 // this variable must be set for the CompileShadowVolume code
2720 r_shadow_compilingrtlight = rtlight;
2721 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2722 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);
2723 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2724 data = (unsigned char *)Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2725 rtlight->static_numleafs = numleafs;
2726 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2727 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2728 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2729 rtlight->static_numsurfaces = numsurfaces;
2730 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2732 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2733 if (numleafpvsbytes)
2734 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2736 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2737 if (model->CompileShadowVolume && rtlight->shadow)
2738 model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2739 // now we're done compiling the rtlight
2740 r_shadow_compilingrtlight = NULL;
2744 // use smallest available cullradius - box radius or light radius
2745 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2746 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2750 if (rtlight->static_meshchain_shadow)
2753 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2756 shadowtris += mesh->numtriangles;
2760 Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes);
2763 void R_RTLight_Uncompile(rtlight_t *rtlight)
2765 if (rtlight->compiled)
2767 if (rtlight->static_meshchain_shadow)
2768 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2769 rtlight->static_meshchain_shadow = NULL;
2770 // these allocations are grouped
2771 if (rtlight->static_leaflist)
2772 Mem_Free(rtlight->static_leaflist);
2773 rtlight->static_numleafs = 0;
2774 rtlight->static_numleafpvsbytes = 0;
2775 rtlight->static_leaflist = NULL;
2776 rtlight->static_leafpvs = NULL;
2777 rtlight->static_numsurfaces = 0;
2778 rtlight->static_surfacelist = NULL;
2779 rtlight->compiled = false;
2783 void R_Shadow_UncompileWorldLights(void)
2786 for (light = r_shadow_worldlightchain;light;light = light->next)
2787 R_RTLight_Uncompile(&light->rtlight);
2790 void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfacelist)
2792 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2793 vec_t relativeshadowradius;
2794 if (ent == r_refdef.worldentity)
2796 if (r_shadow_rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2799 R_Mesh_Matrix(&ent->matrix);
2800 for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2802 renderstats.lights_shadowtriangles += mesh->numtriangles;
2803 R_Mesh_VertexPointer(mesh->vertex3f);
2804 GL_LockArrays(0, mesh->numverts);
2805 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
2807 // decrement stencil if backface is behind depthbuffer
2808 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2809 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2810 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2811 // increment stencil if frontface is behind depthbuffer
2812 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2813 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2815 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2816 GL_LockArrays(0, 0);
2819 else if (numsurfaces)
2821 R_Mesh_Matrix(&ent->matrix);
2822 ent->model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight->cullmins, r_shadow_rtlight->cullmaxs);
2827 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin);
2828 relativeshadowradius = r_shadow_rtlight->radius / ent->scale;
2829 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2830 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2831 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2832 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2833 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2834 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2835 R_Mesh_Matrix(&ent->matrix);
2836 ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2840 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
2842 // set up properties for rendering light onto this entity
2843 Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_rtlight->matrix_worldtolight, &ent->matrix);
2844 Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2845 Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2846 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin);
2847 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
2848 R_Mesh_Matrix(&ent->matrix);
2851 void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)
2853 R_Shadow_SetupEntityLight(ent);
2854 if (ent == r_refdef.worldentity)
2855 ent->model->DrawLight(ent, numsurfaces, surfacelist);
2857 ent->model->DrawLight(ent, ent->model->nummodelsurfaces, ent->model->surfacelist);
2860 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2864 int numleafs, numsurfaces;
2865 int *leaflist, *surfacelist;
2866 unsigned char *leafpvs;
2867 int numlightentities;
2868 int numshadowentities;
2869 entity_render_t *lightentities[MAX_EDICTS];
2870 entity_render_t *shadowentities[MAX_EDICTS];
2872 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
2873 // skip lights that are basically invisible (color 0 0 0)
2874 if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
2877 // loading is done before visibility checks because loading should happen
2878 // all at once at the start of a level, not when it stalls gameplay.
2879 // (especially important to benchmarks)
2881 if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2882 R_RTLight_Compile(rtlight);
2884 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2886 // look up the light style value at this time
2887 f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2888 VectorScale(rtlight->color, f, rtlight->currentcolor);
2890 if (rtlight->selected)
2892 f = 2 + sin(realtime * M_PI * 4.0);
2893 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
2897 // if lightstyle is currently off, don't draw the light
2898 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
2901 // if the light box is offscreen, skip it
2902 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2905 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2907 // compiled light, world available and can receive realtime lighting
2908 // retrieve leaf information
2909 numleafs = rtlight->static_numleafs;
2910 leaflist = rtlight->static_leaflist;
2911 leafpvs = rtlight->static_leafpvs;
2912 numsurfaces = rtlight->static_numsurfaces;
2913 surfacelist = rtlight->static_surfacelist;
2915 else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2917 // dynamic light, world available and can receive realtime lighting
2918 // calculate lit surfaces and leafs
2919 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2920 r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, 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);
2921 leaflist = r_shadow_buffer_leaflist;
2922 leafpvs = r_shadow_buffer_leafpvs;
2923 surfacelist = r_shadow_buffer_surfacelist;
2924 // if the reduced leaf bounds are offscreen, skip it
2925 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2937 // check if light is illuminating any visible leafs
2940 for (i = 0;i < numleafs;i++)
2941 if (r_worldleafvisible[leaflist[i]])
2946 // set up a scissor rectangle for this light
2947 if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2950 // make a list of lit entities and shadow casting entities
2951 numlightentities = 0;
2952 numshadowentities = 0;
2953 // don't count the world unless some surfaces are actually lit
2956 lightentities[numlightentities++] = r_refdef.worldentity;
2957 shadowentities[numshadowentities++] = r_refdef.worldentity;
2959 // add dynamic entities that are lit by the light
2960 if (r_drawentities.integer)
2962 for (i = 0;i < r_refdef.numentities;i++)
2964 entity_render_t *ent = r_refdef.entities[i];
2965 if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
2967 && !(ent->flags & RENDER_TRANSPARENT)
2968 && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
2970 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2971 if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
2972 shadowentities[numshadowentities++] = ent;
2973 if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight)
2974 lightentities[numlightentities++] = ent;
2979 // return if there's nothing at all to light
2980 if (!numlightentities)
2983 // make this the active rtlight for rendering purposes
2984 R_Shadow_RenderMode_ActiveLight(rtlight);
2985 // count this light in the r_speeds
2986 renderstats.lights++;
2988 // draw stencil shadow volumes to mask off pixels that are in shadow
2989 // so that they won't receive lighting
2991 if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2994 R_Shadow_RenderMode_StencilShadowVolumes();
2995 for (i = 0;i < numshadowentities;i++)
2996 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
2999 // draw lighting in the unmasked areas
3000 if (numlightentities && !visible)
3002 R_Shadow_RenderMode_Lighting(usestencil, false);
3003 for (i = 0;i < numlightentities;i++)
3004 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
3007 // optionally draw visible shape of the shadow volumes
3008 // for performance analysis by level designers
3009 if (numshadowentities && visible && r_shadow_visiblevolumes.integer > 0 && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
3011 R_Shadow_RenderMode_VisibleShadowVolumes();
3012 for (i = 0;i < numshadowentities;i++)
3013 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
3016 // optionally draw the illuminated areas
3017 // for performance analysis by level designers
3018 if (numlightentities && visible && r_shadow_visiblelighting.integer > 0)
3020 R_Shadow_RenderMode_VisibleLighting(usestencil, false);
3021 for (i = 0;i < numlightentities;i++)
3022 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
3026 void R_ShadowVolumeLighting(qboolean visible)
3031 if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
3032 R_Shadow_EditLights_Reload_f();
3034 R_Shadow_RenderMode_Begin();
3036 flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3037 if (r_shadow_debuglight.integer >= 0)
3039 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
3040 if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
3041 R_DrawRTLight(&light->rtlight, visible);
3044 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
3045 if (light->flags & flag)
3046 R_DrawRTLight(&light->rtlight, visible);
3048 for (lnum = 0;lnum < r_refdef.numlights;lnum++)
3049 R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible);
3051 R_Shadow_RenderMode_End();
3054 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3055 typedef struct suffixinfo_s
3058 qboolean flipx, flipy, flipdiagonal;
3061 static suffixinfo_t suffix[3][6] =
3064 {"px", false, false, false},
3065 {"nx", false, false, false},
3066 {"py", false, false, false},
3067 {"ny", false, false, false},
3068 {"pz", false, false, false},
3069 {"nz", false, false, false}
3072 {"posx", false, false, false},
3073 {"negx", false, false, false},
3074 {"posy", false, false, false},
3075 {"negy", false, false, false},
3076 {"posz", false, false, false},
3077 {"negz", false, false, false}
3080 {"rt", true, false, true},
3081 {"lf", false, true, true},
3082 {"ft", true, true, false},
3083 {"bk", false, false, false},
3084 {"up", true, false, true},
3085 {"dn", true, false, true}
3089 static int componentorder[4] = {0, 1, 2, 3};
3091 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
3093 int i, j, cubemapsize;
3094 unsigned char *cubemappixels, *image_rgba;
3095 rtexture_t *cubemaptexture;
3097 // must start 0 so the first loadimagepixels has no requested width/height
3099 cubemappixels = NULL;
3100 cubemaptexture = NULL;
3101 // keep trying different suffix groups (posx, px, rt) until one loads
3102 for (j = 0;j < 3 && !cubemappixels;j++)
3104 // load the 6 images in the suffix group
3105 for (i = 0;i < 6;i++)
3107 // generate an image name based on the base and and suffix
3108 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3110 if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
3112 // an image loaded, make sure width and height are equal
3113 if (image_width == image_height)
3115 // if this is the first image to load successfully, allocate the cubemap memory
3116 if (!cubemappixels && image_width >= 1)
3118 cubemapsize = image_width;
3119 // note this clears to black, so unavailable sides are black
3120 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3122 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3124 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3127 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3129 Mem_Free(image_rgba);
3133 // if a cubemap loaded, upload it
3136 if (!r_shadow_filters_texturepool)
3137 r_shadow_filters_texturepool = R_AllocTexturePool();
3138 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
3139 Mem_Free(cubemappixels);
3143 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
3144 for (j = 0;j < 3;j++)
3145 for (i = 0;i < 6;i++)
3146 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3147 Con_Print(" and was unable to find any of them.\n");
3149 return cubemaptexture;
3152 rtexture_t *R_Shadow_Cubemap(const char *basename)
3155 for (i = 0;i < numcubemaps;i++)
3156 if (!strcasecmp(cubemaps[i].basename, basename))
3157 return cubemaps[i].texture;
3158 if (i >= MAX_CUBEMAPS)
3159 return r_texture_whitecube;
3161 strcpy(cubemaps[i].basename, basename);
3162 cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
3163 if (!cubemaps[i].texture)
3164 cubemaps[i].texture = r_texture_whitecube;
3165 return cubemaps[i].texture;
3168 void R_Shadow_FreeCubemaps(void)
3171 R_FreeTexturePool(&r_shadow_filters_texturepool);
3174 dlight_t *R_Shadow_NewWorldLight(void)
3177 light = (dlight_t *)Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
3178 light->next = r_shadow_worldlightchain;
3179 r_shadow_worldlightchain = light;
3183 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)
3185 VectorCopy(origin, light->origin);
3186 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
3187 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
3188 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
3189 light->color[0] = max(color[0], 0);
3190 light->color[1] = max(color[1], 0);
3191 light->color[2] = max(color[2], 0);
3192 light->radius = max(radius, 0);
3193 light->style = style;
3194 if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
3196 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
3199 light->shadow = shadowenable;
3200 light->corona = corona;
3203 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
3204 light->coronasizescale = coronasizescale;
3205 light->ambientscale = ambientscale;
3206 light->diffusescale = diffusescale;
3207 light->specularscale = specularscale;
3208 light->flags = flags;
3209 Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
3211 R_RTLight_Update(light, true);
3214 void R_Shadow_FreeWorldLight(dlight_t *light)
3216 dlight_t **lightpointer;
3217 R_RTLight_Uncompile(&light->rtlight);
3218 for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
3219 if (*lightpointer != light)
3220 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain");
3221 *lightpointer = light->next;
3225 void R_Shadow_ClearWorldLights(void)
3227 while (r_shadow_worldlightchain)
3228 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
3229 r_shadow_selectedlight = NULL;
3230 R_Shadow_FreeCubemaps();
3233 void R_Shadow_SelectLight(dlight_t *light)
3235 if (r_shadow_selectedlight)
3236 r_shadow_selectedlight->selected = false;
3237 r_shadow_selectedlight = light;
3238 if (r_shadow_selectedlight)
3239 r_shadow_selectedlight->selected = true;
3242 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
3244 float scale = r_editlights_cursorgrid.value * 0.5f;
3245 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], NULL, false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
3248 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
3251 const dlight_t *light = (dlight_t *)ent;
3253 if (light->selected)
3254 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
3257 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[surfacenumber], NULL, false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
3260 void R_Shadow_DrawLightSprites(void)
3266 for (i = 0;i < 5;i++)
3268 lighttextures[i] = NULL;
3269 if ((pic = Draw_CachePic(va("gfx/crosshair%i", i + 1), true)))
3270 lighttextures[i] = pic->tex;
3273 for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
3274 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, i % 5, &light->rtlight);
3275 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
3278 void R_Shadow_SelectLightInView(void)
3280 float bestrating, rating, temp[3];
3281 dlight_t *best, *light;
3284 for (light = r_shadow_worldlightchain;light;light = light->next)
3286 VectorSubtract(light->origin, r_vieworigin, temp);
3287 rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
3290 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
3291 if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
3293 bestrating = rating;
3298 R_Shadow_SelectLight(best);
3301 void R_Shadow_LoadWorldLights(void)
3303 int n, a, style, shadow, flags;
3304 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
3305 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
3306 if (r_refdef.worldmodel == NULL)
3308 Con_Print("No map loaded.\n");
3311 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3312 strlcat (name, ".rtlights", sizeof (name));
3313 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
3323 for (;COM_Parse(t, true) && strcmp(
3324 if (COM_Parse(t, true))
3326 if (com_token[0] == '!')
3329 origin[0] = atof(com_token+1);
3332 origin[0] = atof(com_token);
3337 while (*s && *s != '\n' && *s != '\r')
3343 // check for modifier flags
3350 a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &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);
3353 flags = LIGHTFLAG_REALTIMEMODE;
3361 coronasizescale = 0.25f;
3363 VectorClear(angles);
3366 if (a < 9 || !strcmp(cubemapname, "\"\""))
3368 // remove quotes on cubemapname
3369 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
3371 cubemapname[strlen(cubemapname)-1] = 0;
3372 strcpy(cubemapname, cubemapname + 1);
3376 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);
3379 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3387 Con_Printf("invalid rtlights file \"%s\"\n", name);
3388 Mem_Free(lightsstring);
3392 void R_Shadow_SaveWorldLights(void)
3395 size_t bufchars, bufmaxchars;
3397 char name[MAX_QPATH];
3398 char line[MAX_INPUTLINE];
3399 if (!r_shadow_worldlightchain)
3401 if (r_refdef.worldmodel == NULL)
3403 Con_Print("No map loaded.\n");
3406 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3407 strlcat (name, ".rtlights", sizeof (name));
3408 bufchars = bufmaxchars = 0;
3410 for (light = r_shadow_worldlightchain;light;light = light->next)
3412 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
3413 sprintf(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);
3414 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
3415 sprintf(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]);
3417 sprintf(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);
3418 if (bufchars + strlen(line) > bufmaxchars)
3420 bufmaxchars = bufchars + strlen(line) + 2048;
3422 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
3426 memcpy(buf, oldbuf, bufchars);
3432 memcpy(buf + bufchars, line, strlen(line));
3433 bufchars += strlen(line);
3437 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
3442 void R_Shadow_LoadLightsFile(void)
3445 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
3446 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
3447 if (r_refdef.worldmodel == NULL)
3449 Con_Print("No map loaded.\n");
3452 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3453 strlcat (name, ".lights", sizeof (name));
3454 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
3462 while (*s && *s != '\n' && *s != '\r')
3468 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);
3472 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);
3475 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
3476 radius = bound(15, radius, 4096);
3477 VectorScale(color, (2.0f / (8388608.0f)), color);
3478 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3486 Con_Printf("invalid lights file \"%s\"\n", name);
3487 Mem_Free(lightsstring);
3491 // tyrlite/hmap2 light types in the delay field
3492 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
3494 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
3496 int entnum, style, islight, skin, pflags, effects, type, n;
3499 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
3500 char key[256], value[MAX_INPUTLINE];
3502 if (r_refdef.worldmodel == NULL)
3504 Con_Print("No map loaded.\n");
3507 // try to load a .ent file first
3508 FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
3509 strlcat (key, ".ent", sizeof (key));
3510 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
3511 // and if that is not found, fall back to the bsp file entity string
3513 data = r_refdef.worldmodel->brush.entities;
3516 for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
3518 type = LIGHTTYPE_MINUSX;
3519 origin[0] = origin[1] = origin[2] = 0;
3520 originhack[0] = originhack[1] = originhack[2] = 0;
3521 angles[0] = angles[1] = angles[2] = 0;
3522 color[0] = color[1] = color[2] = 1;
3523 light[0] = light[1] = light[2] = 1;light[3] = 300;
3524 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
3534 if (!COM_ParseToken(&data, false))
3536 if (com_token[0] == '}')
3537 break; // end of entity
3538 if (com_token[0] == '_')
3539 strcpy(key, com_token + 1);
3541 strcpy(key, com_token);
3542 while (key[strlen(key)-1] == ' ') // remove trailing spaces
3543 key[strlen(key)-1] = 0;
3544 if (!COM_ParseToken(&data, false))
3546 strcpy(value, com_token);
3548 // now that we have the key pair worked out...
3549 if (!strcmp("light", key))
3551 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
3555 light[0] = vec[0] * (1.0f / 256.0f);
3556 light[1] = vec[0] * (1.0f / 256.0f);
3557 light[2] = vec[0] * (1.0f / 256.0f);
3563 light[0] = vec[0] * (1.0f / 255.0f);
3564 light[1] = vec[1] * (1.0f / 255.0f);
3565 light[2] = vec[2] * (1.0f / 255.0f);
3569 else if (!strcmp("delay", key))
3571 else if (!strcmp("origin", key))
3572 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
3573 else if (!strcmp("angle", key))
3574 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
3575 else if (!strcmp("angles", key))
3576 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
3577 else if (!strcmp("color", key))
3578 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
3579 else if (!strcmp("wait", key))
3580 fadescale = atof(value);
3581 else if (!strcmp("classname", key))
3583 if (!strncmp(value, "light", 5))
3586 if (!strcmp(value, "light_fluoro"))
3591 overridecolor[0] = 1;
3592 overridecolor[1] = 1;
3593 overridecolor[2] = 1;
3595 if (!strcmp(value, "light_fluorospark"))
3600 overridecolor[0] = 1;
3601 overridecolor[1] = 1;
3602 overridecolor[2] = 1;
3604 if (!strcmp(value, "light_globe"))
3609 overridecolor[0] = 1;
3610 overridecolor[1] = 0.8;
3611 overridecolor[2] = 0.4;
3613 if (!strcmp(value, "light_flame_large_yellow"))
3618 overridecolor[0] = 1;
3619 overridecolor[1] = 0.5;
3620 overridecolor[2] = 0.1;
3622 if (!strcmp(value, "light_flame_small_yellow"))
3627 overridecolor[0] = 1;
3628 overridecolor[1] = 0.5;
3629 overridecolor[2] = 0.1;
3631 if (!strcmp(value, "light_torch_small_white"))
3636 overridecolor[0] = 1;
3637 overridecolor[1] = 0.5;
3638 overridecolor[2] = 0.1;
3640 if (!strcmp(value, "light_torch_small_walltorch"))
3645 overridecolor[0] = 1;
3646 overridecolor[1] = 0.5;
3647 overridecolor[2] = 0.1;
3651 else if (!strcmp("style", key))
3652 style = atoi(value);
3653 else if (!strcmp("skin", key))
3654 skin = (int)atof(value);
3655 else if (!strcmp("pflags", key))
3656 pflags = (int)atof(value);
3657 else if (!strcmp("effects", key))
3658 effects = (int)atof(value);
3659 else if (r_refdef.worldmodel->type == mod_brushq3)
3661 if (!strcmp("scale", key))
3662 lightscale = atof(value);
3663 if (!strcmp("fade", key))
3664 fadescale = atof(value);
3669 if (lightscale <= 0)
3673 if (color[0] == color[1] && color[0] == color[2])
3675 color[0] *= overridecolor[0];
3676 color[1] *= overridecolor[1];
3677 color[2] *= overridecolor[2];
3679 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3680 color[0] = color[0] * light[0];
3681 color[1] = color[1] * light[1];
3682 color[2] = color[2] * light[2];
3685 case LIGHTTYPE_MINUSX:
3687 case LIGHTTYPE_RECIPX:
3689 VectorScale(color, (1.0f / 16.0f), color);
3691 case LIGHTTYPE_RECIPXX:
3693 VectorScale(color, (1.0f / 16.0f), color);
3696 case LIGHTTYPE_NONE:
3700 case LIGHTTYPE_MINUSXX:
3703 VectorAdd(origin, originhack, origin);
3705 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);
3708 Mem_Free(entfiledata);
3712 void R_Shadow_SetCursorLocationForView(void)
3715 vec3_t dest, endpos;
3717 VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
3718 trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
3719 if (trace.fraction < 1)
3721 dist = trace.fraction * r_editlights_cursordistance.value;
3722 push = r_editlights_cursorpushback.value;
3726 VectorMA(trace.endpos, push, r_viewforward, endpos);
3727 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
3731 VectorClear( endpos );
3733 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3734 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3735 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3738 void R_Shadow_UpdateWorldLightSelection(void)
3740 if (r_editlights.integer)
3742 R_Shadow_SetCursorLocationForView();
3743 R_Shadow_SelectLightInView();
3744 R_Shadow_DrawLightSprites();
3747 R_Shadow_SelectLight(NULL);
3750 void R_Shadow_EditLights_Clear_f(void)
3752 R_Shadow_ClearWorldLights();
3755 void R_Shadow_EditLights_Reload_f(void)
3757 if (!r_refdef.worldmodel)
3759 strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
3760 R_Shadow_ClearWorldLights();
3761 R_Shadow_LoadWorldLights();
3762 if (r_shadow_worldlightchain == NULL)
3764 R_Shadow_LoadLightsFile();
3765 if (r_shadow_worldlightchain == NULL)
3766 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3770 void R_Shadow_EditLights_Save_f(void)
3772 if (!r_refdef.worldmodel)
3774 R_Shadow_SaveWorldLights();
3777 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
3779 R_Shadow_ClearWorldLights();
3780 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3783 void R_Shadow_EditLights_ImportLightsFile_f(void)
3785 R_Shadow_ClearWorldLights();
3786 R_Shadow_LoadLightsFile();
3789 void R_Shadow_EditLights_Spawn_f(void)
3792 if (!r_editlights.integer)
3794 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3797 if (Cmd_Argc() != 1)
3799 Con_Print("r_editlights_spawn does not take parameters\n");
3802 color[0] = color[1] = color[2] = 1;
3803 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3806 void R_Shadow_EditLights_Edit_f(void)
3808 vec3_t origin, angles, color;
3809 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
3810 int style, shadows, flags, normalmode, realtimemode;
3811 char cubemapname[MAX_INPUTLINE];
3812 if (!r_editlights.integer)
3814 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3817 if (!r_shadow_selectedlight)
3819 Con_Print("No selected light.\n");
3822 VectorCopy(r_shadow_selectedlight->origin, origin);
3823 VectorCopy(r_shadow_selectedlight->angles, angles);
3824 VectorCopy(r_shadow_selectedlight->color, color);
3825 radius = r_shadow_selectedlight->radius;
3826 style = r_shadow_selectedlight->style;
3827 if (r_shadow_selectedlight->cubemapname)
3828 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
3831 shadows = r_shadow_selectedlight->shadow;
3832 corona = r_shadow_selectedlight->corona;
3833 coronasizescale = r_shadow_selectedlight->coronasizescale;
3834 ambientscale = r_shadow_selectedlight->ambientscale;
3835 diffusescale = r_shadow_selectedlight->diffusescale;
3836 specularscale = r_shadow_selectedlight->specularscale;
3837 flags = r_shadow_selectedlight->flags;
3838 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
3839 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
3840 if (!strcmp(Cmd_Argv(1), "origin"))
3842 if (Cmd_Argc() != 5)
3844 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3847 origin[0] = atof(Cmd_Argv(2));
3848 origin[1] = atof(Cmd_Argv(3));
3849 origin[2] = atof(Cmd_Argv(4));
3851 else if (!strcmp(Cmd_Argv(1), "originx"))
3853 if (Cmd_Argc() != 3)
3855 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3858 origin[0] = atof(Cmd_Argv(2));
3860 else if (!strcmp(Cmd_Argv(1), "originy"))
3862 if (Cmd_Argc() != 3)
3864 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3867 origin[1] = atof(Cmd_Argv(2));
3869 else if (!strcmp(Cmd_Argv(1), "originz"))
3871 if (Cmd_Argc() != 3)
3873 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3876 origin[2] = atof(Cmd_Argv(2));
3878 else if (!strcmp(Cmd_Argv(1), "move"))
3880 if (Cmd_Argc() != 5)
3882 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3885 origin[0] += atof(Cmd_Argv(2));
3886 origin[1] += atof(Cmd_Argv(3));
3887 origin[2] += atof(Cmd_Argv(4));
3889 else if (!strcmp(Cmd_Argv(1), "movex"))
3891 if (Cmd_Argc() != 3)
3893 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3896 origin[0] += atof(Cmd_Argv(2));
3898 else if (!strcmp(Cmd_Argv(1), "movey"))
3900 if (Cmd_Argc() != 3)
3902 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3905 origin[1] += atof(Cmd_Argv(2));
3907 else if (!strcmp(Cmd_Argv(1), "movez"))
3909 if (Cmd_Argc() != 3)
3911 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3914 origin[2] += atof(Cmd_Argv(2));
3916 else if (!strcmp(Cmd_Argv(1), "angles"))
3918 if (Cmd_Argc() != 5)
3920 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3923 angles[0] = atof(Cmd_Argv(2));
3924 angles[1] = atof(Cmd_Argv(3));
3925 angles[2] = atof(Cmd_Argv(4));
3927 else if (!strcmp(Cmd_Argv(1), "anglesx"))
3929 if (Cmd_Argc() != 3)
3931 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3934 angles[0] = atof(Cmd_Argv(2));
3936 else if (!strcmp(Cmd_Argv(1), "anglesy"))
3938 if (Cmd_Argc() != 3)
3940 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3943 angles[1] = atof(Cmd_Argv(2));
3945 else if (!strcmp(Cmd_Argv(1), "anglesz"))
3947 if (Cmd_Argc() != 3)
3949 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3952 angles[2] = atof(Cmd_Argv(2));
3954 else if (!strcmp(Cmd_Argv(1), "color"))
3956 if (Cmd_Argc() != 5)
3958 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
3961 color[0] = atof(Cmd_Argv(2));
3962 color[1] = atof(Cmd_Argv(3));
3963 color[2] = atof(Cmd_Argv(4));
3965 else if (!strcmp(Cmd_Argv(1), "radius"))
3967 if (Cmd_Argc() != 3)
3969 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3972 radius = atof(Cmd_Argv(2));
3974 else if (!strcmp(Cmd_Argv(1), "colorscale"))
3976 if (Cmd_Argc() == 3)
3978 double scale = atof(Cmd_Argv(2));
3985 if (Cmd_Argc() != 5)
3987 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
3990 color[0] *= atof(Cmd_Argv(2));
3991 color[1] *= atof(Cmd_Argv(3));
3992 color[2] *= atof(Cmd_Argv(4));
3995 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
3997 if (Cmd_Argc() != 3)
3999 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4002 radius *= atof(Cmd_Argv(2));
4004 else if (!strcmp(Cmd_Argv(1), "style"))
4006 if (Cmd_Argc() != 3)
4008 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4011 style = atoi(Cmd_Argv(2));
4013 else if (!strcmp(Cmd_Argv(1), "cubemap"))
4017 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4020 if (Cmd_Argc() == 3)
4021 strcpy(cubemapname, Cmd_Argv(2));
4025 else if (!strcmp(Cmd_Argv(1), "shadows"))
4027 if (Cmd_Argc() != 3)
4029 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4032 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4034 else if (!strcmp(Cmd_Argv(1), "corona"))
4036 if (Cmd_Argc() != 3)
4038 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4041 corona = atof(Cmd_Argv(2));
4043 else if (!strcmp(Cmd_Argv(1), "coronasize"))
4045 if (Cmd_Argc() != 3)
4047 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4050 coronasizescale = atof(Cmd_Argv(2));
4052 else if (!strcmp(Cmd_Argv(1), "ambient"))
4054 if (Cmd_Argc() != 3)
4056 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4059 ambientscale = atof(Cmd_Argv(2));
4061 else if (!strcmp(Cmd_Argv(1), "diffuse"))
4063 if (Cmd_Argc() != 3)
4065 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4068 diffusescale = atof(Cmd_Argv(2));
4070 else if (!strcmp(Cmd_Argv(1), "specular"))
4072 if (Cmd_Argc() != 3)
4074 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4077 specularscale = atof(Cmd_Argv(2));
4079 else if (!strcmp(Cmd_Argv(1), "normalmode"))
4081 if (Cmd_Argc() != 3)
4083 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4086 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4088 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
4090 if (Cmd_Argc() != 3)
4092 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4095 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4099 Con_Print("usage: r_editlights_edit [property] [value]\n");
4100 Con_Print("Selected light's properties:\n");
4101 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
4102 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
4103 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
4104 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
4105 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
4106 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
4107 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
4108 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
4109 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
4110 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
4111 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
4112 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
4113 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
4114 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
4117 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
4118 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4121 void R_Shadow_EditLights_EditAll_f(void)
4125 if (!r_editlights.integer)
4127 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
4131 for (light = r_shadow_worldlightchain;light;light = light->next)
4133 R_Shadow_SelectLight(light);
4134 R_Shadow_EditLights_Edit_f();
4138 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
4140 int lightnumber, lightcount;
4144 if (!r_editlights.integer)
4150 for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
4151 if (light == r_shadow_selectedlight)
4152 lightnumber = lightcount;
4153 sprintf(temp, "Cursor %f %f %f Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4154 if (r_shadow_selectedlight == NULL)
4156 sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4157 sprintf(temp, "Origin : %f %f %f\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);y += 8;
4158 sprintf(temp, "Angles : %f %f %f\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);y += 8;
4159 sprintf(temp, "Color : %f %f %f\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);y += 8;
4160 sprintf(temp, "Radius : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4161 sprintf(temp, "Corona : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4162 sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4163 sprintf(temp, "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4164 sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4165 sprintf(temp, "CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4166 sprintf(temp, "Ambient : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4167 sprintf(temp, "Diffuse : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4168 sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4169 sprintf(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);y += 8;
4170 sprintf(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);y += 8;
4173 void R_Shadow_EditLights_ToggleShadow_f(void)
4175 if (!r_editlights.integer)
4177 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
4180 if (!r_shadow_selectedlight)
4182 Con_Print("No selected light.\n");
4185 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);
4188 void R_Shadow_EditLights_ToggleCorona_f(void)
4190 if (!r_editlights.integer)
4192 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
4195 if (!r_shadow_selectedlight)
4197 Con_Print("No selected light.\n");
4200 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);
4203 void R_Shadow_EditLights_Remove_f(void)
4205 if (!r_editlights.integer)
4207 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
4210 if (!r_shadow_selectedlight)
4212 Con_Print("No selected light.\n");
4215 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
4216 r_shadow_selectedlight = NULL;
4219 void R_Shadow_EditLights_Help_f(void)
4222 "Documentation on r_editlights system:\n"
4224 "r_editlights : enable/disable editing mode\n"
4225 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
4226 "r_editlights_cursorpushback : push back cursor this far from surface\n"
4227 "r_editlights_cursorpushoff : push cursor off surface this far\n"
4228 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
4229 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
4231 "r_editlights_help : this help\n"
4232 "r_editlights_clear : remove all lights\n"
4233 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
4234 "r_editlights_save : save to .rtlights file\n"
4235 "r_editlights_spawn : create a light with default settings\n"
4236 "r_editlights_edit command : edit selected light - more documentation below\n"
4237 "r_editlights_remove : remove selected light\n"
4238 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
4239 "r_editlights_importlightentitiesfrommap : reload light entities\n"
4240 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
4242 "origin x y z : set light location\n"
4243 "originx x: set x component of light location\n"
4244 "originy y: set y component of light location\n"
4245 "originz z: set z component of light location\n"
4246 "move x y z : adjust light location\n"
4247 "movex x: adjust x component of light location\n"
4248 "movey y: adjust y component of light location\n"
4249 "movez z: adjust z component of light location\n"
4250 "angles x y z : set light angles\n"
4251 "anglesx x: set x component of light angles\n"
4252 "anglesy y: set y component of light angles\n"
4253 "anglesz z: set z component of light angles\n"
4254 "color r g b : set color of light (can be brighter than 1 1 1)\n"
4255 "radius radius : set radius (size) of light\n"
4256 "colorscale grey : multiply color of light (1 does nothing)\n"
4257 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
4258 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
4259 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
4260 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
4261 "cubemap basename : set filter cubemap of light (not yet supported)\n"
4262 "shadows 1/0 : turn on/off shadows\n"
4263 "corona n : set corona intensity\n"
4264 "coronasize n : set corona size (0-1)\n"
4265 "ambient n : set ambient intensity (0-1)\n"
4266 "diffuse n : set diffuse intensity (0-1)\n"
4267 "specular n : set specular intensity (0-1)\n"
4268 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
4269 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
4270 "<nothing> : print light properties to console\n"
4274 void R_Shadow_EditLights_CopyInfo_f(void)
4276 if (!r_editlights.integer)
4278 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
4281 if (!r_shadow_selectedlight)
4283 Con_Print("No selected light.\n");
4286 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
4287 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
4288 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
4289 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
4290 if (r_shadow_selectedlight->cubemapname)
4291 strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname);
4293 r_shadow_bufferlight.cubemapname[0] = 0;
4294 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
4295 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
4296 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
4297 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
4298 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
4299 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
4300 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
4303 void R_Shadow_EditLights_PasteInfo_f(void)
4305 if (!r_editlights.integer)
4307 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
4310 if (!r_shadow_selectedlight)
4312 Con_Print("No selected light.\n");
4315 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);
4318 void R_Shadow_EditLights_Init(void)
4320 Cvar_RegisterVariable(&r_editlights);
4321 Cvar_RegisterVariable(&r_editlights_cursordistance);
4322 Cvar_RegisterVariable(&r_editlights_cursorpushback);
4323 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
4324 Cvar_RegisterVariable(&r_editlights_cursorgrid);
4325 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
4326 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
4327 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
4328 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)");
4329 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
4330 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
4331 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
4332 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)");
4333 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
4334 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
4335 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
4336 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
4337 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
4338 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
4339 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)");