]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
check for valid socket in Con_Rcon_Redirect_Flush
[xonotic/darkplaces.git] / r_shadow.c
index 49034d008a86eb6b2fcc5c8eb9cc31e5f287426c..06b1b1d5c4d9385f319eaac80db90b8990018910 100644 (file)
@@ -196,6 +196,7 @@ int r_shadow_shadowmapdepthbits;
 int r_shadow_shadowmapmaxsize;
 qboolean r_shadow_shadowmapvsdct;
 qboolean r_shadow_shadowmapsampler;
+qboolean r_shadow_shadowmapshadowsampler;
 int r_shadow_shadowmappcf;
 int r_shadow_shadowmapborder;
 matrix4x4_t r_shadow_shadowmapmatrix;
@@ -303,6 +304,7 @@ cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_wor
 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)"};
 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
+cvar_t r_shadow_shadowmapping_useshadowsampler = {CVAR_SAVE, "r_shadow_shadowmapping_useshadowsampler", "1", "whether to use sampler2DShadow if available"};
 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
@@ -427,6 +429,7 @@ static void R_Shadow_SetShadowMode(void)
        r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
        r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
        r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
+       r_shadow_shadowmapshadowsampler = r_shadow_shadowmapping_useshadowsampler.integer != 0;
        r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
        r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
        r_shadow_shadowmaplod = -1;
@@ -447,23 +450,23 @@ static void R_Shadow_SetShadowMode(void)
                                        r_shadow_shadowmappcf = 1;
                                else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) 
                                {
-                                       r_shadow_shadowmapsampler = vid.support.arb_shadow;
+                                       r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
                                        r_shadow_shadowmappcf = 1;
                                }
                                else if(strstr(gl_vendor, "ATI")) 
                                        r_shadow_shadowmappcf = 1;
                                else 
-                                       r_shadow_shadowmapsampler = vid.support.arb_shadow;
+                                       r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
                        }
                        else 
                        {
                                switch (r_shadow_shadowmapfilterquality)
                                {
                                case 1:
-                                       r_shadow_shadowmapsampler = vid.support.arb_shadow;
+                                       r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
                                        break;
                                case 2:
-                                       r_shadow_shadowmapsampler = vid.support.arb_shadow;
+                                       r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
                                        r_shadow_shadowmappcf = 1;
                                        break;
                                case 3:
@@ -725,6 +728,7 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_shadowmapping);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
+       Cvar_RegisterVariable(&r_shadow_shadowmapping_useshadowsampler);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
@@ -4491,6 +4495,7 @@ void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *color
                (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
                r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) || 
                r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer || 
+               r_shadow_shadowmapshadowsampler != (vid.support.arb_shadow && r_shadow_shadowmapping_useshadowsampler.integer) || 
                r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer || 
                r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
                R_Shadow_FreeShadowMaps();
@@ -4526,9 +4531,9 @@ void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *color
                        r_shadow_prepass_width = vid.width;
                        r_shadow_prepass_height = vid.height;
                        r_shadow_prepassgeometrydepthbuffer = R_LoadTextureRenderBuffer(r_shadow_texturepool, "prepassgeometrydepthbuffer", vid.width, vid.height, TEXTYPE_DEPTHBUFFER24);
-                       r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
-                       r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
-                       r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
+                       r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER16F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
+                       r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER16F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
+                       r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER16F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
 
                        // set up the geometry pass fbo (depth + normalmap)
                        r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
@@ -5429,10 +5434,10 @@ void R_Shadow_DrawLightSprites(void)
        {
                light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
                if (light)
-                       R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
+                       R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
        }
        if (!r_editlights_lockcursor)
-               R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
+               R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
 }
 
 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)