#include "portals.h"
#include "image.h"
+#define R_SHADOW_SHADOWMAP_NUMCUBEMAPS 8
+
extern void R_Shadow_EditLights_Init(void);
typedef enum r_shadow_rendermode_e
{
R_SHADOW_RENDERMODE_NONE,
- R_SHADOW_RENDERMODE_STENCIL,
- R_SHADOW_RENDERMODE_SEPARATESTENCIL,
- R_SHADOW_RENDERMODE_STENCILTWOSIDE,
+ R_SHADOW_RENDERMODE_ZPASS_STENCIL,
+ R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
+ R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
+ R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
+ R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
+ R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
R_SHADOW_RENDERMODE_LIGHT_VERTEX,
R_SHADOW_RENDERMODE_LIGHT_DOT3,
R_SHADOW_RENDERMODE_LIGHT_GLSL,
R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
R_SHADOW_RENDERMODE_VISIBLELIGHTING,
+ R_SHADOW_RENDERMODE_SHADOWMAP2D,
+ R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE,
+ R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE,
}
r_shadow_rendermode_t;
+typedef enum r_shadow_shadowmode_e
+{
+ R_SHADOW_SHADOWMODE_STENCIL,
+ R_SHADOW_SHADOWMODE_SHADOWMAP2D,
+ R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE,
+ R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE
+}
+r_shadow_shadowmode_t;
+
r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
-r_shadow_rendermode_t r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_NONE;
+r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
+r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
+qboolean r_shadow_usingshadowmaprect;
+qboolean r_shadow_usingshadowmap2d;
+qboolean r_shadow_usingshadowmapcube;
+int r_shadow_shadowmapside;
+float r_shadow_shadowmap_texturescale[2];
+float r_shadow_shadowmap_parameters[4];
+#if 0
+int r_shadow_drawbuffer;
+int r_shadow_readbuffer;
+#endif
+int r_shadow_cullface_front, r_shadow_cullface_back;
+GLuint r_shadow_fborectangle;
+GLuint r_shadow_fbocubeside[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
+GLuint r_shadow_fbo2d;
+r_shadow_shadowmode_t r_shadow_shadowmode;
+int r_shadow_shadowmapfilterquality;
+int r_shadow_shadowmaptexturetype;
+int r_shadow_shadowmapdepthbits;
+int r_shadow_shadowmapmaxsize;
+qboolean r_shadow_shadowmapvsdct;
+qboolean r_shadow_shadowmapsampler;
+int r_shadow_shadowmappcf;
+int r_shadow_shadowmapborder;
+int r_shadow_lightscissor[4];
int maxshadowtriangles;
int *shadowelements;
int *shadowmarklist;
int shadowmarkcount;
+int maxshadowsides;
+int numshadowsides;
+unsigned char *shadowsides;
+int *shadowsideslist;
+
int maxvertexupdate;
int *vertexupdate;
int *vertexremap;
int vertexupdatenum;
int r_shadow_buffer_numleafpvsbytes;
+unsigned char *r_shadow_buffer_visitingleafpvs;
unsigned char *r_shadow_buffer_leafpvs;
int *r_shadow_buffer_leaflist;
int r_shadow_buffer_numsurfacepvsbytes;
unsigned char *r_shadow_buffer_surfacepvs;
int *r_shadow_buffer_surfacelist;
+unsigned char *r_shadow_buffer_surfacesides;
int r_shadow_buffer_numshadowtrispvsbytes;
unsigned char *r_shadow_buffer_shadowtrispvs;
rtexture_t *r_shadow_attenuationgradienttexture;
rtexture_t *r_shadow_attenuation2dtexture;
rtexture_t *r_shadow_attenuation3dtexture;
-rtexture_t *r_shadow_lightcorona;
+skinframe_t *r_shadow_lightcorona;
+rtexture_t *r_shadow_shadowmaprectangletexture;
+rtexture_t *r_shadow_shadowmap2dtexture;
+rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
+rtexture_t *r_shadow_shadowmapvsdcttexture;
+int r_shadow_shadowmapsize; // changes for each light based on distance
+int r_shadow_shadowmaplod; // changes for each light based on distance
// lights are reloaded when this changes
char r_shadow_mapname[MAX_QPATH];
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"};
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"};
cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
+cvar_t r_shadow_dot3 = {CVAR_SAVE, "r_shadow_dot3", "0", "enables use of (slow) per pixel lighting on GL1.3 hardware"};
cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
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)"};
cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
+cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
+cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation"};
cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation"};
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", "0", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
+cvar_t r_shadow_shadowmapping_texturetype = {CVAR_SAVE, "r_shadow_shadowmapping_texturetype", "-1", "shadowmap texture types: -1 = auto-select, 0 = 2D, 1 = rectangle, 2 = cubemap"};
+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_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"};
+cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
+cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
+//cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
+//cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
+cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
+cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
+cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
+cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
+cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
cvar_t r_shadow_culltriangles = {0, "r_shadow_culltriangles", "1", "performs more expensive tests to remove unnecessary triangles of lit surfaces"};
cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)"};
cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
+cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksm the proportion of hidden pixels controls corona intensity"};
+cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
}
cubemapinfo_t;
-#define MAX_CUBEMAPS 256
static int numcubemaps;
static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
void R_Shadow_ValidateCvars(void);
static void R_Shadow_MakeTextures(void);
-// VorteX: custom editor light sprites
#define EDLIGHTSPRSIZE 8
-cachepic_t *r_editlights_sprcursor;
-cachepic_t *r_editlights_sprlight;
-cachepic_t *r_editlights_sprnoshadowlight;
-cachepic_t *r_editlights_sprcubemaplight;
-cachepic_t *r_editlights_sprcubemapnoshadowlight;
-cachepic_t *r_editlights_sprselection;
+skinframe_t *r_editlights_sprcursor;
+skinframe_t *r_editlights_sprlight;
+skinframe_t *r_editlights_sprnoshadowlight;
+skinframe_t *r_editlights_sprcubemaplight;
+skinframe_t *r_editlights_sprcubemapnoshadowlight;
+skinframe_t *r_editlights_sprselection;
+extern cvar_t gl_max_size;
+
+void R_Shadow_SetShadowMode(void)
+{
+ r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, gl_max_size.integer / 4);
+ r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0;
+ r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
+ r_shadow_shadowmaptexturetype = r_shadow_shadowmapping_texturetype.integer;
+ r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
+ r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
+ r_shadow_shadowmaplod = -1;
+ r_shadow_shadowmapsize = 0;
+ r_shadow_shadowmapsampler = false;
+ r_shadow_shadowmappcf = 0;
+ r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
+ if(r_shadow_shadowmapping.integer && r_glsl.integer && gl_support_fragment_shader && gl_support_ext_framebuffer_object)
+ {
+ if(r_shadow_shadowmapfilterquality < 0)
+ {
+ if(strstr(gl_vendor, "NVIDIA"))
+ {
+ r_shadow_shadowmapsampler = gl_support_arb_shadow;
+ r_shadow_shadowmappcf = 1;
+ }
+ else if(gl_support_amd_texture_texture4 || gl_support_arb_texture_gather)
+ r_shadow_shadowmappcf = 1;
+ else if(strstr(gl_vendor, "ATI"))
+ r_shadow_shadowmappcf = 1;
+ else
+ r_shadow_shadowmapsampler = gl_support_arb_shadow;
+ }
+ else
+ {
+ switch (r_shadow_shadowmapfilterquality)
+ {
+ case 1:
+ r_shadow_shadowmapsampler = gl_support_arb_shadow;
+ break;
+ case 2:
+ r_shadow_shadowmapsampler = gl_support_arb_shadow;
+ r_shadow_shadowmappcf = 1;
+ break;
+ case 3:
+ r_shadow_shadowmappcf = 1;
+ break;
+ case 4:
+ r_shadow_shadowmappcf = 2;
+ break;
+ }
+ }
+ switch (r_shadow_shadowmaptexturetype)
+ {
+ case 0:
+ r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
+ break;
+ case 1:
+ r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
+ break;
+ case 2:
+ r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE;
+ break;
+ default:
+ if((gl_support_amd_texture_texture4 || gl_support_arb_texture_gather) && r_shadow_shadowmappcf && !r_shadow_shadowmapsampler)
+ r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
+ else if(gl_texturerectangle)
+ r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
+ else
+ r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
+ break;
+ }
+ }
+}
+
+void R_Shadow_FreeShadowMaps(void)
+{
+ int i;
+
+ R_Shadow_SetShadowMode();
+
+ if (r_shadow_fborectangle)
+ qglDeleteFramebuffersEXT(1, &r_shadow_fborectangle);
+ r_shadow_fborectangle = 0;
+ CHECKGLERROR
+
+ if (r_shadow_fbo2d)
+ qglDeleteFramebuffersEXT(1, &r_shadow_fbo2d);
+ r_shadow_fbo2d = 0;
+ CHECKGLERROR
+ for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
+ if (r_shadow_fbocubeside[i])
+ qglDeleteFramebuffersEXT(1, &r_shadow_fbocubeside[i]);
+ memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
+ CHECKGLERROR
+
+ if (r_shadow_shadowmaprectangletexture)
+ R_FreeTexture(r_shadow_shadowmaprectangletexture);
+ r_shadow_shadowmaprectangletexture = NULL;
+
+ if (r_shadow_shadowmap2dtexture)
+ R_FreeTexture(r_shadow_shadowmap2dtexture);
+ r_shadow_shadowmap2dtexture = NULL;
+
+ for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
+ if (r_shadow_shadowmapcubetexture[i])
+ R_FreeTexture(r_shadow_shadowmapcubetexture[i]);
+ memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
+
+ if (r_shadow_shadowmapvsdcttexture)
+ R_FreeTexture(r_shadow_shadowmapvsdcttexture);
+ r_shadow_shadowmapvsdcttexture = NULL;
+
+ CHECKGLERROR
+}
void r_shadow_start(void)
{
r_shadow_attenuationgradienttexture = NULL;
r_shadow_attenuation2dtexture = NULL;
r_shadow_attenuation3dtexture = NULL;
+ r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
+ r_shadow_shadowmaprectangletexture = NULL;
+ r_shadow_shadowmap2dtexture = NULL;
+ memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
+ r_shadow_shadowmapvsdcttexture = NULL;
+ r_shadow_shadowmapmaxsize = 0;
+ r_shadow_shadowmapsize = 0;
+ r_shadow_shadowmaplod = 0;
+ r_shadow_shadowmapfilterquality = -1;
+ r_shadow_shadowmaptexturetype = -1;
+ r_shadow_shadowmapdepthbits = 0;
+ r_shadow_shadowmapvsdct = false;
+ r_shadow_shadowmapsampler = false;
+ r_shadow_shadowmappcf = 0;
+ r_shadow_fborectangle = 0;
+ r_shadow_fbo2d = 0;
+ memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
+
+ R_Shadow_FreeShadowMaps();
+
r_shadow_texturepool = NULL;
r_shadow_filters_texturepool = NULL;
R_Shadow_ValidateCvars();
shadowmark = NULL;
shadowmarklist = NULL;
shadowmarkcount = 0;
+ maxshadowsides = 0;
+ numshadowsides = 0;
+ shadowsides = NULL;
+ shadowsideslist = NULL;
r_shadow_buffer_numleafpvsbytes = 0;
+ r_shadow_buffer_visitingleafpvs = NULL;
r_shadow_buffer_leafpvs = NULL;
r_shadow_buffer_leaflist = NULL;
r_shadow_buffer_numsurfacepvsbytes = 0;
r_shadow_buffer_surfacepvs = NULL;
r_shadow_buffer_surfacelist = NULL;
+ r_shadow_buffer_surfacesides = NULL;
r_shadow_buffer_numshadowtrispvsbytes = 0;
r_shadow_buffer_shadowtrispvs = NULL;
r_shadow_buffer_numlighttrispvsbytes = 0;
void r_shadow_shutdown(void)
{
+ CHECKGLERROR
R_Shadow_UncompileWorldLights();
+
+ R_Shadow_FreeShadowMaps();
+
+ CHECKGLERROR
numcubemaps = 0;
r_shadow_attenuationgradienttexture = NULL;
r_shadow_attenuation2dtexture = NULL;
Mem_Free(shadowmarklist);
shadowmarklist = NULL;
shadowmarkcount = 0;
+ maxshadowsides = 0;
+ numshadowsides = 0;
+ if (shadowsides)
+ Mem_Free(shadowsides);
+ shadowsides = NULL;
+ if (shadowsideslist)
+ Mem_Free(shadowsideslist);
+ shadowsideslist = NULL;
r_shadow_buffer_numleafpvsbytes = 0;
+ if (r_shadow_buffer_visitingleafpvs)
+ Mem_Free(r_shadow_buffer_visitingleafpvs);
+ r_shadow_buffer_visitingleafpvs = NULL;
if (r_shadow_buffer_leafpvs)
Mem_Free(r_shadow_buffer_leafpvs);
r_shadow_buffer_leafpvs = NULL;
if (r_shadow_buffer_surfacelist)
Mem_Free(r_shadow_buffer_surfacelist);
r_shadow_buffer_surfacelist = NULL;
+ if (r_shadow_buffer_surfacesides)
+ Mem_Free(r_shadow_buffer_surfacesides);
+ r_shadow_buffer_surfacesides = NULL;
r_shadow_buffer_numshadowtrispvsbytes = 0;
if (r_shadow_buffer_shadowtrispvs)
Mem_Free(r_shadow_buffer_shadowtrispvs);
void r_shadow_newmap(void)
{
+ if (r_shadow_lightcorona) R_SkinFrame_MarkUsed(r_shadow_lightcorona);
+ if (r_editlights_sprcursor) R_SkinFrame_MarkUsed(r_editlights_sprcursor);
+ if (r_editlights_sprlight) R_SkinFrame_MarkUsed(r_editlights_sprlight);
+ if (r_editlights_sprnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
+ if (r_editlights_sprcubemaplight) R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
+ if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
+ if (r_editlights_sprselection) R_SkinFrame_MarkUsed(r_editlights_sprselection);
if (cl.worldmodel && strncmp(cl.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
R_Shadow_EditLights_Reload_f();
}
{
Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
+ Cvar_RegisterVariable(&r_shadow_dot3);
Cvar_RegisterVariable(&r_shadow_usenormalmap);
Cvar_RegisterVariable(&r_shadow_debuglight);
Cvar_RegisterVariable(&r_shadow_gloss);
Cvar_RegisterVariable(&r_shadow_gloss2intensity);
Cvar_RegisterVariable(&r_shadow_glossintensity);
Cvar_RegisterVariable(&r_shadow_glossexponent);
+ Cvar_RegisterVariable(&r_shadow_gloss2exponent);
+ Cvar_RegisterVariable(&r_shadow_glossexact);
Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
Cvar_RegisterVariable(&r_shadow_lightintensityscale);
Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
Cvar_RegisterVariable(&r_shadow_scissor);
+ Cvar_RegisterVariable(&r_shadow_shadowmapping);
+ Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
+ Cvar_RegisterVariable(&r_shadow_shadowmapping_texturetype);
+ Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
+ Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
+ Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
+ Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
+ Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
+// Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
+// Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
+ Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
+ Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
+ Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
+ Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
+ Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
Cvar_RegisterVariable(&r_shadow_culltriangles);
Cvar_RegisterVariable(&r_shadow_polygonfactor);
Cvar_RegisterVariable(&r_shadow_polygonoffset);
Cvar_RegisterVariable(&r_shadow_texture3d);
Cvar_RegisterVariable(&r_coronas);
+ Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
+ Cvar_RegisterVariable(&r_coronas_occlusionquery);
Cvar_RegisterVariable(&gl_flashblend);
Cvar_RegisterVariable(&gl_ext_separatestencil);
Cvar_RegisterVariable(&gl_ext_stenciltwoside);
shadowmark = NULL;
shadowmarklist = NULL;
shadowmarkcount = 0;
+ maxshadowsides = 0;
+ numshadowsides = 0;
+ shadowsides = NULL;
+ shadowsideslist = NULL;
r_shadow_buffer_numleafpvsbytes = 0;
+ r_shadow_buffer_visitingleafpvs = NULL;
r_shadow_buffer_leafpvs = NULL;
r_shadow_buffer_leaflist = NULL;
r_shadow_buffer_numsurfacepvsbytes = 0;
r_shadow_buffer_surfacepvs = NULL;
r_shadow_buffer_surfacelist = NULL;
+ r_shadow_buffer_surfacesides = NULL;
r_shadow_buffer_shadowtrispvs = NULL;
r_shadow_buffer_lighttrispvs = NULL;
R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
}
};
-void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles)
+void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
{
+ numvertices = ((numvertices + 255) & ~255) * vertscale;
+ numtriangles = ((numtriangles + 255) & ~255) * triscale;
// make sure shadowelements is big enough for this volume
if (maxshadowtriangles < numtriangles)
{
maxshadowtriangles = numtriangles;
if (shadowelements)
Mem_Free(shadowelements);
- shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[24]));
+ shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
}
// make sure shadowvertex3f is big enough for this volume
if (maxshadowvertices < numvertices)
maxshadowvertices = numvertices;
if (shadowvertex3f)
Mem_Free(shadowvertex3f);
- shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[6]));
+ shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
}
}
int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
{
+ if (r_shadow_buffer_visitingleafpvs)
+ Mem_Free(r_shadow_buffer_visitingleafpvs);
if (r_shadow_buffer_leafpvs)
Mem_Free(r_shadow_buffer_leafpvs);
if (r_shadow_buffer_leaflist)
Mem_Free(r_shadow_buffer_leaflist);
r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
+ r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
}
Mem_Free(r_shadow_buffer_surfacepvs);
if (r_shadow_buffer_surfacelist)
Mem_Free(r_shadow_buffer_surfacelist);
+ if (r_shadow_buffer_surfacesides)
+ Mem_Free(r_shadow_buffer_surfacesides);
r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
+ r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
}
if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
{
numshadowmark = 0;
}
-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, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
+void R_Shadow_PrepareShadowSides(int numtris)
+{
+ if (maxshadowsides < numtris)
+ {
+ maxshadowsides = numtris;
+ if (shadowsides)
+ Mem_Free(shadowsides);
+ if (shadowsideslist)
+ Mem_Free(shadowsideslist);
+ shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
+ shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
+ }
+ numshadowsides = 0;
+}
+
+static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
{
int i, j;
int outtriangles = 0, outvertices = 0;
else
VectorClear(projectvector);
- if (maxvertexupdate < innumvertices)
- {
- maxvertexupdate = innumvertices;
- if (vertexupdate)
- Mem_Free(vertexupdate);
- if (vertexremap)
- Mem_Free(vertexremap);
- vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
- vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
- vertexupdatenum = 0;
- }
- vertexupdatenum++;
- if (vertexupdatenum == 0)
- {
- vertexupdatenum = 1;
- memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
- memset(vertexremap, 0, maxvertexupdate * sizeof(int));
- }
-
- for (i = 0;i < numshadowmarktris;i++)
- shadowmark[shadowmarktris[i]] = shadowmarkcount;
-
// create the vertices
if (projectdirection)
{
return outtriangles;
}
+static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
+{
+ int i, j, k;
+ int outtriangles = 0, outvertices = 0;
+ const int *element;
+ const float *vertex;
+ float ratio, direction[3], projectvector[3];
+ qboolean side[4];
+
+ if (projectdirection)
+ VectorScale(projectdirection, projectdistance, projectvector);
+ else
+ VectorClear(projectvector);
+
+ for (i = 0;i < numshadowmarktris;i++)
+ {
+ int remappedelement[3];
+ int markindex;
+ const int *neighbortriangle;
+
+ markindex = shadowmarktris[i] * 3;
+ neighbortriangle = inneighbor3i + markindex;
+ side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
+ side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
+ side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
+ if (side[0] + side[1] + side[2] == 0)
+ continue;
+
+ side[3] = side[0];
+ element = inelement3i + markindex;
+
+ // create the vertices
+ for (j = 0;j < 3;j++)
+ {
+ if (side[j] + side[j+1] == 0)
+ continue;
+ k = element[j];
+ if (vertexupdate[k] != vertexupdatenum)
+ {
+ vertexupdate[k] = vertexupdatenum;
+ vertexremap[k] = outvertices;
+ vertex = invertex3f + k * 3;
+ VectorCopy(vertex, outvertex3f);
+ if (projectdirection)
+ {
+ // project one copy of the vertex according to projectvector
+ VectorAdd(vertex, projectvector, (outvertex3f + 3));
+ }
+ else
+ {
+ // project one copy of the vertex to the sphere radius of the light
+ // (FIXME: would projecting it to the light box be better?)
+ VectorSubtract(vertex, projectorigin, direction);
+ ratio = projectdistance / VectorLength(direction);
+ VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
+ }
+ outvertex3f += 6;
+ outvertices += 2;
+ }
+ }
+
+ // output the sides (facing outward from this triangle)
+ if (!side[0])
+ {
+ remappedelement[0] = vertexremap[element[0]];
+ remappedelement[1] = vertexremap[element[1]];
+ outelement3i[0] = remappedelement[1];
+ outelement3i[1] = remappedelement[0];
+ outelement3i[2] = remappedelement[0] + 1;
+ outelement3i[3] = remappedelement[1];
+ outelement3i[4] = remappedelement[0] + 1;
+ outelement3i[5] = remappedelement[1] + 1;
+
+ outelement3i += 6;
+ outtriangles += 2;
+ }
+ if (!side[1])
+ {
+ remappedelement[1] = vertexremap[element[1]];
+ remappedelement[2] = vertexremap[element[2]];
+ outelement3i[0] = remappedelement[2];
+ outelement3i[1] = remappedelement[1];
+ outelement3i[2] = remappedelement[1] + 1;
+ outelement3i[3] = remappedelement[2];
+ outelement3i[4] = remappedelement[1] + 1;
+ outelement3i[5] = remappedelement[2] + 1;
+
+ outelement3i += 6;
+ outtriangles += 2;
+ }
+ if (!side[2])
+ {
+ remappedelement[0] = vertexremap[element[0]];
+ remappedelement[2] = vertexremap[element[2]];
+ outelement3i[0] = remappedelement[0];
+ outelement3i[1] = remappedelement[2];
+ outelement3i[2] = remappedelement[2] + 1;
+ outelement3i[3] = remappedelement[0];
+ outelement3i[4] = remappedelement[2] + 1;
+ outelement3i[5] = remappedelement[0] + 1;
+
+ outelement3i += 6;
+ outtriangles += 2;
+ }
+ }
+ if (outnumvertices)
+ *outnumvertices = outvertices;
+ return outtriangles;
+}
+
void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
{
int t, tend;
}
}
-static void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
+qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
{
+#if 1
+ return false;
+#else
+ if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
+ return false;
+ // check if the shadow volume intersects the near plane
+ //
+ // a ray between the eye and light origin may intersect the caster,
+ // indicating that the shadow may touch the eye location, however we must
+ // test the near plane (a polygon), not merely the eye location, so it is
+ // easiest to enlarge the caster bounding shape slightly for this.
+ // TODO
+ return true;
+#endif
+}
+
+void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs)
+{
+ int i, tris, outverts;
+ if (projectdistance < 0.1)
+ {
+ Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
+ return;
+ }
+ if (!numverts || !nummarktris)
+ return;
+ // make sure shadowelements is big enough for this volume
+ if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
+ R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
+
+ if (maxvertexupdate < numverts)
+ {
+ maxvertexupdate = numverts;
+ if (vertexupdate)
+ Mem_Free(vertexupdate);
+ if (vertexremap)
+ Mem_Free(vertexremap);
+ vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
+ vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
+ vertexupdatenum = 0;
+ }
+ vertexupdatenum++;
+ if (vertexupdatenum == 0)
+ {
+ vertexupdatenum = 1;
+ memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
+ memset(vertexremap, 0, maxvertexupdate * sizeof(int));
+ }
+
+ for (i = 0;i < nummarktris;i++)
+ shadowmark[marktris[i]] = shadowmarkcount;
+
if (r_shadow_compilingrtlight)
{
// if we're compiling an rtlight, capture the mesh
- Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
- return;
+ //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
+ //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
+ tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
+ Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
}
- r_refdef.stats.lights_shadowtriangles += numtriangles;
- CHECKGLERROR
- R_Mesh_VertexPointer(vertex3f, 0, 0);
- GL_LockArrays(0, numvertices);
- if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
+ else
{
- // decrement stencil if backface is behind depthbuffer
- GL_CullFace(r_refdef.view.cullface_front);
- qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
- R_Mesh_Draw(0, numvertices, 0, numtriangles, element3i, NULL, 0, 0);
- // increment stencil if frontface is behind depthbuffer
- GL_CullFace(r_refdef.view.cullface_back);
- qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
+ // decide which type of shadow to generate and set stencil mode
+ R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
+ // generate the sides or a solid volume, depending on type
+ if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
+ tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
+ else
+ tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
+ r_refdef.stats.lights_dynamicshadowtriangles += tris;
+ r_refdef.stats.lights_shadowtriangles += tris;
+ CHECKGLERROR
+ R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
+ GL_LockArrays(0, outverts);
+ if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
+ {
+ // increment stencil if frontface is infront of depthbuffer
+ GL_CullFace(r_refdef.view.cullface_front);
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
+ R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
+ // decrement stencil if backface is infront of depthbuffer
+ GL_CullFace(r_refdef.view.cullface_back);
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
+ }
+ else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
+ {
+ // decrement stencil if backface is behind depthbuffer
+ GL_CullFace(r_refdef.view.cullface_front);
+ qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
+ R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
+ // increment stencil if frontface is behind depthbuffer
+ GL_CullFace(r_refdef.view.cullface_back);
+ qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
+ }
+ R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
+ GL_LockArrays(0, 0);
+ CHECKGLERROR
}
- R_Mesh_Draw(0, numvertices, 0, numtriangles, element3i, NULL, 0, 0);
- GL_LockArrays(0, 0);
- CHECKGLERROR
}
-void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris)
+int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
{
- int tris, outverts;
- if (projectdistance < 0.1)
+ // p1, p2, p3 are in the cubemap's local coordinate system
+ // bias = border/(size - border)
+ int mask = 0x3F;
+
+ float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
+ dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
+ dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
+ if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
+ mask &= (3<<4)
+ | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
+ | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
+ | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
+ if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
+ mask &= (3<<4)
+ | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
+ | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
+ | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
+
+ dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
+ dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
+ dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
+ if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
+ mask &= (3<<0)
+ | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
+ | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
+ | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
+ if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
+ mask &= (3<<0)
+ | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
+ | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
+ | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
+
+ dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
+ dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
+ dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
+ if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
+ mask &= (3<<2)
+ | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
+ | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
+ | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
+ if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
+ mask &= (3<<2)
+ | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
+ | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
+ | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
+
+ return mask;
+}
+
+int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
+{
+ vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
+ float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
+ int mask = 0x3F;
+
+ VectorSubtract(maxs, mins, radius);
+ VectorScale(radius, 0.5f, radius);
+ VectorAdd(mins, radius, center);
+ Matrix4x4_Transform(worldtolight, center, lightcenter);
+ Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
+ VectorSubtract(lightcenter, lightradius, pmin);
+ VectorAdd(lightcenter, lightradius, pmax);
+
+ dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
+ dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
+ if(ap1 > bias*an1 && ap2 > bias*an2)
+ mask &= (3<<4)
+ | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
+ | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
+ if(an1 > bias*ap1 && an2 > bias*ap2)
+ mask &= (3<<4)
+ | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
+ | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
+
+ dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
+ dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
+ if(ap1 > bias*an1 && ap2 > bias*an2)
+ mask &= (3<<0)
+ | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
+ | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
+ if(an1 > bias*ap1 && an2 > bias*ap2)
+ mask &= (3<<0)
+ | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
+ | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
+
+ dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
+ dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
+ if(ap1 > bias*an1 && ap2 > bias*an2)
+ mask &= (3<<2)
+ | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
+ | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
+ if(an1 > bias*ap1 && an2 > bias*ap2)
+ mask &= (3<<2)
+ | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
+ | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
+
+ return mask;
+}
+
+#define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
+
+int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
+{
+ // p is in the cubemap's local coordinate system
+ // bias = border/(size - border)
+ float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
+ float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
+ float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
+ int mask = 0x3F;
+ if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
+ if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
+ if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
+ if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
+ if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
+ if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
+ return mask;
+}
+
+int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
+{
+ int i;
+ vec3_t p, n;
+ int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
+ float scale = (size - 2*border)/size, len;
+ float bias = border / (float)(size - border), dp, dn, ap, an;
+ // check if cone enclosing side would cross frustum plane
+ scale = 2 / (scale*scale + 2);
+ for (i = 0;i < 5;i++)
+ {
+ if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
+ continue;
+ Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
+ len = scale*VectorLength2(n);
+ if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
+ if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
+ if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
+ }
+ if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
+ {
+ Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
+ len = scale*VectorLength(n);
+ if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
+ if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
+ if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
+ }
+ // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
+ // check if frustum corners/origin cross plane sides
+ for (i = 0;i < 5;i++)
+ {
+ Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
+ dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn),
+ masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
+ masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
+ dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn),
+ masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
+ masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
+ dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn),
+ masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
+ masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
+ }
+ return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
+}
+
+int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals)
+{
+ int t, tend;
+ const int *e;
+ const float *v[3];
+ float normal[3];
+ vec3_t p[3];
+ float bias;
+ int mask, surfacemask = 0;
+ if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
+ return 0;
+ bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
+ tend = firsttriangle + numtris;
+ if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
{
- Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
- return;
+ // surface box entirely inside light box, no box cull
+ if (projectdirection)
+ {
+ for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
+ {
+ v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
+ TriangleNormal(v[0], v[1], v[2], normal);
+ if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
+ {
+ Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
+ mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
+ surfacemask |= mask;
+ if(totals)
+ {
+ totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
+ shadowsides[numshadowsides] = mask;
+ shadowsideslist[numshadowsides++] = t;
+ }
+ }
+ }
+ }
+ else
+ {
+ for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
+ {
+ v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
+ if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
+ {
+ Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
+ mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
+ surfacemask |= mask;
+ if(totals)
+ {
+ totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
+ shadowsides[numshadowsides] = mask;
+ shadowsideslist[numshadowsides++] = t;
+ }
+ }
+ }
+ }
}
- if (!numverts || !nummarktris)
+ else
+ {
+ // surface box not entirely inside light box, cull each triangle
+ if (projectdirection)
+ {
+ for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
+ {
+ v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
+ TriangleNormal(v[0], v[1], v[2], normal);
+ if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
+ && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
+ {
+ Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
+ mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
+ surfacemask |= mask;
+ if(totals)
+ {
+ totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
+ shadowsides[numshadowsides] = mask;
+ shadowsideslist[numshadowsides++] = t;
+ }
+ }
+ }
+ }
+ else
+ {
+ for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
+ {
+ v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
+ if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
+ && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
+ {
+ Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
+ mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
+ surfacemask |= mask;
+ if(totals)
+ {
+ totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
+ shadowsides[numshadowsides] = mask;
+ shadowsideslist[numshadowsides++] = t;
+ }
+ }
+ }
+ }
+ }
+ return surfacemask;
+}
+
+void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris)
+{
+ int i, j, outtriangles = 0;
+ int *outelement3i[6];
+ if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
return;
- // make sure shadowelements is big enough for this volume
- if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts)
- R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255);
- tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
- r_refdef.stats.lights_dynamicshadowtriangles += tris;
- R_Shadow_RenderVolume(outverts, tris, shadowvertex3f, shadowelements);
+ outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
+ // make sure shadowelements is big enough for this mesh
+ if (maxshadowtriangles < outtriangles)
+ R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
+
+ // compute the offset and size of the separate index lists for each cubemap side
+ outtriangles = 0;
+ for (i = 0;i < 6;i++)
+ {
+ outelement3i[i] = shadowelements + outtriangles * 3;
+ r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
+ r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
+ outtriangles += sidetotals[i];
+ }
+
+ // gather up the (sparse) triangles into separate index lists for each cubemap side
+ for (i = 0;i < numsidetris;i++)
+ {
+ const int *element = elements + sidetris[i] * 3;
+ for (j = 0;j < 6;j++)
+ {
+ if (sides[i] & (1 << j))
+ {
+ outelement3i[j][0] = element[0];
+ outelement3i[j][1] = element[1];
+ outelement3i[j][2] = element[2];
+ outelement3i[j] += 3;
+ }
+ }
+ }
+
+ Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
}
static void R_Shadow_MakeTextures_MakeCorona(void)
pixels[y][x][3] = 255;
}
}
- r_shadow_lightcorona = R_LoadTexture2D(r_shadow_texturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE, NULL);
+ r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_PRECACHE | TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
}
static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
int x, y, z;
float intensity, dist;
unsigned int *data;
+ R_Shadow_FreeShadowMaps();
R_FreeTexturePool(&r_shadow_texturepool);
r_shadow_texturepool = R_AllocTexturePool();
r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
// 1D gradient texture
for (x = 0;x < ATTEN1DSIZE;x++)
data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
- r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
+ r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
// 2D circle texture
for (y = 0;y < ATTEN2DSIZE;y++)
for (x = 0;x < ATTEN2DSIZE;x++)
data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
- r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
+ r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
// 3D sphere texture
if (r_shadow_texture3d.integer && gl_texture3d)
{
for (y = 0;y < ATTEN3DSIZE;y++)
for (x = 0;x < ATTEN3DSIZE;x++)
data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
- r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
+ r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
}
else
r_shadow_attenuation3dtexture = NULL;
R_Shadow_MakeTextures_MakeCorona();
// Editor light sprites
- r_editlights_sprcursor = Draw_CachePic ("gfx/editlights/cursor");
- r_editlights_sprlight = Draw_CachePic ("gfx/editlights/light");
- r_editlights_sprnoshadowlight = Draw_CachePic ("gfx/editlights/noshadow");
- r_editlights_sprcubemaplight = Draw_CachePic ("gfx/editlights/cubemaplight");
- r_editlights_sprcubemapnoshadowlight = Draw_CachePic ("gfx/editlights/cubemapnoshadowlight");
- r_editlights_sprselection = Draw_CachePic ("gfx/editlights/selection");
+ r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
+ "................"
+ ".3............3."
+ "..5...2332...5.."
+ "...7.3....3.7..."
+ "....7......7...."
+ "...3.7....7.3..."
+ "..2...7..7...2.."
+ "..3..........3.."
+ "..3..........3.."
+ "..2...7..7...2.."
+ "...3.7....7.3..."
+ "....7......7...."
+ "...7.3....3.7..."
+ "..5...2332...5.."
+ ".3............3."
+ "................"
+ , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
+ r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
+ "................"
+ "................"
+ "......1111......"
+ "....11233211...."
+ "...1234554321..."
+ "...1356776531..."
+ "..124677776421.."
+ "..135777777531.."
+ "..135777777531.."
+ "..124677776421.."
+ "...1356776531..."
+ "...1234554321..."
+ "....11233211...."
+ "......1111......"
+ "................"
+ "................"
+ , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
+ r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
+ "................"
+ "................"
+ "......1111......"
+ "....11233211...."
+ "...1234554321..."
+ "...1356226531..."
+ "..12462..26421.."
+ "..1352....2531.."
+ "..1352....2531.."
+ "..12462..26421.."
+ "...1356226531..."
+ "...1234554321..."
+ "....11233211...."
+ "......1111......"
+ "................"
+ "................"
+ , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
+ r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
+ "................"
+ "................"
+ "......2772......"
+ "....27755772...."
+ "..277533335772.."
+ "..753333333357.."
+ "..777533335777.."
+ "..735775577537.."
+ "..733357753337.."
+ "..733337733337.."
+ "..753337733357.."
+ "..277537735772.."
+ "....27777772...."
+ "......2772......"
+ "................"
+ "................"
+ , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
+ r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
+ "................"
+ "................"
+ "......2772......"
+ "....27722772...."
+ "..2772....2772.."
+ "..72........27.."
+ "..7772....2777.."
+ "..7.27722772.7.."
+ "..7...2772...7.."
+ "..7....77....7.."
+ "..72...77...27.."
+ "..2772.77.2772.."
+ "....27777772...."
+ "......2772......"
+ "................"
+ "................"
+ , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
+ r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
+ "................"
+ ".777752..257777."
+ ".742........247."
+ ".72..........27."
+ ".7............7."
+ ".5............5."
+ ".2............2."
+ "................"
+ "................"
+ ".2............2."
+ ".5............5."
+ ".7............7."
+ ".72..........27."
+ ".742........247."
+ ".777752..257777."
+ "................"
+ , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
}
void R_Shadow_ValidateCvars(void)
void R_Shadow_RenderMode_Begin(void)
{
+#if 0
+ GLint drawbuffer;
+ GLint readbuffer;
+#endif
R_Shadow_ValidateCvars();
if (!r_shadow_attenuation2dtexture
GL_DepthTest(true);
GL_DepthMask(false);
GL_Color(0, 0, 0, 1);
- GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
+ GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
if (gl_ext_separatestencil.integer)
- r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_SEPARATESTENCIL;
+ {
+ r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
+ r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
+ }
else if (gl_ext_stenciltwoside.integer)
- r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
+ {
+ r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
+ r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
+ }
else
- r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
+ {
+ r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
+ r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
+ }
if (r_glsl.integer && gl_support_fragment_shader)
r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
- else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
+ else if (gl_dot3arb && gl_texturecubemap && r_shadow_dot3.integer && gl_stencil)
r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
else
r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
+
+ CHECKGLERROR
+#if 0
+ qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
+ qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
+ r_shadow_drawbuffer = drawbuffer;
+ r_shadow_readbuffer = readbuffer;
+#endif
+ r_shadow_cullface_front = r_refdef.view.cullface_front;
+ r_shadow_cullface_back = r_refdef.view.cullface_back;
}
-void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight)
+void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
{
rsurface.rtlight = rtlight;
}
void R_Shadow_RenderMode_Reset(void)
{
CHECKGLERROR
- if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
+ if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE)
{
qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
}
+ if (gl_support_ext_framebuffer_object)
+ {
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
+ }
+#if 0
+ qglDrawBuffer(r_shadow_drawbuffer);CHECKGLERROR
+ qglReadBuffer(r_shadow_readbuffer);CHECKGLERROR
+#endif
+ R_SetViewport(&r_refdef.view.viewport);
+ GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
GL_DepthRange(0, 1);
qglStencilMask(~0);CHECKGLERROR
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
+ r_refdef.view.cullface_front = r_shadow_cullface_front;
+ r_refdef.view.cullface_back = r_shadow_cullface_back;
GL_CullFace(r_refdef.view.cullface_back);
GL_Color(1, 1, 1, 1);
GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
GL_BlendFunc(GL_ONE, GL_ZERO);
R_SetupGenericShader(false);
+ r_shadow_usingshadowmaprect = false;
+ r_shadow_usingshadowmapcube = false;
+ r_shadow_usingshadowmap2d = false;
+ CHECKGLERROR
}
-void R_Shadow_RenderMode_StencilShadowVolumes(qboolean clearstencil)
+void R_Shadow_ClearStencil(void)
{
CHECKGLERROR
+ GL_Clear(GL_STENCIL_BUFFER_BIT);
+ r_refdef.stats.lights_clears++;
+}
+
+void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
+{
+ r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
+ if (r_shadow_rendermode == mode)
+ return;
+ CHECKGLERROR
R_Shadow_RenderMode_Reset();
GL_ColorMask(0, 0, 0, 0);
GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
R_SetupDepthOrShadowShader();
qglDepthFunc(GL_LESS);CHECKGLERROR
qglEnable(GL_STENCIL_TEST);CHECKGLERROR
- r_shadow_rendermode = r_shadow_shadowingrendermode;
- if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SEPARATESTENCIL)
+ r_shadow_rendermode = mode;
+ switch(mode)
{
+ default:
+ break;
+ case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
+ GL_CullFace(GL_NONE);
+ qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
+ qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
+ break;
+ case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
GL_CullFace(GL_NONE);
qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
- }
- else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
- {
+ break;
+ case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
+ GL_CullFace(GL_NONE);
+ qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
+ qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
+ qglStencilMask(~0);CHECKGLERROR
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
+ qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
+ qglStencilMask(~0);CHECKGLERROR
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
+ break;
+ case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
GL_CullFace(GL_NONE);
qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
qglStencilMask(~0);CHECKGLERROR
qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
+ break;
+ }
+}
+
+static void R_Shadow_MakeVSDCT(void)
+{
+ // maps to a 2x3 texture rectangle with normalized coordinates
+ // +-
+ // XX
+ // YY
+ // ZZ
+ // stores abs(dir.xy), offset.xy/2.5
+ unsigned char data[4*6] =
+ {
+ 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
+ 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
+ 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
+ 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
+ 0, 0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
+ 0, 0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
+ };
+ r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_ALWAYSPRECACHE | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, NULL);
+}
+
+void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
+{
+ int status;
+ int maxsize;
+ float nearclip, farclip, bias;
+ r_viewport_t viewport;
+ GLuint fbo = 0;
+ CHECKGLERROR
+ maxsize = r_shadow_shadowmapmaxsize;
+ nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
+ farclip = 1.0f;
+ bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
+ r_shadow_shadowmap_parameters[2] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
+ r_shadow_shadowmap_parameters[3] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
+ r_shadow_shadowmapside = side;
+ r_shadow_shadowmapsize = size;
+ if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
+ {
+ r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
+ r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
+ R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
+ if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
+
+ // complex unrolled cube approach (more flexible)
+ if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
+ R_Shadow_MakeVSDCT();
+ if (!r_shadow_shadowmap2dtexture)
+ {
+#if 1
+ int w = maxsize*2, h = gl_support_arb_texture_non_power_of_two ? maxsize*3 : maxsize*4;
+ r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", w, h, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
+ qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
+ qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR
+ // render depth into the fbo, do not render color at all
+ qglDrawBuffer(GL_NONE);CHECKGLERROR
+ qglReadBuffer(GL_NONE);CHECKGLERROR
+ status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
+ if (status != GL_FRAMEBUFFER_COMPLETE_EXT && r_shadow_shadowmapping.integer)
+ {
+ Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
+ Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
+ }
+#endif
+ }
+ CHECKGLERROR
+ if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
+ r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
+ r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
+ r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
+ }
+ else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
+ {
+ r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
+ r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
+ R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
+ if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE) goto init_done;
+
+ // complex unrolled cube approach (more flexible)
+ if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
+ R_Shadow_MakeVSDCT();
+ if (!r_shadow_shadowmaprectangletexture)
+ {
+#if 1
+ r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", maxsize*2, maxsize*3, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
+ qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
+ qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
+ // render depth into the fbo, do not render color at all
+ qglDrawBuffer(GL_NONE);CHECKGLERROR
+ qglReadBuffer(GL_NONE);CHECKGLERROR
+ status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
+ if (status != GL_FRAMEBUFFER_COMPLETE_EXT && r_shadow_shadowmapping.integer)
+ {
+ Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
+ Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
+ }
+#endif
+ }
+ CHECKGLERROR
+ if(r_shadow_shadowmaprectangletexture) fbo = r_shadow_fborectangle;
+ r_shadow_shadowmap_texturescale[0] = 1.0f;
+ r_shadow_shadowmap_texturescale[1] = 1.0f;
+ r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
+ }
+ else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
+ {
+ r_shadow_shadowmap_parameters[0] = 1.0f;
+ r_shadow_shadowmap_parameters[1] = 1.0f;
+ R_Viewport_InitCubeSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, nearclip, farclip, NULL);
+ if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE) goto init_done;
+
+ // simple cube approach
+ if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
+ {
+ #if 1
+ r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
+ qglGenFramebuffersEXT(1, &r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
+ qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
+ // render depth into the fbo, do not render color at all
+ qglDrawBuffer(GL_NONE);CHECKGLERROR
+ qglReadBuffer(GL_NONE);CHECKGLERROR
+ status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
+ if (status != GL_FRAMEBUFFER_COMPLETE_EXT && r_shadow_shadowmapping.integer)
+ {
+ Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
+ Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
+ }
+ #endif
+ }
+ CHECKGLERROR
+ if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) fbo = r_shadow_fbocubeside[r_shadow_shadowmaplod];
+ r_shadow_shadowmap_texturescale[0] = 0.0f;
+ r_shadow_shadowmap_texturescale[1] = 0.0f;
+ r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE;
+ }
+
+ R_Shadow_RenderMode_Reset();
+ if (fbo)
+ {
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
+ R_SetupDepthOrShadowShader();
+ }
+ else
+ {
+ R_SetupShowDepthShader();
+ qglClearColor(1,1,1,1);CHECKGLERROR
+ }
+ CHECKGLERROR
+ GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ qglClearDepth(1);
+ CHECKGLERROR
+
+init_done:
+ R_SetViewport(&viewport);
+ GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
+ if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE)
+ {
+ int flipped = (side&1)^(side>>2);
+ r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
+ r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
+ GL_CullFace(r_refdef.view.cullface_back);
}
- if (clearstencil)
- GL_Clear(GL_STENCIL_BUFFER_BIT);
- r_refdef.stats.lights_clears++;
+ else if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE)
+ {
+ qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
+ }
+ if (clear)
+ qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
+ CHECKGLERROR
}
-void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
+void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
{
+ if (transparent)
+ {
+ r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
+ r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
+ r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
+ r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
+ }
CHECKGLERROR
R_Shadow_RenderMode_Reset();
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
{
R_Mesh_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap)); // light filter
GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
+ CHECKGLERROR
+ if (shadowmapping)
+ {
+ if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
+ {
+ r_shadow_usingshadowmap2d = true;
+ R_Mesh_TexBind(GL20TU_SHADOWMAP2D, R_GetTexture(r_shadow_shadowmap2dtexture));
+ CHECKGLERROR
+ }
+ else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
+ {
+ r_shadow_usingshadowmaprect = true;
+ R_Mesh_TexBindRectangle(GL20TU_SHADOWMAPRECT, R_GetTexture(r_shadow_shadowmaprectangletexture));
+ CHECKGLERROR
+ }
+ else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
+ {
+ r_shadow_usingshadowmapcube = true;
+ R_Mesh_TexBindCubeMap(GL20TU_SHADOWMAPCUBE, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]));
+ CHECKGLERROR
+ }
+
+ if (r_shadow_shadowmapvsdct && (r_shadow_usingshadowmap2d || r_shadow_usingshadowmaprect))
+ {
+ R_Mesh_TexBindCubeMap(GL20TU_CUBEPROJECTION, R_GetTexture(r_shadow_shadowmapvsdcttexture));
+ CHECKGLERROR
+ }
+ }
}
else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_VERTEX)
R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ //GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ CHECKGLERROR
}
void R_Shadow_RenderMode_VisibleShadowVolumes(void)
R_Shadow_RenderMode_Reset();
R_Shadow_RenderMode_ActiveLight(NULL);
GL_DepthMask(true);
- GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
+ GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
}
int sign[8];
float f;
+ r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
+ r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
+ r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
+ r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
+
if (!r_shadow_scissor.integer)
return false;
// if view is inside the light box, just say yes it's visible
if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
- {
- GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
return false;
- }
x1 = y1 = x2 = y2 = 0;
for (i = 0;i < numvertices;i++)
{
VectorCopy(vertex[i], v);
- GL_TransformToScreen(v, v2);
+ R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
//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]);
if (i)
{
// now convert the scissor rectangle to integer screen coordinates
ix1 = (int)(x1 - 1.0f);
- iy1 = (int)(y1 - 1.0f);
+ iy1 = vid.height - (int)(y2 - 1.0f);
ix2 = (int)(x2 + 1.0f);
- iy2 = (int)(y2 + 1.0f);
+ iy2 = vid.height - (int)(y1 + 1.0f);
//Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
// clamp it to the screen
- if (ix1 < r_refdef.view.x) ix1 = r_refdef.view.x;
- if (iy1 < r_refdef.view.y) iy1 = r_refdef.view.y;
- if (ix2 > r_refdef.view.x + r_refdef.view.width) ix2 = r_refdef.view.x + r_refdef.view.width;
- if (iy2 > r_refdef.view.y + r_refdef.view.height) iy2 = r_refdef.view.y + r_refdef.view.height;
+ if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
+ if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
+ if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
+ if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
// if it is inside out, it's not visible
if (ix2 <= ix1 || iy2 <= iy1)
return true;
// the light area is visible, set up the scissor rectangle
- GL_Scissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
- //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);CHECKGLERROR
- //qglEnable(GL_SCISSOR_TEST);CHECKGLERROR
+ r_shadow_lightscissor[0] = ix1;
+ r_shadow_lightscissor[1] = iy1;
+ r_shadow_lightscissor[2] = ix2 - ix1;
+ r_shadow_lightscissor[3] = iy2 - iy1;
+
r_refdef.stats.lights_scissored++;
return false;
}
static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
{
- float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
- float *normal3f = rsurface.normal3f + 3 * firstvertex;
+ const float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
+ const float *normal3f = rsurface.normal3f + 3 * firstvertex;
float *color4f = rsurface.array_color4f + 4 * firstvertex;
float dist, dot, distintensity, shadeintensity, v[3], n[3];
if (r_textureunits.integer >= 3)
if (r_refdef.fogenabled)
{
float f;
- f = FogPoint_Model(vertex3f);
+ f = RSurf_FogVertex(vertex3f);
VectorScale(color4f, f, color4f);
}
color4f[3] = 1;
{
float f;
Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
- f = FogPoint_Model(vertex3f);
+ f = RSurf_FogVertex(vertex3f);
VectorScale(color4f, f, color4f);
}
color4f[3] = 1;
if (r_refdef.fogenabled)
{
float f;
- f = FogPoint_Model(vertex3f);
+ f = RSurf_FogVertex(vertex3f);
VectorScale(color4f, f, color4f);
}
}
if (r_refdef.fogenabled)
{
float f;
- f = FogPoint_Model(vertex3f);
+ f = RSurf_FogVertex(vertex3f);
VectorScale(color4f, f, color4f);
}
}
if (r_refdef.fogenabled)
{
float f;
- f = FogPoint_Model(vertex3f);
+ f = RSurf_FogVertex(vertex3f);
VectorScale(color4f, f, color4f);
}
}
if (r_refdef.fogenabled)
{
float f;
- f = FogPoint_Model(vertex3f);
+ f = RSurf_FogVertex(vertex3f);
VectorScale(color4f, f, color4f);
}
}
{
VectorSubtract(rsurface.entitylightorigin, vertex3f, lightdir);
VectorNormalize(lightdir);
- VectorSubtract(rsurface.modelorg, vertex3f, eyedir);
+ VectorSubtract(rsurface.localvieworigin, vertex3f, eyedir);
VectorNormalize(eyedir);
VectorAdd(lightdir, eyedir, halfdir);
// the cubemap normalizes this for us
else
R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
+ R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
+ R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
}
//R_Mesh_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap));
R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
- R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
- R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
+ if(rsurface.texture->colormapping)
+ {
+ R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
+ R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
+ }
R_Mesh_TexBind(GL20TU_ATTENUATION, R_GetTexture(r_shadow_attenuationgradienttexture));
R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
if (r_textureunits.integer >= 3)
{
- // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
+ // Voodoo4 or Kyro (or Geforce3/Radeon with r_shadow_dot3 off)
m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
m.texmatrix[2] = rsurface.entitytoattenuationz;
m.pointer_texcoord3f[2] = rsurface.vertex3f;
void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
{
float ambientscale, diffusescale, specularscale;
+ qboolean negated;
vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
rtexture_t *nmap;
// calculate colors to render this texture with
}
if ((ambientscale + diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
return;
+ negated = (lightcolorbase[0] + lightcolorbase[1] + lightcolorbase[2] < 0) && gl_support_ext_blend_subtract;
+ if(negated)
+ {
+ VectorNegate(lightcolorbase, lightcolorbase);
+ qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
+ }
RSurf_SetupDepthAndCulling();
nmap = rsurface.texture->currentskinframe->nmap;
if (gl_lightmaps.integer)
break;
}
}
+ if(negated)
+ qglBlendEquationEXT(GL_FUNC_ADD_EXT);
}
-void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, qboolean shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
+void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
{
matrix4x4_t tempmatrix = *matrix;
Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
{
int i;
int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
- int lighttris, shadowtris, shadowmeshes, shadowmeshtris;
+ int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
entity_render_t *ent = r_refdef.scene.worldentity;
dp_model_t *model = r_refdef.scene.worldmodel;
unsigned char *data;
+ shadowmesh_t *mesh;
// compile the light
rtlight->compiled = true;
+ rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
rtlight->static_numleafs = 0;
rtlight->static_numleafpvsbytes = 0;
rtlight->static_leaflist = NULL;
rtlight->static_leafpvs = NULL;
rtlight->static_numsurfaces = 0;
rtlight->static_surfacelist = NULL;
+ rtlight->static_shadowmap_receivers = 0x3F;
+ rtlight->static_shadowmap_casters = 0x3F;
rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
if (model && model->GetLightInfo)
{
- // this variable must be set for the CompileShadowVolume code
+ // this variable must be set for the CompileShadowVolume/CompileShadowMap code
r_shadow_compilingrtlight = rtlight;
R_Shadow_EnlargeLeafSurfaceTrisBuffer(model->brush.num_leafs, model->num_surfaces, model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles, model->surfmesh.num_triangles);
- model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs);
+ model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs);
numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
if (rtlight->static_numlighttrispvsbytes)
memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
- if (model->CompileShadowVolume && rtlight->shadow)
- model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
+ switch (rtlight->shadowmode)
+ {
+ case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+ case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
+ case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
+ if (model->CompileShadowMap && rtlight->shadow)
+ model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
+ break;
+ default:
+ if (model->CompileShadowVolume && rtlight->shadow)
+ model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
+ break;
+ }
// now we're done compiling the rtlight
r_shadow_compilingrtlight = NULL;
}
//rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
//rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
- shadowmeshes = 0;
- shadowmeshtris = 0;
- if (rtlight->static_meshchain_shadow)
- {
- shadowmesh_t *mesh;
- for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
- {
- shadowmeshes++;
- shadowmeshtris += mesh->numtriangles;
- }
- }
+ shadowzpasstris = 0;
+ if (rtlight->static_meshchain_shadow_zpass)
+ for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
+ shadowzpasstris += mesh->numtriangles;
+
+ shadowzfailtris = 0;
+ if (rtlight->static_meshchain_shadow_zfail)
+ for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
+ shadowzfailtris += mesh->numtriangles;
lighttris = 0;
if (rtlight->static_numlighttrispvsbytes)
shadowtris++;
if (developer.integer >= 10)
- Con_Printf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i compiled 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], lighttris, shadowtris, shadowmeshtris, shadowmeshes);
+ Con_Printf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris);
}
void R_RTLight_Uncompile(rtlight_t *rtlight)
{
if (rtlight->compiled)
{
- if (rtlight->static_meshchain_shadow)
- Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
- rtlight->static_meshchain_shadow = NULL;
+ if (rtlight->static_meshchain_shadow_zpass)
+ Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
+ rtlight->static_meshchain_shadow_zpass = NULL;
+ if (rtlight->static_meshchain_shadow_zfail)
+ Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
+ rtlight->static_meshchain_shadow_zfail = NULL;
+ if (rtlight->static_meshchain_shadow_shadowmap)
+ Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
+ rtlight->static_meshchain_shadow_shadowmap = NULL;
// these allocations are grouped
if (rtlight->static_surfacelist)
Mem_Free(rtlight->static_surfacelist);
{
size_t lightindex;
dlight_t *light;
- for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
+ size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+ for (lightindex = 0;lightindex < range;lightindex++)
{
- light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+ light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
if (!light)
continue;
R_RTLight_Uncompile(&light->rtlight);
#endif
}
-void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
+void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
+{
+ shadowmesh_t *mesh;
+
+ RSurf_ActiveWorldEntity();
+
+ if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
+ {
+ CHECKGLERROR
+ GL_CullFace(GL_NONE);
+ mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
+ for (;mesh;mesh = mesh->next)
+ {
+ if (!mesh->sidetotals[r_shadow_shadowmapside])
+ continue;
+ r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
+ R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
+ R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
+ }
+ CHECKGLERROR
+ }
+ else if (r_refdef.scene.worldentity->model)
+ r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs);
+
+ rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
+}
+
+void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
{
+ qboolean zpass;
+ shadowmesh_t *mesh;
+ int t, tend;
+ int surfacelistindex;
+ msurface_t *surface;
+
RSurf_ActiveWorldEntity();
+
if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
{
- shadowmesh_t *mesh;
CHECKGLERROR
- for (mesh = rsurface.rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
+ zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
+ R_Shadow_RenderMode_StencilShadowVolumes(zpass);
+ mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
+ for (;mesh;mesh = mesh->next)
{
r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
GL_LockArrays(0, mesh->numverts);
- if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
+ if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
+ {
+ // increment stencil if frontface is infront of depthbuffer
+ GL_CullFace(r_refdef.view.cullface_back);
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
+ R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
+ // decrement stencil if backface is infront of depthbuffer
+ GL_CullFace(r_refdef.view.cullface_front);
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
+ }
+ else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
{
// decrement stencil if backface is behind depthbuffer
GL_CullFace(r_refdef.view.cullface_front);
}
else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh && r_shadow_culltriangles.integer)
{
- int t, tend;
- int surfacelistindex;
- msurface_t *surface;
R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
if (CHECKPVSBIT(trispvs, t))
shadowmarklist[numshadowmark++] = t;
}
- R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
+ R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
}
else if (numsurfaces)
r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs);
+
+ rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
}
void R_Shadow_DrawEntityShadow(entity_render_t *ent)
relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
- ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
+ if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D)
+ {
+ ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
+ }
+ else
+ ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
+ rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
}
void R_Shadow_SetupEntityLight(const entity_render_t *ent)
R_Mesh_TexMatrix(3, &rsurface.entitytolight);
r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, trispvs);
+
+ rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
}
void R_Shadow_DrawEntityLight(entity_render_t *ent)
R_Shadow_SetupEntityLight(ent);
- model->DrawLight(ent, model->nummodelsurfaces, model->surfacelist, NULL);
+ model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
+
+ rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
}
void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
float f;
int numleafs, numsurfaces;
int *leaflist, *surfacelist;
- unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs;
+ unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs, *surfacesides;
int numlightentities;
int numlightentities_noselfshadow;
int numshadowentities;
int numshadowentities_noselfshadow;
- entity_render_t *lightentities[MAX_EDICTS];
- entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
- entity_render_t *shadowentities[MAX_EDICTS];
- entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
+ static entity_render_t *lightentities[MAX_EDICTS];
+ static entity_render_t *shadowentities[MAX_EDICTS];
+ static unsigned char entitysides[MAX_EDICTS];
+ int lightentities_noselfshadow;
+ int shadowentities_noselfshadow;
+ vec3_t nearestpoint;
+ vec_t distance;
+ qboolean castshadows;
+ int lodlinear;
// skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
// skip lights that are basically invisible (color 0 0 0)
// all at once at the start of a level, not when it stalls gameplay.
// (especially important to benchmarks)
// compile light
- if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
+ if (rtlight->isstatic && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
+ {
+ if (rtlight->compiled)
+ R_RTLight_Uncompile(rtlight);
R_RTLight_Compile(rtlight);
+ }
+
// load cubemap
rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
leafpvs = rtlight->static_leafpvs;
numsurfaces = rtlight->static_numsurfaces;
surfacelist = rtlight->static_surfacelist;
+ surfacesides = NULL;
shadowtrispvs = rtlight->static_shadowtrispvs;
lighttrispvs = rtlight->static_lighttrispvs;
}
// dynamic light, world available and can receive realtime lighting
// calculate lit surfaces and leafs
R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles);
- r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs);
+ r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs);
leaflist = r_shadow_buffer_leaflist;
leafpvs = r_shadow_buffer_leafpvs;
surfacelist = r_shadow_buffer_surfacelist;
+ surfacesides = r_shadow_buffer_surfacesides;
shadowtrispvs = r_shadow_buffer_shadowtrispvs;
lighttrispvs = r_shadow_buffer_lighttrispvs;
// if the reduced leaf bounds are offscreen, skip it
leafpvs = NULL;
numsurfaces = 0;
surfacelist = NULL;
+ surfacesides = NULL;
shadowtrispvs = NULL;
lighttrispvs = NULL;
}
// make a list of lit entities and shadow casting entities
numlightentities = 0;
numlightentities_noselfshadow = 0;
+ lightentities_noselfshadow = sizeof(lightentities)/sizeof(lightentities[0]) - 1;
numshadowentities = 0;
numshadowentities_noselfshadow = 0;
+ shadowentities_noselfshadow = sizeof(shadowentities)/sizeof(shadowentities[0]) - 1;
+
// add dynamic entities that are lit by the light
if (r_drawentities.integer)
{
if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
continue;
if (ent->flags & RENDER_NOSELFSHADOW)
- lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
+ lightentities[lightentities_noselfshadow - numlightentities_noselfshadow++] = ent;
else
lightentities[numlightentities++] = ent;
// since it is lit, it probably also casts a shadow...
// RENDER_NOSELFSHADOW entities such as the gun
// (very weird, but keeps the player shadow off the gun)
if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
- shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
+ shadowentities[shadowentities_noselfshadow - numshadowentities_noselfshadow++] = ent;
else
shadowentities[numshadowentities++] = ent;
}
if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
{
if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
- shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
+ shadowentities[shadowentities_noselfshadow - numshadowentities_noselfshadow++] = ent;
else
shadowentities[numshadowentities++] = ent;
}
// for performance analysis by level designers
R_Shadow_RenderMode_VisibleShadowVolumes();
if (numsurfaces)
- R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
+ R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
for (i = 0;i < numshadowentities;i++)
R_Shadow_DrawEntityShadow(shadowentities[i]);
for (i = 0;i < numshadowentities_noselfshadow;i++)
- R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
+ R_Shadow_DrawEntityShadow(shadowentities[shadowentities_noselfshadow - i]);
+ }
+
+ if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
+ {
+ // optionally draw the illuminated areas
+ // for performance analysis by level designers
+ R_Shadow_RenderMode_VisibleLighting(false, false);
+ if (numsurfaces)
+ R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
+ for (i = 0;i < numlightentities;i++)
+ R_Shadow_DrawEntityLight(lightentities[i]);
+ for (i = 0;i < numlightentities_noselfshadow;i++)
+ R_Shadow_DrawEntityLight(lightentities[lightentities_noselfshadow - i]);
}
- if (gl_stencil && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
+ castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
+
+ nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
+ nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
+ nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
+ distance = VectorDistance(nearestpoint, r_refdef.view.origin);
+
+ lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
+ //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
+ lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
+
+ if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
+ {
+ float borderbias;
+ int side;
+ int size;
+ int castermask = 0;
+ int receivermask = 0;
+ matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
+ Matrix4x4_Abs(&radiustolight);
+
+ r_shadow_shadowmaplod = 0;
+ for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
+ if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
+ r_shadow_shadowmaplod = i;
+
+ if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
+ size = max(1, r_shadow_shadowmapmaxsize >> r_shadow_shadowmaplod);
+ else
+ size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
+
+ borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
+
+ if (numsurfaces)
+ {
+ if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
+ {
+ castermask = rtlight->static_shadowmap_casters;
+ receivermask = rtlight->static_shadowmap_receivers;
+ }
+ else
+ {
+ for(i = 0;i < numsurfaces;i++)
+ {
+ msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
+ surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);
+ castermask |= surfacesides[i];
+ receivermask |= surfacesides[i];
+ }
+ }
+ }
+ if (receivermask < 0x3F)
+ {
+ for (i = 0;i < numlightentities;i++)
+ receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
+ if (receivermask < 0x3F)
+ for(i = 0; i < numlightentities_noselfshadow;i++)
+ receivermask |= R_Shadow_CalcEntitySideMask(lightentities[lightentities_noselfshadow - i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
+ }
+
+ receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
+
+ if (receivermask)
+ {
+ for (i = 0;i < numshadowentities;i++)
+ castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
+ for (i = 0;i < numshadowentities_noselfshadow;i++)
+ castermask |= (entitysides[shadowentities_noselfshadow - i] = R_Shadow_CalcEntitySideMask(shadowentities[shadowentities_noselfshadow - i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
+ }
+
+ //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
+
+ // render shadow casters into 6 sided depth texture
+ for (side = 0;side < 6;side++) if (receivermask & (1 << side))
+ {
+ R_Shadow_RenderMode_ShadowMap(side, true, size);
+ if (! (castermask & (1 << side))) continue;
+ if (numsurfaces)
+ R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
+ for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
+ R_Shadow_DrawEntityShadow(shadowentities[i]);
+ }
+
+ if (numlightentities_noselfshadow)
+ {
+ // render lighting using the depth texture as shadowmap
+ // draw lighting in the unmasked areas
+ R_Shadow_RenderMode_Lighting(false, false, true);
+ for (i = 0;i < numlightentities_noselfshadow;i++)
+ R_Shadow_DrawEntityLight(lightentities[lightentities_noselfshadow - i]);
+ }
+
+ // render shadow casters into 6 sided depth texture
+ if (numshadowentities_noselfshadow)
+ {
+ for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
+ {
+ R_Shadow_RenderMode_ShadowMap(side, false, size);
+ for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides[shadowentities_noselfshadow - i] & (1 << side))
+ R_Shadow_DrawEntityShadow(shadowentities[shadowentities_noselfshadow - i]);
+ }
+ }
+
+ // render lighting using the depth texture as shadowmap
+ // draw lighting in the unmasked areas
+ R_Shadow_RenderMode_Lighting(false, false, true);
+ // draw lighting in the unmasked areas
+ if (numsurfaces)
+ R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
+ for (i = 0;i < numlightentities;i++)
+ R_Shadow_DrawEntityLight(lightentities[i]);
+ }
+ else if (castshadows && gl_stencil)
{
// draw stencil shadow volumes to mask off pixels that are in shadow
// so that they won't receive lighting
- R_Shadow_RenderMode_StencilShadowVolumes(true);
+ GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
+ R_Shadow_ClearStencil();
if (numsurfaces)
- R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
+ R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
for (i = 0;i < numshadowentities;i++)
R_Shadow_DrawEntityShadow(shadowentities[i]);
if (numlightentities_noselfshadow)
{
// draw lighting in the unmasked areas
- R_Shadow_RenderMode_Lighting(true, false);
+ R_Shadow_RenderMode_Lighting(true, false, false);
for (i = 0;i < numlightentities_noselfshadow;i++)
- R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
+ R_Shadow_DrawEntityLight(lightentities[lightentities_noselfshadow - i]);
// optionally draw the illuminated areas
// for performance analysis by level designers
{
R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
for (i = 0;i < numlightentities_noselfshadow;i++)
- R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
+ R_Shadow_DrawEntityLight(lightentities[lightentities_noselfshadow - i]);
}
-
- R_Shadow_RenderMode_StencilShadowVolumes(false);
}
for (i = 0;i < numshadowentities_noselfshadow;i++)
- R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
+ R_Shadow_DrawEntityShadow(shadowentities[shadowentities_noselfshadow - i]);
if (numsurfaces + numlightentities)
{
// draw lighting in the unmasked areas
- R_Shadow_RenderMode_Lighting(true, false);
+ R_Shadow_RenderMode_Lighting(true, false, false);
if (numsurfaces)
R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
for (i = 0;i < numlightentities;i++)
R_Shadow_DrawEntityLight(lightentities[i]);
-
- // optionally draw the illuminated areas
- // for performance analysis by level designers
- if (r_showlighting.integer && r_refdef.view.showdebug)
- {
- R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
- if (numsurfaces)
- R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
- for (i = 0;i < numlightentities;i++)
- R_Shadow_DrawEntityLight(lightentities[i]);
- }
}
}
else
if (numsurfaces + numlightentities)
{
// draw lighting in the unmasked areas
- R_Shadow_RenderMode_Lighting(false, false);
+ R_Shadow_RenderMode_Lighting(false, false, false);
if (numsurfaces)
R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
for (i = 0;i < numlightentities;i++)
R_Shadow_DrawEntityLight(lightentities[i]);
for (i = 0;i < numlightentities_noselfshadow;i++)
- R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
-
- // optionally draw the illuminated areas
- // for performance analysis by level designers
- if (r_showlighting.integer && r_refdef.view.showdebug)
- {
- R_Shadow_RenderMode_VisibleLighting(false, false);
- if (numsurfaces)
- R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
- for (i = 0;i < numlightentities;i++)
- R_Shadow_DrawEntityLight(lightentities[i]);
- for (i = 0;i < numlightentities_noselfshadow;i++)
- R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
- }
+ R_Shadow_DrawEntityLight(lightentities[lightentities_noselfshadow - i]);
}
}
}
int lnum;
size_t lightindex;
dlight_t *light;
+ size_t range;
+ float f;
+
+ if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, gl_max_size.integer / 4) ||
+ (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer && r_glsl.integer && gl_support_fragment_shader && gl_support_ext_framebuffer_object) ||
+ r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0) ||
+ r_shadow_shadowmaptexturetype != r_shadow_shadowmapping_texturetype.integer ||
+ r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
+ r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
+ r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
+ R_Shadow_FreeShadowMaps();
if (r_editlights.integer)
R_Shadow_DrawLightSprites();
if (r_shadow_debuglight.integer >= 0)
{
lightindex = r_shadow_debuglight.integer;
- light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+ light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
if (light && (light->flags & flag))
R_DrawRTLight(&light->rtlight, visible);
}
else
{
- for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
+ range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+ for (lightindex = 0;lightindex < range;lightindex++)
{
- light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+ light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
if (light && (light->flags & flag))
R_DrawRTLight(&light->rtlight, visible);
}
}
if (r_refdef.scene.rtdlight)
+ {
+ for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
+ R_DrawRTLight(r_refdef.scene.lights[lnum], visible);
+ }
+ else if(gl_flashblend.integer)
+ {
for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
- R_DrawRTLight(&r_refdef.scene.lights[lnum], visible);
+ {
+ rtlight_t *rtlight = r_refdef.scene.lights[lnum];
+ f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
+ VectorScale(rtlight->color, f, rtlight->currentcolor);
+ }
+ }
R_Shadow_RenderMode_End();
}
+extern const float r_screenvertex3f[12];
extern void R_SetupView(qboolean allowwaterclippingplane);
+extern void R_ResetViewRendering3D(void);
+extern void R_ResetViewRendering2D(void);
+extern cvar_t r_shadows;
+extern cvar_t r_shadows_darken;
+extern cvar_t r_shadows_drawafterrtlighting;
+extern cvar_t r_shadows_castfrombmodels;
extern cvar_t r_shadows_throwdistance;
+extern cvar_t r_shadows_throwdirection;
void R_DrawModelShadows(void)
{
int i;
vec3_t relativelightorigin;
vec3_t relativelightdirection;
vec3_t relativeshadowmins, relativeshadowmaxs;
- float vertex3f[12];
+ vec3_t tmp, shadowdir;
if (!r_drawentities.integer || !gl_stencil)
return;
CHECKGLERROR
- GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
-
- r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
+ R_ResetViewRendering3D();
+ //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
+ //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
+ R_Shadow_RenderMode_Begin();
+ R_Shadow_RenderMode_ActiveLight(NULL);
+ r_shadow_lightscissor[0] = r_refdef.view.x;
+ r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
+ r_shadow_lightscissor[2] = r_refdef.view.width;
+ r_shadow_lightscissor[3] = r_refdef.view.height;
+ R_Shadow_RenderMode_StencilShadowVolumes(false);
- if (gl_ext_separatestencil.integer)
- r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_SEPARATESTENCIL;
- else if (gl_ext_stenciltwoside.integer)
- r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
- else
- r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
+ // get shadow dir
+ if (r_shadows.integer == 2)
+ {
+ Math_atov(r_shadows_throwdirection.string, shadowdir);
+ VectorNormalize(shadowdir);
+ }
- R_Shadow_RenderMode_StencilShadowVolumes(true);
+ R_Shadow_ClearStencil();
for (i = 0;i < r_refdef.scene.numentities;i++)
{
ent = r_refdef.scene.entities[i];
- // cast shadows from anything that is not a submodel of the map
- if (ent->model && ent->model->DrawShadowVolume != NULL && !ent->model->brush.submodel && (ent->flags & RENDER_SHADOW))
+
+ // cast shadows from anything of the map (submodels are optional)
+ if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
{
relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
- VectorNegate(ent->modellight_lightdir, relativelightdirection);
+ if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
+ Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
+ else
+ {
+ if(ent->entitynumber != 0)
+ {
+ // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
+ int entnum, entnum2, recursion;
+ entnum = entnum2 = ent->entitynumber;
+ for(recursion = 32; recursion > 0; --recursion)
+ {
+ entnum2 = cl.entities[entnum].state_current.tagentity;
+ if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
+ entnum = entnum2;
+ else
+ break;
+ }
+ if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
+ {
+ VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
+ // transform into modelspace of OUR entity
+ Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
+ Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
+ }
+ else
+ VectorNegate(ent->modellight_lightdir, relativelightdirection);
+ }
+ else
+ VectorNegate(ent->modellight_lightdir, relativelightdirection);
+ }
+
VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
RSurf_ActiveModelEntity(ent, false, false);
- ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
+ ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
+ rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
}
}
// not really the right mode, but this will disable any silly stencil features
- R_Shadow_RenderMode_VisibleLighting(true, true);
-
- // vertex coordinates for a quad that covers the screen exactly
- vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0;
- vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0;
- vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0;
- vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0;
+ R_Shadow_RenderMode_End();
// set up ortho view for rendering this pass
- GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
- GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
- GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
- GL_ScissorTest(true);
- R_Mesh_Matrix(&identitymatrix);
- R_Mesh_ResetTextureState();
- R_Mesh_VertexPointer(vertex3f, 0, 0);
+ //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
+ //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
+ //GL_ScissorTest(true);
+ //R_Mesh_Matrix(&identitymatrix);
+ //R_Mesh_ResetTextureState();
+ R_ResetViewRendering2D();
+ R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
R_Mesh_ColorPointer(NULL, 0, 0);
+ R_SetupGenericShader(false);
- // set up a 50% darkening blend on shadowed areas
+ // set up a darkening blend on shadowed areas
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GL_DepthRange(0, 1);
- GL_DepthTest(false);
- GL_DepthMask(false);
- GL_PolygonOffset(0, 0);CHECKGLERROR
- GL_Color(0, 0, 0, 0.5);
- GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
- qglDepthFunc(GL_ALWAYS);CHECKGLERROR
+ //GL_DepthRange(0, 1);
+ //GL_DepthTest(false);
+ //GL_DepthMask(false);
+ //GL_PolygonOffset(0, 0);CHECKGLERROR
+ GL_Color(0, 0, 0, r_shadows_darken.value);
+ //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
+ //qglDepthFunc(GL_ALWAYS);CHECKGLERROR
qglEnable(GL_STENCIL_TEST);CHECKGLERROR
qglStencilMask(~0);CHECKGLERROR
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
qglStencilFunc(GL_NOTEQUAL, 128, ~0);CHECKGLERROR
// apply the blend to the shadowed areas
- R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
+ R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
- // restoring the perspective view is done by R_RenderScene
- //R_SetupView(true);
+ // restore the viewport
+ R_SetViewport(&r_refdef.view.viewport);
// restore other state to normal
- R_Shadow_RenderMode_End();
+ //R_Shadow_RenderMode_End();
+}
+
+void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
+{
+ float zdist;
+ vec3_t centerorigin;
+ float vertex3f[12];
+ // if it's too close, skip it
+ if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
+ return;
+ zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
+ if (zdist < 32)
+ return;
+ if (usequery && r_numqueries + 2 <= r_maxqueries)
+ {
+ rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
+ rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
+ // we count potential samples in the middle of the screen, we count actual samples at the light location, this allows counting potential samples of off-screen lights
+ VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
+
+ CHECKGLERROR
+ // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use qglDepthFunc instead
+ qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
+ qglDepthFunc(GL_ALWAYS);
+ R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
+ R_Mesh_VertexPointer(vertex3f, 0, 0);
+ R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
+ qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
+ qglDepthFunc(GL_LEQUAL);
+ qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
+ R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
+ R_Mesh_VertexPointer(vertex3f, 0, 0);
+ R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
+ qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
+ CHECKGLERROR
+ }
+ rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
+}
+
+static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
+
+void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
+{
+ vec3_t color;
+ GLint allpixels = 0, visiblepixels = 0;
+ // now we have to check the query result
+ if (rtlight->corona_queryindex_visiblepixels)
+ {
+ CHECKGLERROR
+ qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
+ qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
+ CHECKGLERROR
+ //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
+ if (visiblepixels < 1 || allpixels < 1)
+ return;
+ rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
+ cscale *= rtlight->corona_visibility;
+ }
+ else
+ {
+ // FIXME: these traces should scan all render entities instead of cl.world
+ if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
+ return;
+ }
+ VectorScale(rtlight->currentcolor, cscale, color);
+ if (VectorLength(color) > (1.0f / 256.0f))
+ {
+ float vertex3f[12];
+ qboolean negated = (color[0] + color[1] + color[2] < 0) && gl_support_ext_blend_subtract;
+ if(negated)
+ {
+ VectorNegate(color, color);
+ qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
+ }
+ R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
+ RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
+ R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false);
+ if(negated)
+ qglBlendEquationEXT(GL_FUNC_ADD_EXT);
+ }
}
void R_DrawCoronas(void)
{
int i, flag;
- float cscale, scale;
+ qboolean usequery;
size_t lightindex;
dlight_t *light;
rtlight_t *rtlight;
+ size_t range;
if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
return;
- R_Mesh_Matrix(&identitymatrix);
+ if (r_waterstate.renderingscene)
+ return;
flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
- // FIXME: these traces should scan all render entities instead of cl.world
- for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
+ R_Mesh_Matrix(&identitymatrix);
+
+ range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+
+ // check occlusion of coronas
+ // use GL_ARB_occlusion_query if available
+ // otherwise use raytraces
+ r_numqueries = 0;
+ usequery = gl_support_arb_occlusion_query && r_coronas_occlusionquery.integer;
+ if (usequery)
+ {
+ GL_ColorMask(0,0,0,0);
+ if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
+ if (r_maxqueries < MAX_OCCLUSION_QUERIES)
+ {
+ i = r_maxqueries;
+ r_maxqueries = (range + r_refdef.scene.numlights) * 4;
+ r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
+ CHECKGLERROR
+ qglGenQueriesARB(r_maxqueries - i, r_queries + i);
+ CHECKGLERROR
+ }
+ RSurf_ActiveWorldEntity();
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_CullFace(GL_NONE);
+ GL_DepthMask(false);
+ GL_DepthRange(0, 1);
+ GL_PolygonOffset(0, 0);
+ GL_DepthTest(true);
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ R_Mesh_ResetTextureState();
+ R_SetupGenericShader(false);
+ }
+ for (lightindex = 0;lightindex < range;lightindex++)
{
- light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+ light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
if (!light)
continue;
rtlight = &light->rtlight;
+ rtlight->corona_visibility = 0;
+ rtlight->corona_queryindex_visiblepixels = 0;
+ rtlight->corona_queryindex_allpixels = 0;
if (!(rtlight->flags & flag))
continue;
- if (rtlight->corona * r_coronas.value <= 0)
+ if (rtlight->corona <= 0)
continue;
if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
continue;
- cscale = rtlight->corona * r_coronas.value* 0.25f;
- scale = rtlight->radius * rtlight->coronasizescale;
- if (VectorDistance2(rtlight->shadoworigin, r_refdef.view.origin) < 16.0f * 16.0f)
- continue;
- if (CL_Move(r_refdef.view.origin, vec3_origin, vec3_origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
- continue;
- R_DrawSprite(GL_ONE, GL_ONE, r_shadow_lightcorona, NULL, true, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, rtlight->color[0] * cscale, rtlight->color[1] * cscale, rtlight->color[2] * cscale, 1);
+ R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
}
for (i = 0;i < r_refdef.scene.numlights;i++)
{
- rtlight = &r_refdef.scene.lights[i];
+ rtlight = r_refdef.scene.lights[i];
+ rtlight->corona_visibility = 0;
+ rtlight->corona_queryindex_visiblepixels = 0;
+ rtlight->corona_queryindex_allpixels = 0;
if (!(rtlight->flags & flag))
continue;
if (rtlight->corona <= 0)
continue;
- if (VectorDistance2(rtlight->shadoworigin, r_refdef.view.origin) < 32.0f * 32.0f)
+ R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
+ }
+ if (usequery)
+ GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
+
+ // now draw the coronas using the query data for intensity info
+ for (lightindex = 0;lightindex < range;lightindex++)
+ {
+ light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+ if (!light)
+ continue;
+ rtlight = &light->rtlight;
+ if (rtlight->corona_visibility <= 0)
+ continue;
+ R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
+ }
+ for (i = 0;i < r_refdef.scene.numlights;i++)
+ {
+ rtlight = r_refdef.scene.lights[i];
+ if (rtlight->corona_visibility <= 0)
continue;
if (gl_flashblend.integer)
- {
- cscale = rtlight->corona * 1.0f;
- scale = rtlight->radius * rtlight->coronasizescale * 2.0f;
- }
+ R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
else
- {
- cscale = rtlight->corona * r_coronas.value* 0.25f;
- scale = rtlight->radius * rtlight->coronasizescale;
- }
- if (VectorLength(rtlight->color) * cscale < (1.0f / 256.0f))
- continue;
- if (CL_Move(r_refdef.view.origin, vec3_origin, vec3_origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
- continue;
- R_DrawSprite(GL_ONE, GL_ONE, r_shadow_lightcorona, NULL, true, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, rtlight->color[0] * cscale, rtlight->color[1] * cscale, rtlight->color[2] * cscale, 1);
+ R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
}
}
if (!r_shadow_filters_texturepool)
r_shadow_filters_texturepool = R_AllocTexturePool();
- cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, TEXF_PRECACHE | (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0), NULL);
+ cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, TEXF_PRECACHE | (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
Mem_Free(cubemappixels);
}
else
int i;
for (i = 0;i < numcubemaps;i++)
if (!strcasecmp(cubemaps[i].basename, basename))
- return cubemaps[i].texture;
+ return cubemaps[i].texture ? cubemaps[i].texture : r_texture_whitecube;
if (i >= MAX_CUBEMAPS)
return r_texture_whitecube;
numcubemaps++;
strlcpy(cubemaps[i].basename, basename, sizeof(cubemaps[i].basename));
cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
- if (!cubemaps[i].texture)
- cubemaps[i].texture = r_texture_whitecube;
return cubemaps[i].texture;
}
{
if (developer_loading.integer)
Con_Printf("unloading cubemap \"%s\"\n", cubemaps[i].basename);
- R_FreeTexture(cubemaps[i].texture);
+ if (cubemaps[i].texture)
+ R_FreeTexture(cubemaps[i].texture);
}
numcubemaps = 0;
light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
+ /*
light->color[0] = max(color[0], 0);
light->color[1] = max(color[1], 0);
light->color[2] = max(color[2], 0);
+ */
+ light->color[0] = color[0];
+ light->color[1] = color[1];
+ light->color[2] = color[2];
light->radius = max(radius, 0);
light->style = style;
light->shadow = shadowenable;
{
size_t lightindex;
dlight_t *light;
- for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
+ size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+ for (lightindex = 0;lightindex < range;lightindex++)
{
- light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+ light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
if (light)
R_Shadow_FreeWorldLight(light);
}
void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
{
// this is never batched (there can be only one)
- R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, r_editlights_sprcursor->tex, r_editlights_sprcursor->tex, false, false, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE, 1, 1, 1, 1);
+ float vertex3f[12];
+ R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
+ RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
+ R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false);
}
void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
float intensity;
float s;
vec3_t spritecolor;
- cachepic_t *pic;
+ skinframe_t *skinframe;
+ float vertex3f[12];
// this is never batched (due to the ent parameter changing every time)
// so numsurfaces == 1 and surfacelist[0] == lightnumber
const dlight_t *light = (dlight_t *)ent;
s = EDLIGHTSPRSIZE;
+
+ R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
+
intensity = 0.5f;
VectorScale(light->color, intensity, spritecolor);
if (VectorLength(spritecolor) < 0.1732f)
// draw light sprite
if (light->cubemapname[0] && !light->shadow)
- pic = r_editlights_sprcubemapnoshadowlight;
+ skinframe = r_editlights_sprcubemapnoshadowlight;
else if (light->cubemapname[0])
- pic = r_editlights_sprcubemaplight;
+ skinframe = r_editlights_sprcubemaplight;
else if (!light->shadow)
- pic = r_editlights_sprnoshadowlight;
+ skinframe = r_editlights_sprnoshadowlight;
else
- pic = r_editlights_sprlight;
- R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, pic->tex, pic->tex, false, false, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s, spritecolor[0], spritecolor[1], spritecolor[2], 1);
+ skinframe = r_editlights_sprlight;
+
+ RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, spritecolor[0], spritecolor[1], spritecolor[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
+ R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false);
+
// draw selection sprite if light is selected
if (light->selected)
- R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, r_editlights_sprselection->tex, r_editlights_sprselection->tex, false, false, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s, 1, 1, 1, 1);
- // VorteX todo: add normalmode/realtime mode light overlay sprites?
+ {
+ RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
+ R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false);
+ // VorteX todo: add normalmode/realtime mode light overlay sprites?
+ }
}
void R_Shadow_DrawLightSprites(void)
{
size_t lightindex;
dlight_t *light;
- for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
+ size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+ for (lightindex = 0;lightindex < range;lightindex++)
{
- light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+ 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(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
}
+int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
+{
+ unsigned int range;
+ dlight_t *light;
+ rtlight_t *rtlight;
+ range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
+ if (lightindex >= range)
+ return -1;
+ light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+ if (!light)
+ return 0;
+ rtlight = &light->rtlight;
+ //if (!(rtlight->flags & flag))
+ // return 0;
+ VectorCopy(rtlight->shadoworigin, origin);
+ *radius = rtlight->radius;
+ VectorCopy(rtlight->color, color);
+ return 1;
+}
+
void R_Shadow_SelectLightInView(void)
{
float bestrating, rating, temp[3];
dlight_t *best;
size_t lightindex;
dlight_t *light;
+ size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
best = NULL;
bestrating = 0;
- for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
+ for (lightindex = 0;lightindex < range;lightindex++)
{
- light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+ light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
if (!light)
continue;
VectorSubtract(light->origin, r_refdef.view.origin, temp);
if (rating >= 0.95)
{
rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
- if (bestrating < rating && CL_Move(light->origin, vec3_origin, vec3_origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
+ if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
{
bestrating = rating;
best = light;
t++;
}
*s = 0;
- 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);
+#if _MSC_VER >= 1400
+#define sscanf sscanf_s
+#endif
+ cubemapname[sizeof(cubemapname)-1] = 0;
+#if MAX_QPATH != 128
+#error update this code if MAX_QPATH changes
+#endif
+ a = sscanf(t, "%f %f %f %f %f %f %f %d %127s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname
+#if _MSC_VER >= 1400
+, sizeof(cubemapname)
+#endif
+, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
*s = tempchar;
if (a < 18)
flags = LIGHTFLAG_REALTIMEMODE;
char *buf, *oldbuf;
char name[MAX_QPATH];
char line[MAX_INPUTLINE];
- if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
+ size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
+ // I hate lines which are 3 times my screen size :( --blub
+ if (!range)
return;
if (cl.worldmodel == NULL)
{
strlcat (name, ".rtlights", sizeof (name));
bufchars = bufmaxchars = 0;
buf = NULL;
- for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
+ for (lightindex = 0;lightindex < range;lightindex++)
{
- light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+ light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
if (!light)
continue;
if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
- 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);
+ dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
- 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]);
+ dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
else
- 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);
+ dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
if (bufchars + strlen(line) > bufmaxchars)
{
bufmaxchars = bufchars + strlen(line) + 2048;
vec3_t dest, endpos;
trace_t trace;
VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
- trace = CL_Move(r_refdef.view.origin, vec3_origin, vec3_origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
+ trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
if (trace.fraction < 1)
{
dist = trace.fraction * r_editlights_cursordistance.value;
{
size_t lightindex;
dlight_t *light;
+ size_t range;
if (!r_editlights.integer)
{
return;
}
- for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
+ // EditLights doesn't seem to have a "remove" command or something so:
+ range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+ for (lightindex = 0;lightindex < range;lightindex++)
{
- light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+ light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
if (!light)
continue;
R_Shadow_SelectLight(light);
void R_Shadow_EditLights_DrawSelectedLightProperties(void)
{
int lightnumber, lightcount;
- size_t lightindex;
+ size_t lightindex, range;
dlight_t *light;
float x, y;
char temp[256];
DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
lightnumber = -1;
lightcount = 0;
- for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
+ range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+ for (lightindex = 0;lightindex < range;lightindex++)
{
- light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+ light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
if (!light)
continue;
if (light == r_shadow_selectedlight)
lightnumber = lightindex;
lightcount++;
}
- sprintf(temp, "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8;
- sprintf(temp, "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8;
+ dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8;
+ dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8;
y += 8;
if (r_shadow_selectedlight == NULL)
return;
- sprintf(temp, "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
- sprintf(temp, "Origin : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
- sprintf(temp, "Angles : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
- sprintf(temp, "Color : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
- sprintf(temp, "Radius : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
- sprintf(temp, "Corona : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
- sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
- sprintf(temp, "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
- sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
- sprintf(temp, "CoronaSize : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
- sprintf(temp, "Ambient : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
- sprintf(temp, "Diffuse : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
- sprintf(temp, "Specular : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
- 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, NULL, true);y += 8;
- 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, NULL, true);y += 8;
+ dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ dpsnprintf(temp, sizeof(temp), "Origin : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ dpsnprintf(temp, sizeof(temp), "Angles : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ dpsnprintf(temp, sizeof(temp), "Color : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ dpsnprintf(temp, sizeof(temp), "Radius : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ dpsnprintf(temp, sizeof(temp), "Corona : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ dpsnprintf(temp, sizeof(temp), "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ dpsnprintf(temp, sizeof(temp), "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ dpsnprintf(temp, sizeof(temp), "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ dpsnprintf(temp, sizeof(temp), "CoronaSize : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ dpsnprintf(temp, sizeof(temp), "Ambient : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ dpsnprintf(temp, sizeof(temp), "Diffuse : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ dpsnprintf(temp, sizeof(temp), "Specular : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ dpsnprintf(temp, sizeof(temp), "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
}
void R_Shadow_EditLights_ToggleShadow_f(void)
rtlight_t *light;
for (i = 0;i < r_refdef.scene.numlights;i++)
{
- light = &r_refdef.scene.lights[i];
+ light = r_refdef.scene.lights[i];
Matrix4x4_Transform(&light->matrix_worldtolight, p, v);
f = 1 - VectorLength2(v);
- if (f > 0 && CL_Move(p, vec3_origin, vec3_origin, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
+ if (f > 0 && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);
}
}