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 OpenGL 2.0 render path)"};
-cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, requires r_shadow_realtime_world 1"};
+cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"};
+cvar_t r_shadow_bouncegrid_airstepmax = {CVAR_SAVE, "r_shadow_bouncegrid_airstepmax", "1024", "maximum number of photon accumulation contributions for one photon"};
+cvar_t r_shadow_bouncegrid_airstepsize = {CVAR_SAVE, "r_shadow_bouncegrid_airstepsize", "64", "maximum spacing of photon accumulation through the air"};
cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"};
-cvar_t r_shadow_bouncegrid_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 4x as many pixels to hold the additional data"};
+cvar_t r_shadow_bouncegrid_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"};
cvar_t r_shadow_bouncegrid_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dlightparticlemultiplier", "0", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
cvar_t r_shadow_bouncegrid_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
+cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_SAVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"};
cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
-cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "2", "particles stop at this fraction of light radius (can be more than 1)"};
-cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "3", "maximum number of bounces for a particle (minimum is 1)"};
+cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1)"};
+cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "5", "maximum number of bounces for a particle (minimum is 1)"};
cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "4", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
-cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "2", "brightness of particles contributing to bouncegrid texture"};
-cvar_t r_shadow_bouncegrid_photons = {CVAR_SAVE, "r_shadow_bouncegrid_photons", "5000", "total photons to shoot per update, divided proportionately between lights"};
+cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "1", "brightness of particles contributing to bouncegrid texture"};
+cvar_t r_shadow_bouncegrid_photons = {CVAR_SAVE, "r_shadow_bouncegrid_photons", "2000", "total photons to shoot per update, divided proportionately between lights"};
cvar_t r_shadow_bouncegrid_spacingx = {CVAR_SAVE, "r_shadow_bouncegrid_spacingx", "64", "unit size of bouncegrid pixel on X axis"};
cvar_t r_shadow_bouncegrid_spacingy = {CVAR_SAVE, "r_shadow_bouncegrid_spacingy", "64", "unit size of bouncegrid pixel on Y axis"};
cvar_t r_shadow_bouncegrid_spacingz = {CVAR_SAVE, "r_shadow_bouncegrid_spacingz", "64", "unit size of bouncegrid pixel on Z axis"};
cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"};
+cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
+cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"};
+cvar_t r_shadow_bouncegrid_static_photons = {CVAR_SAVE, "r_shadow_bouncegrid_static_photons", "25000", "photons value to use when in static mode"};
cvar_t r_shadow_bouncegrid_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"};
cvar_t r_shadow_bouncegrid_x = {CVAR_SAVE, "r_shadow_bouncegrid_x", "64", "maximum texture size of bouncegrid on X axis"};
cvar_t r_shadow_bouncegrid_y = {CVAR_SAVE, "r_shadow_bouncegrid_y", "64", "maximum texture size of bouncegrid on Y axis"};
cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
+typedef struct r_shadow_bouncegrid_settings_s
+{
+ qboolean staticmode;
+ qboolean bounceanglediffuse;
+ qboolean directionalshading;
+ qboolean includedirectlighting;
+ float dlightparticlemultiplier;
+ qboolean hitmodels;
+ float lightradiusscale;
+ int maxbounce;
+ float particlebounceintensity;
+ float particleintensity;
+ int photons;
+ float spacing[3];
+ int stablerandom;
+ float airstepmax;
+ float airstepsize;
+}
+r_shadow_bouncegrid_settings_t;
+
+r_shadow_bouncegrid_settings_t r_shadow_bouncegridsettings;
rtexture_t *r_shadow_bouncegridtexture;
matrix4x4_t r_shadow_bouncegridmatrix;
vec_t r_shadow_bouncegridintensity;
r_shadow_shadowmappcf = 1;
r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
break;
- case RENDERPATH_GL13:
- break;
case RENDERPATH_GL11:
- break;
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
break;
}
Cvar_RegisterVariable(&r_shadow_polygonoffset);
Cvar_RegisterVariable(&r_shadow_texture3d);
Cvar_RegisterVariable(&r_shadow_bouncegrid);
+ Cvar_RegisterVariable(&r_shadow_bouncegrid_airstepmax);
+ Cvar_RegisterVariable(&r_shadow_bouncegrid_airstepsize);
Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
Cvar_RegisterVariable(&r_shadow_bouncegrid_directionalshading);
Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier);
Cvar_RegisterVariable(&r_shadow_bouncegrid_hitmodels);
+ Cvar_RegisterVariable(&r_shadow_bouncegrid_includedirectlighting);
Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
Cvar_RegisterVariable(&r_shadow_bouncegrid_lightradiusscale);
Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce);
Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingy);
Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingz);
Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom);
+ Cvar_RegisterVariable(&r_shadow_bouncegrid_static);
+ Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading);
+ Cvar_RegisterVariable(&r_shadow_bouncegrid_static_photons);
Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval);
Cvar_RegisterVariable(&r_shadow_bouncegrid_x);
Cvar_RegisterVariable(&r_shadow_bouncegrid_y);
pixels[y][x][3] = 255;
}
}
- r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
+ r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32, false);
}
static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
case RENDERPATH_GLES2:
r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
break;
- case RENDERPATH_GL13:
case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
void R_Shadow_RenderMode_Reset(void)
{
- R_Mesh_ResetRenderTargets();
+ R_Mesh_SetMainRenderTargets();
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_ResetTextureState();
r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
R_Mesh_ResetTextureState();
- R_Mesh_ResetRenderTargets();
R_Shadow_RenderMode_Reset();
- if (fbo)
- {
- R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
- R_SetupShader_DepthOrShadow();
- }
- else
- R_SetupShader_ShowDepth();
+ R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
+ R_SetupShader_DepthOrShadow();
GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
GL_DepthMask(true);
GL_DepthTest(true);
case RENDERPATH_GL13:
case RENDERPATH_GL20:
case RENDERPATH_SOFT:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
GL_CullFace(r_refdef.view.cullface_back);
// OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
{
R_Mesh_ResetTextureState();
- R_Mesh_ResetRenderTargets();
+ R_Mesh_SetMainRenderTargets();
if (transparent)
{
r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
// only draw light where this geometry was already rendered AND the
// stencil is 128 (values other than this mean shadow)
R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
- R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
+ if (rsurface.rtlight->specularscale > 0 && r_shadow_gloss.integer > 0)
+ R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
+ else
+ R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
r_shadow_usingshadowmap2d = shadowmapping;
vec3_t size;
vec3_t spacing;
vec3_t lightcolor;
+ vec3_t steppos;
+ vec3_t stepdelta;
vec_t radius;
vec_t s;
vec_t lightintensity;
vec_t photonresidual;
float m[16];
float texlerp[2][3];
- float splatcolor[16];
+ float splatcolor[32];
float pixelweight[8];
float w;
int c[4];
int pixelindex[8];
int corner;
- int x, y, z, d;
- qboolean isstatic = r_shadow_bouncegrid_updateinterval.value > 1.0f;
- qboolean directionalshading = r_shadow_bouncegrid_directionalshading.integer != 0;
+ int pixelsperband;
+ int pixelband;
+ int pixelbands;
+ int numsteps;
+ int step;
+ int x, y, z;
rtlight_t *rtlight;
- if (!r_shadow_bouncegrid.integer || !vid.support.ext_texture_3d)
+ r_shadow_bouncegrid_settings_t settings;
+ qboolean enable = r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel;
+ qboolean allowdirectionalshading = false;
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL20:
+ allowdirectionalshading = true;
+ if (!vid.support.ext_texture_3d)
+ return;
+ break;
+ case RENDERPATH_GLES2:
+ // for performance reasons, do not use directional shading on GLES devices
+ if (!vid.support.ext_texture_3d)
+ return;
+ break;
+ // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them...
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_SOFT:
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ return;
+ }
+
+ r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value;
+
+ // see if there are really any lights to render...
+ if (enable && r_shadow_bouncegrid_static.integer)
+ {
+ enable = false;
+ range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+ for (lightindex = 0;lightindex < range;lightindex++)
+ {
+ light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+ if (!light || !(light->flags & flag))
+ continue;
+ rtlight = &light->rtlight;
+ // when static, we skip styled lights because they tend to change...
+ if (rtlight->style > 0)
+ continue;
+ VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale), lightcolor);
+ if (!VectorLength2(lightcolor))
+ continue;
+ enable = true;
+ break;
+ }
+ }
+
+ if (!enable)
{
if (r_shadow_bouncegridtexture)
{
r_shadow_bouncegriddirectional = false;
return;
}
- if (r_refdef.scene.worldmodel && isstatic)
- {
- VectorSet(spacing, bound(1, r_shadow_bouncegrid_spacingx.value, 512), bound(1, r_shadow_bouncegrid_spacingy.value, 512), bound(1, r_shadow_bouncegrid_spacingz.value, 512));
- VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
- VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
- VectorSubtract(maxs, mins, size);
- resolution[0] = (int)floor(size[0] / spacing[0] + 0.5f);
- resolution[1] = (int)floor(size[1] / spacing[1] + 0.5f);
- resolution[2] = (int)floor(size[2] / spacing[2] + 0.5f);
- resolution[0] = min(resolution[0], bound(4, r_shadow_bouncegrid_x.integer, (int)vid.maxtexturesize_3d));
- resolution[1] = min(resolution[1], bound(4, r_shadow_bouncegrid_y.integer, (int)vid.maxtexturesize_3d));
- resolution[2] = min(resolution[2], bound(4, r_shadow_bouncegrid_z.integer, (int)vid.maxtexturesize_3d));
- spacing[0] = size[0] / resolution[0];
- spacing[1] = size[1] / resolution[1];
- spacing[2] = size[2] / resolution[2];
- ispacing[0] = 1.0f / spacing[0];
- ispacing[1] = 1.0f / spacing[1];
- ispacing[2] = 1.0f / spacing[2];
+
+ // build up a complete collection of the desired settings, so that memcmp can be used to compare parameters
+ memset(&settings, 0, sizeof(settings));
+ settings.staticmode = r_shadow_bouncegrid_static.integer != 0;
+ settings.airstepmax = bound(1, r_shadow_bouncegrid_airstepmax.integer, 1048576);
+ settings.airstepsize = bound(1.0f, r_shadow_bouncegrid_airstepsize.value, 1024.0f);
+ settings.bounceanglediffuse = r_shadow_bouncegrid_bounceanglediffuse.integer != 0;
+ settings.directionalshading = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_directionalshading.integer != 0) && allowdirectionalshading;
+ settings.dlightparticlemultiplier = r_shadow_bouncegrid_dlightparticlemultiplier.value;
+ settings.hitmodels = r_shadow_bouncegrid_hitmodels.integer != 0;
+ settings.includedirectlighting = r_shadow_bouncegrid_includedirectlighting.integer != 0;
+ settings.lightradiusscale = r_shadow_bouncegrid_lightradiusscale.value;
+ settings.maxbounce = r_shadow_bouncegrid_maxbounce.integer;
+ settings.particlebounceintensity = r_shadow_bouncegrid_particlebounceintensity.value;
+ settings.particleintensity = r_shadow_bouncegrid_particleintensity.value;
+ settings.photons = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_photons.integer : r_shadow_bouncegrid_photons.integer;
+ settings.spacing[0] = r_shadow_bouncegrid_spacingx.value;
+ settings.spacing[1] = r_shadow_bouncegrid_spacingy.value;
+ settings.spacing[2] = r_shadow_bouncegrid_spacingz.value;
+ settings.stablerandom = r_shadow_bouncegrid_stablerandom.integer;
+
+ // bound the values for sanity
+ settings.photons = bound(1, settings.photons, 1048576);
+ settings.lightradiusscale = bound(0.0001f, settings.lightradiusscale, 1024.0f);
+ settings.maxbounce = bound(0, settings.maxbounce, 16);
+ settings.spacing[0] = bound(1, settings.spacing[0], 512);
+ settings.spacing[1] = bound(1, settings.spacing[1], 512);
+ settings.spacing[2] = bound(1, settings.spacing[2], 512);
+
+ // get the spacing values
+ spacing[0] = settings.spacing[0];
+ spacing[1] = settings.spacing[1];
+ spacing[2] = settings.spacing[2];
+ ispacing[0] = 1.0f / spacing[0];
+ ispacing[1] = 1.0f / spacing[1];
+ ispacing[2] = 1.0f / spacing[2];
+
+ // calculate texture size enclosing entire world bounds at the spacing
+ VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
+ VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
+ VectorSubtract(maxs, mins, size);
+ // now we can calculate the resolution we want
+ c[0] = (int)floor(size[0] / spacing[0] + 0.5f);
+ c[1] = (int)floor(size[1] / spacing[1] + 0.5f);
+ c[2] = (int)floor(size[2] / spacing[2] + 0.5f);
+ // figure out the exact texture size (honoring power of 2 if required)
+ c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
+ c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
+ c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
+ if (vid.support.arb_texture_non_power_of_two)
+ {
+ resolution[0] = c[0];
+ resolution[1] = c[1];
+ resolution[2] = c[2];
}
else
{
- VectorSet(resolution, bound(4, r_shadow_bouncegrid_x.integer, (int)vid.maxtexturesize_3d), bound(4, r_shadow_bouncegrid_y.integer, (int)vid.maxtexturesize_3d), bound(4, r_shadow_bouncegrid_z.integer, (int)vid.maxtexturesize_3d));
- VectorSet(spacing, bound(1, r_shadow_bouncegrid_spacingx.value, 512), bound(1, r_shadow_bouncegrid_spacingy.value, 512), bound(1, r_shadow_bouncegrid_spacingz.value, 512));
- VectorMultiply(resolution, spacing, size);
- ispacing[0] = 1.0f / spacing[0];
- ispacing[1] = 1.0f / spacing[1];
- ispacing[2] = 1.0f / spacing[2];
+ for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
+ for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
+ for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
+ }
+ size[0] = spacing[0] * resolution[0];
+ size[1] = spacing[1] * resolution[1];
+ size[2] = spacing[2] * resolution[2];
+
+ // if dynamic we may or may not want to use the world bounds
+ // if the dynamic size is smaller than the world bounds, use it instead
+ if (!settings.staticmode && (r_shadow_bouncegrid_x.integer * r_shadow_bouncegrid_y.integer * r_shadow_bouncegrid_z.integer < resolution[0] * resolution[1] * resolution[2]))
+ {
+ // we know the resolution we want
+ c[0] = r_shadow_bouncegrid_x.integer;
+ c[1] = r_shadow_bouncegrid_y.integer;
+ c[2] = r_shadow_bouncegrid_z.integer;
+ // now we can calculate the texture size (power of 2 if required)
+ c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
+ c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
+ c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
+ if (vid.support.arb_texture_non_power_of_two)
+ {
+ resolution[0] = c[0];
+ resolution[1] = c[1];
+ resolution[2] = c[2];
+ }
+ else
+ {
+ for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
+ for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
+ for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
+ }
+ size[0] = spacing[0] * resolution[0];
+ size[1] = spacing[1] * resolution[1];
+ size[2] = spacing[2] * resolution[2];
+ // center the rendering on the view
mins[0] = floor(r_refdef.view.origin[0] * ispacing[0] + 0.5f) * spacing[0] - 0.5f * size[0];
mins[1] = floor(r_refdef.view.origin[1] * ispacing[1] + 0.5f) * spacing[1] - 0.5f * size[1];
mins[2] = floor(r_refdef.view.origin[2] * ispacing[2] + 0.5f) * spacing[2] - 0.5f * size[2];
- VectorAdd(mins, size, maxs);
}
- r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value;
- if (r_shadow_bouncegridtexture && realtime < r_shadow_bouncegridtime + r_shadow_bouncegrid_updateinterval.value && resolution[0] == r_shadow_bouncegridresolution[0] && resolution[1] == r_shadow_bouncegridresolution[1] && resolution[2] == r_shadow_bouncegridresolution[2])
+
+ // recalculate the maxs in case the resolution was not satisfactory
+ VectorAdd(mins, size, maxs);
+
+ // if all the settings seem identical to the previous update, return
+ if (r_shadow_bouncegridtexture && (settings.staticmode || realtime < r_shadow_bouncegridtime + r_shadow_bouncegrid_updateinterval.value) && !memcmp(&r_shadow_bouncegridsettings, &settings, sizeof(settings)))
return;
+
+ // store the new settings
+ r_shadow_bouncegridsettings = settings;
+
+ pixelbands = settings.directionalshading ? 8 : 1;
+ pixelsperband = resolution[0]*resolution[1]*resolution[2];
+ numpixels = pixelsperband*pixelbands;
+
// we're going to update the bouncegrid, update the matrix...
memset(m, 0, sizeof(m));
m[0] = 1.0f / size[0];
m[10] = 1.0f / size[2];
m[11] = -mins[2] * m[10];
m[15] = 1.0f;
- if (directionalshading)
- {
- m[10] *= 0.25f;
- m[11] *= 0.25f;
- }
Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegridmatrix, m);
- numpixels = resolution[0]*resolution[1]*resolution[2];
- if (directionalshading)
- numpixels *= 4;
- r_shadow_bouncegriddirectional = directionalshading;
// reallocate pixels for this update if needed...
if (r_shadow_bouncegridnumpixels != numpixels || !r_shadow_bouncegridpixels || !r_shadow_bouncegridhighpixels)
{
r_shadow_bouncegridnumpixels = numpixels;
pixels = r_shadow_bouncegridpixels;
highpixels = r_shadow_bouncegridhighpixels;
- if (directionalshading)
- memset(pixels, 128, numpixels * sizeof(unsigned char[4]));
- else
- memset(pixels, 0, numpixels * sizeof(unsigned char[4]));
+ x = pixelsperband*4;
+ for (pixelband = 0;pixelband < pixelbands;pixelband++)
+ {
+ if (pixelband == 1)
+ memset(pixels + pixelband * x, 128, x);
+ else
+ memset(pixels + pixelband * x, 0, x);
+ }
memset(highpixels, 0, numpixels * sizeof(float[4]));
// figure out what we want to interact with
- if (r_shadow_bouncegrid_hitmodels.integer)
- hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_LIQUIDSMASK;
+ if (settings.hitmodels)
+ hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;// | SUPERCONTENTS_LIQUIDSMASK;
else
- hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK;
- maxbounce = bound(1, r_shadow_bouncegrid_maxbounce.integer, 16);
+ hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK;
+ maxbounce = settings.maxbounce;
// clear variables that produce warnings otherwise
memset(splatcolor, 0, sizeof(splatcolor));
// iterate world rtlights
range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
- range1 = isstatic ? 0 : r_refdef.scene.numlights;
+ range1 = settings.staticmode ? 0 : r_refdef.scene.numlights;
range2 = range + range1;
photoncount = 0;
for (lightindex = 0;lightindex < range2;lightindex++)
{
- if (isstatic)
+ if (settings.staticmode)
{
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
if (!light || !(light->flags & flag))
// vary with lightstyle, otherwise we get randomized particle
// distribution, the seeded random is only consistent for a
// consistent number of particles on this light...
- radius = rtlight->radius * bound(0.0001f, r_shadow_bouncegrid_lightradiusscale.value, 1024.0f);
+ radius = rtlight->radius * settings.lightradiusscale;
s = rtlight->radius;
lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
if (lightindex >= range)
- lightintensity *= r_shadow_bouncegrid_dlightparticlemultiplier.value;
+ lightintensity *= settings.dlightparticlemultiplier;
photoncount += max(0.0f, lightintensity * s * s);
}
- photonscaling = bound(1, r_shadow_bouncegrid_photons.value, 1048576) / max(1, photoncount);
+ photonscaling = (float)settings.photons / max(1, photoncount);
photonresidual = 0.0f;
for (lightindex = 0;lightindex < range2;lightindex++)
{
- if (isstatic)
+ if (settings.staticmode)
{
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
if (!light || !(light->flags & flag))
// vary with lightstyle, otherwise we get randomized particle
// distribution, the seeded random is only consistent for a
// consistent number of particles on this light...
- radius = rtlight->radius * bound(0.0001f, r_shadow_bouncegrid_lightradiusscale.value, 1024.0f);
+ radius = rtlight->radius * settings.lightradiusscale;
s = rtlight->radius;
lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
if (lightindex >= range)
- lightintensity *= r_shadow_bouncegrid_dlightparticlemultiplier.value;
+ lightintensity *= settings.dlightparticlemultiplier;
photonresidual += lightintensity * s * s * photonscaling;
shootparticles = (int)bound(0, photonresidual, MAXBOUNCEGRIDPARTICLESPERLIGHT);
if (!shootparticles)
continue;
photonresidual -= shootparticles;
- s = r_shadow_bouncegrid_particleintensity.value / shootparticles;
+ s = settings.particleintensity / shootparticles;
VectorScale(lightcolor, s, baseshotcolor);
if (VectorLength2(baseshotcolor) == 0.0f)
break;
r_refdef.stats.bouncegrid_particles += shootparticles;
for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
{
- if (r_shadow_bouncegrid_stablerandom.integer > 0)
+ if (settings.stablerandom > 0)
seed = lightindex * 11937 + shotparticles;
VectorCopy(baseshotcolor, shotcolor);
VectorCopy(rtlight->shadoworigin, clipstart);
- if (r_shadow_bouncegrid_stablerandom.integer < 0)
+ if (settings.stablerandom < 0)
VectorRandom(clipend);
else
VectorCheeseRandom(clipend);
r_refdef.stats.bouncegrid_traces++;
//r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
//r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
- cliptrace = CL_TraceLine(clipstart, clipend, r_shadow_bouncegrid_hitmodels.integer ? MOVE_HITMODEL : MOVE_NOMONSTERS, NULL, hitsupercontentsmask, true, false, NULL, true, true);
- //Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask);
- if (cliptrace.fraction >= 1.0f)
- break;
- r_refdef.stats.bouncegrid_hits++;
- if (bouncecount > 0)
+ if (settings.staticmode)
+ Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask, true);
+ else
+ cliptrace = CL_TraceLine(clipstart, clipend, settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS, NULL, hitsupercontentsmask, true, false, NULL, true, true);
+ if (bouncecount > 0 || settings.includedirectlighting)
{
- r_refdef.stats.bouncegrid_splats++;
- // figure out which texture pixel this is in
- texlerp[1][0] = ((cliptrace.endpos[0] - mins[0]) * ispacing[0]);
- texlerp[1][1] = ((cliptrace.endpos[1] - mins[1]) * ispacing[1]);
- texlerp[1][2] = ((cliptrace.endpos[2] - mins[2]) * ispacing[2]);
- tex[0] = (int)floor(texlerp[1][0]);
- tex[1] = (int)floor(texlerp[1][1]);
- tex[2] = (int)floor(texlerp[1][2]);
- if (tex[0] >= 1 && tex[1] >= 1 && tex[2] >= 1 && tex[0] < resolution[0] - 2 && tex[1] < resolution[1] - 2 && tex[2] < resolution[2] - 2)
+ // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ)
+ // accumulate average shotcolor
+ w = VectorLength(shotcolor);
+ splatcolor[ 0] = shotcolor[0];
+ splatcolor[ 1] = shotcolor[1];
+ splatcolor[ 2] = shotcolor[2];
+ splatcolor[ 3] = 0.0f;
+ if (pixelbands > 1)
{
- // it is within bounds... do the real work now
- // calculate first order spherical harmonics values (average, slopeX, slopeY, slopeZ)
- if (directionalshading)
- {
- VectorSubtract(clipstart, cliptrace.endpos, clipdiff);
- VectorNormalize(clipdiff);
- splatcolor[ 0] = shotcolor[0] * clipdiff[2];
- splatcolor[ 1] = shotcolor[0] * clipdiff[1];
- splatcolor[ 2] = shotcolor[0] * clipdiff[0];
- splatcolor[ 3] = shotcolor[0];
- splatcolor[ 4] = shotcolor[1] * clipdiff[2];
- splatcolor[ 5] = shotcolor[1] * clipdiff[1];
- splatcolor[ 6] = shotcolor[1] * clipdiff[0];
- splatcolor[ 7] = shotcolor[1];
- splatcolor[ 8] = shotcolor[2] * clipdiff[2];
- splatcolor[ 9] = shotcolor[2] * clipdiff[1];
- splatcolor[10] = shotcolor[2] * clipdiff[0];
- splatcolor[11] = shotcolor[2];
- w = VectorLength(shotcolor);
- splatcolor[12] = clipdiff[2] * w;
- splatcolor[13] = clipdiff[1] * w;
- splatcolor[14] = clipdiff[0] * w;
- splatcolor[15] = 1.0f;
- }
- else
- {
- splatcolor[ 0] = shotcolor[2];
- splatcolor[ 1] = shotcolor[1];
- splatcolor[ 2] = shotcolor[0];
- splatcolor[ 3] = 1.0f;
- }
- // calculate the lerp factors
- texlerp[1][0] -= tex[0];
- texlerp[1][1] -= tex[1];
- texlerp[1][2] -= tex[2];
- texlerp[0][0] = 1.0f - texlerp[1][0];
- texlerp[0][1] = 1.0f - texlerp[1][1];
- texlerp[0][2] = 1.0f - texlerp[1][2];
- // calculate individual pixel indexes and weights
- pixelindex[0] = (((tex[2] )*resolution[1]+tex[1] )*resolution[0]+tex[0] );pixelweight[0] = (texlerp[0][0]*texlerp[0][1]*texlerp[0][2]);
- pixelindex[1] = (((tex[2] )*resolution[1]+tex[1] )*resolution[0]+tex[0]+1);pixelweight[1] = (texlerp[1][0]*texlerp[0][1]*texlerp[0][2]);
- pixelindex[2] = (((tex[2] )*resolution[1]+tex[1]+1)*resolution[0]+tex[0] );pixelweight[2] = (texlerp[0][0]*texlerp[1][1]*texlerp[0][2]);
- pixelindex[3] = (((tex[2] )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[3] = (texlerp[1][0]*texlerp[1][1]*texlerp[0][2]);
- pixelindex[4] = (((tex[2]+1)*resolution[1]+tex[1] )*resolution[0]+tex[0] );pixelweight[4] = (texlerp[0][0]*texlerp[0][1]*texlerp[1][2]);
- pixelindex[5] = (((tex[2]+1)*resolution[1]+tex[1] )*resolution[0]+tex[0]+1);pixelweight[5] = (texlerp[1][0]*texlerp[0][1]*texlerp[1][2]);
- pixelindex[6] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0] );pixelweight[6] = (texlerp[0][0]*texlerp[1][1]*texlerp[1][2]);
- pixelindex[7] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[7] = (texlerp[1][0]*texlerp[1][1]*texlerp[1][2]);
- // update the 8 pixels...
- for (corner = 0;corner < 8;corner++)
+ VectorSubtract(clipstart, cliptrace.endpos, clipdiff);
+ VectorNormalize(clipdiff);
+ // store bentnormal in case the shader has a use for it
+ splatcolor[ 4] = clipdiff[0] * w;
+ splatcolor[ 5] = clipdiff[1] * w;
+ splatcolor[ 6] = clipdiff[2] * w;
+ splatcolor[ 7] = w;
+ // accumulate directional contributions (+X, +Y, +Z, -X, -Y, -Z)
+ splatcolor[ 8] = shotcolor[0] * max(0.0f, clipdiff[0]);
+ splatcolor[ 9] = shotcolor[0] * max(0.0f, clipdiff[1]);
+ splatcolor[10] = shotcolor[0] * max(0.0f, clipdiff[2]);
+ splatcolor[11] = 0.0f;
+ splatcolor[12] = shotcolor[1] * max(0.0f, clipdiff[0]);
+ splatcolor[13] = shotcolor[1] * max(0.0f, clipdiff[1]);
+ splatcolor[14] = shotcolor[1] * max(0.0f, clipdiff[2]);
+ splatcolor[15] = 0.0f;
+ splatcolor[16] = shotcolor[2] * max(0.0f, clipdiff[0]);
+ splatcolor[17] = shotcolor[2] * max(0.0f, clipdiff[1]);
+ splatcolor[18] = shotcolor[2] * max(0.0f, clipdiff[2]);
+ splatcolor[19] = 0.0f;
+ splatcolor[20] = shotcolor[0] * max(0.0f, -clipdiff[0]);
+ splatcolor[21] = shotcolor[0] * max(0.0f, -clipdiff[1]);
+ splatcolor[22] = shotcolor[0] * max(0.0f, -clipdiff[2]);
+ splatcolor[23] = 0.0f;
+ splatcolor[24] = shotcolor[1] * max(0.0f, -clipdiff[0]);
+ splatcolor[25] = shotcolor[1] * max(0.0f, -clipdiff[1]);
+ splatcolor[26] = shotcolor[1] * max(0.0f, -clipdiff[2]);
+ splatcolor[27] = 0.0f;
+ splatcolor[28] = shotcolor[2] * max(0.0f, -clipdiff[0]);
+ splatcolor[29] = shotcolor[2] * max(0.0f, -clipdiff[1]);
+ splatcolor[30] = shotcolor[2] * max(0.0f, -clipdiff[2]);
+ splatcolor[31] = 0.0f;
+ }
+ // calculate the number of steps we need to traverse this distance
+ VectorSubtract(cliptrace.endpos, clipstart, stepdelta);
+ numsteps = (int)(VectorLength(stepdelta) / settings.airstepsize);
+ numsteps = bound(1, numsteps, settings.airstepmax);
+ w = 1.0f / numsteps;
+ VectorScale(stepdelta, w, stepdelta);
+ VectorMA(clipstart, 0.5f, stepdelta, steppos);
+ if (settings.airstepmax == 1)
+ VectorCopy(cliptrace.endpos, steppos);
+ for (step = 0;step < numsteps;step++)
+ {
+ r_refdef.stats.bouncegrid_splats++;
+ // figure out which texture pixel this is in
+ texlerp[1][0] = ((steppos[0] - mins[0]) * ispacing[0]);
+ texlerp[1][1] = ((steppos[1] - mins[1]) * ispacing[1]);
+ texlerp[1][2] = ((steppos[2] - mins[2]) * ispacing[2]);
+ tex[0] = (int)floor(texlerp[1][0]);
+ tex[1] = (int)floor(texlerp[1][1]);
+ tex[2] = (int)floor(texlerp[1][2]);
+ if (tex[0] >= 1 && tex[1] >= 1 && tex[2] >= 1 && tex[0] < resolution[0] - 2 && tex[1] < resolution[1] - 2 && tex[2] < resolution[2] - 2)
{
- // calculate address for first set of coefficients
- w = pixelweight[corner];
- pixel = pixels + 4 * pixelindex[corner];
- highpixel = highpixels + 4 * pixelindex[corner];
- // add to the high precision pixel color
- highpixel[0] += (splatcolor[ 0]*w);
- highpixel[1] += (splatcolor[ 1]*w);
- highpixel[2] += (splatcolor[ 2]*w);
- highpixel[3] += (splatcolor[ 3]*w);
- // flag the low precision pixel as needing to be updated
- pixel[3] = 255;
- if (directionalshading)
+ // it is within bounds... do the real work now
+ // calculate the lerp factors
+ texlerp[1][0] -= tex[0];
+ texlerp[1][1] -= tex[1];
+ texlerp[1][2] -= tex[2];
+ texlerp[0][0] = 1.0f - texlerp[1][0];
+ texlerp[0][1] = 1.0f - texlerp[1][1];
+ texlerp[0][2] = 1.0f - texlerp[1][2];
+ // calculate individual pixel indexes and weights
+ pixelindex[0] = (((tex[2] )*resolution[1]+tex[1] )*resolution[0]+tex[0] );pixelweight[0] = (texlerp[0][0]*texlerp[0][1]*texlerp[0][2]);
+ pixelindex[1] = (((tex[2] )*resolution[1]+tex[1] )*resolution[0]+tex[0]+1);pixelweight[1] = (texlerp[1][0]*texlerp[0][1]*texlerp[0][2]);
+ pixelindex[2] = (((tex[2] )*resolution[1]+tex[1]+1)*resolution[0]+tex[0] );pixelweight[2] = (texlerp[0][0]*texlerp[1][1]*texlerp[0][2]);
+ pixelindex[3] = (((tex[2] )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[3] = (texlerp[1][0]*texlerp[1][1]*texlerp[0][2]);
+ pixelindex[4] = (((tex[2]+1)*resolution[1]+tex[1] )*resolution[0]+tex[0] );pixelweight[4] = (texlerp[0][0]*texlerp[0][1]*texlerp[1][2]);
+ pixelindex[5] = (((tex[2]+1)*resolution[1]+tex[1] )*resolution[0]+tex[0]+1);pixelweight[5] = (texlerp[1][0]*texlerp[0][1]*texlerp[1][2]);
+ pixelindex[6] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0] );pixelweight[6] = (texlerp[0][0]*texlerp[1][1]*texlerp[1][2]);
+ pixelindex[7] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[7] = (texlerp[1][0]*texlerp[1][1]*texlerp[1][2]);
+ // update the 8 pixels...
+ for (pixelband = 0;pixelband < pixelbands;pixelband++)
{
- // advance to second set of coefficients
- pixel += numpixels;
- highpixel += numpixels;
- // add to the high precision pixel color
- highpixel[0] += (splatcolor[ 4]*w);
- highpixel[1] += (splatcolor[ 5]*w);
- highpixel[2] += (splatcolor[ 6]*w);
- highpixel[3] += (splatcolor[ 7]*w);
- // flag the low precision pixel as needing to be updated
- pixel[3] = 255;
- // advance to third set of coefficients
- pixel += numpixels;
- highpixel += numpixels;
- // add to the high precision pixel color
- highpixel[0] += (splatcolor[ 8]*w);
- highpixel[1] += (splatcolor[ 9]*w);
- highpixel[2] += (splatcolor[10]*w);
- highpixel[3] += (splatcolor[11]*w);
- // flag the low precision pixel as needing to be updated
- pixel[3] = 255;
- // advance to fourth set of coefficients
- pixel += numpixels;
- highpixel += numpixels;
- // add to the high precision pixel color
- highpixel[0] += (splatcolor[12]*w);
- highpixel[1] += (splatcolor[13]*w);
- highpixel[2] += (splatcolor[14]*w);
- highpixel[3] += (splatcolor[15]*w);
- // flag the low precision pixel as needing to be updated
- pixel[3] = 255;
+ for (corner = 0;corner < 8;corner++)
+ {
+ // calculate address for pixel
+ w = pixelweight[corner];
+ pixel = pixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
+ highpixel = highpixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
+ // add to the high precision pixel color
+ highpixel[0] += (splatcolor[pixelband*4+0]*w);
+ highpixel[1] += (splatcolor[pixelband*4+1]*w);
+ highpixel[2] += (splatcolor[pixelband*4+2]*w);
+ highpixel[3] += (splatcolor[pixelband*4+3]*w);
+ // flag the low precision pixel as needing to be updated
+ pixel[3] = 255;
+ // advance to next band of coefficients
+ //pixel += pixelsperband*4;
+ //highpixel += pixelsperband*4;
+ }
}
}
+ VectorAdd(steppos, stepdelta, steppos);
}
}
+ if (cliptrace.fraction >= 1.0f)
+ break;
+ r_refdef.stats.bouncegrid_hits++;
if (bouncecount >= maxbounce)
break;
// scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor);
else
VectorSet(surfcolor, 0.5f, 0.5f, 0.5f);
- VectorScale(surfcolor, r_shadow_bouncegrid_particlebounceintensity.value, surfcolor);
+ VectorScale(surfcolor, settings.particlebounceintensity, surfcolor);
surfcolor[0] = min(surfcolor[0], 1.0f);
surfcolor[1] = min(surfcolor[1], 1.0f);
surfcolor[2] = min(surfcolor[2], 1.0f);
if (VectorLength2(baseshotcolor) == 0.0f)
break;
r_refdef.stats.bouncegrid_bounces++;
- if (r_shadow_bouncegrid_bounceanglediffuse.integer)
+ if (settings.bounceanglediffuse)
{
// random direction, primarily along plane normal
s = VectorDistance(cliptrace.endpos, clipend);
- if (r_shadow_bouncegrid_stablerandom.integer < 0)
+ if (settings.stablerandom < 0)
VectorRandom(clipend);
else
VectorCheeseRandom(clipend);
// generate pixels array from highpixels array
// skip first and last columns, rows, and layers as these are blank
// the pixel[3] value was written above, so we can use it to detect only pixels that need to be calculated
- for (d = 0;d < 4;d++)
+ for (pixelband = 0;pixelband < pixelbands;pixelband++)
{
for (z = 1;z < resolution[2]-1;z++)
{
for (y = 1;y < resolution[1]-1;y++)
{
- for (x = 1, pixelindex[0] = ((d*resolution[2]+z)*resolution[1]+y)*resolution[0]+x, pixel = pixels + 4*pixelindex[0], highpixel = highpixels + 4*pixelindex[0];x < resolution[0]-1;x++, pixel += 4, highpixel += 4)
+ for (x = 1, pixelindex[0] = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x, pixel = pixels + 4*pixelindex[0], highpixel = highpixels + 4*pixelindex[0];x < resolution[0]-1;x++, pixel += 4, highpixel += 4)
{
// only convert pixels that were hit by photons
if (pixel[3] == 255)
{
// normalize the bentnormal...
- if (directionalshading)
+ if (pixelband == 1)
{
- if (d == 3)
- VectorNormalize(highpixel);
+ VectorNormalize(highpixel);
c[0] = (int)(highpixel[0]*128.0f+128.0f);
c[1] = (int)(highpixel[1]*128.0f+128.0f);
c[2] = (int)(highpixel[2]*128.0f+128.0f);
c[2] = (int)(highpixel[2]*256.0f);
c[3] = (int)(highpixel[3]*256.0f);
}
- pixel[0] = (unsigned char)bound(0, c[0], 255);
+ pixel[2] = (unsigned char)bound(0, c[0], 255);
pixel[1] = (unsigned char)bound(0, c[1], 255);
- pixel[2] = (unsigned char)bound(0, c[2], 255);
+ pixel[0] = (unsigned char)bound(0, c[2], 255);
pixel[3] = (unsigned char)bound(0, c[3], 255);
}
}
}
}
- if (!directionalshading)
- break;
}
- if (r_shadow_bouncegridtexture && r_shadow_bouncegridresolution[0] == resolution[0] && r_shadow_bouncegridresolution[1] == resolution[1] && r_shadow_bouncegridresolution[2] == resolution[2])
- R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*(directionalshading ? 4 : 1));
+ if (r_shadow_bouncegridtexture && r_shadow_bouncegridresolution[0] == resolution[0] && r_shadow_bouncegridresolution[1] == resolution[1] && r_shadow_bouncegridresolution[2] == resolution[2] && r_shadow_bouncegriddirectional == settings.directionalshading)
+ R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
else
{
VectorCopy(resolution, r_shadow_bouncegridresolution);
+ r_shadow_bouncegriddirectional = settings.directionalshading;
if (r_shadow_bouncegridtexture)
R_FreeTexture(r_shadow_bouncegridtexture);
- r_shadow_bouncegridtexture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*(directionalshading ? 4 : 1), pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
+ r_shadow_bouncegridtexture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
}
r_shadow_bouncegridtime = realtime;
}
qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
{
- if (!r_shadow_scissor.integer)
+ if (!r_shadow_scissor.integer || r_shadow_usingdeferredprepass)
{
r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
break;
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
qglBlendEquationEXT(GL_FUNC_ADD_EXT);
break;
if (r_refdef.scene.lights[lnum]->draw)
R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
- R_Mesh_ResetRenderTargets();
+ R_Mesh_SetMainRenderTargets();
R_Shadow_RenderMode_End();
}
}
break;
- case RENDERPATH_GL13:
case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
r_shadow_usingdeferredprepass = false;
break;
}
#if 0
// debugging
- R_Mesh_ResetRenderTargets();
+ R_Mesh_SetMainRenderTargets();
R_SetupShader_ShowDepth();
GL_ColorMask(1,1,1,1);
GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
case RENDERPATH_GL13:
case RENDERPATH_GL20:
case RENDERPATH_SOFT:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
break;
case RENDERPATH_D3D9:
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
- case RENDERPATH_GL13:
case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
CHECKGLERROR
// NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
{
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
- case RENDERPATH_GL13:
case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
CHECKGLERROR
qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
break;
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
qglBlendEquationEXT(GL_FUNC_ADD_EXT);
break;
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
if (usequery)
rtlight_t *light;
dlight_t *dlight;
- VectorClear(color);
-
if (r_fullbright.integer)
{
VectorSet(color, 1, 1, 1);
return;
}
+ VectorClear(color);
+
if (flags & LP_LIGHTMAP)
{
- if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
+ if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
{
+ VectorClear(diffuse);
r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n);
- color[0] += r_refdef.scene.ambient + diffuse[0];
- color[1] += r_refdef.scene.ambient + diffuse[1];
- color[2] += r_refdef.scene.ambient + diffuse[2];
+ VectorAdd(color, diffuse, color);
}
else
VectorSet(color, 1, 1, 1);
+ color[0] += r_refdef.scene.ambient;
+ color[1] += r_refdef.scene.ambient;
+ color[2] += r_refdef.scene.ambient;
}
+
if (flags & LP_RTWORLD)
{
flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
VectorClear(diffuse);
VectorClear(lightdir);
- if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
+ if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
+ else
+ VectorSet(ambient, 1, 1, 1);
return;
}
memset(sample, 0, sizeof(sample));
VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
- if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
+ if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
{
vec3_t tempambient;
VectorClear(tempambient);