#include "portals.h"
#include "image.h"
-#ifdef SUPPORTD3D
-#include <d3d9.h>
-extern LPDIRECT3DDEVICE9 vid_d3d9dev;
-#endif
-
extern void R_Shadow_EditLights_Init(void);
typedef enum r_shadow_rendermode_e
rtexture_t *r_shadow_shadowmaprectangletexture;
rtexture_t *r_shadow_shadowmap2dtexture;
rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
-rtexture_t *r_shadow_shadowmap2dcolortexture;
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
r_shadow_shadowmapsampler = false;
r_shadow_shadowmappcf = 0;
r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
- if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
+ switch(vid.renderpath)
{
- switch(vid.renderpath)
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
{
- case RENDERPATH_GL20:
if(r_shadow_shadowmapfilterquality < 0)
{
if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
r_shadow_shadowmapsampler = false;
r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
}
- break;
- case RENDERPATH_CGGL:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- r_shadow_shadowmapsampler = false;
- r_shadow_shadowmappcf = 1;
- r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
- break;
- case RENDERPATH_GL13:
- break;
- case RENDERPATH_GL11:
- break;
}
+ break;
+ case RENDERPATH_GL13:
+ break;
+ case RENDERPATH_GL11:
+ break;
}
}
R_Shadow_SetShadowMode();
- R_Mesh_DestroyFramebufferObject(r_shadow_fborectangle);
+ if (!vid.support.ext_framebuffer_object || !vid.support.arb_fragment_shader)
+ return;
- R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
- for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
- R_Mesh_DestroyFramebufferObject(r_shadow_fbocubeside[i]);
+ CHECKGLERROR
+ if (r_shadow_fborectangle)
+ qglDeleteFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
r_shadow_fborectangle = 0;
+
+ if (r_shadow_fbo2d)
+ qglDeleteFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
r_shadow_fbo2d = 0;
+ for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
+ if (r_shadow_fbocubeside[i])
+ qglDeleteFramebuffersEXT(1, &r_shadow_fbocubeside[i]);CHECKGLERROR
memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
if (r_shadow_shadowmaprectangletexture)
R_FreeTexture(r_shadow_shadowmapcubetexture[i]);
memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
- if (r_shadow_shadowmap2dcolortexture)
- R_FreeTexture(r_shadow_shadowmap2dcolortexture);
- r_shadow_shadowmap2dcolortexture = NULL;
-
if (r_shadow_shadowmapvsdcttexture)
R_FreeTexture(r_shadow_shadowmapvsdcttexture);
r_shadow_shadowmapvsdcttexture = NULL;
+
+ CHECKGLERROR
}
void r_shadow_start(void)
r_shadow_shadowmaprectangletexture = NULL;
r_shadow_shadowmap2dtexture = NULL;
memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
- r_shadow_shadowmap2dcolortexture = NULL;
r_shadow_shadowmapvsdcttexture = NULL;
r_shadow_shadowmapmaxsize = 0;
r_shadow_shadowmapsize = 0;
else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
{
tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
- R_Mesh_PrepareVertices_Position_Arrays(outverts, shadowvertex3f);
- R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
+ R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
+ R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
}
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);
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
{
// increment stencil if frontface is infront of depthbuffer
GL_CullFace(r_refdef.view.cullface_front);
- R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
- R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
+ 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);
- R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
+ 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);
- R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
- R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
+ 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);
- R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
+ qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
}
- R_Mesh_PrepareVertices_Position_Arrays(outverts, shadowvertex3f);
- R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
+ R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
+ CHECKGLERROR
}
}
Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
}
-//static const r_vertexposition_t resetvertexposition[3] = {{0, 0, 0}};
-
void R_Shadow_RenderMode_Begin(void)
{
#if 0
R_Shadow_MakeTextures();
CHECKGLERROR
+ R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
-// R_Mesh_PrepareVertices_Position(0, resetvertexposition, NULL);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthRange(0, 1);
GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
break;
case RENDERPATH_GL13:
void R_Shadow_RenderMode_Reset(void)
{
- R_Mesh_ResetRenderTargets();
+ CHECKGLERROR
+ 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 (vid.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();
-// R_Mesh_PrepareVertices_Position(0, resetvertexposition, NULL);
GL_DepthRange(0, 1);
GL_DepthTest(true);
GL_DepthMask(false);
- GL_DepthFunc(GL_LEQUAL);
+ qglDepthFunc(GL_LEQUAL);CHECKGLERROR
GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+ qglDisable(GL_STENCIL_TEST);CHECKGLERROR
+ qglStencilMask(255);CHECKGLERROR
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
+ qglStencilFunc(GL_ALWAYS, 128, 255);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);
r_shadow_usingshadowmapcube = false;
r_shadow_usingshadowmap2d = false;
r_shadow_usingshadowmaportho = false;
- R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
+ CHECKGLERROR
}
void R_Shadow_ClearStencil(void)
{
- GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
+ CHECKGLERROR
+ GL_Clear(GL_STENCIL_BUFFER_BIT);
r_refdef.stats.lights_clears++;
}
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_DepthFunc(GL_LESS);
GL_ColorMask(0, 0, 0, 0);
GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
- GL_CullFace(GL_NONE);
R_SetupShader_DepthOrShadow();
+ qglDepthFunc(GL_LESS);CHECKGLERROR
+ qglEnable(GL_STENCIL_TEST);CHECKGLERROR
r_shadow_rendermode = mode;
switch(mode)
{
default:
break;
- case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
- R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
+ 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_STENCILTWOSIDE:
case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
- R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
+ 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
+ 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(255);CHECKGLERROR
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
+ qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
+ qglStencilMask(255);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
+ qglStencilMask(255);CHECKGLERROR
+ qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
+ qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
+ qglStencilMask(255);CHECKGLERROR
+ qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
break;
}
}
static void R_Shadow_MakeShadowMap(int side, int size)
{
+ int status;
switch (r_shadow_shadowmode)
{
case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
if (r_shadow_shadowmap2dtexture) return;
r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
- r_shadow_shadowmap2dcolortexture = NULL;
- switch(vid.renderpath)
- {
-#ifdef SUPPORTD3D
- case RENDERPATH_D3D9:
- r_shadow_shadowmap2dcolortexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), NULL, TEXTYPE_BGRA, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
- r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
- break;
-#endif
- default:
- r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL);
- break;
- }
+ 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
break;
case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
if (r_shadow_shadowmaprectangletexture) return;
r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", size*2, size*3, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
- r_shadow_fborectangle = R_Mesh_CreateFramebufferObject(r_shadow_shadowmaprectangletexture, NULL, NULL, NULL, NULL);
+ 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
break;
case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) return;
r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
- // special trick to get an empty fbo we configure ourselves...
- r_shadow_fbocubeside[r_shadow_shadowmaplod] = R_Mesh_CreateFramebufferObject(NULL, NULL, NULL, NULL, NULL);
- R_Mesh_SetRenderTargets(r_shadow_fbocubeside[r_shadow_shadowmaplod], NULL, NULL, NULL, NULL, NULL);
- if (qglFramebufferTexture2DEXT)
- 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
+ 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
break;
default:
return;
}
-
// render depth into the fbo, do not render color at all
- // validate the fbo now
- if (qglDrawBuffer)
- {
- int status;
- qglDrawBuffer(GL_NONE);CHECKGLERROR
- qglReadBuffer(GL_NONE);CHECKGLERROR
- status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
- {
- Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
- Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
- Cvar_SetValueQuick(&r_shadow_deferred, 0);
- }
+ qglDrawBuffer(GL_NONE);CHECKGLERROR
+ qglReadBuffer(GL_NONE);CHECKGLERROR
+ status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
+ if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
+ {
+ Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
+ Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
+ Cvar_SetValueQuick(&r_shadow_deferred, 0);
}
}
-
-static float testcolor[4] = {0,1,0,1};
+
void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
{
float nearclip, farclip, bias;
r_viewport_t viewport;
int flipped;
GLuint fbo = 0;
+ CHECKGLERROR
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_MakeVSDCT();
if (!r_shadow_shadowmap2dtexture)
R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
+ 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_MakeVSDCT();
if (!r_shadow_shadowmaprectangletexture)
R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
+ CHECKGLERROR
if(r_shadow_shadowmaprectangletexture) fbo = r_shadow_fborectangle;
r_shadow_shadowmap_texturescale[0] = 1.0f;
r_shadow_shadowmap_texturescale[1] = 1.0f;
// simple cube approach
if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
R_Shadow_MakeShadowMap(side, size);
+ 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_Reset();
if (fbo)
{
- R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
R_SetupShader_DepthOrShadow();
}
else
+ {
R_SetupShader_ShowDepth();
+ 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);
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;
- switch(vid.renderpath)
+ GL_CullFace(r_refdef.view.cullface_back);
+ if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- GL_CullFace(r_refdef.view.cullface_back);
- // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
- if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
- {
- // get tightest scissor rectangle that encloses all viewports in the clear mask
- int x1 = clear & 0x15 ? 0 : size;
- int x2 = clear & 0x2A ? 2 * size : size;
- int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
- int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
- GL_Scissor(x1, y1, x2 - x1, y2 - y1);
- GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
- }
- GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
- break;
- case RENDERPATH_D3D9:
- // completely different meaning than in OpenGL path
- r_shadow_shadowmap_parameters[1] = 0;
- r_shadow_shadowmap_parameters[3] = -bias;
- // we invert the cull mode because we flip the projection matrix
- // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
- GL_CullFace(r_refdef.view.cullface_front);
- // D3D considers it an error to use a scissor larger than the viewport... clear just this view
- GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
- if (r_shadow_shadowmapsampler)
- {
- GL_ColorMask(0,0,0,0);
- if (clear)
- GL_Clear(GL_DEPTH_BUFFER_BIT, testcolor, 1.0f, 0);
- }
- else
- {
- GL_ColorMask(1,1,1,1);
- if (clear)
- GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, testcolor, 1.0f, 0);
- }
- break;
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- // D3D considers it an error to use a scissor larger than the viewport... clear just this view
- GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
- GL_ColorMask(0,0,0,0);
- if (clear)
- GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
- break;
+ // get tightest scissor rectangle that encloses all viewports in the clear mask
+ int x1 = clear & 0x15 ? 0 : size;
+ int x2 = clear & 0x2A ? 2 * size : size;
+ int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
+ int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
+ GL_Scissor(x1, y1, x2 - x1, y2 - y1);
+ GL_Clear(GL_DEPTH_BUFFER_BIT);
}
+ GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
break;
case R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE:
- if (qglFramebufferTexture2DEXT)
- 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
+ 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
GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
if (clear)
- GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
+ GL_Clear(GL_DEPTH_BUFFER_BIT);
break;
default:
break;
}
+ CHECKGLERROR
}
void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
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);
if (!transparent)
- GL_DepthFunc(GL_EQUAL);
+ {
+ qglDepthFunc(GL_EQUAL);CHECKGLERROR
+ }
+ if (stenciltest)
+ {
+ qglEnable(GL_STENCIL_TEST);CHECKGLERROR
+ // only draw light where this geometry was already rendered AND the
+ // stencil is 128 (values other than this mean shadow)
+ qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
+ }
+ r_shadow_rendermode = r_shadow_lightingrendermode;
// do global setup needed for the chosen lighting mode
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
+ {
GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
+ CHECKGLERROR
+ }
if (shadowmapping)
{
switch (r_shadow_shadowmode)
break;
}
}
- r_shadow_rendermode = r_shadow_lightingrendermode;
- // only draw light where this geometry was already rendered AND the
- // stencil is 128 (values other than this mean shadow)
- if (stenciltest)
- R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
- else
- R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
+ R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
+ CHECKGLERROR
}
static const unsigned short bboxelements[36] =
int i;
float vertex3f[8*3];
const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
-// do global setup needed for the chosen lighting mode
+ CHECKGLERROR
R_Shadow_RenderMode_Reset();
r_shadow_rendermode = r_shadow_lightingrendermode;
- R_EntityMatrix(&identitymatrix);
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- // 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_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
-
- if (shadowmapping)
+ // do global setup needed for the chosen lighting mode
{
- switch (r_shadow_shadowmode)
+ R_EntityMatrix(&identitymatrix);
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ if (stenciltest)
{
- case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
- r_shadow_usingshadowmap2d = true;
- break;
- case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
- r_shadow_usingshadowmaprect = true;
- break;
- case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
- r_shadow_usingshadowmapcube = true;
- break;
- default:
- break;
+ qglEnable(GL_STENCIL_TEST);CHECKGLERROR
+ // only draw light where this geometry was already rendered AND the
+ // stencil is 128 (values other than this mean shadow)
+ qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
+ }
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
+ if (shadowmapping)
+ {
+ switch (r_shadow_shadowmode)
+ {
+ case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+ r_shadow_usingshadowmap2d = true;
+ break;
+ case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
+ r_shadow_usingshadowmaprect = true;
+ break;
+ case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
+ r_shadow_usingshadowmapcube = true;
+ break;
+ default:
+ break;
+ }
}
- }
- // render the lighting
- R_SetupShader_DeferredLight(rsurface.rtlight);
- for (i = 0;i < 8;i++)
- Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
- GL_ColorMask(1,1,1,1);
- GL_DepthMask(false);
- GL_DepthRange(0, 1);
- GL_PolygonOffset(0, 0);
- GL_DepthTest(true);
- GL_DepthFunc(GL_GREATER);
- GL_CullFace(r_refdef.view.cullface_back);
- R_Mesh_PrepareVertices_Position_Arrays(8, vertex3f);
- R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
+ // render the lighting
+ R_SetupShader_DeferredLight(rsurface.rtlight);
+ for (i = 0;i < 8;i++)
+ Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
+ CHECKGLERROR
+ R_Mesh_VertexPointer(vertex3f, 0, 0);
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ GL_ColorMask(1,1,1,1);
+ GL_DepthMask(false);
+ GL_DepthRange(0, 1);
+ GL_PolygonOffset(0, 0);
+ GL_DepthTest(true);
+ qglDepthFunc(GL_GREATER);CHECKGLERROR
+ GL_CullFace(r_refdef.view.cullface_back);
+ R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
+ }
}
void R_Shadow_RenderMode_VisibleShadowVolumes(void)
{
+ CHECKGLERROR
R_Shadow_RenderMode_Reset();
GL_BlendFunc(GL_ONE, GL_ONE);
GL_DepthRange(0, 1);
void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
{
+ CHECKGLERROR
R_Shadow_RenderMode_Reset();
GL_BlendFunc(GL_ONE, GL_ONE);
GL_DepthRange(0, 1);
GL_DepthTest(r_showlighting.integer < 2);
GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
if (!transparent)
- GL_DepthFunc(GL_EQUAL);
- R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
+ {
+ qglDepthFunc(GL_EQUAL);CHECKGLERROR
+ }
+ if (stenciltest)
+ {
+ qglEnable(GL_STENCIL_TEST);CHECKGLERROR
+ qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
+ }
r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
}
void R_Shadow_RenderMode_End(void)
{
+ CHECKGLERROR
R_Shadow_RenderMode_Reset();
R_Shadow_RenderMode_ActiveLight(NULL);
GL_DepthMask(true);
qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
{
- int i, ix1, iy1, ix2, iy2;
- float x1, y1, x2, y2;
- vec4_t v, v2;
- float vertex[20][3];
- int j, k;
- vec4_t plane4f;
- int numvertices;
- float corner[8][4];
- float dist[8];
- 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))
- return false;
-
- x1 = y1 = x2 = y2 = 0;
-
- // transform all corners that are infront of the nearclip plane
- VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
- plane4f[3] = r_refdef.view.frustum[4].dist;
- numvertices = 0;
- for (i = 0;i < 8;i++)
{
- Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
- dist[i] = DotProduct4(corner[i], plane4f);
- sign[i] = dist[i] > 0;
- if (!sign[i])
- {
- VectorCopy(corner[i], vertex[numvertices]);
- numvertices++;
- }
- }
- // if some points are behind the nearclip, add clipped edge points to make
- // sure that the scissor boundary is complete
- if (numvertices > 0 && numvertices < 8)
- {
- // add clipped edge points
- for (i = 0;i < 12;i++)
- {
- j = bboxedges[i][0];
- k = bboxedges[i][1];
- if (sign[j] != sign[k])
- {
- f = dist[j] / (dist[j] - dist[k]);
- VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
- numvertices++;
- }
- }
- }
-
- // if we have no points to check, the light is behind the view plane
- if (!numvertices)
- return true;
-
- // if we have some points to transform, check what screen area is covered
- x1 = y1 = x2 = y2 = 0;
- v[3] = 1.0f;
- //Con_Printf("%i vertices to transform...\n", numvertices);
- for (i = 0;i < numvertices;i++)
- {
- VectorCopy(vertex[i], v);
- 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)
- {
- if (x1 > v2[0]) x1 = v2[0];
- if (x2 < v2[0]) x2 = v2[0];
- if (y1 > v2[1]) y1 = v2[1];
- if (y2 < v2[1]) y2 = v2[1];
- }
- else
- {
- x1 = x2 = v2[0];
- y1 = y2 = v2[1];
- }
- }
-
- // now convert the scissor rectangle to integer screen coordinates
- ix1 = (int)(x1 - 1.0f);
- iy1 = vid.height - (int)(y2 - 1.0f);
- ix2 = (int)(x2 + 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.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
- r_shadow_lightscissor[0] = ix1;
- r_shadow_lightscissor[1] = iy1;
- r_shadow_lightscissor[2] = ix2 - ix1;
- r_shadow_lightscissor[3] = iy2 - iy1;
-
- // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
- switch(vid.renderpath)
- {
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- r_shadow_lightscissor[1] = vid.height - r_shadow_lightscissor[1] - r_shadow_lightscissor[3];
- break;
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- break;
+ 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;
+ return false;
}
-
- r_refdef.stats.lights_scissored++;
+ if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
+ return true; // invisible
+ if(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)
+ r_refdef.stats.lights_scissored++;
return false;
}
-static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
+static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
{
- int i;
- const float *vertex3f;
- const float *normal3f;
- float *color4f;
+ 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];
switch (r_shadow_rendermode)
{
case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
if (VectorLength2(diffusecolor) > 0)
{
- for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
+ for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
{
Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
}
else
{
- for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
+ for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
{
VectorCopy(ambientcolor, color4f);
if (r_refdef.fogenabled)
float f;
Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
f = RSurf_FogVertex(vertex3f);
- VectorScale(color4f + 4*i, f, color4f);
+ VectorScale(color4f, f, color4f);
}
color4f[3] = 1;
}
case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
if (VectorLength2(diffusecolor) > 0)
{
- for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
+ for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
{
Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
}
else
{
- for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
+ for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
{
Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
if (VectorLength2(diffusecolor) > 0)
{
- for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
+ for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
{
Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
}
else
{
- for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
+ for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
{
Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
}
}
-static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
+static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
{
// used to display how many times a surface is lit for level design purposes
- RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
- R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
- RSurf_DrawBatch();
+ R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
}
-static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
+static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
{
// ARB2 GLSL shader path (GFFX5200, Radeon 9500)
- R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL);
+ R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
- GL_DepthFunc(GL_EQUAL);
- RSurf_DrawBatch();
+ {
+ qglDepthFunc(GL_EQUAL);CHECKGLERROR
+ }
+ R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
- GL_DepthFunc(GL_LEQUAL);
+ {
+ qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+ }
}
static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
float *c;
int maxtriangles = 4096;
static int newelements[4096*3];
- R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
+ R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
for (renders = 0;renders < 4;renders++)
{
stop = true;
// renders them at once
for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
{
- if (VectorLength2(rsurface.array_passcolor4f + e[0] * 4) + VectorLength2(rsurface.array_passcolor4f + e[1] * 4) + VectorLength2(rsurface.array_passcolor4f + e[2] * 4) >= 0.01)
+ if (VectorLength2(rsurface.array_color4f + e[0] * 4) + VectorLength2(rsurface.array_color4f + e[1] * 4) + VectorLength2(rsurface.array_color4f + e[2] * 4) >= 0.01)
{
if (newnumtriangles)
{
newe += 3;
if (newnumtriangles >= maxtriangles)
{
- R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
+ R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
newnumtriangles = 0;
newe = newelements;
stop = false;
}
if (newnumtriangles >= 1)
{
- R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
+ R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
stop = false;
}
// if we couldn't find any lit triangles, exit early
// handling of negative colors
// (some old drivers even have improper handling of >1 color)
stop = true;
- for (i = 0, c = rsurface.array_passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
+ for (i = 0, c = rsurface.array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
{
if (c[0] > 1 || c[1] > 1 || c[2] > 1)
{
}
}
-static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
+static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolor, float ambientscale, float diffusescale)
{
// OpenGL 1.1 path (anything)
float ambientcolorbase[3], diffusecolorbase[3];
diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
- RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD, texturenumsurfaces, texturesurfacelist);
- R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
- R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
R_Mesh_TexBind(0, basetexture);
R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
+ R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
switch(r_shadow_rendermode)
{
case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
- R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
+ R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
break;
case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
- R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
+ R_Mesh_TexCoordPointer(2, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
// fall through
case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
- R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
+ R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
break;
case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
break;
break;
}
//R_Mesh_TexBind(0, basetexture);
- R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
+ R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
if (dopants)
{
R_Mesh_TexBind(0, pantstexture);
- R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
+ R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants);
}
if (doshirt)
{
R_Mesh_TexBind(0, shirttexture);
- R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
+ R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt);
}
}
extern cvar_t gl_lightmaps;
-void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
+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;
if(negated)
{
VectorNegate(lightcolor, lightcolor);
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- }
+ qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
}
RSurf_SetupDepthAndCulling();
switch (r_shadow_rendermode)
{
case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
- R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
+ R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
break;
case R_SHADOW_RENDERMODE_LIGHT_GLSL:
- R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
+ R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolor, ambientscale, diffusescale, specularscale);
break;
case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
- R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
+ R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolor, ambientscale, diffusescale);
break;
default:
Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
break;
}
if(negated)
- {
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- qglBlendEquationEXT(GL_FUNC_ADD_EXT);
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- }
- }
+ 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, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
if (!mesh->sidetotals[r_shadow_shadowmapside])
continue;
r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
- R_Mesh_PrepareVertices_Position(mesh->numverts, mesh->vertexposition, mesh->vertexpositionbuffer);
- R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
+ 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
}
for (;mesh;mesh = mesh->next)
{
r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
- R_Mesh_PrepareVertices_Position(mesh->numverts, mesh->vertexposition, mesh->vertexpositionbuffer);
+ R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
{
// increment stencil if frontface is infront of depthbuffer
GL_CullFace(r_refdef.view.cullface_back);
- R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
- R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
+ 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);
- R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
+ 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);
- R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
- R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
+ qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
+ R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
// increment stencil if frontface is behind depthbuffer
GL_CullFace(r_refdef.view.cullface_back);
- R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
+ qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
}
- R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
+ R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
}
CHECKGLERROR
}
static void R_Shadow_FreeDeferred(void)
{
- R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
+ if (r_shadow_prepassgeometryfbo)
+ qglDeleteFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
r_shadow_prepassgeometryfbo = 0;
- R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingfbo);
+ if (r_shadow_prepasslightingfbo)
+ qglDeleteFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
r_shadow_prepasslightingfbo = 0;
if (r_shadow_prepassgeometrydepthtexture)
dlight_t *light;
size_t range;
entity_render_t *ent;
- float clearcolor[4];
GL_AlphaTest(false);
+ R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
GL_DepthMask(true);
GL_ColorMask(1,1,1,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_Color(1,1,1,1);
GL_DepthTest(true);
- R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
- Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
- GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, clearcolor, 1.0f, 0);
- if (r_timereport_active)
- R_TimeReport("prepasscleargeom");
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
+ qglClearColor(0.5f,0.5f,0.5f,1.0f);CHECKGLERROR
+ GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);CHECKGLERROR
if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
GL_ColorMask(1,1,1,1);
GL_Color(1,1,1,1);
GL_DepthTest(true);
- R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
- Vector4Set(clearcolor, 0, 0, 0, 0);
- GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
- if (r_timereport_active)
- R_TimeReport("prepassclearlit");
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
+ qglClearColor(0.0f,0.0f,0.0f,0.0f);CHECKGLERROR
+ GL_Clear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
+ if (r_refdef.fogenabled)
+ qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
R_Shadow_RenderMode_Begin();
for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
- R_Mesh_ResetRenderTargets();
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
+ if (r_refdef.fogenabled)
+ qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
R_Shadow_RenderMode_End();
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
{
r_shadow_usingdeferredprepass = false;
r_shadow_prepass_width = vid.width;
r_shadow_prepass_height = vid.height;
r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
- r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
- r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
- r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
+ r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
+ r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
+ r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
// set up the geometry pass fbo (depth + normalmap)
- r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
- R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
+ qglGenFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
+ qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
+ qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture), 0);CHECKGLERROR
// render depth into one texture and normalmap into the other
if (qglDrawBuffersARB)
{
qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
qglReadBuffer(GL_NONE);CHECKGLERROR
- status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
- {
- Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
- Cvar_SetValueQuick(&r_shadow_deferred, 0);
- r_shadow_usingdeferredprepass = false;
- }
+ }
+ status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
+ if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+ {
+ Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
+ Cvar_SetValueQuick(&r_shadow_deferred, 0);
+ r_shadow_usingdeferredprepass = false;
}
// set up the lighting pass fbo (diffuse + specular)
- r_shadow_prepasslightingfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
- R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
+ qglGenFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
+ qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
+ qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepasslightingdiffusetexture), 0);CHECKGLERROR
+ qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepasslightingspeculartexture), 0);CHECKGLERROR
// render diffuse into one texture and specular into another,
// with depth and normalmap bound as textures,
// with depth bound as attachment as well
{
qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
qglReadBuffer(GL_NONE);CHECKGLERROR
- status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
- {
- Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
- Cvar_SetValueQuick(&r_shadow_deferred, 0);
- r_shadow_usingdeferredprepass = false;
- }
+ }
+ status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
+ if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+ {
+ Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
+ Cvar_SetValueQuick(&r_shadow_deferred, 0);
+ r_shadow_usingdeferredprepass = false;
}
}
break;
matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
r_viewport_t viewport;
GLuint fbo = 0;
- float clearcolor[4];
if (!r_refdef.scene.numentities)
return;
return;
}
+ CHECKGLERROR
R_ResetViewRendering3D();
R_Shadow_RenderMode_Begin();
R_Shadow_RenderMode_ActiveLight(NULL);
VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
#if 0
- R_Mesh_ResetRenderTargets();
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
R_SetupShader_ShowDepth();
#else
- R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL);
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
R_SetupShader_DepthOrShadow();
#endif
+ CHECKGLERROR
GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
GL_DepthMask(true);
GL_DepthTest(true);
R_SetViewport(&viewport);
GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
- Vector4Set(clearcolor, 1,1,1,1);
+ qglClearDepth(1);
#if 0
- GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
+ qglClearColor(1,1,1,1);
+ GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
#else
- GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
+ GL_Clear(GL_DEPTH_BUFFER_BIT);
#endif
GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
+ CHECKGLERROR
for (i = 0;i < r_refdef.scene.numentities;i++)
{
if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
return;
+ CHECKGLERROR
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_EntityMatrix(&identitymatrix);
//R_Mesh_ResetTextureState();
R_ResetViewRendering2D();
+ R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
// set up a darkening blend on shadowed areas
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//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);
- //GL_DepthFunc(GL_ALWAYS);
- R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
+ //qglDepthFunc(GL_ALWAYS);CHECKGLERROR
+ qglEnable(GL_STENCIL_TEST);CHECKGLERROR
+ qglStencilMask(255);CHECKGLERROR
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
+ qglStencilFunc(GL_NOTEQUAL, 128, 255);CHECKGLERROR
// apply the blend to the shadowed areas
- R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
- R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
+ R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
// restore the viewport
R_SetViewport(&r_refdef.view.viewport);
// 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);
- switch(vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_GL13:
- case RENDERPATH_GL11:
- case RENDERPATH_CGGL:
- CHECKGLERROR
- // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
- qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
- GL_DepthFunc(GL_ALWAYS);
- R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
- R_Mesh_PrepareVertices_Position_Arrays(4, vertex3f);
- R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
- qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
- GL_DepthFunc(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_PrepareVertices_Position_Arrays(4, vertex3f);
- R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
- qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
- CHECKGLERROR
- break;
- case RENDERPATH_D3D9:
- Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- }
+ 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);
}
// now we have to check the query result
if (rtlight->corona_queryindex_visiblepixels)
{
- switch(vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_GL13:
- case RENDERPATH_GL11:
- case RENDERPATH_CGGL:
- CHECKGLERROR
- qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
- qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
- CHECKGLERROR
- break;
- case RENDERPATH_D3D9:
- Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- }
+ 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;
if(negated)
{
VectorNegate(color, color);
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- }
+ 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, false);
if(negated)
- {
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- qglBlendEquationEXT(GL_FUNC_ADD_EXT);
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- }
- }
+ qglBlendEquationEXT(GL_FUNC_ADD_EXT);
}
}
void R_Shadow_DrawCoronas(void)
{
int i, flag;
- qboolean usequery = false;
+ qboolean usequery;
size_t lightindex;
dlight_t *light;
rtlight_t *rtlight;
// use GL_ARB_occlusion_query if available
// otherwise use raytraces
r_numqueries = 0;
- switch (vid.renderpath)
+ usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
+ if (usequery)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- usequery = vid.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)
{
- 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_ResetTextureState();
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+ 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
}
- break;
- case RENDERPATH_D3D9:
- usequery = false;
- //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
+ 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_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
}
for (lightindex = 0;lightindex < range;lightindex++)
{
=============================================================================
*/
-void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic)
+void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, qboolean dynamic, qboolean rtworld)
{
VectorClear(diffusecolor);
VectorClear(diffusenormal);
if (dynamic)
{
- int i;
- float f, v[3];
+ int i, numlights, flag;
+ float f, relativepoint[3], dist, dist2, lightradius2;
rtlight_t *light;
+ dlight_t *dlight;
+
+ // sample rtlights
+ if (rtworld)
+ {
+ flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
+ numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
+ for (i = 0; i < numlights; i++)
+ {
+ dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
+ if (!dlight)
+ continue;
+ light = &dlight->rtlight;
+ if (!(light->flags & flag))
+ continue;
+ // sample
+ lightradius2 = light->radius * light->radius;
+ VectorSubtract(light->shadoworigin, p, relativepoint);
+ dist2 = VectorLength2(relativepoint);
+ if (dist2 >= lightradius2)
+ continue;
+ dist = sqrt(dist2) / light->radius;
+ f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
+ if (f <= 0)
+ continue;
+ // todo: add to both ambient and diffuse
+ if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
+ VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);
+ }
+ }
+
+ // sample dlights
for (i = 0;i < r_refdef.scene.numlights;i++)
{
light = r_refdef.scene.lights[i];
- Matrix4x4_Transform(&light->matrix_worldtolight, p, v);
- f = 1 - VectorLength2(v);
- 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);
+ // sample
+ lightradius2 = light->radius * light->radius;
+ VectorSubtract(light->shadoworigin, p, relativepoint);
+ dist2 = VectorLength2(relativepoint);
+ if (dist2 >= lightradius2)
+ continue;
+ dist = sqrt(dist2) / light->radius;
+ f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
+ if (f <= 0)
+ continue;
+ // todo: add to both ambient and diffuse
+ if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
+ VectorMA(ambientcolor, f, light->color, ambientcolor);
}
}
}