#include "cl_collision.h"
#include "portals.h"
#include "image.h"
+#include "dpsoftrast.h"
#ifdef SUPPORTD3D
#include <d3d9.h>
R_SHADOW_RENDERMODE_LIGHT_GLSL,
R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
R_SHADOW_RENDERMODE_VISIBLELIGHTING,
- R_SHADOW_RENDERMODE_SHADOWMAP2D,
- R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE,
- R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE,
+ R_SHADOW_RENDERMODE_SHADOWMAP2D
}
r_shadow_rendermode_t;
typedef enum r_shadow_shadowmode_e
{
R_SHADOW_SHADOWMODE_STENCIL,
- R_SHADOW_SHADOWMODE_SHADOWMAP2D,
- R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE,
- R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE
+ R_SHADOW_SHADOWMODE_SHADOWMAP2D
}
r_shadow_shadowmode_t;
r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
-qboolean r_shadow_usingshadowmaprect;
qboolean r_shadow_usingshadowmap2d;
-qboolean r_shadow_usingshadowmapcube;
qboolean r_shadow_usingshadowmaportho;
int r_shadow_shadowmapside;
float r_shadow_shadowmap_texturescale[2];
int r_shadow_readbuffer;
#endif
int r_shadow_cullface_front, r_shadow_cullface_back;
-GLuint r_shadow_fborectangle;
-GLuint r_shadow_fbocubeside[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
GLuint r_shadow_fbo2d;
r_shadow_shadowmode_t r_shadow_shadowmode;
int r_shadow_shadowmapfilterquality;
-int r_shadow_shadowmaptexturetype;
int r_shadow_shadowmapdepthbits;
int r_shadow_shadowmapmaxsize;
qboolean r_shadow_shadowmapvsdct;
rtexture_t *r_shadow_attenuation2dtexture;
rtexture_t *r_shadow_attenuation3dtexture;
skinframe_t *r_shadow_lightcorona;
-rtexture_t *r_shadow_shadowmaprectangletexture;
rtexture_t *r_shadow_shadowmap2dtexture;
-rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
rtexture_t *r_shadow_shadowmap2dcolortexture;
rtexture_t *r_shadow_shadowmapvsdcttexture;
int r_shadow_shadowmapsize; // changes for each light based on distance
int r_shadow_prepass_width;
int r_shadow_prepass_height;
rtexture_t *r_shadow_prepassgeometrydepthtexture;
+rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
rtexture_t *r_shadow_prepasslightingdiffusetexture;
rtexture_t *r_shadow_prepasslightingspeculartexture;
cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "2", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"};
//cvar_t r_shadow_deferred_fp = {CVAR_SAVE, "r_shadow_deferred_fp", "0", "use 16bit (1) or 32bit (2) floating point for accumulation of image-based lighting"};
+cvar_t r_shadow_usebihculling = {0, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"};
cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "0", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "0", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
-cvar_t r_shadow_shadowmapping_texturetype = {CVAR_SAVE, "r_shadow_shadowmapping_texturetype", "-1", "shadowmap texture types: -1 = auto-select, 0 = 2D, 1 = rectangle, 2 = cubemap"};
cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
+cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
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)"};
void R_Shadow_SetShadowMode(void)
{
r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
- r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0;
+ r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
- r_shadow_shadowmaptexturetype = r_shadow_shadowmapping_texturetype.integer;
r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
r_shadow_shadowmaplod = -1;
break;
}
}
- switch (r_shadow_shadowmaptexturetype)
- {
- case 0:
- r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
- break;
- case 1:
- r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
- break;
- case 2:
- r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE;
- break;
- default:
- if((vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) && r_shadow_shadowmappcf && !r_shadow_shadowmapsampler)
- r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
- else if(vid.support.arb_texture_rectangle)
- r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
- else
- r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
- break;
- }
+ r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
// Cg has very little choice in depth texture sampling
if (vid.cgcontext)
- {
r_shadow_shadowmapsampler = false;
- r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
- }
break;
case RENDERPATH_CGGL:
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
r_shadow_shadowmapsampler = false;
r_shadow_shadowmappcf = 1;
r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
switch (r_shadow_shadowmode)
{
case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
- case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
- case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
return true;
default:
return false;
void R_Shadow_FreeShadowMaps(void)
{
- int i;
-
R_Shadow_SetShadowMode();
- R_Mesh_DestroyFramebufferObject(r_shadow_fborectangle);
-
R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
- for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
- R_Mesh_DestroyFramebufferObject(r_shadow_fbocubeside[i]);
- r_shadow_fborectangle = 0;
r_shadow_fbo2d = 0;
- memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
-
- if (r_shadow_shadowmaprectangletexture)
- R_FreeTexture(r_shadow_shadowmaprectangletexture);
- r_shadow_shadowmaprectangletexture = NULL;
if (r_shadow_shadowmap2dtexture)
R_FreeTexture(r_shadow_shadowmap2dtexture);
r_shadow_shadowmap2dtexture = NULL;
- for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
- if (r_shadow_shadowmapcubetexture[i])
- R_FreeTexture(r_shadow_shadowmapcubetexture[i]);
- memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
-
if (r_shadow_shadowmap2dcolortexture)
R_FreeTexture(r_shadow_shadowmap2dcolortexture);
r_shadow_shadowmap2dcolortexture = NULL;
r_shadow_attenuation2dtexture = NULL;
r_shadow_attenuation3dtexture = NULL;
r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
- r_shadow_shadowmaprectangletexture = NULL;
r_shadow_shadowmap2dtexture = NULL;
- memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
r_shadow_shadowmap2dcolortexture = NULL;
r_shadow_shadowmapvsdcttexture = NULL;
r_shadow_shadowmapmaxsize = 0;
r_shadow_shadowmapsize = 0;
r_shadow_shadowmaplod = 0;
r_shadow_shadowmapfilterquality = -1;
- r_shadow_shadowmaptexturetype = -1;
r_shadow_shadowmapdepthbits = 0;
r_shadow_shadowmapvsdct = false;
r_shadow_shadowmapsampler = false;
r_shadow_shadowmappcf = 0;
- r_shadow_fborectangle = 0;
r_shadow_fbo2d = 0;
- memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
R_Shadow_FreeShadowMaps();
{
Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
+ Cvar_RegisterVariable(&r_shadow_usebihculling);
Cvar_RegisterVariable(&r_shadow_usenormalmap);
Cvar_RegisterVariable(&r_shadow_debuglight);
Cvar_RegisterVariable(&r_shadow_deferred);
Cvar_RegisterVariable(&r_shadow_scissor);
Cvar_RegisterVariable(&r_shadow_shadowmapping);
Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
- Cvar_RegisterVariable(&r_shadow_shadowmapping_texturetype);
Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
+ Cvar_RegisterVariable(&r_shadow_sortsurfaces);
Cvar_RegisterVariable(&r_shadow_polygonfactor);
Cvar_RegisterVariable(&r_shadow_polygonoffset);
Cvar_RegisterVariable(&r_shadow_texture3d);
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_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
}
else
GL_CullFace(r_refdef.view.cullface_back);
R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
}
- R_Mesh_PrepareVertices_Position_Arrays(outverts, shadowvertex3f);
+ R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
}
}
Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
}
-//static const r_vertexposition_t resetvertexposition[3] = {{0, 0, 0}};
-
void R_Shadow_RenderMode_Begin(void)
{
#if 0
CHECKGLERROR
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_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
break;
case RENDERPATH_GL13:
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_Mesh_PrepareVertices_Position(0, resetvertexposition, NULL);
GL_DepthRange(0, 1);
GL_DepthTest(true);
GL_DepthMask(false);
GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
GL_BlendFunc(GL_ONE, GL_ZERO);
R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
- r_shadow_usingshadowmaprect = false;
- 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);
break;
}
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);
- 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
- break;
default:
return;
}
}
}
-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;
+ float clearcolor[4];
nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
farclip = 1.0f;
bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
r_shadow_shadowmapside = side;
r_shadow_shadowmapsize = size;
- switch (r_shadow_shadowmode)
- {
- case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
- r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
- r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
- R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
- if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
-
- // complex unrolled cube approach (more flexible)
- if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
- R_Shadow_MakeVSDCT();
- if (!r_shadow_shadowmap2dtexture)
- R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
- if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
- r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
- r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
- r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
- break;
- case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
- r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
- r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
- R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
- if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE) goto init_done;
-
- // complex unrolled cube approach (more flexible)
- if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
- R_Shadow_MakeVSDCT();
- if (!r_shadow_shadowmaprectangletexture)
- R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
- if(r_shadow_shadowmaprectangletexture) fbo = r_shadow_fborectangle;
- r_shadow_shadowmap_texturescale[0] = 1.0f;
- r_shadow_shadowmap_texturescale[1] = 1.0f;
- r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
- break;
- case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
- r_shadow_shadowmap_parameters[0] = 1.0f;
- r_shadow_shadowmap_parameters[2] = 1.0f;
- R_Viewport_InitCubeSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, nearclip, farclip, NULL);
- if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE) goto init_done;
-
- // simple cube approach
- if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
- R_Shadow_MakeShadowMap(side, size);
- if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) fbo = r_shadow_fbocubeside[r_shadow_shadowmaplod];
- r_shadow_shadowmap_texturescale[0] = 0.0f;
- r_shadow_shadowmap_texturescale[1] = 0.0f;
- r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE;
- break;
- default:
- break;
- }
+ r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
+ r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
+ R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
+ if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
+
+ // complex unrolled cube approach (more flexible)
+ if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
+ R_Shadow_MakeVSDCT();
+ if (!r_shadow_shadowmap2dtexture)
+ R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
+ if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
+ r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
+ r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
+ r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
+
+ R_Mesh_ResetTextureState();
+ R_Mesh_ResetRenderTargets();
R_Shadow_RenderMode_Reset();
if (fbo)
{
init_done:
R_SetViewport(&viewport);
- switch (r_shadow_rendermode)
+ 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)
{
- case R_SHADOW_RENDERMODE_SHADOWMAP2D:
- case R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE:
- 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)
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ case RENDERPATH_SOFT:
+ 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
{
- 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, NULL, 1.0f, 0);
}
- 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
GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
- if (clear)
- GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
break;
- default:
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ Vector4Set(clearcolor, 1,1,1,1);
+ // 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, clearcolor, 1.0f, 0);
+ }
+ else
+ {
+ GL_ColorMask(1,1,1,1);
+ if (clear)
+ GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
+ }
break;
}
}
void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
{
+ R_Mesh_ResetTextureState();
+ R_Mesh_ResetRenderTargets();
if (transparent)
{
r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
// 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);
- 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;
- }
- }
+ r_shadow_usingshadowmap2d = shadowmapping;
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)
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)
- {
- 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;
- }
- }
+ r_shadow_usingshadowmap2d = shadowmapping;
// render the lighting
R_SetupShader_DeferredLight(rsurface.rtlight);
GL_DepthTest(true);
GL_DepthFunc(GL_GREATER);
GL_CullFace(r_refdef.view.cullface_back);
- R_Mesh_PrepareVertices_Position_Arrays(8, vertex3f);
+ R_Mesh_PrepareVertices_Vertex3f(8, vertex3f, NULL);
R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
}
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;
+ 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;
}
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 (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, 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 (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
{
VectorCopy(ambientcolor, color4f);
if (r_refdef.fogenabled)
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 (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, 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 (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, 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 (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, 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 (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
{
Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
// 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.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01)
{
if (newnumtriangles)
{
// 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.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
{
if (c[0] > 1 || c[1] > 1 || c[2] > 1)
{
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);
+ RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
+ rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4]));
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_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.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);
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_BlendSubtract(true);
+ break;
}
}
RSurf_SetupDepthAndCulling();
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_BlendSubtract(false);
+ break;
}
}
}
{
// this variable must be set for the CompileShadowVolume/CompileShadowMap code
r_shadow_compilingrtlight = rtlight;
+ R_FrameData_SetMark();
model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL);
+ R_FrameData_ReturnToMark();
numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
if (rtlight->static_numlighttrispvsbytes)
memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
+ R_FrameData_SetMark();
switch (rtlight->shadowmode)
{
case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
- case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
- case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
if (model->CompileShadowMap && rtlight->shadow)
model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
break;
model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
break;
}
+ R_FrameData_ReturnToMark();
// now we're done compiling the rtlight
r_shadow_compilingrtlight = NULL;
}
{
CHECKGLERROR
GL_CullFace(GL_NONE);
- mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
- for (;mesh;mesh = mesh->next)
- {
+ mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
+ for (;mesh;mesh = mesh->next)
+ {
if (!mesh->sidetotals[r_shadow_shadowmapside])
continue;
- r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
- R_Mesh_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);
- }
- CHECKGLERROR
- }
+ r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
+ if (mesh->vertex3fbuffer)
+ R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
+ else
+ R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
+ 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);
+ }
+ CHECKGLERROR
+ }
else if (r_refdef.scene.worldentity->model)
r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
int surfacelistindex;
msurface_t *surface;
+ // if triangle neighbors are disabled, shadowvolumes are disabled
+ if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
+ return;
+
RSurf_ActiveWorldEntity();
if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
for (;mesh;mesh = mesh->next)
{
r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
- R_Mesh_PrepareVertices_Position(mesh->numverts, mesh->vertexposition, mesh->vertexpositionbuffer);
+ if (mesh->vertex3fbuffer)
+ R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
+ else
+ R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
{
// increment stencil if frontface is infront of depthbuffer
R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
}
else if (numsurfaces)
+ {
r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
+ }
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
}
switch (r_shadow_rendermode)
{
case R_SHADOW_RENDERMODE_SHADOWMAP2D:
- case R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE:
- case R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE:
ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
break;
default:
if (!rtlight->draw)
return;
- // if R_FrameData_Store ran out of space we skip anything dependent on it
- if (r_framedata_failed)
- return;
-
numlightentities = rtlight->cached_numlightentities;
numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
numshadowentities = rtlight->cached_numshadowentities;
//lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
- if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
+ if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
{
float borderbias;
int side;
if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
r_shadow_shadowmaplod = i;
- if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
- size = max(1, r_shadow_shadowmapmaxsize >> r_shadow_shadowmaplod);
- else
- size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
+ size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
if (r_shadow_usingdeferredprepass)
{
// when rendering deferred lighting, we simply rasterize the box
- if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
+ if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
R_Shadow_RenderMode_DrawDeferredLight(false, true);
else if (castshadows && vid.stencil)
R_Shadow_RenderMode_DrawDeferredLight(true, false);
R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
r_shadow_prepassgeometrydepthtexture = NULL;
+ if (r_shadow_prepassgeometrydepthcolortexture)
+ R_FreeTexture(r_shadow_prepassgeometrydepthcolortexture);
+ r_shadow_prepassgeometrydepthcolortexture = NULL;
+
if (r_shadow_prepassgeometrynormalmaptexture)
R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
r_shadow_prepassgeometrynormalmaptexture = NULL;
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);
+ R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, 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);
+ GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
if (r_timereport_active)
R_TimeReport("prepasscleargeom");
{
lightindex = r_shadow_debuglight.integer;
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
- if (light && (light->flags & flag))
+ if (light && (light->flags & flag) && light->rtlight.draw)
R_Shadow_DrawLight(&light->rtlight);
}
else
for (lightindex = 0;lightindex < range;lightindex++)
{
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
- if (light && (light->flags & flag))
+ if (light && (light->flags & flag) && light->rtlight.draw)
R_Shadow_DrawLight(&light->rtlight);
}
}
if (r_refdef.scene.rtdlight)
for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
- R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
+ if (r_refdef.scene.lights[lnum]->draw)
+ R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
R_Mesh_ResetRenderTargets();
if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
(r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
- r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0) ||
- r_shadow_shadowmaptexturetype != r_shadow_shadowmapping_texturetype.integer ||
+ r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) ||
r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
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);
+ switch (vid.renderpath)
+ {
+ case RENDERPATH_D3D9:
+ r_shadow_prepassgeometrydepthcolortexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrydepthcolormap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
+ break;
+ default:
+ break;
+ }
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);
// 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);
+ R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
// render depth into one texture and normalmap into the other
if (qglDrawBuffersARB)
{
switch (r_shadow_shadowmode)
{
case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
- case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
if (r_shadows.integer >= 2)
break;
// fall through
switch (r_shadow_shadowmode)
{
case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
- case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
break;
default:
return;
r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
break;
- case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
- if (!r_shadow_shadowmaprectangletexture)
- R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
- fbo = r_shadow_fborectangle;
- r_shadow_shadowmap_texturescale[0] = 1.0f;
- r_shadow_shadowmap_texturescale[1] = 1.0f;
- r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
- break;
default:
break;
}
R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL);
VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
-
-#if 0
- R_Mesh_ResetRenderTargets();
- R_SetupShader_ShowDepth();
-#else
- R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL);
+
+ R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
R_SetupShader_DepthOrShadow();
-#endif
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);
+ // in D3D9 we have to render to a color texture shadowmap
+ // in GL we render directly to a depth texture only
+ if (r_shadow_shadowmap2dtexture)
+ GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
+ else
+ GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
+ // render into a slightly restricted region so that the borders of the
+ // shadowmap area fade away, rather than streaking across everything
+ // outside the usable area
+ GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
+
#if 0
+ // debugging
+ R_Mesh_ResetRenderTargets();
+ R_SetupShader_ShowDepth();
+ GL_ColorMask(1,1,1,1);
GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
-#else
- GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
#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);
for (i = 0;i < r_refdef.scene.numentities;i++)
{
}
}
+#if 0
+ if (r_test.integer)
+ {
+ unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
+ CHECKGLERROR
+ qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
+ CHECKGLERROR
+ Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
+ Cvar_SetValueQuick(&r_test, 0);
+ Z_Free(rawpixels);
+ }
+#endif
+
R_Shadow_RenderMode_End();
Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
+ switch (vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ case RENDERPATH_SOFT:
+ break;
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+#ifdef OPENGL_ORIENTATION
+ r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
+ r_shadow_shadowmapmatrix.m[0][1] *= -1.0f;
+ r_shadow_shadowmapmatrix.m[0][2] *= -1.0f;
+ r_shadow_shadowmapmatrix.m[0][3] *= -1.0f;
+#else
+ r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
+ r_shadow_shadowmapmatrix.m[1][0] *= -1.0f;
+ r_shadow_shadowmapmatrix.m[2][0] *= -1.0f;
+ r_shadow_shadowmapmatrix.m[3][0] *= -1.0f;
+#endif
+ break;
+ }
+
r_shadow_usingshadowmaportho = true;
switch (r_shadow_shadowmode)
{
case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
r_shadow_usingshadowmap2d = true;
break;
- case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
- r_shadow_usingshadowmaprect = true;
- break;
default:
break;
}
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_PrepareVertices_Vertex3f(4, vertex3f, NULL);
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_PrepareVertices_Vertex3f(4, vertex3f, NULL);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
CHECKGLERROR
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ break;
}
}
rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ break;
}
//Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
if (visiblepixels < 1 || allpixels < 1)
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_BlendSubtract(true);
+ break;
}
}
R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_BlendSubtract(false);
+ break;
}
}
}
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ break;
}
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, const int flags)
{
+ int i, numlights, flag;
+ float f, relativepoint[3], dist, dist2, lightradius2;
+ rtlight_t *light;
+ dlight_t *dlight;
+
VectorClear(diffusecolor);
VectorClear(diffusenormal);
- if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
+ if (flags & LP_LIGHTMAP)
+ {
+ if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
+ {
+ ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient;
+ r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
+ }
+ else
+ VectorSet(ambientcolor, 1, 1, 1);
+ }
+ if (flags & LP_RTWORLD)
{
- ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient;
- r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
+ 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);
+ }
}
- else
- VectorSet(ambientcolor, 1, 1, 1);
-
- if (dynamic)
+ if (flags & LP_DYNLIGHT)
{
- int i;
- float f, v[3];
- rtlight_t *light;
+ // 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);
}
}
}