X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=r_shadow.c;h=8c6972d1da1038dd6fdddae05004978d08e4fe5c;hb=adb4f5d3e2fa8c1729454071171dac33c65845ff;hp=ad8d9b29c9199dbd7727f36011a0301096797819;hpb=d3f6ae02b40d9992e442ec0e1b07b8037bdcc27b;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.c b/r_shadow.c index ad8d9b29..8c6972d1 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -142,19 +142,17 @@ int *vertexupdate; int *vertexremap; int vertexupdatenum; -int r_shadow_buffer_numclusterpvsbytes; -qbyte *r_shadow_buffer_clusterpvs; -int *r_shadow_buffer_clusterlist; +int r_shadow_buffer_numleafpvsbytes; +qbyte *r_shadow_buffer_leafpvs; +int *r_shadow_buffer_leaflist; int r_shadow_buffer_numsurfacepvsbytes; qbyte *r_shadow_buffer_surfacepvs; int *r_shadow_buffer_surfacelist; rtexturepool_t *r_shadow_texturepool; -rtexture_t *r_shadow_normalcubetexture; rtexture_t *r_shadow_attenuation2dtexture; rtexture_t *r_shadow_attenuation3dtexture; -rtexture_t *r_shadow_blankwhitecubetexture; // lights are reloaded when this changes char r_shadow_mapname[MAX_QPATH]; @@ -175,17 +173,21 @@ cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"}; cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"}; cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000"}; cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1"}; -cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "0"}; +cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1"}; +cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0"}; cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0"}; cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1"}; cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0"}; cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1"}; +cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1"}; +cvar_t r_shadow_realtime_world_compilelight = {0, "r_shadow_realtime_world_compilelight", "1"}; +cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1"}; cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"}; cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"}; cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1"}; cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"}; -cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"}; cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"}; +cvar_t r_shadow_visiblelighting = {0, "r_shadow_visiblelighting", "0"}; cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"}; cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1"}; cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "1"}; @@ -387,10 +389,8 @@ void r_shadow_start(void) int i; // allocate vertex processing arrays numcubemaps = 0; - r_shadow_normalcubetexture = NULL; r_shadow_attenuation2dtexture = NULL; r_shadow_attenuation3dtexture = NULL; - r_shadow_blankwhitecubetexture = NULL; r_shadow_texturepool = NULL; r_shadow_filters_texturepool = NULL; R_Shadow_ValidateCvars(); @@ -406,9 +406,9 @@ void r_shadow_start(void) shadowmark = NULL; shadowmarklist = NULL; shadowmarkcount = 0; - r_shadow_buffer_numclusterpvsbytes = 0; - r_shadow_buffer_clusterpvs = NULL; - r_shadow_buffer_clusterlist = NULL; + r_shadow_buffer_numleafpvsbytes = 0; + r_shadow_buffer_leafpvs = NULL; + r_shadow_buffer_leaflist = NULL; r_shadow_buffer_numsurfacepvsbytes = 0; r_shadow_buffer_surfacepvs = NULL; r_shadow_buffer_surfacelist = NULL; @@ -492,10 +492,8 @@ void r_shadow_shutdown(void) } } numcubemaps = 0; - r_shadow_normalcubetexture = NULL; r_shadow_attenuation2dtexture = NULL; r_shadow_attenuation3dtexture = NULL; - r_shadow_blankwhitecubetexture = NULL; R_FreeTexturePool(&r_shadow_texturepool); R_FreeTexturePool(&r_shadow_filters_texturepool); maxshadowelements = 0; @@ -519,13 +517,13 @@ void r_shadow_shutdown(void) Mem_Free(shadowmarklist); shadowmarklist = NULL; shadowmarkcount = 0; - r_shadow_buffer_numclusterpvsbytes = 0; - if (r_shadow_buffer_clusterpvs) - Mem_Free(r_shadow_buffer_clusterpvs); - r_shadow_buffer_clusterpvs = NULL; - if (r_shadow_buffer_clusterlist) - Mem_Free(r_shadow_buffer_clusterlist); - r_shadow_buffer_clusterlist = NULL; + r_shadow_buffer_numleafpvsbytes = 0; + if (r_shadow_buffer_leafpvs) + Mem_Free(r_shadow_buffer_leafpvs); + r_shadow_buffer_leafpvs = NULL; + if (r_shadow_buffer_leaflist) + Mem_Free(r_shadow_buffer_leaflist); + r_shadow_buffer_leaflist = NULL; r_shadow_buffer_numsurfacepvsbytes = 0; if (r_shadow_buffer_surfacepvs) Mem_Free(r_shadow_buffer_surfacepvs); @@ -557,10 +555,14 @@ void R_Shadow_Help_f(void) "r_shadow_projectdistance : shadow volume projection distance\n" "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n" "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n" +"r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n" "r_shadow_realtime_world : use high quality world lighting mode\n" "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n" "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n" "r_shadow_realtime_world_shadows : cast shadows from world lights\n" +"r_shadow_realtime_world_compile : compile surface/visibility information\n" +"r_shadow_realtime_world_compilelight : compile lighting geometry\n" +"r_shadow_realtime_world_compileshadow : compile shadow geometry\n" "r_shadow_glsl : use OpenGL Shading Language for lighting\n" "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n" "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n" @@ -570,6 +572,7 @@ void R_Shadow_Help_f(void) "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n" "r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n" "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n" +"r_shadow_visiblelighting : useful for performance testing; bright = slow!\n" "r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n" "Commands:\n" "r_shadow_help : this help\n" @@ -592,16 +595,20 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_projectdistance); Cvar_RegisterVariable(&r_shadow_realtime_dlight); Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows); + Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling); Cvar_RegisterVariable(&r_shadow_realtime_world); Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows); Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps); Cvar_RegisterVariable(&r_shadow_realtime_world_shadows); + Cvar_RegisterVariable(&r_shadow_realtime_world_compile); + Cvar_RegisterVariable(&r_shadow_realtime_world_compilelight); + Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow); Cvar_RegisterVariable(&r_shadow_scissor); Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor); Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset); Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration); - Cvar_RegisterVariable(&r_shadow_staticworldlights); Cvar_RegisterVariable(&r_shadow_texture3d); + Cvar_RegisterVariable(&r_shadow_visiblelighting); Cvar_RegisterVariable(&r_shadow_visiblevolumes); Cvar_RegisterVariable(&r_shadow_glsl); Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping); @@ -628,16 +635,16 @@ void R_Shadow_Init(void) shadowmark = NULL; shadowmarklist = NULL; shadowmarkcount = 0; - r_shadow_buffer_numclusterpvsbytes = 0; - r_shadow_buffer_clusterpvs = NULL; - r_shadow_buffer_clusterlist = NULL; + r_shadow_buffer_numleafpvsbytes = 0; + r_shadow_buffer_leafpvs = NULL; + r_shadow_buffer_leaflist = NULL; r_shadow_buffer_numsurfacepvsbytes = 0; r_shadow_buffer_surfacepvs = NULL; r_shadow_buffer_surfacelist = NULL; R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap); } -matrix4x4_t matrix_attenuationxyz = +static matrix4x4_t matrix_attenuationxyz = { { {0.5, 0.0, 0.0, 0.5}, @@ -647,7 +654,7 @@ matrix4x4_t matrix_attenuationxyz = } }; -matrix4x4_t matrix_attenuationz = +static matrix4x4_t matrix_attenuationz = { { {0.0, 0.0, 0.5, 0.5}, @@ -670,19 +677,19 @@ int *R_Shadow_ResizeShadowElements(int numtris) return shadowelements; } -void R_Shadow_EnlargeClusterSurfaceBuffer(int numclusters, int numsurfaces) +static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces) { - int numclusterpvsbytes = (((numclusters + 7) >> 3) + 255) & ~255; + int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255; int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255; - if (r_shadow_buffer_numclusterpvsbytes < numclusterpvsbytes) + if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes) { - if (r_shadow_buffer_clusterpvs) - Mem_Free(r_shadow_buffer_clusterpvs); - if (r_shadow_buffer_clusterlist) - Mem_Free(r_shadow_buffer_clusterlist); - r_shadow_buffer_numclusterpvsbytes = numclusterpvsbytes; - r_shadow_buffer_clusterpvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numclusterpvsbytes); - r_shadow_buffer_clusterlist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numclusterpvsbytes * 8 * sizeof(*r_shadow_buffer_clusterlist)); + if (r_shadow_buffer_leafpvs) + Mem_Free(r_shadow_buffer_leafpvs); + if (r_shadow_buffer_leaflist) + Mem_Free(r_shadow_buffer_leaflist); + r_shadow_buffer_numleafpvsbytes = numleafpvsbytes; + r_shadow_buffer_leafpvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes); + r_shadow_buffer_leaflist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist)); } if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes) { @@ -928,79 +935,16 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte static void R_Shadow_MakeTextures(void) { - int x, y, z, d, side; - float v[3], s, t, intensity; + int x, y, z, d; + float v[3], intensity; qbyte *data; R_FreeTexturePool(&r_shadow_texturepool); r_shadow_texturepool = R_AllocTexturePool(); r_shadow_attenpower = r_shadow_lightattenuationpower.value; r_shadow_attenscale = r_shadow_lightattenuationscale.value; -#define NORMSIZE 64 #define ATTEN2DSIZE 64 #define ATTEN3DSIZE 32 - data = Mem_Alloc(tempmempool, max(6*NORMSIZE*NORMSIZE*4, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4))); - r_shadow_blankwhitecubetexture = NULL; - r_shadow_normalcubetexture = NULL; - if (gl_texturecubemap) - { - data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255; - data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255; - data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255; - data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255; - data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255; - data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255; - r_shadow_blankwhitecubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "blankwhitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL); - for (side = 0;side < 6;side++) - { - for (y = 0;y < NORMSIZE;y++) - { - for (x = 0;x < NORMSIZE;x++) - { - s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f; - t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f; - switch(side) - { - case 0: - v[0] = 1; - v[1] = -t; - v[2] = -s; - break; - case 1: - v[0] = -1; - v[1] = -t; - v[2] = s; - break; - case 2: - v[0] = s; - v[1] = 1; - v[2] = t; - break; - case 3: - v[0] = s; - v[1] = -1; - v[2] = -t; - break; - case 4: - v[0] = s; - v[1] = -t; - v[2] = 1; - break; - case 5: - v[0] = -s; - v[1] = -t; - v[2] = -1; - break; - } - intensity = 127.0f / sqrt(DotProduct(v, v)); - data[((side*NORMSIZE+y)*NORMSIZE+x)*4+0] = 128.0f + intensity * v[0]; - data[((side*NORMSIZE+y)*NORMSIZE+x)*4+1] = 128.0f + intensity * v[1]; - data[((side*NORMSIZE+y)*NORMSIZE+x)*4+2] = 128.0f + intensity * v[2]; - data[((side*NORMSIZE+y)*NORMSIZE+x)*4+3] = 255; - } - } - } - r_shadow_normalcubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL); - } + data = Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4)); for (y = 0;y < ATTEN2DSIZE;y++) { for (x = 0;x < ATTEN2DSIZE;x++) @@ -1120,15 +1064,6 @@ void R_Shadow_Stage_ShadowVolumes(void) // this is changed by every shadow render so its value here is unimportant qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); } - GL_Clear(GL_STENCIL_BUFFER_BIT); - c_rt_clears++; - // LordHavoc note: many shadow volumes reside entirely inside the world - // (that is to say they are entirely bounded by their lit surfaces), - // which can be optimized by handling things as an inverted light volume, - // with the shadow boundaries of the world being simulated by an altered - // (129) bias to stencil clearing on such lights - // FIXME: generate inverted light volumes for use as shadow volumes and - // optimize for them as noted above } void R_Shadow_Stage_Light(int shadowtest) @@ -1158,7 +1093,6 @@ void R_Shadow_Stage_Light(int shadowtest) // stencil is 128 (values other than this mean shadow) qglStencilFunc(GL_EQUAL, 128, ~0); r_shadowstage = SHADOWSTAGE_LIGHT; - c_rt_lights++; } void R_Shadow_Stage_End(void) @@ -1548,11 +1482,25 @@ static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numve } } -void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale) +void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int visiblelighting) { int renders; float color[3], color2[3], colorscale; rmeshstate_t m; + if (glosstexture && r_shadow_gloss.integer >= 1 && r_shadow_glossintensity.value > 0 && specularscale > 0) + specularscale = specularscale * r_shadow_glossintensity.value; + else if (!glosstexture && r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && specularscale > 0) + { + glosstexture = r_texture_white; + specularscale = specularscale * r_shadow_gloss2intensity.value; + } + else + { + glosstexture = r_texture_black; + specularscale = 0; + } + if (!basetexture) + basetexture = r_texture_white; if (!bumptexture) bumptexture = r_texture_blanknormalmap; if (!lightcolorbase) @@ -1561,26 +1509,126 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, lightcolorpants = vec3_origin; if (!lightcolorshirt) lightcolorshirt = vec3_origin; - specularscale *= r_shadow_glossintensity.value; - if (!glosstexture) + if ((ambientscale + diffusescale) * (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt)) + specularscale * VectorLength2(lightcolorbase) <= 0.001) + return; + if (visiblelighting) { - if (r_shadow_gloss.integer >= 2) + int passes = 0; + if (r_shadow_glsl.integer && r_shadow_program_light[0]) + passes++; // GLSL shader path (GFFX5200, Radeon 9500) + else if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil) { - glosstexture = r_texture_white; - specularscale *= r_shadow_gloss2intensity.value; + // TODO: add direct pants/shirt rendering + if (pantstexture && (ambientscale + diffusescale) * VectorLength2(lightcolorpants) > 0.001) + R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorpants, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, pantstexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting); + if (shirttexture && (ambientscale + diffusescale) * VectorLength2(lightcolorshirt) > 0.001) + R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorshirt, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, shirttexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting); + if (!bumptexture) + bumptexture = r_texture_blanknormalmap; + if (!glosstexture) + glosstexture = r_texture_white; + if (ambientscale) + { + colorscale = ambientscale; + if (r_shadow_texture3d.integer && lightcubemap && r_textureunits.integer >= 4) + { + } + else if (r_shadow_texture3d.integer && !lightcubemap && r_textureunits.integer >= 2) + { + } + else if (r_textureunits.integer >= 4 && lightcubemap) + { + } + else if (r_textureunits.integer >= 3 && !lightcubemap) + { + } + else + passes++; + VectorScale(lightcolorbase, colorscale, color2); + for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) + passes++; + } + if (diffusescale) + { + colorscale = diffusescale; + if (r_shadow_texture3d.integer && r_textureunits.integer >= 4) + { + // 3/2 3D combine path (Geforce3, Radeon 8500) + passes++; + } + else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap) + { + // 1/2/2 3D combine path (original Radeon) + passes += 2; + } + else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap) + { + // 2/2 3D combine path (original Radeon) + passes++; + } + else if (r_textureunits.integer >= 4) + { + // 4/2 2D combine path (Geforce3, Radeon 8500) + passes++; + } + else + { + // 2/2/2 2D combine path (any dot3 card) + passes += 2; + } + VectorScale(lightcolorbase, colorscale, color2); + for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) + passes++; + } + if (specularscale && glosstexture != r_texture_black) + { + //if (gl_support_blendsquare) + { + colorscale = specularscale; + if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare! + passes += 4; + else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare! + passes += 3; + else + passes += 4; + VectorScale(lightcolorbase, colorscale, color2); + for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) + passes++; + } + } } else { - glosstexture = r_texture_black; - specularscale = 0; + // TODO: add direct pants/shirt rendering + if (pantstexture && (ambientscale + diffusescale) * VectorLength2(lightcolorpants) > 0.001) + R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorpants, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, pantstexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting); + if (shirttexture && (ambientscale + diffusescale) * VectorLength2(lightcolorshirt) > 0.001) + R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorshirt, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, shirttexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting); + if (ambientscale) + { + VectorScale(lightcolorbase, ambientscale, color2); + for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) + passes++; + } + if (diffusescale) + { + VectorScale(lightcolorbase, diffusescale, color2); + for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) + passes++; + } + } + if (passes) + { + GL_Color(0.1*passes, 0.025*passes, 0, 1); + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + R_Mesh_State(&m); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); + GL_LockArrays(0, 0); } - } - if (r_shadow_gloss.integer < 1) - specularscale = 0; - if (!lightcubemap) - lightcubemap = r_shadow_blankwhitecubetexture; - if ((ambientscale + diffusescale) * (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt)) + specularscale * VectorLength2(lightcolorbase) <= 0.001) return; + } // FIXME: support EF_NODEPTHTEST GL_DepthMask(false); GL_DepthTest(true); @@ -1675,9 +1723,9 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, { // TODO: add direct pants/shirt rendering if (pantstexture && (ambientscale + diffusescale) * VectorLength2(lightcolorpants) > 0.001) - R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorpants, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, pantstexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale); + R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorpants, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, pantstexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting); if (shirttexture && (ambientscale + diffusescale) * VectorLength2(lightcolorshirt) > 0.001) - R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorshirt, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, shirttexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale); + R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorshirt, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, shirttexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting); if (!bumptexture) bumptexture = r_texture_blanknormalmap; if (!glosstexture) @@ -1876,7 +1924,7 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, m.tex[0] = R_GetTexture(bumptexture); m.texcombinergb[0] = GL_REPLACE; m.pointer_texcoord[0] = texcoord2f; - m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); + m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = varray_texcoord3f[1]; R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin); @@ -1941,7 +1989,7 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, m.tex[0] = R_GetTexture(bumptexture); m.texcombinergb[0] = GL_REPLACE; m.pointer_texcoord[0] = texcoord2f; - m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); + m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = varray_texcoord3f[1]; R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin); @@ -1978,7 +2026,7 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, m.tex[0] = R_GetTexture(bumptexture); m.texcombinergb[0] = GL_REPLACE; m.pointer_texcoord[0] = texcoord2f; - m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); + m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = varray_texcoord3f[1]; R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin); @@ -2013,7 +2061,7 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, m.tex[0] = R_GetTexture(bumptexture); m.texcombinergb[0] = GL_REPLACE; m.pointer_texcoord[0] = texcoord2f; - m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); + m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = varray_texcoord3f[1]; R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin); @@ -2094,7 +2142,7 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, m.tex[0] = R_GetTexture(bumptexture); m.texcombinergb[0] = GL_REPLACE; m.pointer_texcoord[0] = texcoord2f; - m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); + m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = varray_texcoord3f[1]; R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin); @@ -2151,7 +2199,7 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(bumptexture); m.pointer_texcoord[0] = texcoord2f; - m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); + m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = varray_texcoord3f[1]; R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin, relativeeyeorigin); @@ -2225,7 +2273,7 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(bumptexture); m.pointer_texcoord[0] = texcoord2f; - m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); + m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = varray_texcoord3f[1]; R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin, relativeeyeorigin); @@ -2278,7 +2326,7 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(bumptexture); m.pointer_texcoord[0] = texcoord2f; - m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); + m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = varray_texcoord3f[1]; R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin, relativeeyeorigin); @@ -2372,9 +2420,9 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, { // TODO: add direct pants/shirt rendering if (pantstexture && (ambientscale + diffusescale) * VectorLength2(lightcolorpants) > 0.001) - R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorpants, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, pantstexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale); + R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorpants, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, pantstexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting); if (shirttexture && (ambientscale + diffusescale) * VectorLength2(lightcolorshirt) > 0.001) - R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorshirt, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, shirttexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale); + R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorshirt, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, shirttexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting); if (ambientscale) { GL_BlendFunc(GL_ONE, GL_ONE); @@ -2537,16 +2585,19 @@ void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int i // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls) void R_RTLight_Compile(rtlight_t *rtlight) { - int shadowmeshes, shadowtris, lightmeshes, lighttris, numclusters, numsurfaces; + int shadowmeshes, shadowtris, lightmeshes, lighttris, numleafs, numleafpvsbytes, numsurfaces; entity_render_t *ent = r_refdef.worldentity; model_t *model = r_refdef.worldmodel; + qbyte *data; // compile the light rtlight->compiled = true; - rtlight->static_numclusters = 0; - rtlight->static_numclusterpvsbytes = 0; - rtlight->static_clusterlist = NULL; - rtlight->static_clusterpvs = NULL; + rtlight->static_numleafs = 0; + rtlight->static_numleafpvsbytes = 0; + rtlight->static_leaflist = NULL; + rtlight->static_leafpvs = NULL; + rtlight->static_numsurfaces = 0; + rtlight->static_surfacelist = NULL; rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius; rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius; rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius; @@ -2558,17 +2609,22 @@ void R_RTLight_Compile(rtlight_t *rtlight) { // this variable directs the DrawShadowVolume and DrawLight code to capture into the mesh chain instead of rendering r_shadow_compilingrtlight = rtlight; - R_Shadow_EnlargeClusterSurfaceBuffer(model->brush.num_pvsclusters, model->nummodelsurfaces); - model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces); - rtlight->static_numclusterpvsbytes = (model->brush.num_pvsclusters + 7) >> 3; - rtlight->static_clusterpvs = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusterpvsbytes); - if (numclusters) - { - rtlight->static_numclusters = numclusters; - rtlight->static_clusterlist = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(*rtlight->static_clusterlist)); - memcpy(rtlight->static_clusterlist, r_shadow_buffer_clusterlist, rtlight->static_numclusters * sizeof(*rtlight->static_clusterlist)); - memcpy(rtlight->static_clusterpvs, r_shadow_buffer_clusterpvs, rtlight->static_numclusterpvsbytes); - } + R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->brush.num_surfaces); + 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); + numleafpvsbytes = (model->brush.num_leafs + 7) >> 3; + data = Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces); + rtlight->static_numleafs = numleafs; + rtlight->static_numleafpvsbytes = numleafpvsbytes; + rtlight->static_leaflist = (void *)data;data += sizeof(int) * numleafs; + rtlight->static_leafpvs = (void *)data;data += numleafpvsbytes; + rtlight->static_numsurfaces = numsurfaces; + rtlight->static_surfacelist = (void *)data;data += sizeof(int) * numsurfaces; + if (numleafs) + memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist)); + if (numleafpvsbytes) + memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes); + if (numsurfaces) + memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist)); if (model->DrawShadowVolume && rtlight->shadow) { rtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true); @@ -2578,7 +2634,7 @@ void R_RTLight_Compile(rtlight_t *rtlight) if (model->DrawLight) { rtlight->static_meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true); - model->DrawLight(ent, rtlight->shadoworigin, vec3_origin, rtlight->radius, vec3_origin, &r_identitymatrix, &r_identitymatrix, &r_identitymatrix, NULL, 0, 0, 0, numsurfaces, r_shadow_buffer_surfacelist); + model->DrawLight(ent, rtlight->shadoworigin, vec3_origin, rtlight->radius, vec3_origin, &r_identitymatrix, &r_identitymatrix, &r_identitymatrix, NULL, 0, 0, 0, numsurfaces, r_shadow_buffer_surfacelist, 0); rtlight->static_meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_light, true, false); } // switch back to rendering when DrawShadowVolume or DrawLight is called @@ -2627,14 +2683,15 @@ void R_RTLight_Uncompile(rtlight_t *rtlight) if (rtlight->static_meshchain_light) Mod_ShadowMesh_Free(rtlight->static_meshchain_light); rtlight->static_meshchain_light = NULL; - if (rtlight->static_clusterlist) - Mem_Free(rtlight->static_clusterlist); - rtlight->static_clusterlist = NULL; - if (rtlight->static_clusterpvs) - Mem_Free(rtlight->static_clusterpvs); - rtlight->static_clusterpvs = NULL; - rtlight->static_numclusters = 0; - rtlight->static_numclusterpvsbytes = 0; + // these allocations are grouped + if (rtlight->static_leaflist) + Mem_Free(rtlight->static_leaflist); + rtlight->static_numleafs = 0; + rtlight->static_numleafpvsbytes = 0; + rtlight->static_leaflist = NULL; + rtlight->static_leafpvs = NULL; + rtlight->static_numsurfaces = 0; + rtlight->static_surfacelist = NULL; rtlight->compiled = false; } } @@ -2646,7 +2703,7 @@ void R_Shadow_UncompileWorldLights(void) R_RTLight_Uncompile(&light->rtlight); } -void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) +void R_DrawRTLight(rtlight_t *rtlight, int visiblelighting, int visiblevolumes) { int i, shadow, usestencil; entity_render_t *ent; @@ -2654,9 +2711,9 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) vec3_t relativelightorigin, relativeeyeorigin, lightcolor, lightcolor2; rtexture_t *cubemaptexture; matrix4x4_t matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz; - int numclusters, numsurfaces; - int *clusterlist, *surfacelist; - qbyte *clusterpvs; + int numleafs, numsurfaces; + int *leaflist, *surfacelist; + qbyte *leafpvs; vec3_t cullmins, cullmaxs, relativelightmins, relativelightmaxs; shadowmesh_t *mesh; rmeshstate_t m; @@ -2680,7 +2737,7 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) // loading is done before visibility checks because loading should happen // all at once at the start of a level, not when it stalls gameplay. // (especially important to benchmarks) - if (rtlight->isstatic && !rtlight->compiled && r_shadow_staticworldlights.integer) + if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer) R_RTLight_Compile(rtlight); if (rtlight->cubemapname[0]) cubemaptexture = R_Shadow_Cubemap(rtlight->cubemapname); @@ -2695,18 +2752,20 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius; if (rtlight->style >= 0 && d_lightstylevalue[rtlight->style] <= 0) return; - numclusters = 0; - clusterlist = NULL; - clusterpvs = NULL; + numleafs = 0; + leaflist = NULL; + leafpvs = NULL; numsurfaces = 0; surfacelist = NULL; - if (rtlight->compiled && r_shadow_staticworldlights.integer) + if (rtlight->compiled && r_shadow_realtime_world_compile.integer) { // compiled light, world available and can receive realtime lighting - // retrieve cluster information - numclusters = rtlight->static_numclusters; - clusterlist = rtlight->static_clusterlist; - clusterpvs = rtlight->static_clusterpvs; + // retrieve leaf information + numleafs = rtlight->static_numleafs; + leaflist = rtlight->static_leaflist; + leafpvs = rtlight->static_leafpvs; + numsurfaces = rtlight->static_numsurfaces; + surfacelist = rtlight->static_surfacelist; VectorCopy(rtlight->cullmins, cullmins); VectorCopy(rtlight->cullmaxs, cullmaxs); } @@ -2716,41 +2775,51 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) // if the light box is offscreen, skip it right away if (R_CullBox(cullmins, cullmaxs)) return; - // calculate lit surfaces and clusters - R_Shadow_EnlargeClusterSurfaceBuffer(r_refdef.worldmodel->brush.num_pvsclusters, r_refdef.worldmodel->nummodelsurfaces); - r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, cullmins, cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces); - clusterlist = r_shadow_buffer_clusterlist; - clusterpvs = r_shadow_buffer_clusterpvs; + // calculate lit surfaces and leafs + R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->brush.num_surfaces); + r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, cullmins, cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces); + leaflist = r_shadow_buffer_leaflist; + leafpvs = r_shadow_buffer_leafpvs; surfacelist = r_shadow_buffer_surfacelist; } - // if the reduced cluster bounds are offscreen, skip it + // if the reduced leaf bounds are offscreen, skip it if (R_CullBox(cullmins, cullmaxs)) return; - // check if light is illuminating any visible clusters - if (numclusters) + // check if light is illuminating any visible leafs + if (numleafs) { - for (i = 0;i < numclusters;i++) - if (CHECKPVSBIT(r_pvsbits, clusterlist[i])) + for (i = 0;i < numleafs;i++) + if (r_worldleafvisible[leaflist[i]]) break; - if (i == numclusters) + if (i == numleafs) return; } // set up a scissor rectangle for this light if (R_Shadow_ScissorForBBox(cullmins, cullmaxs)) return; + c_rt_lights++; + shadow = rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows); usestencil = false; - if (shadow && (gl_stencil || visiblevolumes)) + if (shadow && ((gl_stencil && !visiblelighting) || visiblevolumes)) { - if (!visiblevolumes) + if (visiblevolumes) + { + qglDisable(GL_CULL_FACE); + GL_DepthTest(visiblevolumes < 2); + GL_Color(0.0, 0.0125, 0.1, 1); + } + else { R_Shadow_Stage_ShadowVolumes(); + GL_Clear(GL_STENCIL_BUFFER_BIT); + c_rt_clears++; usestencil = true; } ent = r_refdef.worldentity; - if (r_shadow_staticworldlights.integer && rtlight->compiled) + if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer) { memset(&m, 0, sizeof(m)); R_Mesh_Matrix(&ent->matrix); @@ -2792,7 +2861,7 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) { if (!BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs)) continue; - if (r_refdef.worldmodel != NULL && r_refdef.worldmodel->brush.BoxTouchingPVS != NULL && !r_refdef.worldmodel->brush.BoxTouchingPVS(r_refdef.worldmodel, clusterpvs, ent->mins, ent->maxs)) + if (r_refdef.worldmodel != NULL && r_refdef.worldmodel->brush.BoxTouchingLeafPVS != NULL && !r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)) continue; } if (!(ent->flags & RENDER_SHADOW) || !ent->model || !ent->model->DrawShadowVolume) @@ -2812,9 +2881,16 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) } } - if (!visiblevolumes) + if (visiblelighting || !visiblevolumes) { - R_Shadow_Stage_Light(usestencil); + if (visiblelighting) + { + qglEnable(GL_CULL_FACE); + GL_DepthTest(visiblelighting < 2); + GL_Color(0.1, 0.0125, 0, 1); + } + else + R_Shadow_Stage_Light(usestencil); ent = r_refdef.worldentity; if (ent->model && ent->model->DrawLight && (ent->flags & RENDER_LIGHT)) @@ -2827,14 +2903,14 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix); Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rtlight->matrix_worldtoattenuationxyz, &ent->matrix); Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix); - if (r_shadow_staticworldlights.integer && rtlight->compiled) + if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compilelight.integer) { R_Mesh_Matrix(&ent->matrix); for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next) - R_Shadow_RenderLighting(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, NULL, NULL, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, NULL, NULL, mesh->map_normal, mesh->map_specular, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale); + R_Shadow_RenderLighting(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, NULL, NULL, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, NULL, NULL, mesh->map_normal, mesh->map_specular, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, visiblelighting); } else - ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, numsurfaces, surfacelist); + ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, numsurfaces, surfacelist, visiblelighting); } if (r_drawentities.integer) { @@ -2853,14 +2929,14 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix); Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rtlight->matrix_worldtoattenuationxyz, &ent->matrix); Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix); - ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, ent->model->nummodelsurfaces, ent->model->surfacelist); + ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, ent->model->nummodelsurfaces, ent->model->surfacelist, visiblelighting); } } } } } -void R_ShadowVolumeLighting(int visiblevolumes) +void R_ShadowVolumeLighting(int visiblelighting, int visiblevolumes) { int lnum, flag; dlight_t *light; @@ -2869,16 +2945,14 @@ void R_ShadowVolumeLighting(int visiblevolumes) if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname))) R_Shadow_EditLights_Reload_f(); - if (visiblevolumes) + if (visiblelighting || visiblevolumes) { memset(&m, 0, sizeof(m)); R_Mesh_State(&m); GL_BlendFunc(GL_ONE, GL_ONE); GL_DepthMask(false); - GL_DepthTest(r_shadow_visiblevolumes.integer < 2); - qglDisable(GL_CULL_FACE); - GL_Color(0.0, 0.0125, 0.1, 1); + qglCullFace(GL_FRONT); // this culls back } else R_Shadow_Stage_Begin(); @@ -2887,17 +2961,17 @@ void R_ShadowVolumeLighting(int visiblevolumes) { for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next) if (lnum == r_shadow_debuglight.integer && (light->flags & flag)) - R_DrawRTLight(&light->rtlight, visiblevolumes); + R_DrawRTLight(&light->rtlight, visiblelighting, visiblevolumes); } else for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next) if (light->flags & flag) - R_DrawRTLight(&light->rtlight, visiblevolumes); + R_DrawRTLight(&light->rtlight, visiblelighting, visiblevolumes); if (r_rtdlight) for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++) - R_DrawRTLight(&light->rtlight, visiblevolumes); + R_DrawRTLight(&light->rtlight, visiblelighting, visiblevolumes); - if (visiblevolumes) + if (visiblelighting || visiblevolumes) { qglEnable(GL_CULL_FACE); GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); @@ -3142,7 +3216,7 @@ void R_Shadow_SelectLightInView(void) if (rating >= 0.95) { rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp))); - if (bestrating < rating && CL_TraceLine(light->origin, r_vieworigin, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1.0f) + if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f) { bestrating = rating; best = light; @@ -3567,19 +3641,20 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) void R_Shadow_SetCursorLocationForView(void) { - vec_t dist, push, frac; - vec3_t dest, endpos, normal; + vec_t dist, push; + vec3_t dest, endpos; + trace_t trace; VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest); - frac = CL_TraceLine(r_vieworigin, dest, endpos, normal, true, NULL, SUPERCONTENTS_SOLID); - if (frac < 1) + trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false); + if (trace.fraction < 1) { - dist = frac * r_editlights_cursordistance.value; + dist = trace.fraction * r_editlights_cursordistance.value; push = r_editlights_cursorpushback.value; if (push > dist) push = dist; push = -push; - VectorMA(endpos, push, r_viewforward, endpos); - VectorMA(endpos, r_editlights_cursorpushoff.value, normal, endpos); + VectorMA(trace.endpos, push, r_viewforward, endpos); + VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos); } r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value; r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;