X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=r_shadow.c;h=c27273299e43645f856e60afc09a2d351bf045c8;hb=306d489af60e5192282cff848d2dcc5de6ef4d6c;hp=b4b04085543c20ae3b615b9929f168194ff1b768;hpb=fffe0ca6036ab33e870ff082e3d5dd7ad0ae17d7;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.c b/r_shadow.c index b4b04085..c2727329 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -163,18 +163,14 @@ typedef enum r_shadow_rendermode_e 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; @@ -182,9 +178,7 @@ r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE; r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE; r_shadow_rendermode_t r_shadow_shadowingrendermode_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]; @@ -194,12 +188,9 @@ int r_shadow_drawbuffer; int r_shadow_readbuffer; #endif int r_shadow_cullface_front, r_shadow_cullface_back; -GLuint r_shadow_fborectangle; -GLuint r_shadow_fbocubeside[R_SHADOW_SHADOWMAP_NUMCUBEMAPS]; GLuint r_shadow_fbo2d; r_shadow_shadowmode_t r_shadow_shadowmode; int r_shadow_shadowmapfilterquality; -int r_shadow_shadowmaptexturetype; int r_shadow_shadowmapdepthbits; int r_shadow_shadowmapmaxsize; qboolean r_shadow_shadowmapvsdct; @@ -252,9 +243,7 @@ rtexture_t *r_shadow_attenuationgradienttexture; 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 @@ -265,6 +254,7 @@ GLuint r_shadow_prepasslightingfbo; 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; @@ -283,6 +273,7 @@ cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one 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"}; @@ -309,7 +300,6 @@ cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compi 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"}; @@ -323,6 +313,7 @@ cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nea 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)"}; @@ -380,9 +371,8 @@ skinframe_t *r_editlights_sprselection; 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; @@ -428,32 +418,10 @@ void R_Shadow_SetShadowMode(void) 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: @@ -476,8 +444,6 @@ qboolean R_Shadow_ShadowMappingEnabled(void) switch (r_shadow_shadowmode) { case R_SHADOW_SHADOWMODE_SHADOWMAP2D: - case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE: - case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE: return true; default: return false; @@ -486,33 +452,16 @@ qboolean R_Shadow_ShadowMappingEnabled(void) 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; @@ -529,23 +478,18 @@ void r_shadow_start(void) 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(); @@ -683,6 +627,7 @@ void R_Shadow_Init(void) { 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); @@ -714,7 +659,6 @@ void R_Shadow_Init(void) 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); @@ -727,6 +671,7 @@ void R_Shadow_Init(void) 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); @@ -2005,8 +1950,6 @@ void R_Shadow_RenderMode_Reset(void) 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); @@ -2086,20 +2029,6 @@ static void R_Shadow_MakeShadowMap(int side, int size) 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; } @@ -2121,13 +2050,13 @@ static void R_Shadow_MakeShadowMap(int side, int size) } } -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; @@ -2135,58 +2064,24 @@ void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size) 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) { @@ -2201,79 +2096,67 @@ void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size) 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: + 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: + 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) { - 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; + 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; - 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 + 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; - default: - 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; @@ -2288,23 +2171,7 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qb // 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) @@ -2351,23 +2218,7 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean 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); @@ -2439,131 +2290,21 @@ int bboxedges[12][2] = qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs) { - int i, ix1, iy1, ix2, iy2; - float x1, y1, x2, y2; - vec4_t v, v2; - float vertex[20][3]; - int j, k; - vec4_t plane4f; - int numvertices; - float corner[8][4]; - float dist[8]; - int sign[8]; - float f; - - r_shadow_lightscissor[0] = r_refdef.view.viewport.x; - r_shadow_lightscissor[1] = r_refdef.view.viewport.y; - r_shadow_lightscissor[2] = r_refdef.view.viewport.width; - r_shadow_lightscissor[3] = r_refdef.view.viewport.height; - if (!r_shadow_scissor.integer) - return false; - - // if view is inside the light box, just say yes it's visible - if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs)) - return false; - - x1 = y1 = x2 = y2 = 0; - - // transform all corners that are infront of the nearclip plane - VectorNegate(r_refdef.view.frustum[4].normal, plane4f); - plane4f[3] = r_refdef.view.frustum[4].dist; - numvertices = 0; - for (i = 0;i < 8;i++) - { - Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1); - dist[i] = DotProduct4(corner[i], plane4f); - sign[i] = dist[i] > 0; - if (!sign[i]) - { - VectorCopy(corner[i], vertex[numvertices]); - numvertices++; - } - } - // if some points are behind the nearclip, add clipped edge points to make - // sure that the scissor boundary is complete - if (numvertices > 0 && numvertices < 8) { - // add clipped edge points - for (i = 0;i < 12;i++) - { - j = bboxedges[i][0]; - k = bboxedges[i][1]; - if (sign[j] != sign[k]) - { - f = dist[j] / (dist[j] - dist[k]); - VectorLerp(corner[j], f, corner[k], vertex[numvertices]); - numvertices++; - } - } - } - - // if we have no points to check, the light is behind the view plane - if (!numvertices) - return true; - - // if we have some points to transform, check what screen area is covered - x1 = y1 = x2 = y2 = 0; - v[3] = 1.0f; - //Con_Printf("%i vertices to transform...\n", numvertices); - for (i = 0;i < numvertices;i++) - { - VectorCopy(vertex[i], v); - R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2); - //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]); - if (i) - { - if (x1 > v2[0]) x1 = v2[0]; - if (x2 < v2[0]) x2 = v2[0]; - if (y1 > v2[1]) y1 = v2[1]; - if (y2 < v2[1]) y2 = v2[1]; - } - else - { - x1 = x2 = v2[0]; - y1 = y2 = v2[1]; - } - } - - // now convert the scissor rectangle to integer screen coordinates - ix1 = (int)(x1 - 1.0f); - iy1 = vid.height - (int)(y2 - 1.0f); - ix2 = (int)(x2 + 1.0f); - iy2 = vid.height - (int)(y1 + 1.0f); - //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2); - - // clamp it to the screen - if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x; - if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y; - if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width; - if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height; - - // if it is inside out, it's not visible - if (ix2 <= ix1 || iy2 <= iy1) - return true; - - // the light area is visible, set up the scissor rectangle - r_shadow_lightscissor[0] = ix1; - r_shadow_lightscissor[1] = iy1; - r_shadow_lightscissor[2] = ix2 - ix1; - r_shadow_lightscissor[3] = iy2 - iy1; - - // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one - switch(vid.renderpath) - { - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - r_shadow_lightscissor[1] = vid.height - r_shadow_lightscissor[1] - r_shadow_lightscissor[3]; - break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GL20: - case RENDERPATH_CGGL: - break; + r_shadow_lightscissor[0] = r_refdef.view.viewport.x; + r_shadow_lightscissor[1] = r_refdef.view.viewport.y; + r_shadow_lightscissor[2] = r_refdef.view.viewport.width; + r_shadow_lightscissor[3] = r_refdef.view.viewport.height; + return false; } - - r_refdef.stats.lights_scissored++; + if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor)) + return true; // invisible + if(r_shadow_lightscissor[0] != r_refdef.view.viewport.x + || r_shadow_lightscissor[1] != r_refdef.view.viewport.y + || r_shadow_lightscissor[2] != r_refdef.view.viewport.width + || r_shadow_lightscissor[3] != r_refdef.view.viewport.height) + r_refdef.stats.lights_scissored++; return false; } @@ -2867,7 +2608,7 @@ static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const m 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); R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset); R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0); R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset); @@ -3104,8 +2845,6 @@ void R_RTLight_Compile(rtlight_t *rtlight) 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; @@ -3394,6 +3133,10 @@ void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, co 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) @@ -3447,7 +3190,9 @@ void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, co 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 } @@ -3469,8 +3214,6 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent) 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: @@ -3847,7 +3590,7 @@ void R_Shadow_DrawLight(rtlight_t *rtlight) //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; @@ -3862,10 +3605,7 @@ void R_Shadow_DrawLight(rtlight_t *rtlight) 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); @@ -3992,7 +3732,7 @@ void R_Shadow_DrawLight(rtlight_t *rtlight) 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); @@ -4013,6 +3753,10 @@ static void R_Shadow_FreeDeferred(void) 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; @@ -4044,9 +3788,9 @@ void R_Shadow_DrawPrepass(void) 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"); @@ -4084,7 +3828,7 @@ void R_Shadow_DrawPrepass(void) { 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 @@ -4093,13 +3837,14 @@ void R_Shadow_DrawPrepass(void) 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(); @@ -4122,8 +3867,7 @@ void R_Shadow_PrepareLights(void) 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)) @@ -4155,13 +3899,21 @@ void R_Shadow_PrepareLights(void) 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) { @@ -4302,7 +4054,6 @@ void R_Shadow_PrepareModelShadows(void) switch (r_shadow_shadowmode) { case R_SHADOW_SHADOWMODE_SHADOWMAP2D: - case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE: if (r_shadows.integer >= 2) break; // fall through @@ -4380,7 +4131,6 @@ void R_DrawModelShadowMaps(void) switch (r_shadow_shadowmode) { case R_SHADOW_SHADOWMODE_SHADOWMAP2D: - case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE: break; default: return; @@ -4400,14 +4150,6 @@ void R_DrawModelShadowMaps(void) 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; } @@ -4452,26 +4194,33 @@ void R_DrawModelShadowMaps(void) 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++) { @@ -4497,6 +4246,19 @@ void R_DrawModelShadowMaps(void) } } +#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); @@ -4506,15 +4268,36 @@ void R_DrawModelShadowMaps(void) 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: + 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; } @@ -6229,31 +6012,72 @@ LIGHT SAMPLING ============================================================================= */ -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); } } }