X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=r_shadow.c;h=c7dc780fbc46853752808ed2b45b58043abee87f;hb=dbc428d618fb980cd4e4baba4706dd328b08847b;hp=08c71f396a5423c6301b515f2723b893a184aade;hpb=68df12c14ca723e8cca3d0c0ce21a11cdb12fe2c;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.c b/r_shadow.c index 08c71f39..c7dc780f 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -140,6 +140,8 @@ demonstrated by the game Doom3. #include "portals.h" #include "image.h" +#define R_SHADOW_SHADOWMAP_NUMCUBEMAPS 8 + extern void R_Shadow_EditLights_Init(void); typedef enum r_shadow_rendermode_e @@ -156,6 +158,9 @@ typedef enum r_shadow_rendermode_e R_SHADOW_RENDERMODE_LIGHT_GLSL, R_SHADOW_RENDERMODE_VISIBLEVOLUMES, R_SHADOW_RENDERMODE_VISIBLELIGHTING, + R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE, + R_SHADOW_RENDERMODE_SHADOWMAP2D, + R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE, } r_shadow_rendermode_t; @@ -163,6 +168,28 @@ 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; +int r_shadow_shadowmapside; +float r_shadow_shadowmap_texturescale[2]; +float r_shadow_shadowmap_parameters[4]; +int r_shadow_drawbuffer; +int r_shadow_readbuffer; +int r_shadow_cullface; +GLuint r_shadow_fborectangle; +GLuint r_shadow_fbocubeside[R_SHADOW_SHADOWMAP_NUMCUBEMAPS][6]; +GLuint r_shadow_fbo2d; +int r_shadow_shadowmode; +int r_shadow_shadowmapfilterquality; +int r_shadow_shadowmaptexturetype; +int r_shadow_shadowmapprecision; +int r_shadow_shadowmapmaxsize; +qboolean r_shadow_shadowmapvsdct; +qboolean r_shadow_shadowmapsampler; +int r_shadow_shadowmappcf; +int r_shadow_shadowmapborder; +int r_shadow_lightscissor[4]; int maxshadowtriangles; int *shadowelements; @@ -176,6 +203,11 @@ int *shadowmark; int *shadowmarklist; int shadowmarkcount; +int maxshadowsides; +int numshadowsides; +unsigned char *shadowsides; +int *shadowsideslist; + int maxvertexupdate; int *vertexupdate; int *vertexremap; @@ -200,6 +232,12 @@ rtexture_t *r_shadow_attenuationgradienttexture; rtexture_t *r_shadow_attenuation2dtexture; rtexture_t *r_shadow_attenuation3dtexture; rtexture_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_shadowmapvsdcttexture; +int r_shadow_shadowmapsize; // changes for each light based on distance +int r_shadow_shadowmaplod; // changes for each light based on distance // lights are reloaded when this changes char r_shadow_mapname[MAX_QPATH]; @@ -215,7 +253,7 @@ cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (sp cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"}; cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"}; cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"}; -cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "1", "use exact reflection math for gloss (slightly slower, but should look a tad better)"}; +cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"}; cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"}; cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"}; cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"}; @@ -235,6 +273,18 @@ cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_comp cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation"}; cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation"}; 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", "0", "shadowmap texture types: 0 = auto-select, 1 = 2D, 2 = rectangle, 3 = 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_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "24", "requested minimum shadowmap texture precision"}; +cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"}; +cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"}; +cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"}; +cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"}; +cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"}; +cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"}; +cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"}; +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_culltriangles = {0, "r_shadow_culltriangles", "1", "performs more expensive tests to remove unnecessary triangles of lit surfaces"}; 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)"}; @@ -301,6 +351,108 @@ cachepic_t *r_editlights_sprcubemaplight; cachepic_t *r_editlights_sprcubemapnoshadowlight; cachepic_t *r_editlights_sprselection; +void R_Shadow_SetShadowMode(void) +{ + r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, 2048); + r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0; + r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer; + r_shadow_shadowmaptexturetype = r_shadow_shadowmapping_texturetype.integer; + r_shadow_shadowmapprecision = r_shadow_shadowmapping_precision.integer; + r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16); + r_shadow_shadowmaplod = -1; + r_shadow_shadowmapsize = 0; + r_shadow_shadowmapsampler = false; + r_shadow_shadowmappcf = 0; + r_shadow_shadowmode = 0; + if(r_shadow_shadowmapping.integer) + { + if(r_shadow_shadowmapfilterquality < 0) + { + if(strstr(gl_vendor, "NVIDIA")) + { + r_shadow_shadowmapsampler = gl_support_arb_shadow; + r_shadow_shadowmappcf = 1; + } + else if(gl_support_amd_texture_texture4 || gl_support_arb_texture_gather) + r_shadow_shadowmappcf = 1; + else if(strstr(gl_vendor, "ATI")) + r_shadow_shadowmappcf = 1; + else + r_shadow_shadowmapsampler = gl_support_arb_shadow; + } + else + { + switch (r_shadow_shadowmapfilterquality) + { + case 1: + r_shadow_shadowmapsampler = gl_support_arb_shadow; + break; + case 2: + r_shadow_shadowmapsampler = gl_support_arb_shadow; + r_shadow_shadowmappcf = 1; + break; + case 3: + r_shadow_shadowmappcf = 1; + break; + case 4: + r_shadow_shadowmappcf = 2; + break; + } + } + r_shadow_shadowmode = r_shadow_shadowmaptexturetype; + if(r_shadow_shadowmode <= 0) + { + if((gl_support_amd_texture_texture4 || gl_support_arb_texture_gather) && r_shadow_shadowmappcf && !r_shadow_shadowmapsampler) + r_shadow_shadowmode = 1; + else if(gl_texturerectangle) + r_shadow_shadowmode = 2; + else + r_shadow_shadowmode = 1; + } + } +} + +void R_Shadow_FreeShadowMaps(void) +{ + int i; + + R_Shadow_SetShadowMode(); + + if (r_shadow_fborectangle) + qglDeleteFramebuffersEXT(1, &r_shadow_fborectangle); + r_shadow_fborectangle = 0; + CHECKGLERROR + + if (r_shadow_fbo2d) + qglDeleteFramebuffersEXT(1, &r_shadow_fbo2d); + r_shadow_fbo2d = 0; + CHECKGLERROR + for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++) + if (r_shadow_fbocubeside[i][0]) + qglDeleteFramebuffersEXT(6, r_shadow_fbocubeside[i]); + memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside)); + CHECKGLERROR + + 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_shadowmapvsdcttexture) + R_FreeTexture(r_shadow_shadowmapvsdcttexture); + r_shadow_shadowmapvsdcttexture = NULL; + + CHECKGLERROR +} + void r_shadow_start(void) { // allocate vertex processing arrays @@ -308,6 +460,26 @@ void r_shadow_start(void) r_shadow_attenuationgradienttexture = NULL; r_shadow_attenuation2dtexture = NULL; r_shadow_attenuation3dtexture = NULL; + r_shadow_shadowmode = 0; + r_shadow_shadowmaprectangletexture = NULL; + r_shadow_shadowmap2dtexture = NULL; + memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture)); + r_shadow_shadowmapvsdcttexture = NULL; + r_shadow_shadowmapmaxsize = 0; + r_shadow_shadowmapsize = 0; + r_shadow_shadowmaplod = 0; + r_shadow_shadowmapfilterquality = 0; + r_shadow_shadowmaptexturetype = 0; + r_shadow_shadowmapprecision = 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(); + r_shadow_texturepool = NULL; r_shadow_filters_texturepool = NULL; R_Shadow_ValidateCvars(); @@ -325,6 +497,10 @@ void r_shadow_start(void) shadowmark = NULL; shadowmarklist = NULL; shadowmarkcount = 0; + maxshadowsides = 0; + numshadowsides = 0; + shadowsides = NULL; + shadowsideslist = NULL; r_shadow_buffer_numleafpvsbytes = 0; r_shadow_buffer_visitingleafpvs = NULL; r_shadow_buffer_leafpvs = NULL; @@ -340,7 +516,12 @@ void r_shadow_start(void) void r_shadow_shutdown(void) { + CHECKGLERROR R_Shadow_UncompileWorldLights(); + + R_Shadow_FreeShadowMaps(); + + CHECKGLERROR numcubemaps = 0; r_shadow_attenuationgradienttexture = NULL; r_shadow_attenuation2dtexture = NULL; @@ -371,6 +552,14 @@ void r_shadow_shutdown(void) Mem_Free(shadowmarklist); shadowmarklist = NULL; shadowmarkcount = 0; + maxshadowsides = 0; + numshadowsides = 0; + if (shadowsides) + Mem_Free(shadowsides); + shadowsides = NULL; + if (shadowsideslist) + Mem_Free(shadowsideslist); + shadowsideslist = NULL; r_shadow_buffer_numleafpvsbytes = 0; if (r_shadow_buffer_visitingleafpvs) Mem_Free(r_shadow_buffer_visitingleafpvs); @@ -467,6 +656,18 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp); Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling); 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_precision); + Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize); + Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize); + Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias); + Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale); + Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize); + Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip); + Cvar_RegisterVariable(&r_shadow_shadowmapping_bias); Cvar_RegisterVariable(&r_shadow_culltriangles); Cvar_RegisterVariable(&r_shadow_polygonfactor); Cvar_RegisterVariable(&r_shadow_polygonoffset); @@ -498,6 +699,10 @@ void R_Shadow_Init(void) shadowmark = NULL; shadowmarklist = NULL; shadowmarkcount = 0; + maxshadowsides = 0; + numshadowsides = 0; + shadowsides = NULL; + shadowsideslist = NULL; r_shadow_buffer_numleafpvsbytes = 0; r_shadow_buffer_visitingleafpvs = NULL; r_shadow_buffer_leafpvs = NULL; @@ -530,15 +735,17 @@ matrix4x4_t matrix_attenuationz = } }; -void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles) +void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale) { + numvertices = ((numvertices + 255) & ~255) * vertscale; + numtriangles = ((numtriangles + 255) & ~255) * triscale; // make sure shadowelements is big enough for this volume if (maxshadowtriangles < numtriangles) { maxshadowtriangles = numtriangles; if (shadowelements) Mem_Free(shadowelements); - shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[24])); + shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3])); } // make sure shadowvertex3f is big enough for this volume if (maxshadowvertices < numvertices) @@ -546,7 +753,7 @@ void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles) maxshadowvertices = numvertices; if (shadowvertex3f) Mem_Free(shadowvertex3f); - shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[6])); + shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3])); } } @@ -619,6 +826,21 @@ void R_Shadow_PrepareShadowMark(int numtris) numshadowmark = 0; } +void R_Shadow_PrepareShadowSides(int numtris) +{ + if (maxshadowsides < numtris) + { + maxshadowsides = numtris; + if (shadowsides) + Mem_Free(shadowsides); + if (shadowsideslist) + Mem_Free(shadowsideslist); + shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides)); + shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist)); + } + numshadowsides = 0; +} + static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris) { int i, j; @@ -1014,8 +1236,8 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, if (!numverts || !nummarktris) return; // make sure shadowelements is big enough for this volume - if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts) - R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255); + if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2) + R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8); if (maxvertexupdate < numverts) { @@ -1087,6 +1309,201 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, } } +int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias) +{ + // p1, p2, p3 are in the cubemap's local coordinate system + // bias = border/(size - border) + int mask = 0x3F; + + float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1), + dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2), + dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3); + if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3) + mask &= (3<<4) + | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2)) + | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2)) + | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2)); + if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3) + mask &= (3<<4) + | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2)) + | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2)) + | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2)); + + dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1), + dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2), + dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3); + if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3) + mask &= (3<<0) + | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4)) + | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4)) + | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4)); + if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3) + mask &= (3<<0) + | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4)) + | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4)) + | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4)); + + dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1), + dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2), + dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3); + if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3) + mask &= (3<<2) + | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0)) + | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0)) + | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0)); + if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3) + mask &= (3<<2) + | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0)) + | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0)) + | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0)); + + return mask; +} + +int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias) +{ + // p is in the cubemap's local coordinate system + // bias = border/(size - border) + float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn); + float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn); + float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn); + int mask = 0x3F; + if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2)); + if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2)); + if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4)); + if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4)); + if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0)); + if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0)); + return mask; +} + +void R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals) +{ + int t, tend; + const int *e; + const float *v[3]; + float normal[3]; + vec3_t p[3]; + float bias; + unsigned char mask; + if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs)) + return; + bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder); + tend = firsttriangle + numtris; + if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs)) + { + // surface box entirely inside light box, no box cull + if (projectdirection) + { + for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3) + { + v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3; + TriangleNormal(v[0], v[1], v[2], normal); + if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)) + { + Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]); + mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias); + totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5; + shadowsides[numshadowsides] = mask; + shadowsideslist[numshadowsides++] = t; + } + } + } + else + { + for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3) + { + v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3; + if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])) + { + Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]); + mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias); + totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5; + shadowsides[numshadowsides] = mask; + shadowsideslist[numshadowsides++] = t; + } + } + } + } + else + { + // surface box not entirely inside light box, cull each triangle + if (projectdirection) + { + for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3) + { + v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3; + TriangleNormal(v[0], v[1], v[2], normal); + if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0) + && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs)) + { + Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]); + mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias); + totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5; + shadowsides[numshadowsides] = mask; + shadowsideslist[numshadowsides++] = t; + } + } + } + else + { + for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3) + { + v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3; + if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]) + && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs)) + { + Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]); + mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias); + totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5; + shadowsides[numshadowsides] = mask; + shadowsideslist[numshadowsides++] = t; + } + } + } + } +} + +void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris) +{ + int i, j, outtriangles = 0; + int *outelement3i[6]; + if (!numverts || !numsidetris || !r_shadow_compilingrtlight) + return; + outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5]; + // make sure shadowelements is big enough for this mesh + if (maxshadowtriangles < outtriangles) + R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1); + + // compute the offset and size of the separate index lists for each cubemap side + outtriangles = 0; + for (i = 0;i < 6;i++) + { + outelement3i[i] = shadowelements + outtriangles * 3; + r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles; + r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i]; + outtriangles += sidetotals[i]; + } + + // gather up the (sparse) triangles into separate index lists for each cubemap side + for (i = 0;i < numsidetris;i++) + { + const int *element = elements + sidetris[i] * 3; + for (j = 0;j < 6;j++) + { + if (sides[i] & (1 << j)) + { + outelement3i[j][0] = element[0]; + outelement3i[j][1] = element[1]; + outelement3i[j][2] = element[2]; + outelement3i[j] += 3; + } + } + } + + Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements); +} + static void R_Shadow_MakeTextures_MakeCorona(void) { float dx, dy; @@ -1179,6 +1596,8 @@ void R_Shadow_ValidateCvars(void) void R_Shadow_RenderMode_Begin(void) { + GLint drawbuffer; + GLint readbuffer; R_Shadow_ValidateCvars(); if (!r_shadow_attenuation2dtexture @@ -1196,7 +1615,7 @@ void R_Shadow_RenderMode_Begin(void) GL_DepthTest(true); GL_DepthMask(false); GL_Color(0, 0, 0, 1); - GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height); + GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height); r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE; @@ -1222,6 +1641,13 @@ void R_Shadow_RenderMode_Begin(void) r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3; else r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX; + + CHECKGLERROR + qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR + qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR + r_shadow_drawbuffer = drawbuffer; + r_shadow_readbuffer = readbuffer; + r_shadow_cullface = r_refdef.view.cullface_back; } void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight) @@ -1236,6 +1662,14 @@ void R_Shadow_RenderMode_Reset(void) { qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR } + if (gl_support_ext_framebuffer_object) + { + qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR + } + qglDrawBuffer(r_shadow_drawbuffer);CHECKGLERROR + qglReadBuffer(r_shadow_readbuffer);CHECKGLERROR + R_SetViewport(&r_refdef.view.viewport); + GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]); R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); GL_DepthRange(0, 1); @@ -1247,11 +1681,16 @@ void R_Shadow_RenderMode_Reset(void) qglStencilMask(~0);CHECKGLERROR qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR + r_refdef.view.cullface_back = r_shadow_cullface; GL_CullFace(r_refdef.view.cullface_back); GL_Color(1, 1, 1, 1); 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_SetupGenericShader(false); + r_shadow_usingshadowmaprect = false; + r_shadow_usingshadowmapcube = false; + r_shadow_usingshadowmap2d = false; + CHECKGLERROR } void R_Shadow_ClearStencil(void) @@ -1311,7 +1750,190 @@ void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass) } } -void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent) +static void R_Shadow_MakeVSDCT(void) +{ + // maps to a 2x3 texture rectangle with normalized coordinates + // +- + // XX + // YY + // ZZ + // stores abs(dir.xy), offset.xy/2.5 + unsigned char data[4*6] = + { + 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5> + 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5> + 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5> + 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5> + 0, 0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5> + 0, 0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5> + }; + r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_ALWAYSPRECACHE | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, NULL); +} + +void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size) +{ + int i; + int status; + int maxsize; + float nearclip, farclip, bias; + r_viewport_t viewport; + CHECKGLERROR + maxsize = r_shadow_shadowmapmaxsize; + nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius; + farclip = 1.0f; + bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius; + r_shadow_shadowmap_parameters[2] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip); + r_shadow_shadowmap_parameters[3] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias; + r_shadow_shadowmapside = side; + r_shadow_shadowmapsize = size; + if (r_shadow_shadowmode == 1) + { + // complex unrolled cube approach (more flexible) + if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture) + R_Shadow_MakeVSDCT(); + if (!r_shadow_shadowmap2dtexture) + { +#if 1 + int w = maxsize*2, h = gl_support_arb_texture_non_power_of_two ? maxsize*3 : maxsize*4; + r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", w, h, r_shadow_shadowmapprecision, r_shadow_shadowmapsampler); + qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR + qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR + qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR +#endif + } + CHECKGLERROR + R_Shadow_RenderMode_Reset(); + if (r_shadow_shadowmap2dtexture) + { + // render depth into the fbo, do not render color at all + qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR + qglDrawBuffer(GL_NONE);CHECKGLERROR + qglReadBuffer(GL_NONE);CHECKGLERROR + status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR + if (status != GL_FRAMEBUFFER_COMPLETE_EXT) + { + Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status); + Cvar_SetValueQuick(&r_shadow_shadowmapping, 0); + } + R_SetupDepthOrShadowShader(); + } + else + { + R_SetupShowDepthShader(); + qglClearColor(1,1,1,1);CHECKGLERROR + } + R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL); + 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_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder); + r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size; + r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D; + } + else if (r_shadow_shadowmode == 2) + { + // complex unrolled cube approach (more flexible) + if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture) + R_Shadow_MakeVSDCT(); + if (!r_shadow_shadowmaprectangletexture) + { +#if 1 + r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", maxsize*2, maxsize*3, r_shadow_shadowmapprecision, r_shadow_shadowmapsampler); + qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR + qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR + qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR +#endif + } + CHECKGLERROR + R_Shadow_RenderMode_Reset(); + if (r_shadow_shadowmaprectangletexture) + { + // render depth into the fbo, do not render color at all + qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR + qglDrawBuffer(GL_NONE);CHECKGLERROR + qglReadBuffer(GL_NONE);CHECKGLERROR + status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR + if (status != GL_FRAMEBUFFER_COMPLETE_EXT) + { + Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status); + Cvar_SetValueQuick(&r_shadow_shadowmapping, 0); + } + R_SetupDepthOrShadowShader(); + } + else + { + R_SetupShowDepthShader(); + qglClearColor(1,1,1,1);CHECKGLERROR + } + R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL); + r_shadow_shadowmap_texturescale[0] = 1.0f; + r_shadow_shadowmap_texturescale[1] = 1.0f; + r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder); + r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size; + r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE; + } + else if (r_shadow_shadowmode == 3) + { + // simple cube approach + if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) + { + #if 1 + r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapprecision, r_shadow_shadowmapsampler); + qglGenFramebuffersEXT(6, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR + for (i = 0;i < 6;i++) + { + qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod][i]);CHECKGLERROR + qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + i, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR + } + #endif + } + CHECKGLERROR + R_Shadow_RenderMode_Reset(); + if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) + { + // render depth into the fbo, do not render color at all + qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod][side]);CHECKGLERROR + qglDrawBuffer(GL_NONE);CHECKGLERROR + qglReadBuffer(GL_NONE);CHECKGLERROR + status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR + if (status != GL_FRAMEBUFFER_COMPLETE_EXT) + { + Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status); + Cvar_SetValueQuick(&r_shadow_shadowmapping, 0); + } + R_SetupDepthOrShadowShader(); + } + else + { + R_SetupShowDepthShader(); + qglClearColor(1,1,1,1);CHECKGLERROR + } + R_Viewport_InitCubeSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, nearclip, farclip, NULL); + r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]); + r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureWidth(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]); + r_shadow_shadowmap_parameters[0] = 1.0f; + r_shadow_shadowmap_parameters[1] = 1.0f; + r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE; + } + CHECKGLERROR + R_SetViewport(&viewport); + GL_PolygonOffset(0, 0); + if(r_shadow_shadowmode >= 1 && r_shadow_shadowmode <= 2) + { + static qboolean cullfront[6] = { false, true, false, true, true, false }; + if(cullfront[side]) r_refdef.view.cullface_back = r_refdef.view.cullface_front; + } + GL_CullFace(r_refdef.view.cullface_back); + GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height); + GL_DepthMask(true); + GL_DepthTest(true); + qglClearDepth(1);CHECKGLERROR + CHECKGLERROR + if (clear) + qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); + CHECKGLERROR +} + +void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping) { CHECKGLERROR R_Shadow_RenderMode_Reset(); @@ -1333,10 +1955,39 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent) { R_Mesh_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap)); // light filter GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0); + CHECKGLERROR + if (shadowmapping) + { + if (r_shadow_shadowmode == 1) + { + r_shadow_usingshadowmap2d = true; + R_Mesh_TexBind(GL20TU_SHADOWMAP2D, R_GetTexture(r_shadow_shadowmap2dtexture)); + CHECKGLERROR + } + else if (r_shadow_shadowmode == 2) + { + r_shadow_usingshadowmaprect = true; + R_Mesh_TexBindRectangle(GL20TU_SHADOWMAPRECT, R_GetTexture(r_shadow_shadowmaprectangletexture)); + CHECKGLERROR + } + else if (r_shadow_shadowmode == 3) + { + r_shadow_usingshadowmapcube = true; + R_Mesh_TexBindCubeMap(GL20TU_SHADOWMAPCUBE, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])); + CHECKGLERROR + } + + if (r_shadow_shadowmapvsdct && (r_shadow_usingshadowmap2d || r_shadow_usingshadowmaprect)) + { + R_Mesh_TexBindCubeMap(GL20TU_CUBEPROJECTION, R_GetTexture(r_shadow_shadowmapvsdcttexture)); + CHECKGLERROR + } + } } else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_VERTEX) R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + CHECKGLERROR } void R_Shadow_RenderMode_VisibleShadowVolumes(void) @@ -1378,7 +2029,7 @@ void R_Shadow_RenderMode_End(void) R_Shadow_RenderMode_Reset(); R_Shadow_RenderMode_ActiveLight(NULL); GL_DepthMask(true); - GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height); + GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height); r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE; } @@ -1415,15 +2066,17 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs) 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)) - { - GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height); return false; - } x1 = y1 = x2 = y2 = 0; @@ -1471,7 +2124,7 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs) for (i = 0;i < numvertices;i++) { VectorCopy(vertex[i], v); - GL_TransformToScreen(v, v2); + 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) { @@ -1489,25 +2142,27 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs) // now convert the scissor rectangle to integer screen coordinates ix1 = (int)(x1 - 1.0f); - iy1 = (int)(y1 - 1.0f); + iy1 = vid.height - (int)(y2 - 1.0f); ix2 = (int)(x2 + 1.0f); - iy2 = (int)(y2 + 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.x) ix1 = r_refdef.view.x; - if (iy1 < r_refdef.view.y) iy1 = r_refdef.view.y; - if (ix2 > r_refdef.view.x + r_refdef.view.width) ix2 = r_refdef.view.x + r_refdef.view.width; - if (iy2 > r_refdef.view.y + r_refdef.view.height) iy2 = r_refdef.view.y + r_refdef.view.height; + 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 - GL_Scissor(ix1, iy1, ix2 - ix1, iy2 - iy1); - //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);CHECKGLERROR - //qglEnable(GL_SCISSOR_TEST);CHECKGLERROR + r_shadow_lightscissor[0] = ix1; + r_shadow_lightscissor[1] = iy1; + r_shadow_lightscissor[2] = ix2 - ix1; + r_shadow_lightscissor[3] = iy2 - iy1; + r_refdef.stats.lights_scissored++; return false; } @@ -1737,6 +2392,7 @@ static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, else R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix); + R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix); R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap)); R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture)); R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture)); @@ -1745,6 +2401,7 @@ static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap)); R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture)); R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture)); + R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow)); } //R_Mesh_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap)); R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation)); @@ -2594,7 +3251,7 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle } } -void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, qboolean shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags) +void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags) { matrix4x4_t tempmatrix = *matrix; Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1); @@ -2649,6 +3306,7 @@ void R_RTLight_Compile(rtlight_t *rtlight) // compile the light rtlight->compiled = true; + rtlight->shadowmode = rtlight->shadow ? r_shadow_shadowmode : -1; rtlight->static_numleafs = 0; rtlight->static_numleafpvsbytes = 0; rtlight->static_leaflist = NULL; @@ -2664,7 +3322,7 @@ void R_RTLight_Compile(rtlight_t *rtlight) if (model && model->GetLightInfo) { - // this variable must be set for the CompileShadowVolume code + // this variable must be set for the CompileShadowVolume/CompileShadowMap code r_shadow_compilingrtlight = rtlight; R_Shadow_EnlargeLeafSurfaceTrisBuffer(model->brush.num_leafs, model->num_surfaces, model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles, model->surfmesh.num_triangles); model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs); @@ -2692,8 +3350,16 @@ void R_RTLight_Compile(rtlight_t *rtlight) memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes); if (rtlight->static_numlighttrispvsbytes) memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes); - if (model->CompileShadowVolume && rtlight->shadow) - model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist); + if (rtlight->shadowmode <= 0) + { + if (model->CompileShadowVolume && rtlight->shadow) + model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist); + } + else + { + if (model->CompileShadowMap && rtlight->shadow) + model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist); + } // now we're done compiling the rtlight r_shadow_compilingrtlight = NULL; } @@ -2739,6 +3405,9 @@ void R_RTLight_Uncompile(rtlight_t *rtlight) if (rtlight->static_meshchain_shadow_zfail) Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail); rtlight->static_meshchain_shadow_zfail = NULL; + if (rtlight->static_meshchain_shadow_shadowmap) + Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap); + rtlight->static_meshchain_shadow_shadowmap = NULL; // these allocations are grouped if (rtlight->static_surfacelist) Mem_Free(rtlight->static_surfacelist); @@ -2936,6 +3605,33 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight) #endif } +void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs) +{ + shadowmesh_t *mesh; + + RSurf_ActiveWorldEntity(); + + if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer) + { + CHECKGLERROR + GL_CullFace(GL_NONE); + mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap; + for (;mesh;mesh = mesh->next) + { + if (!mesh->sidetotals[r_shadow_shadowmapside]) + continue; + r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside]; + R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f); + R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s); + } + CHECKGLERROR + } + else if (r_refdef.scene.worldentity->model) + r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs); + + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity +} + void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned char *trispvs) { qboolean zpass; @@ -2945,6 +3641,7 @@ void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned msurface_t *surface; RSurf_ActiveWorldEntity(); + if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer) { CHECKGLERROR @@ -2995,6 +3692,8 @@ void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned } else if (numsurfaces) r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs); + + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } void R_Shadow_DrawEntityShadow(entity_render_t *ent) @@ -3010,7 +3709,19 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent) relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius; relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius; relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius; - ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs); + if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) + { + vec3_t radius, worldorigin, lightorigin; + VectorSubtract(ent->maxs, ent->mins, radius); + VectorScale(radius, 0.5f, radius); + VectorAdd(ent->mins, radius, worldorigin); + Matrix4x4_Transform(&rsurface.rtlight->matrix_worldtolight, worldorigin, lightorigin); + if (R_Shadow_CalcSphereSideMask(lightorigin, VectorLength(radius) / relativeshadowradius, r_shadow_shadowmapborder / (float)(r_shadow_shadowmapsize - r_shadow_shadowmapborder)) & (1 << r_shadow_shadowmapside)) + ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs); + } + else + ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs); + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } void R_Shadow_SetupEntityLight(const entity_render_t *ent) @@ -3042,6 +3753,8 @@ void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned c R_Mesh_TexMatrix(3, &rsurface.entitytolight); r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, trispvs); + + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } void R_Shadow_DrawEntityLight(entity_render_t *ent) @@ -3052,7 +3765,9 @@ void R_Shadow_DrawEntityLight(entity_render_t *ent) R_Shadow_SetupEntityLight(ent); - model->DrawLight(ent, model->nummodelsurfaces, model->surfacelist, NULL); + model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL); + + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) @@ -3070,6 +3785,10 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) static entity_render_t *lightentities_noselfshadow[MAX_EDICTS]; static entity_render_t *shadowentities[MAX_EDICTS]; static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS]; + vec3_t nearestpoint; + vec_t distance; + qboolean castshadows; + int lodlinear; // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights) // skip lights that are basically invisible (color 0 0 0) @@ -3080,8 +3799,13 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) // all at once at the start of a level, not when it stalls gameplay. // (especially important to benchmarks) // compile light - if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer) + if (rtlight->isstatic && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer) + { + if (rtlight->compiled) + R_RTLight_Uncompile(rtlight); R_RTLight_Compile(rtlight); + } + // load cubemap rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube; @@ -3257,10 +3981,84 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]); } - if (gl_stencil && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows)) + if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow) + { + // optionally draw the illuminated areas + // for performance analysis by level designers + R_Shadow_RenderMode_VisibleLighting(false, false); + if (numsurfaces) + R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs); + for (i = 0;i < numlightentities;i++) + R_Shadow_DrawEntityLight(lightentities[i]); + for (i = 0;i < numlightentities_noselfshadow;i++) + R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]); + } + + castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows); + + nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]); + nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]); + nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]); + distance = VectorDistance(nearestpoint, r_refdef.view.origin); + 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_shadowmapping_maxsize.integer); + + if (castshadows && r_shadow_shadowmode >= 1 && r_shadow_shadowmode <= 3 && r_glsl.integer && gl_support_fragment_shader) + { + int side; + int size; + + r_shadow_shadowmaplod = 0; + for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++) + if ((r_shadow_shadowmapping_maxsize.integer >> i) > lodlinear) + r_shadow_shadowmaplod = i; + + size = r_shadow_shadowmode == 3 ? r_shadow_shadowmapping_maxsize.integer >> r_shadow_shadowmaplod : lodlinear; + size = bound(1, size, 2048); + + //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size); + + // render shadow casters into 6 sided depth texture + for (side = 0;side < 6;side++) + { + R_Shadow_RenderMode_ShadowMap(side, true, size); + if (numsurfaces) + R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs); + for (i = 0;i < numshadowentities;i++) + R_Shadow_DrawEntityShadow(shadowentities[i]); + } + + if (numlightentities_noselfshadow) + { + // render lighting using the depth texture as shadowmap + // draw lighting in the unmasked areas + R_Shadow_RenderMode_Lighting(false, false, true); + for (i = 0;i < numlightentities_noselfshadow;i++) + R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]); + } + + // render shadow casters into 6 sided depth texture + for (side = 0;side < 6;side++) + { + R_Shadow_RenderMode_ShadowMap(side, false, size); + for (i = 0;i < numshadowentities_noselfshadow;i++) + R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]); + } + + // render lighting using the depth texture as shadowmap + // draw lighting in the unmasked areas + R_Shadow_RenderMode_Lighting(false, false, true); + // draw lighting in the unmasked areas + if (numsurfaces) + R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs); + for (i = 0;i < numlightentities;i++) + R_Shadow_DrawEntityLight(lightentities[i]); + } + else if (castshadows && gl_stencil) { // draw stencil shadow volumes to mask off pixels that are in shadow // so that they won't receive lighting + GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]); R_Shadow_ClearStencil(); if (numsurfaces) R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs); @@ -3269,7 +4067,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) if (numlightentities_noselfshadow) { // draw lighting in the unmasked areas - R_Shadow_RenderMode_Lighting(true, false); + R_Shadow_RenderMode_Lighting(true, false, false); for (i = 0;i < numlightentities_noselfshadow;i++) R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]); @@ -3288,22 +4086,11 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) if (numsurfaces + numlightentities) { // draw lighting in the unmasked areas - R_Shadow_RenderMode_Lighting(true, false); + R_Shadow_RenderMode_Lighting(true, false, false); if (numsurfaces) R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs); for (i = 0;i < numlightentities;i++) R_Shadow_DrawEntityLight(lightentities[i]); - - // optionally draw the illuminated areas - // for performance analysis by level designers - if (r_showlighting.integer && r_refdef.view.showdebug) - { - R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false); - if (numsurfaces) - R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs); - for (i = 0;i < numlightentities;i++) - R_Shadow_DrawEntityLight(lightentities[i]); - } } } else @@ -3311,26 +4098,13 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) if (numsurfaces + numlightentities) { // draw lighting in the unmasked areas - R_Shadow_RenderMode_Lighting(false, false); + R_Shadow_RenderMode_Lighting(false, false, false); if (numsurfaces) R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs); for (i = 0;i < numlightentities;i++) R_Shadow_DrawEntityLight(lightentities[i]); for (i = 0;i < numlightentities_noselfshadow;i++) R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]); - - // optionally draw the illuminated areas - // for performance analysis by level designers - if (r_showlighting.integer && r_refdef.view.showdebug) - { - R_Shadow_RenderMode_VisibleLighting(false, false); - if (numsurfaces) - R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs); - for (i = 0;i < numlightentities;i++) - R_Shadow_DrawEntityLight(lightentities[i]); - for (i = 0;i < numlightentities_noselfshadow;i++) - R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]); - } } } } @@ -3344,6 +4118,15 @@ void R_ShadowVolumeLighting(qboolean visible) dlight_t *light; size_t range; + if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, 2048) || + (r_shadow_shadowmode != 0) != (r_shadow_shadowmapping.integer != 0) || + r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0) || + r_shadow_shadowmaptexturetype != r_shadow_shadowmapping_texturetype.integer || + r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer || + r_shadow_shadowmapprecision != r_shadow_shadowmapping_precision.integer || + r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16)) + R_Shadow_FreeShadowMaps(); + if (r_editlights.integer) R_Shadow_DrawLightSprites(); @@ -3374,9 +4157,16 @@ void R_ShadowVolumeLighting(qboolean visible) R_Shadow_RenderMode_End(); } +extern const float r_screenvertex3f[12]; extern void R_SetupView(qboolean allowwaterclippingplane); +extern void R_ResetViewRendering3D(void); +extern void R_ResetViewRendering2D(void); extern cvar_t r_shadows; +extern cvar_t r_shadows_darken; +extern cvar_t r_shadows_drawafterrtlighting; +extern cvar_t r_shadows_castfrombmodels; extern cvar_t r_shadows_throwdistance; +extern cvar_t r_shadows_throwdirection; void R_DrawModelShadows(void) { int i; @@ -3385,31 +4175,28 @@ void R_DrawModelShadows(void) vec3_t relativelightorigin; vec3_t relativelightdirection; vec3_t relativeshadowmins, relativeshadowmaxs; - vec3_t tmp; - float vertex3f[12]; + vec3_t tmp, shadowdir; if (!r_drawentities.integer || !gl_stencil) return; CHECKGLERROR - GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height); - - r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE; + R_ResetViewRendering3D(); + //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height); + //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height); + R_Shadow_RenderMode_Begin(); + R_Shadow_RenderMode_ActiveLight(NULL); + r_shadow_lightscissor[0] = r_refdef.view.x; + r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height; + r_shadow_lightscissor[2] = r_refdef.view.width; + r_shadow_lightscissor[3] = r_refdef.view.height; + R_Shadow_RenderMode_StencilShadowVolumes(false); - if (gl_ext_separatestencil.integer) - { - r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL; - r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL; - } - else if (gl_ext_stenciltwoside.integer) - { - r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE; - r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE; - } - else + // get shadow dir + if (r_shadows.integer == 2) { - r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL; - r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL; + Math_atov(r_shadows_throwdirection.string, shadowdir); + VectorNormalize(shadowdir); } R_Shadow_ClearStencil(); @@ -3417,19 +4204,15 @@ void R_DrawModelShadows(void) for (i = 0;i < r_refdef.scene.numentities;i++) { ent = r_refdef.scene.entities[i]; - // cast shadows from anything that is not a submodel of the map - if (ent->model && ent->model->DrawShadowVolume != NULL && !ent->model->brush.submodel && (ent->flags & RENDER_SHADOW)) + + // cast shadows from anything of the map (submodels are optional) + if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW)) { relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix); VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance); VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance); - - if(r_shadows.integer == 2) - { - // 2: simpler mode, throw shadows always DOWN - VectorSet(tmp, 0, 0, -1); - Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection); - } + if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction + Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection); else { if(ent->entitynumber != 0) @@ -3461,38 +4244,34 @@ void R_DrawModelShadows(void) VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin); RSurf_ActiveModelEntity(ent, false, false); - ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs); + ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs); + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } } // not really the right mode, but this will disable any silly stencil features - R_Shadow_RenderMode_VisibleLighting(true, true); - - // vertex coordinates for a quad that covers the screen exactly - vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0; - vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0; - vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0; - vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0; + R_Shadow_RenderMode_End(); // set up ortho view for rendering this pass - GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100); - GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height); - GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); - GL_ScissorTest(true); - R_Mesh_Matrix(&identitymatrix); - R_Mesh_ResetTextureState(); - R_Mesh_VertexPointer(vertex3f, 0, 0); + //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height); + //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); + //GL_ScissorTest(true); + //R_Mesh_Matrix(&identitymatrix); + //R_Mesh_ResetTextureState(); + R_ResetViewRendering2D(); + R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); R_Mesh_ColorPointer(NULL, 0, 0); + R_SetupGenericShader(false); - // set up a 50% darkening blend on shadowed areas + // set up a darkening blend on shadowed areas GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - GL_DepthRange(0, 1); - GL_DepthTest(false); - GL_DepthMask(false); - GL_PolygonOffset(0, 0);CHECKGLERROR - GL_Color(0, 0, 0, 0.5); - GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); - qglDepthFunc(GL_ALWAYS);CHECKGLERROR + //GL_DepthRange(0, 1); + //GL_DepthTest(false); + //GL_DepthMask(false); + //GL_PolygonOffset(0, 0);CHECKGLERROR + GL_Color(0, 0, 0, r_shadows_darken.value); + //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); + //qglDepthFunc(GL_ALWAYS);CHECKGLERROR qglEnable(GL_STENCIL_TEST);CHECKGLERROR qglStencilMask(~0);CHECKGLERROR qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR @@ -3501,34 +4280,42 @@ void R_DrawModelShadows(void) // apply the blend to the shadowed areas R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0); - // restoring the perspective view is done by R_RenderScene - //R_SetupView(true); + // restore the viewport + R_SetViewport(&r_refdef.view.viewport); // restore other state to normal - R_Shadow_RenderMode_End(); + //R_Shadow_RenderMode_End(); } void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery) { + float zdist; + vec3_t centerorigin; // if it's too close, skip it if (VectorLength(rtlight->color) < (1.0f / 256.0f)) return; - if (VectorDistance2(rtlight->shadoworigin, r_refdef.view.origin) < 32.0f * 32.0f) - return; + zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward)); + if (zdist < 32) + return; if (usequery && r_numqueries + 2 <= r_maxqueries) { rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++]; rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++]; + VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin); + CHECKGLERROR + // NOTE: we can't disable depth testing using R_DrawSprite's depthdisable argument, which calls GL_DepthTest, as that's broken in the ATI drivers qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels); - R_DrawSprite(GL_ONE, GL_ZERO, r_shadow_lightcorona, NULL, true, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, 1, 1, 1, 1); + qglDepthFunc(GL_ALWAYS); + R_DrawSprite(GL_ONE, GL_ZERO, r_shadow_lightcorona, NULL, false, false, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, 1, 1, 1, 1); qglEndQueryARB(GL_SAMPLES_PASSED_ARB); + qglDepthFunc(GL_LEQUAL); qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels); R_DrawSprite(GL_ONE, GL_ZERO, r_shadow_lightcorona, NULL, false, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, 1, 1, 1, 1); qglEndQueryARB(GL_SAMPLES_PASSED_ARB); CHECKGLERROR } - rtlight->corona_visibility = 1; + rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1); } void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale) @@ -3545,13 +4332,13 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale) //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels); if (visiblepixels < 1 || allpixels < 1) return; - rtlight->corona_visibility *= (float)visiblepixels / (float)allpixels; + rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1); cscale *= rtlight->corona_visibility; } else { // FIXME: these traces should scan all render entities instead of cl.world - if (CL_Move(r_refdef.view.origin, vec3_origin, vec3_origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1) + if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1) return; } VectorScale(rtlight->color, cscale, color); @@ -3584,11 +4371,11 @@ void R_DrawCoronas(void) if (usequery) { GL_ColorMask(0,0,0,0); - if (r_maxqueries < range + r_refdef.scene.numlights) + if (r_maxqueries < (range + r_refdef.scene.numlights) * 2) if (r_maxqueries < R_MAX_OCCLUSION_QUERIES) { i = r_maxqueries; - r_maxqueries = (range + r_refdef.scene.numlights) * 2; + r_maxqueries = (range + r_refdef.scene.numlights) * 4; r_maxqueries = min(r_maxqueries, R_MAX_OCCLUSION_QUERIES); CHECKGLERROR qglGenQueriesARB(r_maxqueries - i, r_queries + i); @@ -3630,7 +4417,7 @@ void R_DrawCoronas(void) // now draw the coronas using the query data for intensity info for (lightindex = 0;lightindex < range;lightindex++) { - light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); if (!light) continue; rtlight = &light->rtlight; @@ -3932,7 +4719,7 @@ void R_Shadow_SelectLightInView(void) if (rating >= 0.95) { rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp))); - if (bestrating < rating && CL_Move(light->origin, vec3_origin, vec3_origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f) + if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f) { bestrating = rating; best = light; @@ -4378,7 +5165,7 @@ void R_Shadow_SetCursorLocationForView(void) vec3_t dest, endpos; trace_t trace; VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest); - trace = CL_Move(r_refdef.view.origin, vec3_origin, vec3_origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false); + trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false); if (trace.fraction < 1) { dist = trace.fraction * r_editlights_cursordistance.value; @@ -5052,7 +5839,7 @@ void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffu light = r_refdef.scene.lights[i]; Matrix4x4_Transform(&light->matrix_worldtolight, p, v); f = 1 - VectorLength2(v); - if (f > 0 && CL_Move(p, vec3_origin, vec3_origin, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1) + 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); } }