/* Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows) An extrusion of the lit faces, beginning at the original geometry and ending further from the light source than the original geometry (presumably at least as far as the light's radius, if the light has a radius at all), capped at both front and back to avoid any problems (extrusion from dark faces also works but has a different set of problems) This is normally rendered using Carmack's Reverse technique, in which backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind zbuffer (zfail) decrement the stencil, the result is a stencil value of zero where shadows did not intersect the visible geometry, suitable as a stencil mask for rendering lighting everywhere but shadow. In our case to hopefully avoid the Creative Labs patent, we draw the backfaces as decrement and the frontfaces as increment, and we redefine the DepthFunc to GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces and zpass when infront (the patent draws where zpass with a GL_GEQUAL test), additionally we clear stencil to 128 to avoid the need for the unclamped incr/decr extension (not related to patent). Patent warning: This algorithm may be covered by Creative's patent (US Patent #6384822), however that patent is quite specific about increment on backfaces and decrement on frontfaces where zpass with GL_GEQUAL depth test, which is opposite this implementation and partially opposite Carmack's Reverse paper (which uses GL_LESS, but increments on backfaces and decrements on frontfaces). Terminology: Stencil Light Volume (sometimes called Light Volumes) Similar to a Stencil Shadow Volume, but inverted; rather than containing the areas in shadow it contains the areas in light, this can only be built quickly for certain limited cases (such as portal visibility from a point), but is quite useful for some effects (sunlight coming from sky polygons is one possible example, translucent occluders is another example). Terminology: Optimized Stencil Shadow Volume A Stencil Shadow Volume that has been processed sufficiently to ensure it has no duplicate coverage of areas (no need to shadow an area twice), often this greatly improves performance but is an operation too costly to use on moving lights (however completely optimal Stencil Light Volumes can be constructed in some ideal cases). Terminology: Per Pixel Lighting (sometimes abbreviated PPL) Per pixel evaluation of lighting equations, at a bare minimum this involves DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence vector and surface normal, using a texture of the surface bumps, called a NormalMap) if supported by hardware; in our case there is support for cards which are incapable of DOT3, the quality is quite poor however. Additionally it is desirable to have specular evaluation per pixel, per vertex normalization of specular halfangle vectors causes noticable distortion but is unavoidable on hardware without GL_ARB_fragment_program or GL_ARB_fragment_shader. Terminology: Normalization CubeMap A cubemap containing normalized dot3-encoded (vectors of length 1 or less encoded as RGB colors) for any possible direction, this technique allows per pixel calculation of incidence vector for per pixel lighting purposes, which would not otherwise be possible per pixel without GL_ARB_fragment_program or GL_ARB_fragment_shader. Terminology: 2D+1D Attenuation Texturing A very crude approximation of light attenuation with distance which results in cylindrical light shapes which fade vertically as a streak (some games such as Doom3 allow this to be rotated to be less noticable in specific cases), the technique is simply modulating lighting by two 2D textures (which can be the same) on different axes of projection (XY and Z, typically), this is the second best technique available without 3D Attenuation Texturing, GL_ARB_fragment_program or GL_ARB_fragment_shader technology. Terminology: 2D+1D Inverse Attenuation Texturing A clever method described in papers on the Abducted engine, this has a squared distance texture (bright on the outside, black in the middle), which is used twice using GL_ADD blending, the result of this is used in an inverse modulate (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation texturing). Terminology: 3D Attenuation Texturing A slightly crude approximation of light attenuation with distance, its flaws are limited radius and resolution (performance tradeoffs). Terminology: 3D Attenuation-Normalization Texturing A 3D Attenuation Texture merged with a Normalization CubeMap, by making the vectors shorter the lighting becomes darker, a very effective optimization of diffuse lighting if 3D Attenuation Textures are already used. Terminology: Light Cubemap Filtering A technique for modeling non-uniform light distribution according to direction, for example a lantern may use a cubemap to describe the light emission pattern of the cage around the lantern (as well as soot buildup discoloring the light in certain areas), often also used for softened grate shadows and light shining through a stained glass window (done crudely by texturing the lighting with a cubemap), another good example would be a disco light. This technique is used heavily in many games (Doom3 does not support this however). Terminology: Light Projection Filtering A technique for modeling shadowing of light passing through translucent surfaces, allowing stained glass windows and other effects to be done more elegantly than possible with Light Cubemap Filtering by applying an occluder texture to the lighting combined with a stencil light volume to limit the lit area, this technique is used by Doom3 for spotlights and flashlights, among other things, this can also be used more generally to render light passing through multiple translucent occluders in a scene (using a light volume to describe the area beyond the occluder, and thus mask off rendering of all other areas). Terminology: Doom3 Lighting A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as demonstrated by the game Doom3. */ #include "quakedef.h" #include "r_shadow.h" #include "cl_collision.h" #include "portals.h" #include "image.h" #include "dpsoftrast.h" #ifdef SUPPORTD3D #include extern LPDIRECT3DDEVICE9 vid_d3d9dev; #endif static void R_Shadow_EditLights_Init(void); typedef enum r_shadow_rendermode_e { R_SHADOW_RENDERMODE_NONE, R_SHADOW_RENDERMODE_ZPASS_STENCIL, R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL, R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE, R_SHADOW_RENDERMODE_ZFAIL_STENCIL, R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL, R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE, R_SHADOW_RENDERMODE_LIGHT_VERTEX, R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN, R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN, R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN, R_SHADOW_RENDERMODE_LIGHT_GLSL, R_SHADOW_RENDERMODE_VISIBLEVOLUMES, R_SHADOW_RENDERMODE_VISIBLELIGHTING, 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_t; 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; int r_shadow_scenemaxlights; int r_shadow_scenenumlights; rtlight_t **r_shadow_scenelightlist; // includes both static lights and dlights, as filtered by appropriate flags qboolean r_shadow_usingshadowmap2d; qboolean r_shadow_usingshadowmaportho; int r_shadow_shadowmapside; float r_shadow_lightshadowmap_texturescale[4]; // xy = scale, zw = offset float r_shadow_lightshadowmap_parameters[4]; // x = frustum width in pixels (excludes border), y = z scale, z = size of viewport, w = z center float r_shadow_modelshadowmap_texturescale[4]; // xy = scale, zw = offset float r_shadow_modelshadowmap_parameters[4]; // xyz = scale, w = shadow brightness #if 0 int r_shadow_drawbuffer; int r_shadow_readbuffer; #endif int r_shadow_cullface_front, r_shadow_cullface_back; GLuint r_shadow_fbo2d; r_shadow_shadowmode_t r_shadow_shadowmode; int r_shadow_shadowmapfilterquality; int r_shadow_shadowmapdepthbits; int r_shadow_shadowmapmaxsize; int r_shadow_shadowmaptexturesize; qboolean r_shadow_shadowmapvsdct; qboolean r_shadow_shadowmapsampler; qboolean r_shadow_shadowmapshadowsampler; int r_shadow_shadowmappcf; int r_shadow_shadowmapborder; matrix4x4_t r_shadow_shadowmapmatrix; int r_shadow_lightscissor[4]; qboolean r_shadow_usingdeferredprepass; qboolean r_shadow_shadowmapdepthtexture; mod_alloclightmap_state_t r_shadow_shadowmapatlas_state; int r_shadow_shadowmapatlas_modelshadows_x; int r_shadow_shadowmapatlas_modelshadows_y; int r_shadow_shadowmapatlas_modelshadows_size; int maxshadowtriangles; int *shadowelements; int maxshadowvertices; float *shadowvertex3f; int maxshadowmark; int numshadowmark; int *shadowmark; int *shadowmarklist; int shadowmarkcount; int maxshadowsides; int numshadowsides; unsigned char *shadowsides; int *shadowsideslist; int maxvertexupdate; int *vertexupdate; int *vertexremap; int vertexupdatenum; int r_shadow_buffer_numleafpvsbytes; unsigned char *r_shadow_buffer_visitingleafpvs; unsigned char *r_shadow_buffer_leafpvs; int *r_shadow_buffer_leaflist; int r_shadow_buffer_numsurfacepvsbytes; unsigned char *r_shadow_buffer_surfacepvs; int *r_shadow_buffer_surfacelist; unsigned char *r_shadow_buffer_surfacesides; int r_shadow_buffer_numshadowtrispvsbytes; unsigned char *r_shadow_buffer_shadowtrispvs; int r_shadow_buffer_numlighttrispvsbytes; unsigned char *r_shadow_buffer_lighttrispvs; rtexturepool_t *r_shadow_texturepool; rtexture_t *r_shadow_attenuationgradienttexture; rtexture_t *r_shadow_attenuation2dtexture; rtexture_t *r_shadow_attenuation3dtexture; skinframe_t *r_shadow_lightcorona; rtexture_t *r_shadow_shadowmap2ddepthbuffer; rtexture_t *r_shadow_shadowmap2ddepthtexture; rtexture_t *r_shadow_shadowmapvsdcttexture; GLuint r_shadow_prepassgeometryfbo; GLuint r_shadow_prepasslightingdiffusespecularfbo; GLuint r_shadow_prepasslightingdiffusefbo; int r_shadow_prepass_width; int r_shadow_prepass_height; rtexture_t *r_shadow_prepassgeometrydepthbuffer; rtexture_t *r_shadow_prepassgeometrynormalmaptexture; rtexture_t *r_shadow_prepasslightingdiffusetexture; rtexture_t *r_shadow_prepasslightingspeculartexture; // keep track of the provided framebuffer info static int r_shadow_fb_fbo; static rtexture_t *r_shadow_fb_depthtexture; static rtexture_t *r_shadow_fb_colortexture; // lights are reloaded when this changes char r_shadow_mapname[MAX_QPATH]; // buffer for doing corona fading unsigned int r_shadow_occlusion_buf = 0; // used only for light filters (cubemaps) rtexturepool_t *r_shadow_filters_texturepool; cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"}; cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"}; cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"}; 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_usebihculling = {0, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"}; cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"}; cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"}; cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"}; cvar_t r_shadow_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_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"}; 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"}; cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"}; cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"}; cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"}; cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"}; cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"}; cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"}; cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"}; cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"}; cvar_t r_shadow_realtime_world_importlightentitiesfrommap = {0, "r_shadow_realtime_world_importlightentitiesfrommap", "1", "load lights from .ent file or map entities at startup if no .rtlights or .lights file is present (if set to 2, always use the .ent or map entities)"}; cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"}; cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"}; cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"}; cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"}; cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"}; cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "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", "1", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes"}; 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_useshadowsampler = {CVAR_SAVE, "r_shadow_shadowmapping_useshadowsampler", "1", "whether to use sampler2DShadow if available"}; cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"}; cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"}; cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "limit of shadowmap side size - must be at least r_shadow_shadowmapping_bordersize+2"}; cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "limit of shadowmap side size - can not be more than 1/8th of atlassize because lights store 6 sides (2x3 grid) and sometimes 12 sides (4x3 grid for shadows from EF_NOSELFSHADOW entities) and there are multiple lights..."}; cvar_t r_shadow_shadowmapping_texturesize = { CVAR_SAVE, "r_shadow_shadowmapping_texturesize", "8192", "size of shadowmap atlas texture - all shadowmaps are packed into this texture at frame start"}; cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"}; //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_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)"}; cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"}; cvar_t r_shadow_bouncegrid_blur = {CVAR_SAVE, "r_shadow_bouncegrid_blur", "0", "apply a 1-radius blur on bouncegrid to denoise it and deal with boundary issues with surfaces"}; cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"}; cvar_t r_shadow_bouncegrid_dynamic_bounceminimumintensity = { CVAR_SAVE, "r_shadow_bouncegrid_dynamic_bounceminimumintensity", "0.05", "stop bouncing once intensity drops below this fraction of the original particle color" }; cvar_t r_shadow_bouncegrid_dynamic_culllightpaths = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_culllightpaths", "1", "skip accumulating light in the bouncegrid texture where the light paths are out of view (dynamic mode only)"}; cvar_t r_shadow_bouncegrid_dynamic_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"}; cvar_t r_shadow_bouncegrid_dynamic_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_dlightparticlemultiplier", "1", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"}; cvar_t r_shadow_bouncegrid_dynamic_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_hitmodels", "0", "enables hitting character model geometry (SLOW)"}; cvar_t r_shadow_bouncegrid_dynamic_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_lightradiusscale", "2", "particles stop at this fraction of light radius (can be more than 1)"}; cvar_t r_shadow_bouncegrid_dynamic_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_maxbounce", "2", "maximum number of bounces for a particle (minimum is 0)"}; cvar_t r_shadow_bouncegrid_dynamic_maxphotons = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_maxphotons", "25000", "upper bound on photons to shoot per update, divided proportionately between lights - normally the number of photons is calculated by energyperphoton"}; cvar_t r_shadow_bouncegrid_dynamic_quality = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_quality", "1", "amount of photons that should be fired (this is multiplied by spacing^2 to make it adaptive with spacing changes)"}; cvar_t r_shadow_bouncegrid_dynamic_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_spacing", "64", "unit size of bouncegrid pixel"}; cvar_t r_shadow_bouncegrid_dynamic_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"}; cvar_t r_shadow_bouncegrid_dynamic_x = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_x", "64", "maximum texture size of bouncegrid on X axis"}; cvar_t r_shadow_bouncegrid_dynamic_y = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_y", "64", "maximum texture size of bouncegrid on Y axis"}; cvar_t r_shadow_bouncegrid_dynamic_z = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_z", "32", "maximum texture size of bouncegrid on Z axis"}; cvar_t r_shadow_bouncegrid_floatcolors = {CVAR_SAVE, "r_shadow_bouncegrid_floatcolors", "1", "upload texture as RGBA16F (or RGBA32F when set to 2) rather than RGBA8 format - this gives more dynamic range and accuracy"}; cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_SAVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"}; cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"}; cvar_t r_shadow_bouncegrid_lightpathsize_conespread = {CVAR_SAVE, "r_shadow_bouncegrid_lightpathsize_conespread", "0.015625", "increase lightpathsize over distance at this rate per grid cell"}; cvar_t r_shadow_bouncegrid_lightpathsize_initial = {CVAR_SAVE, "r_shadow_bouncegrid_lightpathsize_initial", "0.5", "width (in grid cells) of the light path for accumulation of light in the bouncegrid texture"}; cvar_t r_shadow_bouncegrid_normalizevectors = { CVAR_SAVE, "r_shadow_bouncegrid_normalizevectors", "1", "normalize random vectors (otherwise their length can vary, which dims the lighting further from the light)" }; cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "2", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"}; cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "0.25", "brightness of particles contributing to bouncegrid texture"}; cvar_t r_shadow_bouncegrid_rng_seed = { CVAR_SAVE, "r_shadow_bouncegrid_rng_seed", "0", "0+ = use this number as RNG seed, -1 = use time instead for disco-like craziness in dynamic mode" }; cvar_t r_shadow_bouncegrid_rng_type = { CVAR_SAVE, "r_shadow_bouncegrid_rng_type", "0", "0 = Lehmer 128bit RNG (slow but high quality), 1 = lhcheeserand 32bit RNG (quick)" }; cvar_t r_shadow_bouncegrid_sortlightpaths = {CVAR_SAVE, "r_shadow_bouncegrid_sortlightpaths", "1", "sort light paths before accumulating them into the bouncegrid texture, this reduces cpu cache misses"}; cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"}; cvar_t r_shadow_bouncegrid_static_bounceminimumintensity = { CVAR_SAVE, "r_shadow_bouncegrid_static_bounceminimumintensity", "0.01", "stop bouncing once intensity drops below this fraction of the original particle color" }; cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"}; cvar_t r_shadow_bouncegrid_static_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_static_lightradiusscale", "2", "particles stop at this fraction of light radius (can be more than 1) when in static mode"}; cvar_t r_shadow_bouncegrid_static_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_static_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0) in static mode"}; cvar_t r_shadow_bouncegrid_static_maxphotons = {CVAR_SAVE, "r_shadow_bouncegrid_static_maxphotons", "250000", "upper bound on photons in static mode"}; cvar_t r_shadow_bouncegrid_static_quality = { CVAR_SAVE, "r_shadow_bouncegrid_static_quality", "16", "amount of photons that should be fired (this is multiplied by spacing^2 to make it adaptive with spacing changes)" }; cvar_t r_shadow_bouncegrid_static_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_static_spacing", "64", "unit size of bouncegrid pixel when in static mode"}; cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "0", "brightness of corona flare effects around certain lights, 0 disables corona effects"}; cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"}; cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "0", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility) - bad performance (synchronous rendering) - worse on multi-gpu!"}; cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"}; cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"}; cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"}; cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"}; cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"}; cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"}; cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"}; cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"}; cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"}; cvar_t r_editlights_drawproperties = {0, "r_editlights_drawproperties", "1", "draw properties of currently selected light"}; cvar_t r_editlights_current_origin = {0, "r_editlights_current_origin", "0 0 0", "origin of selected light"}; cvar_t r_editlights_current_angles = {0, "r_editlights_current_angles", "0 0 0", "angles of selected light"}; cvar_t r_editlights_current_color = {0, "r_editlights_current_color", "1 1 1", "color of selected light"}; cvar_t r_editlights_current_radius = {0, "r_editlights_current_radius", "0", "radius of selected light"}; cvar_t r_editlights_current_corona = {0, "r_editlights_current_corona", "0", "corona intensity of selected light"}; cvar_t r_editlights_current_coronasize = {0, "r_editlights_current_coronasize", "0", "corona size of selected light"}; cvar_t r_editlights_current_style = {0, "r_editlights_current_style", "0", "style of selected light"}; cvar_t r_editlights_current_shadows = {0, "r_editlights_current_shadows", "0", "shadows flag of selected light"}; cvar_t r_editlights_current_cubemap = {0, "r_editlights_current_cubemap", "0", "cubemap of selected light"}; cvar_t r_editlights_current_ambient = {0, "r_editlights_current_ambient", "0", "ambient intensity of selected light"}; cvar_t r_editlights_current_diffuse = {0, "r_editlights_current_diffuse", "1", "diffuse intensity of selected light"}; cvar_t r_editlights_current_specular = {0, "r_editlights_current_specular", "1", "specular intensity of selected light"}; cvar_t r_editlights_current_normalmode = {0, "r_editlights_current_normalmode", "0", "normalmode flag of selected light"}; cvar_t r_editlights_current_realtimemode = {0, "r_editlights_current_realtimemode", "0", "realtimemode flag of selected light"}; r_shadow_bouncegrid_state_t r_shadow_bouncegrid_state; // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error #define ATTENTABLESIZE 256 // 1D gradient, 2D circle and 3D sphere attenuation textures #define ATTEN1DSIZE 32 #define ATTEN2DSIZE 64 #define ATTEN3DSIZE 32 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale static float r_shadow_attentable[ATTENTABLESIZE+1]; rtlight_t *r_shadow_compilingrtlight; static memexpandablearray_t r_shadow_worldlightsarray; dlight_t *r_shadow_selectedlight; dlight_t r_shadow_bufferlight; vec3_t r_editlights_cursorlocation; qboolean r_editlights_lockcursor; extern int con_vislines; void R_Shadow_UncompileWorldLights(void); void R_Shadow_ClearWorldLights(void); void R_Shadow_SaveWorldLights(void); void R_Shadow_LoadWorldLights(void); void R_Shadow_LoadLightsFile(void); void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void); void R_Shadow_EditLights_Reload_f(void); void R_Shadow_ValidateCvars(void); static void R_Shadow_MakeTextures(void); #define EDLIGHTSPRSIZE 8 skinframe_t *r_editlights_sprcursor; skinframe_t *r_editlights_sprlight; skinframe_t *r_editlights_sprnoshadowlight; skinframe_t *r_editlights_sprcubemaplight; skinframe_t *r_editlights_sprcubemapnoshadowlight; skinframe_t *r_editlights_sprselection; static void R_Shadow_DrawModelShadowMaps(void); static void R_Shadow_MakeShadowMap(int texturesize); static void R_Shadow_MakeVSDCT(void); static void R_Shadow_SetShadowMode(void) { r_shadow_shadowmapborder = bound(1, r_shadow_shadowmapping_bordersize.integer, 16); r_shadow_shadowmaptexturesize = bound(256, r_shadow_shadowmapping_texturesize.integer, (int)vid.maxtexturesize_2d); r_shadow_shadowmapmaxsize = bound(r_shadow_shadowmapborder+2, r_shadow_shadowmapping_maxsize.integer, r_shadow_shadowmaptexturesize / 8); r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20; r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer; r_shadow_shadowmapshadowsampler = r_shadow_shadowmapping_useshadowsampler.integer != 0; r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer; r_shadow_shadowmapsampler = false; r_shadow_shadowmappcf = 0; r_shadow_shadowmapdepthtexture = r_fb.usedepthtextures; r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL; Mod_AllocLightmap_Init(&r_shadow_shadowmapatlas_state, r_main_mempool, r_shadow_shadowmaptexturesize, r_shadow_shadowmaptexturesize); if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object) { switch(vid.renderpath) { case RENDERPATH_GL20: if(r_shadow_shadowmapfilterquality < 0) { if (!r_fb.usedepthtextures) r_shadow_shadowmappcf = 1; else if((strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) && vid.support.arb_shadow && r_shadow_shadowmapshadowsampler) { r_shadow_shadowmapsampler = true; r_shadow_shadowmappcf = 1; } else if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) r_shadow_shadowmappcf = 1; else if((strstr(gl_vendor, "ATI") || strstr(gl_vendor, "Advanced Micro Devices")) && !strstr(gl_renderer, "Mesa") && !strstr(gl_version, "Mesa")) r_shadow_shadowmappcf = 1; else r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler; } else { r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler; switch (r_shadow_shadowmapfilterquality) { case 1: break; case 2: r_shadow_shadowmappcf = 1; break; case 3: r_shadow_shadowmappcf = 1; break; case 4: r_shadow_shadowmappcf = 2; break; } } if (!r_fb.usedepthtextures) r_shadow_shadowmapsampler = false; r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D; break; case RENDERPATH_D3D9: case RENDERPATH_D3D10: case RENDERPATH_D3D11: case RENDERPATH_SOFT: r_shadow_shadowmapsampler = false; r_shadow_shadowmappcf = 1; r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D; break; case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GLES1: case RENDERPATH_GLES2: break; } } if(R_CompileShader_CheckStaticParms()) R_GLSL_Restart_f(); } qboolean R_Shadow_ShadowMappingEnabled(void) { switch (r_shadow_shadowmode) { case R_SHADOW_SHADOWMODE_SHADOWMAP2D: return true; default: return false; } } static void R_Shadow_FreeShadowMaps(void) { Mod_AllocLightmap_Free(&r_shadow_shadowmapatlas_state); R_Shadow_SetShadowMode(); R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d); r_shadow_fbo2d = 0; if (r_shadow_shadowmap2ddepthtexture) R_FreeTexture(r_shadow_shadowmap2ddepthtexture); r_shadow_shadowmap2ddepthtexture = NULL; if (r_shadow_shadowmap2ddepthbuffer) R_FreeTexture(r_shadow_shadowmap2ddepthbuffer); r_shadow_shadowmap2ddepthbuffer = NULL; if (r_shadow_shadowmapvsdcttexture) R_FreeTexture(r_shadow_shadowmapvsdcttexture); r_shadow_shadowmapvsdcttexture = NULL; } static void r_shadow_start(void) { // allocate vertex processing arrays memset(&r_shadow_bouncegrid_state, 0, sizeof(r_shadow_bouncegrid_state)); r_shadow_attenuationgradienttexture = NULL; r_shadow_attenuation2dtexture = NULL; r_shadow_attenuation3dtexture = NULL; r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL; r_shadow_shadowmap2ddepthtexture = NULL; r_shadow_shadowmap2ddepthbuffer = NULL; r_shadow_shadowmapvsdcttexture = NULL; r_shadow_shadowmapmaxsize = 0; r_shadow_shadowmaptexturesize = 0; r_shadow_shadowmapfilterquality = -1; r_shadow_shadowmapdepthbits = 0; r_shadow_shadowmapvsdct = false; r_shadow_shadowmapsampler = false; r_shadow_shadowmappcf = 0; r_shadow_fbo2d = 0; R_Shadow_FreeShadowMaps(); r_shadow_texturepool = NULL; r_shadow_filters_texturepool = NULL; R_Shadow_ValidateCvars(); R_Shadow_MakeTextures(); r_shadow_scenemaxlights = 0; r_shadow_scenenumlights = 0; r_shadow_scenelightlist = NULL; maxshadowtriangles = 0; shadowelements = NULL; maxshadowvertices = 0; shadowvertex3f = NULL; maxvertexupdate = 0; vertexupdate = NULL; vertexremap = NULL; vertexupdatenum = 0; maxshadowmark = 0; numshadowmark = 0; 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; r_shadow_buffer_leaflist = NULL; r_shadow_buffer_numsurfacepvsbytes = 0; r_shadow_buffer_surfacepvs = NULL; r_shadow_buffer_surfacelist = NULL; r_shadow_buffer_surfacesides = NULL; r_shadow_buffer_numshadowtrispvsbytes = 0; r_shadow_buffer_shadowtrispvs = NULL; r_shadow_buffer_numlighttrispvsbytes = 0; r_shadow_buffer_lighttrispvs = NULL; r_shadow_usingdeferredprepass = false; r_shadow_prepass_width = r_shadow_prepass_height = 0; // determine renderpath specific capabilities, we don't need to figure // these out per frame... switch(vid.renderpath) { case RENDERPATH_GL20: r_shadow_bouncegrid_state.allowdirectionalshading = true; r_shadow_bouncegrid_state.capable = vid.support.ext_texture_3d; break; case RENDERPATH_GLES2: // for performance reasons, do not use directional shading on GLES devices r_shadow_bouncegrid_state.capable = vid.support.ext_texture_3d; break; // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them... case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GLES1: case RENDERPATH_SOFT: case RENDERPATH_D3D9: case RENDERPATH_D3D10: case RENDERPATH_D3D11: break; } } static void R_Shadow_FreeDeferred(void); static void r_shadow_shutdown(void) { CHECKGLERROR R_Shadow_UncompileWorldLights(); R_Shadow_FreeShadowMaps(); r_shadow_usingdeferredprepass = false; if (r_shadow_prepass_width) R_Shadow_FreeDeferred(); r_shadow_prepass_width = r_shadow_prepass_height = 0; CHECKGLERROR r_shadow_scenemaxlights = 0; r_shadow_scenenumlights = 0; if (r_shadow_scenelightlist) Mem_Free(r_shadow_scenelightlist); r_shadow_scenelightlist = NULL; r_shadow_bouncegrid_state.highpixels = NULL; if (r_shadow_bouncegrid_state.blurpixels[0]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[0]); r_shadow_bouncegrid_state.blurpixels[0] = NULL; if (r_shadow_bouncegrid_state.blurpixels[1]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL; if (r_shadow_bouncegrid_state.u8pixels) Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL; if (r_shadow_bouncegrid_state.fp16pixels) Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL; if (r_shadow_bouncegrid_state.splatpaths) Mem_Free(r_shadow_bouncegrid_state.splatpaths); r_shadow_bouncegrid_state.splatpaths = NULL; r_shadow_bouncegrid_state.maxsplatpaths = 0; memset(&r_shadow_bouncegrid_state, 0, sizeof(r_shadow_bouncegrid_state)); r_shadow_attenuationgradienttexture = NULL; r_shadow_attenuation2dtexture = NULL; r_shadow_attenuation3dtexture = NULL; R_FreeTexturePool(&r_shadow_texturepool); R_FreeTexturePool(&r_shadow_filters_texturepool); maxshadowtriangles = 0; if (shadowelements) Mem_Free(shadowelements); shadowelements = NULL; if (shadowvertex3f) Mem_Free(shadowvertex3f); shadowvertex3f = NULL; maxvertexupdate = 0; if (vertexupdate) Mem_Free(vertexupdate); vertexupdate = NULL; if (vertexremap) Mem_Free(vertexremap); vertexremap = NULL; vertexupdatenum = 0; maxshadowmark = 0; numshadowmark = 0; if (shadowmark) Mem_Free(shadowmark); shadowmark = NULL; if (shadowmarklist) 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); r_shadow_buffer_visitingleafpvs = NULL; if (r_shadow_buffer_leafpvs) Mem_Free(r_shadow_buffer_leafpvs); r_shadow_buffer_leafpvs = NULL; if (r_shadow_buffer_leaflist) Mem_Free(r_shadow_buffer_leaflist); r_shadow_buffer_leaflist = NULL; r_shadow_buffer_numsurfacepvsbytes = 0; if (r_shadow_buffer_surfacepvs) Mem_Free(r_shadow_buffer_surfacepvs); r_shadow_buffer_surfacepvs = NULL; if (r_shadow_buffer_surfacelist) Mem_Free(r_shadow_buffer_surfacelist); r_shadow_buffer_surfacelist = NULL; if (r_shadow_buffer_surfacesides) Mem_Free(r_shadow_buffer_surfacesides); r_shadow_buffer_surfacesides = NULL; r_shadow_buffer_numshadowtrispvsbytes = 0; if (r_shadow_buffer_shadowtrispvs) Mem_Free(r_shadow_buffer_shadowtrispvs); r_shadow_buffer_numlighttrispvsbytes = 0; if (r_shadow_buffer_lighttrispvs) Mem_Free(r_shadow_buffer_lighttrispvs); } static void r_shadow_newmap(void) { r_shadow_bouncegrid_state.highpixels = NULL; if (r_shadow_bouncegrid_state.blurpixels[0]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[0]); r_shadow_bouncegrid_state.blurpixels[0] = NULL; if (r_shadow_bouncegrid_state.blurpixels[1]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL; if (r_shadow_bouncegrid_state.u8pixels) Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL; if (r_shadow_bouncegrid_state.fp16pixels) Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL; if (r_shadow_bouncegrid_state.splatpaths) Mem_Free(r_shadow_bouncegrid_state.splatpaths); r_shadow_bouncegrid_state.splatpaths = NULL; r_shadow_bouncegrid_state.maxsplatpaths = 0; if (r_shadow_bouncegrid_state.texture) R_FreeTexture(r_shadow_bouncegrid_state.texture);r_shadow_bouncegrid_state.texture = NULL; if (r_shadow_lightcorona) R_SkinFrame_MarkUsed(r_shadow_lightcorona); if (r_editlights_sprcursor) R_SkinFrame_MarkUsed(r_editlights_sprcursor); if (r_editlights_sprlight) R_SkinFrame_MarkUsed(r_editlights_sprlight); if (r_editlights_sprnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight); if (r_editlights_sprcubemaplight) R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight); if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight); if (r_editlights_sprselection) R_SkinFrame_MarkUsed(r_editlights_sprselection); if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname))) R_Shadow_EditLights_Reload_f(); } 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); Cvar_RegisterVariable(&r_shadow_gloss); Cvar_RegisterVariable(&r_shadow_gloss2intensity); Cvar_RegisterVariable(&r_shadow_glossintensity); Cvar_RegisterVariable(&r_shadow_glossexponent); Cvar_RegisterVariable(&r_shadow_gloss2exponent); Cvar_RegisterVariable(&r_shadow_glossexact); Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias); Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale); Cvar_RegisterVariable(&r_shadow_lightintensityscale); Cvar_RegisterVariable(&r_shadow_lightradiusscale); Cvar_RegisterVariable(&r_shadow_projectdistance); Cvar_RegisterVariable(&r_shadow_frontsidecasting); Cvar_RegisterVariable(&r_shadow_realtime_world_importlightentitiesfrommap); Cvar_RegisterVariable(&r_shadow_realtime_dlight); Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows); Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling); Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling); Cvar_RegisterVariable(&r_shadow_realtime_world); Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps); Cvar_RegisterVariable(&r_shadow_realtime_world_shadows); Cvar_RegisterVariable(&r_shadow_realtime_world_compile); Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow); 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_filterquality); Cvar_RegisterVariable(&r_shadow_shadowmapping_useshadowsampler); Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits); Cvar_RegisterVariable(&r_shadow_shadowmapping_precision); Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize); Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize); Cvar_RegisterVariable(&r_shadow_shadowmapping_texturesize); // 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_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); Cvar_RegisterVariable(&r_shadow_bouncegrid); Cvar_RegisterVariable(&r_shadow_bouncegrid_blur); Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse); Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_bounceminimumintensity); Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_culllightpaths); Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_directionalshading); Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_dlightparticlemultiplier); Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_hitmodels); Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_lightradiusscale); Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_maxbounce); Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_maxphotons); Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_quality); Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_spacing); Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_updateinterval); Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_x); Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_y); Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_z); Cvar_RegisterVariable(&r_shadow_bouncegrid_floatcolors); Cvar_RegisterVariable(&r_shadow_bouncegrid_includedirectlighting); Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity); Cvar_RegisterVariable(&r_shadow_bouncegrid_lightpathsize_conespread); Cvar_RegisterVariable(&r_shadow_bouncegrid_lightpathsize_initial); Cvar_RegisterVariable(&r_shadow_bouncegrid_normalizevectors); Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity); Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity); Cvar_RegisterVariable(&r_shadow_bouncegrid_rng_seed); Cvar_RegisterVariable(&r_shadow_bouncegrid_rng_type); Cvar_RegisterVariable(&r_shadow_bouncegrid_sortlightpaths); Cvar_RegisterVariable(&r_shadow_bouncegrid_static); Cvar_RegisterVariable(&r_shadow_bouncegrid_static_bounceminimumintensity); Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading); Cvar_RegisterVariable(&r_shadow_bouncegrid_static_lightradiusscale); Cvar_RegisterVariable(&r_shadow_bouncegrid_static_maxbounce); Cvar_RegisterVariable(&r_shadow_bouncegrid_static_maxphotons); Cvar_RegisterVariable(&r_shadow_bouncegrid_static_quality); Cvar_RegisterVariable(&r_shadow_bouncegrid_static_spacing); Cvar_RegisterVariable(&r_coronas); Cvar_RegisterVariable(&r_coronas_occlusionsizescale); Cvar_RegisterVariable(&r_coronas_occlusionquery); Cvar_RegisterVariable(&gl_flashblend); Cvar_RegisterVariable(&gl_ext_separatestencil); Cvar_RegisterVariable(&gl_ext_stenciltwoside); R_Shadow_EditLights_Init(); Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128); r_shadow_scenemaxlights = 0; r_shadow_scenenumlights = 0; r_shadow_scenelightlist = NULL; maxshadowtriangles = 0; shadowelements = NULL; maxshadowvertices = 0; shadowvertex3f = NULL; maxvertexupdate = 0; vertexupdate = NULL; vertexremap = NULL; vertexupdatenum = 0; maxshadowmark = 0; numshadowmark = 0; 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; r_shadow_buffer_leaflist = NULL; r_shadow_buffer_numsurfacepvsbytes = 0; r_shadow_buffer_surfacepvs = NULL; r_shadow_buffer_surfacelist = NULL; r_shadow_buffer_surfacesides = NULL; r_shadow_buffer_shadowtrispvs = NULL; r_shadow_buffer_lighttrispvs = NULL; R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL); } matrix4x4_t matrix_attenuationxyz = { { {0.5, 0.0, 0.0, 0.5}, {0.0, 0.5, 0.0, 0.5}, {0.0, 0.0, 0.5, 0.5}, {0.0, 0.0, 0.0, 1.0} } }; matrix4x4_t matrix_attenuationz = { { {0.0, 0.0, 0.5, 0.5}, {0.0, 0.0, 0.0, 0.5}, {0.0, 0.0, 0.0, 0.5}, {0.0, 0.0, 0.0, 1.0} } }; static 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[3])); } // make sure shadowvertex3f is big enough for this volume if (maxshadowvertices < numvertices) { maxshadowvertices = numvertices; if (shadowvertex3f) Mem_Free(shadowvertex3f); shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3])); } } static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles) { int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255; int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255; int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255; int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255; if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes) { if (r_shadow_buffer_visitingleafpvs) Mem_Free(r_shadow_buffer_visitingleafpvs); if (r_shadow_buffer_leafpvs) Mem_Free(r_shadow_buffer_leafpvs); if (r_shadow_buffer_leaflist) Mem_Free(r_shadow_buffer_leaflist); r_shadow_buffer_numleafpvsbytes = numleafpvsbytes; r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes); r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes); r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist)); } if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes) { if (r_shadow_buffer_surfacepvs) Mem_Free(r_shadow_buffer_surfacepvs); if (r_shadow_buffer_surfacelist) Mem_Free(r_shadow_buffer_surfacelist); if (r_shadow_buffer_surfacesides) Mem_Free(r_shadow_buffer_surfacesides); r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes; r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes); r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist)); r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist)); } if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes) { if (r_shadow_buffer_shadowtrispvs) Mem_Free(r_shadow_buffer_shadowtrispvs); r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes; r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes); } if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes) { if (r_shadow_buffer_lighttrispvs) Mem_Free(r_shadow_buffer_lighttrispvs); r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes; r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes); } } void R_Shadow_PrepareShadowMark(int numtris) { // make sure shadowmark is big enough for this volume if (maxshadowmark < numtris) { maxshadowmark = numtris; if (shadowmark) Mem_Free(shadowmark); if (shadowmarklist) Mem_Free(shadowmarklist); shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark)); shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist)); shadowmarkcount = 0; } shadowmarkcount++; // if shadowmarkcount wrapped we clear the array and adjust accordingly if (shadowmarkcount == 0) { shadowmarkcount = 1; memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark)); } 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; int outtriangles = 0, outvertices = 0; const int *element; const float *vertex; float ratio, direction[3], projectvector[3]; if (projectdirection) VectorScale(projectdirection, projectdistance, projectvector); else VectorClear(projectvector); // create the vertices if (projectdirection) { for (i = 0;i < numshadowmarktris;i++) { element = inelement3i + shadowmarktris[i] * 3; for (j = 0;j < 3;j++) { if (vertexupdate[element[j]] != vertexupdatenum) { vertexupdate[element[j]] = vertexupdatenum; vertexremap[element[j]] = outvertices; vertex = invertex3f + element[j] * 3; // project one copy of the vertex according to projectvector VectorCopy(vertex, outvertex3f); VectorAdd(vertex, projectvector, (outvertex3f + 3)); outvertex3f += 6; outvertices += 2; } } } } else { for (i = 0;i < numshadowmarktris;i++) { element = inelement3i + shadowmarktris[i] * 3; for (j = 0;j < 3;j++) { if (vertexupdate[element[j]] != vertexupdatenum) { vertexupdate[element[j]] = vertexupdatenum; vertexremap[element[j]] = outvertices; vertex = invertex3f + element[j] * 3; // project one copy of the vertex to the sphere radius of the light // (FIXME: would projecting it to the light box be better?) VectorSubtract(vertex, projectorigin, direction); ratio = projectdistance / VectorLength(direction); VectorCopy(vertex, outvertex3f); VectorMA(projectorigin, ratio, direction, (outvertex3f + 3)); outvertex3f += 6; outvertices += 2; } } } } if (r_shadow_frontsidecasting.integer) { for (i = 0;i < numshadowmarktris;i++) { int remappedelement[3]; int markindex; const int *neighbortriangle; markindex = shadowmarktris[i] * 3; element = inelement3i + markindex; neighbortriangle = inneighbor3i + markindex; // output the front and back triangles outelement3i[0] = vertexremap[element[0]]; outelement3i[1] = vertexremap[element[1]]; outelement3i[2] = vertexremap[element[2]]; outelement3i[3] = vertexremap[element[2]] + 1; outelement3i[4] = vertexremap[element[1]] + 1; outelement3i[5] = vertexremap[element[0]] + 1; outelement3i += 6; outtriangles += 2; // output the sides (facing outward from this triangle) if (shadowmark[neighbortriangle[0]] != shadowmarkcount) { remappedelement[0] = vertexremap[element[0]]; remappedelement[1] = vertexremap[element[1]]; outelement3i[0] = remappedelement[1]; outelement3i[1] = remappedelement[0]; outelement3i[2] = remappedelement[0] + 1; outelement3i[3] = remappedelement[1]; outelement3i[4] = remappedelement[0] + 1; outelement3i[5] = remappedelement[1] + 1; outelement3i += 6; outtriangles += 2; } if (shadowmark[neighbortriangle[1]] != shadowmarkcount) { remappedelement[1] = vertexremap[element[1]]; remappedelement[2] = vertexremap[element[2]]; outelement3i[0] = remappedelement[2]; outelement3i[1] = remappedelement[1]; outelement3i[2] = remappedelement[1] + 1; outelement3i[3] = remappedelement[2]; outelement3i[4] = remappedelement[1] + 1; outelement3i[5] = remappedelement[2] + 1; outelement3i += 6; outtriangles += 2; } if (shadowmark[neighbortriangle[2]] != shadowmarkcount) { remappedelement[0] = vertexremap[element[0]]; remappedelement[2] = vertexremap[element[2]]; outelement3i[0] = remappedelement[0]; outelement3i[1] = remappedelement[2]; outelement3i[2] = remappedelement[2] + 1; outelement3i[3] = remappedelement[0]; outelement3i[4] = remappedelement[2] + 1; outelement3i[5] = remappedelement[0] + 1; outelement3i += 6; outtriangles += 2; } } } else { for (i = 0;i < numshadowmarktris;i++) { int remappedelement[3]; int markindex; const int *neighbortriangle; markindex = shadowmarktris[i] * 3; element = inelement3i + markindex; neighbortriangle = inneighbor3i + markindex; // output the front and back triangles outelement3i[0] = vertexremap[element[2]]; outelement3i[1] = vertexremap[element[1]]; outelement3i[2] = vertexremap[element[0]]; outelement3i[3] = vertexremap[element[0]] + 1; outelement3i[4] = vertexremap[element[1]] + 1; outelement3i[5] = vertexremap[element[2]] + 1; outelement3i += 6; outtriangles += 2; // output the sides (facing outward from this triangle) if (shadowmark[neighbortriangle[0]] != shadowmarkcount) { remappedelement[0] = vertexremap[element[0]]; remappedelement[1] = vertexremap[element[1]]; outelement3i[0] = remappedelement[0]; outelement3i[1] = remappedelement[1]; outelement3i[2] = remappedelement[1] + 1; outelement3i[3] = remappedelement[0]; outelement3i[4] = remappedelement[1] + 1; outelement3i[5] = remappedelement[0] + 1; outelement3i += 6; outtriangles += 2; } if (shadowmark[neighbortriangle[1]] != shadowmarkcount) { remappedelement[1] = vertexremap[element[1]]; remappedelement[2] = vertexremap[element[2]]; outelement3i[0] = remappedelement[1]; outelement3i[1] = remappedelement[2]; outelement3i[2] = remappedelement[2] + 1; outelement3i[3] = remappedelement[1]; outelement3i[4] = remappedelement[2] + 1; outelement3i[5] = remappedelement[1] + 1; outelement3i += 6; outtriangles += 2; } if (shadowmark[neighbortriangle[2]] != shadowmarkcount) { remappedelement[0] = vertexremap[element[0]]; remappedelement[2] = vertexremap[element[2]]; outelement3i[0] = remappedelement[2]; outelement3i[1] = remappedelement[0]; outelement3i[2] = remappedelement[0] + 1; outelement3i[3] = remappedelement[2]; outelement3i[4] = remappedelement[0] + 1; outelement3i[5] = remappedelement[2] + 1; outelement3i += 6; outtriangles += 2; } } } if (outnumvertices) *outnumvertices = outvertices; return outtriangles; } static int R_Shadow_ConstructShadowVolume_ZPass(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, k; int outtriangles = 0, outvertices = 0; const int *element; const float *vertex; float ratio, direction[3], projectvector[3]; qboolean side[4]; if (projectdirection) VectorScale(projectdirection, projectdistance, projectvector); else VectorClear(projectvector); for (i = 0;i < numshadowmarktris;i++) { int remappedelement[3]; int markindex; const int *neighbortriangle; markindex = shadowmarktris[i] * 3; neighbortriangle = inneighbor3i + markindex; side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount; side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount; side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount; if (side[0] + side[1] + side[2] == 0) continue; side[3] = side[0]; element = inelement3i + markindex; // create the vertices for (j = 0;j < 3;j++) { if (side[j] + side[j+1] == 0) continue; k = element[j]; if (vertexupdate[k] != vertexupdatenum) { vertexupdate[k] = vertexupdatenum; vertexremap[k] = outvertices; vertex = invertex3f + k * 3; VectorCopy(vertex, outvertex3f); if (projectdirection) { // project one copy of the vertex according to projectvector VectorAdd(vertex, projectvector, (outvertex3f + 3)); } else { // project one copy of the vertex to the sphere radius of the light // (FIXME: would projecting it to the light box be better?) VectorSubtract(vertex, projectorigin, direction); ratio = projectdistance / VectorLength(direction); VectorMA(projectorigin, ratio, direction, (outvertex3f + 3)); } outvertex3f += 6; outvertices += 2; } } // output the sides (facing outward from this triangle) if (!side[0]) { remappedelement[0] = vertexremap[element[0]]; remappedelement[1] = vertexremap[element[1]]; outelement3i[0] = remappedelement[1]; outelement3i[1] = remappedelement[0]; outelement3i[2] = remappedelement[0] + 1; outelement3i[3] = remappedelement[1]; outelement3i[4] = remappedelement[0] + 1; outelement3i[5] = remappedelement[1] + 1; outelement3i += 6; outtriangles += 2; } if (!side[1]) { remappedelement[1] = vertexremap[element[1]]; remappedelement[2] = vertexremap[element[2]]; outelement3i[0] = remappedelement[2]; outelement3i[1] = remappedelement[1]; outelement3i[2] = remappedelement[1] + 1; outelement3i[3] = remappedelement[2]; outelement3i[4] = remappedelement[1] + 1; outelement3i[5] = remappedelement[2] + 1; outelement3i += 6; outtriangles += 2; } if (!side[2]) { remappedelement[0] = vertexremap[element[0]]; remappedelement[2] = vertexremap[element[2]]; outelement3i[0] = remappedelement[0]; outelement3i[1] = remappedelement[2]; outelement3i[2] = remappedelement[2] + 1; outelement3i[3] = remappedelement[0]; outelement3i[4] = remappedelement[2] + 1; outelement3i[5] = remappedelement[0] + 1; outelement3i += 6; outtriangles += 2; } } if (outnumvertices) *outnumvertices = outvertices; return outtriangles; } void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, 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 t, tend; const int *e; const float *v[3]; float normal[3]; if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs)) return; 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) { TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal); if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)) shadowmarklist[numshadowmark++] = t; } } else { for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3) if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3)) shadowmarklist[numshadowmark++] = 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) && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs)) shadowmarklist[numshadowmark++] = 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]) && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs)) shadowmarklist[numshadowmark++] = t; } } } } static qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs) { #if 1 return false; #else if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer) return false; // check if the shadow volume intersects the near plane // // a ray between the eye and light origin may intersect the caster, // indicating that the shadow may touch the eye location, however we must // test the near plane (a polygon), not merely the eye location, so it is // easiest to enlarge the caster bounding shape slightly for this. // TODO return true; #endif } void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs) { int i, tris, outverts; if (projectdistance < 0.1) { Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance); return; } if (!numverts || !nummarktris) return; // make sure shadowelements is big enough for this volume if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2) R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8); if (maxvertexupdate < numverts) { maxvertexupdate = numverts; if (vertexupdate) Mem_Free(vertexupdate); if (vertexremap) Mem_Free(vertexremap); vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int)); vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int)); vertexupdatenum = 0; } vertexupdatenum++; if (vertexupdatenum == 0) { vertexupdatenum = 1; memset(vertexupdate, 0, maxvertexupdate * sizeof(int)); memset(vertexremap, 0, maxvertexupdate * sizeof(int)); } for (i = 0;i < nummarktris;i++) shadowmark[marktris[i]] = shadowmarkcount; if (r_shadow_compilingrtlight) { // if we're compiling an rtlight, capture the mesh //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris); //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements); tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris); Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements); } else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES) { tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris); R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL, 0); R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0); } else { // decide which type of shadow to generate and set stencil mode R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs)); // generate the sides or a solid volume, depending on type if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE) tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris); else tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris); r_refdef.stats[r_stat_lights_dynamicshadowtriangles] += tris; r_refdef.stats[r_stat_lights_shadowtriangles] += tris; if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL) { // increment stencil if frontface is infront of depthbuffer GL_CullFace(r_refdef.view.cullface_front); R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255); R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0); // decrement stencil if backface is infront of depthbuffer GL_CullFace(r_refdef.view.cullface_back); R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255); } else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL) { // decrement stencil if backface is behind depthbuffer GL_CullFace(r_refdef.view.cullface_front); R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255); R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0); // increment stencil if frontface is behind depthbuffer GL_CullFace(r_refdef.view.cullface_back); R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255); } R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL, 0); R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0); } } 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; } static int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias) { vec3_t center, radius, lightcenter, lightradius, pmin, pmax; float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2; int mask = 0x3F; VectorSubtract(maxs, mins, radius); VectorScale(radius, 0.5f, radius); VectorAdd(mins, radius, center); Matrix4x4_Transform(worldtolight, center, lightcenter); Matrix4x4_Transform3x3(radiustolight, radius, lightradius); VectorSubtract(lightcenter, lightradius, pmin); VectorAdd(lightcenter, lightradius, pmax); dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1), dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2); if(ap1 > bias*an1 && ap2 > bias*an2) mask &= (3<<4) | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2)) | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2)); if(an1 > bias*ap1 && an2 > bias*ap2) mask &= (3<<4) | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2)) | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2)); dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1), dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2); if(ap1 > bias*an1 && ap2 > bias*an2) mask &= (3<<0) | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4)) | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4)); if(an1 > bias*ap1 && an2 > bias*ap2) mask &= (3<<0) | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4)) | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4)); dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1), dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2); if(ap1 > bias*an1 && ap2 > bias*an2) mask &= (3<<2) | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0)) | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0)); if(an1 > bias*ap1 && an2 > bias*ap2) mask &= (3<<2) | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0)) | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0)); return mask; } #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias) 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; } static int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border) { int i; vec3_t o, p, n; int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 }; float scale = (size - 2*border)/size, len; float bias = border / (float)(size - border), dp, dn, ap, an; // check if cone enclosing side would cross frustum plane scale = 2 / (scale*scale + 2); Matrix4x4_OriginFromMatrix(&rtlight->matrix_lighttoworld, o); for (i = 0;i < 5;i++) { if (PlaneDiff(o, &r_refdef.view.frustum[i]) > -0.03125) continue; Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n); len = scale*VectorLength2(n); if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0); if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2); if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4); } if (PlaneDiff(o, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125) { Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n); len = scale*VectorLength2(n); if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0); if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2); if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4); } // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results // check if frustum corners/origin cross plane sides #if 1 // infinite version, assumes frustum corners merely give direction and extend to infinite distance Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p); dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn); masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2)); masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2)); dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn); masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4)); masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4)); dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn); masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0)); masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0)); for (i = 0;i < 4;i++) { Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n); VectorSubtract(n, p, n); dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn); if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2); if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2); dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn); if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4); if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4); dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn); if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0); if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0); } #else // finite version, assumes corners are a finite distance from origin dependent on far plane for (i = 0;i < 5;i++) { Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p); dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn); masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2)); masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2)); dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn); masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4)); masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4)); dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn); masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0)); masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0)); } #endif return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5]; } int 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; int mask, surfacemask = 0; if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs)) return 0; 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); surfacemask |= mask; if(totals) { 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); surfacemask |= mask; if(totals) { 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) && TriangleBBoxOverlapsBox(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); surfacemask |= mask; if(totals) { 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]) && TriangleBBoxOverlapsBox(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); surfacemask |= mask; if(totals) { 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; } } } } } return surfacemask; } 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; int x, y, a; unsigned char pixels[32][32][4]; for (y = 0;y < 32;y++) { dy = (y - 15.5f) * (1.0f / 16.0f); for (x = 0;x < 32;x++) { dx = (x - 15.5f) * (1.0f / 16.0f); a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2))); a = bound(0, a, 255); pixels[y][x][0] = a; pixels[y][x][1] = a; pixels[y][x][2] = a; pixels[y][x][3] = 255; } } r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32, false); } static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z) { float dist = sqrt(x*x+y*y+z*z); float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0; // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101; } static void R_Shadow_MakeTextures(void) { int x, y, z; float intensity, dist; unsigned int *data; R_Shadow_FreeShadowMaps(); R_FreeTexturePool(&r_shadow_texturepool); r_shadow_texturepool = R_AllocTexturePool(); r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value; r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value; data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4); // the table includes one additional value to avoid the need to clamp indexing due to minor math errors for (x = 0;x <= ATTENTABLESIZE;x++) { dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375); intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0; r_shadow_attentable[x] = bound(0, intensity, 1); } // 1D gradient texture for (x = 0;x < ATTEN1DSIZE;x++) data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0); r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL); // 2D circle texture for (y = 0;y < ATTEN2DSIZE;y++) for (x = 0;x < ATTEN2DSIZE;x++) data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0); r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL); // 3D sphere texture if (r_shadow_texture3d.integer && vid.support.ext_texture_3d) { for (z = 0;z < ATTEN3DSIZE;z++) for (y = 0;y < ATTEN3DSIZE;y++) for (x = 0;x < ATTEN3DSIZE;x++) data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375)); r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL); } else r_shadow_attenuation3dtexture = NULL; Mem_Free(data); R_Shadow_MakeTextures_MakeCorona(); // Editor light sprites r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *) "................" ".3............3." "..5...2332...5.." "...7.3....3.7..." "....7......7...." "...3.7....7.3..." "..2...7..7...2.." "..3..........3.." "..3..........3.." "..2...7..7...2.." "...3.7....7.3..." "....7......7...." "...7.3....3.7..." "..5...2332...5.." ".3............3." "................" , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic); r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *) "................" "................" "......1111......" "....11233211...." "...1234554321..." "...1356776531..." "..124677776421.." "..135777777531.." "..135777777531.." "..124677776421.." "...1356776531..." "...1234554321..." "....11233211...." "......1111......" "................" "................" , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic); r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *) "................" "................" "......1111......" "....11233211...." "...1234554321..." "...1356226531..." "..12462..26421.." "..1352....2531.." "..1352....2531.." "..12462..26421.." "...1356226531..." "...1234554321..." "....11233211...." "......1111......" "................" "................" , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic); r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *) "................" "................" "......2772......" "....27755772...." "..277533335772.." "..753333333357.." "..777533335777.." "..735775577537.." "..733357753337.." "..733337733337.." "..753337733357.." "..277537735772.." "....27777772...." "......2772......" "................" "................" , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic); r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *) "................" "................" "......2772......" "....27722772...." "..2772....2772.." "..72........27.." "..7772....2777.." "..7.27722772.7.." "..7...2772...7.." "..7....77....7.." "..72...77...27.." "..2772.77.2772.." "....27777772...." "......2772......" "................" "................" , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic); r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *) "................" ".777752..257777." ".742........247." ".72..........27." ".7............7." ".5............5." ".2............2." "................" "................" ".2............2." ".5............5." ".7............7." ".72..........27." ".742........247." ".777752..257777." "................" , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic); } void R_Shadow_ValidateCvars(void) { if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d) Cvar_SetValueQuick(&r_shadow_texture3d, 0); if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil) Cvar_SetValueQuick(&gl_ext_separatestencil, 0); if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side) Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0); } void R_Shadow_RenderMode_Begin(void) { #if 0 GLint drawbuffer; GLint readbuffer; #endif R_Shadow_ValidateCvars(); if (!r_shadow_attenuation2dtexture || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer) || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale) R_Shadow_MakeTextures(); CHECKGLERROR R_Mesh_ResetTextureState(); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthRange(0, 1); GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); GL_DepthTest(true); GL_DepthMask(false); GL_Color(0, 0, 0, 1); 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; if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil) { r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL; r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL; } else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side) { r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE; r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE; } else { r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL; r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL; } switch(vid.renderpath) { case RENDERPATH_GL20: case RENDERPATH_D3D9: case RENDERPATH_D3D10: case RENDERPATH_D3D11: case RENDERPATH_SOFT: case RENDERPATH_GLES2: r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL; break; case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GLES1: if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture) r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN; else if (r_textureunits.integer >= 3 && vid.texunits >= 3) r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN; else if (r_textureunits.integer >= 2 && vid.texunits >= 2) r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN; else r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX; break; } CHECKGLERROR #if 0 qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR r_shadow_drawbuffer = drawbuffer; r_shadow_readbuffer = readbuffer; #endif r_shadow_cullface_front = r_refdef.view.cullface_front; r_shadow_cullface_back = r_refdef.view.cullface_back; } void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight) { rsurface.rtlight = rtlight; } void R_Shadow_RenderMode_Reset(void) { R_Mesh_ResetTextureState(); R_Mesh_SetRenderTargets(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture, NULL, NULL, NULL); R_SetViewport(&r_refdef.view.viewport); GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]); GL_DepthRange(0, 1); GL_DepthTest(true); GL_DepthMask(false); GL_DepthFunc(GL_LEQUAL); GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR r_refdef.view.cullface_front = r_shadow_cullface_front; r_refdef.view.cullface_back = r_shadow_cullface_back; GL_CullFace(r_refdef.view.cullface_back); 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_SetupShader_Generic_NoTexture(false, false); r_shadow_usingshadowmap2d = false; R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255); } void R_Shadow_ClearStencil(void) { GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128); r_refdef.stats[r_stat_lights_clears]++; } void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass) { r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail; if (r_shadow_rendermode == mode) return; R_Shadow_RenderMode_Reset(); GL_DepthFunc(GL_LESS); GL_ColorMask(0, 0, 0, 0); GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR GL_CullFace(GL_NONE); R_SetupShader_DepthOrShadow(false, false, false); // FIXME test if we have a skeletal model? r_shadow_rendermode = mode; switch(mode) { default: break; case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE: case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL: R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255); break; case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE: case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL: R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255); break; } } 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_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL); } static void R_Shadow_MakeShadowMap(int texturesize) { switch (r_shadow_shadowmode) { case R_SHADOW_SHADOWMODE_SHADOWMAP2D: if (r_shadow_shadowmap2ddepthtexture) return; if (r_fb.usedepthtextures) { r_shadow_shadowmap2ddepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", texturesize, texturesize, r_shadow_shadowmapdepthbits >= 24 ? (r_shadow_shadowmapsampler ? TEXTYPE_SHADOWMAP24_COMP : TEXTYPE_SHADOWMAP24_RAW) : (r_shadow_shadowmapsampler ? TEXTYPE_SHADOWMAP16_COMP : TEXTYPE_SHADOWMAP16_RAW), r_shadow_shadowmapsampler); r_shadow_shadowmap2ddepthbuffer = NULL; r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL); } else { r_shadow_shadowmap2ddepthtexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", texturesize, texturesize, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL); r_shadow_shadowmap2ddepthbuffer = R_LoadTextureRenderBuffer(r_shadow_texturepool, "shadowmap", texturesize, texturesize, r_shadow_shadowmapdepthbits >= 24 ? TEXTYPE_DEPTHBUFFER24 : TEXTYPE_DEPTHBUFFER16); r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL); } break; default: return; } } void R_Shadow_ClearShadowMapTexture(void) { r_viewport_t viewport; float clearcolor[4]; // if they don't exist, create our textures now if (!r_shadow_shadowmap2ddepthtexture) R_Shadow_MakeShadowMap(r_shadow_shadowmaptexturesize); if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture) R_Shadow_MakeVSDCT(); // we're setting up to render shadowmaps, so change rendermode r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D; R_Mesh_ResetTextureState(); R_Shadow_RenderMode_Reset(); if (r_shadow_shadowmap2ddepthbuffer) R_Mesh_SetRenderTargets(r_shadow_fbo2d, r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL); else R_Mesh_SetRenderTargets(r_shadow_fbo2d, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL); R_SetupShader_DepthOrShadow(true, r_shadow_shadowmap2ddepthbuffer != NULL, false); // FIXME test if we have a skeletal model? GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value); GL_DepthMask(true); GL_DepthTest(true); // we have to set a viewport to clear anything in some renderpaths (D3D) R_Viewport_InitOrtho(&viewport, &identitymatrix, 0, 0, r_shadow_shadowmaptexturesize, r_shadow_shadowmaptexturesize, 0, 0, 1.0, 1.0, 0.001f, 1.0f, NULL); R_SetViewport(&viewport); GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height); if (r_shadow_shadowmap2ddepthbuffer) GL_ColorMask(1, 1, 1, 1); else GL_ColorMask(0, 0, 0, 0); switch (vid.renderpath) { case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: case RENDERPATH_SOFT: case RENDERPATH_GLES1: case RENDERPATH_GLES2: GL_CullFace(r_refdef.view.cullface_back); break; case RENDERPATH_D3D9: case RENDERPATH_D3D10: case RENDERPATH_D3D11: // 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); break; } Vector4Set(clearcolor, 1, 1, 1, 1); if (r_shadow_shadowmap2ddepthbuffer) GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0); else GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0); } static void R_Shadow_SetShadowmapParametersForLight(qboolean noselfshadowpass) { int size = rsurface.rtlight->shadowmapatlassidesize; float nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius; float farclip = 1.0f; float bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius; r_shadow_lightshadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2ddepthtexture); r_shadow_lightshadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2ddepthtexture); r_shadow_lightshadowmap_texturescale[2] = rsurface.rtlight->shadowmapatlasposition[0] + (noselfshadowpass ? size * 2 : 0); r_shadow_lightshadowmap_texturescale[3] = rsurface.rtlight->shadowmapatlasposition[1]; r_shadow_lightshadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder); r_shadow_lightshadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias; r_shadow_lightshadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size; r_shadow_lightshadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip); if (r_shadow_shadowmap2ddepthbuffer) { // completely different meaning than in depthtexture approach r_shadow_lightshadowmap_parameters[1] = 0; r_shadow_lightshadowmap_parameters[3] = -bias; } } static void R_Shadow_RenderMode_ShadowMap(int side, int size, int x, int y) { float nearclip, farclip, bias; r_viewport_t viewport; int flipped; float clearcolor[4]; if (r_shadow_rendermode != R_SHADOW_RENDERMODE_SHADOWMAP2D) { r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D; R_Mesh_ResetTextureState(); R_Shadow_RenderMode_Reset(); if (r_shadow_shadowmap2ddepthbuffer) R_Mesh_SetRenderTargets(r_shadow_fbo2d, r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL); else R_Mesh_SetRenderTargets(r_shadow_fbo2d, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL); R_SetupShader_DepthOrShadow(true, r_shadow_shadowmap2ddepthbuffer != NULL, false); // FIXME test if we have a skeletal model? GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value); GL_DepthMask(true); GL_DepthTest(true); } 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_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL, x, y); R_SetViewport(&viewport); GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height); 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; Vector4Set(clearcolor, 1,1,1,1); if (r_shadow_shadowmap2ddepthbuffer) GL_ColorMask(1,1,1,1); else GL_ColorMask(0,0,0,0); switch(vid.renderpath) { case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: case RENDERPATH_SOFT: case RENDERPATH_GLES1: case RENDERPATH_GLES2: GL_CullFace(r_refdef.view.cullface_back); break; case RENDERPATH_D3D9: case RENDERPATH_D3D10: case RENDERPATH_D3D11: // 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); break; } // used in R_Q1BSP_DrawShadowMap code to check surfacesides[] r_shadow_shadowmapside = side; } void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping, qboolean noselfshadowpass) { R_Mesh_ResetTextureState(); if (transparent) { 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 (shadowmapping) R_Shadow_SetShadowmapParametersForLight(noselfshadowpass); R_Shadow_RenderMode_Reset(); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); if (!transparent) GL_DepthFunc(GL_EQUAL); // 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); 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) if (stenciltest) R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255); else R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255); } static const unsigned short bboxelements[36] = { 5, 1, 3, 5, 3, 7, 6, 2, 0, 6, 0, 4, 7, 3, 2, 7, 2, 6, 4, 0, 1, 4, 1, 5, 4, 5, 7, 4, 7, 6, 1, 0, 2, 1, 2, 3, }; static const float bboxpoints[8][3] = { {-1,-1,-1}, { 1,-1,-1}, {-1, 1,-1}, { 1, 1,-1}, {-1,-1, 1}, { 1,-1, 1}, {-1, 1, 1}, { 1, 1, 1}, }; void R_Shadow_RenderMode_DrawDeferredLight(qboolean shadowmapping) { int i; float vertex3f[8*3]; const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld; // do global setup needed for the chosen lighting mode R_Shadow_RenderMode_Reset(); r_shadow_rendermode = r_shadow_lightingrendermode; R_EntityMatrix(&identitymatrix); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255); if (rsurface.rtlight->specularscale > 0 && r_shadow_gloss.integer > 0) R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL); else R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL); r_shadow_usingshadowmap2d = shadowmapping; // render the lighting R_SetupShader_DeferredLight(rsurface.rtlight); for (i = 0;i < 8;i++) Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3); GL_ColorMask(1,1,1,1); GL_DepthMask(false); GL_DepthRange(0, 1); GL_PolygonOffset(0, 0); GL_DepthTest(true); GL_DepthFunc(GL_GREATER); GL_CullFace(r_refdef.view.cullface_back); R_Mesh_PrepareVertices_Vertex3f(8, vertex3f, NULL, 0); R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0); } #define MAXBOUNCEGRIDSPLATSIZE 7 #define MAXBOUNCEGRIDSPLATSIZE1 (MAXBOUNCEGRIDSPLATSIZE+1) // these are temporary data per-frame, sorted and performed in a more // cache-friendly order than the original photons typedef struct r_shadow_bouncegrid_splatpath_s { vec3_t point; vec3_t step; vec3_t splatcolor; vec3_t splatdir; vec_t splatintensity; vec_t splatsize_current; vec_t splatsize_perstep; int remainingsplats; } r_shadow_bouncegrid_splatpath_t; static void R_Shadow_BounceGrid_AddSplatPath(vec3_t originalstart, vec3_t originalend, vec3_t color, vec_t distancetraveled) { int bestaxis; int numsplats; float len; float ilen; vec3_t start; vec3_t end; vec3_t diff; vec3_t originaldir; r_shadow_bouncegrid_splatpath_t *path; // cull paths that fail R_CullBox in dynamic mode if (!r_shadow_bouncegrid_state.settings.staticmode && r_shadow_bouncegrid_dynamic_culllightpaths.integer) { vec3_t cullmins, cullmaxs; cullmins[0] = min(originalstart[0], originalend[0]) - r_shadow_bouncegrid_state.settings.spacing[0]; cullmins[1] = min(originalstart[1], originalend[1]) - r_shadow_bouncegrid_state.settings.spacing[1]; cullmins[2] = min(originalstart[2], originalend[2]) - r_shadow_bouncegrid_state.settings.spacing[2]; cullmaxs[0] = max(originalstart[0], originalend[0]) + r_shadow_bouncegrid_state.settings.spacing[0]; cullmaxs[1] = max(originalstart[1], originalend[1]) + r_shadow_bouncegrid_state.settings.spacing[1]; cullmaxs[2] = max(originalstart[2], originalend[2]) + r_shadow_bouncegrid_state.settings.spacing[2]; if (R_CullBox(cullmins, cullmaxs)) return; } // if the light path is going upward, reverse it - we always draw down. if (originalend[2] < originalstart[2]) { VectorCopy(originalend, start); VectorCopy(originalstart, end); } else { VectorCopy(originalstart, start); VectorCopy(originalend, end); } // transform to texture pixels start[0] = (start[0] - r_shadow_bouncegrid_state.mins[0]) * r_shadow_bouncegrid_state.ispacing[0]; start[1] = (start[1] - r_shadow_bouncegrid_state.mins[1]) * r_shadow_bouncegrid_state.ispacing[1]; start[2] = (start[2] - r_shadow_bouncegrid_state.mins[2]) * r_shadow_bouncegrid_state.ispacing[2]; end[0] = (end[0] - r_shadow_bouncegrid_state.mins[0]) * r_shadow_bouncegrid_state.ispacing[0]; end[1] = (end[1] - r_shadow_bouncegrid_state.mins[1]) * r_shadow_bouncegrid_state.ispacing[1]; end[2] = (end[2] - r_shadow_bouncegrid_state.mins[2]) * r_shadow_bouncegrid_state.ispacing[2]; // check if we need to grow the splatpaths array if (r_shadow_bouncegrid_state.maxsplatpaths <= r_shadow_bouncegrid_state.numsplatpaths) { // double the limit, this will persist from frame to frame so we don't // make the same mistake each time r_shadow_bouncegrid_state.maxsplatpaths *= 2; if (r_shadow_bouncegrid_state.maxsplatpaths < 16384) r_shadow_bouncegrid_state.maxsplatpaths = 16384; r_shadow_bouncegrid_state.splatpaths = (r_shadow_bouncegrid_splatpath_t *)Mem_Realloc(r_main_mempool, r_shadow_bouncegrid_state.splatpaths, sizeof(r_shadow_bouncegrid_splatpath_t) * r_shadow_bouncegrid_state.maxsplatpaths); } // divide a series of splats along the length using the maximum axis VectorSubtract(end, start, diff); // pick the best axis to trace along bestaxis = 0; if (diff[1]*diff[1] > diff[bestaxis]*diff[bestaxis]) bestaxis = 1; if (diff[2]*diff[2] > diff[bestaxis]*diff[bestaxis]) bestaxis = 2; len = fabs(diff[bestaxis]); ilen = 1.0f / len; numsplats = (int)(floor(len + 0.5f)); // sanity limits numsplats = bound(0, numsplats, 1024); VectorSubtract(originalstart, originalend, originaldir); VectorNormalize(originaldir); path = r_shadow_bouncegrid_state.splatpaths + r_shadow_bouncegrid_state.numsplatpaths++; VectorCopy(start, path->point); VectorScale(diff, ilen, path->step); VectorCopy(color, path->splatcolor); VectorCopy(originaldir, path->splatdir); path->splatsize_current = r_shadow_bouncegrid_state.settings.lightpathsize_initial + r_shadow_bouncegrid_state.settings.lightpathsize_conespread * distancetraveled * r_shadow_bouncegrid_state.ispacing[0]; path->splatsize_perstep = r_shadow_bouncegrid_state.settings.lightpathsize_conespread; path->splatintensity = VectorLength(color); path->remainingsplats = numsplats; } static qboolean R_Shadow_BounceGrid_CheckEnable(int flag) { qboolean enable = r_shadow_bouncegrid_state.capable && r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel; int lightindex; int range; dlight_t *light; rtlight_t *rtlight; vec3_t lightcolor; // see if there are really any lights to render... if (enable && r_shadow_bouncegrid_static.integer) { enable = false; range = (unsigned int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked for (lightindex = 0;lightindex < range;lightindex++) { light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); if (!light || !(light->flags & flag)) continue; rtlight = &light->rtlight; // when static, we skip styled lights because they tend to change... if (rtlight->style > 0) continue; VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale), lightcolor); if (!VectorLength2(lightcolor)) continue; enable = true; break; } } return enable; } static void R_Shadow_BounceGrid_GenerateSettings(r_shadow_bouncegrid_settings_t *settings) { qboolean s = r_shadow_bouncegrid_static.integer != 0; float spacing = bound(1.0f, s ? r_shadow_bouncegrid_static_spacing.value : r_shadow_bouncegrid_dynamic_spacing.value, 1024.0f); float quality = bound(0.0001f, (s ? r_shadow_bouncegrid_static_quality.value : r_shadow_bouncegrid_dynamic_quality.value), 1024.0f); float bounceminimumintensity = s ? r_shadow_bouncegrid_static_bounceminimumintensity.value : r_shadow_bouncegrid_dynamic_bounceminimumintensity.value; // prevent any garbage in alignment padded areas as we'll be using memcmp memset(settings, 0, sizeof(*settings)); // build up a complete collection of the desired settings, so that memcmp can be used to compare parameters settings->staticmode = s; settings->blur = r_shadow_bouncegrid_blur.integer != 0; settings->floatcolors = bound(0, r_shadow_bouncegrid_floatcolors.integer, 2); settings->lightpathsize_initial = bound(0.0f, r_shadow_bouncegrid_lightpathsize_initial.value, 1024.0f); settings->lightpathsize_conespread = bound(0.0f, r_shadow_bouncegrid_lightpathsize_conespread.value, 1024.0f); settings->bounceanglediffuse = r_shadow_bouncegrid_bounceanglediffuse.integer != 0; settings->directionalshading = (s ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_dynamic_directionalshading.integer != 0) && r_shadow_bouncegrid_state.allowdirectionalshading; settings->dlightparticlemultiplier = s ? 0 : r_shadow_bouncegrid_dynamic_dlightparticlemultiplier.value; settings->hitmodels = s ? false : r_shadow_bouncegrid_dynamic_hitmodels.integer != 0; settings->includedirectlighting = r_shadow_bouncegrid_includedirectlighting.integer != 0 || r_shadow_bouncegrid.integer == 2; settings->lightradiusscale = (s ? r_shadow_bouncegrid_static_lightradiusscale.value : r_shadow_bouncegrid_dynamic_lightradiusscale.value); settings->maxbounce = (s ? r_shadow_bouncegrid_static_maxbounce.integer : r_shadow_bouncegrid_dynamic_maxbounce.integer); settings->particlebounceintensity = r_shadow_bouncegrid_particlebounceintensity.value; settings->particleintensity = r_shadow_bouncegrid_particleintensity.value * (settings->directionalshading ? 4.0f : 1.0f) * 16384 / (spacing * spacing) / 262144.0f; settings->maxphotons = s ? r_shadow_bouncegrid_static_maxphotons.integer : r_shadow_bouncegrid_dynamic_maxphotons.integer; settings->energyperphoton = spacing * spacing / quality; settings->spacing[0] = spacing; settings->spacing[1] = spacing; settings->spacing[2] = spacing; settings->rng_type = r_shadow_bouncegrid_rng_type.integer; settings->rng_seed = r_shadow_bouncegrid_rng_seed.integer; settings->bounceminimumintensity2 = bounceminimumintensity * bounceminimumintensity; settings->bounceminimumintensity2 = bounceminimumintensity * bounceminimumintensity; settings->normalizevectors = r_shadow_bouncegrid_normalizevectors.integer != 0; // bound the values for sanity settings->maxphotons = bound(1, settings->maxphotons, 25000000); settings->lightradiusscale = bound(0.0001f, settings->lightradiusscale, 1024.0f); settings->maxbounce = bound(0, settings->maxbounce, 16); settings->spacing[0] = bound(1, settings->spacing[0], 512); settings->spacing[1] = bound(1, settings->spacing[1], 512); settings->spacing[2] = bound(1, settings->spacing[2], 512); } static void R_Shadow_BounceGrid_UpdateSpacing(void) { float m[16]; int c[4]; int resolution[3]; int numpixels; vec3_t ispacing; vec3_t maxs; vec3_t mins; vec3_t size; vec3_t spacing; r_shadow_bouncegrid_settings_t *settings = &r_shadow_bouncegrid_state.settings; // get the spacing values spacing[0] = settings->spacing[0]; spacing[1] = settings->spacing[1]; spacing[2] = settings->spacing[2]; ispacing[0] = 1.0f / spacing[0]; ispacing[1] = 1.0f / spacing[1]; ispacing[2] = 1.0f / spacing[2]; // calculate texture size enclosing entire world bounds at the spacing if (r_refdef.scene.worldmodel) { int lightindex; int range; qboolean bounds_set = false; dlight_t *light; rtlight_t *rtlight; // calculate bounds enclosing world lights as they should be noticably tighter // than the world bounds on maps with unlit monster containers (see e1m7 etc) range = (unsigned int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked for (lightindex = 0;lightindex < range;lightindex++) { const vec_t *rtlmins, *rtlmaxs; light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); if (!light) continue; rtlight = &light->rtlight; rtlmins = rtlight->cullmins; rtlmaxs = rtlight->cullmaxs; if (!bounds_set) { VectorCopy(rtlmins, mins); VectorCopy(rtlmaxs, maxs); bounds_set = true; } else { mins[0] = min(mins[0], rtlmins[0]); mins[1] = min(mins[1], rtlmins[1]); mins[2] = min(mins[2], rtlmins[2]); maxs[0] = max(maxs[0], rtlmaxs[0]); maxs[1] = max(maxs[1], rtlmaxs[1]); maxs[2] = max(maxs[2], rtlmaxs[2]); } } // limit to no larger than the world bounds mins[0] = max(mins[0], r_refdef.scene.worldmodel->normalmins[0]); mins[1] = max(mins[1], r_refdef.scene.worldmodel->normalmins[1]); mins[2] = max(mins[2], r_refdef.scene.worldmodel->normalmins[2]); maxs[0] = min(maxs[0], r_refdef.scene.worldmodel->normalmaxs[0]); maxs[1] = min(maxs[1], r_refdef.scene.worldmodel->normalmaxs[1]); maxs[2] = min(maxs[2], r_refdef.scene.worldmodel->normalmaxs[2]); VectorMA(mins, -2.0f, spacing, mins); VectorMA(maxs, 2.0f, spacing, maxs); } else { VectorSet(mins, -1048576.0f, -1048576.0f, -1048576.0f); VectorSet(maxs, 1048576.0f, 1048576.0f, 1048576.0f); } VectorSubtract(maxs, mins, size); // now we can calculate the resolution we want c[0] = (int)floor(size[0] / spacing[0] + 0.5f); c[1] = (int)floor(size[1] / spacing[1] + 0.5f); c[2] = (int)floor(size[2] / spacing[2] + 0.5f); // figure out the exact texture size (honoring power of 2 if required) c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d); c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d); c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d); if (vid.support.arb_texture_non_power_of_two) { resolution[0] = c[0]; resolution[1] = c[1]; resolution[2] = c[2]; } else { for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ; for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ; for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ; } size[0] = spacing[0] * resolution[0]; size[1] = spacing[1] * resolution[1]; size[2] = spacing[2] * resolution[2]; // if dynamic we may or may not want to use the world bounds // if the dynamic size is smaller than the world bounds, use it instead if (!settings->staticmode && (r_shadow_bouncegrid_dynamic_x.integer * r_shadow_bouncegrid_dynamic_y.integer * r_shadow_bouncegrid_dynamic_z.integer < resolution[0] * resolution[1] * resolution[2])) { // we know the resolution we want c[0] = r_shadow_bouncegrid_dynamic_x.integer; c[1] = r_shadow_bouncegrid_dynamic_y.integer; c[2] = r_shadow_bouncegrid_dynamic_z.integer; // now we can calculate the texture size (power of 2 if required) c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d); c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d); c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d); if (vid.support.arb_texture_non_power_of_two) { resolution[0] = c[0]; resolution[1] = c[1]; resolution[2] = c[2]; } else { for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ; for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ; for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ; } size[0] = spacing[0] * resolution[0]; size[1] = spacing[1] * resolution[1]; size[2] = spacing[2] * resolution[2]; // center the rendering on the view mins[0] = floor(r_refdef.view.origin[0] * ispacing[0] + 0.5f) * spacing[0] - 0.5f * size[0]; mins[1] = floor(r_refdef.view.origin[1] * ispacing[1] + 0.5f) * spacing[1] - 0.5f * size[1]; mins[2] = floor(r_refdef.view.origin[2] * ispacing[2] + 0.5f) * spacing[2] - 0.5f * size[2]; } // recalculate the maxs in case the resolution was not satisfactory VectorAdd(mins, size, maxs); // check if this changed the texture size r_shadow_bouncegrid_state.createtexture = !(r_shadow_bouncegrid_state.texture && r_shadow_bouncegrid_state.resolution[0] == resolution[0] && r_shadow_bouncegrid_state.resolution[1] == resolution[1] && r_shadow_bouncegrid_state.resolution[2] == resolution[2] && r_shadow_bouncegrid_state.directional == r_shadow_bouncegrid_state.settings.directionalshading); r_shadow_bouncegrid_state.directional = r_shadow_bouncegrid_state.settings.directionalshading; VectorCopy(mins, r_shadow_bouncegrid_state.mins); VectorCopy(maxs, r_shadow_bouncegrid_state.maxs); VectorCopy(size, r_shadow_bouncegrid_state.size); VectorCopy(spacing, r_shadow_bouncegrid_state.spacing); VectorCopy(ispacing, r_shadow_bouncegrid_state.ispacing); VectorCopy(resolution, r_shadow_bouncegrid_state.resolution); // reallocate pixels for this update if needed... r_shadow_bouncegrid_state.pixelbands = settings->directionalshading ? 8 : 1; r_shadow_bouncegrid_state.pixelsperband = resolution[0]*resolution[1]*resolution[2]; r_shadow_bouncegrid_state.bytesperband = r_shadow_bouncegrid_state.pixelsperband*4; numpixels = r_shadow_bouncegrid_state.pixelsperband*r_shadow_bouncegrid_state.pixelbands; if (r_shadow_bouncegrid_state.numpixels != numpixels) { if (r_shadow_bouncegrid_state.texture) R_FreeTexture(r_shadow_bouncegrid_state.texture);r_shadow_bouncegrid_state.texture = NULL; r_shadow_bouncegrid_state.highpixels = NULL; if (r_shadow_bouncegrid_state.blurpixels[0]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[0]); r_shadow_bouncegrid_state.blurpixels[0] = NULL; if (r_shadow_bouncegrid_state.blurpixels[1]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL; if (r_shadow_bouncegrid_state.u8pixels) Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL; if (r_shadow_bouncegrid_state.fp16pixels) Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL; if (r_shadow_bouncegrid_state.splatpaths) Mem_Free(r_shadow_bouncegrid_state.splatpaths); r_shadow_bouncegrid_state.splatpaths = NULL; r_shadow_bouncegrid_state.maxsplatpaths = 0; r_shadow_bouncegrid_state.numpixels = numpixels; } // update the bouncegrid matrix to put it in the world properly memset(m, 0, sizeof(m)); m[0] = 1.0f / r_shadow_bouncegrid_state.size[0]; m[3] = -r_shadow_bouncegrid_state.mins[0] * m[0]; m[5] = 1.0f / r_shadow_bouncegrid_state.size[1]; m[7] = -r_shadow_bouncegrid_state.mins[1] * m[5]; m[10] = 1.0f / r_shadow_bouncegrid_state.size[2]; m[11] = -r_shadow_bouncegrid_state.mins[2] * m[10]; m[15] = 1.0f; Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegrid_state.matrix, m); } // enumerate world rtlights and sum the overall amount of light in the world, // from that we can calculate a scaling factor to fairly distribute photons // to all the lights // // this modifies rtlight->photoncolor and rtlight->photons static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *settings, unsigned int range, unsigned int range1, unsigned int range2, int flag) { float normalphotonscaling; float photonscaling; float photonintensity; float photoncount = 0.0f; float lightintensity; float radius; float s; float w; vec3_t cullmins; vec3_t cullmaxs; unsigned int lightindex; dlight_t *light; rtlight_t *rtlight; normalphotonscaling = 1.0f / max(0.0001f, settings->energyperphoton); for (lightindex = 0;lightindex < range2;lightindex++) { if (lightindex < range) { light = (dlight_t *)Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); if (!light) continue; rtlight = &light->rtlight; VectorClear(rtlight->bouncegrid_photoncolor); rtlight->bouncegrid_photons = 0; rtlight->bouncegrid_hits = 0; rtlight->bouncegrid_traces = 0; rtlight->bouncegrid_effectiveradius = 0; if (!(light->flags & flag)) continue; if (settings->staticmode) { // when static, we skip styled lights because they tend to change... if (rtlight->style > 0 && r_shadow_bouncegrid.integer != 2) continue; } else if (r_shadow_debuglight.integer >= 0 && (int)lightindex != r_shadow_debuglight.integer) continue; } else { rtlight = r_refdef.scene.lights[lightindex - range]; VectorClear(rtlight->bouncegrid_photoncolor); rtlight->bouncegrid_photons = 0; rtlight->bouncegrid_hits = 0; rtlight->bouncegrid_traces = 0; rtlight->bouncegrid_effectiveradius = 0; } // draw only visible lights (major speedup) radius = rtlight->radius * settings->lightradiusscale; cullmins[0] = rtlight->shadoworigin[0] - radius; cullmins[1] = rtlight->shadoworigin[1] - radius; cullmins[2] = rtlight->shadoworigin[2] - radius; cullmaxs[0] = rtlight->shadoworigin[0] + radius; cullmaxs[1] = rtlight->shadoworigin[1] + radius; cullmaxs[2] = rtlight->shadoworigin[2] + radius; w = r_shadow_lightintensityscale.value * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale); if (!settings->staticmode) { if (R_CullBox(cullmins, cullmaxs)) continue; if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, cullmins, cullmaxs)) continue; if (w * VectorLength2(rtlight->color) == 0.0f) continue; } // a light that does not emit any light before style is applied, can be // skipped entirely (it may just be a corona) if (rtlight->radius == 0.0f || VectorLength2(rtlight->color) == 0.0f) continue; w *= ((rtlight->style >= 0 && rtlight->style < MAX_LIGHTSTYLES) ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1); VectorScale(rtlight->color, w, rtlight->bouncegrid_photoncolor); // skip lights that will emit no photons if (!VectorLength2(rtlight->bouncegrid_photoncolor)) continue; // shoot particles from this light // use a calculation for the number of particles that will not // vary with lightstyle, otherwise we get randomized particle // distribution, the seeded random is only consistent for a // consistent number of particles on this light... s = rtlight->radius; lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale); if (lightindex >= range) lightintensity *= settings->dlightparticlemultiplier; rtlight->bouncegrid_photons = lightintensity * s * s * normalphotonscaling; photoncount += rtlight->bouncegrid_photons; VectorScale(rtlight->bouncegrid_photoncolor, settings->particleintensity * settings->energyperphoton, rtlight->bouncegrid_photoncolor); // if the lightstyle happens to be off right now, we can skip actually // firing the photons, but we did have to count them in the total. //if (VectorLength2(rtlight->photoncolor) == 0.0f) // rtlight->bouncegrid_photons = 0; } // the user provided an energyperphoton value which we try to use // if that results in too many photons to shoot this frame, then we cap it // which causes photons to appear/disappear from frame to frame, so we don't // like doing that in the typical case photonscaling = 1.0f; photonintensity = 1.0f; if (photoncount > settings->maxphotons) { photonscaling = settings->maxphotons / photoncount; photonintensity = 1.0f / photonscaling; } // modify the lights to reflect our computed scaling for (lightindex = 0; lightindex < range2; lightindex++) { if (lightindex < range) { light = (dlight_t *)Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); if (!light) continue; rtlight = &light->rtlight; } else rtlight = r_refdef.scene.lights[lightindex - range]; rtlight->bouncegrid_photons *= photonscaling; VectorScale(rtlight->bouncegrid_photoncolor, photonintensity, rtlight->bouncegrid_photoncolor); } } static int R_Shadow_BounceGrid_SplatPathCompare(const void *pa, const void *pb) { r_shadow_bouncegrid_splatpath_t *a = (r_shadow_bouncegrid_splatpath_t *)pa; r_shadow_bouncegrid_splatpath_t *b = (r_shadow_bouncegrid_splatpath_t *)pb; // we only really care about sorting by Z if (a->point[2] < b->point[2]) return -1; if (a->point[2] > b->point[2]) return 1; return 0; } static void R_Shadow_BounceGrid_ClearPixels(void) { // clear the highpixels array we'll be accumulating into if (r_shadow_bouncegrid_state.blurpixels[0] == NULL) r_shadow_bouncegrid_state.blurpixels[0] = (float *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.numpixels * sizeof(float[4])); if (r_shadow_bouncegrid_state.settings.blur && r_shadow_bouncegrid_state.blurpixels[1] == NULL) r_shadow_bouncegrid_state.blurpixels[1] = (float *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.numpixels * sizeof(float[4])); r_shadow_bouncegrid_state.highpixels_index = 0; r_shadow_bouncegrid_state.highpixels = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index]; memset(r_shadow_bouncegrid_state.highpixels, 0, r_shadow_bouncegrid_state.numpixels * sizeof(float[4])); } static void R_Shadow_BounceGrid_PerformSplats(void) { r_shadow_bouncegrid_splatpath_t *splatpaths = r_shadow_bouncegrid_state.splatpaths; r_shadow_bouncegrid_splatpath_t *splatpath; float *highpixels = r_shadow_bouncegrid_state.highpixels; int numsplatpaths = r_shadow_bouncegrid_state.numsplatpaths; int splatindex; vec3_t steppos; vec3_t stepdelta; vec3_t dir; vec_t lightpathsize_current; vec_t lightpathsize_perstep; float splatcolor[32]; int resolution[3]; int pixelsperband = r_shadow_bouncegrid_state.pixelsperband; int pixelbands = r_shadow_bouncegrid_state.pixelbands; int numsteps; int step; // hush warnings about uninitialized data - pixelbands doesn't change but... memset(splatcolor, 0, sizeof(splatcolor)); // we use this a lot, so get a local copy VectorCopy(r_shadow_bouncegrid_state.resolution, resolution); // sort the splats before we execute them, to reduce cache misses if (r_shadow_bouncegrid_sortlightpaths.integer) qsort(splatpaths, numsplatpaths, sizeof(*splatpaths), R_Shadow_BounceGrid_SplatPathCompare); splatpath = splatpaths; for (splatindex = 0;splatindex < numsplatpaths;splatindex++, splatpath++) { // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ) // accumulate average shotcolor VectorCopy(splatpath->splatdir, dir); splatcolor[ 0] = splatpath->splatcolor[0]; splatcolor[ 1] = splatpath->splatcolor[1]; splatcolor[ 2] = splatpath->splatcolor[2]; splatcolor[ 3] = 0.0f; if (pixelbands > 1) { // store bentnormal in case the shader has a use for it, // bentnormal is an intensity-weighted average of the directions, // and will be normalized on conversion to texture pixels. splatcolor[ 4] = dir[0] * splatpath->splatintensity; splatcolor[ 5] = dir[1] * splatpath->splatintensity; splatcolor[ 6] = dir[2] * splatpath->splatintensity; splatcolor[ 7] = splatpath->splatintensity; // for each color component (R, G, B) calculate the amount that a // direction contributes splatcolor[ 8] = splatcolor[0] * max(0.0f, dir[0]); splatcolor[ 9] = splatcolor[0] * max(0.0f, dir[1]); splatcolor[10] = splatcolor[0] * max(0.0f, dir[2]); splatcolor[11] = 0.0f; splatcolor[12] = splatcolor[1] * max(0.0f, dir[0]); splatcolor[13] = splatcolor[1] * max(0.0f, dir[1]); splatcolor[14] = splatcolor[1] * max(0.0f, dir[2]); splatcolor[15] = 0.0f; splatcolor[16] = splatcolor[2] * max(0.0f, dir[0]); splatcolor[17] = splatcolor[2] * max(0.0f, dir[1]); splatcolor[18] = splatcolor[2] * max(0.0f, dir[2]); splatcolor[19] = 0.0f; // and do the same for negative directions splatcolor[20] = splatcolor[0] * max(0.0f, -dir[0]); splatcolor[21] = splatcolor[0] * max(0.0f, -dir[1]); splatcolor[22] = splatcolor[0] * max(0.0f, -dir[2]); splatcolor[23] = 0.0f; splatcolor[24] = splatcolor[1] * max(0.0f, -dir[0]); splatcolor[25] = splatcolor[1] * max(0.0f, -dir[1]); splatcolor[26] = splatcolor[1] * max(0.0f, -dir[2]); splatcolor[27] = 0.0f; splatcolor[28] = splatcolor[2] * max(0.0f, -dir[0]); splatcolor[29] = splatcolor[2] * max(0.0f, -dir[1]); splatcolor[30] = splatcolor[2] * max(0.0f, -dir[2]); splatcolor[31] = 0.0f; } // calculate the number of steps we need to traverse this distance VectorCopy(splatpath->point, steppos); VectorCopy(splatpath->step, stepdelta); numsteps = splatpath->remainingsplats; lightpathsize_current = splatpath->splatsize_current + 1.0f; // add 1.0 for the gradient fade around the sphere lightpathsize_perstep = splatpath->splatsize_perstep; for (step = 0;step < numsteps;step++) { // the middle row/column/layer of each splat are full intensity float splatmins[3]; float splatmaxs[3]; if (lightpathsize_current > MAXBOUNCEGRIDSPLATSIZE) lightpathsize_current = MAXBOUNCEGRIDSPLATSIZE; splatmins[0] = max(1.0f, steppos[0] - lightpathsize_current * 0.5f); splatmins[1] = max(1.0f, steppos[1] - lightpathsize_current * 0.5f); splatmins[2] = max(1.0f, steppos[2] - lightpathsize_current * 0.5f); splatmaxs[0] = min(steppos[0] + lightpathsize_current * 0.5f, resolution[0] - 1.0f); splatmaxs[1] = min(steppos[1] + lightpathsize_current * 0.5f, resolution[1] - 1.0f); splatmaxs[2] = min(steppos[2] + lightpathsize_current * 0.5f, resolution[2] - 1.0f); if (splatmaxs[0] > splatmins[0] && splatmaxs[1] > splatmins[1] && splatmaxs[2] > splatmins[2]) { // it is within bounds... do the real work now int xi, yi, zi, band, row; float pixelpos[3]; float w; float *p; float colorscale = 1.0f / lightpathsize_current; r_refdef.stats[r_stat_bouncegrid_splats]++; // accumulate light onto the pixels for (zi = (int)floor(splatmins[2]);zi < splatmaxs[2];zi++) { pixelpos[2] = zi + 0.5f; for (yi = (int)floor(splatmins[1]); yi < splatmaxs[1]; yi++) { pixelpos[1] = yi + 0.5f; row = (zi*resolution[1] + yi)*resolution[0]; for (xi = (int)floor(splatmins[0]); xi < splatmaxs[0]; xi++) { pixelpos[0] = xi + 0.5f; // simple radial antialiased sphere - linear gradient fade over 1 pixel from the edge w = lightpathsize_current - VectorDistance(pixelpos, steppos); if (w > 0.0f) { if (w > 1.0f) w = 1.0f; w *= colorscale; p = highpixels + 4 * (row + xi); for (band = 0; band < pixelbands; band++, p += pixelsperband * 4) { // add to the pixel color p[0] += splatcolor[band * 4 + 0] * w; p[1] += splatcolor[band * 4 + 1] * w; p[2] += splatcolor[band * 4 + 2] * w; p[3] += splatcolor[band * 4 + 3] * w; } } } } } } VectorAdd(steppos, stepdelta, steppos); lightpathsize_current += lightpathsize_perstep; } } } static void R_Shadow_BounceGrid_BlurPixelsInDirection(const float *inpixels, float *outpixels, int off) { const float *inpixel; float *outpixel; int pixelbands = r_shadow_bouncegrid_state.pixelbands; int pixelband; unsigned int index; unsigned int x, y, z; unsigned int resolution[3]; VectorCopy(r_shadow_bouncegrid_state.resolution, resolution); for (pixelband = 0;pixelband < pixelbands;pixelband++) { for (z = 1;z < resolution[2]-1;z++) { for (y = 1;y < resolution[1]-1;y++) { x = 1; index = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x; inpixel = inpixels + 4*index; outpixel = outpixels + 4*index; for (;x < resolution[0]-1;x++, inpixel += 4, outpixel += 4) { outpixel[0] = (inpixel[0] + inpixel[ off] + inpixel[0-off]) * (1.0f / 3.0); outpixel[1] = (inpixel[1] + inpixel[1+off] + inpixel[1-off]) * (1.0f / 3.0); outpixel[2] = (inpixel[2] + inpixel[2+off] + inpixel[2-off]) * (1.0f / 3.0); outpixel[3] = (inpixel[3] + inpixel[3+off] + inpixel[3-off]) * (1.0f / 3.0); } } } } } static void R_Shadow_BounceGrid_BlurPixels(void) { float *pixels[4]; unsigned int resolution[3]; if (!r_shadow_bouncegrid_state.settings.blur) return; VectorCopy(r_shadow_bouncegrid_state.resolution, resolution); pixels[0] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index]; pixels[1] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index ^ 1]; pixels[2] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index]; pixels[3] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index ^ 1]; // blur on X R_Shadow_BounceGrid_BlurPixelsInDirection(pixels[0], pixels[1], 4); // blur on Y R_Shadow_BounceGrid_BlurPixelsInDirection(pixels[1], pixels[2], resolution[0] * 4); // blur on Z R_Shadow_BounceGrid_BlurPixelsInDirection(pixels[2], pixels[3], resolution[0] * resolution[1] * 4); // toggle the state, highpixels now points to pixels[3] result r_shadow_bouncegrid_state.highpixels_index ^= 1; r_shadow_bouncegrid_state.highpixels = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index]; } static void R_Shadow_BounceGrid_ConvertPixelsAndUpload(void) { int floatcolors = r_shadow_bouncegrid_state.settings.floatcolors; unsigned char *pixelsbgra8 = NULL; unsigned char *pixelbgra8; unsigned short *pixelsrgba16f = NULL; unsigned short *pixelrgba16f; float *pixelsrgba32f = NULL; float *highpixels = r_shadow_bouncegrid_state.highpixels; float *highpixel; float *bandpixel; unsigned int pixelsperband = r_shadow_bouncegrid_state.pixelsperband; unsigned int pixelbands = r_shadow_bouncegrid_state.pixelbands; unsigned int pixelband; unsigned int x, y, z; unsigned int index, bandindex; unsigned int resolution[3]; int c[4]; VectorCopy(r_shadow_bouncegrid_state.resolution, resolution); if (r_shadow_bouncegrid_state.createtexture && r_shadow_bouncegrid_state.texture) { R_FreeTexture(r_shadow_bouncegrid_state.texture); r_shadow_bouncegrid_state.texture = NULL; } // if bentnormals exist, we need to normalize and bias them for the shader if (pixelbands > 1) { pixelband = 1; for (z = 0;z < resolution[2]-1;z++) { for (y = 0;y < resolution[1]-1;y++) { x = 1; index = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x; highpixel = highpixels + 4*index; for (;x < resolution[0]-1;x++, index++, highpixel += 4) { // only convert pixels that were hit by photons if (highpixel[3] != 0.0f) VectorNormalize(highpixel); VectorSet(highpixel, highpixel[0] * 0.5f + 0.5f, highpixel[1] * 0.5f + 0.5f, highpixel[2] * 0.5f + 0.5f); highpixel[pixelsperband * 4 + 3] = 1.0f; } } } } // start by clearing the pixels array - we won't be writing to all of it // // then process only the pixels that have at least some color, skipping // the higher bands for speed on pixels that are black switch (floatcolors) { case 0: if (r_shadow_bouncegrid_state.u8pixels == NULL) r_shadow_bouncegrid_state.u8pixels = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.numpixels * sizeof(unsigned char[4])); pixelsbgra8 = r_shadow_bouncegrid_state.u8pixels; for (pixelband = 0;pixelband < pixelbands;pixelband++) { if (pixelband == 1) memset(pixelsbgra8 + pixelband * r_shadow_bouncegrid_state.bytesperband, 128, r_shadow_bouncegrid_state.bytesperband); else memset(pixelsbgra8 + pixelband * r_shadow_bouncegrid_state.bytesperband, 0, r_shadow_bouncegrid_state.bytesperband); } for (z = 1;z < resolution[2]-1;z++) { for (y = 1;y < resolution[1]-1;y++) { x = 1; pixelband = 0; index = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x; highpixel = highpixels + 4*index; for (;x < resolution[0]-1;x++, index++, highpixel += 4) { // only convert pixels that were hit by photons if (VectorLength2(highpixel)) { // normalize the bentnormal now if (pixelbands > 1) { VectorNormalize(highpixel + pixelsperband * 4); highpixel[pixelsperband * 4 + 3] = 1.0f; } // process all of the pixelbands for this pixel for (pixelband = 0, bandindex = index;pixelband < pixelbands;pixelband++, bandindex += pixelsperband) { pixelbgra8 = pixelsbgra8 + 4*bandindex; bandpixel = highpixels + 4*bandindex; c[0] = (int)(bandpixel[0]*256.0f); c[1] = (int)(bandpixel[1]*256.0f); c[2] = (int)(bandpixel[2]*256.0f); c[3] = (int)(bandpixel[3]*256.0f); pixelbgra8[2] = (unsigned char)bound(0, c[0], 255); pixelbgra8[1] = (unsigned char)bound(0, c[1], 255); pixelbgra8[0] = (unsigned char)bound(0, c[2], 255); pixelbgra8[3] = (unsigned char)bound(0, c[3], 255); } } } } } if (!r_shadow_bouncegrid_state.createtexture) R_UpdateTexture(r_shadow_bouncegrid_state.texture, pixelsbgra8, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands); else r_shadow_bouncegrid_state.texture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, pixelsbgra8, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL); break; case 1: if (r_shadow_bouncegrid_state.fp16pixels == NULL) r_shadow_bouncegrid_state.fp16pixels = (unsigned short *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.numpixels * sizeof(unsigned short[4])); pixelsrgba16f = r_shadow_bouncegrid_state.fp16pixels; memset(pixelsrgba16f, 0, r_shadow_bouncegrid_state.numpixels * sizeof(unsigned short[4])); for (z = 1;z < resolution[2]-1;z++) { for (y = 1;y < resolution[1]-1;y++) { x = 1; pixelband = 0; index = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x; highpixel = highpixels + 4*index; for (;x < resolution[0]-1;x++, index++, highpixel += 4) { // only convert pixels that were hit by photons if (VectorLength2(highpixel)) { // process all of the pixelbands for this pixel for (pixelband = 0, bandindex = index;pixelband < pixelbands;pixelband++, bandindex += pixelsperband) { // time to have fun with IEEE 754 bit hacking... union { float f[4]; unsigned int raw[4]; } u; pixelrgba16f = pixelsrgba16f + 4*bandindex; bandpixel = highpixels + 4*bandindex; VectorCopy4(bandpixel, u.f); VectorCopy4(u.raw, c); // this math supports negative numbers, snaps denormals to zero //pixelrgba16f[0] = (unsigned short)(((c[0] & 0x7FFFFFFF) < 0x38000000) ? 0 : (((c[0] - 0x38000000) >> 13) & 0x7FFF) | ((c[0] >> 16) & 0x8000)); //pixelrgba16f[1] = (unsigned short)(((c[1] & 0x7FFFFFFF) < 0x38000000) ? 0 : (((c[1] - 0x38000000) >> 13) & 0x7FFF) | ((c[1] >> 16) & 0x8000)); //pixelrgba16f[2] = (unsigned short)(((c[2] & 0x7FFFFFFF) < 0x38000000) ? 0 : (((c[2] - 0x38000000) >> 13) & 0x7FFF) | ((c[2] >> 16) & 0x8000)); //pixelrgba16f[3] = (unsigned short)(((c[3] & 0x7FFFFFFF) < 0x38000000) ? 0 : (((c[3] - 0x38000000) >> 13) & 0x7FFF) | ((c[3] >> 16) & 0x8000)); // this math does not support negative pixelrgba16f[0] = (unsigned short)((c[0] < 0x38000000) ? 0 : ((c[0] - 0x38000000) >> 13)); pixelrgba16f[1] = (unsigned short)((c[1] < 0x38000000) ? 0 : ((c[1] - 0x38000000) >> 13)); pixelrgba16f[2] = (unsigned short)((c[2] < 0x38000000) ? 0 : ((c[2] - 0x38000000) >> 13)); pixelrgba16f[3] = (unsigned short)((c[3] < 0x38000000) ? 0 : ((c[3] - 0x38000000) >> 13)); } } } } } if (!r_shadow_bouncegrid_state.createtexture) R_UpdateTexture(r_shadow_bouncegrid_state.texture, (const unsigned char *)pixelsrgba16f, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands); else r_shadow_bouncegrid_state.texture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, (const unsigned char *)pixelsrgba16f, TEXTYPE_COLORBUFFER16F, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL); break; case 2: // our native format happens to match, so this is easy. pixelsrgba32f = highpixels; if (!r_shadow_bouncegrid_state.createtexture) R_UpdateTexture(r_shadow_bouncegrid_state.texture, (const unsigned char *)pixelsrgba32f, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands); else r_shadow_bouncegrid_state.texture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, (const unsigned char *)pixelsrgba32f, TEXTYPE_COLORBUFFER32F, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL); break; } r_shadow_bouncegrid_state.lastupdatetime = realtime; } static void R_Shadow_BounceGrid_TracePhotons(r_shadow_bouncegrid_settings_t settings, unsigned int range, unsigned int range1, unsigned int range2, int flag) { vec3_t bouncerandom[10]; dlight_t *light; int bouncecount; int hitsupercontentsmask; int skipsupercontentsmask; int maxbounce; int shootparticles; int shotparticles; float bounceminimumintensity2; trace_t cliptrace; //trace_t cliptrace2; //trace_t cliptrace3; unsigned int lightindex; unsigned int seed; randomseed_t randomseed; vec3_t shotcolor; vec3_t baseshotcolor; vec3_t surfcolor; vec3_t clipend; vec3_t clipstart; vec3_t clipdiff; vec_t radius; vec_t distancetraveled; vec_t s; rtlight_t *rtlight; // compute a seed for the unstable random modes Math_RandomSeed_FromInts(&randomseed, 0, 0, 0, realtime * 1000.0); seed = realtime * 1000.0; r_shadow_bouncegrid_state.numsplatpaths = 0; // figure out what we want to interact with if (settings.hitmodels) hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;// | SUPERCONTENTS_LIQUIDSMASK; else hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK; skipsupercontentsmask = SUPERCONTENTS_SKY; // this allows the e1m5 sky shadow to work by ignoring the sky surfaces maxbounce = settings.maxbounce; for (lightindex = 0;lightindex < range2;lightindex++) { if (lightindex < range) { light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); if (!light) continue; rtlight = &light->rtlight; } else rtlight = r_refdef.scene.lights[lightindex - range]; // note that this code used to keep track of residual photons and // distribute them evenly to achieve exactly a desired photon count, // but that caused unwanted flickering in dynamic mode shootparticles = (int)floor(rtlight->bouncegrid_photons); // skip if we won't be shooting any photons if (!shootparticles) continue; radius = rtlight->radius * settings.lightradiusscale; //s = settings.particleintensity / shootparticles; //VectorScale(rtlight->bouncegrid_photoncolor, s, baseshotcolor); VectorCopy(rtlight->bouncegrid_photoncolor, baseshotcolor); if (VectorLength2(baseshotcolor) <= 0.0f) continue; r_refdef.stats[r_stat_bouncegrid_lights]++; r_refdef.stats[r_stat_bouncegrid_particles] += shootparticles; // we stop caring about bounces once the brightness goes below this fraction of the original intensity bounceminimumintensity2 = VectorLength(baseshotcolor) * settings.bounceminimumintensity2; // for seeded random we start the RNG with the position of the light if (settings.rng_seed >= 0) { union { unsigned int i[4]; float f[4]; } u; u.f[0] = rtlight->shadoworigin[0]; u.f[1] = rtlight->shadoworigin[1]; u.f[2] = rtlight->shadoworigin[2]; u.f[3] = 1; switch (settings.rng_type) { default: case 0: // we have to shift the seed provided by the user because the result must be odd Math_RandomSeed_FromInts(&randomseed, u.i[0], u.i[1], u.i[2], u.i[3] ^ (settings.rng_seed << 1)); break; case 1: seed = u.i[0] ^ u.i[1] ^ u.i[2] ^ u.i[3] ^ settings.rng_seed; break; } } for (shotparticles = 0;shotparticles < shootparticles;shotparticles++) { VectorCopy(baseshotcolor, shotcolor); VectorCopy(rtlight->shadoworigin, clipstart); switch (settings.rng_type) { default: case 0: VectorLehmerRandom(&randomseed, clipend); if (settings.bounceanglediffuse) { // we want random to be stable, so we still have to do all the random we would have done for (bouncecount = 0; bouncecount < maxbounce; bouncecount++) VectorLehmerRandom(&randomseed, bouncerandom[bouncecount]); } break; case 1: VectorCheeseRandom(seed, clipend); if (settings.bounceanglediffuse) { // we want random to be stable, so we still have to do all the random we would have done for (bouncecount = 0; bouncecount < maxbounce; bouncecount++) VectorCheeseRandom(seed, bouncerandom[bouncecount]); } break; } // we want a uniform distribution spherically, not merely within the sphere if (settings.normalizevectors) VectorNormalize(clipend); VectorMA(clipstart, radius, clipend, clipend); distancetraveled = 0.0f; for (bouncecount = 0;;bouncecount++) { r_refdef.stats[r_stat_bouncegrid_traces]++; rtlight->bouncegrid_traces++; //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask); //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask); if (settings.staticmode || settings.rng_seed < 0) { // static mode fires a LOT of rays but none of them are identical, so they are not cached // non-stable random in dynamic mode also never reuses a direction, so there's no reason to cache it cliptrace = CL_TraceLine(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, skipsupercontentsmask, collision_extendmovelength.value, true, false, NULL, true, true); } else { // dynamic mode fires many rays and most will match the cache from the previous frame cliptrace = CL_Cache_TraceLineSurfaces(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), hitsupercontentsmask, skipsupercontentsmask); } if (bouncecount > 0 || settings.includedirectlighting) { vec3_t hitpos; VectorCopy(cliptrace.endpos, hitpos); R_Shadow_BounceGrid_AddSplatPath(clipstart, hitpos, shotcolor, distancetraveled); } distancetraveled += VectorDistance(clipstart, cliptrace.endpos); s = VectorDistance(rtlight->shadoworigin, cliptrace.endpos); if (rtlight->bouncegrid_effectiveradius < s) rtlight->bouncegrid_effectiveradius = s; if (cliptrace.fraction >= 1.0f) break; r_refdef.stats[r_stat_bouncegrid_hits]++; rtlight->bouncegrid_hits++; if (bouncecount >= maxbounce) break; // scale down shot color by bounce intensity and texture color (or 50% if no texture reported) // also clamp the resulting color to never add energy, even if the user requests extreme values if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe) VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor); else VectorSet(surfcolor, 0.5f, 0.5f, 0.5f); VectorScale(surfcolor, settings.particlebounceintensity, surfcolor); surfcolor[0] = min(surfcolor[0], 1.0f); surfcolor[1] = min(surfcolor[1], 1.0f); surfcolor[2] = min(surfcolor[2], 1.0f); VectorMultiply(shotcolor, surfcolor, shotcolor); if (VectorLength2(shotcolor) <= bounceminimumintensity2) break; r_refdef.stats[r_stat_bouncegrid_bounces]++; if (settings.bounceanglediffuse) { // random direction, primarily along plane normal s = VectorDistance(cliptrace.endpos, clipend); VectorMA(cliptrace.plane.normal, 0.95f, bouncerandom[bouncecount], clipend); VectorNormalize(clipend); VectorScale(clipend, s, clipend); } else { // reflect the remaining portion of the line across plane normal VectorSubtract(clipend, cliptrace.endpos, clipdiff); VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend); } // calculate the new line start and end VectorCopy(cliptrace.endpos, clipstart); VectorAdd(clipstart, clipend, clipend); } } } } void R_Shadow_UpdateBounceGridTexture(void) { int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; r_shadow_bouncegrid_settings_t settings; qboolean enable = false; qboolean settingschanged; unsigned int range; // number of world lights unsigned int range1; // number of dynamic lights (or zero if disabled) unsigned int range2; // range+range1 enable = R_Shadow_BounceGrid_CheckEnable(flag); R_Shadow_BounceGrid_GenerateSettings(&settings); // changing intensity does not require an update r_shadow_bouncegrid_state.intensity = r_shadow_bouncegrid_intensity.value; settingschanged = memcmp(&r_shadow_bouncegrid_state.settings, &settings, sizeof(settings)) != 0; // when settings change, we free everything as it is just simpler that way. if (settingschanged || !enable) { // not enabled, make sure we free anything we don't need anymore. if (r_shadow_bouncegrid_state.texture) { R_FreeTexture(r_shadow_bouncegrid_state.texture); r_shadow_bouncegrid_state.texture = NULL; } r_shadow_bouncegrid_state.highpixels = NULL; if (r_shadow_bouncegrid_state.blurpixels[0]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[0]); r_shadow_bouncegrid_state.blurpixels[0] = NULL; if (r_shadow_bouncegrid_state.blurpixels[1]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL; if (r_shadow_bouncegrid_state.u8pixels) Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL; if (r_shadow_bouncegrid_state.fp16pixels) Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL; if (r_shadow_bouncegrid_state.splatpaths) Mem_Free(r_shadow_bouncegrid_state.splatpaths); r_shadow_bouncegrid_state.splatpaths = NULL; r_shadow_bouncegrid_state.maxsplatpaths = 0; r_shadow_bouncegrid_state.numpixels = 0; r_shadow_bouncegrid_state.directional = false; if (!enable) return; } // if all the settings seem identical to the previous update, return if (r_shadow_bouncegrid_state.texture && (settings.staticmode || realtime < r_shadow_bouncegrid_state.lastupdatetime + r_shadow_bouncegrid_dynamic_updateinterval.value) && !settingschanged) return; // store the new settings r_shadow_bouncegrid_state.settings = settings; R_Shadow_BounceGrid_UpdateSpacing(); // get the range of light numbers we'll be looping over: // range = static lights // range1 = dynamic lights (optional) // range2 = range + range1 range = (unsigned int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked range1 = settings.staticmode ? 0 : r_refdef.scene.numlights; range2 = range + range1; // calculate weighting factors for distributing photons among the lights R_Shadow_BounceGrid_AssignPhotons(&settings, range, range1, range2, flag); // trace the photons from lights and accumulate illumination R_Shadow_BounceGrid_TracePhotons(settings, range, range1, range2, flag); // clear the texture R_Shadow_BounceGrid_ClearPixels(); // accumulate the light splatting into texture R_Shadow_BounceGrid_PerformSplats(); // apply a mild blur filter to the texture R_Shadow_BounceGrid_BlurPixels(); // convert the pixels to lower precision and upload the texture R_Shadow_BounceGrid_ConvertPixelsAndUpload(); // after we compute the static lighting we don't need to keep the highpixels array around if (settings.staticmode) { r_shadow_bouncegrid_state.highpixels = NULL; if (r_shadow_bouncegrid_state.blurpixels[0]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[0]); r_shadow_bouncegrid_state.blurpixels[0] = NULL; if (r_shadow_bouncegrid_state.blurpixels[1]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL; if (r_shadow_bouncegrid_state.u8pixels) Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL; if (r_shadow_bouncegrid_state.fp16pixels) Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL; if (r_shadow_bouncegrid_state.splatpaths) Mem_Free(r_shadow_bouncegrid_state.splatpaths); r_shadow_bouncegrid_state.splatpaths = NULL; r_shadow_bouncegrid_state.maxsplatpaths = 0; } } void R_Shadow_RenderMode_VisibleShadowVolumes(void) { R_Shadow_RenderMode_Reset(); GL_BlendFunc(GL_ONE, GL_ONE); GL_DepthRange(0, 1); GL_DepthTest(r_showshadowvolumes.integer < 2); GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1); GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR GL_CullFace(GL_NONE); r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES; } void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent) { R_Shadow_RenderMode_Reset(); GL_BlendFunc(GL_ONE, GL_ONE); GL_DepthRange(0, 1); GL_DepthTest(r_showlighting.integer < 2); GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1); if (!transparent) GL_DepthFunc(GL_EQUAL); R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255); r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING; } void R_Shadow_RenderMode_End(void) { R_Shadow_RenderMode_Reset(); R_Shadow_RenderMode_ActiveLight(NULL); GL_DepthMask(true); 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; } int bboxedges[12][2] = { // top {0, 1}, // +X {0, 2}, // +Y {1, 3}, // Y, +X {2, 3}, // X, +Y // bottom {4, 5}, // +X {4, 6}, // +Y {5, 7}, // Y, +X {6, 7}, // X, +Y // verticals {0, 4}, // +Z {1, 5}, // X, +Z {2, 6}, // Y, +Z {3, 7}, // XY, +Z }; qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs) { if (!r_shadow_scissor.integer || r_shadow_usingdeferredprepass || r_trippy.integer) { 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; } 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[r_stat_lights_scissored]++; return false; } static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor) { int i; const float *vertex3f; const float *normal3f; float *color4f; float dist, dot, distintensity, shadeintensity, v[3], n[3]; switch (r_shadow_rendermode) { case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN: case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN: if (VectorLength2(diffusecolor) > 0) { for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4) { Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v); Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n); if ((dot = DotProduct(n, v)) < 0) { shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n)); VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f); } else VectorCopy(ambientcolor, color4f); if (r_refdef.fogenabled) { float f; f = RSurf_FogVertex(vertex3f); VectorScale(color4f, f, color4f); } color4f[3] = 1; } } else { for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4) { VectorCopy(ambientcolor, color4f); if (r_refdef.fogenabled) { float f; Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v); f = RSurf_FogVertex(vertex3f); VectorScale(color4f + 4*i, f, color4f); } color4f[3] = 1; } } break; case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN: if (VectorLength2(diffusecolor) > 0) { for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4) { Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v); if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)])) { Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n); if ((dot = DotProduct(n, v)) < 0) { shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n)); color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity; color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity; color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity; } else { color4f[0] = ambientcolor[0] * distintensity; color4f[1] = ambientcolor[1] * distintensity; color4f[2] = ambientcolor[2] * distintensity; } if (r_refdef.fogenabled) { float f; f = RSurf_FogVertex(vertex3f); VectorScale(color4f, f, color4f); } } else VectorClear(color4f); color4f[3] = 1; } } else { for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4) { Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v); if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)])) { color4f[0] = ambientcolor[0] * distintensity; color4f[1] = ambientcolor[1] * distintensity; color4f[2] = ambientcolor[2] * distintensity; if (r_refdef.fogenabled) { float f; f = RSurf_FogVertex(vertex3f); VectorScale(color4f, f, color4f); } } else VectorClear(color4f); color4f[3] = 1; } } break; case R_SHADOW_RENDERMODE_LIGHT_VERTEX: if (VectorLength2(diffusecolor) > 0) { for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4) { Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v); if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)])) { distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist); Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n); if ((dot = DotProduct(n, v)) < 0) { shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n)); color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity; color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity; color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity; } else { color4f[0] = ambientcolor[0] * distintensity; color4f[1] = ambientcolor[1] * distintensity; color4f[2] = ambientcolor[2] * distintensity; } if (r_refdef.fogenabled) { float f; f = RSurf_FogVertex(vertex3f); VectorScale(color4f, f, color4f); } } else VectorClear(color4f); color4f[3] = 1; } } else { for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4) { Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v); if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)])) { distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist); color4f[0] = ambientcolor[0] * distintensity; color4f[1] = ambientcolor[1] * distintensity; color4f[2] = ambientcolor[2] * distintensity; if (r_refdef.fogenabled) { float f; f = RSurf_FogVertex(vertex3f); VectorScale(color4f, f, color4f); } } else VectorClear(color4f); color4f[3] = 1; } } break; default: break; } } static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist) { // used to display how many times a surface is lit for level design purposes RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL); RSurf_DrawBatch(); } static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale) { // ARB2 GLSL shader path (GFFX5200, Radeon 9500) R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false); RSurf_DrawBatch(); } static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2) { int renders; int i; int stop; int newfirstvertex; int newlastvertex; int newnumtriangles; int *newe; const int *e; float *c; int maxtriangles = 1024; int newelements[1024*3]; R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2); for (renders = 0;renders < 4;renders++) { stop = true; newfirstvertex = 0; newlastvertex = 0; newnumtriangles = 0; newe = newelements; // due to low fillrate on the cards this vertex lighting path is // designed for, we manually cull all triangles that do not // contain a lit vertex // this builds batches of triangles from multiple surfaces and // renders them at once for (i = 0, e = element3i;i < numtriangles;i++, e += 3) { if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01) { if (newnumtriangles) { newfirstvertex = min(newfirstvertex, e[0]); newlastvertex = max(newlastvertex, e[0]); } else { newfirstvertex = e[0]; newlastvertex = e[0]; } newfirstvertex = min(newfirstvertex, e[1]); newlastvertex = max(newlastvertex, e[1]); newfirstvertex = min(newfirstvertex, e[2]); newlastvertex = max(newlastvertex, e[2]); newe[0] = e[0]; newe[1] = e[1]; newe[2] = e[2]; newnumtriangles++; newe += 3; if (newnumtriangles >= maxtriangles) { R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0); newnumtriangles = 0; newe = newelements; stop = false; } } } if (newnumtriangles >= 1) { R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0); stop = false; } // if we couldn't find any lit triangles, exit early if (stop) break; // now reduce the intensity for the next overbright pass // we have to clamp to 0 here incase the drivers have improper // handling of negative colors // (some old drivers even have improper handling of >1 color) stop = true; for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4) { if (c[0] > 1 || c[1] > 1 || c[2] > 1) { c[0] = max(0, c[0] - 1); c[1] = max(0, c[1] - 1); c[2] = max(0, c[2] - 1); stop = false; } else VectorClear(c); } // another check... if (stop) break; } } static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale) { // OpenGL 1.1 path (anything) float ambientcolorbase[3], diffusecolorbase[3]; float ambientcolorpants[3], diffusecolorpants[3]; float ambientcolorshirt[3], diffusecolorshirt[3]; const float *surfacecolor = rsurface.texture->dlightcolor; const float *surfacepants = rsurface.colormap_pantscolor; const float *surfaceshirt = rsurface.colormap_shirtcolor; rtexture_t *basetexture = rsurface.texture->basetexture; rtexture_t *pantstexture = rsurface.texture->pantstexture; rtexture_t *shirttexture = rsurface.texture->shirttexture; qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f); qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f); ambientscale *= 2 * r_refdef.view.colorscale; diffusescale *= 2 * r_refdef.view.colorscale; ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2]; diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2]; ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2]; 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 | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4])); R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset); R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0); R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset); R_Mesh_TexBind(0, basetexture); R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix); R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); switch(r_shadow_rendermode) { case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN: R_Mesh_TexBind(1, r_shadow_attenuation3dtexture); R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz); R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1); R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset); break; case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN: R_Mesh_TexBind(2, r_shadow_attenuation2dtexture); R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz); R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1); R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset); // fall through case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN: R_Mesh_TexBind(1, r_shadow_attenuation2dtexture); R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz); R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1); R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset); break; case R_SHADOW_RENDERMODE_LIGHT_VERTEX: break; default: break; } //R_Mesh_TexBind(0, basetexture); R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase); if (dopants) { R_Mesh_TexBind(0, pantstexture); R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants); } if (doshirt) { R_Mesh_TexBind(0, shirttexture); R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt); } } extern cvar_t gl_lightmaps; void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist) { float ambientscale, diffusescale, specularscale; qboolean negated; float lightcolor[3]; VectorCopy(rsurface.rtlight->currentcolor, lightcolor); ambientscale = rsurface.rtlight->ambientscale + rsurface.texture->rtlightambient; diffusescale = rsurface.rtlight->diffusescale * max(0, 1.0 - rsurface.texture->rtlightambient); specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale; if (!r_shadow_usenormalmap.integer) { ambientscale += 1.0f * diffusescale; diffusescale = 0; specularscale = 0; } if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f)) return; negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract; if(negated) { VectorNegate(lightcolor, lightcolor); GL_BlendEquationSubtract(true); } RSurf_SetupDepthAndCulling(); switch (r_shadow_rendermode) { case R_SHADOW_RENDERMODE_VISIBLELIGHTING: GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer); R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist); break; case R_SHADOW_RENDERMODE_LIGHT_GLSL: R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale); break; case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN: case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN: case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN: case R_SHADOW_RENDERMODE_LIGHT_VERTEX: R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale); break; default: Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode); break; } if(negated) GL_BlendEquationSubtract(false); } 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); // if this light has been compiled before, free the associated data R_RTLight_Uncompile(rtlight); // clear it completely to avoid any lingering data memset(rtlight, 0, sizeof(*rtlight)); // copy the properties rtlight->matrix_lighttoworld = tempmatrix; Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix); Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin); rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix); VectorCopy(color, rtlight->color); rtlight->cubemapname[0] = 0; if (cubemapname && cubemapname[0]) strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname)); rtlight->shadow = shadow; rtlight->corona = corona; rtlight->style = style; rtlight->isstatic = isstatic; rtlight->coronasizescale = coronasizescale; rtlight->ambientscale = ambientscale; rtlight->diffusescale = diffusescale; rtlight->specularscale = specularscale; rtlight->flags = flags; // compute derived data //rtlight->cullradius = rtlight->radius; //rtlight->cullradius2 = rtlight->radius * rtlight->radius; rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius; rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius; rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius; rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius; rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius; rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius; } // compiles rtlight geometry // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls) void R_RTLight_Compile(rtlight_t *rtlight) { int i; int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes; int lighttris, shadowtris, shadowzpasstris, shadowzfailtris; entity_render_t *ent = r_refdef.scene.worldentity; dp_model_t *model = r_refdef.scene.worldmodel; unsigned char *data; shadowmesh_t *mesh; // compile the light rtlight->compiled = true; rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1; rtlight->static_numleafs = 0; rtlight->static_numleafpvsbytes = 0; rtlight->static_leaflist = NULL; rtlight->static_leafpvs = NULL; rtlight->static_numsurfaces = 0; rtlight->static_surfacelist = NULL; rtlight->static_shadowmap_receivers = 0x3F; rtlight->static_shadowmap_casters = 0x3F; rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius; rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius; rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius; rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius; rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius; rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius; if (model && model->GetLightInfo) { // this variable must be set for the CompileShadowVolume/CompileShadowMap code r_shadow_compilingrtlight = rtlight; R_FrameData_SetMark(); model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL); R_FrameData_ReturnToMark(); numleafpvsbytes = (model->brush.num_leafs + 7) >> 3; numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3; numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3; data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes); rtlight->static_numsurfaces = numsurfaces; rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces; rtlight->static_numleafs = numleafs; rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs; rtlight->static_numleafpvsbytes = numleafpvsbytes; rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes; rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes; rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes; rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes; rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes; if (rtlight->static_numsurfaces) memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist)); if (rtlight->static_numleafs) memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist)); if (rtlight->static_numleafpvsbytes) memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes); if (rtlight->static_numshadowtrispvsbytes) memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes); if (rtlight->static_numlighttrispvsbytes) memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes); R_FrameData_SetMark(); switch (rtlight->shadowmode) { case R_SHADOW_SHADOWMODE_SHADOWMAP2D: if (model->CompileShadowMap && rtlight->shadow) model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist); break; default: if (model->CompileShadowVolume && rtlight->shadow) model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist); break; } R_FrameData_ReturnToMark(); // now we're done compiling the rtlight r_shadow_compilingrtlight = NULL; } // use smallest available cullradius - box radius or light radius //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin); //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius); shadowzpasstris = 0; if (rtlight->static_meshchain_shadow_zpass) for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next) shadowzpasstris += mesh->numtriangles; shadowzfailtris = 0; if (rtlight->static_meshchain_shadow_zfail) for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next) shadowzfailtris += mesh->numtriangles; lighttris = 0; if (rtlight->static_numlighttrispvsbytes) for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++) if (CHECKPVSBIT(rtlight->static_lighttrispvs, i)) lighttris++; shadowtris = 0; if (rtlight->static_numshadowtrispvsbytes) for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++) if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i)) shadowtris++; if (developer_extra.integer) Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris); } void R_RTLight_Uncompile(rtlight_t *rtlight) { if (rtlight->compiled) { if (rtlight->static_meshchain_shadow_zpass) Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass); rtlight->static_meshchain_shadow_zpass = NULL; 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); rtlight->static_numleafs = 0; rtlight->static_numleafpvsbytes = 0; rtlight->static_leaflist = NULL; rtlight->static_leafpvs = NULL; rtlight->static_numsurfaces = 0; rtlight->static_surfacelist = NULL; rtlight->static_numshadowtrispvsbytes = 0; rtlight->static_shadowtrispvs = NULL; rtlight->static_numlighttrispvsbytes = 0; rtlight->static_lighttrispvs = NULL; rtlight->compiled = false; } } void R_Shadow_UncompileWorldLights(void) { size_t lightindex; dlight_t *light; size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked for (lightindex = 0;lightindex < range;lightindex++) { light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); if (!light) continue; R_RTLight_Uncompile(&light->rtlight); } } static void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight) { int i, j; mplane_t plane; // reset the count of frustum planes // see rtlight->cached_frustumplanes definition for how much this array // can hold rtlight->cached_numfrustumplanes = 0; if (r_trippy.integer) return; // haven't implemented a culling path for ortho rendering if (!r_refdef.view.useperspective) { // check if the light is on screen and copy the 4 planes if it is for (i = 0;i < 4;i++) if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125) break; if (i == 4) for (i = 0;i < 4;i++) rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i]; return; } #if 1 // generate a deformed frustum that includes the light origin, this is // used to cull shadow casting surfaces that can not possibly cast a // shadow onto the visible light-receiving surfaces, which can be a // performance gain // // if the light origin is onscreen the result will be 4 planes exactly // if the light origin is offscreen on only one axis the result will // be exactly 5 planes (split-side case) // if the light origin is offscreen on two axes the result will be // exactly 4 planes (stretched corner case) for (i = 0;i < 4;i++) { // quickly reject standard frustum planes that put the light // origin outside the frustum if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125) continue; // copy the plane rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i]; } // if all the standard frustum planes were accepted, the light is onscreen // otherwise we need to generate some more planes below... if (rtlight->cached_numfrustumplanes < 4) { // at least one of the stock frustum planes failed, so we need to // create one or two custom planes to enclose the light origin for (i = 0;i < 4;i++) { // create a plane using the view origin and light origin, and a // single point from the frustum corner set TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal); VectorNormalize(plane.normal); plane.dist = DotProduct(r_refdef.view.origin, plane.normal); // see if this plane is backwards and flip it if so for (j = 0;j < 4;j++) if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125) break; if (j < 4) { VectorNegate(plane.normal, plane.normal); plane.dist *= -1; // flipped plane, test again to see if it is now valid for (j = 0;j < 4;j++) if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125) break; // if the plane is still not valid, then it is dividing the // frustum and has to be rejected if (j < 4) continue; } // we have created a valid plane, compute extra info PlaneClassify(&plane); // copy the plane rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane; #if 1 // if we've found 5 frustum planes then we have constructed a // proper split-side case and do not need to keep searching for // planes to enclose the light origin if (rtlight->cached_numfrustumplanes == 5) break; #endif } } #endif #if 0 for (i = 0;i < rtlight->cached_numfrustumplanes;i++) { plane = rtlight->cached_frustumplanes[i]; Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_refdef.view.frustumcorner[0], &plane), PlaneDiff(r_refdef.view.frustumcorner[1], &plane), PlaneDiff(r_refdef.view.frustumcorner[2], &plane), PlaneDiff(r_refdef.view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane)); } #endif #if 0 // now add the light-space box planes if the light box is rotated, as any // caster outside the oriented light box is irrelevant (even if it passed // the worldspace light box, which is axial) if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1) { for (i = 0;i < 6;i++) { vec3_t v; VectorClear(v); v[i >> 1] = (i & 1) ? -1 : 1; Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal); VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal); plane.dist = VectorNormalizeLength(plane.normal); plane.dist += DotProduct(plane.normal, rtlight->shadoworigin); rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane; } } #endif #if 0 // add the world-space reduced box planes for (i = 0;i < 6;i++) { VectorClear(plane.normal); plane.normal[i >> 1] = (i & 1) ? -1 : 1; plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1]; rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane; } #endif #if 0 { int j, oldnum; vec3_t points[8]; vec_t bestdist; // reduce all plane distances to tightly fit the rtlight cull box, which // is in worldspace VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]); VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]); VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]); VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]); VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]); VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]); VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]); VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]); oldnum = rtlight->cached_numfrustumplanes; rtlight->cached_numfrustumplanes = 0; for (j = 0;j < oldnum;j++) { // find the nearest point on the box to this plane bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]); for (i = 1;i < 8;i++) { dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]); if (bestdist > dist) bestdist = dist; } Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rtlight->cached_frustumplanes[j].normal[0], rtlight->cached_frustumplanes[j].normal[1], rtlight->cached_frustumplanes[j].normal[2], rtlight->cached_frustumplanes[j].dist, bestdist); // if the nearest point is near or behind the plane, we want this // plane, otherwise the plane is useless as it won't cull anything if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125) { PlaneClassify(&rtlight->cached_frustumplanes[j]); rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j]; } } } #endif } static void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides) { 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[r_stat_lights_shadowtriangles] += mesh->sidetotals[r_shadow_shadowmapside]; R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer, mesh->vbooffset_vertex3f); R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset); } CHECKGLERROR } else if (r_refdef.scene.worldentity->model) r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs); rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } static void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs) { qboolean zpass = false; shadowmesh_t *mesh; int t, tend; 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) { CHECKGLERROR if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES) { zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs); R_Shadow_RenderMode_StencilShadowVolumes(zpass); } mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail; for (;mesh;mesh = mesh->next) { r_refdef.stats[r_stat_lights_shadowtriangles] += mesh->numtriangles; R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer, mesh->vbooffset_vertex3f); if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL) { // increment stencil if frontface is infront of depthbuffer GL_CullFace(r_refdef.view.cullface_back); R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255); R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset); // decrement stencil if backface is infront of depthbuffer GL_CullFace(r_refdef.view.cullface_front); R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255); } else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL) { // decrement stencil if backface is behind depthbuffer GL_CullFace(r_refdef.view.cullface_front); R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255); R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset); // increment stencil if frontface is behind depthbuffer GL_CullFace(r_refdef.view.cullface_back); R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255); } R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset); } CHECKGLERROR } else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh) { // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles); for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex]; for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++) if (CHECKPVSBIT(trispvs, t)) shadowmarklist[numshadowmark++] = t; } 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 } static void R_Shadow_DrawEntityShadow(entity_render_t *ent) { vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs; vec_t relativeshadowradius; RSurf_ActiveModelEntity(ent, false, false, false); Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin); // we need to re-init the shader for each entity because the matrix changed relativeshadowradius = rsurface.rtlight->radius / ent->scale; relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius; relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius; relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius; relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius; relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius; relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius; switch (r_shadow_rendermode) { case R_SHADOW_RENDERMODE_SHADOWMAP2D: ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs); break; default: ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs); break; } rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } void R_Shadow_SetupEntityLight(const entity_render_t *ent) { // set up properties for rendering light onto this entity RSurf_ActiveModelEntity(ent, true, true, false); Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix); Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight); Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight); Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin); } static void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs) { if (!r_refdef.scene.worldmodel->DrawLight) return; // set up properties for rendering light onto this entity RSurf_ActiveWorldEntity(); rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight; Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight); Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight); VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin); r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs); rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } static void R_Shadow_DrawEntityLight(entity_render_t *ent) { dp_model_t *model = ent->model; if (!model->DrawLight) return; R_Shadow_SetupEntityLight(ent); model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL); rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } static void R_Shadow_PrepareLight(rtlight_t *rtlight) { int i; float f; int numleafs, numsurfaces; int *leaflist, *surfacelist; unsigned char *leafpvs; unsigned char *shadowtrispvs; unsigned char *lighttrispvs; //unsigned char *surfacesides; int numlightentities; int numlightentities_noselfshadow; int numshadowentities; int numshadowentities_noselfshadow; // FIXME: bounds check lightentities and shadowentities, etc. static entity_render_t *lightentities[MAX_EDICTS]; static entity_render_t *lightentities_noselfshadow[MAX_EDICTS]; static entity_render_t *shadowentities[MAX_EDICTS]; static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS]; qboolean nolight; qboolean castshadows; rtlight->draw = false; rtlight->cached_numlightentities = 0; rtlight->cached_numlightentities_noselfshadow = 0; rtlight->cached_numshadowentities = 0; rtlight->cached_numshadowentities_noselfshadow = 0; rtlight->cached_numsurfaces = 0; rtlight->cached_lightentities = NULL; rtlight->cached_lightentities_noselfshadow = NULL; rtlight->cached_shadowentities = NULL; rtlight->cached_shadowentities_noselfshadow = NULL; rtlight->cached_shadowtrispvs = NULL; rtlight->cached_lighttrispvs = NULL; rtlight->cached_surfacelist = NULL; rtlight->shadowmapsidesize = 0; // 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) nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f); // loading is done before visibility checks because loading should happen // all at once at the start of a level, not when it stalls gameplay. // (especially important to benchmarks) // compile light if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)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_GetCubemap(rtlight->cubemapname) : r_texture_whitecube; // look up the light style value at this time f = ((rtlight->style >= 0 && rtlight->style < MAX_LIGHTSTYLES) ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value; VectorScale(rtlight->color, f, rtlight->currentcolor); /* if (rtlight->selected) { f = 2 + sin(realtime * M_PI * 4.0); VectorScale(rtlight->currentcolor, f, rtlight->currentcolor); } */ // if lightstyle is currently off, don't draw the light if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f)) return; // skip processing on corona-only lights if (nolight) return; // if the light box is offscreen, skip it if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs)) return; VectorCopy(rtlight->cullmins, rtlight->cached_cullmins); VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs); R_Shadow_ComputeShadowCasterCullingPlanes(rtlight); // don't allow lights to be drawn if using r_shadow_bouncegrid 2, except if we're using static bouncegrid where dynamic lights still need to draw if (r_shadow_bouncegrid.integer == 2 && (rtlight->isstatic || !r_shadow_bouncegrid_static.integer)) return; if (rtlight->compiled && r_shadow_realtime_world_compile.integer) { // compiled light, world available and can receive realtime lighting // retrieve leaf information numleafs = rtlight->static_numleafs; leaflist = rtlight->static_leaflist; leafpvs = rtlight->static_leafpvs; numsurfaces = rtlight->static_numsurfaces; surfacelist = rtlight->static_surfacelist; //surfacesides = NULL; shadowtrispvs = rtlight->static_shadowtrispvs; lighttrispvs = rtlight->static_lighttrispvs; } else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo) { // dynamic light, world available and can receive realtime lighting // calculate lit surfaces and leafs r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_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, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes); R_Shadow_ComputeShadowCasterCullingPlanes(rtlight); leaflist = r_shadow_buffer_leaflist; leafpvs = r_shadow_buffer_leafpvs; surfacelist = r_shadow_buffer_surfacelist; //surfacesides = r_shadow_buffer_surfacesides; shadowtrispvs = r_shadow_buffer_shadowtrispvs; lighttrispvs = r_shadow_buffer_lighttrispvs; // if the reduced leaf bounds are offscreen, skip it if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs)) return; } else { // no world numleafs = 0; leaflist = NULL; leafpvs = NULL; numsurfaces = 0; surfacelist = NULL; //surfacesides = NULL; shadowtrispvs = NULL; lighttrispvs = NULL; } // check if light is illuminating any visible leafs if (numleafs) { for (i = 0; i < numleafs; i++) if (r_refdef.viewcache.world_leafvisible[leaflist[i]]) break; if (i == numleafs) return; } // make a list of lit entities and shadow casting entities numlightentities = 0; numlightentities_noselfshadow = 0; numshadowentities = 0; numshadowentities_noselfshadow = 0; // add dynamic entities that are lit by the light for (i = 0; i < r_refdef.scene.numentities; i++) { dp_model_t *model; entity_render_t *ent = r_refdef.scene.entities[i]; vec3_t org; if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs)) continue; // skip the object entirely if it is not within the valid // shadow-casting region (which includes the lit region) if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes)) continue; if (!(model = ent->model)) continue; if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT)) { // this entity wants to receive light, is visible, and is // inside the light box // TODO: check if the surfaces in the model can receive light // so now check if it's in a leaf seen by the light if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs)) continue; if (ent->flags & RENDER_NOSELFSHADOW) lightentities_noselfshadow[numlightentities_noselfshadow++] = ent; else lightentities[numlightentities++] = ent; // since it is lit, it probably also casts a shadow... // about the VectorDistance2 - light emitting entities should not cast their own shadow Matrix4x4_OriginFromMatrix(&ent->matrix, org); if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1) { // note: exterior models without the RENDER_NOSELFSHADOW // flag still create a RENDER_NOSELFSHADOW shadow but // are lit normally, this means that they are // self-shadowing but do not shadow other // RENDER_NOSELFSHADOW entities such as the gun // (very weird, but keeps the player shadow off the gun) if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL)) shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent; else shadowentities[numshadowentities++] = ent; } } else if (ent->flags & RENDER_SHADOW) { // this entity is not receiving light, but may still need to // cast a shadow... // TODO: check if the surfaces in the model can cast shadow // now check if it is in a leaf seen by the light if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs)) continue; // about the VectorDistance2 - light emitting entities should not cast their own shadow Matrix4x4_OriginFromMatrix(&ent->matrix, org); if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1) { if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL)) shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent; else shadowentities[numshadowentities++] = ent; } } } // return if there's nothing at all to light if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0) return; // count this light in the r_speeds r_refdef.stats[r_stat_lights]++; // flag it as worth drawing later rtlight->draw = true; // if we have shadows disabled, don't count the shadow entities, this way we don't do the R_AnimCache_GetEntity on each one castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows); if (!castshadows) numshadowentities = numshadowentities_noselfshadow = 0; rtlight->castshadows = castshadows; // cache all the animated entities that cast a shadow but are not visible for (i = 0; i < numshadowentities; i++) R_AnimCache_GetEntity(shadowentities[i], false, false); for (i = 0; i < numshadowentities_noselfshadow; i++) R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false); // we can convert noselfshadow to regular if there are no receivers of that type (or we're using r_shadow_deferred which doesn't support noselfshadow anyway) if (numshadowentities_noselfshadow > 0 && (numlightentities_noselfshadow == 0 || r_shadow_usingdeferredprepass)) { for (i = 0; i < numshadowentities_noselfshadow; i++) shadowentities[numshadowentities++] = shadowentities_noselfshadow[i]; numshadowentities_noselfshadow = 0; } // we can convert noselfshadow to regular if there are no casters of that type if (numlightentities_noselfshadow > 0 && numshadowentities_noselfshadow == 0) { for (i = 0; i < numlightentities_noselfshadow; i++) lightentities[numlightentities++] = lightentities_noselfshadow[i]; numlightentities_noselfshadow = 0; } // allocate some temporary memory for rendering this light later in the frame // reusable buffers need to be copied, static data can be used as-is rtlight->cached_numlightentities = numlightentities; rtlight->cached_numlightentities_noselfshadow = numlightentities_noselfshadow; rtlight->cached_numshadowentities = numshadowentities; rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow; rtlight->cached_numsurfaces = numsurfaces; rtlight->cached_lightentities = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities); rtlight->cached_lightentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow); rtlight->cached_shadowentities = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities); rtlight->cached_shadowentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow); if (shadowtrispvs == r_shadow_buffer_shadowtrispvs) { int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3); int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3); rtlight->cached_shadowtrispvs = (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs); rtlight->cached_lighttrispvs = (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs); rtlight->cached_surfacelist = (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist); } else { // compiled light data rtlight->cached_shadowtrispvs = shadowtrispvs; rtlight->cached_lighttrispvs = lighttrispvs; rtlight->cached_surfacelist = surfacelist; } if (R_Shadow_ShadowMappingEnabled()) { // figure out the shadowmapping parameters for this light vec3_t nearestpoint; vec_t distance; int lodlinear; 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 = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance / rtlight->radius)); //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); rtlight->shadowmapsidesize = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize); // shadowmapatlas* variables will be set by R_Shadow_PrepareLights() } } static void R_Shadow_DrawLightShadowMaps(rtlight_t *rtlight) { int i; int numsurfaces; unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides; int numlightentities; int numlightentities_noselfshadow; int numshadowentities; int numshadowentities_noselfshadow; entity_render_t **lightentities; entity_render_t **lightentities_noselfshadow; entity_render_t **shadowentities; entity_render_t **shadowentities_noselfshadow; int *surfacelist; static unsigned char entitysides[MAX_EDICTS]; static unsigned char entitysides_noselfshadow[MAX_EDICTS]; float borderbias; int side; int size; int castermask; int receivermask; matrix4x4_t radiustolight; // check if we cached this light this frame (meaning it is worth drawing) if (!rtlight->draw || !rtlight->castshadows) return; // if PrepareLights could not find any space for this shadowmap, we may as well mark it as not casting shadows... if (rtlight->shadowmapatlassidesize == 0) { rtlight->castshadows = false; return; } // set up a scissor rectangle for this light if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs)) return; // don't let sound skip if going slow if (r_refdef.scene.extraupdate) S_ExtraUpdate(); numlightentities = rtlight->cached_numlightentities; numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow; numshadowentities = rtlight->cached_numshadowentities; numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow; numsurfaces = rtlight->cached_numsurfaces; lightentities = rtlight->cached_lightentities; lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow; shadowentities = rtlight->cached_shadowentities; shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow; shadowtrispvs = rtlight->cached_shadowtrispvs; lighttrispvs = rtlight->cached_lighttrispvs; surfacelist = rtlight->cached_surfacelist; // make this the active rtlight for rendering purposes R_Shadow_RenderMode_ActiveLight(rtlight); radiustolight = rtlight->matrix_worldtolight; Matrix4x4_Abs(&radiustolight); size = rtlight->shadowmapatlassidesize; borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder); surfacesides = NULL; castermask = 0; receivermask = 0; if (numsurfaces) { if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer) { castermask = rtlight->static_shadowmap_casters; receivermask = rtlight->static_shadowmap_receivers; } else { surfacesides = r_shadow_buffer_surfacesides; for (i = 0; i < numsurfaces; i++) { msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i]; surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias); castermask |= surfacesides[i]; receivermask |= surfacesides[i]; } } } for (i = 0; i < numlightentities && receivermask < 0x3F; i++) receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias); for (i = 0; i < numlightentities_noselfshadow && receivermask < 0x3F; i++) receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias); receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder); if (receivermask) { for (i = 0; i < numshadowentities; i++) castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias)); for (i = 0; i < numshadowentities_noselfshadow; i++) castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias)); } // there is no need to render shadows for sides that have no receivers... castermask &= receivermask; //Con_Printf("distance %f lodlinear %i size %i\n", distance, lodlinear, size); // render shadow casters into shadowmaps for this light for (side = 0; side < 6; side++) { int bit = 1 << side; if (castermask & bit) { R_Shadow_RenderMode_ShadowMap(side, size, rtlight->shadowmapatlasposition[0], rtlight->shadowmapatlasposition[1]); if (numsurfaces) R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides); for (i = 0; i < numshadowentities; i++) if (entitysides[i] & bit) R_Shadow_DrawEntityShadow(shadowentities[i]); for (i = 0; i < numshadowentities_noselfshadow; i++) if (entitysides_noselfshadow[i] & bit) R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]); } } // additionally if there are any noselfshadow casters we have to render a second set of shadowmaps without those :( if (numshadowentities_noselfshadow) { for (side = 0; side < 6; side++) { int bit = 1 << side; if (castermask & bit) { R_Shadow_RenderMode_ShadowMap(side, size, rtlight->shadowmapatlasposition[0] + size * 2, rtlight->shadowmapatlasposition[1]); if (numsurfaces) R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides); for (i = 0; i < numshadowentities; i++) if (entitysides[i] & bit) R_Shadow_DrawEntityShadow(shadowentities[i]); } } } } static void R_Shadow_DrawLight(rtlight_t *rtlight) { int i; int numsurfaces; unsigned char *shadowtrispvs, *lighttrispvs; int numlightentities; int numlightentities_noselfshadow; int numshadowentities; int numshadowentities_noselfshadow; entity_render_t **lightentities; entity_render_t **lightentities_noselfshadow; entity_render_t **shadowentities; entity_render_t **shadowentities_noselfshadow; int *surfacelist; qboolean castshadows; // check if we cached this light this frame (meaning it is worth drawing) if (!rtlight->draw) return; // set up a scissor rectangle for this light if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs)) return; // don't let sound skip if going slow if (r_refdef.scene.extraupdate) S_ExtraUpdate(); numlightentities = rtlight->cached_numlightentities; numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow; numshadowentities = rtlight->cached_numshadowentities; numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow; numsurfaces = rtlight->cached_numsurfaces; lightentities = rtlight->cached_lightentities; lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow; shadowentities = rtlight->cached_shadowentities; shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow; shadowtrispvs = rtlight->cached_shadowtrispvs; lighttrispvs = rtlight->cached_lighttrispvs; surfacelist = rtlight->cached_surfacelist; castshadows = rtlight->castshadows; // make this the active rtlight for rendering purposes R_Shadow_RenderMode_ActiveLight(rtlight); if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows)) { // optionally draw visible shape of the shadow volumes // for performance analysis by level designers R_Shadow_RenderMode_VisibleShadowVolumes(); if (numsurfaces) R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs); for (i = 0;i < numshadowentities;i++) R_Shadow_DrawEntityShadow(shadowentities[i]); for (i = 0;i < numshadowentities_noselfshadow;i++) R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]); R_Shadow_RenderMode_VisibleLighting(false, false); } 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]); } if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D) { float borderbias; int size; float shadowmapoffsetnoselfshadow = 0; matrix4x4_t radiustolight = rtlight->matrix_worldtolight; Matrix4x4_Abs(&radiustolight); size = rtlight->shadowmapatlassidesize; borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder); //Con_Printf("distance %f lodlinear %i size %i\n", distance, lodlinear, size); if (rtlight->cached_numshadowentities_noselfshadow) shadowmapoffsetnoselfshadow = rtlight->shadowmapatlassidesize * 2; // render lighting using the depth texture as shadowmap // draw lighting in the unmasked areas if (numsurfaces + numlightentities) { R_Shadow_RenderMode_Lighting(false, false, true, false); // 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]); } // offset to the noselfshadow part of the atlas and draw those too if (numlightentities_noselfshadow) { R_Shadow_RenderMode_Lighting(false, false, true, true); for (i = 0; i < numlightentities_noselfshadow; i++) R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]); } // rasterize the box when rendering deferred lighting - the regular surface lighting only applies to transparent surfaces if (r_shadow_usingdeferredprepass) R_Shadow_RenderMode_DrawDeferredLight(true); } else if (castshadows && vid.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_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs); for (i = 0;i < numshadowentities;i++) R_Shadow_DrawEntityShadow(shadowentities[i]); // draw lighting in the unmasked areas R_Shadow_RenderMode_Lighting(true, false, false, false); for (i = 0;i < numlightentities_noselfshadow;i++) R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]); for (i = 0;i < numshadowentities_noselfshadow;i++) R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]); // draw lighting in the unmasked areas R_Shadow_RenderMode_Lighting(true, false, false, false); if (numsurfaces) R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs); for (i = 0;i < numlightentities;i++) R_Shadow_DrawEntityLight(lightentities[i]); // rasterize the box when rendering deferred lighting - the regular surface lighting only applies to transparent surfaces if (r_shadow_usingdeferredprepass) R_Shadow_RenderMode_DrawDeferredLight(false); } else { // draw lighting in the unmasked areas R_Shadow_RenderMode_Lighting(false, 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]); // rasterize the box when rendering deferred lighting - the regular surface lighting only applies to transparent surfaces if (r_shadow_usingdeferredprepass) R_Shadow_RenderMode_DrawDeferredLight(false); } } static void R_Shadow_FreeDeferred(void) { R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo); r_shadow_prepassgeometryfbo = 0; R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusespecularfbo); r_shadow_prepasslightingdiffusespecularfbo = 0; R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusefbo); r_shadow_prepasslightingdiffusefbo = 0; if (r_shadow_prepassgeometrydepthbuffer) R_FreeTexture(r_shadow_prepassgeometrydepthbuffer); r_shadow_prepassgeometrydepthbuffer = NULL; if (r_shadow_prepassgeometrynormalmaptexture) R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture); r_shadow_prepassgeometrynormalmaptexture = NULL; if (r_shadow_prepasslightingdiffusetexture) R_FreeTexture(r_shadow_prepasslightingdiffusetexture); r_shadow_prepasslightingdiffusetexture = NULL; if (r_shadow_prepasslightingspeculartexture) R_FreeTexture(r_shadow_prepasslightingspeculartexture); r_shadow_prepasslightingspeculartexture = NULL; } void R_Shadow_DrawPrepass(void) { int i; int lnum; entity_render_t *ent; float clearcolor[4]; R_Mesh_ResetTextureState(); GL_DepthMask(true); GL_ColorMask(1,1,1,1); GL_BlendFunc(GL_ONE, GL_ZERO); GL_Color(1,1,1,1); GL_DepthTest(true); R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL); Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f); GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0); if (r_timereport_active) R_TimeReport("prepasscleargeom"); if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass) r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity); if (r_timereport_active) R_TimeReport("prepassworld"); for (i = 0;i < r_refdef.scene.numentities;i++) { if (!r_refdef.viewcache.entityvisible[i]) continue; ent = r_refdef.scene.entities[i]; if (ent->model && ent->model->DrawPrepass != NULL) ent->model->DrawPrepass(ent); } if (r_timereport_active) R_TimeReport("prepassmodels"); GL_DepthMask(false); GL_ColorMask(1,1,1,1); GL_Color(1,1,1,1); GL_DepthTest(true); R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL); Vector4Set(clearcolor, 0, 0, 0, 0); GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0); if (r_timereport_active) R_TimeReport("prepassclearlit"); R_Shadow_RenderMode_Begin(); for (lnum = 0; lnum < r_shadow_scenenumlights; lnum++) R_Shadow_DrawLight(r_shadow_scenelightlist[lnum]); R_Shadow_RenderMode_End(); if (r_timereport_active) R_TimeReport("prepasslights"); } #define MAX_SCENELIGHTS 65536 qboolean R_Shadow_PrepareLights_AddSceneLight(rtlight_t *rtlight) { if (r_shadow_scenemaxlights <= r_shadow_scenenumlights) { if (r_shadow_scenenumlights >= MAX_SCENELIGHTS) return false; r_shadow_scenemaxlights *= 2; r_shadow_scenemaxlights = bound(1024, r_shadow_scenemaxlights, MAX_SCENELIGHTS); r_shadow_scenelightlist = (rtlight_t **)Mem_Realloc(r_main_mempool, r_shadow_scenelightlist, r_shadow_scenemaxlights * sizeof(rtlight_t *)); } r_shadow_scenelightlist[r_shadow_scenenumlights++] = rtlight; return true; } void R_Shadow_DrawLightSprites(void); void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture) { int flag; int lnum; size_t lightindex; dlight_t *light; size_t range; float f; int shadowmapborder = bound(1, r_shadow_shadowmapping_bordersize.integer, 16); int shadowmaptexturesize = bound(256, r_shadow_shadowmapping_texturesize.integer, (int)vid.maxtexturesize_2d); int shadowmapmaxsize = bound(shadowmapborder+2, r_shadow_shadowmapping_maxsize.integer, shadowmaptexturesize / 8); if (r_shadow_shadowmaptexturesize != shadowmaptexturesize || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) || r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) || r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer || r_shadow_shadowmapshadowsampler != (vid.support.arb_shadow && r_shadow_shadowmapping_useshadowsampler.integer) || r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer || r_shadow_shadowmapborder != shadowmapborder || r_shadow_shadowmapmaxsize != shadowmapmaxsize || r_shadow_shadowmapdepthtexture != r_fb.usedepthtextures) R_Shadow_FreeShadowMaps(); r_shadow_fb_fbo = fbo; r_shadow_fb_depthtexture = depthtexture; r_shadow_fb_colortexture = colortexture; r_shadow_usingshadowmaportho = false; switch (vid.renderpath) { case RENDERPATH_GL20: case RENDERPATH_D3D9: case RENDERPATH_D3D10: case RENDERPATH_D3D11: case RENDERPATH_SOFT: #ifndef USE_GLES2 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2) { r_shadow_usingdeferredprepass = false; if (r_shadow_prepass_width) R_Shadow_FreeDeferred(); r_shadow_prepass_width = r_shadow_prepass_height = 0; break; } if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height) { R_Shadow_FreeDeferred(); r_shadow_usingdeferredprepass = true; r_shadow_prepass_width = vid.width; r_shadow_prepass_height = vid.height; r_shadow_prepassgeometrydepthbuffer = R_LoadTextureRenderBuffer(r_shadow_texturepool, "prepassgeometrydepthbuffer", vid.width, vid.height, TEXTYPE_DEPTHBUFFER24); r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER32F, 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_COLORBUFFER16F, 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_COLORBUFFER16F, 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_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL); R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL); // render depth into a renderbuffer and other important properties into the normalmap texture // set up the lighting pass fbo (diffuse + specular) r_shadow_prepasslightingdiffusespecularfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL); R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL); // render diffuse into one texture and specular into another, // with depth and normalmap bound as textures, // with depth bound as attachment as well // set up the lighting pass fbo (diffuse) r_shadow_prepasslightingdiffusefbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL); R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL); // render diffuse into one texture, // with depth and normalmap bound as textures, // with depth bound as attachment as well } #endif break; case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GLES1: case RENDERPATH_GLES2: r_shadow_usingdeferredprepass = false; break; } R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles); r_shadow_scenenumlights = 0; flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked for (lightindex = 0; lightindex < range; lightindex++) { light = (dlight_t *)Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); if (light && (light->flags & flag)) { R_Shadow_PrepareLight(&light->rtlight); R_Shadow_PrepareLights_AddSceneLight(&light->rtlight); } } if (r_refdef.scene.rtdlight) { for (lnum = 0; lnum < r_refdef.scene.numlights; lnum++) { R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]); R_Shadow_PrepareLights_AddSceneLight(r_refdef.scene.lights[lnum]); } } else if (gl_flashblend.integer) { for (lnum = 0; lnum < r_refdef.scene.numlights; lnum++) { rtlight_t *rtlight = r_refdef.scene.lights[lnum]; f = ((rtlight->style >= 0 && rtlight->style < MAX_LIGHTSTYLES) ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value; VectorScale(rtlight->color, f, rtlight->currentcolor); } } // when debugging a single light, we still want to run the prepare, so we only replace the light list afterward... if (r_shadow_debuglight.integer >= 0) { r_shadow_scenenumlights = 0; lightindex = r_shadow_debuglight.integer; light = (dlight_t *)Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); if (light) { R_Shadow_PrepareLight(&light->rtlight); R_Shadow_PrepareLights_AddSceneLight(&light->rtlight); } } // if we're doing shadowmaps we need to prepare the atlas layout now if (R_Shadow_ShadowMappingEnabled()) { int lod; // allocate shadowmaps in the atlas now // we may have to make multiple attempts to fit the shadowmaps in the limited space of the atlas, this will appear as lod popping of all shadowmaps whenever it changes, but at least we can still cast shadows from all lights... for (lod = 0; lod < 16; lod++) { int packing_success = 0; int packing_failure = 0; Mod_AllocLightmap_Reset(&r_shadow_shadowmapatlas_state); // we actually have to reserve space for the R_DrawModelShadowMaps if that feature is active, it uses 0,0 so this is easy. if (r_shadow_shadowmapatlas_modelshadows_size) Mod_AllocLightmap_Block(&r_shadow_shadowmapatlas_state, r_shadow_shadowmapatlas_modelshadows_size, r_shadow_shadowmapatlas_modelshadows_size, &r_shadow_shadowmapatlas_modelshadows_x, &r_shadow_shadowmapatlas_modelshadows_y); for (lnum = 0; lnum < r_shadow_scenenumlights; lnum++) { rtlight_t *rtlight = r_shadow_scenelightlist[lnum]; int size = rtlight->shadowmapsidesize >> lod; int width, height; if (!rtlight->castshadows) continue; size = bound(r_shadow_shadowmapborder, size, r_shadow_shadowmaptexturesize); width = size * 2; height = size * 3; // when there are noselfshadow entities in the light bounds, we have to render two separate sets of shadowmaps :( if (rtlight->cached_numshadowentities_noselfshadow) width *= 2; if (Mod_AllocLightmap_Block(&r_shadow_shadowmapatlas_state, width, height, &rtlight->shadowmapatlasposition[0], &rtlight->shadowmapatlasposition[1])) { rtlight->shadowmapatlassidesize = size; packing_success++; } else { // note down that we failed to pack this one, it will have to disable shadows rtlight->shadowmapatlassidesize = 0; packing_failure++; } } // generally everything fits and we stop here on the first iteration if (packing_failure == 0) break; } } if (r_editlights.integer) R_Shadow_DrawLightSprites(); } void R_Shadow_DrawShadowMaps(void) { R_Shadow_RenderMode_Begin(); R_Shadow_RenderMode_ActiveLight(NULL); // now that we have a layout of shadowmaps in the atlas, we can render the shadowmaps R_Shadow_ClearShadowMapTexture(); // render model shadowmaps (r_shadows 2) if desired which will be sampled in the forward pass if (r_shadow_shadowmapatlas_modelshadows_size) { R_Shadow_DrawModelShadowMaps(); // don't let sound skip if going slow if (r_refdef.scene.extraupdate) S_ExtraUpdate(); } if (R_Shadow_ShadowMappingEnabled()) { int lnum; for (lnum = 0; lnum < r_shadow_scenenumlights; lnum++) R_Shadow_DrawLightShadowMaps(r_shadow_scenelightlist[lnum]); } R_Shadow_RenderMode_End(); } void R_Shadow_DrawLights(void) { int lnum; R_Shadow_RenderMode_Begin(); for (lnum = 0; lnum < r_shadow_scenenumlights; lnum++) R_Shadow_DrawLight(r_shadow_scenelightlist[lnum]); R_Shadow_RenderMode_End(); } #define MAX_MODELSHADOWS 1024 static int r_shadow_nummodelshadows; static entity_render_t *r_shadow_modelshadows[MAX_MODELSHADOWS]; void R_Shadow_PrepareModelShadows(void) { int i; float scale, size, radius, dot1, dot2; prvm_vec3_t prvmshadowdir, prvmshadowfocus; vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs; entity_render_t *ent; r_shadow_nummodelshadows = 0; r_shadow_shadowmapatlas_modelshadows_size = 0; if (!r_refdef.scene.numentities || r_refdef.lightmapintensity <= 0.0f || r_shadows.integer <= 0) return; switch (r_shadow_shadowmode) { case R_SHADOW_SHADOWMODE_SHADOWMAP2D: if (r_shadows.integer >= 2) break; // fall through case R_SHADOW_SHADOWMODE_STENCIL: if (!vid.stencil) return; for (i = 0; i < r_refdef.scene.numentities; i++) { ent = r_refdef.scene.entities[i]; if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW)) { if (r_shadow_nummodelshadows >= MAX_MODELSHADOWS) break; r_shadow_modelshadows[r_shadow_nummodelshadows++] = ent; R_AnimCache_GetEntity(ent, false, false); } } return; default: return; } size = 2 * r_shadow_shadowmapmaxsize; scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value; radius = 0.5f * size / scale; Math_atov(r_shadows_throwdirection.string, prvmshadowdir); VectorCopy(prvmshadowdir, shadowdir); VectorNormalize(shadowdir); dot1 = DotProduct(r_refdef.view.forward, shadowdir); dot2 = DotProduct(r_refdef.view.up, shadowdir); if (fabs(dot1) <= fabs(dot2)) VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward); else VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward); VectorNormalize(shadowforward); CrossProduct(shadowdir, shadowforward, shadowright); Math_atov(r_shadows_focus.string, prvmshadowfocus); VectorCopy(prvmshadowfocus, shadowfocus); VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin); VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin); VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin); VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin); if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2]) dot1 = 1; VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin); shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0])); shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1])); shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2])); shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0])); shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1])); shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2])); for (i = 0; i < r_refdef.scene.numentities; i++) { ent = r_refdef.scene.entities[i]; if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs)) continue; // cast shadows from anything of the map (submodels are optional) if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW)) { if (r_shadow_nummodelshadows >= MAX_MODELSHADOWS) break; r_shadow_modelshadows[r_shadow_nummodelshadows++] = ent; R_AnimCache_GetEntity(ent, false, false); } } if (r_shadow_nummodelshadows) { r_shadow_shadowmapatlas_modelshadows_x = 0; r_shadow_shadowmapatlas_modelshadows_y = 0; r_shadow_shadowmapatlas_modelshadows_size = size; } } static void R_Shadow_DrawModelShadowMaps(void) { int i; float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2; entity_render_t *ent; vec3_t relativelightorigin; vec3_t relativelightdirection, relativeforward, relativeright; vec3_t relativeshadowmins, relativeshadowmaxs; vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus; prvm_vec3_t prvmshadowdir, prvmshadowfocus; float m[12]; matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix; r_viewport_t viewport; size = r_shadow_shadowmapatlas_modelshadows_size; scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size; radius = 0.5f / scale; nearclip = -r_shadows_throwdistance.value; farclip = r_shadows_throwdistance.value; bias = (r_shadows_shadowmapbias.value < 0) ? r_shadow_shadowmapping_bias.value : r_shadows_shadowmapbias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size); // set the parameters that will be used on the regular model renders using these shadows we're about to produce r_shadow_modelshadowmap_parameters[0] = size; r_shadow_modelshadowmap_parameters[1] = size; r_shadow_modelshadowmap_parameters[2] = 1.0; r_shadow_modelshadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f); r_shadow_modelshadowmap_texturescale[0] = 1.0f / r_shadow_shadowmaptexturesize; r_shadow_modelshadowmap_texturescale[1] = 1.0f / r_shadow_shadowmaptexturesize; r_shadow_modelshadowmap_texturescale[2] = r_shadow_shadowmapatlas_modelshadows_x; r_shadow_modelshadowmap_texturescale[3] = r_shadow_shadowmapatlas_modelshadows_y; r_shadow_usingshadowmaportho = true; Math_atov(r_shadows_throwdirection.string, prvmshadowdir); VectorCopy(prvmshadowdir, shadowdir); VectorNormalize(shadowdir); Math_atov(r_shadows_focus.string, prvmshadowfocus); VectorCopy(prvmshadowfocus, shadowfocus); VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin); VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin); VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin); VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin); dot1 = DotProduct(r_refdef.view.forward, shadowdir); dot2 = DotProduct(r_refdef.view.up, shadowdir); if (fabs(dot1) <= fabs(dot2)) VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward); else VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward); VectorNormalize(shadowforward); VectorM(scale, shadowforward, &m[0]); if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2]) dot1 = 1; m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]); CrossProduct(shadowdir, shadowforward, shadowright); VectorM(scale, shadowright, &m[4]); m[7] = 0.5f - DotProduct(shadoworigin, &m[4]); VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]); m[11] = 0.5f - DotProduct(shadoworigin, &m[8]); Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m); Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix); R_Viewport_InitOrtho(&viewport, &cameramatrix, r_shadow_shadowmapatlas_modelshadows_x, r_shadow_shadowmapatlas_modelshadows_y, r_shadow_shadowmapatlas_modelshadows_size, r_shadow_shadowmapatlas_modelshadows_size, 0, 0, 1, 1, 0, -1, NULL); R_SetViewport(&viewport); VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin); // 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); for (i = 0;i < r_shadow_nummodelshadows;i++) { ent = r_shadow_modelshadows[i]; relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix); Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin); Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection); Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward); Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright); relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0])); relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1])); relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2])); relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0])); relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1])); relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2])); RSurf_ActiveModelEntity(ent, false, false, false); ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs); rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } #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 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix); Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix); Matrix4x4_CreateScale3(&scalematrix, size, -size, 1); Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias); 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_SOFT: case RENDERPATH_GLES1: case RENDERPATH_GLES2: break; case RENDERPATH_D3D9: case RENDERPATH_D3D10: case RENDERPATH_D3D11: #ifdef MATRIX4x4_OPENGLORIENTATION 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; } } void R_Shadow_DrawModelShadows(void) { int i; float relativethrowdistance; entity_render_t *ent; vec3_t relativelightorigin; vec3_t relativelightdirection; vec3_t relativeshadowmins, relativeshadowmaxs; vec3_t tmp, shadowdir; prvm_vec3_t prvmshadowdir; if (!r_shadow_nummodelshadows || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1)) return; R_ResetViewRendering3D(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture); //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); // get shadow dir if (r_shadows.integer == 2) { Math_atov(r_shadows_throwdirection.string, prvmshadowdir); VectorCopy(prvmshadowdir, shadowdir); VectorNormalize(shadowdir); } R_Shadow_ClearStencil(); for (i = 0;i < r_shadow_nummodelshadows;i++) { ent = r_shadow_modelshadows[i]; // cast shadows from anything of the map (submodels are optional) 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 in same direction Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection); else { if(ent->entitynumber != 0) { if(ent->entitynumber >= MAX_EDICTS) // csqc entity { // FIXME handle this VectorNegate(ent->modellight_lightdir, relativelightdirection); } else { // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities) int entnum, entnum2, recursion; entnum = entnum2 = ent->entitynumber; for(recursion = 32; recursion > 0; --recursion) { entnum2 = cl.entities[entnum].state_current.tagentity; if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2]) entnum = entnum2; else break; } if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain { VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection); // transform into modelspace of OUR entity Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp); Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection); } else VectorNegate(ent->modellight_lightdir, relativelightdirection); } } else VectorNegate(ent->modellight_lightdir, relativelightdirection); } VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin); RSurf_ActiveModelEntity(ent, false, false, false); 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_End(); // set up ortho view for rendering this pass //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_EntityMatrix(&identitymatrix); //R_Mesh_ResetTextureState(); R_ResetViewRendering2D(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture); // 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, r_shadows_darken.value); //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); //GL_DepthFunc(GL_ALWAYS); R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255); // apply the blend to the shadowed areas R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL); R_SetupShader_Generic_NoTexture(false, true); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); // restore the viewport R_SetViewport(&r_refdef.view.viewport); // restore other state to normal //R_Shadow_RenderMode_End(); } static void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery) { float zdist; vec3_t centerorigin; #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2) float vertex3f[12]; #endif // if it's too close, skip it if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f)) 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++]; // we count potential samples in the middle of the screen, we count actual samples at the light location, this allows counting potential samples of off-screen lights VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin); switch(vid.renderpath) { case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: case RENDERPATH_GLES1: case RENDERPATH_GLES2: #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2) CHECKGLERROR // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels); GL_DepthFunc(GL_ALWAYS); R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale); R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL, 0); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); qglEndQueryARB(GL_SAMPLES_PASSED_ARB); GL_DepthFunc(GL_LEQUAL); qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels); R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale); R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL, 0); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); qglEndQueryARB(GL_SAMPLES_PASSED_ARB); CHECKGLERROR #endif break; case RENDERPATH_D3D9: Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; case RENDERPATH_D3D10: Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; case RENDERPATH_D3D11: Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; case RENDERPATH_SOFT: //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; } } rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1); } static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1}; static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale) { vec3_t color; unsigned int occlude = 0; GLint allpixels = 0, visiblepixels = 0; // now we have to check the query result if (rtlight->corona_queryindex_visiblepixels) { switch(vid.renderpath) { case RENDERPATH_GL20: case RENDERPATH_GLES1: case RENDERPATH_GLES2: #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2) // See if we can use the GPU-side method to prevent implicit sync if (vid.support.arb_query_buffer_object) { #define BUFFER_OFFSET(i) ((GLint *)((unsigned char*)NULL + (i))) if (!r_shadow_occlusion_buf) { qglGenBuffersARB(1, &r_shadow_occlusion_buf); qglBindBufferARB(GL_QUERY_BUFFER_ARB, r_shadow_occlusion_buf); qglBufferDataARB(GL_QUERY_BUFFER_ARB, 8, NULL, GL_DYNAMIC_COPY); } else { qglBindBufferARB(GL_QUERY_BUFFER_ARB, r_shadow_occlusion_buf); } qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, BUFFER_OFFSET(0)); qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, BUFFER_OFFSET(4)); qglBindBufferBase(GL_UNIFORM_BUFFER, 0, r_shadow_occlusion_buf); occlude = MATERIALFLAG_OCCLUDE; cscale *= rtlight->corona_visibility; CHECKGLERROR break; } // fallthrough #else return; #endif case RENDERPATH_GL11: case RENDERPATH_GL13: #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2) CHECKGLERROR qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels); qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels); if (visiblepixels < 1 || allpixels < 1) return; rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1); cscale *= rtlight->corona_visibility; CHECKGLERROR break; #else return; #endif case RENDERPATH_D3D9: Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); return; case RENDERPATH_D3D10: Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); return; case RENDERPATH_D3D11: Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); return; case RENDERPATH_SOFT: //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); return; default: return; } } else { // FIXME: these traces should scan all render entities instead of cl.world if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1) return; } VectorScale(rtlight->currentcolor, cscale, color); if (VectorLength(color) > (1.0f / 256.0f)) { float vertex3f[12]; qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract; if(negated) { VectorNegate(color, color); GL_BlendEquationSubtract(true); } R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale); RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false); R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE | MATERIALFLAG_NODEPTHTEST | occlude, 0, 4, 0, 2, false, false); if(negated) GL_BlendEquationSubtract(false); } } void R_Shadow_DrawCoronas(void) { int i, flag; qboolean usequery = false; size_t lightindex; dlight_t *light; rtlight_t *rtlight; size_t range; if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer) return; if (r_fb.water.renderingscene) return; flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; R_EntityMatrix(&identitymatrix); range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked // check occlusion of coronas // use GL_ARB_occlusion_query if available // otherwise use raytraces r_numqueries = 0; switch (vid.renderpath) { case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: case RENDERPATH_GLES1: case RENDERPATH_GLES2: usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer; #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2) if (usequery) { GL_ColorMask(0,0,0,0); if (r_maxqueries < ((unsigned int)range + r_refdef.scene.numlights) * 2) if (r_maxqueries < MAX_OCCLUSION_QUERIES) { i = r_maxqueries; r_maxqueries = ((unsigned int)range + r_refdef.scene.numlights) * 4; r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES); CHECKGLERROR qglGenQueriesARB(r_maxqueries - i, r_queries + i); CHECKGLERROR } RSurf_ActiveWorldEntity(); GL_BlendFunc(GL_ONE, GL_ZERO); GL_CullFace(GL_NONE); GL_DepthMask(false); GL_DepthRange(0, 1); GL_PolygonOffset(0, 0); GL_DepthTest(true); R_Mesh_ResetTextureState(); R_SetupShader_Generic_NoTexture(false, false); } #endif break; case RENDERPATH_D3D9: usequery = false; //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; case RENDERPATH_D3D10: Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; case RENDERPATH_D3D11: Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; case RENDERPATH_SOFT: usequery = false; //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; } for (lightindex = 0;lightindex < range;lightindex++) { light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); if (!light) continue; rtlight = &light->rtlight; rtlight->corona_visibility = 0; rtlight->corona_queryindex_visiblepixels = 0; rtlight->corona_queryindex_allpixels = 0; if (!(rtlight->flags & flag)) continue; if (rtlight->corona <= 0) continue; if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex) continue; R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery); } for (i = 0;i < r_refdef.scene.numlights;i++) { rtlight = r_refdef.scene.lights[i]; rtlight->corona_visibility = 0; rtlight->corona_queryindex_visiblepixels = 0; rtlight->corona_queryindex_allpixels = 0; if (!(rtlight->flags & flag)) continue; if (rtlight->corona <= 0) continue; R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery); } if (usequery) GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); // now draw the coronas using the query data for intensity info for (lightindex = 0;lightindex < range;lightindex++) { light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); if (!light) continue; rtlight = &light->rtlight; if (rtlight->corona_visibility <= 0) continue; R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale); } for (i = 0;i < r_refdef.scene.numlights;i++) { rtlight = r_refdef.scene.lights[i]; if (rtlight->corona_visibility <= 0) continue; if (gl_flashblend.integer) R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f); else R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale); } } static dlight_t *R_Shadow_NewWorldLight(void) { return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray); } static void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags) { matrix4x4_t matrix; // note that style is no longer validated here, -1 is used for unstyled lights and >= MAX_LIGHTSTYLES is accepted for sake of editing rtlights files that might be out of bounds but perfectly formatted // validate parameters if (!cubemapname) cubemapname = ""; // copy to light properties VectorCopy(origin, light->origin); light->angles[0] = angles[0] - 360 * floor(angles[0] / 360); light->angles[1] = angles[1] - 360 * floor(angles[1] / 360); light->angles[2] = angles[2] - 360 * floor(angles[2] / 360); /* light->color[0] = max(color[0], 0); light->color[1] = max(color[1], 0); light->color[2] = max(color[2], 0); */ light->color[0] = color[0]; light->color[1] = color[1]; light->color[2] = color[2]; light->radius = max(radius, 0); light->style = style; light->shadow = shadowenable; light->corona = corona; strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname)); light->coronasizescale = coronasizescale; light->ambientscale = ambientscale; light->diffusescale = diffusescale; light->specularscale = specularscale; light->flags = flags; // update renderable light data Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius); R_RTLight_Update(&light->rtlight, true, &matrix, light->color, light->style, light->cubemapname[0] ? light->cubemapname : NULL, light->shadow, light->corona, light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags); } static void R_Shadow_FreeWorldLight(dlight_t *light) { if (r_shadow_selectedlight == light) r_shadow_selectedlight = NULL; R_RTLight_Uncompile(&light->rtlight); Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light); } void R_Shadow_ClearWorldLights(void) { size_t lightindex; dlight_t *light; size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked for (lightindex = 0;lightindex < range;lightindex++) { light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); if (light) R_Shadow_FreeWorldLight(light); } r_shadow_selectedlight = NULL; } static void R_Shadow_SelectLight(dlight_t *light) { if (r_shadow_selectedlight) r_shadow_selectedlight->selected = false; r_shadow_selectedlight = light; if (r_shadow_selectedlight) r_shadow_selectedlight->selected = true; } static void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { // this is never batched (there can be only one) float vertex3f[12]; R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE); RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false); R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false); } static void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { float intensity; float s; vec3_t spritecolor; skinframe_t *skinframe; float vertex3f[12]; // this is never batched (due to the ent parameter changing every time) // so numsurfaces == 1 and surfacelist[0] == lightnumber const dlight_t *light = (dlight_t *)ent; s = EDLIGHTSPRSIZE; R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s); intensity = 0.5f; VectorScale(light->color, intensity, spritecolor); if (VectorLength(spritecolor) < 0.1732f) VectorSet(spritecolor, 0.1f, 0.1f, 0.1f); if (VectorLength(spritecolor) > 1.0f) VectorNormalize(spritecolor); // draw light sprite if (light->cubemapname[0] && !light->shadow) skinframe = r_editlights_sprcubemapnoshadowlight; else if (light->cubemapname[0]) skinframe = r_editlights_sprcubemaplight; else if (!light->shadow) skinframe = r_editlights_sprnoshadowlight; else skinframe = r_editlights_sprlight; RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, spritecolor[0], spritecolor[1], spritecolor[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false); R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false); // draw selection sprite if light is selected if (light->selected) { RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false); R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false); // VorteX todo: add normalmode/realtime mode light overlay sprites? } } void R_Shadow_DrawLightSprites(void) { size_t lightindex; dlight_t *light; size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked for (lightindex = 0;lightindex < range;lightindex++) { light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); if (light) R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight); } if (!r_editlights_lockcursor) R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL); } int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color) { unsigned int range; dlight_t *light; rtlight_t *rtlight; range = (unsigned int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); if (lightindex >= range) return -1; light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); if (!light) return 0; rtlight = &light->rtlight; //if (!(rtlight->flags & flag)) // return 0; VectorCopy(rtlight->shadoworigin, origin); *radius = rtlight->radius; VectorCopy(rtlight->color, color); return 1; } static void R_Shadow_SelectLightInView(void) { float bestrating, rating, temp[3]; dlight_t *best; size_t lightindex; dlight_t *light; size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked best = NULL; bestrating = 0; if (r_editlights_lockcursor) return; for (lightindex = 0;lightindex < range;lightindex++) { light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); if (!light) continue; VectorSubtract(light->origin, r_refdef.view.origin, temp); rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp))); if (rating >= 0.95) { rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp))); if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1.0f) { bestrating = rating; best = light; } } } R_Shadow_SelectLight(best); } void R_Shadow_LoadWorldLights(void) { int n, a, style, shadow, flags; char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH]; float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale; if (cl.worldmodel == NULL) { Con_Print("No map loaded.\n"); return; } dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension); lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL); if (lightsstring) { s = lightsstring; n = 0; while (*s) { /* t = s; shadow = true; for (;COM_Parse(t, true) && strcmp( if (COM_Parse(t, true)) { if (com_token[0] == '!') { shadow = false; origin[0] = atof(com_token+1); } else origin[0] = atof(com_token); if (Com_Parse(t } */ t = s; while (*s && *s != '\n' && *s != '\r') s++; if (!*s) break; tempchar = *s; shadow = true; // check for modifier flags if (*t == '!') { shadow = false; t++; } *s = 0; #if _MSC_VER >= 1400 #define sscanf sscanf_s #endif cubemapname[sizeof(cubemapname)-1] = 0; #if MAX_QPATH != 128 #error update this code if MAX_QPATH changes #endif a = sscanf(t, "%f %f %f %f %f %f %f %d %127s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname #if _MSC_VER >= 1400 , sizeof(cubemapname) #endif , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags); *s = tempchar; if (a < 18) flags = LIGHTFLAG_REALTIMEMODE; if (a < 17) specularscale = 1; if (a < 16) diffusescale = 1; if (a < 15) ambientscale = 0; if (a < 14) coronasizescale = 0.25f; if (a < 13) VectorClear(angles); if (a < 10) corona = 0; if (a < 9 || !strcmp(cubemapname, "\"\"")) cubemapname[0] = 0; // remove quotes on cubemapname if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"') { size_t namelen; namelen = strlen(cubemapname) - 2; memmove(cubemapname, cubemapname + 1, namelen); cubemapname[namelen] = '\0'; } if (a < 8) { Con_Printf("found %d parameters on line %i, should be 8 or more parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style \"cubemapname\" corona angles[0] angles[1] angles[2] coronasizescale ambientscale diffusescale specularscale flags)\n", a, n + 1); break; } R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags); if (*s == '\r') s++; if (*s == '\n') s++; n++; } if (*s) Con_Printf("invalid rtlights file \"%s\"\n", name); Mem_Free(lightsstring); } } void R_Shadow_SaveWorldLights(void) { size_t lightindex; dlight_t *light; size_t bufchars, bufmaxchars; char *buf, *oldbuf; char name[MAX_QPATH]; char line[MAX_INPUTLINE]; size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up... // I hate lines which are 3 times my screen size :( --blub if (!range) return; if (cl.worldmodel == NULL) { Con_Print("No map loaded.\n"); return; } dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension); bufchars = bufmaxchars = 0; buf = NULL; for (lightindex = 0;lightindex < range;lightindex++) { light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); if (!light) continue; if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE) dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags); else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2]) dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]); else dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style); if (bufchars + strlen(line) > bufmaxchars) { bufmaxchars = bufchars + strlen(line) + 2048; oldbuf = buf; buf = (char *)Mem_Alloc(tempmempool, bufmaxchars); if (oldbuf) { if (bufchars) memcpy(buf, oldbuf, bufchars); Mem_Free(oldbuf); } } if (strlen(line)) { memcpy(buf + bufchars, line, strlen(line)); bufchars += strlen(line); } } if (bufchars) FS_WriteFile(name, buf, (fs_offset_t)bufchars); if (buf) Mem_Free(buf); } void R_Shadow_LoadLightsFile(void) { int n, a, style; char tempchar, *lightsstring, *s, *t, name[MAX_QPATH]; float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias; if (cl.worldmodel == NULL) { Con_Print("No map loaded.\n"); return; } dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension); lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL); if (lightsstring) { s = lightsstring; n = 0; while (*s) { t = s; while (*s && *s != '\n' && *s != '\r') s++; if (!*s) break; tempchar = *s; *s = 0; a = sscanf(t, "%f %f %f %f %f %f %f %f %f %f %f %f %f %d", &origin[0], &origin[1], &origin[2], &falloff, &color[0], &color[1], &color[2], &subtract, &spotdir[0], &spotdir[1], &spotdir[2], &spotcone, &distbias, &style); *s = tempchar; if (a < 14) { Con_Printf("invalid lights file, found %d parameters on line %i, should be 14 parameters (origin[0] origin[1] origin[2] falloff light[0] light[1] light[2] subtract spotdir[0] spotdir[1] spotdir[2] spotcone distancebias style)\n", a, n + 1); break; } radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f)); radius = bound(15, radius, 4096); VectorScale(color, (2.0f / (8388608.0f)), color); R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE); if (*s == '\r') s++; if (*s == '\n') s++; n++; } if (*s) Con_Printf("invalid lights file \"%s\"\n", name); Mem_Free(lightsstring); } } // tyrlite/hmap2 light types in the delay field typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t; void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) { int entnum; int style; int islight; int skin; int pflags; //int effects; int type; int n; char *entfiledata; const char *data; float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4]; char key[256], value[MAX_INPUTLINE]; char vabuf[1024]; if (cl.worldmodel == NULL) { Con_Print("No map loaded.\n"); return; } // try to load a .ent file first dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension); data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL); // and if that is not found, fall back to the bsp file entity string if (!data) data = cl.worldmodel->brush.entities; if (!data) return; for (entnum = 0;COM_ParseToken_Simple(&data, false, false, true) && com_token[0] == '{';entnum++) { type = LIGHTTYPE_MINUSX; origin[0] = origin[1] = origin[2] = 0; originhack[0] = originhack[1] = originhack[2] = 0; angles[0] = angles[1] = angles[2] = 0; color[0] = color[1] = color[2] = 1; light[0] = light[1] = light[2] = 1;light[3] = 300; overridecolor[0] = overridecolor[1] = overridecolor[2] = 1; fadescale = 1; lightscale = 1; style = 0; skin = 0; pflags = 0; //effects = 0; islight = false; while (1) { if (!COM_ParseToken_Simple(&data, false, false, true)) break; // error if (com_token[0] == '}') break; // end of entity if (com_token[0] == '_') strlcpy(key, com_token + 1, sizeof(key)); else strlcpy(key, com_token, sizeof(key)); while (key[strlen(key)-1] == ' ') // remove trailing spaces key[strlen(key)-1] = 0; if (!COM_ParseToken_Simple(&data, false, false, true)) break; // error strlcpy(value, com_token, sizeof(value)); // now that we have the key pair worked out... if (!strcmp("light", key)) { n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]); if (n == 1) { // quake light[0] = vec[0] * (1.0f / 256.0f); light[1] = vec[0] * (1.0f / 256.0f); light[2] = vec[0] * (1.0f / 256.0f); light[3] = vec[0]; } else if (n == 4) { // halflife light[0] = vec[0] * (1.0f / 255.0f); light[1] = vec[1] * (1.0f / 255.0f); light[2] = vec[2] * (1.0f / 255.0f); light[3] = vec[3]; } } else if (!strcmp("delay", key)) type = atoi(value); else if (!strcmp("origin", key)) sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]); else if (!strcmp("angle", key)) angles[0] = 0, angles[1] = atof(value), angles[2] = 0; else if (!strcmp("angles", key)) sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]); else if (!strcmp("color", key)) sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]); else if (!strcmp("wait", key)) fadescale = atof(value); else if (!strcmp("classname", key)) { if (!strncmp(value, "light", 5)) { islight = true; if (!strcmp(value, "light_fluoro")) { originhack[0] = 0; originhack[1] = 0; originhack[2] = 0; overridecolor[0] = 1; overridecolor[1] = 1; overridecolor[2] = 1; } if (!strcmp(value, "light_fluorospark")) { originhack[0] = 0; originhack[1] = 0; originhack[2] = 0; overridecolor[0] = 1; overridecolor[1] = 1; overridecolor[2] = 1; } if (!strcmp(value, "light_globe")) { originhack[0] = 0; originhack[1] = 0; originhack[2] = 0; overridecolor[0] = 1; overridecolor[1] = 0.8; overridecolor[2] = 0.4; } if (!strcmp(value, "light_flame_large_yellow")) { originhack[0] = 0; originhack[1] = 0; originhack[2] = 0; overridecolor[0] = 1; overridecolor[1] = 0.5; overridecolor[2] = 0.1; } if (!strcmp(value, "light_flame_small_yellow")) { originhack[0] = 0; originhack[1] = 0; originhack[2] = 0; overridecolor[0] = 1; overridecolor[1] = 0.5; overridecolor[2] = 0.1; } if (!strcmp(value, "light_torch_small_white")) { originhack[0] = 0; originhack[1] = 0; originhack[2] = 0; overridecolor[0] = 1; overridecolor[1] = 0.5; overridecolor[2] = 0.1; } if (!strcmp(value, "light_torch_small_walltorch")) { originhack[0] = 0; originhack[1] = 0; originhack[2] = 0; overridecolor[0] = 1; overridecolor[1] = 0.5; overridecolor[2] = 0.1; } } } else if (!strcmp("style", key)) style = atoi(value); else if (!strcmp("skin", key)) skin = (int)atof(value); else if (!strcmp("pflags", key)) pflags = (int)atof(value); //else if (!strcmp("effects", key)) // effects = (int)atof(value); else if (cl.worldmodel->type == mod_brushq3) { if (!strcmp("scale", key)) lightscale = atof(value); if (!strcmp("fade", key)) fadescale = atof(value); } } if (!islight) continue; if (lightscale <= 0) lightscale = 1; if (fadescale <= 0) fadescale = 1; if (color[0] == color[1] && color[0] == color[2]) { color[0] *= overridecolor[0]; color[1] *= overridecolor[1]; color[2] *= overridecolor[2]; } radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale; color[0] = color[0] * light[0]; color[1] = color[1] * light[1]; color[2] = color[2] * light[2]; switch (type) { case LIGHTTYPE_MINUSX: break; case LIGHTTYPE_RECIPX: radius *= 2; VectorScale(color, (1.0f / 16.0f), color); break; case LIGHTTYPE_RECIPXX: radius *= 2; VectorScale(color, (1.0f / 16.0f), color); break; default: case LIGHTTYPE_NONE: break; case LIGHTTYPE_SUN: break; case LIGHTTYPE_MINUSXX: break; } VectorAdd(origin, originhack, origin); if (radius >= 1) R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va(vabuf, sizeof(vabuf), "cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE); } if (entfiledata) Mem_Free(entfiledata); } static void R_Shadow_SetCursorLocationForView(void) { vec_t dist, push; vec3_t dest, endpos; trace_t trace; VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest); trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true); if (trace.fraction < 1) { dist = trace.fraction * r_editlights_cursordistance.value; push = r_editlights_cursorpushback.value; if (push > dist) push = dist; push = -push; VectorMA(trace.endpos, push, r_refdef.view.forward, endpos); VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos); } else { VectorClear( endpos ); } r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value; r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value; r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value; } void R_Shadow_UpdateWorldLightSelection(void) { if (r_editlights.integer) { R_Shadow_SetCursorLocationForView(); R_Shadow_SelectLightInView(); } else R_Shadow_SelectLight(NULL); } static void R_Shadow_EditLights_Clear_f(void) { R_Shadow_ClearWorldLights(); } void R_Shadow_EditLights_Reload_f(void) { if (!cl.worldmodel) return; strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname)); R_Shadow_ClearWorldLights(); if (r_shadow_realtime_world_importlightentitiesfrommap.integer <= 1) { R_Shadow_LoadWorldLights(); if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)) R_Shadow_LoadLightsFile(); } if (r_shadow_realtime_world_importlightentitiesfrommap.integer >= 1) { if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)) R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(); } } static void R_Shadow_EditLights_Save_f(void) { if (!cl.worldmodel) return; R_Shadow_SaveWorldLights(); } static void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void) { R_Shadow_ClearWorldLights(); R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(); } static void R_Shadow_EditLights_ImportLightsFile_f(void) { R_Shadow_ClearWorldLights(); R_Shadow_LoadLightsFile(); } static void R_Shadow_EditLights_Spawn_f(void) { vec3_t color; if (!r_editlights.integer) { Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n"); return; } if (Cmd_Argc() != 1) { Con_Print("r_editlights_spawn does not take parameters\n"); return; } color[0] = color[1] = color[2] = 1; R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE); } static void R_Shadow_EditLights_Edit_f(void) { vec3_t origin, angles, color; vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale; int style, shadows, flags, normalmode, realtimemode; char cubemapname[MAX_INPUTLINE]; if (!r_editlights.integer) { Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n"); return; } if (!r_shadow_selectedlight) { Con_Print("No selected light.\n"); return; } VectorCopy(r_shadow_selectedlight->origin, origin); VectorCopy(r_shadow_selectedlight->angles, angles); VectorCopy(r_shadow_selectedlight->color, color); radius = r_shadow_selectedlight->radius; style = r_shadow_selectedlight->style; if (r_shadow_selectedlight->cubemapname) strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname)); else cubemapname[0] = 0; shadows = r_shadow_selectedlight->shadow; corona = r_shadow_selectedlight->corona; coronasizescale = r_shadow_selectedlight->coronasizescale; ambientscale = r_shadow_selectedlight->ambientscale; diffusescale = r_shadow_selectedlight->diffusescale; specularscale = r_shadow_selectedlight->specularscale; flags = r_shadow_selectedlight->flags; normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0; realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0; if (!strcmp(Cmd_Argv(1), "origin")) { if (Cmd_Argc() != 5) { Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1)); return; } origin[0] = atof(Cmd_Argv(2)); origin[1] = atof(Cmd_Argv(3)); origin[2] = atof(Cmd_Argv(4)); } else if (!strcmp(Cmd_Argv(1), "originscale")) { if (Cmd_Argc() != 5) { Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1)); return; } origin[0] *= atof(Cmd_Argv(2)); origin[1] *= atof(Cmd_Argv(3)); origin[2] *= atof(Cmd_Argv(4)); } else if (!strcmp(Cmd_Argv(1), "originx")) { if (Cmd_Argc() != 3) { Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } origin[0] = atof(Cmd_Argv(2)); } else if (!strcmp(Cmd_Argv(1), "originy")) { if (Cmd_Argc() != 3) { Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } origin[1] = atof(Cmd_Argv(2)); } else if (!strcmp(Cmd_Argv(1), "originz")) { if (Cmd_Argc() != 3) { Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } origin[2] = atof(Cmd_Argv(2)); } else if (!strcmp(Cmd_Argv(1), "move")) { if (Cmd_Argc() != 5) { Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1)); return; } origin[0] += atof(Cmd_Argv(2)); origin[1] += atof(Cmd_Argv(3)); origin[2] += atof(Cmd_Argv(4)); } else if (!strcmp(Cmd_Argv(1), "movex")) { if (Cmd_Argc() != 3) { Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } origin[0] += atof(Cmd_Argv(2)); } else if (!strcmp(Cmd_Argv(1), "movey")) { if (Cmd_Argc() != 3) { Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } origin[1] += atof(Cmd_Argv(2)); } else if (!strcmp(Cmd_Argv(1), "movez")) { if (Cmd_Argc() != 3) { Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } origin[2] += atof(Cmd_Argv(2)); } else if (!strcmp(Cmd_Argv(1), "angles")) { if (Cmd_Argc() != 5) { Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1)); return; } angles[0] = atof(Cmd_Argv(2)); angles[1] = atof(Cmd_Argv(3)); angles[2] = atof(Cmd_Argv(4)); } else if (!strcmp(Cmd_Argv(1), "anglesx")) { if (Cmd_Argc() != 3) { Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } angles[0] = atof(Cmd_Argv(2)); } else if (!strcmp(Cmd_Argv(1), "anglesy")) { if (Cmd_Argc() != 3) { Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } angles[1] = atof(Cmd_Argv(2)); } else if (!strcmp(Cmd_Argv(1), "anglesz")) { if (Cmd_Argc() != 3) { Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } angles[2] = atof(Cmd_Argv(2)); } else if (!strcmp(Cmd_Argv(1), "color")) { if (Cmd_Argc() != 5) { Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1)); return; } color[0] = atof(Cmd_Argv(2)); color[1] = atof(Cmd_Argv(3)); color[2] = atof(Cmd_Argv(4)); } else if (!strcmp(Cmd_Argv(1), "radius")) { if (Cmd_Argc() != 3) { Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } radius = atof(Cmd_Argv(2)); } else if (!strcmp(Cmd_Argv(1), "colorscale")) { if (Cmd_Argc() == 3) { double scale = atof(Cmd_Argv(2)); color[0] *= scale; color[1] *= scale; color[2] *= scale; } else { if (Cmd_Argc() != 5) { Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1)); return; } color[0] *= atof(Cmd_Argv(2)); color[1] *= atof(Cmd_Argv(3)); color[2] *= atof(Cmd_Argv(4)); } } else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale")) { if (Cmd_Argc() != 3) { Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } radius *= atof(Cmd_Argv(2)); } else if (!strcmp(Cmd_Argv(1), "style")) { if (Cmd_Argc() != 3) { Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } style = atoi(Cmd_Argv(2)); } else if (!strcmp(Cmd_Argv(1), "cubemap")) { if (Cmd_Argc() > 3) { Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } if (Cmd_Argc() == 3) strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname)); else cubemapname[0] = 0; } else if (!strcmp(Cmd_Argv(1), "shadows")) { if (Cmd_Argc() != 3) { Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2)); } else if (!strcmp(Cmd_Argv(1), "corona")) { if (Cmd_Argc() != 3) { Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } corona = atof(Cmd_Argv(2)); } else if (!strcmp(Cmd_Argv(1), "coronasize")) { if (Cmd_Argc() != 3) { Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } coronasizescale = atof(Cmd_Argv(2)); } else if (!strcmp(Cmd_Argv(1), "ambient")) { if (Cmd_Argc() != 3) { Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } ambientscale = atof(Cmd_Argv(2)); } else if (!strcmp(Cmd_Argv(1), "diffuse")) { if (Cmd_Argc() != 3) { Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } diffusescale = atof(Cmd_Argv(2)); } else if (!strcmp(Cmd_Argv(1), "specular")) { if (Cmd_Argc() != 3) { Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } specularscale = atof(Cmd_Argv(2)); } else if (!strcmp(Cmd_Argv(1), "normalmode")) { if (Cmd_Argc() != 3) { Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2)); } else if (!strcmp(Cmd_Argv(1), "realtimemode")) { if (Cmd_Argc() != 3) { Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2)); } else { Con_Print("usage: r_editlights_edit [property] [value]\n"); Con_Print("Selected light's properties:\n"); Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]); Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]); Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]); Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius); Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona); Con_Printf("Style : %i\n", r_shadow_selectedlight->style); Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no"); Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname); Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale); Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale); Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale); Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale); Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no"); Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no"); return; } flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0); R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags); } static void R_Shadow_EditLights_EditAll_f(void) { size_t lightindex; dlight_t *light, *oldselected; size_t range; if (!r_editlights.integer) { Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n"); return; } oldselected = r_shadow_selectedlight; // EditLights doesn't seem to have a "remove" command or something so: range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked for (lightindex = 0;lightindex < range;lightindex++) { light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); if (!light) continue; R_Shadow_SelectLight(light); R_Shadow_EditLights_Edit_f(); } // return to old selected (to not mess editing once selection is locked) R_Shadow_SelectLight(oldselected); } void R_Shadow_EditLights_DrawSelectedLightProperties(void) { int lightnumber, lightcount; size_t lightindex, range; dlight_t *light; char temp[256]; float x, y; if (!r_editlights.integer) return; // update cvars so QC can query them if (r_shadow_selectedlight) { dpsnprintf(temp, sizeof(temp), "%f %f %f", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]); Cvar_SetQuick(&r_editlights_current_origin, temp); dpsnprintf(temp, sizeof(temp), "%f %f %f", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]); Cvar_SetQuick(&r_editlights_current_angles, temp); dpsnprintf(temp, sizeof(temp), "%f %f %f", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]); Cvar_SetQuick(&r_editlights_current_color, temp); Cvar_SetValueQuick(&r_editlights_current_radius, r_shadow_selectedlight->radius); Cvar_SetValueQuick(&r_editlights_current_corona, r_shadow_selectedlight->corona); Cvar_SetValueQuick(&r_editlights_current_coronasize, r_shadow_selectedlight->coronasizescale); Cvar_SetValueQuick(&r_editlights_current_style, r_shadow_selectedlight->style); Cvar_SetValueQuick(&r_editlights_current_shadows, r_shadow_selectedlight->shadow); Cvar_SetQuick(&r_editlights_current_cubemap, r_shadow_selectedlight->cubemapname); Cvar_SetValueQuick(&r_editlights_current_ambient, r_shadow_selectedlight->ambientscale); Cvar_SetValueQuick(&r_editlights_current_diffuse, r_shadow_selectedlight->diffusescale); Cvar_SetValueQuick(&r_editlights_current_specular, r_shadow_selectedlight->specularscale); Cvar_SetValueQuick(&r_editlights_current_normalmode, (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? 1 : 0); Cvar_SetValueQuick(&r_editlights_current_realtimemode, (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? 1 : 0); } // draw properties on screen if (!r_editlights_drawproperties.integer) return; x = vid_conwidth.value - 320; y = 5; DrawQ_Pic(x-5, y-5, NULL, 250, 243, 0, 0, 0, 0.75, 0); lightnumber = -1; lightcount = 0; range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked for (lightindex = 0;lightindex < range;lightindex++) { light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); if (!light) continue; if (light == r_shadow_selectedlight) lightnumber = (int)lightindex; lightcount++; } dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8; dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8; y += 8; if (r_shadow_selectedlight == NULL) return; dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; dpsnprintf(temp, sizeof(temp), "Origin : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; dpsnprintf(temp, sizeof(temp), "Angles : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; dpsnprintf(temp, sizeof(temp), "Color : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; dpsnprintf(temp, sizeof(temp), "Radius : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; dpsnprintf(temp, sizeof(temp), "Corona : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; dpsnprintf(temp, sizeof(temp), "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; dpsnprintf(temp, sizeof(temp), "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; dpsnprintf(temp, sizeof(temp), "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; dpsnprintf(temp, sizeof(temp), "CoronaSize : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; dpsnprintf(temp, sizeof(temp), "Ambient : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; dpsnprintf(temp, sizeof(temp), "Diffuse : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; dpsnprintf(temp, sizeof(temp), "Specular : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; dpsnprintf(temp, sizeof(temp), "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; y += 8; dpsnprintf(temp, sizeof(temp), "Render stats\n"); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT); y += 8; dpsnprintf(temp, sizeof(temp), "Current color: %.3f %.3f %.3f\n", r_shadow_selectedlight->rtlight.currentcolor[0], r_shadow_selectedlight->rtlight.currentcolor[1], r_shadow_selectedlight->rtlight.currentcolor[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT); y += 8; dpsnprintf(temp, sizeof(temp), "Shadow size : %ix%ix6\n", r_shadow_selectedlight->rtlight.shadowmapatlassidesize, r_shadow_selectedlight->rtlight.shadowmapatlassidesize); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT); y += 8; dpsnprintf(temp, sizeof(temp), "World surfs : %i\n", r_shadow_selectedlight->rtlight.cached_numsurfaces); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT); y += 8; dpsnprintf(temp, sizeof(temp), "Shadow ents : %i + %i noself\n", r_shadow_selectedlight->rtlight.cached_numshadowentities, r_shadow_selectedlight->rtlight.cached_numshadowentities_noselfshadow); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT); y += 8; dpsnprintf(temp, sizeof(temp), "Lit ents : %i + %i noself\n", r_shadow_selectedlight->rtlight.cached_numlightentities, r_shadow_selectedlight->rtlight.cached_numlightentities_noselfshadow); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT); y += 8; dpsnprintf(temp, sizeof(temp), "BG photons : %.3f\n", r_shadow_selectedlight->rtlight.bouncegrid_photons); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT); y += 8; dpsnprintf(temp, sizeof(temp), "BG radius : %.0f\n", r_shadow_selectedlight->rtlight.bouncegrid_effectiveradius); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT); y += 8; dpsnprintf(temp, sizeof(temp), "BG color : %.3f %.3f %.3f\n", r_shadow_selectedlight->rtlight.bouncegrid_photoncolor[0], r_shadow_selectedlight->rtlight.bouncegrid_photoncolor[1], r_shadow_selectedlight->rtlight.bouncegrid_photoncolor[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT); y += 8; dpsnprintf(temp, sizeof(temp), "BG stats : %i traces %i hits\n", r_shadow_selectedlight->rtlight.bouncegrid_traces, r_shadow_selectedlight->rtlight.bouncegrid_hits); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT); y += 8; } static void R_Shadow_EditLights_ToggleShadow_f(void) { if (!r_editlights.integer) { Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n"); return; } if (!r_shadow_selectedlight) { Con_Print("No selected light.\n"); return; } R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags); } static void R_Shadow_EditLights_ToggleCorona_f(void) { if (!r_editlights.integer) { Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n"); return; } if (!r_shadow_selectedlight) { Con_Print("No selected light.\n"); return; } R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags); } static void R_Shadow_EditLights_Remove_f(void) { if (!r_editlights.integer) { Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n"); return; } if (!r_shadow_selectedlight) { Con_Print("No selected light.\n"); return; } R_Shadow_FreeWorldLight(r_shadow_selectedlight); r_shadow_selectedlight = NULL; } static void R_Shadow_EditLights_Help_f(void) { Con_Print( "Documentation on r_editlights system:\n" "Settings:\n" "r_editlights : enable/disable editing mode\n" "r_editlights_cursordistance : maximum distance of cursor from eye\n" "r_editlights_cursorpushback : push back cursor this far from surface\n" "r_editlights_cursorpushoff : push cursor off surface this far\n" "r_editlights_cursorgrid : snap cursor to grid of this size\n" "r_editlights_quakelightsizescale : imported quake light entity size scaling\n" "Commands:\n" "r_editlights_help : this help\n" "r_editlights_clear : remove all lights\n" "r_editlights_reload : reload .rtlights, .lights file, or entities\n" "r_editlights_lock : lock selection to current light, if already locked - unlock\n" "r_editlights_save : save to .rtlights file\n" "r_editlights_spawn : create a light with default settings\n" "r_editlights_edit command : edit selected light - more documentation below\n" "r_editlights_remove : remove selected light\n" "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n" "r_editlights_importlightentitiesfrommap : reload light entities\n" "r_editlights_importlightsfile : reload .light file (produced by hlight)\n" "Edit commands:\n" "origin x y z : set light location\n" "originx x: set x component of light location\n" "originy y: set y component of light location\n" "originz z: set z component of light location\n" "move x y z : adjust light location\n" "movex x: adjust x component of light location\n" "movey y: adjust y component of light location\n" "movez z: adjust z component of light location\n" "angles x y z : set light angles\n" "anglesx x: set x component of light angles\n" "anglesy y: set y component of light angles\n" "anglesz z: set z component of light angles\n" "color r g b : set color of light (can be brighter than 1 1 1)\n" "radius radius : set radius (size) of light\n" "colorscale grey : multiply color of light (1 does nothing)\n" "colorscale r g b : multiply color of light (1 1 1 does nothing)\n" "radiusscale scale : multiply radius (size) of light (1 does nothing)\n" "sizescale scale : multiply radius (size) of light (1 does nothing)\n" "originscale x y z : multiply origin of light (1 1 1 does nothing)\n" "style style : set lightstyle of light (flickering patterns, switches, etc)\n" "cubemap basename : set filter cubemap of light\n" "shadows 1/0 : turn on/off shadows\n" "corona n : set corona intensity\n" "coronasize n : set corona size (0-1)\n" "ambient n : set ambient intensity (0-1)\n" "diffuse n : set diffuse intensity (0-1)\n" "specular n : set specular intensity (0-1)\n" "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n" "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n" " : print light properties to console\n" ); } static void R_Shadow_EditLights_CopyInfo_f(void) { if (!r_editlights.integer) { Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n"); return; } if (!r_shadow_selectedlight) { Con_Print("No selected light.\n"); return; } VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles); VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color); r_shadow_bufferlight.radius = r_shadow_selectedlight->radius; r_shadow_bufferlight.style = r_shadow_selectedlight->style; if (r_shadow_selectedlight->cubemapname) strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname)); else r_shadow_bufferlight.cubemapname[0] = 0; r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow; r_shadow_bufferlight.corona = r_shadow_selectedlight->corona; r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale; r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale; r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale; r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale; r_shadow_bufferlight.flags = r_shadow_selectedlight->flags; } static void R_Shadow_EditLights_PasteInfo_f(void) { if (!r_editlights.integer) { Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n"); return; } if (!r_shadow_selectedlight) { Con_Print("No selected light.\n"); return; } R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname, r_shadow_bufferlight.coronasizescale, r_shadow_bufferlight.ambientscale, r_shadow_bufferlight.diffusescale, r_shadow_bufferlight.specularscale, r_shadow_bufferlight.flags); } static void R_Shadow_EditLights_Lock_f(void) { if (!r_editlights.integer) { Con_Print("Cannot lock on light when not in editing mode. Set r_editlights to 1.\n"); return; } if (r_editlights_lockcursor) { r_editlights_lockcursor = false; return; } if (!r_shadow_selectedlight) { Con_Print("No selected light to lock on.\n"); return; } r_editlights_lockcursor = true; } static void R_Shadow_EditLights_Init(void) { Cvar_RegisterVariable(&r_editlights); Cvar_RegisterVariable(&r_editlights_cursordistance); Cvar_RegisterVariable(&r_editlights_cursorpushback); Cvar_RegisterVariable(&r_editlights_cursorpushoff); Cvar_RegisterVariable(&r_editlights_cursorgrid); Cvar_RegisterVariable(&r_editlights_quakelightsizescale); Cvar_RegisterVariable(&r_editlights_drawproperties); Cvar_RegisterVariable(&r_editlights_current_origin); Cvar_RegisterVariable(&r_editlights_current_angles); Cvar_RegisterVariable(&r_editlights_current_color); Cvar_RegisterVariable(&r_editlights_current_radius); Cvar_RegisterVariable(&r_editlights_current_corona); Cvar_RegisterVariable(&r_editlights_current_coronasize); Cvar_RegisterVariable(&r_editlights_current_style); Cvar_RegisterVariable(&r_editlights_current_shadows); Cvar_RegisterVariable(&r_editlights_current_cubemap); Cvar_RegisterVariable(&r_editlights_current_ambient); Cvar_RegisterVariable(&r_editlights_current_diffuse); Cvar_RegisterVariable(&r_editlights_current_specular); Cvar_RegisterVariable(&r_editlights_current_normalmode); Cvar_RegisterVariable(&r_editlights_current_realtimemode); Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system"); Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)"); Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)"); Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level"); Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)"); Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light"); Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)"); Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light"); Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light"); Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light"); Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)"); Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)"); Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light"); Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)"); Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock"); } /* ============================================================================= LIGHT SAMPLING ============================================================================= */ void R_LightPoint(float *color, const vec3_t p, const int flags) { int i, numlights, flag; float f, relativepoint[3], dist, dist2, lightradius2; vec3_t diffuse, n; rtlight_t *light; dlight_t *dlight; if (r_fullbright.integer) { VectorSet(color, 1, 1, 1); return; } VectorClear(color); if (flags & LP_LIGHTMAP) { if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint) { VectorClear(diffuse); r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n); VectorAdd(color, diffuse, color); } else VectorSet(color, 1, 1, 1); color[0] += r_refdef.scene.ambient; color[1] += r_refdef.scene.ambient; color[2] += r_refdef.scene.ambient; } if (flags & LP_RTWORLD) { flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; numlights = (int)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, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1) VectorMA(color, f, light->currentcolor, color); } } if (flags & LP_DYNLIGHT) { // sample dlights for (i = 0;i < r_refdef.scene.numlights;i++) { light = r_refdef.scene.lights[i]; // 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, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1) VectorMA(color, f, light->color, color); } } } void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags) { int i, numlights, flag; rtlight_t *light; dlight_t *dlight; float relativepoint[3]; float color[3]; float dir[3]; float dist; float dist2; float intensity; float sample[5*3]; float lightradius2; if (r_fullbright.integer) { VectorSet(ambient, 1, 1, 1); VectorClear(diffuse); VectorClear(lightdir); return; } if (flags == LP_LIGHTMAP) { VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient); VectorClear(diffuse); VectorClear(lightdir); if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint) r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir); else VectorSet(ambient, 1, 1, 1); return; } memset(sample, 0, sizeof(sample)); VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient); if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint) { vec3_t tempambient; VectorClear(tempambient); VectorClear(color); VectorClear(relativepoint); r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint); VectorScale(tempambient, r_refdef.lightmapintensity, tempambient); VectorScale(color, r_refdef.lightmapintensity, color); VectorAdd(sample, tempambient, sample); VectorMA(sample , 0.5f , color, sample ); VectorMA(sample + 3, relativepoint[0], color, sample + 3); VectorMA(sample + 6, relativepoint[1], color, sample + 6); VectorMA(sample + 9, relativepoint[2], color, sample + 9); // calculate a weighted average light direction as well intensity = VectorLength(color); VectorMA(sample + 12, intensity, relativepoint, sample + 12); } if (flags & LP_RTWORLD) { flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; numlights = (int)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; intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value; if (intensity <= 0.0f) continue; if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1) continue; // scale down intensity to add to both ambient and diffuse //intensity *= 0.5f; VectorNormalize(relativepoint); VectorScale(light->currentcolor, intensity, color); VectorMA(sample , 0.5f , color, sample ); VectorMA(sample + 3, relativepoint[0], color, sample + 3); VectorMA(sample + 6, relativepoint[1], color, sample + 6); VectorMA(sample + 9, relativepoint[2], color, sample + 9); // calculate a weighted average light direction as well intensity *= VectorLength(color); VectorMA(sample + 12, intensity, relativepoint, sample + 12); } // FIXME: sample bouncegrid too! } if (flags & LP_DYNLIGHT) { // sample dlights for (i = 0;i < r_refdef.scene.numlights;i++) { light = r_refdef.scene.lights[i]; // sample lightradius2 = light->radius * light->radius; VectorSubtract(light->shadoworigin, p, relativepoint); dist2 = VectorLength2(relativepoint); if (dist2 >= lightradius2) continue; dist = sqrt(dist2) / light->radius; intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value; if (intensity <= 0.0f) continue; if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1) continue; // scale down intensity to add to both ambient and diffuse //intensity *= 0.5f; VectorNormalize(relativepoint); VectorScale(light->currentcolor, intensity, color); VectorMA(sample , 0.5f , color, sample ); VectorMA(sample + 3, relativepoint[0], color, sample + 3); VectorMA(sample + 6, relativepoint[1], color, sample + 6); VectorMA(sample + 9, relativepoint[2], color, sample + 9); // calculate a weighted average light direction as well intensity *= VectorLength(color); VectorMA(sample + 12, intensity, relativepoint, sample + 12); } } // calculate the direction we'll use to reduce the sample to a directional light source VectorCopy(sample + 12, dir); //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]); VectorNormalize(dir); // extract the diffuse color along the chosen direction and scale it diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]); diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]); diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]); // subtract some of diffuse from ambient VectorMA(sample, -0.333f, diffuse, ambient); // store the normalized lightdir VectorCopy(dir, lightdir); }