R_SHADOW_RENDERMODE_LIGHT_GLSL,
R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
R_SHADOW_RENDERMODE_VISIBLELIGHTING,
- R_SHADOW_RENDERMODE_SHADOWMAP2D,
- R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE,
- R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE
+ R_SHADOW_RENDERMODE_SHADOWMAP2D
}
r_shadow_rendermode_t;
typedef enum r_shadow_shadowmode_e
{
R_SHADOW_SHADOWMODE_STENCIL,
- R_SHADOW_SHADOWMODE_SHADOWMAP2D,
- R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE,
- R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE
+ R_SHADOW_SHADOWMODE_SHADOWMAP2D
}
r_shadow_shadowmode_t;
r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
-qboolean r_shadow_usingshadowmaprect;
qboolean r_shadow_usingshadowmap2d;
-qboolean r_shadow_usingshadowmapcube;
qboolean r_shadow_usingshadowmaportho;
int r_shadow_shadowmapside;
float r_shadow_shadowmap_texturescale[2];
int r_shadow_readbuffer;
#endif
int r_shadow_cullface_front, r_shadow_cullface_back;
-GLuint r_shadow_fborectangle;
-GLuint r_shadow_fbocubeside[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
GLuint r_shadow_fbo2d;
r_shadow_shadowmode_t r_shadow_shadowmode;
int r_shadow_shadowmapfilterquality;
-int r_shadow_shadowmaptexturetype;
int r_shadow_shadowmapdepthbits;
int r_shadow_shadowmapmaxsize;
qboolean r_shadow_shadowmapvsdct;
rtexture_t *r_shadow_attenuation2dtexture;
rtexture_t *r_shadow_attenuation3dtexture;
skinframe_t *r_shadow_lightcorona;
-rtexture_t *r_shadow_shadowmaprectangletexture;
rtexture_t *r_shadow_shadowmap2dtexture;
-rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
rtexture_t *r_shadow_shadowmap2dcolortexture;
rtexture_t *r_shadow_shadowmapvsdcttexture;
int r_shadow_shadowmapsize; // changes for each light based on distance
cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "0", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "0", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
-cvar_t r_shadow_shadowmapping_texturetype = {CVAR_SAVE, "r_shadow_shadowmapping_texturetype", "-1", "shadowmap texture types: -1 = auto-select, 0 = 2D, 1 = rectangle, 2 = cubemap"};
cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0;
r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
- r_shadow_shadowmaptexturetype = r_shadow_shadowmapping_texturetype.integer;
r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
r_shadow_shadowmaplod = -1;
break;
}
}
- switch (r_shadow_shadowmaptexturetype)
- {
- case 0:
- r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
- break;
- case 1:
- r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
- break;
- case 2:
- r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE;
- break;
- default:
- if((vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) && r_shadow_shadowmappcf && !r_shadow_shadowmapsampler)
- r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
- else if(vid.support.arb_texture_rectangle)
- r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
- else
- r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
- break;
- }
+ r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
// Cg has very little choice in depth texture sampling
if (vid.cgcontext)
- {
r_shadow_shadowmapsampler = false;
- r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
- }
break;
case RENDERPATH_CGGL:
case RENDERPATH_D3D9:
switch (r_shadow_shadowmode)
{
case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
- case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
- case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
return true;
default:
return false;
void R_Shadow_FreeShadowMaps(void)
{
- int i;
-
R_Shadow_SetShadowMode();
- R_Mesh_DestroyFramebufferObject(r_shadow_fborectangle);
-
R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
- for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
- R_Mesh_DestroyFramebufferObject(r_shadow_fbocubeside[i]);
- r_shadow_fborectangle = 0;
r_shadow_fbo2d = 0;
- memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
-
- if (r_shadow_shadowmaprectangletexture)
- R_FreeTexture(r_shadow_shadowmaprectangletexture);
- r_shadow_shadowmaprectangletexture = NULL;
if (r_shadow_shadowmap2dtexture)
R_FreeTexture(r_shadow_shadowmap2dtexture);
r_shadow_shadowmap2dtexture = NULL;
- for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
- if (r_shadow_shadowmapcubetexture[i])
- R_FreeTexture(r_shadow_shadowmapcubetexture[i]);
- memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
-
if (r_shadow_shadowmap2dcolortexture)
R_FreeTexture(r_shadow_shadowmap2dcolortexture);
r_shadow_shadowmap2dcolortexture = NULL;
r_shadow_attenuation2dtexture = NULL;
r_shadow_attenuation3dtexture = NULL;
r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
- r_shadow_shadowmaprectangletexture = NULL;
r_shadow_shadowmap2dtexture = NULL;
- memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
r_shadow_shadowmap2dcolortexture = NULL;
r_shadow_shadowmapvsdcttexture = NULL;
r_shadow_shadowmapmaxsize = 0;
r_shadow_shadowmapsize = 0;
r_shadow_shadowmaplod = 0;
r_shadow_shadowmapfilterquality = -1;
- r_shadow_shadowmaptexturetype = -1;
r_shadow_shadowmapdepthbits = 0;
r_shadow_shadowmapvsdct = false;
r_shadow_shadowmapsampler = false;
r_shadow_shadowmappcf = 0;
- r_shadow_fborectangle = 0;
r_shadow_fbo2d = 0;
- memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
R_Shadow_FreeShadowMaps();
Cvar_RegisterVariable(&r_shadow_scissor);
Cvar_RegisterVariable(&r_shadow_shadowmapping);
Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
- Cvar_RegisterVariable(&r_shadow_shadowmapping_texturetype);
Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
GL_BlendFunc(GL_ONE, GL_ZERO);
R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
- r_shadow_usingshadowmaprect = false;
- r_shadow_usingshadowmapcube = false;
r_shadow_usingshadowmap2d = false;
r_shadow_usingshadowmaportho = false;
R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
break;
}
break;
- case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
- if (r_shadow_shadowmaprectangletexture) return;
- r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", size*2, size*3, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
- r_shadow_fborectangle = R_Mesh_CreateFramebufferObject(r_shadow_shadowmaprectangletexture, NULL, NULL, NULL, NULL);
- break;
- case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
- if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) return;
- r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
- // special trick to get an empty fbo we configure ourselves...
- r_shadow_fbocubeside[r_shadow_shadowmaplod] = R_Mesh_CreateFramebufferObject(NULL, NULL, NULL, NULL, NULL);
- R_Mesh_SetRenderTargets(r_shadow_fbocubeside[r_shadow_shadowmaplod], NULL, NULL, NULL, NULL, NULL);
- if (qglFramebufferTexture2DEXT)
- qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
- break;
default:
return;
}
r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
r_shadow_shadowmapside = side;
r_shadow_shadowmapsize = size;
- switch (r_shadow_shadowmode)
- {
- case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
- r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
- r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
- R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
- if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
-
- // complex unrolled cube approach (more flexible)
- if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
- R_Shadow_MakeVSDCT();
- if (!r_shadow_shadowmap2dtexture)
- R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
- if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
- r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
- r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
- r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
- break;
- case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
- r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
- r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
- R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
- if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE) goto init_done;
-
- // complex unrolled cube approach (more flexible)
- if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
- R_Shadow_MakeVSDCT();
- if (!r_shadow_shadowmaprectangletexture)
- R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
- if(r_shadow_shadowmaprectangletexture) fbo = r_shadow_fborectangle;
- r_shadow_shadowmap_texturescale[0] = 1.0f;
- r_shadow_shadowmap_texturescale[1] = 1.0f;
- r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
- break;
- case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
- r_shadow_shadowmap_parameters[0] = 1.0f;
- r_shadow_shadowmap_parameters[2] = 1.0f;
- R_Viewport_InitCubeSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, nearclip, farclip, NULL);
- if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE) goto init_done;
-
- // simple cube approach
- if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
- R_Shadow_MakeShadowMap(side, size);
- if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) fbo = r_shadow_fbocubeside[r_shadow_shadowmaplod];
- r_shadow_shadowmap_texturescale[0] = 0.0f;
- r_shadow_shadowmap_texturescale[1] = 0.0f;
- r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE;
- break;
- default:
- break;
- }
+ r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
+ r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
+ R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
+ if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
+
+ // complex unrolled cube approach (more flexible)
+ if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
+ R_Shadow_MakeVSDCT();
+ if (!r_shadow_shadowmap2dtexture)
+ R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
+ if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
+ r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
+ r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
+ r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
+
+ R_Mesh_ResetTextureState();
+ R_Mesh_ResetRenderTargets();
R_Shadow_RenderMode_Reset();
if (fbo)
{
init_done:
R_SetViewport(&viewport);
- switch (r_shadow_rendermode)
+ flipped = (side & 1) ^ (side >> 2);
+ r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
+ r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
+ switch(vid.renderpath)
{
- case R_SHADOW_RENDERMODE_SHADOWMAP2D:
- case R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE:
- flipped = (side & 1) ^ (side >> 2);
- r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
- r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
- switch(vid.renderpath)
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ GL_CullFace(r_refdef.view.cullface_back);
+ // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
+ if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
+ {
+ // get tightest scissor rectangle that encloses all viewports in the clear mask
+ int x1 = clear & 0x15 ? 0 : size;
+ int x2 = clear & 0x2A ? 2 * size : size;
+ int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
+ int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
+ GL_Scissor(x1, y1, x2 - x1, y2 - y1);
+ GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
+ }
+ GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
+ break;
+ case RENDERPATH_D3D9:
+ // completely different meaning than in OpenGL path
+ r_shadow_shadowmap_parameters[1] = 0;
+ r_shadow_shadowmap_parameters[3] = -bias;
+ // we invert the cull mode because we flip the projection matrix
+ // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
+ GL_CullFace(r_refdef.view.cullface_front);
+ // D3D considers it an error to use a scissor larger than the viewport... clear just this view
+ GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
+ if (r_shadow_shadowmapsampler)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- GL_CullFace(r_refdef.view.cullface_back);
- // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
- if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
- {
- // get tightest scissor rectangle that encloses all viewports in the clear mask
- int x1 = clear & 0x15 ? 0 : size;
- int x2 = clear & 0x2A ? 2 * size : size;
- int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
- int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
- GL_Scissor(x1, y1, x2 - x1, y2 - y1);
- GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
- }
- GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
- break;
- case RENDERPATH_D3D9:
- // completely different meaning than in OpenGL path
- r_shadow_shadowmap_parameters[1] = 0;
- r_shadow_shadowmap_parameters[3] = -bias;
- // we invert the cull mode because we flip the projection matrix
- // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
- GL_CullFace(r_refdef.view.cullface_front);
- // D3D considers it an error to use a scissor larger than the viewport... clear just this view
- GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
- if (r_shadow_shadowmapsampler)
- {
- GL_ColorMask(0,0,0,0);
- if (clear)
- GL_Clear(GL_DEPTH_BUFFER_BIT, testcolor, 1.0f, 0);
- }
- else
- {
- GL_ColorMask(1,1,1,1);
- if (clear)
- GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, testcolor, 1.0f, 0);
- }
- break;
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- // D3D considers it an error to use a scissor larger than the viewport... clear just this view
- GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
GL_ColorMask(0,0,0,0);
if (clear)
- GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
- break;
+ GL_Clear(GL_DEPTH_BUFFER_BIT, testcolor, 1.0f, 0);
+ }
+ else
+ {
+ GL_ColorMask(1,1,1,1);
+ if (clear)
+ GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, testcolor, 1.0f, 0);
}
break;
- case R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE:
- if (qglFramebufferTexture2DEXT)
- qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ // D3D considers it an error to use a scissor larger than the viewport... clear just this view
GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
+ GL_ColorMask(0,0,0,0);
if (clear)
GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
break;
- default:
- break;
}
}
void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
{
+ R_Mesh_ResetTextureState();
+ R_Mesh_ResetRenderTargets();
if (transparent)
{
r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
// do global setup needed for the chosen lighting mode
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
- if (shadowmapping)
- {
- switch (r_shadow_shadowmode)
- {
- case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
- r_shadow_usingshadowmap2d = true;
- break;
- case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
- r_shadow_usingshadowmaprect = true;
- break;
- case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
- r_shadow_usingshadowmapcube = true;
- break;
- default:
- break;
- }
- }
+ r_shadow_usingshadowmap2d = shadowmapping;
r_shadow_rendermode = r_shadow_lightingrendermode;
// only draw light where this geometry was already rendered AND the
// stencil is 128 (values other than this mean shadow)
R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
- if (shadowmapping)
- {
- switch (r_shadow_shadowmode)
- {
- case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
- r_shadow_usingshadowmap2d = true;
- break;
- case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
- r_shadow_usingshadowmaprect = true;
- break;
- case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
- r_shadow_usingshadowmapcube = true;
- break;
- default:
- break;
- }
- }
+ r_shadow_usingshadowmap2d = shadowmapping;
// render the lighting
R_SetupShader_DeferredLight(rsurface.rtlight);
switch (rtlight->shadowmode)
{
case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
- case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
- case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
if (model->CompileShadowMap && rtlight->shadow)
model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
break;
switch (r_shadow_rendermode)
{
case R_SHADOW_RENDERMODE_SHADOWMAP2D:
- case R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE:
- case R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE:
ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
break;
default:
//lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
- if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
+ if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
{
float borderbias;
int side;
if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
r_shadow_shadowmaplod = i;
- if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
- size = max(1, r_shadow_shadowmapmaxsize >> r_shadow_shadowmaplod);
- else
- size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
+ size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
if (r_shadow_usingdeferredprepass)
{
// when rendering deferred lighting, we simply rasterize the box
- if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
+ if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
R_Shadow_RenderMode_DrawDeferredLight(false, true);
else if (castshadows && vid.stencil)
R_Shadow_RenderMode_DrawDeferredLight(true, false);
if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
(r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0) ||
- r_shadow_shadowmaptexturetype != r_shadow_shadowmapping_texturetype.integer ||
r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
switch (r_shadow_shadowmode)
{
case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
- case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
if (r_shadows.integer >= 2)
break;
// fall through
switch (r_shadow_shadowmode)
{
case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
- case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
break;
default:
return;
r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
break;
- case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
- if (!r_shadow_shadowmaprectangletexture)
- R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
- fbo = r_shadow_fborectangle;
- r_shadow_shadowmap_texturescale[0] = 1.0f;
- r_shadow_shadowmap_texturescale[1] = 1.0f;
- r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
- break;
default:
break;
}
case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
r_shadow_usingshadowmap2d = true;
break;
- case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
- r_shadow_usingshadowmaprect = true;
- break;
default:
break;
}