typedef enum r_shadow_shadowmode_e
{
- R_SHADOW_SHADOWMODE_STENCIL,
R_SHADOW_SHADOWMODE_SHADOWMAP2D
}
r_shadow_shadowmode_t;
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 r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "0", "fades coronas according to visibility"};
cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
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"};
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_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL32;
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_shadowmapdepthtexture = r_fb.usedepthtextures;
r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
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)
+ if (r_shadow_shadowmapping.integer || r_shadow_deferred.integer)
{
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
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)
+ else if((strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) && r_shadow_shadowmapshadowsampler)
{
r_shadow_shadowmapsampler = true;
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;
+ r_shadow_shadowmapsampler = r_shadow_shadowmapshadowsampler;
}
else
{
- r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
+ r_shadow_shadowmapsampler = r_shadow_shadowmapshadowsampler;
switch (r_shadow_shadowmapfilterquality)
{
case 1:
// these out per frame...
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
r_shadow_bouncegrid_state.allowdirectionalshading = true;
- r_shadow_bouncegrid_state.capable = vid.support.ext_texture_3d;
+ r_shadow_bouncegrid_state.capable = true;
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;
+ r_shadow_bouncegrid_state.capable = true;
break;
}
}
pixels[y][x][3] = 255;
}
}
- r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32, false);
+ r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32, 0, 0, 0, false);
}
static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
GL_ColorMask(0, 0, 0, 0);
switch (vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
GL_CullFace(r_refdef.view.cullface_back);
break;
GL_ColorMask(0,0,0,0);
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
GL_CullFace(r_refdef.view.cullface_back);
break;
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) ;
- }
+ resolution[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
+ resolution[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
+ resolution[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
size[0] = spacing[0] * resolution[0];
size[1] = spacing[1] * resolution[1];
size[2] = spacing[2] * resolution[2];
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) ;
- }
+ // now we can calculate the texture size
+ resolution[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
+ resolution[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
+ resolution[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
size[0] = spacing[0] * resolution[0];
size[1] = spacing[1] * resolution[1];
size[2] = spacing[2] * resolution[2];
VectorMultiply(specularcolor, rsurface.rtlight->currentcolor, specularcolor);
if (VectorLength2(ambientcolor) + VectorLength2(diffusecolor) + VectorLength2(specularcolor) < (1.0f / 1048576.0f))
return;
- negated = (rsurface.rtlight->currentcolor[0] + rsurface.rtlight->currentcolor[1] + rsurface.rtlight->currentcolor[2] < 0) && vid.support.ext_blend_subtract;
+ negated = (rsurface.rtlight->currentcolor[0] + rsurface.rtlight->currentcolor[1] + rsurface.rtlight->currentcolor[2] < 0);
if(negated)
{
VectorNegate(ambientcolor, ambientcolor);
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_shadowmapping.integer || r_shadow_deferred.integer) ||
+ r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL32) ||
r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
- r_shadow_shadowmapshadowsampler != (vid.support.arb_shadow && r_shadow_shadowmapping_useshadowsampler.integer) ||
+ r_shadow_shadowmapshadowsampler != r_shadow_shadowmapping_useshadowsampler.integer ||
r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
r_shadow_shadowmapborder != shadowmapborder ||
r_shadow_shadowmapmaxsize != shadowmapmaxsize ||
switch (vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
#ifndef USE_GLES2
- if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
+ if (!r_shadow_deferred.integer || vid.maxdrawbuffers < 2)
{
r_shadow_usingdeferredprepass = false;
if (r_shadow_prepass_width)
{
float zdist;
vec3_t centerorigin;
-#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
+#ifndef USE_GLES2
float vertex3f[12];
#endif
// if it's too close, skip it
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
-#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
+#ifndef 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);
+ qglBeginQuery(GL_SAMPLES_PASSED, 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);
+ qglEndQuery(GL_SAMPLES_PASSED);
GL_DepthFunc(GL_LEQUAL);
- qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
+ qglBeginQuery(GL_SAMPLES_PASSED, 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);
+ qglEndQuery(GL_SAMPLES_PASSED);
CHECKGLERROR
#endif
break;
{
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_GL32:
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) {
+#ifndef USE_GLES2
+ // store the pixel counts into a uniform buffer for the shader to
+ // use - we'll never know the results on the cpu without
+ // synchronizing and we don't want that
#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;
+ if (!r_shadow_occlusion_buf) {
+ qglGenBuffers(1, &r_shadow_occlusion_buf);
+ qglBindBuffer(GL_QUERY_BUFFER, r_shadow_occlusion_buf);
+ qglBufferData(GL_QUERY_BUFFER, 8, NULL, GL_DYNAMIC_COPY);
+ } else {
+ qglBindBuffer(GL_QUERY_BUFFER, r_shadow_occlusion_buf);
}
- 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);
+ qglGetQueryObjectiv(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT, BUFFER_OFFSET(0));
+ qglGetQueryObjectiv(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT, BUFFER_OFFSET(4));
+ qglBindBufferBase(GL_UNIFORM_BUFFER, 0, r_shadow_occlusion_buf);
+ occlude = MATERIALFLAG_OCCLUDE;
cscale *= rtlight->corona_visibility;
CHECKGLERROR
break;
if (VectorLength(color) > (1.0f / 256.0f))
{
float vertex3f[12];
- qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
+ qboolean negated = (color[0] + color[1] + color[2] < 0);
if(negated)
{
VectorNegate(color, color);
range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
- // check occlusion of coronas
- // use GL_ARB_occlusion_query if available
- // otherwise use raytraces
+ // check occlusion of coronas, using occlusion queries or raytraces
r_numqueries = 0;
switch (vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
- usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
-#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
+ usequery = r_coronas_occlusionquery.integer;
+#ifndef USE_GLES2
if (usequery)
{
GL_ColorMask(0,0,0,0);
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);
+ qglGenQueries(r_maxqueries - i, r_queries + i);
CHECKGLERROR
}
RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);