]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
Tomaz changed skybox rendering/loading to flip skyboxes and use cubemaps directly...
[xonotic/darkplaces.git] / r_shadow.c
index df8dc7a79ba1a925a9403e5dc22135237d878b0c..20c95578f552bda8c248e6499e3921826feabb88 100644 (file)
@@ -162,30 +162,31 @@ rtexture_t *r_shadow_blankwhitetexture;
 // used only for light filters (cubemaps)
 rtexturepool_t *r_shadow_filters_texturepool;
 
-cvar_t r_shadow_realtime_world_lightmaps = {0, "r_shadow_realtime_world_lightmaps", "0"};
+cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
+cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
+cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"};
+cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
+cvar_t r_shadow_gloss = {0, "r_shadow_gloss", "1"};
+cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"};
+cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"};
 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"};
 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"};
 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"};
-cvar_t r_shadow_realtime_world = {0, "r_shadow_realtime_world", "0"};
-cvar_t r_shadow_realtime_dlight = {0, "r_shadow_realtime_dlight", "1"};
-cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
-cvar_t r_shadow_gloss = {0, "r_shadow_gloss", "1"};
-cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"};
-cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"};
-cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
-cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
-cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
-cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0"};
 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1"};
 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000"};
-cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
+cvar_t r_shadow_realtime_dlight = {0, "r_shadow_realtime_dlight", "1"};
+cvar_t r_shadow_realtime_dlight_shadows = {0, "r_shadow_realtime_dlight_shadows", "0"};
+cvar_t r_shadow_realtime_world = {0, "r_shadow_realtime_world", "0"};
+cvar_t r_shadow_realtime_world_dlightshadows = {0, "r_shadow_realtime_world_dlightshadows", "1"};
+cvar_t r_shadow_realtime_world_lightmaps = {0, "r_shadow_realtime_world_lightmaps", "0"};
+cvar_t r_shadow_realtime_world_shadows = {0, "r_shadow_realtime_world_shadows", "1"};
+cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
 cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
-cvar_t r_shadow_worldshadows = {0, "r_shadow_worldshadows", "1"};
-cvar_t r_shadow_dlightshadows = {CVAR_SAVE, "r_shadow_dlightshadows", "1"};
 cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"};
-cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"};
+cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
+cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
 
 int c_rt_lights, c_rt_clears, c_rt_scissored;
@@ -274,28 +275,29 @@ void R_Shadow_Help_f(void)
        Con_Printf(
 "Documentation on r_shadow system:\n"
 "Settings:\n"
+"r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
+"r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
+"r_shadow_debuglight : render only this light number (-1 = all)\n"
+"r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
+"r_shadow_gloss2intensity : brightness of forced gloss\n"
+"r_shadow_glossintensity : brightness of textured gloss\n"
 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
-"r_shadow_realtime_world : use realtime world light rendering\n"
-"r_shadow_realtime_dlight : use high quality dlight rendering\n"
-"r_shadow_realtime_world_lightmaps : use lightmaps in addition to rtlights\n"
-"r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
-"r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
-"r_shadow_glossintensity : brightness of textured gloss\n"
-"r_shadow_gloss2intensity : brightness of forced gloss\n"
-"r_shadow_debuglight : render only this light number (-1 = all)\n"
-"r_shadow_scissor : use scissor optimization\n"
-"r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
-"r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
 "r_shadow_polygonfactor : nudge shadow volumes closer/further\n"
 "r_shadow_polygonoffset : nudge shadow volumes closer/further\n"
 "r_shadow_portallight : use portal visibility for static light precomputation\n"
 "r_shadow_projectdistance : shadow volume projection distance\n"
-"r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
+"r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
+"r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
+"r_shadow_realtime_world : use high quality world lighting mode\n"
+"r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
+"r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
+"r_shadow_realtime_world_shadows : cast shadows from world lights\n"
+"r_shadow_scissor : use scissor optimization\n"
 "r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n"
-"r_shadow_worldshadows : enable world shadows\n"
-"r_shadow_dlightshadows : enable dlight shadows\n"
+"r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
+"r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
 "Commands:\n"
 "r_shadow_help : this help\n"
        );
@@ -303,30 +305,31 @@ void R_Shadow_Help_f(void)
 
 void R_Shadow_Init(void)
 {
+       Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
+       Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
+       Cvar_RegisterVariable(&r_shadow_cull);
+       Cvar_RegisterVariable(&r_shadow_debuglight);
+       Cvar_RegisterVariable(&r_shadow_gloss);
+       Cvar_RegisterVariable(&r_shadow_gloss2intensity);
+       Cvar_RegisterVariable(&r_shadow_glossintensity);
        Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
        Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
        Cvar_RegisterVariable(&r_shadow_lightintensityscale);
-       Cvar_RegisterVariable(&r_shadow_realtime_world);
-       Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
-       Cvar_RegisterVariable(&r_shadow_realtime_dlight);
-       Cvar_RegisterVariable(&r_shadow_visiblevolumes);
-       Cvar_RegisterVariable(&r_shadow_gloss);
-       Cvar_RegisterVariable(&r_shadow_glossintensity);
-       Cvar_RegisterVariable(&r_shadow_gloss2intensity);
-       Cvar_RegisterVariable(&r_shadow_debuglight);
-       Cvar_RegisterVariable(&r_shadow_scissor);
-       Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
-       Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
        Cvar_RegisterVariable(&r_shadow_polygonfactor);
        Cvar_RegisterVariable(&r_shadow_polygonoffset);
        Cvar_RegisterVariable(&r_shadow_portallight);
        Cvar_RegisterVariable(&r_shadow_projectdistance);
-       Cvar_RegisterVariable(&r_shadow_texture3d);
+       Cvar_RegisterVariable(&r_shadow_realtime_dlight);
+       Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
+       Cvar_RegisterVariable(&r_shadow_realtime_world);
+       Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
+       Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
+       Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
+       Cvar_RegisterVariable(&r_shadow_scissor);
        Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
-       Cvar_RegisterVariable(&r_shadow_worldshadows);
-       Cvar_RegisterVariable(&r_shadow_dlightshadows);
        Cvar_RegisterVariable(&r_shadow_staticworldlights);
-       Cvar_RegisterVariable(&r_shadow_cull);
+       Cvar_RegisterVariable(&r_shadow_texture3d);
+       Cvar_RegisterVariable(&r_shadow_visiblevolumes);
        Cvar_RegisterVariable(&gl_ext_stenciltwoside);
        if (gamemode == GAME_TENEBRAE)
        {
@@ -1105,7 +1108,7 @@ static void R_Shadow_VertexShadingWithXYZAttenuation(int numverts, const float *
                        if ((dot = DotProduct(n, v)) > 0)
                        {
                                dist = sqrt(dist);
-                               intensity = dot / (VectorLength(v) * VectorLength(n));
+                               intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
                                intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
                                VectorScale(lightcolor, intensity, color4f);
                                color4f[3] = 1;
@@ -1136,7 +1139,7 @@ static void R_Shadow_VertexShadingWithZAttenuation(int numverts, const float *ve
                        Matrix4x4_Transform3x3(m, normal3f, n);
                        if ((dot = DotProduct(n, v)) > 0)
                        {
-                               intensity = dot / (VectorLength(v) * VectorLength(n));
+                               intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
                                intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
                                VectorScale(lightcolor, intensity, color4f);
                                color4f[3] = 1;
@@ -1165,7 +1168,7 @@ static void R_Shadow_VertexShading(int numverts, const float *vertex3f, const fl
                Matrix4x4_Transform3x3(m, normal3f, n);
                if ((dot = DotProduct(n, v)) > 0)
                {
-                       intensity = dot / (VectorLength(v) * VectorLength(n));
+                       intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
                        VectorScale(lightcolor, intensity, color4f);
                        color4f[3] = 1;
                }
@@ -1887,7 +1890,7 @@ void R_RTLight_Compile(rtlight_t *rtlight)
                // this variable directs the DrawShadowVolume and DrawLight code to capture into the mesh chain instead of rendering
                r_shadow_compilingrtlight = rtlight;
                R_Shadow_EnlargeClusterBuffer(model->brush.num_pvsclusters);
-               R_Shadow_EnlargeSurfaceBuffer(model->numsurfaces); 
+               R_Shadow_EnlargeSurfaceBuffer(model->nummodelsurfaces); 
                model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
                if (numclusters)
                {
@@ -2015,7 +2018,7 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
        else if (cl.worldmodel && cl.worldmodel->GetLightInfo)
        {
                R_Shadow_EnlargeClusterBuffer(cl.worldmodel->brush.num_pvsclusters);
-               R_Shadow_EnlargeSurfaceBuffer(cl.worldmodel->numsurfaces); 
+               R_Shadow_EnlargeSurfaceBuffer(cl.worldmodel->nummodelsurfaces); 
                cl.worldmodel->GetLightInfo(&cl_entities[0].render, rtlight->shadoworigin, rtlight->radius, cullmins, cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
                clusterlist = r_shadow_buffer_clusterlist;
                clusterpvs = r_shadow_buffer_clusterpvs;
@@ -2049,7 +2052,24 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
        else
                cubemaptexture = NULL;
 
-       shadow = rtlight->shadow && (rtlight->isstatic ? r_shadow_worldshadows.integer : r_shadow_dlightshadows.integer);
+#if 1
+       shadow = rtlight->shadow && (rtlight->isstatic ? r_shadow_realtime_world_shadows.integer : (r_shadow_realtime_world.integer ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer));
+#else
+       shadow = false;
+       if (rtlight->shadow)
+       {
+               if (rtlight->isstatic)
+                       shadow = r_shadow_realtime_world_shadows.integer;
+               else
+               {
+                       if (r_shadow_realtime_world.integer)
+                               shadow = r_shadow_realtime_world_dlightshadows.integer;
+                       else
+                               shadow = r_shadow_realtime_dlight_shadows.integer;
+               }
+       }
+#endif
+
        if (shadow && (gl_stencil || visiblevolumes))
        {
                if (!visiblevolumes)
@@ -2106,7 +2126,7 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
                                // light emitting entities should not cast their own shadow
                                if (VectorLength2(relativelightorigin) < 0.1)
                                        continue;
-                               ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, ent->model->numsurfaces, ent->model->surfacelist);
+                               ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, ent->model->nummodelsurfaces, ent->model->surfacelist);
                        }
                }
        }
@@ -2147,7 +2167,7 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
                                        Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix);
                                        Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rtlight->matrix_worldtoattenuationxyz, &ent->matrix);
                                        Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix);
-                                       ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, ent->model->numsurfaces, ent->model->surfacelist);
+                                       ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, ent->model->nummodelsurfaces, ent->model->surfacelist);
                                }
                        }
                }
@@ -2227,11 +2247,19 @@ static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
 typedef struct suffixinfo_s
 {
        char *suffix;
-       int flipx, flipy, flipdiagonal;
+       qboolean flipx, flipy, flipdiagonal;
 }
 suffixinfo_t;
 static suffixinfo_t suffix[3][6] =
 {
+       {
+               {"px",   false, false, false},
+               {"nx",   false, false, false},
+               {"py",   false, false, false},
+               {"ny",   false, false, false},
+               {"pz",   false, false, false},
+               {"nz",   false, false, false}
+       },
        {
                {"posx", false, false, false},
                {"negx", false, false, false},
@@ -2241,20 +2269,12 @@ static suffixinfo_t suffix[3][6] =
                {"negz", false, false, false}
        },
        {
-               {"px", false, false, false},
-               {"nx", false, false, false},
-               {"py", false, false, false},
-               {"ny", false, false, false},
-               {"pz", false, false, false},
-               {"nz", false, false, false}
-       },
-       {
-               {"ft", true, false, true},
-               {"bk", false, true, true},
-               {"lf", true, true, false},
-               {"rt", false, false, false},
-               {"up", false, false, false},
-               {"dn", false, false, false}
+               {"rt",    true, false,  true},
+               {"lf",   false,  true,  true},
+               {"ft",    true,  true, false},
+               {"bk",   false, false, false},
+               {"up",    true, false,  true},
+               {"dn",    true, false,  true}
        }
 };
 
@@ -2270,30 +2290,39 @@ rtexture_t *R_Shadow_LoadCubemap(const char *basename)
        cubemapsize = 0;
        cubemappixels = NULL;
        cubemaptexture = NULL;
+       // keep trying different suffix groups (posx, px, rt) until one loads
        for (j = 0;j < 3 && !cubemappixels;j++)
        {
+               // load the 6 images in the suffix group
                for (i = 0;i < 6;i++)
                {
+                       // generate an image name based on the base and and suffix
                        snprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
+                       // load it
                        if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
                        {
+                               // an image loaded, make sure width and height are equal
                                if (image_width == image_height)
                                {
+                                       // if this is the first image to load successfully, allocate the cubemap memory
                                        if (!cubemappixels && image_width >= 1)
                                        {
                                                cubemapsize = image_width;
-                                               // note this clears to black, so unavailable sizes are black
+                                               // note this clears to black, so unavailable sides are black
                                                cubemappixels = Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
                                        }
+                                       // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
                                        if (cubemappixels)
                                                Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
                                }
                                else
                                        Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
+                               // free the image
                                Mem_Free(image_rgba);
                        }
                }
        }
+       // if a cubemap loaded, upload it
        if (cubemappixels)
        {
                if (!r_shadow_filters_texturepool)