reorganized view rendering setup code a bit to reduce potential for state bugs (more...
[xonotic/darkplaces.git] / r_shadow.c
index 69ffabf..3327166 100644 (file)
@@ -146,6 +146,7 @@ typedef enum r_shadow_rendermode_e
 {
        R_SHADOW_RENDERMODE_NONE,
        R_SHADOW_RENDERMODE_STENCIL,
+       R_SHADOW_RENDERMODE_SEPARATESTENCIL,
        R_SHADOW_RENDERMODE_STENCILTWOSIDE,
        R_SHADOW_RENDERMODE_LIGHT_VERTEX,
        R_SHADOW_RENDERMODE_LIGHT_DOT3,
@@ -219,6 +220,7 @@ cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization
 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_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 r_glsl lighting)"};
+cvar_t gl_ext_separatestencil = {0, "gl_ext_separatetencil", "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"};
@@ -405,6 +407,7 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
        Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
        Cvar_RegisterVariable(&r_shadow_texture3d);
+       Cvar_RegisterVariable(&gl_ext_separatestencil);
        Cvar_RegisterVariable(&gl_ext_stenciltwoside);
        if (gamemode == GAME_TENEBRAE)
        {
@@ -853,6 +856,8 @@ void R_Shadow_ValidateCvars(void)
 {
        if (r_shadow_texture3d.integer && !gl_texture3d)
                Cvar_SetValueQuick(&r_shadow_texture3d, 0);
+       if (gl_ext_separatestencil.integer && !gl_support_separatestencil)
+               Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
        if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
                Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
 }
@@ -885,13 +890,16 @@ void R_Shadow_RenderMode_Begin(void)
        R_Mesh_ColorPointer(NULL);
        R_Mesh_ResetTextureState();
        GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_DepthTest(true);
        GL_DepthMask(false);
        GL_Color(0, 0, 0, 1);
        GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
 
        r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
 
-       if (gl_ext_stenciltwoside.integer)
+       if (gl_ext_separatestencil.integer)
+               r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_SEPARATESTENCIL;
+       else if (gl_ext_stenciltwoside.integer)
                r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
        else
                r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
@@ -922,22 +930,36 @@ void R_Shadow_RenderMode_Reset(void)
        }
        R_Mesh_ColorPointer(NULL);
        R_Mesh_ResetTextureState();
+       GL_DepthTest(true);
+       GL_DepthMask(false);
+       qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+       qglDisable(GL_STENCIL_TEST);CHECKGLERROR
+       qglStencilMask(~0);CHECKGLERROR
+       qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
+       qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
+       GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
+       GL_Color(1, 1, 1, 1);
+       GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
+       GL_BlendFunc(GL_ONE, GL_ZERO);
 }
 
 void R_Shadow_RenderMode_StencilShadowVolumes(void)
 {
        CHECKGLERROR
        R_Shadow_RenderMode_Reset();
-       GL_Color(1, 1, 1, 1);
        GL_ColorMask(0, 0, 0, 0);
-       GL_BlendFunc(GL_ONE, GL_ZERO);
-       GL_DepthMask(false);
        qglPolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
        qglDepthFunc(GL_LESS);CHECKGLERROR
        qglEnable(GL_STENCIL_TEST);CHECKGLERROR
-       qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
        r_shadow_rendermode = r_shadow_shadowingrendermode;
-       if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
+       if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SEPARATESTENCIL)
+       {
+               GL_CullFace(GL_NONE);
+               qglStencilOpSeparate(GL_BACK, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR // quake is backwards, this is front faces
+               qglStencilOpSeparate(GL_FRONT, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR // quake is backwards, this is back faces
+       }
+       else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
        {
                GL_CullFace(GL_NONE);
                qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
@@ -948,13 +970,6 @@ void R_Shadow_RenderMode_StencilShadowVolumes(void)
                qglStencilMask(~0);CHECKGLERROR
                qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
        }
-       else
-       {
-               GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
-               qglStencilMask(~0);CHECKGLERROR
-               // this is changed by every shadow render so its value here is unimportant
-               qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
-       }
        GL_Clear(GL_STENCIL_BUFFER_BIT);
        r_refdef.stats.lights_clears++;
 }
@@ -964,32 +979,17 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
        CHECKGLERROR
        R_Shadow_RenderMode_Reset();
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-       GL_DepthMask(false);
-       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
-       //qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
-       GL_Color(1, 1, 1, 1);
-       GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
-       if (transparent)
-       {
-               qglDepthFunc(GL_LEQUAL);CHECKGLERROR
-       }
-       else
+       if (!transparent)
        {
                qglDepthFunc(GL_EQUAL);CHECKGLERROR
        }
        if (stenciltest)
        {
                qglEnable(GL_STENCIL_TEST);CHECKGLERROR
+               // only draw light where this geometry was already rendered AND the
+               // stencil is 128 (values other than this mean shadow)
+               qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
        }
-       else
-       {
-               qglDisable(GL_STENCIL_TEST);CHECKGLERROR
-       }
-       qglStencilMask(~0);CHECKGLERROR
-       qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
-       // only draw light where this geometry was already rendered AND the
-       // stencil is 128 (values other than this mean shadow)
-       qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
        r_shadow_rendermode = r_shadow_lightingrendermode;
        // do global setup needed for the chosen lighting mode
        if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
@@ -1016,19 +1016,10 @@ void R_Shadow_RenderMode_VisibleShadowVolumes(void)
        CHECKGLERROR
        R_Shadow_RenderMode_Reset();
        GL_BlendFunc(GL_ONE, GL_ONE);
-       GL_DepthMask(false);
-       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+       GL_DepthTest(r_showshadowvolumes.integer < 2);
        GL_Color(0.0, 0.0125 * r_view.colorscale, 0.1 * r_view.colorscale, 1);
-       GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
-       if (r_showshadowvolumes.integer >= 2)
-       {
-               qglDepthFunc(GL_ALWAYS);CHECKGLERROR
-       }
-       else
-       {
-               qglDepthFunc(GL_GEQUAL);CHECKGLERROR
-       }
-       qglDisable(GL_STENCIL_TEST);CHECKGLERROR
+       qglPolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
+       GL_CullFace(GL_NONE);
        r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
 }
 
@@ -1037,19 +1028,9 @@ void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transpar
        CHECKGLERROR
        R_Shadow_RenderMode_Reset();
        GL_BlendFunc(GL_ONE, GL_ONE);
-       GL_DepthMask(false);
-       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+       GL_DepthTest(r_showlighting.integer < 2);
        GL_Color(0.1 * r_view.colorscale, 0.0125 * r_view.colorscale, 0, 1);
-       GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
-       if (r_showshadowvolumes.integer >= 2)
-       {
-               qglDepthFunc(GL_ALWAYS);CHECKGLERROR
-       }
-       else if (transparent)
-       {
-               qglDepthFunc(GL_LEQUAL);CHECKGLERROR
-       }
-       else
+       if (!transparent)
        {
                qglDepthFunc(GL_EQUAL);CHECKGLERROR
        }
@@ -1057,10 +1038,6 @@ void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transpar
        {
                qglEnable(GL_STENCIL_TEST);CHECKGLERROR
        }
-       else
-       {
-               qglDisable(GL_STENCIL_TEST);CHECKGLERROR
-       }
        r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
 }
 
@@ -1069,23 +1046,8 @@ void R_Shadow_RenderMode_End(void)
        CHECKGLERROR
        R_Shadow_RenderMode_Reset();
        R_Shadow_RenderMode_ActiveLight(NULL);
-       GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(true);
-       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
-       //qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
-       GL_Color(1, 1, 1, 1);
-       GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
        GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
-       qglDepthFunc(GL_LEQUAL);CHECKGLERROR
-       if (gl_support_stenciltwoside)
-       {
-               qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
-       }
-       qglDisable(GL_STENCIL_TEST);CHECKGLERROR
-       qglStencilMask(~0);CHECKGLERROR
-       qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
-       qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
-       GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
        r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
 }
 
@@ -2535,7 +2497,9 @@ void R_DrawModelShadows(void)
 
        r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
 
-       if (gl_ext_stenciltwoside.integer)
+       if (gl_ext_separatestencil.integer)
+               r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_SEPARATESTENCIL;
+       else if (gl_ext_stenciltwoside.integer)
                r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
        else
                r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
@@ -2593,11 +2557,10 @@ void R_DrawModelShadows(void)
        // apply the blend to the shadowed areas
        R_Mesh_Draw(0, 4, 2, polygonelements);
 
-       // restore perspective view
-       R_SetupView(&r_view.matrix);
+       // restoring the perspective view is done by R_RenderScene
+       //R_SetupView(&r_view.matrix);
 
        // restore other state to normal
-       GL_DepthTest(true);
        R_Shadow_RenderMode_End();
 }