r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
break;
}
+ // 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_GL13:
}
// 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),
+ 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),
+ 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),
+ 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];
}
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_shadow_shadowmap_parameters[2] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
- r_shadow_shadowmap_parameters[3] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
+ r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
+ 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[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
+ 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;
break;
case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
- r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
+ 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;
break;
case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
r_shadow_shadowmap_parameters[0] = 1.0f;
- r_shadow_shadowmap_parameters[1] = 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;
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;
rtlight->draw = false;
// 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)
- if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
- return;
+ 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 && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
+ 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);
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;
extern cvar_t r_shadows_throwdistance;
extern cvar_t r_shadows_throwdirection;
extern cvar_t r_shadows_focus;
+extern cvar_t r_shadows_shadowmapscale;
void R_Shadow_PrepareModelShadows(void)
{
int i;
float scale, size, radius, dot1, dot2;
- vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowmins, shadowmaxs;
+ vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
entity_render_t *ent;
if (!r_refdef.scene.numentities)
{
case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
- break;
+ if (r_shadows.integer >= 2)
+ break;
+ // fall through
case R_SHADOW_SHADOWMODE_STENCIL:
for (i = 0;i < r_refdef.scene.numentities;i++)
{
}
size = 2*r_shadow_shadowmapmaxsize;
- scale = r_shadow_shadowmapping_precision.value;
+ scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
radius = 0.5f * size / scale;
+
Math_atov(r_shadows_throwdirection.string, shadowdir);
VectorNormalize(shadowdir);
dot1 = DotProduct(r_refdef.view.forward, shadowdir);
VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
VectorNormalize(shadowforward);
CrossProduct(shadowdir, shadowforward, shadowright);
- Math_atov(r_shadows_focus.string, shadoworigin);
+ Math_atov(r_shadows_focus.string, 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]));
void R_DrawModelShadowMaps(void)
{
int i;
- float relativethrowdistance, scale, size, radius, nearclip, farclip, dot1, dot2;
+ 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;
+ vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
float m[12];
- matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix;
+ matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
r_viewport_t viewport;
GLuint fbo = 0;
}
size = 2*r_shadow_shadowmapmaxsize;
-
- r_shadow_shadowmap_parameters[0] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
- r_shadow_shadowmap_parameters[1] = 1.0f;
- r_shadow_shadowmap_parameters[2] = size;
- r_shadow_shadowmap_parameters[3] = size;
-
- scale = r_shadow_shadowmapping_precision.value;
- radius = 0.5f * size / scale;
+ 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_shadow_shadowmapping_bias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
+
+ r_shadow_shadowmap_parameters[0] = size;
+ r_shadow_shadowmap_parameters[1] = size;
+ r_shadow_shadowmap_parameters[2] = 1.0;
+ r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
+
Math_atov(r_shadows_throwdirection.string, shadowdir);
VectorNormalize(shadowdir);
- Math_atov(r_shadows_focus.string, shadoworigin);
+ Math_atov(r_shadows_focus.string, 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);
VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
VectorNormalize(shadowforward);
VectorM(scale, shadowforward, &m[0]);
- m[3] = fabs(dot1) * 0.5f * size - DotProduct(shadoworigin, &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 * size - DotProduct(shadoworigin, &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, 0, 0, size, size, 0, size, size, 0, 0, -1, NULL);
+ R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL);
VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
CHECKGLERROR
- r_refdef.view.cullface_front = r_shadow_cullface_back;
- r_refdef.view.cullface_back = r_shadow_cullface_front;
- GL_CullFace(r_refdef.view.cullface_back);
-
for (i = 0;i < r_refdef.scene.numentities;i++)
{
ent = r_refdef.scene.entities[i];
Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
- Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &shadowmatrix, &invmvpmatrix);
+ 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);
r_shadow_usingshadowmaportho = true;
switch (r_shadow_shadowmode)
vec3_t relativeshadowmins, relativeshadowmaxs;
vec3_t tmp, shadowdir;
- if (!r_refdef.scene.numentities || !vid.stencil || r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL)
+ if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
return;
CHECKGLERROR
{
if(ent->entitynumber != 0)
{
- // 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)
+ if(ent->entitynumber >= MAX_EDICTS) // csqc entity
{
- entnum2 = cl.entities[entnum].state_current.tagentity;
- if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
- entnum = entnum2;
- else
- break;
+ // FIXME handle this
+ VectorNegate(ent->modellight_lightdir, relativelightdirection);
}
- if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
+ else
{
- 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);
+ // 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);
}
else
VectorNegate(ent->modellight_lightdir, relativelightdirection);