cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
cvar_t r_shadow_polygonoffset = {0, "r_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 OpenGL 2.0 render path)"};
+cvar_t r_shadow_culllights_pvs = {CVAR_SAVE, "r_shadow_culllights_pvs", "1", "check if light overlaps any visible bsp leafs when determining if the light is visible"};
+cvar_t r_shadow_culllights_trace = {CVAR_SAVE, "r_shadow_culllights_trace", "1", "use raytraces from the eye to random places within light bounds to determine if the light is visible"};
+cvar_t r_shadow_culllights_trace_eyejitter = {CVAR_SAVE, "r_shadow_culllights_trace_eyejitter", "16", "offset eye location randomly by this much"};
+cvar_t r_shadow_culllights_trace_enlarge = {CVAR_SAVE, "r_shadow_culllights_trace_enlarge", "0.1", "make light bounds bigger by *1.0+enlarge"};
+cvar_t r_shadow_culllights_trace_samples = {CVAR_SAVE, "r_shadow_culllights_trace_samples", "16", "use this many traces to random positions (in addition to center trace)"};
+cvar_t r_shadow_culllights_trace_tempsamples = {CVAR_SAVE, "r_shadow_culllights_trace_tempsamples", "16", "use this many traces if the light was created by csqc (no inter-frame caching), -1 disables the check (to avoid flicker entirely)"};
+cvar_t r_shadow_culllights_trace_delay = {CVAR_SAVE, "r_shadow_culllights_trace_delay", "1", "light will be considered visible for this many seconds after any trace connects"};
cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"};
cvar_t r_shadow_bouncegrid_blur = {CVAR_SAVE, "r_shadow_bouncegrid_blur", "0", "apply a 1-radius blur on bouncegrid to denoise it and deal with boundary issues with surfaces"};
cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"};
{
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")) && vid.support.arb_shadow && r_shadow_shadowmapshadowsampler)
{
r_shadow_shadowmapsampler = true;
r_shadow_shadowmappcf = 1;
}
else if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
r_shadow_shadowmappcf = 1;
- else if((strstr(gl_vendor, "ATI") || strstr(gl_vendor, "Advanced Micro Devices")) && !strstr(gl_renderer, "Mesa") && !strstr(gl_version, "Mesa"))
+ 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
+ else
r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
}
- else
+ else
{
r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
switch (r_shadow_shadowmapfilterquality)
Cvar_RegisterVariable(&r_shadow_polygonfactor);
Cvar_RegisterVariable(&r_shadow_polygonoffset);
Cvar_RegisterVariable(&r_shadow_texture3d);
+ Cvar_RegisterVariable(&r_shadow_culllights_pvs);
+ Cvar_RegisterVariable(&r_shadow_culllights_trace);
+ Cvar_RegisterVariable(&r_shadow_culllights_trace_eyejitter);
+ Cvar_RegisterVariable(&r_shadow_culllights_trace_enlarge);
+ Cvar_RegisterVariable(&r_shadow_culllights_trace_samples);
+ Cvar_RegisterVariable(&r_shadow_culllights_trace_tempsamples);
+ Cvar_RegisterVariable(&r_shadow_culllights_trace_delay);
Cvar_RegisterVariable(&r_shadow_bouncegrid);
Cvar_RegisterVariable(&r_shadow_bouncegrid_blur);
Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
float scale = (size - 2*border)/size, len;
float bias = border / (float)(size - border), dp, dn, ap, an;
- // check if cone enclosing side would cross frustum plane
+ // check if cone enclosing side would cross frustum plane
scale = 2 / (scale*scale + 2);
Matrix4x4_OriginFromMatrix(&rtlight->matrix_lighttoworld, o);
for (i = 0;i < 5;i++)
float bounceminimumintensity = s ? r_shadow_bouncegrid_static_bounceminimumintensity.value : r_shadow_bouncegrid_dynamic_bounceminimumintensity.value;
// prevent any garbage in alignment padded areas as we'll be using memcmp
- memset(settings, 0, sizeof(*settings));
+ memset(settings, 0, sizeof(*settings));
// build up a complete collection of the desired settings, so that memcmp can be used to compare parameters
settings->staticmode = s;
w = r_shadow_lightintensityscale.value * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
if (!settings->staticmode)
{
- if (R_CullBox(cullmins, cullmaxs))
- continue;
+ // skip if the expanded light box does not touch any visible leafs
if (r_refdef.scene.worldmodel
- && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs
- && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, cullmins, cullmaxs))
+ && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs
+ && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, cullmins, cullmaxs))
continue;
+ // skip if the expanded light box is not visible to traceline
+ // note that PrepareLight already did this check but for a smaller box, so we
+ // end up casting more traces per frame per light when using bouncegrid, which
+ // is probably fine (and they use the same timer)
+ if (r_shadow_culllights_trace.integer)
+ {
+ if (rtlight->trace_timer != realtime && R_CanSeeBox(rtlight->trace_timer == 0 ? r_shadow_culllights_trace_tempsamples.integer : r_shadow_culllights_trace_samples.integer, r_shadow_culllights_trace_eyejitter.value, r_shadow_culllights_trace_enlarge.value, r_refdef.view.origin, rtlight->cullmins, rtlight->cullmaxs))
+ rtlight->trace_timer = realtime;
+ if (realtime - rtlight->trace_timer > r_shadow_culllights_trace_delay.value)
+ return;
+ }
+ // skip if expanded light box is offscreen
+ if (R_CullBox(cullmins, cullmaxs))
+ continue;
+ // skip if overall light intensity is zero
if (w * VectorLength2(rtlight->color) == 0.0f)
continue;
}
// this variable must be set for the CompileShadowVolume/CompileShadowMap code
r_shadow_compilingrtlight = rtlight;
R_FrameData_SetMark();
- model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL);
+ model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL, rtlight->shadow == 0);
R_FrameData_ReturnToMark();
numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
}
*/
- // if lightstyle is currently off, don't draw the light
+ // skip if lightstyle is currently off
if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
return;
if (nolight)
return;
- // if the light box is offscreen, skip it
+ // skip if the light box is not touching any visible leafs
+ if (r_shadow_culllights_pvs.integer
+ && r_refdef.scene.worldmodel
+ && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs
+ && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, rtlight->cullmins, rtlight->cullmaxs))
+ return;
+
+ // skip if the light box is not visible to traceline
+ if (r_shadow_culllights_trace.integer)
+ {
+ if (rtlight->trace_timer != realtime && R_CanSeeBox(rtlight->trace_timer == 0 ? r_shadow_culllights_trace_tempsamples.integer : r_shadow_culllights_trace_samples.integer, r_shadow_culllights_trace_eyejitter.value, r_shadow_culllights_trace_enlarge.value, r_refdef.view.origin, rtlight->cullmins, rtlight->cullmaxs))
+ rtlight->trace_timer = realtime;
+ if (realtime - rtlight->trace_timer > r_shadow_culllights_trace_delay.value)
+ return;
+ }
+
+ // skip if the light box is off screen
if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
return;
+ // in the typical case this will be quickly replaced by GetLightInfo
VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
{
// dynamic light, world available and can receive realtime lighting
// calculate lit surfaces and leafs
- r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes);
+ r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes, rtlight->shadow == 0);
R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
leaflist = r_shadow_buffer_leaflist;
leafpvs = r_shadow_buffer_leafpvs;
VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
dot1 = DotProduct(r_refdef.view.forward, shadowdir);
dot2 = DotProduct(r_refdef.view.up, shadowdir);
- if (fabs(dot1) <= fabs(dot2))
+ if (fabs(dot1) <= fabs(dot2))
VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
else
VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
- Matrix4x4_CreateScale3(&scalematrix, size, -size, 1);
+ 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);
{
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
case RENDERPATH_GL20:
case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
- CHECKGLERROR
// See if we can use the GPU-side method to prevent implicit sync
if (vid.support.arb_query_buffer_object) {
#define BUFFER_OFFSET(i) ((GLint *)((unsigned char*)NULL + (i)))
qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, BUFFER_OFFSET(4));
qglBindBufferBase(GL_UNIFORM_BUFFER, 0, r_shadow_occlusion_buf);
occlude = MATERIALFLAG_OCCLUDE;
- } else {
- 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);
+ cscale *= rtlight->corona_visibility;
+ CHECKGLERROR
+ break;
}
+ // fallthrough
+#else
+ return;
+#endif
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
+ 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);
cscale *= rtlight->corona_visibility;
CHECKGLERROR
break;