]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
Added r_cullentities_trace_expand and pad cvars, these configure additional ways...
[xonotic/darkplaces.git] / r_shadow.c
index d767804aab50365e83dbfe1cad80146272b956dc..b880ab00795cd6a7c271ca664345cc68a890afda 100644 (file)
@@ -269,10 +269,13 @@ rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
 rtexture_t *r_shadow_prepasslightingdiffusetexture;
 rtexture_t *r_shadow_prepasslightingspeculartexture;
 
-// keep track of the provided framebuffer info
-static int r_shadow_fb_fbo;
-static rtexture_t *r_shadow_fb_depthtexture;
-static rtexture_t *r_shadow_fb_colortexture;
+int r_shadow_viewfbo;
+rtexture_t *r_shadow_viewdepthtexture;
+rtexture_t *r_shadow_viewcolortexture;
+int r_shadow_viewx;
+int r_shadow_viewy;
+int r_shadow_viewwidth;
+int r_shadow_viewheight;
 
 // lights are reloaded when this changes
 char r_shadow_mapname[MAX_QPATH];
@@ -337,7 +340,9 @@ cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel texture
 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_enlarge = {CVAR_SAVE, "r_shadow_culllights_trace_enlarge", "0", "make light bounds bigger by *(1.0+enlarge)"};
+cvar_t r_shadow_culllights_trace_expand = {CVAR_SAVE, "r_shadow_culllights_trace_expand", "8", "make light bounds bigger by this many units"};
+cvar_t r_shadow_culllights_trace_pad = {CVAR_SAVE, "r_shadow_culllights_trace_expand", "8", "accept traces that hit within this many units of the light bounds"};
 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"};
@@ -815,6 +820,8 @@ void R_Shadow_Init(void)
        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_expand);
+       Cvar_RegisterVariable(&r_shadow_culllights_trace_pad);
        Cvar_RegisterVariable(&r_shadow_culllights_trace_samples);
        Cvar_RegisterVariable(&r_shadow_culllights_trace_tempsamples);
        Cvar_RegisterVariable(&r_shadow_culllights_trace_delay);
@@ -2111,7 +2118,7 @@ void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
 void R_Shadow_RenderMode_Reset(void)
 {
        R_Mesh_ResetTextureState();
-       R_Mesh_SetRenderTargets(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture, NULL, NULL, NULL);
+       R_Mesh_SetRenderTargets(r_shadow_viewfbo, r_shadow_viewdepthtexture, r_shadow_viewcolortexture, NULL, NULL, NULL);
        R_SetViewport(&r_refdef.view.viewport);
        GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
        GL_DepthRange(0, 1);
@@ -2871,7 +2878,7 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se
                        // 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))
+                               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_shadow_culllights_trace_expand.value, r_shadow_culllights_trace_pad.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;
@@ -4704,7 +4711,7 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight)
        // 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))
+               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_shadow_culllights_trace_expand.value, r_shadow_culllights_trace_pad.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;
@@ -5330,7 +5337,7 @@ qboolean R_Shadow_PrepareLights_AddSceneLight(rtlight_t *rtlight)
 }
 
 void R_Shadow_DrawLightSprites(void);
-void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
+void R_Shadow_PrepareLights(void)
 {
        int flag;
        int lnum;
@@ -5354,10 +5361,6 @@ void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *color
                r_shadow_shadowmapdepthtexture != r_fb.usedepthtextures)
                R_Shadow_FreeShadowMaps();
 
-       r_shadow_fb_fbo = fbo;
-       r_shadow_fb_depthtexture = depthtexture;
-       r_shadow_fb_colortexture = colortexture;
-
        r_shadow_usingshadowmaportho = false;
 
        switch (vid.renderpath)
@@ -5799,15 +5802,15 @@ void R_Shadow_DrawModelShadows(void)
        if (!r_shadow_nummodelshadows || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
                return;
 
-       R_ResetViewRendering3D(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture);
+       R_ResetViewRendering3D(r_shadow_viewfbo, r_shadow_viewdepthtexture, r_shadow_viewcolortexture, r_shadow_viewx, r_shadow_viewy, r_shadow_viewwidth, r_shadow_viewheight);
        //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
        //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
        R_Shadow_RenderMode_Begin();
        R_Shadow_RenderMode_ActiveLight(NULL);
-       r_shadow_lightscissor[0] = r_refdef.view.x;
-       r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
-       r_shadow_lightscissor[2] = r_refdef.view.width;
-       r_shadow_lightscissor[3] = r_refdef.view.height;
+       r_shadow_lightscissor[0] = r_shadow_viewx;
+       r_shadow_lightscissor[1] = (r_shadow_viewfbo ? r_shadow_viewheight : vid.height) - r_shadow_viewy - r_shadow_viewheight;
+       r_shadow_lightscissor[2] = r_shadow_viewwidth;
+       r_shadow_lightscissor[3] = r_shadow_viewheight;
        R_Shadow_RenderMode_StencilShadowVolumes(false);
 
        // get shadow dir
@@ -5851,7 +5854,7 @@ void R_Shadow_DrawModelShadows(void)
        //GL_ScissorTest(true);
        //R_EntityMatrix(&identitymatrix);
        //R_Mesh_ResetTextureState();
-       R_ResetViewRendering2D(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture);
+       R_ResetViewRendering2D(r_shadow_viewfbo, r_shadow_viewdepthtexture, r_shadow_viewcolortexture, r_shadow_viewx, r_shadow_viewy, r_shadow_viewwidth, r_shadow_viewheight);
 
        // set up a darkening blend on shadowed areas
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);