r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
-qboolean r_shadow_usingshadowmaprect;
-qboolean r_shadow_usingshadowmap2d;
-qboolean r_shadow_usingshadowmapcube;
-float r_shadow_shadowmap_bias;
-float r_shadow_shadowmap_texturescale[2];
+float r_shadow_shadowmap_texturescale[4];
float r_shadow_shadowmap_parameters[4];
int r_shadow_drawbuffer;
int r_shadow_readbuffer;
GLuint r_shadow_fborectangle;
-GLuint r_shadow_fbocubeside[R_SHADOW_SHADOWMAP_NUMCUBEMAPS][6];
-GLuint r_shadow_fbo2d;
+int r_shadow_shadowmode;
int r_shadow_shadowmapmaxsize;
+int r_shadow_shadowmapfilter;
+int r_shadow_shadowmapborder;
int r_shadow_lightscissor[4];
int maxshadowtriangles;
rtexture_t *r_shadow_attenuation3dtexture;
rtexture_t *r_shadow_lightcorona;
rtexture_t *r_shadow_shadowmaprectangletexture;
-rtexture_t *r_shadow_shadowmap2dtexture;
-rtexture_t *r_shadow_shadowmapcubeprojectiontexture;
-rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
+rtexture_t *r_shadow_shadowmapcubeprojectiontexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
int r_shadow_shadowmapsize; // changes for each light based on distance
int r_shadow_shadowmaplod; // changes for each light based on distance
cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "0", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "0", "shadowmap filter modes: 0 = no filtering, 1 = bilinear, 2 = bilinear small blur (fast), 3 = bilinear large blur (slow)"};
cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
-cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "1024", "shadowmap size limit"};
-cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "8", "shadowmap size bias"};
-cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "1", "shadowmap size scaling parameter"};
-cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "6", "shadowmap size bias for filtering"};
+cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
+cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
+cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
+cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
cvar_t r_shadow_culltriangles = {0, "r_shadow_culltriangles", "1", "performs more expensive tests to remove unnecessary triangles of lit surfaces"};
cachepic_t *r_editlights_sprcubemapnoshadowlight;
cachepic_t *r_editlights_sprselection;
+void R_Shadow_FreeShadowMaps(void)
+{
+ int i;
+
+ r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, 2048);
+ r_shadow_shadowmode = r_shadow_shadowmapping.integer;
+ r_shadow_shadowmapfilter = r_shadow_shadowmapping_filterquality.integer;
+ r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
+ r_shadow_shadowmaplod = -1;
+
+ CHECKGLERROR
+ if (r_shadow_fborectangle)
+ qglDeleteFramebuffersEXT(1, &r_shadow_fborectangle);
+ r_shadow_fborectangle = 0;
+ CHECKGLERROR
+
+ if (r_shadow_shadowmaprectangletexture)
+ R_FreeTexture(r_shadow_shadowmaprectangletexture);
+ r_shadow_shadowmaprectangletexture = NULL;
+
+ for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
+ if (r_shadow_shadowmapcubeprojectiontexture[i])
+ R_FreeTexture(r_shadow_shadowmapcubeprojectiontexture[i]);
+ memset(r_shadow_shadowmapcubeprojectiontexture, 0, sizeof(r_shadow_shadowmapcubeprojectiontexture));
+
+ CHECKGLERROR
+}
+
void r_shadow_start(void)
{
// allocate vertex processing arrays
r_shadow_attenuationgradienttexture = NULL;
r_shadow_attenuation2dtexture = NULL;
r_shadow_attenuation3dtexture = NULL;
+ r_shadow_shadowmode = 0;
r_shadow_shadowmaprectangletexture = NULL;
- memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
- r_shadow_shadowmapcubeprojectiontexture = NULL;
- r_shadow_shadowmap2dtexture = NULL;
+ memset(r_shadow_shadowmapcubeprojectiontexture, 0, sizeof(r_shadow_shadowmapcubeprojectiontexture));
r_shadow_shadowmapmaxsize = 0;
r_shadow_shadowmapsize = 0;
r_shadow_shadowmaplod = 0;
+ r_shadow_shadowmapfilter = 0;
r_shadow_fborectangle = 0;
- memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
- r_shadow_fbo2d = 0;
+
+ R_Shadow_FreeShadowMaps();
+
r_shadow_texturepool = NULL;
r_shadow_filters_texturepool = NULL;
R_Shadow_ValidateCvars();
void r_shadow_shutdown(void)
{
- int i;
CHECKGLERROR
R_Shadow_UncompileWorldLights();
+
+ R_Shadow_FreeShadowMaps();
+
CHECKGLERROR
numcubemaps = 0;
r_shadow_attenuationgradienttexture = NULL;
r_shadow_attenuation2dtexture = NULL;
r_shadow_attenuation3dtexture = NULL;
- r_shadow_shadowmaprectangletexture = NULL;
- memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
- r_shadow_shadowmapcubeprojectiontexture = NULL;
- r_shadow_shadowmap2dtexture = NULL;
- r_shadow_shadowmapmaxsize = 0;
- r_shadow_shadowmapsize = 0;
- r_shadow_shadowmaplod = 0;
- CHECKGLERROR
- if (r_shadow_fborectangle)
- qglDeleteFramebuffersEXT(1, &r_shadow_fborectangle);
- r_shadow_fborectangle = 0;
- CHECKGLERROR
- for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
- if (r_shadow_fbocubeside[i])
- qglDeleteFramebuffersEXT(6, r_shadow_fbocubeside[i]);
- memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
- CHECKGLERROR
- if (r_shadow_fbo2d)
- qglDeleteFramebuffersEXT(1, &r_shadow_fbo2d);
- r_shadow_fbo2d = 0;
- CHECKGLERROR
R_FreeTexturePool(&r_shadow_texturepool);
R_FreeTexturePool(&r_shadow_filters_texturepool);
maxshadowtriangles = 0;
GL_DepthTest(true);
GL_DepthMask(false);
GL_Color(0, 0, 0, 1);
- GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.y - r_refdef.view.height, r_refdef.view.width, r_refdef.view.height);
+ GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
GL_BlendFunc(GL_ONE, GL_ZERO);
R_SetupGenericShader(false);
- r_shadow_usingshadowmaprect = false;
- r_shadow_usingshadowmapcube = false;
- r_shadow_usingshadowmap2d = false;
CHECKGLERROR
}
void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
{
- int i;
int status;
int maxsize;
- float nearclip, farclip;
+ float nearclip, farclip, bias;
r_viewport_t viewport;
CHECKGLERROR
- maxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, 2048);
- if (r_shadow_shadowmapmaxsize != maxsize)
- {
- r_shadow_shadowmapmaxsize = maxsize;
-
- if (r_shadow_fborectangle)
- qglDeleteFramebuffersEXT(1, &r_shadow_fborectangle);
- r_shadow_fborectangle = 0;
-
- if (r_shadow_fbo2d)
- qglDeleteFramebuffersEXT(1, &r_shadow_fbo2d);
- r_shadow_fbo2d = 0;
-
- for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
- if (r_shadow_fbocubeside[i])
- qglDeleteFramebuffersEXT(6, r_shadow_fbocubeside[i]);
- memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
-
- if (r_shadow_shadowmaprectangletexture)
- R_FreeTexture(r_shadow_shadowmaprectangletexture);
- r_shadow_shadowmaprectangletexture = NULL;
-
- if (r_shadow_shadowmap2dtexture)
- R_FreeTexture(r_shadow_shadowmap2dtexture);
- r_shadow_shadowmap2dtexture = NULL;
-
- if (r_shadow_shadowmapcubeprojectiontexture)
- R_FreeTexture(r_shadow_shadowmapcubeprojectiontexture);
- r_shadow_shadowmapcubeprojectiontexture = NULL;
-
- for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
- if (r_shadow_shadowmapcubetexture[i])
- R_FreeTexture(r_shadow_shadowmapcubetexture[i]);
- memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
-
- CHECKGLERROR
- }
+ maxsize = r_shadow_shadowmapmaxsize;
nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
farclip = 1.0f;
- r_shadow_shadowmap_bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
- r_shadow_shadowmap_parameters[0] = 1.0f - r_shadow_shadowmapping_bordersize.value / size;
- r_shadow_shadowmap_parameters[1] = 1.0f - r_shadow_shadowmapping_bordersize.value / size;
- r_shadow_shadowmap_parameters[2] = -(farclip + nearclip) / (farclip - nearclip);
- r_shadow_shadowmap_parameters[3] = -2.0f * nearclip * farclip / (farclip - nearclip);
- if (!r_shadow_shadowmapcubeprojectiontexture)
- r_shadow_shadowmapcubeprojectiontexture = R_LoadTextureCubeProjection(r_shadow_texturepool, "shadowmapcubeprojection");
- if (r_shadow_shadowmapping.integer == 1)
- {
- // complex unrolled cube approach (more flexible)
- if (!r_shadow_shadowmap2dtexture)
- {
-#if 1
- r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*4);
- qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
- qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR
-#endif
- }
- CHECKGLERROR
- R_Shadow_RenderMode_Reset();
- if (r_shadow_shadowmap2dtexture)
- {
- // render depth into the fbo, do not render color at all
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
- qglDrawBuffer(GL_NONE);CHECKGLERROR
- qglReadBuffer(GL_NONE);CHECKGLERROR
- status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
- {
- Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
- Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
- }
- R_SetupDepthOrShadowShader();
- }
- else
- {
- R_SetupShowDepthShader();
- qglClearColor(1,1,1,1);CHECKGLERROR
- }
- R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapping_bordersize.integer, nearclip, farclip, NULL);
- r_shadow_shadowmap_texturescale[0] = (float)size / R_TextureWidth(r_shadow_shadowmap2dtexture);
- r_shadow_shadowmap_texturescale[1] = (float)size / R_TextureHeight(r_shadow_shadowmap2dtexture);
- r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
- }
- else if (r_shadow_shadowmapping.integer == 2)
+ bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
+ // complex unrolled cube approach (more flexible)
+ if (!r_shadow_shadowmapcubeprojectiontexture[r_shadow_shadowmaplod])
+ r_shadow_shadowmapcubeprojectiontexture[r_shadow_shadowmaplod] = R_LoadTextureCubeProjection(r_shadow_texturepool, "shadowmapcubeprojection", size, r_shadow_shadowmapborder);
+ if (!r_shadow_shadowmaprectangletexture)
{
- // complex unrolled cube approach (more flexible)
- if (!r_shadow_shadowmaprectangletexture)
- {
#if 1
- r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", size*2, size*4);
- qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
- qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
+ r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", maxsize*2, maxsize*3, r_shadow_shadowmapfilter == 1 || r_shadow_shadowmapfilter == 2);
+ qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
+ qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
#endif
- }
- CHECKGLERROR
- R_Shadow_RenderMode_Reset();
- if (r_shadow_shadowmaprectangletexture)
- {
- // render depth into the fbo, do not render color at all
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
- qglDrawBuffer(GL_NONE);CHECKGLERROR
- qglReadBuffer(GL_NONE);CHECKGLERROR
- status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
- {
- Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
- Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
- }
- R_SetupDepthOrShadowShader();
- }
- else
- {
- R_SetupShowDepthShader();
- qglClearColor(1,1,1,1);CHECKGLERROR
- }
- R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapping_bordersize.integer, nearclip, farclip, NULL);
- r_shadow_shadowmap_texturescale[0] = size;
- r_shadow_shadowmap_texturescale[1] = size;
- r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
}
- else if (r_shadow_shadowmapping.integer == 3)
- {
- // simple cube approach
- if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
- {
-#if 1
- r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size);
- qglGenFramebuffersEXT(6, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
- for (i = 0;i < 6;i++)
- {
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod][i]);CHECKGLERROR
- qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + i, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
- }
-#endif
- }
- CHECKGLERROR
- R_Shadow_RenderMode_Reset();
- if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
- {
- // render depth into the fbo, do not render color at all
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod][side]);CHECKGLERROR
- qglDrawBuffer(GL_NONE);CHECKGLERROR
- qglReadBuffer(GL_NONE);CHECKGLERROR
- status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
- {
- Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
- Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
- }
- R_SetupDepthOrShadowShader();
- }
- else
+ CHECKGLERROR
+ R_Shadow_RenderMode_Reset();
+ if (r_shadow_shadowmaprectangletexture)
+ {
+ // render depth into the fbo, do not render color at all
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
+ qglDrawBuffer(GL_NONE);CHECKGLERROR
+ qglReadBuffer(GL_NONE);CHECKGLERROR
+ status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
+ if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
{
- R_SetupShowDepthShader();
- qglClearColor(1,1,1,1);CHECKGLERROR
+ Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
+ Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
}
- R_Viewport_InitCubeSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, nearclip, farclip, NULL);
- r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
- r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureWidth(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
- r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE;
+ R_SetupDepthOrShadowShader();
}
+ else
+ {
+ R_SetupShowDepthShader();
+ qglClearColor(1,1,1,1);CHECKGLERROR
+ }
+ R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
+ r_shadow_shadowmap_texturescale[0] = 2*size;
+ r_shadow_shadowmap_texturescale[1] = 3*size;
+ r_shadow_shadowmap_texturescale[2] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
+ r_shadow_shadowmap_texturescale[3] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
+ // compat for ALU cubemap calcs
+ r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
+ r_shadow_shadowmap_parameters[1] = size;
+ r_shadow_shadowmap_parameters[2] = r_shadow_shadowmap_texturescale[2];
+ r_shadow_shadowmap_parameters[3] = r_shadow_shadowmap_texturescale[3];
+ r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
CHECKGLERROR
R_SetViewport(&viewport);
GL_PolygonOffset(0, 0);
CHECKGLERROR
if (shadowmapping)
{
- if (r_shadow_shadowmapping.integer == 1)
- {
- r_shadow_usingshadowmap2d = true;
- R_Mesh_TexBind(GL20TU_SHADOWMAP2D, R_GetTexture(r_shadow_shadowmap2dtexture));
- CHECKGLERROR
- }
- else if (r_shadow_shadowmapping.integer == 2)
- {
- r_shadow_usingshadowmaprect = true;
- R_Mesh_TexBindRectangle(GL20TU_SHADOWMAPRECT, R_GetTexture(r_shadow_shadowmaprectangletexture));
- CHECKGLERROR
- }
- else if (r_shadow_shadowmapping.integer == 3)
- {
- r_shadow_usingshadowmapcube = true;
- R_Mesh_TexBindCubeMap(GL20TU_SHADOWMAPCUBE, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]));
- CHECKGLERROR
- }
+ R_Mesh_TexBindRectangle(GL20TU_SHADOWMAPRECT, R_GetTexture(r_shadow_shadowmaprectangletexture));
+ CHECKGLERROR
+ R_Mesh_TexBindCubeMap(GL20TU_CUBEPROJECTION, R_GetTexture(r_shadow_shadowmapcubeprojectiontexture[r_shadow_shadowmaplod]));
+ CHECKGLERROR
}
}
else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_VERTEX)
R_Shadow_RenderMode_Reset();
R_Shadow_RenderMode_ActiveLight(NULL);
GL_DepthMask(true);
- GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.y - r_refdef.view.height, r_refdef.view.width, r_refdef.view.height);
+ GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
}
int sign[8];
float f;
- 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_refdef.view.viewport.x;
+ r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
+ r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
+ r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
if (!r_shadow_scissor.integer)
return false;
// now convert the scissor rectangle to integer screen coordinates
ix1 = (int)(x1 - 1.0f);
- iy1 = (int)(y1 - 1.0f);
+ iy1 = vid.height - (int)(y2 - 1.0f);
ix2 = (int)(x2 + 1.0f);
- iy2 = (int)(y2 + 1.0f);
+ iy2 = vid.height - (int)(y1 + 1.0f);
//Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
// clamp it to the screen
- if (ix1 < r_refdef.view.x) ix1 = r_refdef.view.x;
- if (iy1 < r_refdef.view.y) iy1 = r_refdef.view.y;
- if (ix2 > r_refdef.view.x + r_refdef.view.width) ix2 = r_refdef.view.x + r_refdef.view.width;
- if (iy2 > r_refdef.view.y + r_refdef.view.height) iy2 = r_refdef.view.y + r_refdef.view.height;
+ if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
+ if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
+ if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
+ if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
// if it is inside out, it's not visible
if (ix2 <= ix1 || iy2 <= iy1)
// the light area is visible, set up the scissor rectangle
r_shadow_lightscissor[0] = ix1;
- r_shadow_lightscissor[1] = vid.height - iy2;
+ r_shadow_lightscissor[1] = iy1;
r_shadow_lightscissor[2] = ix2 - ix1;
r_shadow_lightscissor[3] = iy2 - iy1;
lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapping_maxsize.integer);
- if (castshadows && r_shadow_shadowmapping.integer >= 1 && r_shadow_shadowmapping.integer <= 3 && r_glsl.integer && gl_support_fragment_shader)
+ if (castshadows && r_shadow_shadowmode && r_glsl.integer && gl_support_fragment_shader)
{
int side;
int size;
if ((r_shadow_shadowmapping_maxsize.integer >> i) > lodlinear)
r_shadow_shadowmaplod = i;
- size = lodlinear;
- if (r_shadow_shadowmapping.integer == 3)
- size = bound(1, r_shadow_shadowmapping_maxsize.integer, 2048) >> r_shadow_shadowmaplod;
- size = bound(1, size, 2048);
+ size = bound(1, r_shadow_shadowmapping_maxsize.integer >> r_shadow_shadowmaplod, 2048);
//Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
R_Shadow_RenderMode_ShadowMap(side, false, size);
for (i = 0;i < numshadowentities_noselfshadow;i++)
R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
-#if 0
- if (r_shadow_shadowmapping.integer == 1)
- {
- int w = R_TextureWidth(r_shadow_shadowmap2dtexture);
- int h = R_TextureHeight(r_shadow_shadowmap2dtexture);
- static int once = true;
- if (once)
- {
- unsigned char *blah = Z_Malloc(w*h*4);
- qglReadPixels(0, 0, w, h, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, blah);CHECKGLERROR
- FS_WriteFile("testshadowmap.bin", blah, w*h*4);
- Z_Free(blah);
- }
- once = false;
- }
-#endif
}
// render lighting using the depth texture as shadowmap
{
// draw stencil shadow volumes to mask off pixels that are in shadow
// so that they won't receive lighting
+ GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
R_Shadow_ClearStencil();
if (numsurfaces)
R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
dlight_t *light;
size_t range;
+ if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, 2048) || r_shadow_shadowmode != r_shadow_shadowmapping.integer || r_shadow_shadowmapfilter != r_shadow_shadowmapping_filterquality.integer || r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
+ R_Shadow_FreeShadowMaps();
+
if (r_editlights.integer)
R_Shadow_DrawLightSprites();
R_Shadow_RenderMode_End();
}
+extern const float r_screenvertex3f[12];
extern void R_SetupView(qboolean allowwaterclippingplane);
+extern void R_ResetViewRendering3D(void);
+extern void R_ResetViewRendering2D(void);
extern cvar_t r_shadows;
extern cvar_t r_shadows_darken;
-extern cvar_t r_shadows_drawafterrtlightning;
+extern cvar_t r_shadows_drawafterrtlighting;
extern cvar_t r_shadows_castfrombmodels;
extern cvar_t r_shadows_throwdistance;
extern cvar_t r_shadows_throwdirection;
vec3_t relativelightdirection;
vec3_t relativeshadowmins, relativeshadowmaxs;
vec3_t tmp, shadowdir;
- float vertex3f[12];
- r_viewport_t viewport;
if (!r_drawentities.integer || !gl_stencil)
return;
CHECKGLERROR
- GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.y - r_refdef.view.height, r_refdef.view.width, r_refdef.view.height);
-
- r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
-
- if (gl_ext_separatestencil.integer)
- {
- r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
- r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
- }
- else if (gl_ext_stenciltwoside.integer)
- {
- r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
- r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
- }
- else
- {
- r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
- r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
- }
+ R_ResetViewRendering3D();
+ //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_RenderMode_StencilShadowVolumes(false);
// get shadow dir
if (r_shadows.integer == 2)
}
// not really the right mode, but this will disable any silly stencil features
- R_Shadow_RenderMode_VisibleLighting(true, true);
-
- // vertex coordinates for a quad that covers the screen exactly
- vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0;
- vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0;
- vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0;
- vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0;
+ R_Shadow_RenderMode_End();
// set up ortho view for rendering this pass
- R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
- R_SetViewport(&viewport);
- GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.y - r_refdef.view.height, r_refdef.view.width, r_refdef.view.height);
- GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
- GL_ScissorTest(true);
- R_Mesh_Matrix(&identitymatrix);
- R_Mesh_ResetTextureState();
- R_Mesh_VertexPointer(vertex3f, 0, 0);
+ //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
+ //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
+ //GL_ScissorTest(true);
+ //R_Mesh_Matrix(&identitymatrix);
+ //R_Mesh_ResetTextureState();
+ R_ResetViewRendering2D();
+ R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
R_Mesh_ColorPointer(NULL, 0, 0);
+ R_SetupGenericShader(false);
// set up a darkening blend on shadowed areas
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GL_DepthRange(0, 1);
- GL_DepthTest(false);
- GL_DepthMask(false);
- GL_PolygonOffset(0, 0);CHECKGLERROR
+ //GL_DepthRange(0, 1);
+ //GL_DepthTest(false);
+ //GL_DepthMask(false);
+ //GL_PolygonOffset(0, 0);CHECKGLERROR
GL_Color(0, 0, 0, r_shadows_darken.value);
- GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
- qglDepthFunc(GL_ALWAYS);CHECKGLERROR
+ //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
+ //qglDepthFunc(GL_ALWAYS);CHECKGLERROR
qglEnable(GL_STENCIL_TEST);CHECKGLERROR
qglStencilMask(~0);CHECKGLERROR
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
R_SetViewport(&r_refdef.view.viewport);
// restore other state to normal
- R_Shadow_RenderMode_End();
+ //R_Shadow_RenderMode_End();
}
void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)