]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
no longer uses rectangle textures for deferred rendering (reduces
[xonotic/darkplaces.git] / r_shadow.c
index 229ac9e87fedebb991a2db6364086059121bf340..efc27cdb6c309d2879c06b90670e96ae8c37f560 100644 (file)
@@ -1960,9 +1960,9 @@ void R_Shadow_RenderMode_Reset(void)
        qglDepthFunc(GL_LEQUAL);CHECKGLERROR
        GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
        qglDisable(GL_STENCIL_TEST);CHECKGLERROR
-       qglStencilMask(~0);CHECKGLERROR
+       qglStencilMask(255);CHECKGLERROR
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
-       qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
+       qglStencilFunc(GL_ALWAYS, 128, 255);CHECKGLERROR
        r_refdef.view.cullface_front = r_shadow_cullface_front;
        r_refdef.view.cullface_back = r_shadow_cullface_back;
        GL_CullFace(r_refdef.view.cullface_back);
@@ -2014,20 +2014,20 @@ void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
                GL_CullFace(GL_NONE);
                qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
                qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
-               qglStencilMask(~0);CHECKGLERROR
+               qglStencilMask(255);CHECKGLERROR
                qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
                qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
-               qglStencilMask(~0);CHECKGLERROR
+               qglStencilMask(255);CHECKGLERROR
                qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
                break;
        case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
                GL_CullFace(GL_NONE);
                qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
                qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
-               qglStencilMask(~0);CHECKGLERROR
+               qglStencilMask(255);CHECKGLERROR
                qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
                qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
-               qglStencilMask(~0);CHECKGLERROR
+               qglStencilMask(255);CHECKGLERROR
                qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
                break;
        }
@@ -2243,7 +2243,7 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qb
                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
+               qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
        }
        r_shadow_rendermode = r_shadow_lightingrendermode;
        // do global setup needed for the chosen lighting mode
@@ -2304,7 +2304,7 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadow
                        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
+                       qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
                }
                qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
                if (shadowmapping)
@@ -2363,7 +2363,7 @@ void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transpar
        if (stenciltest)
        {
                qglEnable(GL_STENCIL_TEST);CHECKGLERROR
-               qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
+               qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
        }
        r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
 }
@@ -4026,7 +4026,7 @@ void R_Shadow_PrepareLights(void)
        {
        case RENDERPATH_GL20:
        case RENDERPATH_CGGL:
-               if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || !vid.support.arb_texture_rectangle || vid.maxdrawbuffers < 2)
+               if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
                {
                        r_shadow_usingdeferredprepass = false;
                        if (r_shadow_prepass_width)
@@ -4042,19 +4042,22 @@ void R_Shadow_PrepareLights(void)
                        r_shadow_usingdeferredprepass = true;
                        r_shadow_prepass_width = vid.width;
                        r_shadow_prepass_height = vid.height;
-                       r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
-                       r_shadow_prepassgeometrynormalmaptexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
-                       r_shadow_prepasslightingdiffusetexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
-                       r_shadow_prepasslightingspeculartexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
+                       r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
+                       r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
+                       r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
+                       r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
 
                        // set up the geometry pass fbo (depth + normalmap)
                        qglGenFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
                        qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
-                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
-                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture), 0);CHECKGLERROR
+                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
+                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture), 0);CHECKGLERROR
                        // render depth into one texture and normalmap into the other
-                       qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
-                       qglReadBuffer(GL_NONE);CHECKGLERROR
+                       if (qglDrawBuffersARB)
+                       {
+                               qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
+                               qglReadBuffer(GL_NONE);CHECKGLERROR
+                       }
                        status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
                        if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
                        {
@@ -4066,14 +4069,17 @@ void R_Shadow_PrepareLights(void)
                        // set up the lighting pass fbo (diffuse + specular)
                        qglGenFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
                        qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
-                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
-                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepasslightingdiffusetexture), 0);CHECKGLERROR
-                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepasslightingspeculartexture), 0);CHECKGLERROR
+                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
+                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepasslightingdiffusetexture), 0);CHECKGLERROR
+                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepasslightingspeculartexture), 0);CHECKGLERROR
                        // render diffuse into one texture and specular into another,
                        // with depth and normalmap bound as textures,
                        // with depth bound as attachment as well
-                       qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
-                       qglReadBuffer(GL_NONE);CHECKGLERROR
+                       if (qglDrawBuffersARB)
+                       {
+                               qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
+                               qglReadBuffer(GL_NONE);CHECKGLERROR
+                       }
                        status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
                        if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
                        {
@@ -4279,9 +4285,9 @@ void R_DrawModelShadows(void)
        //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
+       qglStencilMask(255);CHECKGLERROR
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
-       qglStencilFunc(GL_NOTEQUAL, 128, ~0);CHECKGLERROR
+       qglStencilFunc(GL_NOTEQUAL, 128, 255);CHECKGLERROR
 
        // apply the blend to the shadowed areas
        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);