]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
reworked collision cache to only be used by bouncegrid and only in
[xonotic/darkplaces.git] / r_shadow.c
index a3d8220a4c4b977c7fb780fc8686e29e4831e6b4..f48621e52d1cc7a707729f48c4a7a8640f6cb3cc 100644 (file)
@@ -261,6 +261,11 @@ 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;
+
 // lights are reloaded when this changes
 char r_shadow_mapname[MAX_QPATH];
 
@@ -2015,10 +2020,10 @@ void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
 
 void R_Shadow_RenderMode_Reset(void)
 {
-       R_Mesh_SetMainRenderTargets();
+       R_Mesh_ResetTextureState();
+       R_Mesh_SetRenderTargets(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture, 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]);
-       R_Mesh_ResetTextureState();
        GL_DepthRange(0, 1);
        GL_DepthTest(true);
        GL_DepthMask(false);
@@ -2030,7 +2035,7 @@ void R_Shadow_RenderMode_Reset(void)
        GL_Color(1, 1, 1, 1);
        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_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
+       R_SetupShader_Generic_NoTexture(false, false);
        r_shadow_usingshadowmap2d = false;
        r_shadow_usingshadowmaportho = false;
        R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
@@ -2138,7 +2143,7 @@ void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
        float nearclip, farclip, bias;
        r_viewport_t viewport;
        int flipped;
-       GLuint fbo = 0;
+       GLuint fbo2d = 0;
        float clearcolor[4];
        nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
        farclip = 1.0f;
@@ -2158,14 +2163,14 @@ void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
                R_Shadow_MakeVSDCT();
        if (!r_shadow_shadowmap2dtexture)
                R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
-       if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
+       if (r_shadow_shadowmap2dtexture) fbo2d = r_shadow_fbo2d;
        r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
        r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
        r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
 
        R_Mesh_ResetTextureState();
        R_Shadow_RenderMode_Reset();
-       R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
+       R_Mesh_SetRenderTargets(fbo2d, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
        R_SetupShader_DepthOrShadow(true);
        GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
        GL_DepthMask(true);
@@ -2229,7 +2234,6 @@ init_done:
 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
 {
        R_Mesh_ResetTextureState();
-       R_Mesh_SetMainRenderTargets();
        if (transparent)
        {
                r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
@@ -2698,10 +2702,16 @@ void R_Shadow_UpdateBounceGridTexture(void)
                                r_refdef.stats.bouncegrid_traces++;
                                //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
                                //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
-                               //if (settings.staticmode)
-                               //      Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask, true);
-                               //else
+                               if (settings.staticmode)
+                               {
+                                       // static mode fires a LOT of rays but none of them are identical, so they are not cached
                                        cliptrace = CL_TraceLine(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, true, false, NULL, true, true);
+                               }
+                               else
+                               {
+                                       // dynamic mode fires many rays and most will match the cache from the previous frame
+                                       cliptrace = CL_Cache_TraceLineSurfaces(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), hitsupercontentsmask);
+                               }
                                if (bouncecount > 0 || settings.includedirectlighting)
                                {
                                        // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ)
@@ -4479,8 +4489,6 @@ void R_Shadow_DrawPrepass(void)
                        if (r_refdef.scene.lights[lnum]->draw)
                                R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
 
-       R_Mesh_SetMainRenderTargets();
-
        R_Shadow_RenderMode_End();
 
        if (r_timereport_active)
@@ -4488,7 +4496,7 @@ void R_Shadow_DrawPrepass(void)
 }
 
 void R_Shadow_DrawLightSprites(void);
-void R_Shadow_PrepareLights(void)
+void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
 {
        int flag;
        int lnum;
@@ -4506,6 +4514,10 @@ void R_Shadow_PrepareLights(void)
                r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
                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)
@@ -4536,14 +4548,14 @@ void R_Shadow_PrepareLights(void)
                        switch (vid.renderpath)
                        {
                        case RENDERPATH_D3D9:
-                               r_shadow_prepassgeometrydepthcolortexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrydepthcolormap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
+                               r_shadow_prepassgeometrydepthcolortexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrydepthcolormap", vid.width, vid.height, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
                                break;
                        default:
                                break;
                        }
-                       r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
-                       r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
-                       r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
+                       r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
+                       r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
+                       r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
 
                        // set up the geometry pass fbo (depth + normalmap)
                        r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
@@ -4759,7 +4771,7 @@ void R_Shadow_PrepareModelShadows(void)
        }
 }
 
-void R_DrawModelShadowMaps(void)
+void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
 {
        int i;
        float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
@@ -4771,7 +4783,7 @@ void R_DrawModelShadowMaps(void)
        float m[12];
        matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
        r_viewport_t viewport;
-       GLuint fbo = 0;
+       GLuint fbo2d = 0;
        float clearcolor[4];
 
        if (!r_refdef.scene.numentities)
@@ -4785,7 +4797,11 @@ void R_DrawModelShadowMaps(void)
                return;
        }
 
-       R_ResetViewRendering3D();
+       r_shadow_fb_fbo = fbo;
+       r_shadow_fb_depthtexture = depthtexture;
+       r_shadow_fb_colortexture = colortexture;
+
+       R_ResetViewRendering3D(fbo, depthtexture, colortexture);
        R_Shadow_RenderMode_Begin();
        R_Shadow_RenderMode_ActiveLight(NULL);
 
@@ -4844,7 +4860,7 @@ void R_DrawModelShadowMaps(void)
 
        VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
 
-       R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
+       R_Mesh_SetRenderTargets(fbo2d, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
        R_SetupShader_DepthOrShadow(true);
        GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
        GL_DepthMask(true);
@@ -4865,7 +4881,7 @@ void R_DrawModelShadowMaps(void)
 
 #if 0
        // debugging
-       R_Mesh_SetMainRenderTargets();
+       R_Mesh_SetRenderTargets(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture, NULL, NULL, NULL);
        R_SetupShader_ShowDepth(true);
        GL_ColorMask(1,1,1,1);
        GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
@@ -4954,7 +4970,7 @@ void R_DrawModelShadowMaps(void)
        }
 }
 
-void R_DrawModelShadows(void)
+void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
 {
        int i;
        float relativethrowdistance;
@@ -4967,7 +4983,11 @@ void R_DrawModelShadows(void)
        if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
                return;
 
-       R_ResetViewRendering3D();
+       r_shadow_fb_fbo = fbo;
+       r_shadow_fb_depthtexture = depthtexture;
+       r_shadow_fb_colortexture = colortexture;
+
+       R_ResetViewRendering3D(fbo, depthtexture, colortexture);
        //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();
@@ -5052,7 +5072,7 @@ void R_DrawModelShadows(void)
        //GL_ScissorTest(true);
        //R_EntityMatrix(&identitymatrix);
        //R_Mesh_ResetTextureState();
-       R_ResetViewRendering2D();
+       R_ResetViewRendering2D(fbo, depthtexture, colortexture);
 
        // set up a darkening blend on shadowed areas
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@@ -5067,7 +5087,7 @@ void R_DrawModelShadows(void)
 
        // apply the blend to the shadowed areas
        R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
+       R_SetupShader_Generic_NoTexture(false, true);
        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
 
        // restore the viewport
@@ -5254,7 +5274,7 @@ void R_Shadow_DrawCoronas(void)
                        GL_PolygonOffset(0, 0);
                        GL_DepthTest(true);
                        R_Mesh_ResetTextureState();
-                       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
+                       R_SetupShader_Generic_NoTexture(false, false);
                }
 #endif
                break;