X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_shadow.c;h=0c0b7722fb3e15ba5226425e642c51be2285ccca;hp=d6057792051f42d35357cdf25591519421e9584e;hb=6765d73ceb93553eef65c72f5f80f71f13771d12;hpb=382fbf2843f62c94752e809de977d0b4a2a2a113 diff --git a/r_shadow.c b/r_shadow.c index d6057792..0c0b7722 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -139,13 +139,14 @@ demonstrated by the game Doom3. #include "cl_collision.h" #include "portals.h" #include "image.h" +#include "dpsoftrast.h" #ifdef SUPPORTD3D #include extern LPDIRECT3DDEVICE9 vid_d3d9dev; #endif -extern void R_Shadow_EditLights_Init(void); +static void R_Shadow_EditLights_Init(void); typedef enum r_shadow_rendermode_e { @@ -169,8 +170,8 @@ r_shadow_rendermode_t; typedef enum r_shadow_shadowmode_e { - R_SHADOW_SHADOWMODE_STENCIL, - R_SHADOW_SHADOWMODE_SHADOWMAP2D + R_SHADOW_SHADOWMODE_STENCIL, + R_SHADOW_SHADOWMODE_SHADOWMAP2D } r_shadow_shadowmode_t; @@ -195,12 +196,13 @@ int r_shadow_shadowmapdepthbits; int r_shadow_shadowmapmaxsize; qboolean r_shadow_shadowmapvsdct; qboolean r_shadow_shadowmapsampler; +qboolean r_shadow_shadowmapshadowsampler; int r_shadow_shadowmappcf; int r_shadow_shadowmapborder; matrix4x4_t r_shadow_shadowmapmatrix; int r_shadow_lightscissor[4]; qboolean r_shadow_usingdeferredprepass; - +qboolean r_shadow_shadowmapdepthtexture; int maxshadowtriangles; int *shadowelements; @@ -243,36 +245,38 @@ rtexture_t *r_shadow_attenuationgradienttexture; rtexture_t *r_shadow_attenuation2dtexture; rtexture_t *r_shadow_attenuation3dtexture; skinframe_t *r_shadow_lightcorona; -rtexture_t *r_shadow_shadowmap2dtexture; -rtexture_t *r_shadow_shadowmap2dcolortexture; +rtexture_t *r_shadow_shadowmap2ddepthbuffer; +rtexture_t *r_shadow_shadowmap2ddepthtexture; rtexture_t *r_shadow_shadowmapvsdcttexture; int r_shadow_shadowmapsize; // changes for each light based on distance int r_shadow_shadowmaplod; // changes for each light based on distance GLuint r_shadow_prepassgeometryfbo; -GLuint r_shadow_prepasslightingfbo; +GLuint r_shadow_prepasslightingdiffusespecularfbo; +GLuint r_shadow_prepasslightingdiffusefbo; int r_shadow_prepass_width; int r_shadow_prepass_height; -rtexture_t *r_shadow_prepassgeometrydepthtexture; -rtexture_t *r_shadow_prepassgeometrydepthcolortexture; +rtexture_t *r_shadow_prepassgeometrydepthbuffer; 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]; // used only for light filters (cubemaps) rtexturepool_t *r_shadow_filters_texturepool; -static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT}; - cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"}; cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"}; cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"}; cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"}; -cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "2", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"}; -//cvar_t r_shadow_deferred_fp = {CVAR_SAVE, "r_shadow_deferred_fp", "0", "use 16bit (1) or 32bit (2) floating point for accumulation of image-based lighting"}; +cvar_t r_shadow_usebihculling = {0, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"}; cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"}; cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"}; cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"}; @@ -296,10 +300,11 @@ cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_sh cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"}; cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"}; cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"}; -cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "0", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"}; +cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"}; cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"}; -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 = {CVAR_SAVE, "r_shadow_shadowmapping", "1", "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", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"}; +cvar_t r_shadow_shadowmapping_useshadowsampler = {CVAR_SAVE, "r_shadow_shadowmapping_useshadowsampler", "1", "whether to use sampler2DShadow if available"}; cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"}; cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"}; cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"}; @@ -312,12 +317,36 @@ cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nea 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_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"}; cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"}; +cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"}; 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_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"}; -cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksm the proportion of hidden pixels controls corona intensity"}; -cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"}; +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_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"}; +cvar_t r_shadow_bouncegrid_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"}; +cvar_t r_shadow_bouncegrid_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dlightparticlemultiplier", "0", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"}; +cvar_t r_shadow_bouncegrid_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"}; +cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_SAVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"}; +cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"}; +cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "4", "particles stop at this fraction of light radius (can be more than 1)"}; +cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "2", "maximum number of bounces for a particle (minimum is 0)"}; +cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "1", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"}; +cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "1", "brightness of particles contributing to bouncegrid texture"}; +cvar_t r_shadow_bouncegrid_photons = {CVAR_SAVE, "r_shadow_bouncegrid_photons", "2000", "total photons to shoot per update, divided proportionately between lights"}; +cvar_t r_shadow_bouncegrid_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_spacing", "64", "unit size of bouncegrid pixel"}; +cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"}; +cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"}; +cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"}; +cvar_t r_shadow_bouncegrid_static_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_static_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1) when in static mode"}; +cvar_t r_shadow_bouncegrid_static_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_static_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0) in static mode"}; +cvar_t r_shadow_bouncegrid_static_photons = {CVAR_SAVE, "r_shadow_bouncegrid_static_photons", "25000", "photons value to use when in static mode"}; +cvar_t r_shadow_bouncegrid_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"}; +cvar_t r_shadow_bouncegrid_x = {CVAR_SAVE, "r_shadow_bouncegrid_x", "64", "maximum texture size of bouncegrid on X axis"}; +cvar_t r_shadow_bouncegrid_y = {CVAR_SAVE, "r_shadow_bouncegrid_y", "64", "maximum texture size of bouncegrid on Y axis"}; +cvar_t r_shadow_bouncegrid_z = {CVAR_SAVE, "r_shadow_bouncegrid_z", "32", "maximum texture size of bouncegrid on Z axis"}; +cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "0", "brightness of corona flare effects around certain lights, 0 disables corona effects"}; +cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"}; +cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "0", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility) - bad performance (synchronous rendering) - worse on multi-gpu!"}; cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"}; cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"}; cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"}; @@ -327,6 +356,51 @@ cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "ho cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"}; cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"}; cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"}; +cvar_t r_editlights_drawproperties = {0, "r_editlights_drawproperties", "1", "draw properties of currently selected light"}; +cvar_t r_editlights_current_origin = {0, "r_editlights_current_origin", "0 0 0", "origin of selected light"}; +cvar_t r_editlights_current_angles = {0, "r_editlights_current_angles", "0 0 0", "angles of selected light"}; +cvar_t r_editlights_current_color = {0, "r_editlights_current_color", "1 1 1", "color of selected light"}; +cvar_t r_editlights_current_radius = {0, "r_editlights_current_radius", "0", "radius of selected light"}; +cvar_t r_editlights_current_corona = {0, "r_editlights_current_corona", "0", "corona intensity of selected light"}; +cvar_t r_editlights_current_coronasize = {0, "r_editlights_current_coronasize", "0", "corona size of selected light"}; +cvar_t r_editlights_current_style = {0, "r_editlights_current_style", "0", "style of selected light"}; +cvar_t r_editlights_current_shadows = {0, "r_editlights_current_shadows", "0", "shadows flag of selected light"}; +cvar_t r_editlights_current_cubemap = {0, "r_editlights_current_cubemap", "0", "cubemap of selected light"}; +cvar_t r_editlights_current_ambient = {0, "r_editlights_current_ambient", "0", "ambient intensity of selected light"}; +cvar_t r_editlights_current_diffuse = {0, "r_editlights_current_diffuse", "1", "diffuse intensity of selected light"}; +cvar_t r_editlights_current_specular = {0, "r_editlights_current_specular", "1", "specular intensity of selected light"}; +cvar_t r_editlights_current_normalmode = {0, "r_editlights_current_normalmode", "0", "normalmode flag of selected light"}; +cvar_t r_editlights_current_realtimemode = {0, "r_editlights_current_realtimemode", "0", "realtimemode flag of selected light"}; + + +typedef struct r_shadow_bouncegrid_settings_s +{ + qboolean staticmode; + qboolean bounceanglediffuse; + qboolean directionalshading; + qboolean includedirectlighting; + float dlightparticlemultiplier; + qboolean hitmodels; + float lightradiusscale; + int maxbounce; + float particlebounceintensity; + float particleintensity; + int photons; + float spacing[3]; + int stablerandom; +} +r_shadow_bouncegrid_settings_t; + +r_shadow_bouncegrid_settings_t r_shadow_bouncegridsettings; +rtexture_t *r_shadow_bouncegridtexture; +matrix4x4_t r_shadow_bouncegridmatrix; +vec_t r_shadow_bouncegridintensity; +qboolean r_shadow_bouncegriddirectional; +static double r_shadow_bouncegridtime; +static int r_shadow_bouncegridresolution[3]; +static int r_shadow_bouncegridnumpixels; +static unsigned char *r_shadow_bouncegridpixels; +static float *r_shadow_bouncegridhighpixels; // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error #define ATTENTABLESIZE 256 @@ -366,17 +440,19 @@ skinframe_t *r_editlights_sprcubemaplight; skinframe_t *r_editlights_sprcubemapnoshadowlight; skinframe_t *r_editlights_sprselection; -void R_Shadow_SetShadowMode(void) +static void R_Shadow_SetShadowMode(void) { r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4); r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20; r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer; + r_shadow_shadowmapshadowsampler = r_shadow_shadowmapping_useshadowsampler.integer != 0; r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer; r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16); r_shadow_shadowmaplod = -1; r_shadow_shadowmapsize = 0; r_shadow_shadowmapsampler = false; r_shadow_shadowmappcf = 0; + r_shadow_shadowmapdepthtexture = r_fb.usedepthtextures; r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL; if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object) { @@ -385,27 +461,28 @@ void R_Shadow_SetShadowMode(void) case RENDERPATH_GL20: if(r_shadow_shadowmapfilterquality < 0) { - if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) + if (!r_fb.usedepthtextures) r_shadow_shadowmappcf = 1; - else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) + else if((strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) && vid.support.arb_shadow && r_shadow_shadowmapshadowsampler) { - r_shadow_shadowmapsampler = vid.support.arb_shadow; + r_shadow_shadowmapsampler = true; r_shadow_shadowmappcf = 1; } - else if(strstr(gl_vendor, "ATI")) + 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")) r_shadow_shadowmappcf = 1; else - r_shadow_shadowmapsampler = vid.support.arb_shadow; + r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler; } else { + r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler; switch (r_shadow_shadowmapfilterquality) { case 1: - r_shadow_shadowmapsampler = vid.support.arb_shadow; break; case 2: - r_shadow_shadowmapsampler = vid.support.arb_shadow; r_shadow_shadowmappcf = 1; break; case 3: @@ -416,25 +493,28 @@ void R_Shadow_SetShadowMode(void) break; } } - r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D; - // Cg has very little choice in depth texture sampling - if (vid.cgcontext) + if (!r_fb.usedepthtextures) r_shadow_shadowmapsampler = false; + r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D; break; - case RENDERPATH_CGGL: case RENDERPATH_D3D9: case RENDERPATH_D3D10: case RENDERPATH_D3D11: + case RENDERPATH_SOFT: r_shadow_shadowmapsampler = false; r_shadow_shadowmappcf = 1; r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D; break; - case RENDERPATH_GL13: - break; case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: break; } } + + if(R_CompileShader_CheckStaticParms()) + R_GLSL_Restart_f(); } qboolean R_Shadow_ShadowMappingEnabled(void) @@ -448,7 +528,7 @@ qboolean R_Shadow_ShadowMappingEnabled(void) } } -void R_Shadow_FreeShadowMaps(void) +static void R_Shadow_FreeShadowMaps(void) { R_Shadow_SetShadowMode(); @@ -456,28 +536,33 @@ void R_Shadow_FreeShadowMaps(void) r_shadow_fbo2d = 0; - if (r_shadow_shadowmap2dtexture) - R_FreeTexture(r_shadow_shadowmap2dtexture); - r_shadow_shadowmap2dtexture = NULL; + if (r_shadow_shadowmap2ddepthtexture) + R_FreeTexture(r_shadow_shadowmap2ddepthtexture); + r_shadow_shadowmap2ddepthtexture = NULL; - if (r_shadow_shadowmap2dcolortexture) - R_FreeTexture(r_shadow_shadowmap2dcolortexture); - r_shadow_shadowmap2dcolortexture = NULL; + if (r_shadow_shadowmap2ddepthbuffer) + R_FreeTexture(r_shadow_shadowmap2ddepthbuffer); + r_shadow_shadowmap2ddepthbuffer = NULL; if (r_shadow_shadowmapvsdcttexture) R_FreeTexture(r_shadow_shadowmapvsdcttexture); r_shadow_shadowmapvsdcttexture = NULL; } -void r_shadow_start(void) +static void r_shadow_start(void) { // allocate vertex processing arrays + r_shadow_bouncegridpixels = NULL; + r_shadow_bouncegridhighpixels = NULL; + r_shadow_bouncegridnumpixels = 0; + r_shadow_bouncegridtexture = NULL; + r_shadow_bouncegriddirectional = false; r_shadow_attenuationgradienttexture = NULL; r_shadow_attenuation2dtexture = NULL; r_shadow_attenuation3dtexture = NULL; r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL; - r_shadow_shadowmap2dtexture = NULL; - r_shadow_shadowmap2dcolortexture = NULL; + r_shadow_shadowmap2ddepthtexture = NULL; + r_shadow_shadowmap2ddepthbuffer = NULL; r_shadow_shadowmapvsdcttexture = NULL; r_shadow_shadowmapmaxsize = 0; r_shadow_shadowmapsize = 0; @@ -530,7 +615,7 @@ void r_shadow_start(void) } static void R_Shadow_FreeDeferred(void); -void r_shadow_shutdown(void) +static void r_shadow_shutdown(void) { CHECKGLERROR R_Shadow_UncompileWorldLights(); @@ -543,6 +628,11 @@ void r_shadow_shutdown(void) r_shadow_prepass_width = r_shadow_prepass_height = 0; CHECKGLERROR + r_shadow_bouncegridtexture = NULL; + r_shadow_bouncegridpixels = NULL; + r_shadow_bouncegridhighpixels = NULL; + r_shadow_bouncegridnumpixels = 0; + r_shadow_bouncegriddirectional = false; r_shadow_attenuationgradienttexture = NULL; r_shadow_attenuation2dtexture = NULL; r_shadow_attenuation3dtexture = NULL; @@ -608,8 +698,9 @@ void r_shadow_shutdown(void) Mem_Free(r_shadow_buffer_lighttrispvs); } -void r_shadow_newmap(void) +static void r_shadow_newmap(void) { + if (r_shadow_bouncegridtexture) R_FreeTexture(r_shadow_bouncegridtexture);r_shadow_bouncegridtexture = NULL; if (r_shadow_lightcorona) R_SkinFrame_MarkUsed(r_shadow_lightcorona); if (r_editlights_sprcursor) R_SkinFrame_MarkUsed(r_editlights_sprcursor); if (r_editlights_sprlight) R_SkinFrame_MarkUsed(r_editlights_sprlight); @@ -625,11 +716,10 @@ void R_Shadow_Init(void) { Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture); Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap); + Cvar_RegisterVariable(&r_shadow_usebihculling); Cvar_RegisterVariable(&r_shadow_usenormalmap); Cvar_RegisterVariable(&r_shadow_debuglight); Cvar_RegisterVariable(&r_shadow_deferred); - Cvar_RegisterVariable(&r_shadow_deferred_8bitrange); -// Cvar_RegisterVariable(&r_shadow_deferred_fp); Cvar_RegisterVariable(&r_shadow_gloss); Cvar_RegisterVariable(&r_shadow_gloss2intensity); Cvar_RegisterVariable(&r_shadow_glossintensity); @@ -657,6 +747,7 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_shadowmapping); Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct); Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality); + Cvar_RegisterVariable(&r_shadow_shadowmapping_useshadowsampler); Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits); Cvar_RegisterVariable(&r_shadow_shadowmapping_precision); Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize); @@ -668,20 +759,39 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_shadowmapping_bias); Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor); Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset); + Cvar_RegisterVariable(&r_shadow_sortsurfaces); Cvar_RegisterVariable(&r_shadow_polygonfactor); Cvar_RegisterVariable(&r_shadow_polygonoffset); Cvar_RegisterVariable(&r_shadow_texture3d); + Cvar_RegisterVariable(&r_shadow_bouncegrid); + Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse); + Cvar_RegisterVariable(&r_shadow_bouncegrid_directionalshading); + Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier); + Cvar_RegisterVariable(&r_shadow_bouncegrid_hitmodels); + Cvar_RegisterVariable(&r_shadow_bouncegrid_includedirectlighting); + Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity); + Cvar_RegisterVariable(&r_shadow_bouncegrid_lightradiusscale); + Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce); + Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity); + Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity); + Cvar_RegisterVariable(&r_shadow_bouncegrid_photons); + Cvar_RegisterVariable(&r_shadow_bouncegrid_spacing); + Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom); + Cvar_RegisterVariable(&r_shadow_bouncegrid_static); + Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading); + Cvar_RegisterVariable(&r_shadow_bouncegrid_static_lightradiusscale); + Cvar_RegisterVariable(&r_shadow_bouncegrid_static_maxbounce); + Cvar_RegisterVariable(&r_shadow_bouncegrid_static_photons); + Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval); + Cvar_RegisterVariable(&r_shadow_bouncegrid_x); + Cvar_RegisterVariable(&r_shadow_bouncegrid_y); + Cvar_RegisterVariable(&r_shadow_bouncegrid_z); Cvar_RegisterVariable(&r_coronas); Cvar_RegisterVariable(&r_coronas_occlusionsizescale); Cvar_RegisterVariable(&r_coronas_occlusionquery); Cvar_RegisterVariable(&gl_flashblend); Cvar_RegisterVariable(&gl_ext_separatestencil); Cvar_RegisterVariable(&gl_ext_stenciltwoside); - if (gamemode == GAME_TENEBRAE) - { - Cvar_SetValue("r_shadow_gloss", 2); - Cvar_SetValue("r_shadow_bumpscale_basetexture", 4); - } R_Shadow_EditLights_Init(); Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128); maxshadowtriangles = 0; @@ -734,7 +844,7 @@ matrix4x4_t matrix_attenuationz = } }; -void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale) +static void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale) { numvertices = ((numvertices + 255) & ~255) * vertscale; numtriangles = ((numtriangles + 255) & ~255) * triscale; @@ -830,10 +940,10 @@ void R_Shadow_PrepareShadowMark(int numtris) void R_Shadow_PrepareShadowSides(int numtris) { - if (maxshadowsides < numtris) - { - maxshadowsides = numtris; - if (shadowsides) + if (maxshadowsides < numtris) + { + maxshadowsides = numtris; + if (shadowsides) Mem_Free(shadowsides); if (shadowsideslist) Mem_Free(shadowsideslist); @@ -1190,7 +1300,7 @@ void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *inv v[2] = invertex3f + e[2] * 3; TriangleNormal(v[0], v[1], v[2], normal); if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0) - && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs)) + && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs)) shadowmarklist[numshadowmark++] = t; } } @@ -1202,14 +1312,14 @@ void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *inv v[1] = invertex3f + e[1] * 3; v[2] = invertex3f + e[2] * 3; if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]) - && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs)) + && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs)) shadowmarklist[numshadowmark++] = t; } } } } -qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs) +static qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs) { #if 1 return false; @@ -1274,7 +1384,7 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES) { tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris); - R_Mesh_PrepareVertices_Position_Arrays(outverts, shadowvertex3f); + R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL, 0); R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0); } else @@ -1286,8 +1396,8 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris); else tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris); - r_refdef.stats.lights_dynamicshadowtriangles += tris; - r_refdef.stats.lights_shadowtriangles += tris; + r_refdef.stats[r_stat_lights_dynamicshadowtriangles] += tris; + r_refdef.stats[r_stat_lights_shadowtriangles] += tris; if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL) { // increment stencil if frontface is infront of depthbuffer @@ -1308,143 +1418,144 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, GL_CullFace(r_refdef.view.cullface_back); R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255); } - R_Mesh_PrepareVertices_Position_Arrays(outverts, shadowvertex3f); + R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL, 0); R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0); } } int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias) { - // p1, p2, p3 are in the cubemap's local coordinate system - // bias = border/(size - border) + // p1, p2, p3 are in the cubemap's local coordinate system + // bias = border/(size - border) int mask = 0x3F; - float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1), - dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2), - dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3); + float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1), + dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2), + dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3); if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3) - mask &= (3<<4) + mask &= (3<<4) | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2)) | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2)) | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2)); - if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3) - mask &= (3<<4) - | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2)) - | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2)) - | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2)); - - dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1), - dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2), - dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3); - if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3) - mask &= (3<<0) - | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4)) - | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4)) - | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4)); - if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3) - mask &= (3<<0) - | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4)) - | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4)) - | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4)); - - dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1), - dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2), - dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3); - if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3) - mask &= (3<<2) - | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0)) - | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0)) - | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0)); - if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3) - mask &= (3<<2) - | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0)) - | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0)) - | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0)); + if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3) + mask &= (3<<4) + | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2)) + | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2)) + | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2)); + + dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1), + dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2), + dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3); + if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3) + mask &= (3<<0) + | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4)) + | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4)) + | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4)); + if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3) + mask &= (3<<0) + | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4)) + | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4)) + | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4)); + + dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1), + dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2), + dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3); + if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3) + mask &= (3<<2) + | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0)) + | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0)) + | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0)); + if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3) + mask &= (3<<2) + | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0)) + | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0)) + | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0)); return mask; } -int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias) +static int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias) { vec3_t center, radius, lightcenter, lightradius, pmin, pmax; float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2; int mask = 0x3F; VectorSubtract(maxs, mins, radius); - VectorScale(radius, 0.5f, radius); - VectorAdd(mins, radius, center); - Matrix4x4_Transform(worldtolight, center, lightcenter); + VectorScale(radius, 0.5f, radius); + VectorAdd(mins, radius, center); + Matrix4x4_Transform(worldtolight, center, lightcenter); Matrix4x4_Transform3x3(radiustolight, radius, lightradius); VectorSubtract(lightcenter, lightradius, pmin); VectorAdd(lightcenter, lightradius, pmax); - dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1), - dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2); - if(ap1 > bias*an1 && ap2 > bias*an2) - mask &= (3<<4) - | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2)) - | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2)); - if(an1 > bias*ap1 && an2 > bias*ap2) - mask &= (3<<4) - | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2)) - | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2)); - - dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1), - dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2); - if(ap1 > bias*an1 && ap2 > bias*an2) - mask &= (3<<0) - | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4)) - | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4)); - if(an1 > bias*ap1 && an2 > bias*ap2) - mask &= (3<<0) - | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4)) - | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4)); - - dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1), - dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2); - if(ap1 > bias*an1 && ap2 > bias*an2) - mask &= (3<<2) - | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0)) - | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0)); - if(an1 > bias*ap1 && an2 > bias*ap2) - mask &= (3<<2) - | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0)) - | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0)); - - return mask; + dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1), + dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2); + if(ap1 > bias*an1 && ap2 > bias*an2) + mask &= (3<<4) + | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2)) + | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2)); + if(an1 > bias*ap1 && an2 > bias*ap2) + mask &= (3<<4) + | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2)) + | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2)); + + dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1), + dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2); + if(ap1 > bias*an1 && ap2 > bias*an2) + mask &= (3<<0) + | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4)) + | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4)); + if(an1 > bias*ap1 && an2 > bias*ap2) + mask &= (3<<0) + | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4)) + | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4)); + + dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1), + dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2); + if(ap1 > bias*an1 && ap2 > bias*an2) + mask &= (3<<2) + | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0)) + | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0)); + if(an1 > bias*ap1 && an2 > bias*ap2) + mask &= (3<<2) + | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0)) + | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0)); + + return mask; } #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias) int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias) { - // p is in the cubemap's local coordinate system - // bias = border/(size - border) - float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn); - float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn); - float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn); - int mask = 0x3F; - if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2)); - if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2)); - if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4)); - if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4)); - if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0)); - if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0)); - return mask; + // p is in the cubemap's local coordinate system + // bias = border/(size - border) + float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn); + float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn); + float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn); + int mask = 0x3F; + if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2)); + if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2)); + if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4)); + if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4)); + if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0)); + if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0)); + return mask; } -int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border) +static int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border) { int i; - vec3_t p, n; + vec3_t o, p, n; 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 scale = 2 / (scale*scale + 2); + Matrix4x4_OriginFromMatrix(&rtlight->matrix_lighttoworld, o); for (i = 0;i < 5;i++) { - if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125) + if (PlaneDiff(o, &r_refdef.view.frustum[i]) > -0.03125) continue; Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n); len = scale*VectorLength2(n); @@ -1452,10 +1563,10 @@ int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border) if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2); if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4); } - if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125) + if (PlaneDiff(o, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125) { - Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n); - len = scale*VectorLength(n); + Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n); + len = scale*VectorLength2(n); if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0); if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2); if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4); @@ -1463,33 +1574,33 @@ int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border) // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results // check if frustum corners/origin cross plane sides #if 1 - // infinite version, assumes frustum corners merely give direction and extend to infinite distance - Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p); - dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn); - masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2)); - masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2)); - dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn); - masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4)); - masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4)); - dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn); - masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0)); - masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0)); - for (i = 0;i < 4;i++) - { - Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n); - VectorSubtract(n, p, n); - dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn); - if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2); - if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2); - dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn); - if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4); - if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4); - dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn); - if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0); - if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0); - } + // infinite version, assumes frustum corners merely give direction and extend to infinite distance + Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p); + dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn); + masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2)); + masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2)); + dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn); + masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4)); + masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4)); + dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn); + masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0)); + masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0)); + for (i = 0;i < 4;i++) + { + Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n); + VectorSubtract(n, p, n); + dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn); + if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2); + if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2); + dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn); + if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4); + if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4); + dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn); + if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0); + if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0); + } #else - // finite version, assumes corners are a finite distance from origin dependent on far plane + // finite version, assumes corners are a finite distance from origin dependent on far plane for (i = 0;i < 5;i++) { Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p); @@ -1573,7 +1684,7 @@ int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *inv v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3; TriangleNormal(v[0], v[1], v[2], normal); if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0) - && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs)) + && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs)) { Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]); mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias); @@ -1593,7 +1704,7 @@ int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *inv { v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3; if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]) - && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs)) + && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs)) { Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]); mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias); @@ -1670,7 +1781,7 @@ static void R_Shadow_MakeTextures_MakeCorona(void) pixels[y][x][3] = 255; } } - r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32); + r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32, false); } static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z) @@ -1844,8 +1955,6 @@ void R_Shadow_ValidateCvars(void) Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0); } -//static const r_vertexposition_t resetvertexposition[3] = {{0, 0, 0}}; - void R_Shadow_RenderMode_Begin(void) { #if 0 @@ -1862,7 +1971,6 @@ void R_Shadow_RenderMode_Begin(void) CHECKGLERROR R_Mesh_ResetTextureState(); -// R_Mesh_PrepareVertices_Position(0, resetvertexposition, NULL); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthRange(0, 1); GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); @@ -1870,7 +1978,7 @@ void R_Shadow_RenderMode_Begin(void) GL_DepthMask(false); GL_Color(0, 0, 0, 1); 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; if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil) @@ -1892,14 +2000,16 @@ void R_Shadow_RenderMode_Begin(void) switch(vid.renderpath) { case RENDERPATH_GL20: - case RENDERPATH_CGGL: case RENDERPATH_D3D9: case RENDERPATH_D3D10: case RENDERPATH_D3D11: + case RENDERPATH_SOFT: + case RENDERPATH_GLES2: r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL; break; - case RENDERPATH_GL13: case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GLES1: if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture) r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN; else if (r_textureunits.integer >= 3 && vid.texunits >= 3) @@ -1929,11 +2039,10 @@ void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight) void R_Shadow_RenderMode_Reset(void) { - R_Mesh_ResetRenderTargets(); + 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(); -// R_Mesh_PrepareVertices_Position(0, resetvertexposition, NULL); GL_DepthRange(0, 1); GL_DepthTest(true); GL_DepthMask(false); @@ -1945,7 +2054,7 @@ 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); + 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); @@ -1954,7 +2063,7 @@ void R_Shadow_RenderMode_Reset(void) void R_Shadow_ClearStencil(void) { GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128); - r_refdef.stats.lights_clears++; + r_refdef.stats[r_stat_lights_clears]++; } void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass) @@ -1967,7 +2076,7 @@ void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass) GL_ColorMask(0, 0, 0, 0); GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR GL_CullFace(GL_NONE); - R_SetupShader_DepthOrShadow(); + R_SetupShader_DepthOrShadow(false, false, false); // FIXME test if we have a skeletal model? r_shadow_rendermode = mode; switch(mode) { @@ -2009,49 +2118,31 @@ static void R_Shadow_MakeShadowMap(int side, int size) switch (r_shadow_shadowmode) { case R_SHADOW_SHADOWMODE_SHADOWMAP2D: - if (r_shadow_shadowmap2dtexture) return; - r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler); - r_shadow_shadowmap2dcolortexture = NULL; - switch(vid.renderpath) + if (r_shadow_shadowmap2ddepthtexture) return; + if (r_fb.usedepthtextures) { -#ifdef SUPPORTD3D - case RENDERPATH_D3D9: - r_shadow_shadowmap2dcolortexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), NULL, TEXTYPE_BGRA, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL); - r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL); - break; -#endif - default: - r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL); - break; + r_shadow_shadowmap2ddepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits >= 24 ? (r_shadow_shadowmapsampler ? TEXTYPE_SHADOWMAP24_COMP : TEXTYPE_SHADOWMAP24_RAW) : (r_shadow_shadowmapsampler ? TEXTYPE_SHADOWMAP16_COMP : TEXTYPE_SHADOWMAP16_RAW), r_shadow_shadowmapsampler); + r_shadow_shadowmap2ddepthbuffer = NULL; + r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL); + } + else + { + r_shadow_shadowmap2ddepthtexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL); + r_shadow_shadowmap2ddepthbuffer = R_LoadTextureRenderBuffer(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits >= 24 ? TEXTYPE_DEPTHBUFFER24 : TEXTYPE_DEPTHBUFFER16); + r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL); } break; default: return; } - - // render depth into the fbo, do not render color at all - // validate the fbo now - if (qglDrawBuffer) - { - int status; - qglDrawBuffer(GL_NONE);CHECKGLERROR - qglReadBuffer(GL_NONE);CHECKGLERROR - status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR - if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer)) - { - Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status); - Cvar_SetValueQuick(&r_shadow_shadowmapping, 0); - Cvar_SetValueQuick(&r_shadow_deferred, 0); - } - } } -void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size) +static 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; @@ -2069,23 +2160,20 @@ void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size) // complex unrolled cube approach (more flexible) if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture) R_Shadow_MakeVSDCT(); - if (!r_shadow_shadowmap2dtexture) + if (!r_shadow_shadowmap2ddepthtexture) R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize); - if (r_shadow_shadowmap2dtexture) fbo = 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); + fbo2d = r_shadow_fbo2d; + r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2ddepthtexture); + r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2ddepthtexture); r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D; R_Mesh_ResetTextureState(); - R_Mesh_ResetRenderTargets(); R_Shadow_RenderMode_Reset(); - if (fbo) - { - R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL); - R_SetupShader_DepthOrShadow(); - } + if (r_shadow_shadowmap2ddepthbuffer) + R_Mesh_SetRenderTargets(fbo2d, r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL); else - R_SetupShader_ShowDepth(); + R_Mesh_SetRenderTargets(fbo2d, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL); + R_SetupShader_DepthOrShadow(true, r_shadow_shadowmap2ddepthbuffer != NULL, false); // FIXME test if we have a skeletal model? GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value); GL_DepthMask(true); GL_DepthTest(true); @@ -2095,12 +2183,25 @@ init_done: flipped = (side & 1) ^ (side >> 2); r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front; r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back; + if (r_shadow_shadowmap2ddepthbuffer) + { + // completely different meaning than in depthtexture approach + r_shadow_shadowmap_parameters[1] = 0; + r_shadow_shadowmap_parameters[3] = -bias; + } + Vector4Set(clearcolor, 1,1,1,1); + if (r_shadow_shadowmap2ddepthbuffer) + GL_ColorMask(1,1,1,1); + else + GL_ColorMask(0,0,0,0); switch(vid.renderpath) { case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_CGGL: + case RENDERPATH_SOFT: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: GL_CullFace(r_refdef.view.cullface_back); // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask @@ -2111,48 +2212,38 @@ init_done: int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size); int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size); GL_Scissor(x1, y1, x2 - x1, y2 - y1); - GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0); + if (clear) + { + if (r_shadow_shadowmap2ddepthbuffer) + GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0); + else + GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0); + } } GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height); break; case RENDERPATH_D3D9: - Vector4Set(clearcolor, 1,1,1,1); - // completely different meaning than in OpenGL path - r_shadow_shadowmap_parameters[1] = 0; - r_shadow_shadowmap_parameters[3] = -bias; + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: // we invert the cull mode because we flip the projection matrix // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided... GL_CullFace(r_refdef.view.cullface_front); // D3D considers it an error to use a scissor larger than the viewport... clear just this view GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height); - if (r_shadow_shadowmapsampler) - { - GL_ColorMask(0,0,0,0); - if (clear) - GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0); - } - else + if (clear) { - GL_ColorMask(1,1,1,1); - if (clear) + if (r_shadow_shadowmap2ddepthbuffer) GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0); + else + GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0); } break; - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - // D3D considers it an error to use a scissor larger than the viewport... clear just this view - GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height); - GL_ColorMask(0,0,0,0); - if (clear) - GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0); - break; } } void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping) { R_Mesh_ResetTextureState(); - R_Mesh_ResetRenderTargets(); if (transparent) { r_shadow_lightscissor[0] = r_refdef.view.viewport.x; @@ -2212,7 +2303,10 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadow // only draw light where this geometry was already rendered AND the // stencil is 128 (values other than this mean shadow) R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255); - R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL); + if (rsurface.rtlight->specularscale > 0 && r_shadow_gloss.integer > 0) + R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL); + else + R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL); r_shadow_usingshadowmap2d = shadowmapping; @@ -2227,10 +2321,607 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadow GL_DepthTest(true); GL_DepthFunc(GL_GREATER); GL_CullFace(r_refdef.view.cullface_back); - R_Mesh_PrepareVertices_Position_Arrays(8, vertex3f); + R_Mesh_PrepareVertices_Vertex3f(8, vertex3f, NULL, 0); R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0); } +void R_Shadow_UpdateBounceGridTexture(void) +{ +#define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576 + dlight_t *light; + int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; + int bouncecount; + int hitsupercontentsmask; + int maxbounce; + int numpixels; + int resolution[3]; + int shootparticles; + int shotparticles; + int photoncount; + int tex[3]; + trace_t cliptrace; + //trace_t cliptrace2; + //trace_t cliptrace3; + unsigned char *pixel; + unsigned char *pixels; + float *highpixel; + float *highpixels; + unsigned int lightindex; + unsigned int range; + unsigned int range1; + unsigned int range2; + unsigned int seed = (unsigned int)(realtime * 1000.0f); + vec3_t shotcolor; + vec3_t baseshotcolor; + vec3_t surfcolor; + vec3_t clipend; + vec3_t clipstart; + vec3_t clipdiff; + vec3_t ispacing; + vec3_t maxs; + vec3_t mins; + vec3_t size; + vec3_t spacing; + vec3_t lightcolor; + vec3_t steppos; + vec3_t stepdelta; + vec3_t cullmins, cullmaxs; + vec_t radius; + vec_t s; + vec_t lightintensity; + vec_t photonscaling; + vec_t photonresidual; + float m[16]; + float texlerp[2][3]; + float splatcolor[32]; + float pixelweight[8]; + float w; + int c[4]; + int pixelindex[8]; + int corner; + int pixelsperband; + int pixelband; + int pixelbands; + int numsteps; + int step; + int x, y, z; + rtlight_t *rtlight; + r_shadow_bouncegrid_settings_t settings; + qboolean enable = r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel; + qboolean allowdirectionalshading = false; + switch(vid.renderpath) + { + case RENDERPATH_GL20: + allowdirectionalshading = true; + if (!vid.support.ext_texture_3d) + return; + break; + case RENDERPATH_GLES2: + // for performance reasons, do not use directional shading on GLES devices + if (!vid.support.ext_texture_3d) + return; + break; + // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them... + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GLES1: + case RENDERPATH_SOFT: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + return; + } + + r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value; + + // see if there are really any lights to render... + if (enable && r_shadow_bouncegrid_static.integer) + { + enable = false; + range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked + for (lightindex = 0;lightindex < range;lightindex++) + { + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + if (!light || !(light->flags & flag)) + continue; + rtlight = &light->rtlight; + // when static, we skip styled lights because they tend to change... + if (rtlight->style > 0) + continue; + VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale), lightcolor); + if (!VectorLength2(lightcolor)) + continue; + enable = true; + break; + } + } + + if (!enable) + { + if (r_shadow_bouncegridtexture) + { + R_FreeTexture(r_shadow_bouncegridtexture); + r_shadow_bouncegridtexture = NULL; + } + if (r_shadow_bouncegridpixels) + Mem_Free(r_shadow_bouncegridpixels); + r_shadow_bouncegridpixels = NULL; + if (r_shadow_bouncegridhighpixels) + Mem_Free(r_shadow_bouncegridhighpixels); + r_shadow_bouncegridhighpixels = NULL; + r_shadow_bouncegridnumpixels = 0; + r_shadow_bouncegriddirectional = false; + return; + } + + // build up a complete collection of the desired settings, so that memcmp can be used to compare parameters + memset(&settings, 0, sizeof(settings)); + settings.staticmode = r_shadow_bouncegrid_static.integer != 0; + settings.bounceanglediffuse = r_shadow_bouncegrid_bounceanglediffuse.integer != 0; + settings.directionalshading = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_directionalshading.integer != 0) && allowdirectionalshading; + settings.dlightparticlemultiplier = r_shadow_bouncegrid_dlightparticlemultiplier.value; + settings.hitmodels = r_shadow_bouncegrid_hitmodels.integer != 0; + settings.includedirectlighting = r_shadow_bouncegrid_includedirectlighting.integer != 0 || r_shadow_bouncegrid.integer == 2; + settings.lightradiusscale = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_lightradiusscale.value : r_shadow_bouncegrid_lightradiusscale.value); + settings.maxbounce = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_maxbounce.integer : r_shadow_bouncegrid_maxbounce.integer); + settings.particlebounceintensity = r_shadow_bouncegrid_particlebounceintensity.value; + settings.particleintensity = r_shadow_bouncegrid_particleintensity.value * 16384.0f * (settings.directionalshading ? 4.0f : 1.0f) / (r_shadow_bouncegrid_spacing.value * r_shadow_bouncegrid_spacing.value); + settings.photons = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_photons.integer : r_shadow_bouncegrid_photons.integer; + settings.spacing[0] = r_shadow_bouncegrid_spacing.value; + settings.spacing[1] = r_shadow_bouncegrid_spacing.value; + settings.spacing[2] = r_shadow_bouncegrid_spacing.value; + settings.stablerandom = r_shadow_bouncegrid_stablerandom.integer; + + // bound the values for sanity + settings.photons = bound(1, settings.photons, 1048576); + settings.lightradiusscale = bound(0.0001f, settings.lightradiusscale, 1024.0f); + settings.maxbounce = bound(0, settings.maxbounce, 16); + settings.spacing[0] = bound(1, settings.spacing[0], 512); + settings.spacing[1] = bound(1, settings.spacing[1], 512); + settings.spacing[2] = bound(1, settings.spacing[2], 512); + + // get the spacing values + spacing[0] = settings.spacing[0]; + spacing[1] = settings.spacing[1]; + spacing[2] = settings.spacing[2]; + ispacing[0] = 1.0f / spacing[0]; + ispacing[1] = 1.0f / spacing[1]; + ispacing[2] = 1.0f / spacing[2]; + + // calculate texture size enclosing entire world bounds at the spacing + VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins); + VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs); + VectorSubtract(maxs, mins, size); + // now we can calculate the resolution we want + c[0] = (int)floor(size[0] / spacing[0] + 0.5f); + c[1] = (int)floor(size[1] / spacing[1] + 0.5f); + c[2] = (int)floor(size[2] / spacing[2] + 0.5f); + // figure out the exact texture size (honoring power of 2 if required) + c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d); + c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d); + c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d); + if (vid.support.arb_texture_non_power_of_two) + { + resolution[0] = c[0]; + resolution[1] = c[1]; + resolution[2] = c[2]; + } + else + { + for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ; + for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ; + for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ; + } + size[0] = spacing[0] * resolution[0]; + size[1] = spacing[1] * resolution[1]; + size[2] = spacing[2] * resolution[2]; + + // if dynamic we may or may not want to use the world bounds + // if the dynamic size is smaller than the world bounds, use it instead + if (!settings.staticmode && (r_shadow_bouncegrid_x.integer * r_shadow_bouncegrid_y.integer * r_shadow_bouncegrid_z.integer < resolution[0] * resolution[1] * resolution[2])) + { + // we know the resolution we want + c[0] = r_shadow_bouncegrid_x.integer; + c[1] = r_shadow_bouncegrid_y.integer; + c[2] = r_shadow_bouncegrid_z.integer; + // now we can calculate the texture size (power of 2 if required) + c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d); + c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d); + c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d); + if (vid.support.arb_texture_non_power_of_two) + { + resolution[0] = c[0]; + resolution[1] = c[1]; + resolution[2] = c[2]; + } + else + { + for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ; + for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ; + for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ; + } + size[0] = spacing[0] * resolution[0]; + size[1] = spacing[1] * resolution[1]; + size[2] = spacing[2] * resolution[2]; + // center the rendering on the view + mins[0] = floor(r_refdef.view.origin[0] * ispacing[0] + 0.5f) * spacing[0] - 0.5f * size[0]; + mins[1] = floor(r_refdef.view.origin[1] * ispacing[1] + 0.5f) * spacing[1] - 0.5f * size[1]; + mins[2] = floor(r_refdef.view.origin[2] * ispacing[2] + 0.5f) * spacing[2] - 0.5f * size[2]; + } + + // recalculate the maxs in case the resolution was not satisfactory + VectorAdd(mins, size, maxs); + + // if all the settings seem identical to the previous update, return + if (r_shadow_bouncegridtexture && (settings.staticmode || realtime < r_shadow_bouncegridtime + r_shadow_bouncegrid_updateinterval.value) && !memcmp(&r_shadow_bouncegridsettings, &settings, sizeof(settings))) + return; + + // store the new settings + r_shadow_bouncegridsettings = settings; + + pixelbands = settings.directionalshading ? 8 : 1; + pixelsperband = resolution[0]*resolution[1]*resolution[2]; + numpixels = pixelsperband*pixelbands; + + // we're going to update the bouncegrid, update the matrix... + memset(m, 0, sizeof(m)); + m[0] = 1.0f / size[0]; + m[3] = -mins[0] * m[0]; + m[5] = 1.0f / size[1]; + m[7] = -mins[1] * m[5]; + m[10] = 1.0f / size[2]; + m[11] = -mins[2] * m[10]; + m[15] = 1.0f; + Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegridmatrix, m); + // reallocate pixels for this update if needed... + if (r_shadow_bouncegridnumpixels != numpixels || !r_shadow_bouncegridpixels || !r_shadow_bouncegridhighpixels) + { + if (r_shadow_bouncegridtexture) + { + R_FreeTexture(r_shadow_bouncegridtexture); + r_shadow_bouncegridtexture = NULL; + } + r_shadow_bouncegridpixels = (unsigned char *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridpixels, numpixels * sizeof(unsigned char[4])); + r_shadow_bouncegridhighpixels = (float *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridhighpixels, numpixels * sizeof(float[4])); + } + r_shadow_bouncegridnumpixels = numpixels; + pixels = r_shadow_bouncegridpixels; + highpixels = r_shadow_bouncegridhighpixels; + x = pixelsperband*4; + for (pixelband = 0;pixelband < pixelbands;pixelband++) + { + if (pixelband == 1) + memset(pixels + pixelband * x, 128, x); + else + memset(pixels + pixelband * x, 0, x); + } + memset(highpixels, 0, numpixels * sizeof(float[4])); + // figure out what we want to interact with + if (settings.hitmodels) + hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;// | SUPERCONTENTS_LIQUIDSMASK; + else + hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK; + maxbounce = settings.maxbounce; + // clear variables that produce warnings otherwise + memset(splatcolor, 0, sizeof(splatcolor)); + // iterate world rtlights + range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked + range1 = settings.staticmode ? 0 : r_refdef.scene.numlights; + range2 = range + range1; + photoncount = 0; + for (lightindex = 0;lightindex < range2;lightindex++) + { + if (lightindex < range) + { + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + if (!light) + continue; + rtlight = &light->rtlight; + VectorClear(rtlight->photoncolor); + rtlight->photons = 0; + if (!(light->flags & flag)) + continue; + if (settings.staticmode) + { + // when static, we skip styled lights because they tend to change... + if (rtlight->style > 0 && r_shadow_bouncegrid.integer != 2) + continue; + } + } + else + { + rtlight = r_refdef.scene.lights[lightindex - range]; + VectorClear(rtlight->photoncolor); + rtlight->photons = 0; + } + // draw only visible lights (major speedup) + radius = rtlight->radius * settings.lightradiusscale; + cullmins[0] = rtlight->shadoworigin[0] - radius; + cullmins[1] = rtlight->shadoworigin[1] - radius; + cullmins[2] = rtlight->shadoworigin[2] - radius; + cullmaxs[0] = rtlight->shadoworigin[0] + radius; + cullmaxs[1] = rtlight->shadoworigin[1] + radius; + cullmaxs[2] = rtlight->shadoworigin[2] + radius; + if (R_CullBox(cullmins, cullmaxs)) + continue; + 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)) + continue; + w = r_shadow_lightintensityscale.value * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale); + if (w * VectorLength2(rtlight->color) == 0.0f) + continue; + w *= (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1); + VectorScale(rtlight->color, w, rtlight->photoncolor); + //if (!VectorLength2(rtlight->photoncolor)) + // continue; + // shoot particles from this light + // use a calculation for the number of particles that will not + // vary with lightstyle, otherwise we get randomized particle + // distribution, the seeded random is only consistent for a + // consistent number of particles on this light... + s = rtlight->radius; + lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale); + if (lightindex >= range) + lightintensity *= settings.dlightparticlemultiplier; + rtlight->photons = max(0.0f, lightintensity * s * s); + photoncount += rtlight->photons; + } + photonscaling = (float)settings.photons / max(1, photoncount); + photonresidual = 0.0f; + for (lightindex = 0;lightindex < range2;lightindex++) + { + if (lightindex < range) + { + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + if (!light) + continue; + rtlight = &light->rtlight; + } + else + rtlight = r_refdef.scene.lights[lightindex - range]; + // skip a light with no photons + if (rtlight->photons == 0.0f) + continue; + // skip a light with no photon color) + if (VectorLength2(rtlight->photoncolor) == 0.0f) + continue; + photonresidual += rtlight->photons * photonscaling; + shootparticles = (int)bound(0, photonresidual, MAXBOUNCEGRIDPARTICLESPERLIGHT); + if (!shootparticles) + continue; + photonresidual -= shootparticles; + radius = rtlight->radius * settings.lightradiusscale; + s = settings.particleintensity / shootparticles; + VectorScale(rtlight->photoncolor, s, baseshotcolor); + r_refdef.stats[r_stat_bouncegrid_lights]++; + r_refdef.stats[r_stat_bouncegrid_particles] += shootparticles; + for (shotparticles = 0;shotparticles < shootparticles;shotparticles++) + { + if (settings.stablerandom > 0) + seed = lightindex * 11937 + shotparticles; + VectorCopy(baseshotcolor, shotcolor); + VectorCopy(rtlight->shadoworigin, clipstart); + if (settings.stablerandom < 0) + VectorRandom(clipend); + else + VectorCheeseRandom(clipend); + VectorMA(clipstart, radius, clipend, clipend); + for (bouncecount = 0;;bouncecount++) + { + r_refdef.stats[r_stat_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) + { + // 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) + // accumulate average shotcolor + w = VectorLength(shotcolor); + splatcolor[ 0] = shotcolor[0]; + splatcolor[ 1] = shotcolor[1]; + splatcolor[ 2] = shotcolor[2]; + splatcolor[ 3] = 0.0f; + if (pixelbands > 1) + { + VectorSubtract(clipstart, cliptrace.endpos, clipdiff); + VectorNormalize(clipdiff); + // store bentnormal in case the shader has a use for it + splatcolor[ 4] = clipdiff[0] * w; + splatcolor[ 5] = clipdiff[1] * w; + splatcolor[ 6] = clipdiff[2] * w; + splatcolor[ 7] = w; + // accumulate directional contributions (+X, +Y, +Z, -X, -Y, -Z) + splatcolor[ 8] = shotcolor[0] * max(0.0f, clipdiff[0]); + splatcolor[ 9] = shotcolor[0] * max(0.0f, clipdiff[1]); + splatcolor[10] = shotcolor[0] * max(0.0f, clipdiff[2]); + splatcolor[11] = 0.0f; + splatcolor[12] = shotcolor[1] * max(0.0f, clipdiff[0]); + splatcolor[13] = shotcolor[1] * max(0.0f, clipdiff[1]); + splatcolor[14] = shotcolor[1] * max(0.0f, clipdiff[2]); + splatcolor[15] = 0.0f; + splatcolor[16] = shotcolor[2] * max(0.0f, clipdiff[0]); + splatcolor[17] = shotcolor[2] * max(0.0f, clipdiff[1]); + splatcolor[18] = shotcolor[2] * max(0.0f, clipdiff[2]); + splatcolor[19] = 0.0f; + splatcolor[20] = shotcolor[0] * max(0.0f, -clipdiff[0]); + splatcolor[21] = shotcolor[0] * max(0.0f, -clipdiff[1]); + splatcolor[22] = shotcolor[0] * max(0.0f, -clipdiff[2]); + splatcolor[23] = 0.0f; + splatcolor[24] = shotcolor[1] * max(0.0f, -clipdiff[0]); + splatcolor[25] = shotcolor[1] * max(0.0f, -clipdiff[1]); + splatcolor[26] = shotcolor[1] * max(0.0f, -clipdiff[2]); + splatcolor[27] = 0.0f; + splatcolor[28] = shotcolor[2] * max(0.0f, -clipdiff[0]); + splatcolor[29] = shotcolor[2] * max(0.0f, -clipdiff[1]); + splatcolor[30] = shotcolor[2] * max(0.0f, -clipdiff[2]); + splatcolor[31] = 0.0f; + } + // calculate the number of steps we need to traverse this distance + VectorSubtract(cliptrace.endpos, clipstart, stepdelta); + numsteps = (int)(VectorLength(stepdelta) * ispacing[0]); + numsteps = bound(1, numsteps, 1024); + w = 1.0f / numsteps; + VectorScale(stepdelta, w, stepdelta); + VectorMA(clipstart, 0.5f, stepdelta, steppos); + for (step = 0;step < numsteps;step++) + { + r_refdef.stats[r_stat_bouncegrid_splats]++; + // figure out which texture pixel this is in + texlerp[1][0] = ((steppos[0] - mins[0]) * ispacing[0]) - 0.5f; + texlerp[1][1] = ((steppos[1] - mins[1]) * ispacing[1]) - 0.5f; + texlerp[1][2] = ((steppos[2] - mins[2]) * ispacing[2]) - 0.5f; + tex[0] = (int)floor(texlerp[1][0]); + tex[1] = (int)floor(texlerp[1][1]); + tex[2] = (int)floor(texlerp[1][2]); + if (tex[0] >= 1 && tex[1] >= 1 && tex[2] >= 1 && tex[0] < resolution[0] - 2 && tex[1] < resolution[1] - 2 && tex[2] < resolution[2] - 2) + { + // it is within bounds... do the real work now + // calculate the lerp factors + texlerp[1][0] -= tex[0]; + texlerp[1][1] -= tex[1]; + texlerp[1][2] -= tex[2]; + texlerp[0][0] = 1.0f - texlerp[1][0]; + texlerp[0][1] = 1.0f - texlerp[1][1]; + texlerp[0][2] = 1.0f - texlerp[1][2]; + // calculate individual pixel indexes and weights + pixelindex[0] = (((tex[2] )*resolution[1]+tex[1] )*resolution[0]+tex[0] );pixelweight[0] = (texlerp[0][0]*texlerp[0][1]*texlerp[0][2]); + pixelindex[1] = (((tex[2] )*resolution[1]+tex[1] )*resolution[0]+tex[0]+1);pixelweight[1] = (texlerp[1][0]*texlerp[0][1]*texlerp[0][2]); + pixelindex[2] = (((tex[2] )*resolution[1]+tex[1]+1)*resolution[0]+tex[0] );pixelweight[2] = (texlerp[0][0]*texlerp[1][1]*texlerp[0][2]); + pixelindex[3] = (((tex[2] )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[3] = (texlerp[1][0]*texlerp[1][1]*texlerp[0][2]); + pixelindex[4] = (((tex[2]+1)*resolution[1]+tex[1] )*resolution[0]+tex[0] );pixelweight[4] = (texlerp[0][0]*texlerp[0][1]*texlerp[1][2]); + pixelindex[5] = (((tex[2]+1)*resolution[1]+tex[1] )*resolution[0]+tex[0]+1);pixelweight[5] = (texlerp[1][0]*texlerp[0][1]*texlerp[1][2]); + pixelindex[6] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0] );pixelweight[6] = (texlerp[0][0]*texlerp[1][1]*texlerp[1][2]); + pixelindex[7] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[7] = (texlerp[1][0]*texlerp[1][1]*texlerp[1][2]); + // update the 8 pixels... + for (pixelband = 0;pixelband < pixelbands;pixelband++) + { + for (corner = 0;corner < 8;corner++) + { + // calculate address for pixel + w = pixelweight[corner]; + pixel = pixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4; + highpixel = highpixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4; + // add to the high precision pixel color + highpixel[0] += (splatcolor[pixelband*4+0]*w); + highpixel[1] += (splatcolor[pixelband*4+1]*w); + highpixel[2] += (splatcolor[pixelband*4+2]*w); + highpixel[3] += (splatcolor[pixelband*4+3]*w); + // flag the low precision pixel as needing to be updated + pixel[3] = 255; + // advance to next band of coefficients + //pixel += pixelsperband*4; + //highpixel += pixelsperband*4; + } + } + } + VectorAdd(steppos, stepdelta, steppos); + } + } + if (cliptrace.fraction >= 1.0f) + break; + r_refdef.stats[r_stat_bouncegrid_hits]++; + if (bouncecount >= maxbounce) + break; + // scale down shot color by bounce intensity and texture color (or 50% if no texture reported) + // also clamp the resulting color to never add energy, even if the user requests extreme values + if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe) + VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor); + else + VectorSet(surfcolor, 0.5f, 0.5f, 0.5f); + VectorScale(surfcolor, settings.particlebounceintensity, surfcolor); + surfcolor[0] = min(surfcolor[0], 1.0f); + surfcolor[1] = min(surfcolor[1], 1.0f); + surfcolor[2] = min(surfcolor[2], 1.0f); + VectorMultiply(shotcolor, surfcolor, shotcolor); + if (VectorLength2(baseshotcolor) == 0.0f) + break; + r_refdef.stats[r_stat_bouncegrid_bounces]++; + if (settings.bounceanglediffuse) + { + // random direction, primarily along plane normal + s = VectorDistance(cliptrace.endpos, clipend); + if (settings.stablerandom < 0) + VectorRandom(clipend); + else + VectorCheeseRandom(clipend); + VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend); + VectorNormalize(clipend); + VectorScale(clipend, s, clipend); + } + else + { + // reflect the remaining portion of the line across plane normal + VectorSubtract(clipend, cliptrace.endpos, clipdiff); + VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend); + } + // calculate the new line start and end + VectorCopy(cliptrace.endpos, clipstart); + VectorAdd(clipstart, clipend, clipend); + } + } + } + // generate pixels array from highpixels array + // skip first and last columns, rows, and layers as these are blank + // the pixel[3] value was written above, so we can use it to detect only pixels that need to be calculated + for (pixelband = 0;pixelband < pixelbands;pixelband++) + { + for (z = 1;z < resolution[2]-1;z++) + { + for (y = 1;y < resolution[1]-1;y++) + { + for (x = 1, pixelindex[0] = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x, pixel = pixels + 4*pixelindex[0], highpixel = highpixels + 4*pixelindex[0];x < resolution[0]-1;x++, pixel += 4, highpixel += 4) + { + // only convert pixels that were hit by photons + if (pixel[3] == 255) + { + // normalize the bentnormal... + if (pixelband == 1) + { + VectorNormalize(highpixel); + c[0] = (int)(highpixel[0]*128.0f+128.0f); + c[1] = (int)(highpixel[1]*128.0f+128.0f); + c[2] = (int)(highpixel[2]*128.0f+128.0f); + c[3] = (int)(highpixel[3]*128.0f+128.0f); + } + else + { + c[0] = (int)(highpixel[0]*256.0f); + c[1] = (int)(highpixel[1]*256.0f); + c[2] = (int)(highpixel[2]*256.0f); + c[3] = (int)(highpixel[3]*256.0f); + } + pixel[2] = (unsigned char)bound(0, c[0], 255); + pixel[1] = (unsigned char)bound(0, c[1], 255); + pixel[0] = (unsigned char)bound(0, c[2], 255); + pixel[3] = (unsigned char)bound(0, c[3], 255); + } + } + } + } + } + if (r_shadow_bouncegridtexture && r_shadow_bouncegridresolution[0] == resolution[0] && r_shadow_bouncegridresolution[1] == resolution[1] && r_shadow_bouncegridresolution[2] == resolution[2] && r_shadow_bouncegriddirectional == settings.directionalshading) + R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands); + else + { + VectorCopy(resolution, r_shadow_bouncegridresolution); + r_shadow_bouncegriddirectional = settings.directionalshading; + if (r_shadow_bouncegridtexture) + R_FreeTexture(r_shadow_bouncegridtexture); + r_shadow_bouncegridtexture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL); + } + r_shadow_bouncegridtime = realtime; +} + void R_Shadow_RenderMode_VisibleShadowVolumes(void) { R_Shadow_RenderMode_Reset(); @@ -2286,7 +2977,7 @@ int bboxedges[12][2] = qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs) { - if (!r_shadow_scissor.integer) + if (!r_shadow_scissor.integer || r_shadow_usingdeferredprepass || r_trippy.integer) { r_shadow_lightscissor[0] = r_refdef.view.viewport.x; r_shadow_lightscissor[1] = r_refdef.view.viewport.y; @@ -2300,7 +2991,7 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs) || 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) - r_refdef.stats.lights_scissored++; + r_refdef.stats[r_stat_lights_scissored]++; return false; } @@ -2317,7 +3008,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN: if (VectorLength2(diffusecolor) > 0) { - for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4) + for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4) { Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v); Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n); @@ -2339,7 +3030,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu } else { - for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4) + for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4) { VectorCopy(ambientcolor, color4f); if (r_refdef.fogenabled) @@ -2356,7 +3047,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN: if (VectorLength2(diffusecolor) > 0) { - for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4) + for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4) { Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v); if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)])) @@ -2389,7 +3080,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu } else { - for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4) + for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4) { Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v); if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)])) @@ -2413,7 +3104,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu case R_SHADOW_RENDERMODE_LIGHT_VERTEX: if (VectorLength2(diffusecolor) > 0) { - for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4) + for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4) { Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v); if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)])) @@ -2447,7 +3138,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu } else { - for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4) + for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4) { Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v); if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)])) @@ -2485,12 +3176,8 @@ static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, cons static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale) { // ARB2 GLSL shader path (GFFX5200, Radeon 9500) - R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL); - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) - GL_DepthFunc(GL_EQUAL); + R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false); RSurf_DrawBatch(); - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) - GL_DepthFunc(GL_LEQUAL); } static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2) @@ -2504,8 +3191,8 @@ static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numve int *newe; const int *e; float *c; - int maxtriangles = 4096; - static int newelements[4096*3]; + int maxtriangles = 1024; + int newelements[1024*3]; R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2); for (renders = 0;renders < 4;renders++) { @@ -2521,7 +3208,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numve // renders them at once for (i = 0, e = element3i;i < numtriangles;i++, e += 3) { - if (VectorLength2(rsurface.array_passcolor4f + e[0] * 4) + VectorLength2(rsurface.array_passcolor4f + e[1] * 4) + VectorLength2(rsurface.array_passcolor4f + e[2] * 4) >= 0.01) + if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01) { if (newnumtriangles) { @@ -2564,7 +3251,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numve // handling of negative colors // (some old drivers even have improper handling of >1 color) stop = true; - for (i = 0, c = rsurface.array_passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4) + for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4) { if (c[0] > 1 || c[1] > 1 || c[2] > 1) { @@ -2604,9 +3291,10 @@ static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const m diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2]; ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2]; diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2]; - RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD, texturenumsurfaces, texturesurfacelist); + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); + rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4])); R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset); - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0); + R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0); R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset); R_Mesh_TexBind(0, basetexture); R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix); @@ -2657,8 +3345,8 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures qboolean negated; float lightcolor[3]; VectorCopy(rsurface.rtlight->currentcolor, lightcolor); - ambientscale = rsurface.rtlight->ambientscale; - diffusescale = rsurface.rtlight->diffusescale; + ambientscale = rsurface.rtlight->ambientscale + rsurface.texture->rtlightambient; + diffusescale = rsurface.rtlight->diffusescale * max(0, 1.0 - rsurface.texture->rtlightambient); specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale; if (!r_shadow_usenormalmap.integer) { @@ -2672,26 +3360,7 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures if(negated) { VectorNegate(lightcolor, lightcolor); - switch(vid.renderpath) - { - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GL20: - case RENDERPATH_CGGL: - qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT); - break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT); -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - } + GL_BlendEquationSubtract(true); } RSurf_SetupDepthAndCulling(); switch (r_shadow_rendermode) @@ -2714,28 +3383,7 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures break; } if(negated) - { - switch(vid.renderpath) - { - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GL20: - case RENDERPATH_CGGL: - qglBlendEquationEXT(GL_FUNC_ADD_EXT); - break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD); -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - } - } + GL_BlendEquationSubtract(false); } void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags) @@ -2813,7 +3461,9 @@ void R_RTLight_Compile(rtlight_t *rtlight) { // 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); + R_FrameData_ReturnToMark(); numleafpvsbytes = (model->brush.num_leafs + 7) >> 3; numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3; numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3; @@ -2838,6 +3488,7 @@ void R_RTLight_Compile(rtlight_t *rtlight) memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes); if (rtlight->static_numlighttrispvsbytes) memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes); + R_FrameData_SetMark(); switch (rtlight->shadowmode) { case R_SHADOW_SHADOWMODE_SHADOWMAP2D: @@ -2849,6 +3500,7 @@ void R_RTLight_Compile(rtlight_t *rtlight) model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist); break; } + R_FrameData_ReturnToMark(); // now we're done compiling the rtlight r_shadow_compilingrtlight = NULL; } @@ -2928,7 +3580,7 @@ void R_Shadow_UncompileWorldLights(void) } } -void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight) +static void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight) { int i, j; mplane_t plane; @@ -2937,6 +3589,9 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight) // can hold rtlight->cached_numfrustumplanes = 0; + if (r_trippy.integer) + return; + // haven't implemented a culling path for ortho rendering if (!r_refdef.view.useperspective) { @@ -3094,7 +3749,7 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight) #endif } -void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides) +static void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides) { shadowmesh_t *mesh; @@ -3104,24 +3759,24 @@ void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const { CHECKGLERROR GL_CullFace(GL_NONE); - mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap; - for (;mesh;mesh = mesh->next) - { + mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap; + for (;mesh;mesh = mesh->next) + { if (!mesh->sidetotals[r_shadow_shadowmapside]) continue; - r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside]; - R_Mesh_PrepareVertices_Position(mesh->numverts, mesh->vertexposition, mesh->vertexpositionbuffer); - R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset); - } - CHECKGLERROR - } + r_refdef.stats[r_stat_lights_shadowtriangles] += mesh->sidetotals[r_shadow_shadowmapside]; + R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer, mesh->vbooffset_vertex3f); + R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset); + } + CHECKGLERROR + } else if (r_refdef.scene.worldentity->model) r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs); rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } -void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs) +static void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs) { qboolean zpass = false; shadowmesh_t *mesh; @@ -3129,6 +3784,10 @@ void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, co int surfacelistindex; msurface_t *surface; + // if triangle neighbors are disabled, shadowvolumes are disabled + if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i) + return; + RSurf_ActiveWorldEntity(); if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer) @@ -3142,8 +3801,8 @@ void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, co mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail; for (;mesh;mesh = mesh->next) { - r_refdef.stats.lights_shadowtriangles += mesh->numtriangles; - R_Mesh_PrepareVertices_Position(mesh->numverts, mesh->vertexposition, mesh->vertexpositionbuffer); + r_refdef.stats[r_stat_lights_shadowtriangles] += mesh->numtriangles; + R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer, mesh->vbooffset_vertex3f); if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL) { // increment stencil if frontface is infront of depthbuffer @@ -3182,12 +3841,14 @@ void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, co R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs); } else if (numsurfaces) + { r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs); + } rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } -void R_Shadow_DrawEntityShadow(entity_render_t *ent) +static void R_Shadow_DrawEntityShadow(entity_render_t *ent) { vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs; vec_t relativeshadowradius; @@ -3217,21 +3878,19 @@ void R_Shadow_SetupEntityLight(const entity_render_t *ent) { // set up properties for rendering light onto this entity RSurf_ActiveModelEntity(ent, true, true, false); - GL_AlphaTest(false); Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix); Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight); Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight); Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin); } -void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs) +static void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs) { if (!r_refdef.scene.worldmodel->DrawLight) return; // set up properties for rendering light onto this entity RSurf_ActiveWorldEntity(); - GL_AlphaTest(false); rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight; Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight); Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight); @@ -3242,7 +3901,7 @@ void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned c rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } -void R_Shadow_DrawEntityLight(entity_render_t *ent) +static void R_Shadow_DrawEntityLight(entity_render_t *ent) { dp_model_t *model = ent->model; if (!model->DrawLight) @@ -3255,7 +3914,7 @@ void R_Shadow_DrawEntityLight(entity_render_t *ent) rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } -void R_Shadow_PrepareLight(rtlight_t *rtlight) +static void R_Shadow_PrepareLight(rtlight_t *rtlight) { int i; float f; @@ -3276,6 +3935,18 @@ void R_Shadow_PrepareLight(rtlight_t *rtlight) qboolean nolight; rtlight->draw = false; + rtlight->cached_numlightentities = 0; + rtlight->cached_numlightentities_noselfshadow = 0; + rtlight->cached_numshadowentities = 0; + rtlight->cached_numshadowentities_noselfshadow = 0; + rtlight->cached_numsurfaces = 0; + rtlight->cached_lightentities = NULL; + rtlight->cached_lightentities_noselfshadow = NULL; + rtlight->cached_shadowentities = NULL; + rtlight->cached_shadowentities_noselfshadow = NULL; + rtlight->cached_shadowtrispvs = NULL; + rtlight->cached_lighttrispvs = NULL; + rtlight->cached_surfacelist = NULL; // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights) // skip lights that are basically invisible (color 0 0 0) @@ -3323,6 +3994,10 @@ void R_Shadow_PrepareLight(rtlight_t *rtlight) R_Shadow_ComputeShadowCasterCullingPlanes(rtlight); + // don't allow lights to be drawn if using r_shadow_bouncegrid 2, except if we're using static bouncegrid where dynamic lights still need to draw + if (r_shadow_bouncegrid.integer == 2 && (rtlight->isstatic || !r_shadow_bouncegrid_static.integer)) + return; + if (rtlight->compiled && r_shadow_realtime_world_compile.integer) { // compiled light, world available and can receive realtime lighting @@ -3448,18 +4123,16 @@ void R_Shadow_PrepareLight(rtlight_t *rtlight) return; // count this light in the r_speeds - r_refdef.stats.lights++; + r_refdef.stats[r_stat_lights]++; // flag it as worth drawing later rtlight->draw = true; // cache all the animated entities that cast a shadow but are not visible for (i = 0;i < numshadowentities;i++) - if (!shadowentities[i]->animcache_vertex3f) - R_AnimCache_GetEntity(shadowentities[i], false, false); + R_AnimCache_GetEntity(shadowentities[i], false, false); for (i = 0;i < numshadowentities_noselfshadow;i++) - if (!shadowentities_noselfshadow[i]->animcache_vertex3f) - R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false); + R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false); // allocate some temporary memory for rendering this light later in the frame // reusable buffers need to be copied, static data can be used as-is @@ -3489,7 +4162,7 @@ void R_Shadow_PrepareLight(rtlight_t *rtlight) } } -void R_Shadow_DrawLight(rtlight_t *rtlight) +static void R_Shadow_DrawLight(rtlight_t *rtlight) { int i; int numsurfaces; @@ -3514,10 +4187,6 @@ void R_Shadow_DrawLight(rtlight_t *rtlight) if (!rtlight->draw) return; - // if R_FrameData_Store ran out of space we skip anything dependent on it - if (r_framedata_failed) - return; - numlightentities = rtlight->cached_numlightentities; numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow; numshadowentities = rtlight->cached_numshadowentities; @@ -3736,16 +4405,15 @@ static void R_Shadow_FreeDeferred(void) R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo); r_shadow_prepassgeometryfbo = 0; - R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingfbo); - r_shadow_prepasslightingfbo = 0; + R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusespecularfbo); + r_shadow_prepasslightingdiffusespecularfbo = 0; - if (r_shadow_prepassgeometrydepthtexture) - R_FreeTexture(r_shadow_prepassgeometrydepthtexture); - r_shadow_prepassgeometrydepthtexture = NULL; + R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusefbo); + r_shadow_prepasslightingdiffusefbo = 0; - if (r_shadow_prepassgeometrydepthcolortexture) - R_FreeTexture(r_shadow_prepassgeometrydepthcolortexture); - r_shadow_prepassgeometrydepthcolortexture = NULL; + if (r_shadow_prepassgeometrydepthbuffer) + R_FreeTexture(r_shadow_prepassgeometrydepthbuffer); + r_shadow_prepassgeometrydepthbuffer = NULL; if (r_shadow_prepassgeometrynormalmaptexture) R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture); @@ -3771,14 +4439,13 @@ void R_Shadow_DrawPrepass(void) entity_render_t *ent; float clearcolor[4]; - GL_AlphaTest(false); R_Mesh_ResetTextureState(); GL_DepthMask(true); GL_ColorMask(1,1,1,1); GL_BlendFunc(GL_ONE, GL_ZERO); GL_Color(1,1,1,1); GL_DepthTest(true); - R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL); + R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL); Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f); GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0); if (r_timereport_active) @@ -3805,7 +4472,7 @@ void R_Shadow_DrawPrepass(void) GL_ColorMask(1,1,1,1); GL_Color(1,1,1,1); GL_DepthTest(true); - R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL); + R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL); Vector4Set(clearcolor, 0, 0, 0, 0); GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0); if (r_timereport_active) @@ -3818,7 +4485,7 @@ void R_Shadow_DrawPrepass(void) { lightindex = r_shadow_debuglight.integer; light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); - if (light && (light->flags & flag)) + if (light && (light->flags & flag) && light->rtlight.draw) R_Shadow_DrawLight(&light->rtlight); } else @@ -3827,15 +4494,14 @@ void R_Shadow_DrawPrepass(void) for (lightindex = 0;lightindex < range;lightindex++) { light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); - if (light && (light->flags & flag)) + if (light && (light->flags & flag) && light->rtlight.draw) R_Shadow_DrawLight(&light->rtlight); } } if (r_refdef.scene.rtdlight) for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++) - R_Shadow_DrawLight(r_refdef.scene.lights[lnum]); - - R_Mesh_ResetRenderTargets(); + if (r_refdef.scene.lights[lnum]->draw) + R_Shadow_DrawLight(r_refdef.scene.lights[lnum]); R_Shadow_RenderMode_End(); @@ -3844,7 +4510,7 @@ 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; @@ -3852,25 +4518,31 @@ void R_Shadow_PrepareLights(void) dlight_t *light; size_t range; float f; - GLenum status; if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) || r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) || r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer || + r_shadow_shadowmapshadowsampler != (vid.support.arb_shadow && r_shadow_shadowmapping_useshadowsampler.integer) || r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer || - r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16)) + r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16) || + 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) { case RENDERPATH_GL20: - case RENDERPATH_CGGL: case RENDERPATH_D3D9: case RENDERPATH_D3D10: case RENDERPATH_D3D11: + case RENDERPATH_SOFT: +#ifndef USE_GLES2 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2) { r_shadow_usingdeferredprepass = false; @@ -3887,58 +4559,36 @@ 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_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false); - 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); - 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_prepassgeometrydepthbuffer = R_LoadTextureRenderBuffer(r_shadow_texturepool, "prepassgeometrydepthbuffer", vid.width, vid.height, TEXTYPE_DEPTHBUFFER24); + r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER32F, 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_COLORBUFFER16F, 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_COLORBUFFER16F, 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); - R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL); - // render depth into one texture and normalmap into the other - if (qglDrawBuffersARB) - { - qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR - qglReadBuffer(GL_NONE);CHECKGLERROR - status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR - if (status != GL_FRAMEBUFFER_COMPLETE_EXT) - { - Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status); - Cvar_SetValueQuick(&r_shadow_deferred, 0); - r_shadow_usingdeferredprepass = false; - } - } + r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL); + R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL); + // render depth into a renderbuffer and other important properties into the normalmap texture // set up the lighting pass fbo (diffuse + specular) - r_shadow_prepasslightingfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL); - R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL); + r_shadow_prepasslightingdiffusespecularfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL); + R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL); // render diffuse into one texture and specular into another, // with depth and normalmap bound as textures, // with depth bound as attachment as well - if (qglDrawBuffersARB) - { - qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR - qglReadBuffer(GL_NONE);CHECKGLERROR - status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR - if (status != GL_FRAMEBUFFER_COMPLETE_EXT) - { - Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status); - Cvar_SetValueQuick(&r_shadow_deferred, 0); - r_shadow_usingdeferredprepass = false; - } - } + + // set up the lighting pass fbo (diffuse) + r_shadow_prepasslightingdiffusefbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL); + R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL); + // render diffuse into one texture, + // with depth and normalmap bound as textures, + // with depth bound as attachment as well } +#endif break; - case RENDERPATH_GL13: case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: r_shadow_usingdeferredprepass = false; break; } @@ -3950,7 +4600,7 @@ void R_Shadow_PrepareLights(void) { lightindex = r_shadow_debuglight.integer; light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); - if (light && (light->flags & flag)) + if (light) R_Shadow_PrepareLight(&light->rtlight); } else @@ -3997,7 +4647,7 @@ void R_Shadow_DrawLights(void) { lightindex = r_shadow_debuglight.integer; light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); - if (light && (light->flags & flag)) + if (light) R_Shadow_DrawLight(&light->rtlight); } else @@ -4017,26 +4667,19 @@ void R_Shadow_DrawLights(void) 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_drawafterrtlighting; -extern cvar_t r_shadows_castfrombmodels; -extern cvar_t r_shadows_throwdistance; -extern cvar_t r_shadows_throwdirection; -extern cvar_t r_shadows_focus; -extern cvar_t r_shadows_shadowmapscale; +#define MAX_MODELSHADOWS 1024 +static int r_shadow_nummodelshadows; +static entity_render_t *r_shadow_modelshadows[MAX_MODELSHADOWS]; void R_Shadow_PrepareModelShadows(void) { int i; float scale, size, radius, dot1, dot2; + prvm_vec3_t prvmshadowdir, prvmshadowfocus; vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs; entity_render_t *ent; + r_shadow_nummodelshadows = 0; if (!r_refdef.scene.numentities) return; @@ -4047,11 +4690,18 @@ void R_Shadow_PrepareModelShadows(void) break; // fall through case R_SHADOW_SHADOWMODE_STENCIL: + if (!vid.stencil) + return; for (i = 0;i < r_refdef.scene.numentities;i++) { ent = r_refdef.scene.entities[i]; - if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW)) + if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW)) + { + if (r_shadow_nummodelshadows >= MAX_MODELSHADOWS) + break; + r_shadow_modelshadows[r_shadow_nummodelshadows++] = ent; R_AnimCache_GetEntity(ent, false, false); + } } return; default: @@ -4062,7 +4712,8 @@ void R_Shadow_PrepareModelShadows(void) scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value; radius = 0.5f * size / scale; - Math_atov(r_shadows_throwdirection.string, shadowdir); + Math_atov(r_shadows_throwdirection.string, prvmshadowdir); + VectorCopy(prvmshadowdir, shadowdir); VectorNormalize(shadowdir); dot1 = DotProduct(r_refdef.view.forward, shadowdir); dot2 = DotProduct(r_refdef.view.up, shadowdir); @@ -4072,7 +4723,8 @@ void R_Shadow_PrepareModelShadows(void) VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward); VectorNormalize(shadowforward); CrossProduct(shadowdir, shadowforward, shadowright); - Math_atov(r_shadows_focus.string, shadowfocus); + Math_atov(r_shadows_focus.string, prvmshadowfocus); + VectorCopy(prvmshadowfocus, shadowfocus); VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin); VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin); VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin); @@ -4094,12 +4746,17 @@ void R_Shadow_PrepareModelShadows(void) if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs)) continue; // cast shadows from anything of the map (submodels are optional) - if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW)) + if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW)) + { + if (r_shadow_nummodelshadows >= MAX_MODELSHADOWS) + break; + r_shadow_modelshadows[r_shadow_nummodelshadows++] = ent; R_AnimCache_GetEntity(ent, false, false); + } } } -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; @@ -4108,13 +4765,14 @@ void R_DrawModelShadowMaps(void) vec3_t relativelightdirection, relativeforward, relativeright; vec3_t relativeshadowmins, relativeshadowmaxs; vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus; + prvm_vec3_t prvmshadowdir, prvmshadowfocus; float m[12]; matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix; r_viewport_t viewport; - GLuint fbo = 0; + GLuint shadowfbo = 0; float clearcolor[4]; - if (!r_refdef.scene.numentities) + if (!r_shadow_nummodelshadows) return; switch (r_shadow_shadowmode) @@ -4125,18 +4783,22 @@ 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); switch (r_shadow_shadowmode) { case R_SHADOW_SHADOWMODE_SHADOWMAP2D: - if (!r_shadow_shadowmap2dtexture) + if (!r_shadow_shadowmap2ddepthtexture) R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize); - fbo = 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); + shadowfbo = r_shadow_fbo2d; + r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2ddepthtexture); + r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2ddepthtexture); r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D; break; default: @@ -4148,16 +4810,18 @@ void R_DrawModelShadowMaps(void) radius = 0.5f / scale; nearclip = -r_shadows_throwdistance.value; farclip = r_shadows_throwdistance.value; - bias = r_shadow_shadowmapping_bias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size); + bias = (r_shadows_shadowmapbias.value < 0) ? r_shadow_shadowmapping_bias.value : r_shadows_shadowmapbias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size); r_shadow_shadowmap_parameters[0] = size; r_shadow_shadowmap_parameters[1] = size; r_shadow_shadowmap_parameters[2] = 1.0; r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f); - Math_atov(r_shadows_throwdirection.string, shadowdir); + Math_atov(r_shadows_throwdirection.string, prvmshadowdir); + VectorCopy(prvmshadowdir, shadowdir); VectorNormalize(shadowdir); - Math_atov(r_shadows_focus.string, shadowfocus); + Math_atov(r_shadows_focus.string, prvmshadowfocus); + VectorCopy(prvmshadowfocus, shadowfocus); VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin); VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin); VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin); @@ -4184,8 +4848,11 @@ 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_SetupShader_DepthOrShadow(); + if (r_shadow_shadowmap2ddepthbuffer) + R_Mesh_SetRenderTargets(shadowfbo, r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL); + else + R_Mesh_SetRenderTargets(shadowfbo, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL); + R_SetupShader_DepthOrShadow(true, r_shadow_shadowmap2ddepthbuffer != NULL, false); // FIXME test if we have a skeletal model? GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value); GL_DepthMask(true); GL_DepthTest(true); @@ -4194,7 +4861,7 @@ void R_DrawModelShadowMaps(void) Vector4Set(clearcolor, 1,1,1,1); // in D3D9 we have to render to a color texture shadowmap // in GL we render directly to a depth texture only - if (r_shadow_shadowmap2dtexture) + if (r_shadow_shadowmap2ddepthbuffer) GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0); else GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0); @@ -4203,36 +4870,23 @@ void R_DrawModelShadowMaps(void) // outside the usable area GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder); -#if 0 - // debugging - R_Mesh_ResetRenderTargets(); - R_SetupShader_ShowDepth(); - GL_ColorMask(1,1,1,1); - GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0); -#endif - - for (i = 0;i < r_refdef.scene.numentities;i++) - { - ent = r_refdef.scene.entities[i]; - - // cast shadows from anything of the map (submodels are optional) - if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW)) - { - relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix); - Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin); - Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection); - Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward); - Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright); - relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0])); - relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1])); - relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2])); - relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0])); - relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1])); - relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2])); - RSurf_ActiveModelEntity(ent, false, false, false); - ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs); - rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity - } + for (i = 0;i < r_shadow_nummodelshadows;i++) + { + ent = r_shadow_modelshadows[i]; + relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix); + Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin); + Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection); + Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward); + Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright); + relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0])); + relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1])); + relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2])); + relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0])); + relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1])); + relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2])); + RSurf_ActiveModelEntity(ent, false, false, false); + ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs); + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } #if 0 @@ -4262,12 +4916,14 @@ void R_DrawModelShadowMaps(void) case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_CGGL: + case RENDERPATH_SOFT: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: break; case RENDERPATH_D3D9: case RENDERPATH_D3D10: case RENDERPATH_D3D11: -#ifdef OPENGL_ORIENTATION +#ifdef MATRIX4x4_OPENGLORIENTATION r_shadow_shadowmapmatrix.m[0][0] *= -1.0f; r_shadow_shadowmapmatrix.m[0][1] *= -1.0f; r_shadow_shadowmapmatrix.m[0][2] *= -1.0f; @@ -4292,7 +4948,7 @@ void R_DrawModelShadowMaps(void) } } -void R_DrawModelShadows(void) +void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture) { int i; float relativethrowdistance; @@ -4301,11 +4957,16 @@ void R_DrawModelShadows(void) vec3_t relativelightdirection; vec3_t relativeshadowmins, relativeshadowmaxs; vec3_t tmp, shadowdir; + prvm_vec3_t prvmshadowdir; - if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1)) + if (!r_shadow_nummodelshadows || (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(); @@ -4319,66 +4980,64 @@ void R_DrawModelShadows(void) // get shadow dir if (r_shadows.integer == 2) { - Math_atov(r_shadows_throwdirection.string, shadowdir); + Math_atov(r_shadows_throwdirection.string, prvmshadowdir); + VectorCopy(prvmshadowdir, shadowdir); VectorNormalize(shadowdir); } R_Shadow_ClearStencil(); - for (i = 0;i < r_refdef.scene.numentities;i++) + for (i = 0;i < r_shadow_nummodelshadows;i++) { - ent = r_refdef.scene.entities[i]; + ent = r_shadow_modelshadows[i]; // cast shadows from anything of the map (submodels are optional) - if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW)) + relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix); + VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance); + VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance); + if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction + Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection); + else { - relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix); - VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance); - VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance); - if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction - Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection); - else + if(ent->entitynumber != 0) { - if(ent->entitynumber != 0) + if(ent->entitynumber >= MAX_EDICTS) // csqc entity + { + // FIXME handle this + VectorNegate(ent->modellight_lightdir, relativelightdirection); + } + else { - if(ent->entitynumber >= MAX_EDICTS) // csqc entity + // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities) + int entnum, entnum2, recursion; + entnum = entnum2 = ent->entitynumber; + for(recursion = 32; recursion > 0; --recursion) { - // FIXME handle this - VectorNegate(ent->modellight_lightdir, relativelightdirection); + entnum2 = cl.entities[entnum].state_current.tagentity; + if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2]) + entnum = entnum2; + else + break; } - else + if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain { - // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities) - int entnum, entnum2, recursion; - entnum = entnum2 = ent->entitynumber; - for(recursion = 32; recursion > 0; --recursion) - { - entnum2 = cl.entities[entnum].state_current.tagentity; - if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2]) - entnum = entnum2; - else - break; - } - if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain - { - VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection); - // transform into modelspace of OUR entity - Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp); - Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection); - } - else - VectorNegate(ent->modellight_lightdir, relativelightdirection); + VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection); + // transform into modelspace of OUR entity + Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp); + Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection); } + else + VectorNegate(ent->modellight_lightdir, relativelightdirection); } - else - VectorNegate(ent->modellight_lightdir, relativelightdirection); } - - VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin); - RSurf_ActiveModelEntity(ent, false, false, false); - ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs); - rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity + else + VectorNegate(ent->modellight_lightdir, relativelightdirection); } + + VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin); + RSurf_ActiveModelEntity(ent, false, false, false); + ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs); + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } // not really the right mode, but this will disable any silly stencil features @@ -4390,7 +5049,7 @@ 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); @@ -4405,7 +5064,7 @@ 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); + R_SetupShader_Generic_NoTexture(false, true); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); // restore the viewport @@ -4415,7 +5074,7 @@ void R_DrawModelShadows(void) //R_Shadow_RenderMode_End(); } -void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery) +static void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery) { float zdist; vec3_t centerorigin; @@ -4435,25 +5094,28 @@ void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery) switch(vid.renderpath) { - case RENDERPATH_GL20: - case RENDERPATH_GL13: case RENDERPATH_GL11: - case RENDERPATH_CGGL: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: +#ifdef GL_SAMPLES_PASSED_ARB CHECKGLERROR // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels); GL_DepthFunc(GL_ALWAYS); R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale); - R_Mesh_PrepareVertices_Position_Arrays(4, vertex3f); + R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL, 0); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); qglEndQueryARB(GL_SAMPLES_PASSED_ARB); GL_DepthFunc(GL_LEQUAL); qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels); R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale); - R_Mesh_PrepareVertices_Position_Arrays(4, vertex3f); + R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL, 0); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); qglEndQueryARB(GL_SAMPLES_PASSED_ARB); CHECKGLERROR +#endif break; case RENDERPATH_D3D9: Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); @@ -4464,6 +5126,9 @@ void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery) case RENDERPATH_D3D11: Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; + case RENDERPATH_SOFT: + //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; } } rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1); @@ -4471,7 +5136,7 @@ void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery) static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1}; -void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale) +static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale) { vec3_t color; GLint allpixels = 0, visiblepixels = 0; @@ -4480,14 +5145,17 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale) { switch(vid.renderpath) { - case RENDERPATH_GL20: - case RENDERPATH_GL13: case RENDERPATH_GL11: - case RENDERPATH_CGGL: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: +#ifdef GL_SAMPLES_PASSED_ARB CHECKGLERROR qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels); qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels); CHECKGLERROR +#endif break; case RENDERPATH_D3D9: Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); @@ -4498,6 +5166,9 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale) case RENDERPATH_D3D11: Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; + case RENDERPATH_SOFT: + //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; } //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels); if (visiblepixels < 1 || allpixels < 1) @@ -4508,7 +5179,7 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale) else { // FIXME: these traces should scan all render entities instead of cl.world - if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1) + if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1) return; } VectorScale(rtlight->currentcolor, cscale, color); @@ -4519,53 +5190,13 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale) if(negated) { VectorNegate(color, color); - switch(vid.renderpath) - { - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GL20: - case RENDERPATH_CGGL: - qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT); - break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT); -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - } + GL_BlendEquationSubtract(true); } R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale); RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false); - R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false); + R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE | MATERIALFLAG_NODEPTHTEST, 0, 4, 0, 2, false, false); if(negated) - { - switch(vid.renderpath) - { - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GL20: - case RENDERPATH_CGGL: - qglBlendEquationEXT(GL_FUNC_ADD_EXT); - break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD); -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - } - } + GL_BlendEquationSubtract(false); } } @@ -4579,7 +5210,7 @@ void R_Shadow_DrawCoronas(void) size_t range; if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer) return; - if (r_waterstate.renderingscene) + if (r_fb.water.renderingscene) return; flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; R_EntityMatrix(&identitymatrix); @@ -4595,8 +5226,10 @@ void R_Shadow_DrawCoronas(void) case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_CGGL: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer; +#ifdef GL_SAMPLES_PASSED_ARB if (usequery) { GL_ColorMask(0,0,0,0); @@ -4618,8 +5251,9 @@ void R_Shadow_DrawCoronas(void) GL_PolygonOffset(0, 0); GL_DepthTest(true); R_Mesh_ResetTextureState(); - R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); + R_SetupShader_Generic_NoTexture(false, false); } +#endif break; case RENDERPATH_D3D9: usequery = false; @@ -4631,6 +5265,10 @@ void R_Shadow_DrawCoronas(void) case RENDERPATH_D3D11: Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; + case RENDERPATH_SOFT: + usequery = false; + //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; } for (lightindex = 0;lightindex < range;lightindex++) { @@ -4689,12 +5327,12 @@ void R_Shadow_DrawCoronas(void) -dlight_t *R_Shadow_NewWorldLight(void) +static dlight_t *R_Shadow_NewWorldLight(void) { return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray); } -void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags) +static void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags) { matrix4x4_t matrix; // validate parameters @@ -4735,7 +5373,7 @@ void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, ve R_RTLight_Update(&light->rtlight, true, &matrix, light->color, light->style, light->cubemapname[0] ? light->cubemapname : NULL, light->shadow, light->corona, light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags); } -void R_Shadow_FreeWorldLight(dlight_t *light) +static void R_Shadow_FreeWorldLight(dlight_t *light) { if (r_shadow_selectedlight == light) r_shadow_selectedlight = NULL; @@ -4757,7 +5395,7 @@ void R_Shadow_ClearWorldLights(void) r_shadow_selectedlight = NULL; } -void R_Shadow_SelectLight(dlight_t *light) +static void R_Shadow_SelectLight(dlight_t *light) { if (r_shadow_selectedlight) r_shadow_selectedlight->selected = false; @@ -4766,7 +5404,7 @@ void R_Shadow_SelectLight(dlight_t *light) r_shadow_selectedlight->selected = true; } -void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) +static void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { // this is never batched (there can be only one) float vertex3f[12]; @@ -4775,7 +5413,7 @@ void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const r R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false); } -void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) +static void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { float intensity; float s; @@ -4828,10 +5466,10 @@ void R_Shadow_DrawLightSprites(void) { light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); if (light) - R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight); + R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight); } if (!r_editlights_lockcursor) - R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL); + R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL); } int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color) @@ -4854,7 +5492,7 @@ int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radiu return 1; } -void R_Shadow_SelectLightInView(void) +static void R_Shadow_SelectLightInView(void) { float bestrating, rating, temp[3]; dlight_t *best; @@ -4876,7 +5514,7 @@ void R_Shadow_SelectLightInView(void) if (rating >= 0.95) { rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp))); - if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f) + if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1.0f) { bestrating = rating; best = light; @@ -4904,8 +5542,8 @@ void R_Shadow_LoadWorldLights(void) n = 0; while (*s) { - t = s; /* + t = s; shadow = true; for (;COM_Parse(t, true) && strcmp( if (COM_Parse(t, true)) @@ -5109,6 +5747,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) const char *data; float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4]; char key[256], value[MAX_INPUTLINE]; + char vabuf[1024]; if (cl.worldmodel == NULL) { @@ -5123,7 +5762,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) data = cl.worldmodel->brush.entities; if (!data) return; - for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++) + for (entnum = 0;COM_ParseToken_Simple(&data, false, false, true) && com_token[0] == '{';entnum++) { type = LIGHTTYPE_MINUSX; origin[0] = origin[1] = origin[2] = 0; @@ -5141,7 +5780,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) islight = false; while (1) { - if (!COM_ParseToken_Simple(&data, false, false)) + if (!COM_ParseToken_Simple(&data, false, false, true)) break; // error if (com_token[0] == '}') break; // end of entity @@ -5151,7 +5790,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) strlcpy(key, com_token, sizeof(key)); while (key[strlen(key)-1] == ' ') // remove trailing spaces key[strlen(key)-1] = 0; - if (!COM_ParseToken_Simple(&data, false, false)) + if (!COM_ParseToken_Simple(&data, false, false, true)) break; // error strlcpy(value, com_token, sizeof(value)); @@ -5312,20 +5951,20 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) } VectorAdd(origin, originhack, origin); if (radius >= 1) - R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE); + R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va(vabuf, sizeof(vabuf), "cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE); } if (entfiledata) Mem_Free(entfiledata); } -void R_Shadow_SetCursorLocationForView(void) +static void R_Shadow_SetCursorLocationForView(void) { vec_t dist, push; vec3_t dest, endpos; trace_t trace; VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest); - trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false); + trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true); if (trace.fraction < 1) { dist = trace.fraction * r_editlights_cursordistance.value; @@ -5356,7 +5995,7 @@ void R_Shadow_UpdateWorldLightSelection(void) R_Shadow_SelectLight(NULL); } -void R_Shadow_EditLights_Clear_f(void) +static void R_Shadow_EditLights_Clear_f(void) { R_Shadow_ClearWorldLights(); } @@ -5376,26 +6015,26 @@ void R_Shadow_EditLights_Reload_f(void) } } -void R_Shadow_EditLights_Save_f(void) +static void R_Shadow_EditLights_Save_f(void) { if (!cl.worldmodel) return; R_Shadow_SaveWorldLights(); } -void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void) +static void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void) { R_Shadow_ClearWorldLights(); R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(); } -void R_Shadow_EditLights_ImportLightsFile_f(void) +static void R_Shadow_EditLights_ImportLightsFile_f(void) { R_Shadow_ClearWorldLights(); R_Shadow_LoadLightsFile(); } -void R_Shadow_EditLights_Spawn_f(void) +static void R_Shadow_EditLights_Spawn_f(void) { vec3_t color; if (!r_editlights.integer) @@ -5412,7 +6051,7 @@ void R_Shadow_EditLights_Spawn_f(void) R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE); } -void R_Shadow_EditLights_Edit_f(void) +static void R_Shadow_EditLights_Edit_f(void) { vec3_t origin, angles, color; vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale; @@ -5457,6 +6096,17 @@ void R_Shadow_EditLights_Edit_f(void) origin[1] = atof(Cmd_Argv(3)); origin[2] = atof(Cmd_Argv(4)); } + else if (!strcmp(Cmd_Argv(1), "originscale")) + { + if (Cmd_Argc() != 5) + { + Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1)); + return; + } + origin[0] *= atof(Cmd_Argv(2)); + origin[1] *= atof(Cmd_Argv(3)); + origin[2] *= atof(Cmd_Argv(4)); + } else if (!strcmp(Cmd_Argv(1), "originx")) { if (Cmd_Argc() != 3) @@ -5727,7 +6377,7 @@ void R_Shadow_EditLights_Edit_f(void) R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags); } -void R_Shadow_EditLights_EditAll_f(void) +static void R_Shadow_EditLights_EditAll_f(void) { size_t lightindex; dlight_t *light, *oldselected; @@ -5759,10 +6409,37 @@ void R_Shadow_EditLights_DrawSelectedLightProperties(void) int lightnumber, lightcount; size_t lightindex, range; dlight_t *light; - float x, y; char temp[256]; + float x, y; + if (!r_editlights.integer) return; + + // update cvars so QC can query them + if (r_shadow_selectedlight) + { + dpsnprintf(temp, sizeof(temp), "%f %f %f", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]); + Cvar_SetQuick(&r_editlights_current_origin, temp); + dpsnprintf(temp, sizeof(temp), "%f %f %f", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]); + Cvar_SetQuick(&r_editlights_current_angles, temp); + dpsnprintf(temp, sizeof(temp), "%f %f %f", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]); + Cvar_SetQuick(&r_editlights_current_color, temp); + Cvar_SetValueQuick(&r_editlights_current_radius, r_shadow_selectedlight->radius); + Cvar_SetValueQuick(&r_editlights_current_corona, r_shadow_selectedlight->corona); + Cvar_SetValueQuick(&r_editlights_current_coronasize, r_shadow_selectedlight->coronasizescale); + Cvar_SetValueQuick(&r_editlights_current_style, r_shadow_selectedlight->style); + Cvar_SetValueQuick(&r_editlights_current_shadows, r_shadow_selectedlight->shadow); + Cvar_SetQuick(&r_editlights_current_cubemap, r_shadow_selectedlight->cubemapname); + Cvar_SetValueQuick(&r_editlights_current_ambient, r_shadow_selectedlight->ambientscale); + Cvar_SetValueQuick(&r_editlights_current_diffuse, r_shadow_selectedlight->diffusescale); + Cvar_SetValueQuick(&r_editlights_current_specular, r_shadow_selectedlight->specularscale); + Cvar_SetValueQuick(&r_editlights_current_normalmode, (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? 1 : 0); + Cvar_SetValueQuick(&r_editlights_current_realtimemode, (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? 1 : 0); + } + + // draw properties on screen + if (!r_editlights_drawproperties.integer) + return; x = vid_conwidth.value - 240; y = 5; DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0); @@ -5800,7 +6477,7 @@ void R_Shadow_EditLights_DrawSelectedLightProperties(void) dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; } -void R_Shadow_EditLights_ToggleShadow_f(void) +static void R_Shadow_EditLights_ToggleShadow_f(void) { if (!r_editlights.integer) { @@ -5815,7 +6492,7 @@ void R_Shadow_EditLights_ToggleShadow_f(void) R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags); } -void R_Shadow_EditLights_ToggleCorona_f(void) +static void R_Shadow_EditLights_ToggleCorona_f(void) { if (!r_editlights.integer) { @@ -5830,7 +6507,7 @@ void R_Shadow_EditLights_ToggleCorona_f(void) R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags); } -void R_Shadow_EditLights_Remove_f(void) +static void R_Shadow_EditLights_Remove_f(void) { if (!r_editlights.integer) { @@ -5846,7 +6523,7 @@ void R_Shadow_EditLights_Remove_f(void) r_shadow_selectedlight = NULL; } -void R_Shadow_EditLights_Help_f(void) +static void R_Shadow_EditLights_Help_f(void) { Con_Print( "Documentation on r_editlights system:\n" @@ -5888,8 +6565,9 @@ void R_Shadow_EditLights_Help_f(void) "colorscale r g b : multiply color of light (1 1 1 does nothing)\n" "radiusscale scale : multiply radius (size) of light (1 does nothing)\n" "sizescale scale : multiply radius (size) of light (1 does nothing)\n" +"originscale x y z : multiply origin of light (1 1 1 does nothing)\n" "style style : set lightstyle of light (flickering patterns, switches, etc)\n" -"cubemap basename : set filter cubemap of light (not yet supported)\n" +"cubemap basename : set filter cubemap of light\n" "shadows 1/0 : turn on/off shadows\n" "corona n : set corona intensity\n" "coronasize n : set corona size (0-1)\n" @@ -5902,7 +6580,7 @@ void R_Shadow_EditLights_Help_f(void) ); } -void R_Shadow_EditLights_CopyInfo_f(void) +static void R_Shadow_EditLights_CopyInfo_f(void) { if (!r_editlights.integer) { @@ -5931,7 +6609,7 @@ void R_Shadow_EditLights_CopyInfo_f(void) r_shadow_bufferlight.flags = r_shadow_selectedlight->flags; } -void R_Shadow_EditLights_PasteInfo_f(void) +static void R_Shadow_EditLights_PasteInfo_f(void) { if (!r_editlights.integer) { @@ -5946,7 +6624,7 @@ void R_Shadow_EditLights_PasteInfo_f(void) R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname, r_shadow_bufferlight.coronasizescale, r_shadow_bufferlight.ambientscale, r_shadow_bufferlight.diffusescale, r_shadow_bufferlight.specularscale, r_shadow_bufferlight.flags); } -void R_Shadow_EditLights_Lock_f(void) +static void R_Shadow_EditLights_Lock_f(void) { if (!r_editlights.integer) { @@ -5966,7 +6644,7 @@ void R_Shadow_EditLights_Lock_f(void) r_editlights_lockcursor = true; } -void R_Shadow_EditLights_Init(void) +static void R_Shadow_EditLights_Init(void) { Cvar_RegisterVariable(&r_editlights); Cvar_RegisterVariable(&r_editlights_cursordistance); @@ -5974,6 +6652,21 @@ void R_Shadow_EditLights_Init(void) Cvar_RegisterVariable(&r_editlights_cursorpushoff); Cvar_RegisterVariable(&r_editlights_cursorgrid); Cvar_RegisterVariable(&r_editlights_quakelightsizescale); + Cvar_RegisterVariable(&r_editlights_drawproperties); + Cvar_RegisterVariable(&r_editlights_current_origin); + Cvar_RegisterVariable(&r_editlights_current_angles); + Cvar_RegisterVariable(&r_editlights_current_color); + Cvar_RegisterVariable(&r_editlights_current_radius); + Cvar_RegisterVariable(&r_editlights_current_corona); + Cvar_RegisterVariable(&r_editlights_current_coronasize); + Cvar_RegisterVariable(&r_editlights_current_style); + Cvar_RegisterVariable(&r_editlights_current_shadows); + Cvar_RegisterVariable(&r_editlights_current_cubemap); + Cvar_RegisterVariable(&r_editlights_current_ambient); + Cvar_RegisterVariable(&r_editlights_current_diffuse); + Cvar_RegisterVariable(&r_editlights_current_specular); + Cvar_RegisterVariable(&r_editlights_current_normalmode); + Cvar_RegisterVariable(&r_editlights_current_realtimemode); Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system"); Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)"); Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)"); @@ -6001,56 +6694,224 @@ LIGHT SAMPLING ============================================================================= */ -void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, qboolean dynamic, qboolean rtworld) +void R_LightPoint(float *color, const vec3_t p, const int flags) { - VectorClear(diffusecolor); - VectorClear(diffusenormal); + int i, numlights, flag; + float f, relativepoint[3], dist, dist2, lightradius2; + vec3_t diffuse, n; + rtlight_t *light; + dlight_t *dlight; - if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint) + if (r_fullbright.integer) { - ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient; - r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal); + VectorSet(color, 1, 1, 1); + return; } - else - VectorSet(ambientcolor, 1, 1, 1); - if (dynamic) - { - int i, numlights, flag; - float f, v[3]; - rtlight_t *light; - dlight_t *dlight; + VectorClear(color); - // sample rtlights - if (rtworld) + if (flags & LP_LIGHTMAP) + { + if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint) { - flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; - numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); - for (i = 0; i < numlights; i++) - { - dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i); - light = &dlight->rtlight; - if (!(light->flags & flag)) - continue; - Matrix4x4_Transform(&light->matrix_worldtolight, p, v); - f = 1 - VectorLength2(v); - if (f <= 0) - continue; - if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1) - VectorMA(ambientcolor, f, light->currentcolor, ambientcolor); - } + VectorClear(diffuse); + r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n); + VectorAdd(color, diffuse, color); } + else + VectorSet(color, 1, 1, 1); + color[0] += r_refdef.scene.ambient; + color[1] += r_refdef.scene.ambient; + color[2] += r_refdef.scene.ambient; + } + if (flags & LP_RTWORLD) + { + flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; + numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); + for (i = 0; i < numlights; i++) + { + dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i); + if (!dlight) + continue; + light = &dlight->rtlight; + if (!(light->flags & flag)) + continue; + // sample + lightradius2 = light->radius * light->radius; + VectorSubtract(light->shadoworigin, p, relativepoint); + dist2 = VectorLength2(relativepoint); + if (dist2 >= lightradius2) + continue; + dist = sqrt(dist2) / light->radius; + f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0; + if (f <= 0) + continue; + // todo: add to both ambient and diffuse + if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1) + VectorMA(color, f, light->currentcolor, color); + } + } + if (flags & LP_DYNLIGHT) + { // sample dlights for (i = 0;i < r_refdef.scene.numlights;i++) { light = r_refdef.scene.lights[i]; - Matrix4x4_Transform(&light->matrix_worldtolight, p, v); - f = (1 - VectorLength2(v)) * r_refdef.scene.rtlightstylevalue[light->style]; + // sample + lightradius2 = light->radius * light->radius; + VectorSubtract(light->shadoworigin, p, relativepoint); + dist2 = VectorLength2(relativepoint); + if (dist2 >= lightradius2) + continue; + dist = sqrt(dist2) / light->radius; + f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0; if (f <= 0) continue; - if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1) - VectorMA(ambientcolor, f, light->color, ambientcolor); + // todo: add to both ambient and diffuse + if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1) + VectorMA(color, f, light->color, color); + } + } +} + +void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags) +{ + int i, numlights, flag; + rtlight_t *light; + dlight_t *dlight; + float relativepoint[3]; + float color[3]; + float dir[3]; + float dist; + float dist2; + float intensity; + float sample[5*3]; + float lightradius2; + + if (r_fullbright.integer) + { + VectorSet(ambient, 1, 1, 1); + VectorClear(diffuse); + VectorClear(lightdir); + return; + } + + if (flags == LP_LIGHTMAP) + { + VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient); + VectorClear(diffuse); + VectorClear(lightdir); + if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint) + r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir); + else + VectorSet(ambient, 1, 1, 1); + return; + } + + memset(sample, 0, sizeof(sample)); + VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient); + + if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint) + { + vec3_t tempambient; + VectorClear(tempambient); + VectorClear(color); + VectorClear(relativepoint); + r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint); + VectorScale(tempambient, r_refdef.lightmapintensity, tempambient); + VectorScale(color, r_refdef.lightmapintensity, color); + VectorAdd(sample, tempambient, sample); + VectorMA(sample , 0.5f , color, sample ); + VectorMA(sample + 3, relativepoint[0], color, sample + 3); + VectorMA(sample + 6, relativepoint[1], color, sample + 6); + VectorMA(sample + 9, relativepoint[2], color, sample + 9); + // calculate a weighted average light direction as well + intensity = VectorLength(color); + VectorMA(sample + 12, intensity, relativepoint, sample + 12); + } + + if (flags & LP_RTWORLD) + { + flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; + numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); + for (i = 0; i < numlights; i++) + { + dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i); + if (!dlight) + continue; + light = &dlight->rtlight; + if (!(light->flags & flag)) + continue; + // sample + lightradius2 = light->radius * light->radius; + VectorSubtract(light->shadoworigin, p, relativepoint); + dist2 = VectorLength2(relativepoint); + if (dist2 >= lightradius2) + continue; + dist = sqrt(dist2) / light->radius; + intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value; + if (intensity <= 0.0f) + continue; + if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1) + continue; + // scale down intensity to add to both ambient and diffuse + //intensity *= 0.5f; + VectorNormalize(relativepoint); + VectorScale(light->currentcolor, intensity, color); + VectorMA(sample , 0.5f , color, sample ); + VectorMA(sample + 3, relativepoint[0], color, sample + 3); + VectorMA(sample + 6, relativepoint[1], color, sample + 6); + VectorMA(sample + 9, relativepoint[2], color, sample + 9); + // calculate a weighted average light direction as well + intensity *= VectorLength(color); + VectorMA(sample + 12, intensity, relativepoint, sample + 12); + } + // FIXME: sample bouncegrid too! + } + + if (flags & LP_DYNLIGHT) + { + // sample dlights + for (i = 0;i < r_refdef.scene.numlights;i++) + { + light = r_refdef.scene.lights[i]; + // sample + lightradius2 = light->radius * light->radius; + VectorSubtract(light->shadoworigin, p, relativepoint); + dist2 = VectorLength2(relativepoint); + if (dist2 >= lightradius2) + continue; + dist = sqrt(dist2) / light->radius; + intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value; + if (intensity <= 0.0f) + continue; + if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1) + continue; + // scale down intensity to add to both ambient and diffuse + //intensity *= 0.5f; + VectorNormalize(relativepoint); + VectorScale(light->currentcolor, intensity, color); + VectorMA(sample , 0.5f , color, sample ); + VectorMA(sample + 3, relativepoint[0], color, sample + 3); + VectorMA(sample + 6, relativepoint[1], color, sample + 6); + VectorMA(sample + 9, relativepoint[2], color, sample + 9); + // calculate a weighted average light direction as well + intensity *= VectorLength(color); + VectorMA(sample + 12, intensity, relativepoint, sample + 12); } } + + // calculate the direction we'll use to reduce the sample to a directional light source + VectorCopy(sample + 12, dir); + //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]); + VectorNormalize(dir); + // extract the diffuse color along the chosen direction and scale it + diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]); + diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]); + diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]); + // subtract some of diffuse from ambient + VectorMA(sample, -0.333f, diffuse, ambient); + // store the normalized lightdir + VectorCopy(dir, lightdir); }