X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_shadow.c;h=2b9f48e2d9dde8acf3091b6c138c9e61ba35b293;hp=47f1a1bc1560dd246d0bb25c901d9ee1c9df6d82;hb=649e13e4347e891b622d2dbb1a8502c423d92d31;hpb=b4f27ddf07c8b4e6a4116c8334336f8d8ebe78d2 diff --git a/r_shadow.c b/r_shadow.c index 47f1a1bc..2b9f48e2 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -140,8 +140,6 @@ demonstrated by the game Doom3. #include "portals.h" #include "image.h" -#define R_SHADOW_SHADOWMAP_NUMCUBEMAPS 8 - extern void R_Shadow_EditLights_Init(void); typedef enum r_shadow_rendermode_e @@ -182,6 +180,7 @@ r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_N qboolean r_shadow_usingshadowmaprect; qboolean r_shadow_usingshadowmap2d; qboolean r_shadow_usingshadowmapcube; +qboolean r_shadow_usingshadowmaportho; int r_shadow_shadowmapside; float r_shadow_shadowmap_texturescale[2]; float r_shadow_shadowmap_parameters[4]; @@ -202,7 +201,9 @@ qboolean r_shadow_shadowmapvsdct; qboolean r_shadow_shadowmapsampler; int r_shadow_shadowmappcf; int r_shadow_shadowmapborder; +matrix4x4_t r_shadow_shadowmapmatrix; int r_shadow_lightscissor[4]; +qboolean r_shadow_usingdeferredprepass; int maxshadowtriangles; int *shadowelements; @@ -253,15 +254,29 @@ 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; +int r_shadow_prepass_width; +int r_shadow_prepass_height; +rtexture_t *r_shadow_prepassgeometrydepthtexture; +rtexture_t *r_shadow_prepassgeometrynormalmaptexture; +rtexture_t *r_shadow_prepasslightingdiffusetexture; +rtexture_t *r_shadow_prepasslightingspeculartexture; + // 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_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"}; @@ -273,8 +288,7 @@ cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdivid cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"}; cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"}; cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"}; -cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"}; -cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"}; +cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"}; cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"}; cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"}; cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"}; @@ -285,8 +299,8 @@ cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_ cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"}; 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"}; -cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation"}; +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_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_texturetype = {CVAR_SAVE, "r_shadow_shadowmapping_texturetype", "-1", "shadowmap texture types: -1 = auto-select, 0 = 2D, 1 = rectangle, 2 = cubemap"}; @@ -303,7 +317,6 @@ 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_culltriangles = {0, "r_shadow_culltriangles", "1", "performs more expensive tests to remove unnecessary triangles of lit surfaces"}; 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)"}; @@ -339,16 +352,6 @@ vec3_t r_editlights_cursorlocation; extern int con_vislines; -typedef struct cubemapinfo_s -{ - char basename[64]; - rtexture_t *texture; -} -cubemapinfo_t; - -static int numcubemaps; -static cubemapinfo_t cubemaps[MAX_CUBEMAPS]; - void R_Shadow_UncompileWorldLights(void); void R_Shadow_ClearWorldLights(void); void R_Shadow_SaveWorldLights(void); @@ -383,17 +386,18 @@ void R_Shadow_SetShadowMode(void) switch(vid.renderpath) { case RENDERPATH_GL20: - if(r_shadow_shadowmapping.integer && vid.support.ext_framebuffer_object) + case RENDERPATH_CGGL: + if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object) { if(r_shadow_shadowmapfilterquality < 0) { - if(strstr(gl_vendor, "NVIDIA")) + if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) + r_shadow_shadowmappcf = 1; + else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) { r_shadow_shadowmapsampler = vid.support.arb_shadow; r_shadow_shadowmappcf = 1; } - else if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) - r_shadow_shadowmappcf = 1; else if(strstr(gl_vendor, "ATI")) r_shadow_shadowmappcf = 1; else @@ -447,6 +451,19 @@ void R_Shadow_SetShadowMode(void) } } +qboolean R_Shadow_ShadowMappingEnabled(void) +{ + switch (r_shadow_shadowmode) + { + case R_SHADOW_SHADOWMODE_SHADOWMAP2D: + case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE: + case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE: + return true; + default: + return false; + } +} + void R_Shadow_FreeShadowMaps(void) { int i; @@ -493,7 +510,6 @@ void R_Shadow_FreeShadowMaps(void) void r_shadow_start(void) { // allocate vertex processing arrays - numcubemaps = 0; r_shadow_attenuationgradienttexture = NULL; r_shadow_attenuation2dtexture = NULL; r_shadow_attenuation3dtexture = NULL; @@ -550,8 +566,12 @@ void r_shadow_start(void) r_shadow_buffer_shadowtrispvs = NULL; r_shadow_buffer_numlighttrispvsbytes = 0; r_shadow_buffer_lighttrispvs = NULL; + + r_shadow_usingdeferredprepass = false; + r_shadow_prepass_width = r_shadow_prepass_height = 0; } +static void R_Shadow_FreeDeferred(void); void r_shadow_shutdown(void) { CHECKGLERROR @@ -559,8 +579,12 @@ void r_shadow_shutdown(void) R_Shadow_FreeShadowMaps(); + r_shadow_usingdeferredprepass = false; + if (r_shadow_prepass_width) + R_Shadow_FreeDeferred(); + r_shadow_prepass_width = r_shadow_prepass_height = 0; + CHECKGLERROR - numcubemaps = 0; r_shadow_attenuationgradienttexture = NULL; r_shadow_attenuation2dtexture = NULL; r_shadow_attenuation3dtexture = NULL; @@ -645,6 +669,9 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap); 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); @@ -655,7 +682,6 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale); Cvar_RegisterVariable(&r_shadow_lightintensityscale); Cvar_RegisterVariable(&r_shadow_lightradiusscale); - Cvar_RegisterVariable(&r_shadow_portallight); Cvar_RegisterVariable(&r_shadow_projectdistance); Cvar_RegisterVariable(&r_shadow_frontsidecasting); Cvar_RegisterVariable(&r_shadow_realtime_dlight); @@ -685,7 +711,6 @@ 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_culltriangles); Cvar_RegisterVariable(&r_shadow_polygonfactor); Cvar_RegisterVariable(&r_shadow_polygonoffset); Cvar_RegisterVariable(&r_shadow_texture3d); @@ -1308,7 +1333,6 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, r_refdef.stats.lights_shadowtriangles += tris; CHECKGLERROR R_Mesh_VertexPointer(shadowvertex3f, 0, 0); - GL_LockArrays(0, outverts); if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL) { // increment stencil if frontface is infront of depthbuffer @@ -1330,7 +1354,6 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR } R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0); - GL_LockArrays(0, 0); CHECKGLERROR } } @@ -1663,7 +1686,7 @@ static void R_Shadow_MakeTextures_MakeCorona(void) pixels[y][x][3] = 255; } } - r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_PRECACHE | TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32); + r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32); } static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z) @@ -1695,12 +1718,12 @@ static void R_Shadow_MakeTextures(void) // 1D gradient texture for (x = 0;x < ATTEN1DSIZE;x++) data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0); - r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL); + r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL); // 2D circle texture for (y = 0;y < ATTEN2DSIZE;y++) for (x = 0;x < ATTEN2DSIZE;x++) data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0); - r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL); + r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL); // 3D sphere texture if (r_shadow_texture3d.integer && vid.support.ext_texture_3d) { @@ -1708,7 +1731,7 @@ static void R_Shadow_MakeTextures(void) for (y = 0;y < ATTEN3DSIZE;y++) for (x = 0;x < ATTEN3DSIZE;x++) data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375)); - r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL); + r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL); } else r_shadow_attenuation3dtexture = NULL; @@ -1717,7 +1740,7 @@ static void R_Shadow_MakeTextures(void) R_Shadow_MakeTextures_MakeCorona(); // Editor light sprites - r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *) + r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *) "................" ".3............3." "..5...2332...5.." @@ -1735,7 +1758,7 @@ static void R_Shadow_MakeTextures(void) ".3............3." "................" , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic); - r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *) + r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *) "................" "................" "......1111......" @@ -1753,7 +1776,7 @@ static void R_Shadow_MakeTextures(void) "................" "................" , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic); - r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *) + r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *) "................" "................" "......1111......" @@ -1771,7 +1794,7 @@ static void R_Shadow_MakeTextures(void) "................" "................" , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic); - r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *) + r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *) "................" "................" "......2772......" @@ -1789,7 +1812,7 @@ static void R_Shadow_MakeTextures(void) "................" "................" , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic); - r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *) + r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *) "................" "................" "......2772......" @@ -1807,7 +1830,7 @@ static void R_Shadow_MakeTextures(void) "................" "................" , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic); - r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (unsigned char *) + r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *) "................" ".777752..257777." ".742........247." @@ -1883,6 +1906,7 @@ void R_Shadow_RenderMode_Begin(void) switch(vid.renderpath) { case RENDERPATH_GL20: + case RENDERPATH_CGGL: r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL; break; case RENDERPATH_GL13: @@ -1939,19 +1963,20 @@ void R_Shadow_RenderMode_Reset(void) qglDepthFunc(GL_LEQUAL);CHECKGLERROR GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR qglDisable(GL_STENCIL_TEST);CHECKGLERROR - qglStencilMask(~0);CHECKGLERROR + qglStencilMask(255);CHECKGLERROR qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR - qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR + qglStencilFunc(GL_ALWAYS, 128, 255);CHECKGLERROR r_refdef.view.cullface_front = r_shadow_cullface_front; r_refdef.view.cullface_back = r_shadow_cullface_back; GL_CullFace(r_refdef.view.cullface_back); 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_SetupGenericShader(false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); r_shadow_usingshadowmaprect = false; r_shadow_usingshadowmapcube = false; r_shadow_usingshadowmap2d = false; + r_shadow_usingshadowmaportho = false; CHECKGLERROR } @@ -1971,7 +1996,7 @@ void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass) R_Shadow_RenderMode_Reset(); GL_ColorMask(0, 0, 0, 0); GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR - R_SetupDepthOrShadowShader(); + R_SetupShader_DepthOrShadow(); qglDepthFunc(GL_LESS);CHECKGLERROR qglEnable(GL_STENCIL_TEST);CHECKGLERROR r_shadow_rendermode = mode; @@ -1993,20 +2018,20 @@ void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass) GL_CullFace(GL_NONE); qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR - qglStencilMask(~0);CHECKGLERROR + qglStencilMask(255);CHECKGLERROR qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR - qglStencilMask(~0);CHECKGLERROR + qglStencilMask(255);CHECKGLERROR qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR break; case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE: GL_CullFace(GL_NONE); qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR - qglStencilMask(~0);CHECKGLERROR + qglStencilMask(255);CHECKGLERROR qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR - qglStencilMask(~0);CHECKGLERROR + qglStencilMask(255);CHECKGLERROR qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR break; } @@ -2029,18 +2054,57 @@ static void R_Shadow_MakeVSDCT(void) 0, 0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5> 0, 0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5> }; - r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_ALWAYSPRECACHE | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, NULL); + r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, NULL); } -void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size) +static void R_Shadow_MakeShadowMap(int side, int size) { int status; - int maxsize; + 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); + qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR + qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR + qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR + break; + case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE: + if (r_shadow_shadowmaprectangletexture) return; + r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", size*2, size*3, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler); + qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR + qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR + qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR + break; + case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE: + if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) return; + r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler); + qglGenFramebuffersEXT(1, &r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR + qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR + qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR + break; + default: + return; + } + // render depth into the fbo, do not render color at all + 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) +{ float nearclip, farclip, bias; r_viewport_t viewport; + int flipped; GLuint fbo = 0; CHECKGLERROR - maxsize = r_shadow_shadowmapmaxsize; nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius; farclip = 1.0f; bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius; @@ -2048,8 +2112,9 @@ void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size) r_shadow_shadowmap_parameters[3] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias; r_shadow_shadowmapside = side; r_shadow_shadowmapsize = size; - if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D) + switch (r_shadow_shadowmode) { + case R_SHADOW_SHADOWMODE_SHADOWMAP2D: r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder); r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size; R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL); @@ -2059,32 +2124,14 @@ void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size) if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture) R_Shadow_MakeVSDCT(); if (!r_shadow_shadowmap2dtexture) - { -#if 1 - int w = maxsize*2, h = vid.support.arb_texture_non_power_of_two ? maxsize*3 : maxsize*4; - r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", w, h, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler); - qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR - qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR - qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR - // render depth into the fbo, do not render color at all - qglDrawBuffer(GL_NONE);CHECKGLERROR - qglReadBuffer(GL_NONE);CHECKGLERROR - status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR - if (status != GL_FRAMEBUFFER_COMPLETE_EXT && r_shadow_shadowmapping.integer) - { - Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status); - Cvar_SetValueQuick(&r_shadow_shadowmapping, 0); - } -#endif - } + R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize); CHECKGLERROR 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); r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D; - } - else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE) - { + break; + case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE: r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder); r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size; R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL); @@ -2094,31 +2141,14 @@ void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size) if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture) R_Shadow_MakeVSDCT(); if (!r_shadow_shadowmaprectangletexture) - { -#if 1 - r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", maxsize*2, maxsize*3, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler); - qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR - qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR - qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR - // render depth into the fbo, do not render color at all - qglDrawBuffer(GL_NONE);CHECKGLERROR - qglReadBuffer(GL_NONE);CHECKGLERROR - status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR - if (status != GL_FRAMEBUFFER_COMPLETE_EXT && r_shadow_shadowmapping.integer) - { - Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status); - Cvar_SetValueQuick(&r_shadow_shadowmapping, 0); - } -#endif - } + R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize); CHECKGLERROR if(r_shadow_shadowmaprectangletexture) fbo = r_shadow_fborectangle; r_shadow_shadowmap_texturescale[0] = 1.0f; r_shadow_shadowmap_texturescale[1] = 1.0f; r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE; - } - else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE) - { + break; + case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE: r_shadow_shadowmap_parameters[0] = 1.0f; r_shadow_shadowmap_parameters[1] = 1.0f; R_Viewport_InitCubeSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, nearclip, farclip, NULL); @@ -2126,39 +2156,26 @@ void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size) // simple cube approach if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) - { - #if 1 - r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler); - qglGenFramebuffersEXT(1, &r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR - qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR - qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR - // render depth into the fbo, do not render color at all - qglDrawBuffer(GL_NONE);CHECKGLERROR - qglReadBuffer(GL_NONE);CHECKGLERROR - status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR - if (status != GL_FRAMEBUFFER_COMPLETE_EXT && r_shadow_shadowmapping.integer) - { - Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status); - Cvar_SetValueQuick(&r_shadow_shadowmapping, 0); - } - #endif - } + R_Shadow_MakeShadowMap(side, size); CHECKGLERROR if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) fbo = r_shadow_fbocubeside[r_shadow_shadowmaplod]; r_shadow_shadowmap_texturescale[0] = 0.0f; r_shadow_shadowmap_texturescale[1] = 0.0f; r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE; + break; + default: + break; } R_Shadow_RenderMode_Reset(); if (fbo) { qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR - R_SetupDepthOrShadowShader(); + R_SetupShader_DepthOrShadow(); } else { - R_SetupShowDepthShader(); + R_SetupShader_ShowDepth(); qglClearColor(1,1,1,1);CHECKGLERROR } CHECKGLERROR @@ -2170,20 +2187,35 @@ void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size) init_done: R_SetViewport(&viewport); - GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height); - if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE) + switch (r_shadow_rendermode) { - int flipped = (side&1)^(side>>2); + case R_SHADOW_RENDERMODE_SHADOWMAP2D: + case R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE: + 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; GL_CullFace(r_refdef.view.cullface_back); - } - else if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE) - { + if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask + { + // get tightest scissor rectangle that encloses all viewports in the clear mask + int x1 = clear & 0x15 ? 0 : size; + int x2 = clear & 0x2A ? 2 * size : size; + 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); + } + GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height); + break; + case R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE: qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR + GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height); + if (clear) + GL_Clear(GL_DEPTH_BUFFER_BIT); + break; + default: + break; } - if (clear) - qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); CHECKGLERROR } @@ -2208,46 +2240,112 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qb qglEnable(GL_STENCIL_TEST);CHECKGLERROR // only draw light where this geometry was already rendered AND the // stencil is 128 (values other than this mean shadow) - qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR + qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR } r_shadow_rendermode = r_shadow_lightingrendermode; // do global setup needed for the chosen lighting mode if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL) { - R_Mesh_TexBindAll(GL20TU_CUBE, 0, 0, R_GetTexture(rsurface.rtlight->currentcubemap), 0); // light filter GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0); CHECKGLERROR + } + if (shadowmapping) + { + switch (r_shadow_shadowmode) + { + case R_SHADOW_SHADOWMODE_SHADOWMAP2D: + r_shadow_usingshadowmap2d = true; + break; + case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE: + r_shadow_usingshadowmaprect = true; + break; + case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE: + r_shadow_usingshadowmapcube = true; + break; + default: + break; + } + } + R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0); + CHECKGLERROR +} + +static const unsigned short bboxelements[36] = +{ + 5, 1, 3, 5, 3, 7, + 6, 2, 0, 6, 0, 4, + 7, 3, 2, 7, 2, 6, + 4, 0, 1, 4, 1, 5, + 4, 5, 7, 4, 7, 6, + 1, 0, 2, 1, 2, 3, +}; + +static const float bboxpoints[8][3] = +{ + {-1,-1,-1}, + { 1,-1,-1}, + {-1, 1,-1}, + { 1, 1,-1}, + {-1,-1, 1}, + { 1,-1, 1}, + {-1, 1, 1}, + { 1, 1, 1}, +}; + +void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping) +{ + int i; + float vertex3f[8*3]; + const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld; + CHECKGLERROR + R_Shadow_RenderMode_Reset(); + r_shadow_rendermode = r_shadow_lightingrendermode; + // do global setup needed for the chosen lighting mode + { + R_EntityMatrix(&identitymatrix); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + if (stenciltest) + { + qglEnable(GL_STENCIL_TEST);CHECKGLERROR + // only draw light where this geometry was already rendered AND the + // stencil is 128 (values other than this mean shadow) + qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR + } + qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR if (shadowmapping) { - if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D) + switch (r_shadow_shadowmode) { + case R_SHADOW_SHADOWMODE_SHADOWMAP2D: r_shadow_usingshadowmap2d = true; - R_Mesh_TexBind(GL20TU_SHADOWMAP2D, R_GetTexture(r_shadow_shadowmap2dtexture)); - CHECKGLERROR - } - else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE) - { + break; + case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE: r_shadow_usingshadowmaprect = true; - R_Mesh_TexBindAll(GL20TU_SHADOWMAPRECT, 0, 0, 0, R_GetTexture(r_shadow_shadowmaprectangletexture)); - CHECKGLERROR - } - else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE) - { + break; + case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE: r_shadow_usingshadowmapcube = true; - R_Mesh_TexBindAll(GL20TU_SHADOWMAPCUBE, 0, 0, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0); - CHECKGLERROR - } - - if (r_shadow_shadowmapvsdct && (r_shadow_usingshadowmap2d || r_shadow_usingshadowmaprect)) - { - R_Mesh_TexBindAll(GL20TU_CUBEPROJECTION, 0, 0, R_GetTexture(r_shadow_shadowmapvsdcttexture), 0); - CHECKGLERROR + break; + default: + break; } } + + // render the lighting + R_SetupShader_DeferredLight(rsurface.rtlight); + for (i = 0;i < 8;i++) + Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3); + CHECKGLERROR + R_Mesh_VertexPointer(vertex3f, 0, 0); + R_Mesh_ColorPointer(NULL, 0, 0); + GL_ColorMask(1,1,1,1); + GL_DepthMask(false); + GL_DepthRange(0, 1); + GL_PolygonOffset(0, 0); + GL_DepthTest(true); + qglDepthFunc(GL_GREATER);CHECKGLERROR + GL_CullFace(r_refdef.view.cullface_back); + R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0); } - R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0); - //GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - CHECKGLERROR } void R_Shadow_RenderMode_VisibleShadowVolumes(void) @@ -2278,7 +2376,7 @@ void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transpar if (stenciltest) { qglEnable(GL_STENCIL_TEST);CHECKGLERROR - qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR + qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR } r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING; } @@ -2596,44 +2694,16 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu } } -static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt) +static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject) { // used to display how many times a surface is lit for level design purposes R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); } -static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt) +static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale) { // ARB2 GLSL shader path (GFFX5200, Radeon 9500) - R_SetupSurfaceShader(lightcolorbase, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT); - if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)) - R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset); - else - R_Mesh_ColorPointer(NULL, 0, 0); - R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix); - R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix); - R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap)); - R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture)); - R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture)); - if (rsurface.texture->backgroundcurrentskinframe) - { - R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap)); - R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture)); - R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture)); - R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow)); - } - //R_Mesh_TexBindAll(GL20TU_CUBE, 0, 0, R_GetTexture(rsurface.rtlight->currentcubemap), 0); - R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation)); - if(rsurface.texture->colormapping) - { - R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants)); - R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt)); - } - R_Mesh_TexBind(GL20TU_ATTENUATION, R_GetTexture(r_shadow_attenuationgradienttexture)); - R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); - R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset); - R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset); - R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset); + R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT); if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { qglDepthFunc(GL_EQUAL);CHECKGLERROR @@ -2657,9 +2727,9 @@ static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numve const int *e; float *c; int maxtriangles = 4096; - int newelements[4096*3]; + static int newelements[4096*3]; R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2); - for (renders = 0;renders < 64;renders++) + for (renders = 0;renders < 4;renders++) { stop = true; newfirstvertex = 0; @@ -2734,90 +2804,67 @@ static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numve } } -static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt) +static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolor, float ambientscale, float diffusescale) { // OpenGL 1.1 path (anything) float ambientcolorbase[3], diffusecolorbase[3]; float ambientcolorpants[3], diffusecolorpants[3]; float ambientcolorshirt[3], diffusecolorshirt[3]; - rmeshstate_t m; - VectorScale(lightcolorbase, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorbase); - VectorScale(lightcolorbase, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorbase); - VectorScale(lightcolorpants, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorpants); - VectorScale(lightcolorpants, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorpants); - VectorScale(lightcolorshirt, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorshirt); - VectorScale(lightcolorshirt, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorshirt); + const float *surfacecolor = rsurface.texture->dlightcolor; + const float *surfacepants = rsurface.colormap_pantscolor; + const float *surfaceshirt = rsurface.colormap_shirtcolor; + rtexture_t *basetexture = rsurface.texture->basetexture; + rtexture_t *pantstexture = rsurface.texture->pantstexture; + rtexture_t *shirttexture = rsurface.texture->shirttexture; + qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f); + qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f); + ambientscale *= 2 * r_refdef.view.colorscale; + diffusescale *= 2 * r_refdef.view.colorscale; + ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2]; + diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2]; + ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2]; + 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]; + R_Mesh_TexBind(0, basetexture); + R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix); + R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); + R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); switch(r_shadow_rendermode) { case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN: - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(basetexture); - m.texmatrix[0] = rsurface.texture->currenttexmatrix; - m.pointer_texcoord[0] = rsurface.texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; - m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); - m.texmatrix[1] = rsurface.entitytoattenuationxyz; - m.pointer_texcoord3f[1] = rsurface.vertex3f; - m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; - R_Mesh_TextureState(&m); + R_Mesh_TexBind(1, r_shadow_attenuation3dtexture); + R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz); + R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1); + R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset); break; case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN: - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(basetexture); - m.texmatrix[0] = rsurface.texture->currenttexmatrix; - m.pointer_texcoord[0] = rsurface.texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; - m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); - m.texmatrix[1] = rsurface.entitytoattenuationxyz; - m.pointer_texcoord3f[1] = rsurface.vertex3f; - m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; - m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); - m.texmatrix[2] = rsurface.entitytoattenuationz; - m.pointer_texcoord3f[2] = rsurface.vertex3f; - m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset; - R_Mesh_TextureState(&m); - break; + R_Mesh_TexBind(2, r_shadow_attenuation2dtexture); + R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz); + R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1); + R_Mesh_TexCoordPointer(2, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset); + // fall through case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN: - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(basetexture); - m.texmatrix[0] = rsurface.texture->currenttexmatrix; - m.pointer_texcoord[0] = rsurface.texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; - m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); - m.texmatrix[1] = rsurface.entitytoattenuationxyz; - m.pointer_texcoord3f[1] = rsurface.vertex3f; - m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; - R_Mesh_TextureState(&m); + R_Mesh_TexBind(1, r_shadow_attenuation2dtexture); + R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz); + R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1); + R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset); break; case R_SHADOW_RENDERMODE_LIGHT_VERTEX: - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(basetexture); - m.texmatrix[0] = rsurface.texture->currenttexmatrix; - m.pointer_texcoord[0] = rsurface.texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; - R_Mesh_TextureState(&m); break; default: break; } - //R_Mesh_TexBind(0, R_GetTexture(basetexture)); + //R_Mesh_TexBind(0, basetexture); R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase); if (dopants) { - R_Mesh_TexBind(0, R_GetTexture(pantstexture)); + R_Mesh_TexBind(0, pantstexture); R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants); } if (doshirt) { - R_Mesh_TexBind(0, R_GetTexture(shirttexture)); + R_Mesh_TexBind(0, shirttexture); R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt); } } @@ -2827,12 +2874,8 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle { float ambientscale, diffusescale, specularscale; qboolean negated; - vec3_t lightcolorbase, lightcolorpants, lightcolorshirt; - rtexture_t *nmap; - // calculate colors to render this texture with - lightcolorbase[0] = rsurface.rtlight->currentcolor[0] * rsurface.texture->dlightcolor[0]; - lightcolorbase[1] = rsurface.rtlight->currentcolor[1] * rsurface.texture->dlightcolor[1]; - lightcolorbase[2] = rsurface.rtlight->currentcolor[2] * rsurface.texture->dlightcolor[2]; + float lightcolor[3]; + VectorCopy(rsurface.rtlight->currentcolor, lightcolor); ambientscale = rsurface.rtlight->ambientscale; diffusescale = rsurface.rtlight->diffusescale; specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale; @@ -2842,79 +2885,33 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle diffusescale = 0; specularscale = 0; } - if ((ambientscale + diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f)) + if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f)) return; - negated = (lightcolorbase[0] + lightcolorbase[1] + lightcolorbase[2] < 0) && vid.support.ext_blend_subtract; + negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract; if(negated) { - VectorNegate(lightcolorbase, lightcolorbase); + VectorNegate(lightcolor, lightcolor); qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT); } RSurf_SetupDepthAndCulling(); - nmap = rsurface.texture->currentskinframe->nmap; - if (gl_lightmaps.integer) - nmap = r_texture_blanknormalmap; - if (rsurface.texture->colormapping && !gl_lightmaps.integer) - { - qboolean dopants = rsurface.texture->currentskinframe->pants != NULL && VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f); - qboolean doshirt = rsurface.texture->currentskinframe->shirt != NULL && VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f); - if (dopants) - { - lightcolorpants[0] = lightcolorbase[0] * rsurface.colormap_pantscolor[0]; - lightcolorpants[1] = lightcolorbase[1] * rsurface.colormap_pantscolor[1]; - lightcolorpants[2] = lightcolorbase[2] * rsurface.colormap_pantscolor[2]; - } - else - VectorClear(lightcolorpants); - if (doshirt) - { - lightcolorshirt[0] = lightcolorbase[0] * rsurface.colormap_shirtcolor[0]; - lightcolorshirt[1] = lightcolorbase[1] * rsurface.colormap_shirtcolor[1]; - lightcolorshirt[2] = lightcolorbase[2] * rsurface.colormap_shirtcolor[2]; - } - else - VectorClear(lightcolorshirt); - switch (r_shadow_rendermode) - { - case R_SHADOW_RENDERMODE_VISIBLELIGHTING: - GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer); - R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt); - break; - case R_SHADOW_RENDERMODE_LIGHT_GLSL: - R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt); - break; - case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN: - case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN: - case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN: - case R_SHADOW_RENDERMODE_LIGHT_VERTEX: - R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt); - break; - default: - Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode); - break; - } - } - else + switch (r_shadow_rendermode) { - switch (r_shadow_rendermode) - { - case R_SHADOW_RENDERMODE_VISIBLELIGHTING: - GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer); - R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false); - break; - case R_SHADOW_RENDERMODE_LIGHT_GLSL: - R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false); - break; - case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN: - case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN: - case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN: - case R_SHADOW_RENDERMODE_LIGHT_VERTEX: - R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false); - break; - default: - Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode); - break; - } + case R_SHADOW_RENDERMODE_VISIBLELIGHTING: + GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer); + R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); + break; + case R_SHADOW_RENDERMODE_LIGHT_GLSL: + R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolor, ambientscale, diffusescale, specularscale); + break; + case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN: + case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN: + case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN: + case R_SHADOW_RENDERMODE_LIGHT_VERTEX: + R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolor, ambientscale, diffusescale); + break; + default: + Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode); + break; } if(negated) qglBlendEquationEXT(GL_FUNC_ADD_EXT); @@ -3064,8 +3061,8 @@ void R_RTLight_Compile(rtlight_t *rtlight) if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i)) shadowtris++; - if (developer.integer >= 10) - Con_Printf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris); + if (developer_extra.integer) + Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris); } void R_RTLight_Uncompile(rtlight_t *rtlight) @@ -3328,7 +3325,6 @@ void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, co { r_refdef.stats.lights_shadowtriangles += mesh->numtriangles; R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f); - GL_LockArrays(0, mesh->numverts); if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL) { // increment stencil if frontface is infront of depthbuffer @@ -3350,12 +3346,12 @@ void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, co qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR } R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s); - GL_LockArrays(0, 0); } CHECKGLERROR } - else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh && r_shadow_culltriangles.integer) + else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh) { + // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles); for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { @@ -3376,8 +3372,9 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent) { vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs; vec_t relativeshadowradius; - RSurf_ActiveModelEntity(ent, false, false); + RSurf_ActiveModelEntity(ent, false, false, false); Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin); + // we need to re-init the shader for each entity because the matrix changed relativeshadowradius = rsurface.rtlight->radius / ent->scale; relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius; relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius; @@ -3385,35 +3382,32 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent) relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius; relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius; relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius; - if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) + switch (r_shadow_rendermode) { + case R_SHADOW_RENDERMODE_SHADOWMAP2D: + case R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE: + case R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE: ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs); - } - else + break; + default: ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs); + break; + } rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } void R_Shadow_SetupEntityLight(const entity_render_t *ent) { // set up properties for rendering light onto this entity - RSurf_ActiveModelEntity(ent, true, true); + 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); - switch(r_shadow_lightingrendermode) - { - case R_SHADOW_RENDERMODE_LIGHT_GLSL: - R_Mesh_TexMatrix(3, &rsurface.entitytolight); - break; - default: - break; - } } -void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *trispvs) +void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs) { if (!r_refdef.scene.worldmodel->DrawLight) return; @@ -3425,16 +3419,8 @@ void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned c Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight); Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight); VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin); - switch(r_shadow_lightingrendermode) - { - case R_SHADOW_RENDERMODE_LIGHT_GLSL: - R_Mesh_TexMatrix(3, &rsurface.entitytolight); - break; - default: - break; - } - r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, trispvs); + r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs); rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } @@ -3452,13 +3438,16 @@ void R_Shadow_DrawEntityLight(entity_render_t *ent) rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } -void R_CacheRTLight(rtlight_t *rtlight) +void R_Shadow_PrepareLight(rtlight_t *rtlight) { int i; float f; int numleafs, numsurfaces; int *leaflist, *surfacelist; - unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs, *surfacesides; + unsigned char *leafpvs; + unsigned char *shadowtrispvs; + unsigned char *lighttrispvs; + //unsigned char *surfacesides; int numlightentities; int numlightentities_noselfshadow; int numshadowentities; @@ -3487,7 +3476,7 @@ void R_CacheRTLight(rtlight_t *rtlight) } // load cubemap - rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube; + rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube; // look up the light style value at this time f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value; @@ -3522,7 +3511,7 @@ void R_CacheRTLight(rtlight_t *rtlight) leafpvs = rtlight->static_leafpvs; numsurfaces = rtlight->static_numsurfaces; surfacelist = rtlight->static_surfacelist; - surfacesides = NULL; + //surfacesides = NULL; shadowtrispvs = rtlight->static_shadowtrispvs; lighttrispvs = rtlight->static_lighttrispvs; } @@ -3535,7 +3524,7 @@ void R_CacheRTLight(rtlight_t *rtlight) leaflist = r_shadow_buffer_leaflist; leafpvs = r_shadow_buffer_leafpvs; surfacelist = r_shadow_buffer_surfacelist; - surfacesides = r_shadow_buffer_surfacesides; + //surfacesides = r_shadow_buffer_surfacesides; shadowtrispvs = r_shadow_buffer_shadowtrispvs; lighttrispvs = r_shadow_buffer_lighttrispvs; // if the reduced leaf bounds are offscreen, skip it @@ -3550,7 +3539,7 @@ void R_CacheRTLight(rtlight_t *rtlight) leafpvs = NULL; numsurfaces = 0; surfacelist = NULL; - surfacesides = NULL; + //surfacesides = NULL; shadowtrispvs = NULL; lighttrispvs = NULL; } @@ -3571,67 +3560,64 @@ void R_CacheRTLight(rtlight_t *rtlight) numshadowentities_noselfshadow = 0; // add dynamic entities that are lit by the light - if (r_drawentities.integer) + for (i = 0;i < r_refdef.scene.numentities;i++) { - for (i = 0;i < r_refdef.scene.numentities;i++) + dp_model_t *model; + entity_render_t *ent = r_refdef.scene.entities[i]; + vec3_t org; + if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs)) + continue; + // skip the object entirely if it is not within the valid + // shadow-casting region (which includes the lit region) + if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes)) + continue; + if (!(model = ent->model)) + continue; + if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT)) { - dp_model_t *model; - entity_render_t *ent = r_refdef.scene.entities[i]; - vec3_t org; - if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs)) + // this entity wants to receive light, is visible, and is + // inside the light box + // TODO: check if the surfaces in the model can receive light + // so now check if it's in a leaf seen by the light + if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs)) continue; - // skip the object entirely if it is not within the valid - // shadow-casting region (which includes the lit region) - if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes)) - continue; - if (!(model = ent->model)) - continue; - if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT)) + if (ent->flags & RENDER_NOSELFSHADOW) + lightentities_noselfshadow[numlightentities_noselfshadow++] = ent; + else + lightentities[numlightentities++] = ent; + // since it is lit, it probably also casts a shadow... + // about the VectorDistance2 - light emitting entities should not cast their own shadow + Matrix4x4_OriginFromMatrix(&ent->matrix, org); + if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1) { - // this entity wants to receive light, is visible, and is - // inside the light box - // TODO: check if the surfaces in the model can receive light - // so now check if it's in a leaf seen by the light - if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs)) - continue; - if (ent->flags & RENDER_NOSELFSHADOW) - lightentities_noselfshadow[numlightentities_noselfshadow++] = ent; + // note: exterior models without the RENDER_NOSELFSHADOW + // flag still create a RENDER_NOSELFSHADOW shadow but + // are lit normally, this means that they are + // self-shadowing but do not shadow other + // RENDER_NOSELFSHADOW entities such as the gun + // (very weird, but keeps the player shadow off the gun) + if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL)) + shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent; else - lightentities[numlightentities++] = ent; - // since it is lit, it probably also casts a shadow... - // about the VectorDistance2 - light emitting entities should not cast their own shadow - Matrix4x4_OriginFromMatrix(&ent->matrix, org); - if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1) - { - // note: exterior models without the RENDER_NOSELFSHADOW - // flag still create a RENDER_NOSELFSHADOW shadow but - // are lit normally, this means that they are - // self-shadowing but do not shadow other - // RENDER_NOSELFSHADOW entities such as the gun - // (very weird, but keeps the player shadow off the gun) - if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL)) - shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent; - else - shadowentities[numshadowentities++] = ent; - } + shadowentities[numshadowentities++] = ent; } - else if (ent->flags & RENDER_SHADOW) + } + else if (ent->flags & RENDER_SHADOW) + { + // this entity is not receiving light, but may still need to + // cast a shadow... + // TODO: check if the surfaces in the model can cast shadow + // now check if it is in a leaf seen by the light + if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs)) + continue; + // about the VectorDistance2 - light emitting entities should not cast their own shadow + Matrix4x4_OriginFromMatrix(&ent->matrix, org); + if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1) { - // this entity is not receiving light, but may still need to - // cast a shadow... - // TODO: check if the surfaces in the model can cast shadow - // now check if it is in a leaf seen by the light - if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs)) - continue; - // about the VectorDistance2 - light emitting entities should not cast their own shadow - Matrix4x4_OriginFromMatrix(&ent->matrix, org); - if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1) - { - if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL)) - shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent; - else - shadowentities[numshadowentities++] = ent; - } + if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL)) + shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent; + else + shadowentities[numshadowentities++] = ent; } } } @@ -3667,8 +3653,10 @@ void R_CacheRTLight(rtlight_t *rtlight) rtlight->cached_shadowentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow); if (shadowtrispvs == r_shadow_buffer_shadowtrispvs) { - rtlight->cached_shadowtrispvs = (unsigned char *)R_FrameData_Store(r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, shadowtrispvs); - rtlight->cached_lighttrispvs = (unsigned char *)R_FrameData_Store(r_refdef.scene.worldmodel->surfmesh.num_triangles, lighttrispvs); + int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3); + int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3); + rtlight->cached_shadowtrispvs = (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs); + rtlight->cached_lighttrispvs = (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs); rtlight->cached_surfacelist = (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist); } else @@ -3680,7 +3668,7 @@ void R_CacheRTLight(rtlight_t *rtlight) } } -void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) +void R_Shadow_DrawLight(rtlight_t *rtlight) { int i; int numsurfaces; @@ -3837,7 +3825,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) // render shadow casters into 6 sided depth texture for (side = 0;side < 6;side++) if (receivermask & (1 << side)) { - R_Shadow_RenderMode_ShadowMap(side, true, size); + R_Shadow_RenderMode_ShadowMap(side, receivermask, size); if (! (castermask & (1 << side))) continue; if (numsurfaces) R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides); @@ -3855,11 +3843,11 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) } // render shadow casters into 6 sided depth texture - if (numshadowentities_noselfshadow) + if (numshadowentities_noselfshadow) { for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side)) { - R_Shadow_RenderMode_ShadowMap(side, false, size); + R_Shadow_RenderMode_ShadowMap(side, 0, size); for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side)) R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]); } @@ -3912,18 +3900,96 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) for (i = 0;i < numlightentities_noselfshadow;i++) R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]); } + + if (r_shadow_usingdeferredprepass) + { + // when rendering deferred lighting, we simply rasterize the box + if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)) + R_Shadow_RenderMode_DrawDeferredLight(false, true); + else if (castshadows && vid.stencil) + R_Shadow_RenderMode_DrawDeferredLight(true, false); + else + R_Shadow_RenderMode_DrawDeferredLight(false, false); + } } -void R_PrepareRTLights(void) +static void R_Shadow_FreeDeferred(void) { + if (r_shadow_prepassgeometryfbo) + qglDeleteFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR + r_shadow_prepassgeometryfbo = 0; + + if (r_shadow_prepasslightingfbo) + qglDeleteFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR + r_shadow_prepasslightingfbo = 0; + + if (r_shadow_prepassgeometrydepthtexture) + R_FreeTexture(r_shadow_prepassgeometrydepthtexture); + r_shadow_prepassgeometrydepthtexture = NULL; + + if (r_shadow_prepassgeometrynormalmaptexture) + R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture); + r_shadow_prepassgeometrynormalmaptexture = NULL; + + if (r_shadow_prepasslightingdiffusetexture) + R_FreeTexture(r_shadow_prepasslightingdiffusetexture); + r_shadow_prepasslightingdiffusetexture = NULL; + + if (r_shadow_prepasslightingspeculartexture) + R_FreeTexture(r_shadow_prepasslightingspeculartexture); + r_shadow_prepasslightingspeculartexture = NULL; +} + +void R_Shadow_DrawPrepass(void) +{ + int i; int flag; int lnum; size_t lightindex; dlight_t *light; size_t range; - float f; + entity_render_t *ent; - R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles); + GL_AlphaTest(false); + R_Mesh_ColorPointer(NULL, 0, 0); + 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); + qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR + qglClearColor(0.5f,0.5f,0.5f,1.0f);CHECKGLERROR + GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);CHECKGLERROR + + if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass) + r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity); + if (r_timereport_active) + R_TimeReport("prepassworld"); + + for (i = 0;i < r_refdef.scene.numentities;i++) + { + if (!r_refdef.viewcache.entityvisible[i]) + continue; + ent = r_refdef.scene.entities[i]; + if (ent->model && ent->model->DrawPrepass != NULL) + ent->model->DrawPrepass(ent); + } + + if (r_timereport_active) + R_TimeReport("prepassmodels"); + + GL_DepthMask(false); + GL_ColorMask(1,1,1,1); + GL_Color(1,1,1,1); + GL_DepthTest(true); + qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR + qglClearColor(0.0f,0.0f,0.0f,0.0f);CHECKGLERROR + GL_Clear(GL_COLOR_BUFFER_BIT);CHECKGLERROR + if (r_refdef.fogenabled) + qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR + + R_Shadow_RenderMode_Begin(); flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; if (r_shadow_debuglight.integer >= 0) @@ -3931,7 +3997,7 @@ void R_PrepareRTLights(void) lightindex = r_shadow_debuglight.integer; light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); if (light && (light->flags & flag)) - R_CacheRTLight(&light->rtlight); + R_Shadow_DrawLight(&light->rtlight); } else { @@ -3940,27 +4006,25 @@ void R_PrepareRTLights(void) { light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); if (light && (light->flags & flag)) - R_CacheRTLight(&light->rtlight); + R_Shadow_DrawLight(&light->rtlight); } } if (r_refdef.scene.rtdlight) - { for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++) - R_CacheRTLight(r_refdef.scene.lights[lnum]); - } - else if(gl_flashblend.integer) - { - for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++) - { - rtlight_t *rtlight = r_refdef.scene.lights[lnum]; - f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value; - VectorScale(rtlight->color, f, rtlight->currentcolor); - } - } + R_Shadow_DrawLight(r_refdef.scene.lights[lnum]); + + qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR + if (r_refdef.fogenabled) + qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR + + R_Shadow_RenderMode_End(); + + if (r_timereport_active) + R_TimeReport("prepasslights"); } void R_Shadow_DrawLightSprites(void); -void R_ShadowVolumeLighting(qboolean visible) +void R_Shadow_PrepareLights(void) { int flag; int lnum; @@ -3968,9 +4032,10 @@ void R_ShadowVolumeLighting(qboolean visible) 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_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) || r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0) || r_shadow_shadowmaptexturetype != r_shadow_shadowmapping_texturetype.integer || r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer || @@ -3978,10 +4043,82 @@ void R_ShadowVolumeLighting(qboolean visible) r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16)) R_Shadow_FreeShadowMaps(); - if (r_editlights.integer) - R_Shadow_DrawLightSprites(); + r_shadow_usingshadowmaportho = false; - R_Shadow_RenderMode_Begin(); + switch (vid.renderpath) + { + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2) + { + r_shadow_usingdeferredprepass = false; + if (r_shadow_prepass_width) + R_Shadow_FreeDeferred(); + r_shadow_prepass_width = r_shadow_prepass_height = 0; + break; + } + + if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height) + { + R_Shadow_FreeDeferred(); + + 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); + r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL); + r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL); + r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL); + + // set up the geometry pass fbo (depth + normalmap) + qglGenFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR + qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR + qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR + qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture), 0);CHECKGLERROR + // render depth into one texture and normalmap into the other + 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; + } + + // set up the lighting pass fbo (diffuse + specular) + qglGenFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR + qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR + qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR + qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepasslightingdiffusetexture), 0);CHECKGLERROR + qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepasslightingspeculartexture), 0);CHECKGLERROR + // render diffuse into one texture and specular into another, + // with depth and normalmap bound as textures, + // with depth bound as attachment as well + 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; + } + } + break; + case RENDERPATH_GL13: + case RENDERPATH_GL11: + r_shadow_usingdeferredprepass = false; + break; + } + + R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles); flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; if (r_shadow_debuglight.integer >= 0) @@ -3989,7 +4126,7 @@ void R_ShadowVolumeLighting(qboolean visible) lightindex = r_shadow_debuglight.integer; light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); if (light && (light->flags & flag)) - R_DrawRTLight(&light->rtlight, visible); + R_Shadow_PrepareLight(&light->rtlight); } else { @@ -3998,13 +4135,13 @@ void R_ShadowVolumeLighting(qboolean visible) { light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); if (light && (light->flags & flag)) - R_DrawRTLight(&light->rtlight, visible); + R_Shadow_PrepareLight(&light->rtlight); } } if (r_refdef.scene.rtdlight) { for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++) - R_DrawRTLight(r_refdef.scene.lights[lnum], visible); + R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]); } else if(gl_flashblend.integer) { @@ -4016,6 +4153,42 @@ void R_ShadowVolumeLighting(qboolean visible) } } + if (r_editlights.integer) + R_Shadow_DrawLightSprites(); +} + +void R_Shadow_DrawLights(void) +{ + int flag; + int lnum; + size_t lightindex; + dlight_t *light; + size_t range; + + R_Shadow_RenderMode_Begin(); + + flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; + if (r_shadow_debuglight.integer >= 0) + { + lightindex = r_shadow_debuglight.integer; + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + if (light && (light->flags & flag)) + R_Shadow_DrawLight(&light->rtlight); + } + else + { + 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)) + 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_Shadow_RenderMode_End(); } @@ -4029,6 +4202,151 @@ extern cvar_t r_shadows_drawafterrtlighting; extern cvar_t r_shadows_castfrombmodels; extern cvar_t r_shadows_throwdistance; extern cvar_t r_shadows_throwdirection; + +void R_DrawModelShadowMaps(void) +{ + int i; + float relativethrowdistance, scale, size, nearclip, farclip, dot1, dot2; + entity_render_t *ent; + vec3_t relativelightorigin; + vec3_t relativelightdirection; + vec3_t relativeshadowmins, relativeshadowmaxs; + vec3_t shadowdir, shadowforward; + float m[12]; + matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix; + r_viewport_t viewport; + GLuint fbo = 0; + + if (!r_refdef.scene.numentities) + return; + + switch (r_shadow_shadowmode) + { + case R_SHADOW_SHADOWMODE_SHADOWMAP2D: + case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE: + break; + default: + return; + } + + CHECKGLERROR + R_ResetViewRendering3D(); + R_Shadow_RenderMode_Begin(); + R_Shadow_RenderMode_ActiveLight(NULL); + + switch (r_shadow_shadowmode) + { + case R_SHADOW_SHADOWMODE_SHADOWMAP2D: + if (!r_shadow_shadowmap2dtexture) + 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); + r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D; + break; + case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE: + if (!r_shadow_shadowmaprectangletexture) + R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize); + fbo = r_shadow_fborectangle; + r_shadow_shadowmap_texturescale[0] = 1.0f; + r_shadow_shadowmap_texturescale[1] = 1.0f; + r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE; + break; + default: + break; + } + + size = 2*r_shadow_shadowmapmaxsize; + + r_shadow_shadowmap_parameters[0] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f); + r_shadow_shadowmap_parameters[1] = 1.0f; + r_shadow_shadowmap_parameters[2] = size; + r_shadow_shadowmap_parameters[3] = size; + + scale = r_shadow_shadowmapping_precision.value; + nearclip = -r_shadows_throwdistance.value; + farclip = r_shadows_throwdistance.value; + Math_atov(r_shadows_throwdirection.string, shadowdir); + VectorNormalize(shadowdir); + dot1 = DotProduct(r_refdef.view.forward, shadowdir); + dot2 = DotProduct(r_refdef.view.up, shadowdir); + if (fabs(dot1) <= fabs(dot2)) + VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward); + else + VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward); + VectorNormalize(shadowforward); + VectorM(scale, shadowforward, &m[0]); + m[3] = fabs(dot1) * 0.5f * size - DotProduct(r_refdef.view.origin, &m[0]); + CrossProduct(shadowdir, shadowforward, &m[4]); + VectorM(scale, &m[4], &m[4]); + m[7] = 0.5f * size - DotProduct(r_refdef.view.origin, &m[4]); + VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]); + m[11] = 0.5f - DotProduct(r_refdef.view.origin, &m[8]); + Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m); + Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix); + R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, size, size, 0, 0, -1, NULL); + +#if 0 + qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR + R_SetupShader_ShowDepth(); +#else + qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR + R_SetupShader_DepthOrShadow(); +#endif + CHECKGLERROR + GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value); + GL_DepthMask(true); + GL_DepthTest(true); + R_SetViewport(&viewport); + GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder); + qglClearDepth(1); +#if 0 + qglClearColor(1,1,1,1); + GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); +#else + GL_Clear(GL_DEPTH_BUFFER_BIT); +#endif + GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder); + CHECKGLERROR + + 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); + VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance); + VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance); + Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection); + VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin); + 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 + } + } + + R_Shadow_RenderMode_End(); + + Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix); + Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix); + Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &shadowmatrix, &invmvpmatrix); + + r_shadow_usingshadowmaportho = true; + switch (r_shadow_shadowmode) + { + case R_SHADOW_SHADOWMODE_SHADOWMAP2D: + r_shadow_usingshadowmap2d = true; + break; + case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE: + r_shadow_usingshadowmaprect = true; + break; + default: + break; + } +} + void R_DrawModelShadows(void) { int i; @@ -4039,7 +4357,7 @@ void R_DrawModelShadows(void) vec3_t relativeshadowmins, relativeshadowmaxs; vec3_t tmp, shadowdir; - if (!r_drawentities.integer || !vid.stencil) + if (!r_refdef.scene.numentities || !vid.stencil || r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) return; CHECKGLERROR @@ -4105,7 +4423,7 @@ void R_DrawModelShadows(void) } VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin); - RSurf_ActiveModelEntity(ent, false, false); + 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 } @@ -4118,12 +4436,12 @@ void R_DrawModelShadows(void) //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height); //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); //GL_ScissorTest(true); - //R_Mesh_Matrix(&identitymatrix); + //R_EntityMatrix(&identitymatrix); //R_Mesh_ResetTextureState(); R_ResetViewRendering2D(); R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); R_Mesh_ColorPointer(NULL, 0, 0); - R_SetupGenericShader(false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); // set up a darkening blend on shadowed areas GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); @@ -4135,9 +4453,9 @@ void R_DrawModelShadows(void) //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); //qglDepthFunc(GL_ALWAYS);CHECKGLERROR qglEnable(GL_STENCIL_TEST);CHECKGLERROR - qglStencilMask(~0);CHECKGLERROR + qglStencilMask(255);CHECKGLERROR qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR - qglStencilFunc(GL_NOTEQUAL, 128, ~0);CHECKGLERROR + qglStencilFunc(GL_NOTEQUAL, 128, 255);CHECKGLERROR // apply the blend to the shadowed areas R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0); @@ -4223,13 +4541,13 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale) } 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); + R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false); if(negated) qglBlendEquationEXT(GL_FUNC_ADD_EXT); } } -void R_DrawCoronas(void) +void R_Shadow_DrawCoronas(void) { int i, flag; qboolean usequery; @@ -4242,7 +4560,7 @@ void R_DrawCoronas(void) if (r_waterstate.renderingscene) return; flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; - R_Mesh_Matrix(&identitymatrix); + R_EntityMatrix(&identitymatrix); range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked @@ -4273,7 +4591,7 @@ void R_DrawCoronas(void) GL_DepthTest(true); R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); - R_SetupGenericShader(false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); } for (lightindex = 0;lightindex < range;lightindex++) { @@ -4332,140 +4650,6 @@ void R_DrawCoronas(void) -//static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"}; -typedef struct suffixinfo_s -{ - char *suffix; - qboolean flipx, flipy, flipdiagonal; -} -suffixinfo_t; -static suffixinfo_t suffix[3][6] = -{ - { - {"px", false, false, false}, - {"nx", false, false, false}, - {"py", false, false, false}, - {"ny", false, false, false}, - {"pz", false, false, false}, - {"nz", false, false, false} - }, - { - {"posx", false, false, false}, - {"negx", false, false, false}, - {"posy", false, false, false}, - {"negy", false, false, false}, - {"posz", false, false, false}, - {"negz", false, false, false} - }, - { - {"rt", true, false, true}, - {"lf", false, true, true}, - {"ft", true, true, false}, - {"bk", false, false, false}, - {"up", true, false, true}, - {"dn", true, false, true} - } -}; - -static int componentorder[4] = {0, 1, 2, 3}; - -rtexture_t *R_Shadow_LoadCubemap(const char *basename) -{ - int i, j, cubemapsize; - unsigned char *cubemappixels, *image_buffer; - rtexture_t *cubemaptexture; - char name[256]; - // must start 0 so the first loadimagepixels has no requested width/height - cubemapsize = 0; - cubemappixels = NULL; - cubemaptexture = NULL; - // keep trying different suffix groups (posx, px, rt) until one loads - for (j = 0;j < 3 && !cubemappixels;j++) - { - // load the 6 images in the suffix group - for (i = 0;i < 6;i++) - { - // generate an image name based on the base and and suffix - dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix); - // load it - if ((image_buffer = loadimagepixelsbgra(name, false, false))) - { - // an image loaded, make sure width and height are equal - if (image_width == image_height && (!cubemappixels || image_width == cubemapsize)) - { - // if this is the first image to load successfully, allocate the cubemap memory - if (!cubemappixels && image_width >= 1) - { - cubemapsize = image_width; - // note this clears to black, so unavailable sides are black - cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4); - } - // copy the image with any flipping needed by the suffix (px and posx types don't need flipping) - if (cubemappixels) - Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder); - } - else - Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height); - // free the image - Mem_Free(image_buffer); - } - } - } - // if a cubemap loaded, upload it - if (cubemappixels) - { - if (developer_loading.integer) - Con_Printf("loading cubemap \"%s\"\n", basename); - - if (!r_shadow_filters_texturepool) - r_shadow_filters_texturepool = R_AllocTexturePool(); - cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, TEXF_PRECACHE | (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL); - Mem_Free(cubemappixels); - } - else - { - Con_DPrintf("failed to load cubemap \"%s\"\n", basename); - if (developer_loading.integer) - { - Con_Printf("(tried tried images "); - for (j = 0;j < 3;j++) - for (i = 0;i < 6;i++) - Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix); - Con_Print(" and was unable to find any of them).\n"); - } - } - return cubemaptexture; -} - -rtexture_t *R_Shadow_Cubemap(const char *basename) -{ - int i; - for (i = 0;i < numcubemaps;i++) - if (!strcasecmp(cubemaps[i].basename, basename)) - return cubemaps[i].texture ? cubemaps[i].texture : r_texture_whitecube; - if (i >= MAX_CUBEMAPS) - return r_texture_whitecube; - numcubemaps++; - strlcpy(cubemaps[i].basename, basename, sizeof(cubemaps[i].basename)); - cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename); - return cubemaps[i].texture; -} - -void R_Shadow_FreeCubemaps(void) -{ - int i; - for (i = 0;i < numcubemaps;i++) - { - if (developer_loading.integer) - Con_Printf("unloading cubemap \"%s\"\n", cubemaps[i].basename); - if (cubemaps[i].texture) - R_FreeTexture(cubemaps[i].texture); - } - - numcubemaps = 0; - R_FreeTexturePool(&r_shadow_filters_texturepool); -} - dlight_t *R_Shadow_NewWorldLight(void) { return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray); @@ -4532,7 +4716,6 @@ void R_Shadow_ClearWorldLights(void) R_Shadow_FreeWorldLight(light); } r_shadow_selectedlight = NULL; - R_Shadow_FreeCubemaps(); } void R_Shadow_SelectLight(dlight_t *light) @@ -4550,7 +4733,7 @@ void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const r float vertex3f[12]; R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE); RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false); - R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false); + 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) @@ -4586,13 +4769,13 @@ void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, co skinframe = r_editlights_sprlight; RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, spritecolor[0], spritecolor[1], spritecolor[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false); - R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false); + R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false); // draw selection sprite if light is selected if (light->selected) { RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false); - R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false); + R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false); // VorteX todo: add normalmode/realtime mode light overlay sprites? } } @@ -4874,7 +5057,14 @@ typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) { - int entnum, style, islight, skin, pflags, effects, type, n; + int entnum; + int style; + int islight; + int skin; + int pflags; + //int effects; + int type; + int n; char *entfiledata; const char *data; float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4]; @@ -4908,7 +5098,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) style = 0; skin = 0; pflags = 0; - effects = 0; + //effects = 0; islight = false; while (1) { @@ -5035,8 +5225,8 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) skin = (int)atof(value); else if (!strcmp("pflags", key)) pflags = (int)atof(value); - else if (!strcmp("effects", key)) - effects = (int)atof(value); + //else if (!strcmp("effects", key)) + // effects = (int)atof(value); else if (cl.worldmodel->type == mod_brushq3) { if (!strcmp("scale", key)) @@ -5546,26 +5736,26 @@ void R_Shadow_EditLights_DrawSelectedLightProperties(void) lightnumber = lightindex; lightcount++; } - dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8; - dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8; + dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8; y += 8; if (r_shadow_selectedlight == NULL) return; - dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - dpsnprintf(temp, sizeof(temp), "Origin : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - dpsnprintf(temp, sizeof(temp), "Angles : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - dpsnprintf(temp, sizeof(temp), "Color : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - dpsnprintf(temp, sizeof(temp), "Radius : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - dpsnprintf(temp, sizeof(temp), "Corona : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - dpsnprintf(temp, sizeof(temp), "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - dpsnprintf(temp, sizeof(temp), "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - dpsnprintf(temp, sizeof(temp), "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - dpsnprintf(temp, sizeof(temp), "CoronaSize : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - dpsnprintf(temp, sizeof(temp), "Ambient : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - dpsnprintf(temp, sizeof(temp), "Diffuse : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - dpsnprintf(temp, sizeof(temp), "Specular : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - dpsnprintf(temp, sizeof(temp), "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - 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);y += 8; + dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(temp), "Origin : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(temp), "Angles : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(temp), "Color : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(temp), "Radius : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(temp), "Corona : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(temp), "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(temp), "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(temp), "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(temp), "CoronaSize : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(temp), "Ambient : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(temp), "Diffuse : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(temp), "Specular : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(temp), "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; + 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) @@ -5754,7 +5944,7 @@ void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffu if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint) { - ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient * (2.0f / 128.0f); + ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient; r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal); } else