X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_shadow.c;h=adec83e15b337ff8a42e49981fdb8679e53a3be1;hp=d4c4570a740bfaa10cab122a9ab84f10580a7018;hb=93ee242c05da6c2b71a6eaf4e393435988ca6c5a;hpb=d751baf5a54e65ccd087a62ca7d7623d2e0c3453 diff --git a/r_shadow.c b/r_shadow.c index d4c4570a..adec83e1 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -146,7 +146,7 @@ demonstrated by the game Doom3. extern LPDIRECT3DDEVICE9 vid_d3d9dev; #endif -extern void R_Shadow_EditLights_Init(void); +static void R_Shadow_EditLights_Init(void); typedef enum r_shadow_rendermode_e { @@ -244,8 +244,8 @@ rtexture_t *r_shadow_attenuationgradienttexture; rtexture_t *r_shadow_attenuation2dtexture; rtexture_t *r_shadow_attenuation3dtexture; skinframe_t *r_shadow_lightcorona; -rtexture_t *r_shadow_shadowmap2dtexture; -rtexture_t *r_shadow_shadowmap2dcolortexture; +rtexture_t *r_shadow_shadowmap2ddepthbuffer; +rtexture_t *r_shadow_shadowmap2ddepthtexture; rtexture_t *r_shadow_shadowmapvsdcttexture; int r_shadow_shadowmapsize; // changes for each light based on distance int r_shadow_shadowmaplod; // changes for each light based on distance @@ -255,26 +255,26 @@ GLuint r_shadow_prepasslightingdiffusespecularfbo; GLuint r_shadow_prepasslightingdiffusefbo; int r_shadow_prepass_width; int r_shadow_prepass_height; -rtexture_t *r_shadow_prepassgeometrydepthtexture; -rtexture_t *r_shadow_prepassgeometrydepthcolortexture; +rtexture_t *r_shadow_prepassgeometrydepthbuffer; rtexture_t *r_shadow_prepassgeometrynormalmaptexture; rtexture_t *r_shadow_prepasslightingdiffusetexture; rtexture_t *r_shadow_prepasslightingspeculartexture; +// keep track of the provided framebuffer info +static int r_shadow_fb_fbo; +static rtexture_t *r_shadow_fb_depthtexture; +static rtexture_t *r_shadow_fb_colortexture; + // lights are reloaded when this changes char r_shadow_mapname[MAX_QPATH]; // used only for light filters (cubemaps) rtexturepool_t *r_shadow_filters_texturepool; -static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT}; - cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"}; cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"}; cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"}; cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"}; -cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "2", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"}; -//cvar_t r_shadow_deferred_fp = {CVAR_SAVE, "r_shadow_deferred_fp", "0", "use 16bit (1) or 32bit (2) floating point for accumulation of image-based lighting"}; cvar_t r_shadow_usebihculling = {0, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"}; cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"}; cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"}; @@ -301,7 +301,7 @@ cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_comp 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", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"}; cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"}; -cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "0", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"}; +cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"}; cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"}; cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"}; cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"}; @@ -319,31 +319,29 @@ cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve perfor cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"}; cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"}; cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"}; -cvar_t r_shadow_particletrace = {CVAR_SAVE, "r_shadow_particletrace", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity), requires r_shadow_deferred 1, requires r_shadow_realtime_world 1, EXTREMELY SLOW"}; -cvar_t r_shadow_particletrace_intensity = {CVAR_SAVE, "r_shadow_particletrace_intensity", "128", "overall brightness of particle traced radiosity"}; -cvar_t r_shadow_particletrace_size = {CVAR_SAVE, "r_shadow_particletrace_size", "32", "particles produce bounce lights of this radius"}; -cvar_t r_shadow_particletrace_radiusscale = {CVAR_SAVE, "r_shadow_particletrace_radiusscale", "1", "particles stop at this fraction of light radius"}; -cvar_t r_shadow_particletrace_maxbounce = {CVAR_SAVE, "r_shadow_particletrace_maxbounce", "1", "maximum number of bounces for a particle (minimum is 1)"}; -cvar_t r_shadow_particletrace_bounceintensity = {CVAR_SAVE, "r_shadow_particletrace_bounceintensity", "1", "amount of energy carried over after each bounce"}; -cvar_t r_shadow_particletrace_particlespacing = {CVAR_SAVE, "r_shadow_particletrace_particlespacing", "0.25", "overlap setting in terms of particle size, this affects how many particles are used"}; -cvar_t r_shadow_particletrace_updatepercentage = {CVAR_SAVE, "r_shadow_particletrace_updatepercentage", "0.01", "update this fraction of the particles of a light each frame (0 = best performance)"}; -cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, requires r_shadow_realtime_world 1"}; +cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"}; +cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"}; +cvar_t r_shadow_bouncegrid_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"}; cvar_t r_shadow_bouncegrid_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dlightparticlemultiplier", "0", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"}; cvar_t r_shadow_bouncegrid_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"}; -cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "1", "overall brightness of bouncegrid texture"}; -cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "2", "particles stop at this fraction of light radius (can be more than 1)"}; -cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "16", "maximum number of bounces for a particle (minimum is 1)"}; -cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "1", "amount of energy carried over after each bounce"}; -cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "16", "brightness of particles contributing to bouncegrid texture"}; -cvar_t r_shadow_bouncegrid_particlespacing = {CVAR_SAVE, "r_shadow_bouncegrid_particlespacing", "32", "emit one particle per this many units (squared) of radius (squared)"}; -cvar_t r_shadow_bouncegrid_spacingx = {CVAR_SAVE, "r_shadow_bouncegrid_spacingx", "64", "unit size of bouncegrid pixel on X axis"}; -cvar_t r_shadow_bouncegrid_spacingy = {CVAR_SAVE, "r_shadow_bouncegrid_spacingy", "64", "unit size of bouncegrid pixel on Y axis"}; -cvar_t r_shadow_bouncegrid_spacingz = {CVAR_SAVE, "r_shadow_bouncegrid_spacingz", "64", "unit size of bouncegrid pixel on Z axis"}; +cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_SAVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"}; +cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"}; +cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "4", "particles stop at this fraction of light radius (can be more than 1)"}; +cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "2", "maximum number of bounces for a particle (minimum is 0)"}; +cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "1", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"}; +cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "1", "brightness of particles contributing to bouncegrid texture"}; +cvar_t r_shadow_bouncegrid_photons = {CVAR_SAVE, "r_shadow_bouncegrid_photons", "2000", "total photons to shoot per update, divided proportionately between lights"}; +cvar_t r_shadow_bouncegrid_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_spacing", "64", "unit size of bouncegrid pixel"}; cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"}; +cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"}; +cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"}; +cvar_t r_shadow_bouncegrid_static_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_static_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1) when in static mode"}; +cvar_t r_shadow_bouncegrid_static_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_static_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0) in static mode"}; +cvar_t r_shadow_bouncegrid_static_photons = {CVAR_SAVE, "r_shadow_bouncegrid_static_photons", "25000", "photons value to use when in static mode"}; cvar_t r_shadow_bouncegrid_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"}; -cvar_t r_shadow_bouncegrid_x = {CVAR_SAVE, "r_shadow_bouncegrid_x", "128", "maximum texture size of bouncegrid on X axis"}; -cvar_t r_shadow_bouncegrid_y = {CVAR_SAVE, "r_shadow_bouncegrid_y", "128", "maximum texture size of bouncegrid on Y axis"}; -cvar_t r_shadow_bouncegrid_z = {CVAR_SAVE, "r_shadow_bouncegrid_z", "64", "maximum texture size of bouncegrid on Z axis"}; +cvar_t r_shadow_bouncegrid_x = {CVAR_SAVE, "r_shadow_bouncegrid_x", "64", "maximum texture size of bouncegrid on X axis"}; +cvar_t r_shadow_bouncegrid_y = {CVAR_SAVE, "r_shadow_bouncegrid_y", "64", "maximum texture size of bouncegrid on Y axis"}; +cvar_t r_shadow_bouncegrid_z = {CVAR_SAVE, "r_shadow_bouncegrid_z", "32", "maximum texture size of bouncegrid on Z axis"}; cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"}; cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"}; cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"}; @@ -357,11 +355,34 @@ cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"}; cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"}; +typedef struct r_shadow_bouncegrid_settings_s +{ + qboolean staticmode; + qboolean bounceanglediffuse; + qboolean directionalshading; + qboolean includedirectlighting; + float dlightparticlemultiplier; + qboolean hitmodels; + float lightradiusscale; + int maxbounce; + float particlebounceintensity; + float particleintensity; + int photons; + float spacing[3]; + int stablerandom; +} +r_shadow_bouncegrid_settings_t; + +r_shadow_bouncegrid_settings_t r_shadow_bouncegridsettings; rtexture_t *r_shadow_bouncegridtexture; matrix4x4_t r_shadow_bouncegridmatrix; vec_t r_shadow_bouncegridintensity; +qboolean r_shadow_bouncegriddirectional; static double r_shadow_bouncegridtime; static int r_shadow_bouncegridresolution[3]; +static int r_shadow_bouncegridnumpixels; +static unsigned char *r_shadow_bouncegridpixels; +static float *r_shadow_bouncegridhighpixels; // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error #define ATTENTABLESIZE 256 @@ -401,7 +422,7 @@ skinframe_t *r_editlights_sprcubemaplight; skinframe_t *r_editlights_sprcubemapnoshadowlight; skinframe_t *r_editlights_sprselection; -void R_Shadow_SetShadowMode(void) +static void R_Shadow_SetShadowMode(void) { r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4); r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20; @@ -420,7 +441,9 @@ void R_Shadow_SetShadowMode(void) case RENDERPATH_GL20: if(r_shadow_shadowmapfilterquality < 0) { - if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) + if (!r_fb.usedepthtextures) + r_shadow_shadowmappcf = 1; + else if(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")) { @@ -451,6 +474,8 @@ void R_Shadow_SetShadowMode(void) break; } } + if (!r_fb.usedepthtextures) + r_shadow_shadowmapsampler = false; r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D; break; case RENDERPATH_D3D9: @@ -461,10 +486,9 @@ void R_Shadow_SetShadowMode(void) r_shadow_shadowmappcf = 1; r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D; break; - case RENDERPATH_GL13: - break; case RENDERPATH_GL11: - break; + case RENDERPATH_GL13: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: break; } @@ -482,7 +506,7 @@ qboolean R_Shadow_ShadowMappingEnabled(void) } } -void R_Shadow_FreeShadowMaps(void) +static void R_Shadow_FreeShadowMaps(void) { R_Shadow_SetShadowMode(); @@ -490,29 +514,33 @@ void R_Shadow_FreeShadowMaps(void) r_shadow_fbo2d = 0; - if (r_shadow_shadowmap2dtexture) - R_FreeTexture(r_shadow_shadowmap2dtexture); - r_shadow_shadowmap2dtexture = NULL; + if (r_shadow_shadowmap2ddepthtexture) + R_FreeTexture(r_shadow_shadowmap2ddepthtexture); + r_shadow_shadowmap2ddepthtexture = NULL; - if (r_shadow_shadowmap2dcolortexture) - R_FreeTexture(r_shadow_shadowmap2dcolortexture); - r_shadow_shadowmap2dcolortexture = NULL; + if (r_shadow_shadowmap2ddepthbuffer) + R_FreeTexture(r_shadow_shadowmap2ddepthbuffer); + r_shadow_shadowmap2ddepthbuffer = NULL; if (r_shadow_shadowmapvsdcttexture) R_FreeTexture(r_shadow_shadowmapvsdcttexture); r_shadow_shadowmapvsdcttexture = NULL; } -void r_shadow_start(void) +static void r_shadow_start(void) { // allocate vertex processing arrays + r_shadow_bouncegridpixels = NULL; + r_shadow_bouncegridhighpixels = NULL; + r_shadow_bouncegridnumpixels = 0; r_shadow_bouncegridtexture = NULL; + r_shadow_bouncegriddirectional = false; r_shadow_attenuationgradienttexture = NULL; r_shadow_attenuation2dtexture = NULL; r_shadow_attenuation3dtexture = NULL; r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL; - r_shadow_shadowmap2dtexture = NULL; - r_shadow_shadowmap2dcolortexture = NULL; + r_shadow_shadowmap2ddepthtexture = NULL; + r_shadow_shadowmap2ddepthbuffer = NULL; r_shadow_shadowmapvsdcttexture = NULL; r_shadow_shadowmapmaxsize = 0; r_shadow_shadowmapsize = 0; @@ -565,7 +593,7 @@ void r_shadow_start(void) } static void R_Shadow_FreeDeferred(void); -void r_shadow_shutdown(void) +static void r_shadow_shutdown(void) { CHECKGLERROR R_Shadow_UncompileWorldLights(); @@ -579,6 +607,10 @@ void r_shadow_shutdown(void) CHECKGLERROR r_shadow_bouncegridtexture = NULL; + r_shadow_bouncegridpixels = NULL; + r_shadow_bouncegridhighpixels = NULL; + r_shadow_bouncegridnumpixels = 0; + r_shadow_bouncegriddirectional = false; r_shadow_attenuationgradienttexture = NULL; r_shadow_attenuation2dtexture = NULL; r_shadow_attenuation3dtexture = NULL; @@ -644,7 +676,7 @@ void r_shadow_shutdown(void) Mem_Free(r_shadow_buffer_lighttrispvs); } -void r_shadow_newmap(void) +static void r_shadow_newmap(void) { if (r_shadow_bouncegridtexture) R_FreeTexture(r_shadow_bouncegridtexture);r_shadow_bouncegridtexture = NULL; if (r_shadow_lightcorona) R_SkinFrame_MarkUsed(r_shadow_lightcorona); @@ -666,8 +698,6 @@ void R_Shadow_Init(void) 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); @@ -710,27 +740,25 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_polygonfactor); Cvar_RegisterVariable(&r_shadow_polygonoffset); Cvar_RegisterVariable(&r_shadow_texture3d); - Cvar_RegisterVariable(&r_shadow_particletrace); - Cvar_RegisterVariable(&r_shadow_particletrace_intensity); - Cvar_RegisterVariable(&r_shadow_particletrace_size); - Cvar_RegisterVariable(&r_shadow_particletrace_radiusscale); - Cvar_RegisterVariable(&r_shadow_particletrace_maxbounce); - Cvar_RegisterVariable(&r_shadow_particletrace_bounceintensity); - Cvar_RegisterVariable(&r_shadow_particletrace_particlespacing); - Cvar_RegisterVariable(&r_shadow_particletrace_updatepercentage); Cvar_RegisterVariable(&r_shadow_bouncegrid); + Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse); + Cvar_RegisterVariable(&r_shadow_bouncegrid_directionalshading); Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier); Cvar_RegisterVariable(&r_shadow_bouncegrid_hitmodels); + Cvar_RegisterVariable(&r_shadow_bouncegrid_includedirectlighting); Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity); Cvar_RegisterVariable(&r_shadow_bouncegrid_lightradiusscale); Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce); Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity); Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity); - Cvar_RegisterVariable(&r_shadow_bouncegrid_particlespacing); - Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingx); - Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingy); - Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingz); + Cvar_RegisterVariable(&r_shadow_bouncegrid_photons); + Cvar_RegisterVariable(&r_shadow_bouncegrid_spacing); Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom); + Cvar_RegisterVariable(&r_shadow_bouncegrid_static); + Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading); + Cvar_RegisterVariable(&r_shadow_bouncegrid_static_lightradiusscale); + Cvar_RegisterVariable(&r_shadow_bouncegrid_static_maxbounce); + Cvar_RegisterVariable(&r_shadow_bouncegrid_static_photons); Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval); Cvar_RegisterVariable(&r_shadow_bouncegrid_x); Cvar_RegisterVariable(&r_shadow_bouncegrid_y); @@ -741,11 +769,6 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&gl_flashblend); Cvar_RegisterVariable(&gl_ext_separatestencil); Cvar_RegisterVariable(&gl_ext_stenciltwoside); - if (gamemode == GAME_TENEBRAE) - { - Cvar_SetValue("r_shadow_gloss", 2); - Cvar_SetValue("r_shadow_bumpscale_basetexture", 4); - } R_Shadow_EditLights_Init(); Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128); maxshadowtriangles = 0; @@ -798,7 +821,7 @@ matrix4x4_t matrix_attenuationz = } }; -void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale) +static void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale) { numvertices = ((numvertices + 255) & ~255) * vertscale; numtriangles = ((numtriangles + 255) & ~255) * triscale; @@ -1273,7 +1296,7 @@ void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *inv } } -qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs) +static qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs) { #if 1 return false; @@ -1428,7 +1451,7 @@ int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t return mask; } -int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias) +static int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias) { vec3_t center, radius, lightcenter, lightradius, pmin, pmax; float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2; @@ -1497,7 +1520,7 @@ int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias) return mask; } -int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border) +static int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border) { int i; vec3_t p, n; @@ -1734,7 +1757,7 @@ static void R_Shadow_MakeTextures_MakeCorona(void) pixels[y][x][3] = 255; } } - r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32); + r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32, false); } static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z) @@ -1931,7 +1954,7 @@ void R_Shadow_RenderMode_Begin(void) GL_DepthMask(false); GL_Color(0, 0, 0, 1); GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height); - + r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE; if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil) @@ -1960,8 +1983,9 @@ void R_Shadow_RenderMode_Begin(void) case RENDERPATH_GLES2: r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL; break; - case RENDERPATH_GL13: case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GLES1: if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture) r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN; else if (r_textureunits.integer >= 3 && vid.texunits >= 3) @@ -1991,10 +2015,10 @@ void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight) void R_Shadow_RenderMode_Reset(void) { - R_Mesh_ResetRenderTargets(); + R_Mesh_ResetTextureState(); + R_Mesh_SetRenderTargets(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture, NULL, NULL, NULL); R_SetViewport(&r_refdef.view.viewport); GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]); - R_Mesh_ResetTextureState(); GL_DepthRange(0, 1); GL_DepthTest(true); GL_DepthMask(false); @@ -2006,7 +2030,7 @@ void R_Shadow_RenderMode_Reset(void) GL_Color(1, 1, 1, 1); GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); GL_BlendFunc(GL_ONE, GL_ZERO); - R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); + R_SetupShader_Generic_NoTexture(false, false); r_shadow_usingshadowmap2d = false; r_shadow_usingshadowmaportho = false; R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255); @@ -2028,7 +2052,7 @@ void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass) GL_ColorMask(0, 0, 0, 0); GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR GL_CullFace(GL_NONE); - R_SetupShader_DepthOrShadow(); + R_SetupShader_DepthOrShadow(false, false); r_shadow_rendermode = mode; switch(mode) { @@ -2070,49 +2094,31 @@ static void R_Shadow_MakeShadowMap(int side, int size) switch (r_shadow_shadowmode) { case R_SHADOW_SHADOWMODE_SHADOWMAP2D: - if (r_shadow_shadowmap2dtexture) return; - r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler); - r_shadow_shadowmap2dcolortexture = NULL; - switch(vid.renderpath) + if (r_shadow_shadowmap2ddepthtexture) return; + if (r_fb.usedepthtextures) { -#ifdef SUPPORTD3D - case RENDERPATH_D3D9: - r_shadow_shadowmap2dcolortexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), NULL, TEXTYPE_BGRA, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL); - r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL); - break; -#endif - default: - r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL); - break; + r_shadow_shadowmap2ddepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits >= 24 ? (r_shadow_shadowmapsampler ? TEXTYPE_SHADOWMAP24_COMP : TEXTYPE_SHADOWMAP24_RAW) : (r_shadow_shadowmapsampler ? TEXTYPE_SHADOWMAP16_COMP : TEXTYPE_SHADOWMAP16_RAW), false); + r_shadow_shadowmap2ddepthbuffer = NULL; + r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL); + } + else + { + r_shadow_shadowmap2ddepthtexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL); + r_shadow_shadowmap2ddepthbuffer = R_LoadTextureRenderBuffer(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits >= 24 ? TEXTYPE_DEPTHBUFFER24 : TEXTYPE_DEPTHBUFFER16); + r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL); } break; default: return; } - - // render depth into the fbo, do not render color at all - // validate the fbo now - if (qglDrawBuffer) - { - int status; - qglDrawBuffer(GL_NONE);CHECKGLERROR - qglReadBuffer(GL_NONE);CHECKGLERROR - status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR - if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer)) - { - Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status); - Cvar_SetValueQuick(&r_shadow_shadowmapping, 0); - Cvar_SetValueQuick(&r_shadow_deferred, 0); - } - } } -void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size) +static void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size) { float nearclip, farclip, bias; r_viewport_t viewport; int flipped; - GLuint fbo = 0; + GLuint fbo2d = 0; float clearcolor[4]; nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius; farclip = 1.0f; @@ -2130,23 +2136,20 @@ void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size) // complex unrolled cube approach (more flexible) if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture) R_Shadow_MakeVSDCT(); - if (!r_shadow_shadowmap2dtexture) + if (!r_shadow_shadowmap2ddepthtexture) R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize); - if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d; - r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture); - r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture); + fbo2d = r_shadow_fbo2d; + r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2ddepthtexture); + r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2ddepthtexture); r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D; R_Mesh_ResetTextureState(); - R_Mesh_ResetRenderTargets(); R_Shadow_RenderMode_Reset(); - if (fbo) - { - R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL); - R_SetupShader_DepthOrShadow(); - } + if (r_shadow_shadowmap2ddepthbuffer) + R_Mesh_SetRenderTargets(fbo2d, r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL); else - R_SetupShader_ShowDepth(); + R_Mesh_SetRenderTargets(fbo2d, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL); + R_SetupShader_DepthOrShadow(true, r_shadow_shadowmap2ddepthbuffer != NULL); GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value); GL_DepthMask(true); GL_DepthTest(true); @@ -2156,12 +2159,24 @@ init_done: flipped = (side & 1) ^ (side >> 2); r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front; r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back; + if (r_shadow_shadowmap2ddepthbuffer) + { + // completely different meaning than in depthtexture approach + r_shadow_shadowmap_parameters[1] = 0; + r_shadow_shadowmap_parameters[3] = -bias; + } + Vector4Set(clearcolor, 1,1,1,1); + if (r_shadow_shadowmap2ddepthbuffer) + GL_ColorMask(1,1,1,1); + else + GL_ColorMask(0,0,0,0); switch(vid.renderpath) { case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: case RENDERPATH_SOFT: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: GL_CullFace(r_refdef.view.cullface_back); // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once @@ -2173,33 +2188,30 @@ init_done: int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size); int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size); GL_Scissor(x1, y1, x2 - x1, y2 - y1); - GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0); + if (clear) + { + if (r_shadow_shadowmap2ddepthbuffer) + GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0); + else + GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0); + } } GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height); break; case RENDERPATH_D3D9: case RENDERPATH_D3D10: case RENDERPATH_D3D11: - Vector4Set(clearcolor, 1,1,1,1); - // completely different meaning than in OpenGL path - r_shadow_shadowmap_parameters[1] = 0; - r_shadow_shadowmap_parameters[3] = -bias; // we invert the cull mode because we flip the projection matrix // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided... GL_CullFace(r_refdef.view.cullface_front); // D3D considers it an error to use a scissor larger than the viewport... clear just this view GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height); - if (r_shadow_shadowmapsampler) + if (clear) { - GL_ColorMask(0,0,0,0); - if (clear) - GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0); - } - else - { - GL_ColorMask(1,1,1,1); - if (clear) + if (r_shadow_shadowmap2ddepthbuffer) GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0); + else + GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0); } break; } @@ -2208,7 +2220,6 @@ init_done: void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping) { R_Mesh_ResetTextureState(); - R_Mesh_ResetRenderTargets(); if (transparent) { r_shadow_lightscissor[0] = r_refdef.view.viewport.x; @@ -2268,7 +2279,10 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadow // only draw light where this geometry was already rendered AND the // stencil is 128 (values other than this mean shadow) R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255); - R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL); + if (rsurface.rtlight->specularscale > 0 && r_shadow_gloss.integer > 0) + R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL); + else + R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL); r_shadow_usingshadowmap2d = shadowmapping; @@ -2287,24 +2301,27 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadow R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0); } -static void R_Shadow_UpdateBounceGridTexture(void) +void R_Shadow_UpdateBounceGridTexture(void) { #define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576 dlight_t *light; int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; int bouncecount; - int bouncelimit; - int c[3]; int hitsupercontentsmask; int maxbounce; int numpixels; int resolution[3]; int shootparticles; int shotparticles; + int photoncount; int tex[3]; trace_t cliptrace; + //trace_t cliptrace2; + //trace_t cliptrace3; unsigned char *pixel; unsigned char *pixels; + float *highpixel; + float *highpixels; unsigned int lightindex; unsigned int range; unsigned int range1; @@ -2312,61 +2329,217 @@ static void R_Shadow_UpdateBounceGridTexture(void) unsigned int seed = (unsigned int)(realtime * 1000.0f); vec3_t shotcolor; vec3_t baseshotcolor; + vec3_t surfcolor; vec3_t clipend; vec3_t clipstart; + vec3_t clipdiff; vec3_t ispacing; vec3_t maxs; vec3_t mins; vec3_t size; vec3_t spacing; vec3_t lightcolor; + vec3_t steppos; + vec3_t stepdelta; + vec3_t cullmins, cullmaxs; vec_t radius; vec_t s; vec_t lightintensity; + vec_t photonscaling; + vec_t photonresidual; float m[16]; - qboolean isstatic = r_shadow_bouncegrid_updateinterval.value > 1.0f; + float texlerp[2][3]; + float splatcolor[32]; + float pixelweight[8]; + float w; + int c[4]; + int pixelindex[8]; + int corner; + int pixelsperband; + int pixelband; + int pixelbands; + int numsteps; + int step; + int x, y, z; rtlight_t *rtlight; - if (!r_shadow_bouncegrid.integer || !vid.support.ext_texture_3d) + r_shadow_bouncegrid_settings_t settings; + qboolean enable = r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel; + qboolean allowdirectionalshading = false; + switch(vid.renderpath) + { + case RENDERPATH_GL20: + allowdirectionalshading = true; + if (!vid.support.ext_texture_3d) + return; + break; + case RENDERPATH_GLES2: + // for performance reasons, do not use directional shading on GLES devices + if (!vid.support.ext_texture_3d) + return; + break; + // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them... + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GLES1: + case RENDERPATH_SOFT: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + return; + } + + r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value; + + // see if there are really any lights to render... + if (enable && r_shadow_bouncegrid_static.integer) + { + enable = false; + range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked + for (lightindex = 0;lightindex < range;lightindex++) + { + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + if (!light || !(light->flags & flag)) + continue; + rtlight = &light->rtlight; + // when static, we skip styled lights because they tend to change... + if (rtlight->style > 0) + continue; + VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale), lightcolor); + if (!VectorLength2(lightcolor)) + continue; + enable = true; + break; + } + } + + if (!enable) { if (r_shadow_bouncegridtexture) { R_FreeTexture(r_shadow_bouncegridtexture); r_shadow_bouncegridtexture = NULL; } + if (r_shadow_bouncegridpixels) + Mem_Free(r_shadow_bouncegridpixels); + r_shadow_bouncegridpixels = NULL; + if (r_shadow_bouncegridhighpixels) + Mem_Free(r_shadow_bouncegridhighpixels); + r_shadow_bouncegridhighpixels = NULL; + r_shadow_bouncegridnumpixels = 0; + r_shadow_bouncegriddirectional = false; return; } - if (r_refdef.scene.worldmodel) - { - VectorSet(spacing, bound(1, r_shadow_bouncegrid_spacingx.value, 512), bound(1, r_shadow_bouncegrid_spacingy.value, 512), bound(1, r_shadow_bouncegrid_spacingz.value, 512)); - VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins); - VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs); - VectorSubtract(maxs, mins, size); - resolution[0] = (int)floor(size[0] / spacing[0] + 0.5f); - resolution[1] = (int)floor(size[1] / spacing[1] + 0.5f); - resolution[2] = (int)floor(size[2] / spacing[2] + 0.5f); - resolution[0] = min(resolution[0], bound(4, r_shadow_bouncegrid_x.integer, (int)vid.maxtexturesize_3d)); - resolution[1] = min(resolution[1], bound(4, r_shadow_bouncegrid_y.integer, (int)vid.maxtexturesize_3d)); - resolution[2] = min(resolution[2], bound(4, r_shadow_bouncegrid_z.integer, (int)vid.maxtexturesize_3d)); - spacing[0] = size[0] / resolution[0]; - spacing[1] = size[1] / resolution[1]; - spacing[2] = size[2] / resolution[2]; - ispacing[0] = 1.0f / spacing[0]; - ispacing[1] = 1.0f / spacing[1]; - ispacing[2] = 1.0f / spacing[2]; + + // build up a complete collection of the desired settings, so that memcmp can be used to compare parameters + memset(&settings, 0, sizeof(settings)); + settings.staticmode = r_shadow_bouncegrid_static.integer != 0; + settings.bounceanglediffuse = r_shadow_bouncegrid_bounceanglediffuse.integer != 0; + settings.directionalshading = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_directionalshading.integer != 0) && allowdirectionalshading; + settings.dlightparticlemultiplier = r_shadow_bouncegrid_dlightparticlemultiplier.value; + settings.hitmodels = r_shadow_bouncegrid_hitmodels.integer != 0; + settings.includedirectlighting = r_shadow_bouncegrid_includedirectlighting.integer != 0 || r_shadow_bouncegrid.integer == 2; + settings.lightradiusscale = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_lightradiusscale.value : r_shadow_bouncegrid_lightradiusscale.value); + settings.maxbounce = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_maxbounce.integer : r_shadow_bouncegrid_maxbounce.integer); + settings.particlebounceintensity = r_shadow_bouncegrid_particlebounceintensity.value; + settings.particleintensity = r_shadow_bouncegrid_particleintensity.value * 16384.0f * (settings.directionalshading ? 4.0f : 1.0f) / (r_shadow_bouncegrid_spacing.value * r_shadow_bouncegrid_spacing.value); + settings.photons = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_photons.integer : r_shadow_bouncegrid_photons.integer; + settings.spacing[0] = r_shadow_bouncegrid_spacing.value; + settings.spacing[1] = r_shadow_bouncegrid_spacing.value; + settings.spacing[2] = r_shadow_bouncegrid_spacing.value; + settings.stablerandom = r_shadow_bouncegrid_stablerandom.integer; + + // bound the values for sanity + settings.photons = bound(1, settings.photons, 1048576); + settings.lightradiusscale = bound(0.0001f, settings.lightradiusscale, 1024.0f); + settings.maxbounce = bound(0, settings.maxbounce, 16); + settings.spacing[0] = bound(1, settings.spacing[0], 512); + settings.spacing[1] = bound(1, settings.spacing[1], 512); + settings.spacing[2] = bound(1, settings.spacing[2], 512); + + // get the spacing values + spacing[0] = settings.spacing[0]; + spacing[1] = settings.spacing[1]; + spacing[2] = settings.spacing[2]; + ispacing[0] = 1.0f / spacing[0]; + ispacing[1] = 1.0f / spacing[1]; + ispacing[2] = 1.0f / spacing[2]; + + // calculate texture size enclosing entire world bounds at the spacing + VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins); + VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs); + VectorSubtract(maxs, mins, size); + // now we can calculate the resolution we want + c[0] = (int)floor(size[0] / spacing[0] + 0.5f); + c[1] = (int)floor(size[1] / spacing[1] + 0.5f); + c[2] = (int)floor(size[2] / spacing[2] + 0.5f); + // figure out the exact texture size (honoring power of 2 if required) + c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d); + c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d); + c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d); + if (vid.support.arb_texture_non_power_of_two) + { + resolution[0] = c[0]; + resolution[1] = c[1]; + resolution[2] = c[2]; } else { - VectorSet(resolution, bound(4, r_shadow_bouncegrid_x.integer, (int)vid.maxtexturesize_3d), bound(4, r_shadow_bouncegrid_y.integer, (int)vid.maxtexturesize_3d), bound(4, r_shadow_bouncegrid_z.integer, (int)vid.maxtexturesize_3d)); - VectorSet(spacing, bound(1, r_shadow_bouncegrid_spacingx.value, 512), bound(1, r_shadow_bouncegrid_spacingy.value, 512), bound(1, r_shadow_bouncegrid_spacingz.value, 512)); - VectorMultiply(resolution, spacing, size); - ispacing[0] = 1.0f / spacing[0]; - ispacing[1] = 1.0f / spacing[1]; - ispacing[2] = 1.0f / spacing[2]; + for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ; + for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ; + for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ; + } + size[0] = spacing[0] * resolution[0]; + size[1] = spacing[1] * resolution[1]; + size[2] = spacing[2] * resolution[2]; + + // if dynamic we may or may not want to use the world bounds + // if the dynamic size is smaller than the world bounds, use it instead + if (!settings.staticmode && (r_shadow_bouncegrid_x.integer * r_shadow_bouncegrid_y.integer * r_shadow_bouncegrid_z.integer < resolution[0] * resolution[1] * resolution[2])) + { + // we know the resolution we want + c[0] = r_shadow_bouncegrid_x.integer; + c[1] = r_shadow_bouncegrid_y.integer; + c[2] = r_shadow_bouncegrid_z.integer; + // now we can calculate the texture size (power of 2 if required) + c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d); + c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d); + c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d); + if (vid.support.arb_texture_non_power_of_two) + { + resolution[0] = c[0]; + resolution[1] = c[1]; + resolution[2] = c[2]; + } + else + { + for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ; + for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ; + for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ; + } + size[0] = spacing[0] * resolution[0]; + size[1] = spacing[1] * resolution[1]; + size[2] = spacing[2] * resolution[2]; + // center the rendering on the view mins[0] = floor(r_refdef.view.origin[0] * ispacing[0] + 0.5f) * spacing[0] - 0.5f * size[0]; mins[1] = floor(r_refdef.view.origin[1] * ispacing[1] + 0.5f) * spacing[1] - 0.5f * size[1]; mins[2] = floor(r_refdef.view.origin[2] * ispacing[2] + 0.5f) * spacing[2] - 0.5f * size[2]; - VectorAdd(mins, size, maxs); } + + // recalculate the maxs in case the resolution was not satisfactory + VectorAdd(mins, size, maxs); + + // if all the settings seem identical to the previous update, return + if (r_shadow_bouncegridtexture && (settings.staticmode || realtime < r_shadow_bouncegridtime + r_shadow_bouncegrid_updateinterval.value) && !memcmp(&r_shadow_bouncegridsettings, &settings, sizeof(settings))) + return; + + // store the new settings + r_shadow_bouncegridsettings = settings; + + pixelbands = settings.directionalshading ? 8 : 1; + pixelsperband = resolution[0]*resolution[1]*resolution[2]; + numpixels = pixelsperband*pixelbands; + + // we're going to update the bouncegrid, update the matrix... memset(m, 0, sizeof(m)); m[0] = 1.0f / size[0]; m[3] = -mins[0] * m[0]; @@ -2376,366 +2549,353 @@ static void R_Shadow_UpdateBounceGridTexture(void) m[11] = -mins[2] * m[10]; m[15] = 1.0f; Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegridmatrix, m); - r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value; - if (r_shadow_bouncegridtexture && realtime < r_shadow_bouncegridtime + r_shadow_bouncegrid_updateinterval.value && resolution[0] == r_shadow_bouncegridresolution[0] && resolution[1] == r_shadow_bouncegridresolution[1] && resolution[2] == r_shadow_bouncegridresolution[2]) - return; - numpixels = resolution[0]*resolution[1]*resolution[2]; - // allocate pixels for this update... - pixels = Mem_Alloc(r_main_mempool, numpixels * sizeof(unsigned char[4])); + // reallocate pixels for this update if needed... + if (r_shadow_bouncegridnumpixels != numpixels || !r_shadow_bouncegridpixels || !r_shadow_bouncegridhighpixels) + { + if (r_shadow_bouncegridtexture) + { + R_FreeTexture(r_shadow_bouncegridtexture); + r_shadow_bouncegridtexture = NULL; + } + r_shadow_bouncegridpixels = (unsigned char *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridpixels, numpixels * sizeof(unsigned char[4])); + r_shadow_bouncegridhighpixels = (float *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridhighpixels, numpixels * sizeof(float[4])); + } + r_shadow_bouncegridnumpixels = numpixels; + pixels = r_shadow_bouncegridpixels; + highpixels = r_shadow_bouncegridhighpixels; + x = pixelsperband*4; + for (pixelband = 0;pixelband < pixelbands;pixelband++) + { + if (pixelband == 1) + memset(pixels + pixelband * x, 128, x); + else + memset(pixels + pixelband * x, 0, x); + } + memset(highpixels, 0, numpixels * sizeof(float[4])); // figure out what we want to interact with - if (r_shadow_bouncegrid_hitmodels.integer) - hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_LIQUIDSMASK; + if (settings.hitmodels) + hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;// | SUPERCONTENTS_LIQUIDSMASK; else - hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK; + hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK; + maxbounce = settings.maxbounce; + // clear variables that produce warnings otherwise + memset(splatcolor, 0, sizeof(splatcolor)); // iterate world rtlights range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked - range1 = isstatic ? 0 : r_refdef.scene.numlights; + range1 = settings.staticmode ? 0 : r_refdef.scene.numlights; range2 = range + range1; + photoncount = 0; for (lightindex = 0;lightindex < range2;lightindex++) { - if (isstatic) + if (lightindex < range) { light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); - if (!light || !(light->flags & flag)) + if (!light) continue; rtlight = &light->rtlight; - // when static, we skip styled lights because they tend to change... - if (rtlight->style > 0) + VectorClear(rtlight->photoncolor); + rtlight->photons = 0; + if (!(light->flags & flag)) continue; - VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor); + if (settings.staticmode) + { + // when static, we skip styled lights because they tend to change... + if (rtlight->style > 0 && r_shadow_bouncegrid.integer != 2) + continue; + } } else { - if (lightindex < range) - { - light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); - rtlight = &light->rtlight; - } - else - rtlight = r_refdef.scene.lights[lightindex - range]; - // draw only visible lights (major speedup) - if (!rtlight->draw) - continue; - VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor); + rtlight = r_refdef.scene.lights[lightindex - range]; + VectorClear(rtlight->photoncolor); + rtlight->photons = 0; } - if (!VectorLength2(lightcolor)) + // draw only visible lights (major speedup) + radius = rtlight->radius * settings.lightradiusscale; + cullmins[0] = rtlight->shadoworigin[0] - radius; + cullmins[1] = rtlight->shadoworigin[1] - radius; + cullmins[2] = rtlight->shadoworigin[2] - radius; + cullmaxs[0] = rtlight->shadoworigin[0] + radius; + cullmaxs[1] = rtlight->shadoworigin[1] + radius; + cullmaxs[2] = rtlight->shadoworigin[2] + radius; + if (R_CullBox(cullmins, cullmaxs)) + continue; + if (r_refdef.scene.worldmodel + && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs + && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, cullmins, cullmaxs)) + continue; + w = r_shadow_lightintensityscale.value * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale); + if (w * VectorLength2(rtlight->color) == 0.0f) continue; + w *= (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1); + VectorScale(rtlight->color, w, rtlight->photoncolor); + //if (!VectorLength2(rtlight->photoncolor)) + // continue; // shoot particles from this light // use a calculation for the number of particles that will not // vary with lightstyle, otherwise we get randomized particle // distribution, the seeded random is only consistent for a // consistent number of particles on this light... - radius = rtlight->radius * bound(0.0001f, r_shadow_bouncegrid_lightradiusscale.value, 1024.0f); - s = rtlight->radius / bound(1.0f, r_shadow_bouncegrid_particlespacing.value, 1048576.0f); - lightintensity = VectorLength(rtlight->color) * rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale; + s = rtlight->radius; + lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale); if (lightindex >= range) - lightintensity *= r_shadow_bouncegrid_dlightparticlemultiplier.value; - shootparticles = (int)bound(0, lightintensity * s *s, MAXBOUNCEGRIDPARTICLESPERLIGHT); + lightintensity *= settings.dlightparticlemultiplier; + rtlight->photons = max(0.0f, lightintensity * s * s); + photoncount += rtlight->photons; + } + photonscaling = (float)settings.photons / max(1, photoncount); + photonresidual = 0.0f; + for (lightindex = 0;lightindex < range2;lightindex++) + { + if (lightindex < range) + { + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + if (!light) + continue; + rtlight = &light->rtlight; + } + else + rtlight = r_refdef.scene.lights[lightindex - range]; + // skip a light with no photons + if (rtlight->photons == 0.0f) + continue; + // skip a light with no photon color) + if (VectorLength2(rtlight->photoncolor) == 0.0f) + continue; + photonresidual += rtlight->photons * photonscaling; + shootparticles = (int)bound(0, photonresidual, MAXBOUNCEGRIDPARTICLESPERLIGHT); if (!shootparticles) continue; - s = 255.0f * r_shadow_bouncegrid_particleintensity.value / shootparticles; - VectorScale(lightcolor, s, baseshotcolor); - maxbounce = bound(1, r_shadow_bouncegrid_maxbounce.integer, 16); + photonresidual -= shootparticles; + radius = rtlight->radius * settings.lightradiusscale; + s = settings.particleintensity / shootparticles; + VectorScale(rtlight->photoncolor, s, baseshotcolor); + r_refdef.stats.bouncegrid_lights++; + r_refdef.stats.bouncegrid_particles += shootparticles; for (shotparticles = 0;shotparticles < shootparticles;shotparticles++) { - if (r_shadow_bouncegrid_stablerandom.integer > 0) + if (settings.stablerandom > 0) seed = lightindex * 11937 + shotparticles; VectorCopy(baseshotcolor, shotcolor); VectorCopy(rtlight->shadoworigin, clipstart); - if (r_shadow_bouncegrid_stablerandom.integer < 0) + if (settings.stablerandom < 0) VectorRandom(clipend); else VectorCheeseRandom(clipend); VectorMA(clipstart, radius, clipend, clipend); - bouncelimit = 1 + (rtlight->particlecache_updateparticle % maxbounce); for (bouncecount = 0;;bouncecount++) { - cliptrace = CL_TraceLine(clipstart, clipend, r_shadow_bouncegrid_hitmodels.integer ? MOVE_HITMODEL : MOVE_NOMONSTERS, NULL, hitsupercontentsmask, true, false, NULL, true); - //Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask); - if (cliptrace.fraction >= 1.0f) - break; - if (VectorLength2(shotcolor) < 1.0f) - break; - if (bouncecount > 0) + r_refdef.stats.bouncegrid_traces++; + //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask); + //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask); + if (settings.staticmode) { - // figure out which texture pixel this is in - tex[0] = (int)((cliptrace.endpos[0] - mins[0]) * ispacing[0]); - tex[1] = (int)((cliptrace.endpos[1] - mins[1]) * ispacing[1]); - tex[2] = (int)((cliptrace.endpos[2] - mins[2]) * ispacing[2]); - if (tex[0] >= 1 && tex[1] >= 1 && tex[2] >= 1 && tex[0] < resolution[0] - 1 && tex[1] < resolution[1] - 1 && tex[2] < resolution[2] - 1) + // static mode fires a LOT of rays but none of them are identical, so they are not cached + cliptrace = CL_TraceLine(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, true, false, NULL, true, true); + } + else + { + // dynamic mode fires many rays and most will match the cache from the previous frame + cliptrace = CL_Cache_TraceLineSurfaces(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), hitsupercontentsmask); + } + if (bouncecount > 0 || settings.includedirectlighting) + { + // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ) + // accumulate average shotcolor + w = VectorLength(shotcolor); + splatcolor[ 0] = shotcolor[0]; + splatcolor[ 1] = shotcolor[1]; + splatcolor[ 2] = shotcolor[2]; + splatcolor[ 3] = 0.0f; + if (pixelbands > 1) { - // it is within bounds... - pixel = pixels + 4 * ((tex[2]*resolution[1]+tex[1])*resolution[0]+tex[0]); - // add to the pixel color - c[0] = pixel[0] + (int)shotcolor[2]; - c[1] = pixel[1] + (int)shotcolor[1]; - c[2] = pixel[2] + (int)shotcolor[0]; - pixel[0] = (unsigned char)min(c[0], 255); - pixel[1] = (unsigned char)min(c[1], 255); - pixel[2] = (unsigned char)min(c[2], 255); - pixel[3] = 255; + VectorSubtract(clipstart, cliptrace.endpos, clipdiff); + VectorNormalize(clipdiff); + // store bentnormal in case the shader has a use for it + splatcolor[ 4] = clipdiff[0] * w; + splatcolor[ 5] = clipdiff[1] * w; + splatcolor[ 6] = clipdiff[2] * w; + splatcolor[ 7] = w; + // accumulate directional contributions (+X, +Y, +Z, -X, -Y, -Z) + splatcolor[ 8] = shotcolor[0] * max(0.0f, clipdiff[0]); + splatcolor[ 9] = shotcolor[0] * max(0.0f, clipdiff[1]); + splatcolor[10] = shotcolor[0] * max(0.0f, clipdiff[2]); + splatcolor[11] = 0.0f; + splatcolor[12] = shotcolor[1] * max(0.0f, clipdiff[0]); + splatcolor[13] = shotcolor[1] * max(0.0f, clipdiff[1]); + splatcolor[14] = shotcolor[1] * max(0.0f, clipdiff[2]); + splatcolor[15] = 0.0f; + splatcolor[16] = shotcolor[2] * max(0.0f, clipdiff[0]); + splatcolor[17] = shotcolor[2] * max(0.0f, clipdiff[1]); + splatcolor[18] = shotcolor[2] * max(0.0f, clipdiff[2]); + splatcolor[19] = 0.0f; + splatcolor[20] = shotcolor[0] * max(0.0f, -clipdiff[0]); + splatcolor[21] = shotcolor[0] * max(0.0f, -clipdiff[1]); + splatcolor[22] = shotcolor[0] * max(0.0f, -clipdiff[2]); + splatcolor[23] = 0.0f; + splatcolor[24] = shotcolor[1] * max(0.0f, -clipdiff[0]); + splatcolor[25] = shotcolor[1] * max(0.0f, -clipdiff[1]); + splatcolor[26] = shotcolor[1] * max(0.0f, -clipdiff[2]); + splatcolor[27] = 0.0f; + splatcolor[28] = shotcolor[2] * max(0.0f, -clipdiff[0]); + splatcolor[29] = shotcolor[2] * max(0.0f, -clipdiff[1]); + splatcolor[30] = shotcolor[2] * max(0.0f, -clipdiff[2]); + splatcolor[31] = 0.0f; + } + // calculate the number of steps we need to traverse this distance + VectorSubtract(cliptrace.endpos, clipstart, stepdelta); + numsteps = (int)(VectorLength(stepdelta) * ispacing[0]); + numsteps = bound(1, numsteps, 1024); + w = 1.0f / numsteps; + VectorScale(stepdelta, w, stepdelta); + VectorMA(clipstart, 0.5f, stepdelta, steppos); + for (step = 0;step < numsteps;step++) + { + r_refdef.stats.bouncegrid_splats++; + // figure out which texture pixel this is in + texlerp[1][0] = ((steppos[0] - mins[0]) * ispacing[0]) - 0.5f; + texlerp[1][1] = ((steppos[1] - mins[1]) * ispacing[1]) - 0.5f; + texlerp[1][2] = ((steppos[2] - mins[2]) * ispacing[2]) - 0.5f; + tex[0] = (int)floor(texlerp[1][0]); + tex[1] = (int)floor(texlerp[1][1]); + tex[2] = (int)floor(texlerp[1][2]); + if (tex[0] >= 1 && tex[1] >= 1 && tex[2] >= 1 && tex[0] < resolution[0] - 2 && tex[1] < resolution[1] - 2 && tex[2] < resolution[2] - 2) + { + // it is within bounds... do the real work now + // calculate the lerp factors + texlerp[1][0] -= tex[0]; + texlerp[1][1] -= tex[1]; + texlerp[1][2] -= tex[2]; + texlerp[0][0] = 1.0f - texlerp[1][0]; + texlerp[0][1] = 1.0f - texlerp[1][1]; + texlerp[0][2] = 1.0f - texlerp[1][2]; + // calculate individual pixel indexes and weights + pixelindex[0] = (((tex[2] )*resolution[1]+tex[1] )*resolution[0]+tex[0] );pixelweight[0] = (texlerp[0][0]*texlerp[0][1]*texlerp[0][2]); + pixelindex[1] = (((tex[2] )*resolution[1]+tex[1] )*resolution[0]+tex[0]+1);pixelweight[1] = (texlerp[1][0]*texlerp[0][1]*texlerp[0][2]); + pixelindex[2] = (((tex[2] )*resolution[1]+tex[1]+1)*resolution[0]+tex[0] );pixelweight[2] = (texlerp[0][0]*texlerp[1][1]*texlerp[0][2]); + pixelindex[3] = (((tex[2] )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[3] = (texlerp[1][0]*texlerp[1][1]*texlerp[0][2]); + pixelindex[4] = (((tex[2]+1)*resolution[1]+tex[1] )*resolution[0]+tex[0] );pixelweight[4] = (texlerp[0][0]*texlerp[0][1]*texlerp[1][2]); + pixelindex[5] = (((tex[2]+1)*resolution[1]+tex[1] )*resolution[0]+tex[0]+1);pixelweight[5] = (texlerp[1][0]*texlerp[0][1]*texlerp[1][2]); + pixelindex[6] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0] );pixelweight[6] = (texlerp[0][0]*texlerp[1][1]*texlerp[1][2]); + pixelindex[7] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[7] = (texlerp[1][0]*texlerp[1][1]*texlerp[1][2]); + // update the 8 pixels... + for (pixelband = 0;pixelband < pixelbands;pixelband++) + { + for (corner = 0;corner < 8;corner++) + { + // calculate address for pixel + w = pixelweight[corner]; + pixel = pixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4; + highpixel = highpixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4; + // add to the high precision pixel color + highpixel[0] += (splatcolor[pixelband*4+0]*w); + highpixel[1] += (splatcolor[pixelband*4+1]*w); + highpixel[2] += (splatcolor[pixelband*4+2]*w); + highpixel[3] += (splatcolor[pixelband*4+3]*w); + // flag the low precision pixel as needing to be updated + pixel[3] = 255; + // advance to next band of coefficients + //pixel += pixelsperband*4; + //highpixel += pixelsperband*4; + } + } + } + VectorAdd(steppos, stepdelta, steppos); } } - if (bouncecount >= bouncelimit) + if (cliptrace.fraction >= 1.0f) + break; + r_refdef.stats.bouncegrid_hits++; + if (bouncecount >= maxbounce) break; - // scale down shot color by bounce intensity and texture color - VectorScale(shotcolor, r_shadow_bouncegrid_particlebounceintensity.value, shotcolor); + // scale down shot color by bounce intensity and texture color (or 50% if no texture reported) + // also clamp the resulting color to never add energy, even if the user requests extreme values if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe) - VectorMultiply(shotcolor, rsurface.texture->currentskinframe->avgcolor, shotcolor); - // reflect the remaining portion of the line across plane normal - //VectorSubtract(clipend, cliptrace.endpos, clipdiff); - //VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend); - // random direction, primarily along plane normal - s = VectorDistance(cliptrace.endpos, clipend); - if (r_shadow_bouncegrid_stablerandom.integer < 0) - VectorRandom(clipend); + VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor); else - VectorCheeseRandom(clipend); - VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend); - VectorNormalize(clipend); - VectorScale(clipend, s, clipend); + VectorSet(surfcolor, 0.5f, 0.5f, 0.5f); + VectorScale(surfcolor, settings.particlebounceintensity, surfcolor); + surfcolor[0] = min(surfcolor[0], 1.0f); + surfcolor[1] = min(surfcolor[1], 1.0f); + surfcolor[2] = min(surfcolor[2], 1.0f); + VectorMultiply(shotcolor, surfcolor, shotcolor); + if (VectorLength2(baseshotcolor) == 0.0f) + break; + r_refdef.stats.bouncegrid_bounces++; + if (settings.bounceanglediffuse) + { + // random direction, primarily along plane normal + s = VectorDistance(cliptrace.endpos, clipend); + if (settings.stablerandom < 0) + VectorRandom(clipend); + else + VectorCheeseRandom(clipend); + VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend); + VectorNormalize(clipend); + VectorScale(clipend, s, clipend); + } + else + { + // reflect the remaining portion of the line across plane normal + VectorSubtract(clipend, cliptrace.endpos, clipdiff); + VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend); + } // calculate the new line start and end VectorCopy(cliptrace.endpos, clipstart); VectorAdd(clipstart, clipend, clipend); } } } - if (r_shadow_bouncegridtexture && r_shadow_bouncegridresolution[0] == resolution[0] && r_shadow_bouncegridresolution[1] == resolution[1] && r_shadow_bouncegridresolution[2] == resolution[2]) - R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]); - else + // generate pixels array from highpixels array + // skip first and last columns, rows, and layers as these are blank + // the pixel[3] value was written above, so we can use it to detect only pixels that need to be calculated + for (pixelband = 0;pixelband < pixelbands;pixelband++) { - VectorCopy(resolution, r_shadow_bouncegridresolution); - if (r_shadow_bouncegridtexture) - R_FreeTexture(r_shadow_bouncegridtexture); - r_shadow_bouncegridtexture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2], pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL); - } - Mem_Free(pixels); - r_shadow_bouncegridtime = realtime; -} - -#define MAXPARTICLESPERLIGHT 262144 -#define MAXLIGHTSPERDRAW 1024 - -static void R_Shadow_RenderParticlesForLight(rtlight_t *rtlight) -{ - int batchcount; - int i; - int j; - int bouncecount; - int hitsupercontentsmask; - int n; - int shotparticles; - int shootparticles = 0; - int bouncelimit; - int maxbounce; - unsigned int seed = 0; - static unsigned short bouncelight_elements[MAXLIGHTSPERDRAW*36]; - static float vertex3f[MAXLIGHTSPERDRAW*24]; - static float lightorigin4f[MAXLIGHTSPERDRAW*32]; - static float color4f[MAXLIGHTSPERDRAW*32]; - float scaledpoints[8][3]; - float *v3f; - float *lo4f; - float *c4f; - rtlight_particle_t *p; - vec_t wantparticles = 0; - vec_t s; - vec_t radius; - vec_t particlesize; - vec_t iparticlesize; -// vec3_t offset; -// vec3_t right; -// vec3_t up; - vec4_t org; - vec4_t color; - vec3_t currentcolor; - vec3_t clipstart; - vec3_t clipend; - vec3_t shotcolor; - trace_t cliptrace; - if (!rtlight->draw || !rtlight->isstatic || !r_shadow_usingdeferredprepass) - return; - if (r_shadow_particletrace.integer) - { - radius = rtlight->radius * bound(0.0001f, r_shadow_particletrace_radiusscale.value, 1.0f) - r_shadow_particletrace_size.value; - s = rtlight->radius / bound(1.0f, r_shadow_particletrace_particlespacing.value * r_shadow_particletrace_size.value, 1048576.0f); - wantparticles = s*s; - n = (int)bound(0, wantparticles, MAXPARTICLESPERLIGHT); - } - else - n = 0; - shootparticles = (int)(n * r_shadow_particletrace_updatepercentage.value); - if ((n && !rtlight->particlecache_particles) || rtlight->particlecache_maxparticles != n) - { - if (rtlight->particlecache_particles) - Mem_Free(rtlight->particlecache_particles); - rtlight->particlecache_particles = NULL; - rtlight->particlecache_numparticles = 0; - rtlight->particlecache_maxparticles = n; - rtlight->particlecache_updateparticle = 0; - if (rtlight->particlecache_maxparticles) - rtlight->particlecache_particles = Mem_Alloc(r_main_mempool, rtlight->particlecache_maxparticles * sizeof(*rtlight->particlecache_particles)); - shootparticles = n * 16; - } - - if (!rtlight->particlecache_maxparticles) - return; - -// if (rtlight->particlecache_numparticles < rtlight->particlecache_maxparticles) -// shootparticles = rtlight->particlecache_maxparticles; - -// if (rtlight->particlecache_numparticles >= rtlight->particlecache_maxparticles) -// shootparticles = 0; - - maxbounce = bound(1, r_shadow_particletrace_maxbounce.integer, 16); - r_refdef.stats.lights_bouncelightsupdated += shootparticles; - for (shotparticles = 0;shotparticles < shootparticles;shotparticles++) - { - seed = rtlight->particlecache_updateparticle; - VectorSet(shotcolor, 1.0f, 1.0f, 1.0f); - VectorCopy(rtlight->shadoworigin, clipstart); - VectorRandom(clipend); - VectorMA(clipstart, radius, clipend, clipend); - hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK; - bouncelimit = 1 + (rtlight->particlecache_updateparticle % maxbounce); - for (bouncecount = 0;;bouncecount++) + for (z = 1;z < resolution[2]-1;z++) { - cliptrace = CL_TraceLine(clipstart, clipend, MOVE_NOMONSTERS, NULL, hitsupercontentsmask, true, false, NULL, true); - //Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask); - if (cliptrace.fraction >= 1.0f) - break; - if (VectorLength2(shotcolor) < (1.0f / 262144.0f)) - break; - if (bouncecount >= bouncelimit) + for (y = 1;y < resolution[1]-1;y++) { - VectorCopy(cliptrace.endpos, rtlight->particlecache_particles[rtlight->particlecache_updateparticle].origin); - VectorCopy(shotcolor, rtlight->particlecache_particles[rtlight->particlecache_updateparticle].color); - rtlight->particlecache_updateparticle++; - if (rtlight->particlecache_numparticles < rtlight->particlecache_updateparticle) - rtlight->particlecache_numparticles = rtlight->particlecache_updateparticle; - if (rtlight->particlecache_updateparticle >= rtlight->particlecache_maxparticles) + for (x = 1, pixelindex[0] = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x, pixel = pixels + 4*pixelindex[0], highpixel = highpixels + 4*pixelindex[0];x < resolution[0]-1;x++, pixel += 4, highpixel += 4) { - rtlight->particlecache_updateparticle = 0; - shotparticles = shootparticles; + // only convert pixels that were hit by photons + if (pixel[3] == 255) + { + // normalize the bentnormal... + if (pixelband == 1) + { + VectorNormalize(highpixel); + c[0] = (int)(highpixel[0]*128.0f+128.0f); + c[1] = (int)(highpixel[1]*128.0f+128.0f); + c[2] = (int)(highpixel[2]*128.0f+128.0f); + c[3] = (int)(highpixel[3]*128.0f+128.0f); + } + else + { + c[0] = (int)(highpixel[0]*256.0f); + c[1] = (int)(highpixel[1]*256.0f); + c[2] = (int)(highpixel[2]*256.0f); + c[3] = (int)(highpixel[3]*256.0f); + } + pixel[2] = (unsigned char)bound(0, c[0], 255); + pixel[1] = (unsigned char)bound(0, c[1], 255); + pixel[0] = (unsigned char)bound(0, c[2], 255); + pixel[3] = (unsigned char)bound(0, c[3], 255); + } } - break; } - // scale down shot color by bounce intensity and texture color - VectorScale(shotcolor, r_shadow_particletrace_bounceintensity.value, shotcolor); - if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe) - VectorMultiply(shotcolor, rsurface.texture->currentskinframe->avgcolor, shotcolor); - // reflect the remaining portion of the line across plane normal - //VectorSubtract(clipend, cliptrace.endpos, clipdiff); - //VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend); - // random direction, primarily along plane normal - s = VectorDistance(cliptrace.endpos, clipend); - VectorRandom(clipend); - VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend); - VectorNormalize(clipend); - VectorScale(clipend, s, clipend); - // calculate the new line start and end - VectorCopy(cliptrace.endpos, clipstart); - VectorAdd(clipstart, clipend, clipend); - } - } - - if (!rtlight->particlecache_numparticles) - return; - - // render the particles as deferred lights -// do global setup needed for the chosen lighting mode - R_Shadow_RenderMode_Reset(); - r_shadow_rendermode = r_shadow_lightingrendermode; - r_shadow_usingshadowmap2d = false; - R_EntityMatrix(&identitymatrix); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - // only draw light where this geometry was already rendered AND the - // stencil is 128 (values other than this mean shadow) - R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255); - R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL); - R_SetupShader_DeferredBounceLight(); - GL_ColorMask(1,1,1,1); - GL_DepthMask(false); - GL_DepthRange(0, 1); - GL_PolygonOffset(0, 0); - GL_DepthTest(true); - GL_DepthFunc(GL_GREATER); - GL_CullFace(r_refdef.view.cullface_back); - s = r_shadow_particletrace_intensity.value / (float)rtlight->particlecache_numparticles; - VectorScale(rtlight->currentcolor, s, currentcolor); - particlesize = bound(0.0001f, r_shadow_particletrace_size.value, 1024.0f); - iparticlesize = 1.0f / particlesize; -// VectorScale(r_refdef.view.forward, particlesize, offset); -// VectorScale(r_refdef.view.left, -particlesize, right); -// VectorScale(r_refdef.view.up, particlesize, up); - org[3] = iparticlesize; - color[3] = 1.0f; - v3f = vertex3f; - lo4f = lightorigin4f; - c4f = color4f; - batchcount = 0; - if (!bouncelight_elements[1]) - for (i = 0;i < MAXLIGHTSPERDRAW;i++) - for (j = 0;j < 36;j++) - bouncelight_elements[i*36+j] = i*8+bboxelements[j]; - for (j = 0;j < 8;j++) - VectorScale(bboxpoints[j], particlesize, scaledpoints[j]); - r_refdef.stats.lights_bouncelightscounted += rtlight->particlecache_numparticles; - for (j = 0, p = rtlight->particlecache_particles, n = rtlight->particlecache_numparticles;j < n;j++, p++) - { - VectorCopy(p->origin, org); - // org[3] is set above - VectorMultiply(p->color, currentcolor, color); - // color[3] is set above - VectorAdd(scaledpoints[0], org, v3f + 0); - VectorAdd(scaledpoints[1], org, v3f + 3); - VectorAdd(scaledpoints[2], org, v3f + 6); - VectorAdd(scaledpoints[3], org, v3f + 9); - VectorAdd(scaledpoints[4], org, v3f + 12); - VectorAdd(scaledpoints[5], org, v3f + 15); - VectorAdd(scaledpoints[6], org, v3f + 18); - VectorAdd(scaledpoints[7], org, v3f + 21); - Vector4Copy(org, lo4f + 0); - Vector4Copy(org, lo4f + 4); - Vector4Copy(org, lo4f + 8); - Vector4Copy(org, lo4f + 12); - Vector4Copy(org, lo4f + 16); - Vector4Copy(org, lo4f + 20); - Vector4Copy(org, lo4f + 24); - Vector4Copy(org, lo4f + 28); - Vector4Copy(color, c4f + 0); - Vector4Copy(color, c4f + 4); - Vector4Copy(color, c4f + 8); - Vector4Copy(color, c4f + 12); - Vector4Copy(color, c4f + 16); - Vector4Copy(color, c4f + 20); - Vector4Copy(color, c4f + 24); - Vector4Copy(color, c4f + 28); - v3f += 24; - lo4f += 32; - c4f += 32; - batchcount++; - if (batchcount >= MAXLIGHTSPERDRAW) - { - r_refdef.stats.lights_bouncelightsdrawn += batchcount; - R_Mesh_PrepareVertices_BounceLight_Arrays(batchcount*8, vertex3f, color4f, lightorigin4f); - R_Mesh_Draw(0, batchcount*8, 0, batchcount*12, NULL, NULL, 0, bouncelight_elements, NULL, 0); - v3f = vertex3f; - lo4f = lightorigin4f; - c4f = color4f; - batchcount = 0; } } - if (batchcount) + if (r_shadow_bouncegridtexture && r_shadow_bouncegridresolution[0] == resolution[0] && r_shadow_bouncegridresolution[1] == resolution[1] && r_shadow_bouncegridresolution[2] == resolution[2] && r_shadow_bouncegriddirectional == settings.directionalshading) + R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands); + else { - r_refdef.stats.lights_bouncelightsdrawn += batchcount; - R_Mesh_PrepareVertices_BounceLight_Arrays(batchcount*8, vertex3f, color4f, lightorigin4f); - R_Mesh_Draw(0, batchcount*8, 0, batchcount*12, NULL, NULL, 0, bouncelight_elements, NULL, 0); - v3f = vertex3f; - lo4f = lightorigin4f; - c4f = color4f; - batchcount = 0; + VectorCopy(resolution, r_shadow_bouncegridresolution); + r_shadow_bouncegriddirectional = settings.directionalshading; + if (r_shadow_bouncegridtexture) + R_FreeTexture(r_shadow_bouncegridtexture); + r_shadow_bouncegridtexture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL); } + r_shadow_bouncegridtime = realtime; } void R_Shadow_RenderMode_VisibleShadowVolumes(void) @@ -2793,7 +2953,7 @@ int bboxedges[12][2] = qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs) { - if (!r_shadow_scissor.integer) + if (!r_shadow_scissor.integer || r_shadow_usingdeferredprepass || r_trippy.integer) { r_shadow_lightscissor[0] = r_refdef.view.viewport.x; r_shadow_lightscissor[1] = r_refdef.view.viewport.y; @@ -2992,12 +3152,8 @@ static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, cons static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale) { // ARB2 GLSL shader path (GFFX5200, Radeon 9500) - R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL); - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) - GL_DepthFunc(GL_EQUAL); + R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false); RSurf_DrawBatch(); - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) - GL_DepthFunc(GL_LEQUAL); } static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2) @@ -3011,8 +3167,8 @@ static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numve int *newe; const int *e; float *c; - int maxtriangles = 4096; - static int newelements[4096*3]; + int maxtriangles = 1024; + int newelements[1024*3]; R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2); for (renders = 0;renders < 4;renders++) { @@ -3165,8 +3321,8 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures qboolean negated; float lightcolor[3]; VectorCopy(rsurface.rtlight->currentcolor, lightcolor); - ambientscale = rsurface.rtlight->ambientscale; - diffusescale = rsurface.rtlight->diffusescale; + ambientscale = rsurface.rtlight->ambientscale + rsurface.texture->rtlightambient; + diffusescale = rsurface.rtlight->diffusescale * max(0, 1.0 - rsurface.texture->rtlightambient); specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale; if (!r_shadow_usenormalmap.integer) { @@ -3180,29 +3336,7 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures if(negated) { VectorNegate(lightcolor, lightcolor); - switch(vid.renderpath) - { - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GL20: - case RENDERPATH_GLES2: - qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT); - break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT); -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - DPSOFTRAST_BlendSubtract(true); - break; - } + GL_BlendEquationSubtract(true); } RSurf_SetupDepthAndCulling(); switch (r_shadow_rendermode) @@ -3225,31 +3359,7 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures break; } if(negated) - { - switch(vid.renderpath) - { - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GL20: - case RENDERPATH_GLES2: - qglBlendEquationEXT(GL_FUNC_ADD_EXT); - break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD); -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - DPSOFTRAST_BlendSubtract(false); - break; - } - } + GL_BlendEquationSubtract(false); } void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags) @@ -3446,7 +3556,7 @@ void R_Shadow_UncompileWorldLights(void) } } -void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight) +static void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight) { int i, j; mplane_t plane; @@ -3455,6 +3565,9 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight) // can hold rtlight->cached_numfrustumplanes = 0; + if (r_trippy.integer) + return; + // haven't implemented a culling path for ortho rendering if (!r_refdef.view.useperspective) { @@ -3612,7 +3725,7 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight) #endif } -void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides) +static void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides) { shadowmesh_t *mesh; @@ -3642,7 +3755,7 @@ void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } -void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs) +static void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs) { qboolean zpass = false; shadowmesh_t *mesh; @@ -3717,7 +3830,7 @@ void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, co rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } -void R_Shadow_DrawEntityShadow(entity_render_t *ent) +static void R_Shadow_DrawEntityShadow(entity_render_t *ent) { vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs; vec_t relativeshadowradius; @@ -3753,7 +3866,7 @@ void R_Shadow_SetupEntityLight(const entity_render_t *ent) Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin); } -void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs) +static void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs) { if (!r_refdef.scene.worldmodel->DrawLight) return; @@ -3770,7 +3883,7 @@ void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned c rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } -void R_Shadow_DrawEntityLight(entity_render_t *ent) +static void R_Shadow_DrawEntityLight(entity_render_t *ent) { dp_model_t *model = ent->model; if (!model->DrawLight) @@ -3783,7 +3896,7 @@ void R_Shadow_DrawEntityLight(entity_render_t *ent) rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } -void R_Shadow_PrepareLight(rtlight_t *rtlight) +static void R_Shadow_PrepareLight(rtlight_t *rtlight) { int i; float f; @@ -4017,7 +4130,7 @@ void R_Shadow_PrepareLight(rtlight_t *rtlight) } } -void R_Shadow_DrawLight(rtlight_t *rtlight) +static void R_Shadow_DrawLight(rtlight_t *rtlight) { int i; int numsurfaces; @@ -4253,9 +4366,6 @@ void R_Shadow_DrawLight(rtlight_t *rtlight) else R_Shadow_RenderMode_DrawDeferredLight(false, false); } - - if (r_shadow_particletrace.integer) - R_Shadow_RenderParticlesForLight(rtlight); } static void R_Shadow_FreeDeferred(void) @@ -4269,13 +4379,9 @@ static void R_Shadow_FreeDeferred(void) R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusefbo); r_shadow_prepasslightingdiffusefbo = 0; - if (r_shadow_prepassgeometrydepthtexture) - R_FreeTexture(r_shadow_prepassgeometrydepthtexture); - r_shadow_prepassgeometrydepthtexture = NULL; - - if (r_shadow_prepassgeometrydepthcolortexture) - R_FreeTexture(r_shadow_prepassgeometrydepthcolortexture); - r_shadow_prepassgeometrydepthcolortexture = NULL; + if (r_shadow_prepassgeometrydepthbuffer) + R_FreeTexture(r_shadow_prepassgeometrydepthbuffer); + r_shadow_prepassgeometrydepthbuffer = NULL; if (r_shadow_prepassgeometrynormalmaptexture) R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture); @@ -4307,7 +4413,7 @@ void R_Shadow_DrawPrepass(void) GL_BlendFunc(GL_ONE, GL_ZERO); GL_Color(1,1,1,1); GL_DepthTest(true); - R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL); + R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL); Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f); GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0); if (r_timereport_active) @@ -4334,7 +4440,7 @@ void R_Shadow_DrawPrepass(void) GL_ColorMask(1,1,1,1); GL_Color(1,1,1,1); GL_DepthTest(true); - R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL); + R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL); Vector4Set(clearcolor, 0, 0, 0, 0); GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0); if (r_timereport_active) @@ -4365,8 +4471,6 @@ void R_Shadow_DrawPrepass(void) if (r_refdef.scene.lights[lnum]->draw) R_Shadow_DrawLight(r_refdef.scene.lights[lnum]); - R_Mesh_ResetRenderTargets(); - R_Shadow_RenderMode_End(); if (r_timereport_active) @@ -4374,7 +4478,7 @@ void R_Shadow_DrawPrepass(void) } void R_Shadow_DrawLightSprites(void); -void R_Shadow_PrepareLights(void) +void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture) { int flag; int lnum; @@ -4382,7 +4486,6 @@ void R_Shadow_PrepareLights(void) dlight_t *light; size_t range; float f; - GLenum status; if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) || @@ -4392,6 +4495,10 @@ void R_Shadow_PrepareLights(void) r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16)) R_Shadow_FreeShadowMaps(); + r_shadow_fb_fbo = fbo; + r_shadow_fb_depthtexture = depthtexture; + r_shadow_fb_colortexture = colortexture; + r_shadow_usingshadowmaportho = false; switch (vid.renderpath) @@ -4401,7 +4508,7 @@ void R_Shadow_PrepareLights(void) case RENDERPATH_D3D10: case RENDERPATH_D3D11: case RENDERPATH_SOFT: - case RENDERPATH_GLES2: +#ifndef USE_GLES2 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2) { r_shadow_usingdeferredprepass = false; @@ -4418,77 +4525,36 @@ void R_Shadow_PrepareLights(void) r_shadow_usingdeferredprepass = true; r_shadow_prepass_width = vid.width; r_shadow_prepass_height = vid.height; - r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false); - switch (vid.renderpath) - { - case RENDERPATH_D3D9: - r_shadow_prepassgeometrydepthcolortexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrydepthcolormap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL); - break; - default: - break; - } - r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL); - r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL); - r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL); + r_shadow_prepassgeometrydepthbuffer = R_LoadTextureRenderBuffer(r_shadow_texturepool, "prepassgeometrydepthbuffer", vid.width, vid.height, TEXTYPE_DEPTHBUFFER24); + r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER16F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL); + r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER16F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL); + r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER16F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL); // set up the geometry pass fbo (depth + normalmap) - r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL); - R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL); - // render depth into one texture and normalmap into the other - if (qglDrawBuffersARB) - { - qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR - qglReadBuffer(GL_NONE);CHECKGLERROR - status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR - if (status != GL_FRAMEBUFFER_COMPLETE_EXT) - { - Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status); - Cvar_SetValueQuick(&r_shadow_deferred, 0); - r_shadow_usingdeferredprepass = false; - } - } + r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL); + R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL); + // render depth into a renderbuffer and other important properties into the normalmap texture // set up the lighting pass fbo (diffuse + specular) - r_shadow_prepasslightingdiffusespecularfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL); - R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL); + r_shadow_prepasslightingdiffusespecularfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL); + R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL); // render diffuse into one texture and specular into another, // with depth and normalmap bound as textures, // with depth bound as attachment as well - if (qglDrawBuffersARB) - { - qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR - qglReadBuffer(GL_NONE);CHECKGLERROR - status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR - if (status != GL_FRAMEBUFFER_COMPLETE_EXT) - { - Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status); - Cvar_SetValueQuick(&r_shadow_deferred, 0); - r_shadow_usingdeferredprepass = false; - } - } // set up the lighting pass fbo (diffuse) - r_shadow_prepasslightingdiffusefbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL); - R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL); + r_shadow_prepasslightingdiffusefbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL); + R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL); // render diffuse into one texture, // with depth and normalmap bound as textures, // with depth bound as attachment as well - 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; - } - } } +#endif break; - case RENDERPATH_GL13: case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: r_shadow_usingdeferredprepass = false; break; } @@ -4496,22 +4562,25 @@ void R_Shadow_PrepareLights(void) 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) - { - lightindex = r_shadow_debuglight.integer; - light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); - if (light && (light->flags & flag)) - R_Shadow_PrepareLight(&light->rtlight); - } - else + if (r_shadow_bouncegrid.integer != 2) { - range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked - for (lightindex = 0;lightindex < range;lightindex++) + 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)) + if (light) R_Shadow_PrepareLight(&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_PrepareLight(&light->rtlight); + } + } } if (r_refdef.scene.rtdlight) { @@ -4530,8 +4599,6 @@ void R_Shadow_PrepareLights(void) if (r_editlights.integer) R_Shadow_DrawLightSprites(); - - R_Shadow_UpdateBounceGridTexture(); } void R_Shadow_DrawLights(void) @@ -4544,23 +4611,26 @@ void R_Shadow_DrawLights(void) R_Shadow_RenderMode_Begin(); - flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; - if (r_shadow_debuglight.integer >= 0) + if (r_shadow_bouncegrid.integer != 2) { - 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++) + 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)) + if (light) 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++) @@ -4569,19 +4639,6 @@ void R_Shadow_DrawLights(void) R_Shadow_RenderMode_End(); } -extern const float r_screenvertex3f[12]; -extern void R_SetupView(qboolean allowwaterclippingplane); -extern void R_ResetViewRendering3D(void); -extern void R_ResetViewRendering2D(void); -extern cvar_t r_shadows; -extern cvar_t r_shadows_darken; -extern cvar_t r_shadows_drawafterrtlighting; -extern cvar_t r_shadows_castfrombmodels; -extern cvar_t r_shadows_throwdistance; -extern cvar_t r_shadows_throwdirection; -extern cvar_t r_shadows_focus; -extern cvar_t r_shadows_shadowmapscale; - void R_Shadow_PrepareModelShadows(void) { int i; @@ -4651,7 +4708,7 @@ void R_Shadow_PrepareModelShadows(void) } } -void R_DrawModelShadowMaps(void) +void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture) { int i; float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2; @@ -4663,7 +4720,7 @@ void R_DrawModelShadowMaps(void) float m[12]; matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix; r_viewport_t viewport; - GLuint fbo = 0; + GLuint shadowfbo = 0; float clearcolor[4]; if (!r_refdef.scene.numentities) @@ -4677,18 +4734,22 @@ void R_DrawModelShadowMaps(void) return; } - R_ResetViewRendering3D(); + r_shadow_fb_fbo = fbo; + r_shadow_fb_depthtexture = depthtexture; + r_shadow_fb_colortexture = colortexture; + + R_ResetViewRendering3D(fbo, depthtexture, colortexture); R_Shadow_RenderMode_Begin(); R_Shadow_RenderMode_ActiveLight(NULL); switch (r_shadow_shadowmode) { case R_SHADOW_SHADOWMODE_SHADOWMAP2D: - if (!r_shadow_shadowmap2dtexture) + if (!r_shadow_shadowmap2ddepthtexture) R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize); - fbo = r_shadow_fbo2d; - r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture); - r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture); + shadowfbo = r_shadow_fbo2d; + r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2ddepthtexture); + r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2ddepthtexture); r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D; break; default: @@ -4736,8 +4797,11 @@ void R_DrawModelShadowMaps(void) VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin); - R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL); - R_SetupShader_DepthOrShadow(); + if (r_shadow_shadowmap2ddepthbuffer) + R_Mesh_SetRenderTargets(shadowfbo, r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL); + else + R_Mesh_SetRenderTargets(shadowfbo, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL); + R_SetupShader_DepthOrShadow(true, r_shadow_shadowmap2ddepthbuffer != NULL); GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value); GL_DepthMask(true); GL_DepthTest(true); @@ -4746,7 +4810,7 @@ void R_DrawModelShadowMaps(void) Vector4Set(clearcolor, 1,1,1,1); // in D3D9 we have to render to a color texture shadowmap // in GL we render directly to a depth texture only - if (r_shadow_shadowmap2dtexture) + if (r_shadow_shadowmap2ddepthbuffer) GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0); else GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0); @@ -4757,8 +4821,8 @@ void R_DrawModelShadowMaps(void) #if 0 // debugging - R_Mesh_ResetRenderTargets(); - R_SetupShader_ShowDepth(); + R_Mesh_SetRenderTargets(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture, NULL, NULL, NULL); + R_SetupShader_ShowDepth(true); GL_ColorMask(1,1,1,1); GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0); #endif @@ -4815,6 +4879,7 @@ void R_DrawModelShadowMaps(void) case RENDERPATH_GL13: case RENDERPATH_GL20: case RENDERPATH_SOFT: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: break; case RENDERPATH_D3D9: @@ -4845,7 +4910,7 @@ void R_DrawModelShadowMaps(void) } } -void R_DrawModelShadows(void) +void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture) { int i; float relativethrowdistance; @@ -4858,7 +4923,11 @@ void R_DrawModelShadows(void) if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1)) return; - R_ResetViewRendering3D(); + r_shadow_fb_fbo = fbo; + r_shadow_fb_depthtexture = depthtexture; + r_shadow_fb_colortexture = colortexture; + + R_ResetViewRendering3D(fbo, depthtexture, colortexture); //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height); //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height); R_Shadow_RenderMode_Begin(); @@ -4943,7 +5012,7 @@ void R_DrawModelShadows(void) //GL_ScissorTest(true); //R_EntityMatrix(&identitymatrix); //R_Mesh_ResetTextureState(); - R_ResetViewRendering2D(); + R_ResetViewRendering2D(fbo, depthtexture, colortexture); // set up a darkening blend on shadowed areas GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); @@ -4958,7 +5027,7 @@ void R_DrawModelShadows(void) // apply the blend to the shadowed areas R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL); - R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); + R_SetupShader_Generic_NoTexture(false, true); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); // restore the viewport @@ -4968,7 +5037,7 @@ void R_DrawModelShadows(void) //R_Shadow_RenderMode_End(); } -void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery) +static void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery) { float zdist; vec3_t centerorigin; @@ -4988,10 +5057,12 @@ void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery) switch(vid.renderpath) { - case RENDERPATH_GL20: - case RENDERPATH_GL13: case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: +#ifdef GL_SAMPLES_PASSED_ARB CHECKGLERROR // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels); @@ -5007,6 +5078,7 @@ void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery) R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); qglEndQueryARB(GL_SAMPLES_PASSED_ARB); CHECKGLERROR +#endif break; case RENDERPATH_D3D9: Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); @@ -5027,7 +5099,7 @@ void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery) static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1}; -void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale) +static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale) { vec3_t color; GLint allpixels = 0, visiblepixels = 0; @@ -5036,14 +5108,17 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale) { switch(vid.renderpath) { - case RENDERPATH_GL20: - case RENDERPATH_GL13: case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: +#ifdef GL_SAMPLES_PASSED_ARB CHECKGLERROR qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels); qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels); CHECKGLERROR +#endif break; case RENDERPATH_D3D9: Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); @@ -5067,7 +5142,7 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale) else { // FIXME: these traces should scan all render entities instead of cl.world - if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1) + if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1) return; } VectorScale(rtlight->currentcolor, cscale, color); @@ -5078,59 +5153,13 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale) if(negated) { VectorNegate(color, color); - switch(vid.renderpath) - { - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GL20: - case RENDERPATH_GLES2: - qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT); - break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT); -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - DPSOFTRAST_BlendSubtract(true); - break; - } + GL_BlendEquationSubtract(true); } R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale); RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false); R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false); if(negated) - { - switch(vid.renderpath) - { - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GL20: - case RENDERPATH_GLES2: - qglBlendEquationEXT(GL_FUNC_ADD_EXT); - break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD); -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - DPSOFTRAST_BlendSubtract(false); - break; - } - } + GL_BlendEquationSubtract(false); } } @@ -5144,7 +5173,7 @@ void R_Shadow_DrawCoronas(void) size_t range; if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer) return; - if (r_waterstate.renderingscene) + if (r_fb.water.renderingscene) return; flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; R_EntityMatrix(&identitymatrix); @@ -5160,8 +5189,10 @@ void R_Shadow_DrawCoronas(void) case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer; +#ifdef GL_SAMPLES_PASSED_ARB if (usequery) { GL_ColorMask(0,0,0,0); @@ -5183,8 +5214,9 @@ void R_Shadow_DrawCoronas(void) GL_PolygonOffset(0, 0); GL_DepthTest(true); R_Mesh_ResetTextureState(); - R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); + R_SetupShader_Generic_NoTexture(false, false); } +#endif break; case RENDERPATH_D3D9: usequery = false; @@ -5258,12 +5290,12 @@ void R_Shadow_DrawCoronas(void) -dlight_t *R_Shadow_NewWorldLight(void) +static dlight_t *R_Shadow_NewWorldLight(void) { return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray); } -void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags) +static void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags) { matrix4x4_t matrix; // validate parameters @@ -5304,7 +5336,7 @@ void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, ve R_RTLight_Update(&light->rtlight, true, &matrix, light->color, light->style, light->cubemapname[0] ? light->cubemapname : NULL, light->shadow, light->corona, light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags); } -void R_Shadow_FreeWorldLight(dlight_t *light) +static void R_Shadow_FreeWorldLight(dlight_t *light) { if (r_shadow_selectedlight == light) r_shadow_selectedlight = NULL; @@ -5326,7 +5358,7 @@ void R_Shadow_ClearWorldLights(void) r_shadow_selectedlight = NULL; } -void R_Shadow_SelectLight(dlight_t *light) +static void R_Shadow_SelectLight(dlight_t *light) { if (r_shadow_selectedlight) r_shadow_selectedlight->selected = false; @@ -5335,7 +5367,7 @@ void R_Shadow_SelectLight(dlight_t *light) r_shadow_selectedlight->selected = true; } -void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) +static void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { // this is never batched (there can be only one) float vertex3f[12]; @@ -5344,7 +5376,7 @@ void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const r R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false); } -void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) +static void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { float intensity; float s; @@ -5397,10 +5429,10 @@ void R_Shadow_DrawLightSprites(void) { light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); if (light) - R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight); + R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight); } if (!r_editlights_lockcursor) - R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL); + R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL); } int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color) @@ -5423,7 +5455,7 @@ int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radiu return 1; } -void R_Shadow_SelectLightInView(void) +static void R_Shadow_SelectLightInView(void) { float bestrating, rating, temp[3]; dlight_t *best; @@ -5445,7 +5477,7 @@ void R_Shadow_SelectLightInView(void) if (rating >= 0.95) { rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp))); - if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f) + if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1.0f) { bestrating = rating; best = light; @@ -5678,6 +5710,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) const char *data; float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4]; char key[256], value[MAX_INPUTLINE]; + char vabuf[1024]; if (cl.worldmodel == NULL) { @@ -5692,7 +5725,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) data = cl.worldmodel->brush.entities; if (!data) return; - for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++) + for (entnum = 0;COM_ParseToken_Simple(&data, false, false, true) && com_token[0] == '{';entnum++) { type = LIGHTTYPE_MINUSX; origin[0] = origin[1] = origin[2] = 0; @@ -5710,7 +5743,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) islight = false; while (1) { - if (!COM_ParseToken_Simple(&data, false, false)) + if (!COM_ParseToken_Simple(&data, false, false, true)) break; // error if (com_token[0] == '}') break; // end of entity @@ -5720,7 +5753,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) strlcpy(key, com_token, sizeof(key)); while (key[strlen(key)-1] == ' ') // remove trailing spaces key[strlen(key)-1] = 0; - if (!COM_ParseToken_Simple(&data, false, false)) + if (!COM_ParseToken_Simple(&data, false, false, true)) break; // error strlcpy(value, com_token, sizeof(value)); @@ -5881,20 +5914,20 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) } VectorAdd(origin, originhack, origin); if (radius >= 1) - R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE); + R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va(vabuf, sizeof(vabuf), "cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE); } if (entfiledata) Mem_Free(entfiledata); } -void R_Shadow_SetCursorLocationForView(void) +static void R_Shadow_SetCursorLocationForView(void) { vec_t dist, push; vec3_t dest, endpos; trace_t trace; VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest); - trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false); + trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true); if (trace.fraction < 1) { dist = trace.fraction * r_editlights_cursordistance.value; @@ -5925,7 +5958,7 @@ void R_Shadow_UpdateWorldLightSelection(void) R_Shadow_SelectLight(NULL); } -void R_Shadow_EditLights_Clear_f(void) +static void R_Shadow_EditLights_Clear_f(void) { R_Shadow_ClearWorldLights(); } @@ -5945,26 +5978,26 @@ void R_Shadow_EditLights_Reload_f(void) } } -void R_Shadow_EditLights_Save_f(void) +static void R_Shadow_EditLights_Save_f(void) { if (!cl.worldmodel) return; R_Shadow_SaveWorldLights(); } -void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void) +static void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void) { R_Shadow_ClearWorldLights(); R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(); } -void R_Shadow_EditLights_ImportLightsFile_f(void) +static void R_Shadow_EditLights_ImportLightsFile_f(void) { R_Shadow_ClearWorldLights(); R_Shadow_LoadLightsFile(); } -void R_Shadow_EditLights_Spawn_f(void) +static void R_Shadow_EditLights_Spawn_f(void) { vec3_t color; if (!r_editlights.integer) @@ -5981,7 +6014,7 @@ void R_Shadow_EditLights_Spawn_f(void) R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE); } -void R_Shadow_EditLights_Edit_f(void) +static void R_Shadow_EditLights_Edit_f(void) { vec3_t origin, angles, color; vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale; @@ -6026,6 +6059,17 @@ void R_Shadow_EditLights_Edit_f(void) origin[1] = atof(Cmd_Argv(3)); origin[2] = atof(Cmd_Argv(4)); } + else if (!strcmp(Cmd_Argv(1), "originscale")) + { + if (Cmd_Argc() != 5) + { + Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1)); + return; + } + origin[0] *= atof(Cmd_Argv(2)); + origin[1] *= atof(Cmd_Argv(3)); + origin[2] *= atof(Cmd_Argv(4)); + } else if (!strcmp(Cmd_Argv(1), "originx")) { if (Cmd_Argc() != 3) @@ -6296,7 +6340,7 @@ void R_Shadow_EditLights_Edit_f(void) R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags); } -void R_Shadow_EditLights_EditAll_f(void) +static void R_Shadow_EditLights_EditAll_f(void) { size_t lightindex; dlight_t *light, *oldselected; @@ -6369,7 +6413,7 @@ void R_Shadow_EditLights_DrawSelectedLightProperties(void) dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; } -void R_Shadow_EditLights_ToggleShadow_f(void) +static void R_Shadow_EditLights_ToggleShadow_f(void) { if (!r_editlights.integer) { @@ -6384,7 +6428,7 @@ void R_Shadow_EditLights_ToggleShadow_f(void) R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags); } -void R_Shadow_EditLights_ToggleCorona_f(void) +static void R_Shadow_EditLights_ToggleCorona_f(void) { if (!r_editlights.integer) { @@ -6399,7 +6443,7 @@ void R_Shadow_EditLights_ToggleCorona_f(void) R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags); } -void R_Shadow_EditLights_Remove_f(void) +static void R_Shadow_EditLights_Remove_f(void) { if (!r_editlights.integer) { @@ -6415,7 +6459,7 @@ void R_Shadow_EditLights_Remove_f(void) r_shadow_selectedlight = NULL; } -void R_Shadow_EditLights_Help_f(void) +static void R_Shadow_EditLights_Help_f(void) { Con_Print( "Documentation on r_editlights system:\n" @@ -6457,6 +6501,7 @@ void R_Shadow_EditLights_Help_f(void) "colorscale r g b : multiply color of light (1 1 1 does nothing)\n" "radiusscale scale : multiply radius (size) of light (1 does nothing)\n" "sizescale scale : multiply radius (size) of light (1 does nothing)\n" +"originscale x y z : multiply origin of light (1 1 1 does nothing)\n" "style style : set lightstyle of light (flickering patterns, switches, etc)\n" "cubemap basename : set filter cubemap of light (not yet supported)\n" "shadows 1/0 : turn on/off shadows\n" @@ -6471,7 +6516,7 @@ void R_Shadow_EditLights_Help_f(void) ); } -void R_Shadow_EditLights_CopyInfo_f(void) +static void R_Shadow_EditLights_CopyInfo_f(void) { if (!r_editlights.integer) { @@ -6500,7 +6545,7 @@ void R_Shadow_EditLights_CopyInfo_f(void) r_shadow_bufferlight.flags = r_shadow_selectedlight->flags; } -void R_Shadow_EditLights_PasteInfo_f(void) +static void R_Shadow_EditLights_PasteInfo_f(void) { if (!r_editlights.integer) { @@ -6515,7 +6560,7 @@ void R_Shadow_EditLights_PasteInfo_f(void) R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname, r_shadow_bufferlight.coronasizescale, r_shadow_bufferlight.ambientscale, r_shadow_bufferlight.diffusescale, r_shadow_bufferlight.specularscale, r_shadow_bufferlight.flags); } -void R_Shadow_EditLights_Lock_f(void) +static void R_Shadow_EditLights_Lock_f(void) { if (!r_editlights.integer) { @@ -6535,7 +6580,7 @@ void R_Shadow_EditLights_Lock_f(void) r_editlights_lockcursor = true; } -void R_Shadow_EditLights_Init(void) +static void R_Shadow_EditLights_Init(void) { Cvar_RegisterVariable(&r_editlights); Cvar_RegisterVariable(&r_editlights_cursordistance); @@ -6570,6 +6615,87 @@ LIGHT SAMPLING ============================================================================= */ +void R_LightPoint(vec3_t color, const vec3_t p, const int flags) +{ + int i, numlights, flag; + float f, relativepoint[3], dist, dist2, lightradius2; + vec3_t diffuse, n; + rtlight_t *light; + dlight_t *dlight; + + if (r_fullbright.integer) + { + VectorSet(color, 1, 1, 1); + return; + } + + VectorClear(color); + + if (flags & LP_LIGHTMAP) + { + if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint) + { + VectorClear(diffuse); + r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n); + VectorAdd(color, diffuse, color); + } + else + VectorSet(color, 1, 1, 1); + color[0] += r_refdef.scene.ambient; + color[1] += r_refdef.scene.ambient; + color[2] += r_refdef.scene.ambient; + } + + if (flags & LP_RTWORLD) + { + flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; + numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); + for (i = 0; i < numlights; i++) + { + dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i); + if (!dlight) + continue; + light = &dlight->rtlight; + if (!(light->flags & flag)) + continue; + // sample + lightradius2 = light->radius * light->radius; + VectorSubtract(light->shadoworigin, p, relativepoint); + dist2 = VectorLength2(relativepoint); + if (dist2 >= lightradius2) + continue; + dist = sqrt(dist2) / light->radius; + f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0; + if (f <= 0) + continue; + // todo: add to both ambient and diffuse + if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1) + VectorMA(color, f, light->currentcolor, color); + } + } + if (flags & LP_DYNLIGHT) + { + // sample dlights + for (i = 0;i < r_refdef.scene.numlights;i++) + { + light = r_refdef.scene.lights[i]; + // sample + lightradius2 = light->radius * light->radius; + VectorSubtract(light->shadoworigin, p, relativepoint); + dist2 = VectorLength2(relativepoint); + if (dist2 >= lightradius2) + continue; + dist = sqrt(dist2) / light->radius; + f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0; + if (f <= 0) + continue; + // todo: add to both ambient and diffuse + if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1) + VectorMA(color, f, light->color, color); + } + } +} + void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags) { int i, numlights, flag; @@ -6592,20 +6718,22 @@ void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const return; } - if (flags & LP_LIGHTMAP) + if (flags == LP_LIGHTMAP) { VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient); VectorClear(diffuse); VectorClear(lightdir); - if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint) + if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint) r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir); + else + VectorSet(ambient, 1, 1, 1); return; } memset(sample, 0, sizeof(sample)); VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient); - if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint) + if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint) { vec3_t tempambient; VectorClear(tempambient); @@ -6646,7 +6774,7 @@ void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value; if (intensity <= 0.0f) continue; - if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1) + if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1) continue; // scale down intensity to add to both ambient and diffuse //intensity *= 0.5f; @@ -6660,6 +6788,7 @@ void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const intensity *= VectorLength(color); VectorMA(sample + 12, intensity, relativepoint, sample + 12); } + // FIXME: sample bouncegrid too! } if (flags & LP_DYNLIGHT) @@ -6678,7 +6807,7 @@ void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value; if (intensity <= 0.0f) continue; - if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1) + if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1) continue; // scale down intensity to add to both ambient and diffuse //intensity *= 0.5f;