added R_LoadTextureRenderbuffer for creating renderbuffers rather than
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 31 Oct 2011 17:23:19 +0000 (17:23 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 31 Oct 2011 17:23:19 +0000 (17:23 +0000)
textures, now using renderbuffer for depth instead of a texture when
doing fbo renders, this seems to give a significant speed gain
implemented shadowmap color texture rendering in a general way (no
longer D3D specific) when r_usedepthtextures cvar is 0
reworked r_shadow_deferred to rely on r_viewfbo 2 or higher for proper
function, this gave a speed boost by eliminating the depth texture

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11501 d7cf8633-e32d-0410-b094-e92efae38249

dpsoftrast.h
gl_backend.c
gl_rmain.c
gl_rsurf.c
gl_textures.c
r_shadow.c
r_textures.h
render.h
shader_glsl.h
vid_shared.c

index e00724e..9bd1d01 100644 (file)
@@ -112,7 +112,7 @@ typedef enum gl20_texunit_e
        GL20TU_SHADOWMAP2D = 15,
        GL20TU_CUBEPROJECTION = 12,
        // rtlight prepass data (screenspace depth and normalmap)
-       GL20TU_SCREENDEPTH = 13,
+//     GL20TU_UNUSED1 = 13,
        GL20TU_SCREENNORMALMAP = 14,
        // lightmap prepass data (screenspace diffuse and specular from lights)
        GL20TU_SCREENDIFFUSE = 11,
@@ -197,8 +197,8 @@ typedef enum shaderpermutation_e
        SHADERPERMUTATION_BOUNCEGRID = 1<<28, ///< (lightmap) use Texture_BounceGrid as an additional source of ambient light
        SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL = 1<<29, ///< (lightmap) use 16-component pixels in bouncegrid texture for directional lighting rather than standard 4-component
        SHADERPERMUTATION_TRIPPY = 1<<30, ///< use trippy vertex shader effect
-       SHADERPERMUTATION_LIMIT = 1<<31, ///< size of permutations array
-       SHADERPERMUTATION_COUNT = 31 ///< size of shaderpermutationinfo array
+       SHADERPERMUTATION_DEPTHRGB = 1<<31, ///< read/write depth values in RGB color coded format for older hardware without depth samplers
+       SHADERPERMUTATION_COUNT = 32 ///< size of shaderpermutationinfo array
 }
 shaderpermutation_t;
 
@@ -227,7 +227,6 @@ typedef enum DPSOFTRAST_UNIFORM_e
        DPSOFTRAST_UNIFORM_Texture_Reflection,
        DPSOFTRAST_UNIFORM_Texture_ShadowMap2D,
        DPSOFTRAST_UNIFORM_Texture_CubeProjection,
-       DPSOFTRAST_UNIFORM_Texture_ScreenDepth,
        DPSOFTRAST_UNIFORM_Texture_ScreenNormalMap,
        DPSOFTRAST_UNIFORM_Texture_ScreenDiffuse,
        DPSOFTRAST_UNIFORM_Texture_ScreenSpecular,
index 02ddae2..c7fca53 100644 (file)
@@ -1249,9 +1249,9 @@ static void GL_BindEBO(int bufferobject)
        }
 }
 
+static const GLuint drawbuffers[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3};
 int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
 {
-       int temp;
        switch(vid.renderpath)
        {
        case RENDERPATH_GL11:
@@ -1259,17 +1259,60 @@ int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colorte
        case RENDERPATH_GL20:
        case RENDERPATH_GLES1:
        case RENDERPATH_GLES2:
-               if (!vid.support.ext_framebuffer_object)
-                       return 0;
-               qglGenFramebuffersEXT(1, (GLuint*)&temp);CHECKGLERROR
-               R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
-               if (depthtexture) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthtexture->gltexturetypeenum, R_GetTexture(depthtexture), 0);CHECKGLERROR
-               if (depthtexture) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, depthtexture->gltexturetypeenum, R_GetTexture(depthtexture), 0);CHECKGLERROR
-               if (colortexture) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, colortexture->gltexturetypeenum, R_GetTexture(colortexture), 0);CHECKGLERROR
-               if (colortexture2) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, colortexture2->gltexturetypeenum, R_GetTexture(colortexture2), 0);CHECKGLERROR
-               if (colortexture3) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, colortexture3->gltexturetypeenum, R_GetTexture(colortexture3), 0);CHECKGLERROR
-               if (colortexture4) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, colortexture4->gltexturetypeenum, R_GetTexture(colortexture4), 0);CHECKGLERROR
-               return temp;
+               if (vid.support.ext_framebuffer_object)
+               {
+                       int temp;
+                       GLuint status;
+                       qglGenFramebuffersEXT(1, (GLuint*)&temp);CHECKGLERROR
+                       R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
+                       if (depthtexture  && depthtexture->texnum ) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
+               //      if (depthtexture  && depthtexture->texnum ) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
+                       if (colortexture  && colortexture->texnum ) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
+                       if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
+                       if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
+                       if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
+                       if (depthtexture  && depthtexture->renderbuffernum ) qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
+                       if (depthtexture  && depthtexture->renderbuffernum ) qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
+                       if (colortexture  && colortexture->renderbuffernum ) qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
+                       if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
+                       if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
+                       if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
+
+                       if (colortexture4 && qglDrawBuffersARB)
+                       {
+                               qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
+                               qglReadBuffer(GL_NONE);CHECKGLERROR
+                       }
+                       else if (colortexture3 && qglDrawBuffersARB)
+                       {
+                               qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
+                               qglReadBuffer(GL_NONE);CHECKGLERROR
+                       }
+                       else if (colortexture2 && qglDrawBuffersARB)
+                       {
+                               qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
+                               qglReadBuffer(GL_NONE);CHECKGLERROR
+                       }
+                       else if (colortexture && qglDrawBuffer)
+                       {
+                               qglDrawBuffer(drawbuffers[0]);CHECKGLERROR
+                               qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
+                       }
+                       else if (qglDrawBuffer)
+                       {
+                               qglDrawBuffer(GL_NONE);CHECKGLERROR
+                               qglReadBuffer(GL_NONE);CHECKGLERROR
+                       }
+                       status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
+                       if (status != GL_FRAMEBUFFER_COMPLETE)
+                       {
+                               Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatusEXT returned %i\n", status);
+                               qglDeleteFramebuffersEXT(1, (GLuint*)&temp);
+                               temp = 0;
+                       }
+                       return temp;
+               }
+               return 0;
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
@@ -1304,10 +1347,6 @@ void R_Mesh_DestroyFramebufferObject(int fbo)
 #ifdef SUPPORTD3D
 void R_Mesh_SetRenderTargetsD3D9(IDirect3DSurface9 *depthsurface, IDirect3DSurface9 *colorsurface0, IDirect3DSurface9 *colorsurface1, IDirect3DSurface9 *colorsurface2, IDirect3DSurface9 *colorsurface3)
 {
-// LordHavoc: for some weird reason the redundant SetDepthStencilSurface calls are necessary (otherwise the lights fail depth test, as if they were using the shadowmap depth surface and render target still)
-       if (gl_state.d3drt_depthsurface == depthsurface && gl_state.d3drt_colorsurfaces[0] == colorsurface0 && gl_state.d3drt_colorsurfaces[1] == colorsurface1 && gl_state.d3drt_colorsurfaces[2] == colorsurface2 && gl_state.d3drt_colorsurfaces[3] == colorsurface3)
-               return;
-
        gl_state.framebufferobject = depthsurface != gl_state.d3drt_backbufferdepthsurface || colorsurface0 != gl_state.d3drt_backbuffercolorsurface;
        if (gl_state.d3drt_depthsurface != depthsurface)
        {
@@ -1370,19 +1409,24 @@ void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colo
                // TODO: optimize: keep surface pointer around in rtexture_t until texture is freed or lost
                if (fbo)
                {
-                       IDirect3DSurface9 *colorsurfaces[4];
-                       for (i = 0;i < 4;i++)
+                       IDirect3DSurface9 *surfaces[5];
+                       for (i = 0;i < 5;i++)
                        {
-                               colorsurfaces[i] = NULL;
+                               surfaces[i] = NULL;
                                if (textures[i])
-                                       IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)textures[i]->d3dtexture, 0, &colorsurfaces[i]);
+                               {
+                                       if (textures[i]->d3dsurface)
+                                               surfaces[i] = (IDirect3DSurface9 *)textures[i]->d3dsurface;
+                                       else
+                                               IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)textures[i]->d3dtexture, 0, &surfaces[i]);
+                               }
                        }
                        // set the render targets for real
-                       R_Mesh_SetRenderTargetsD3D9(depthtexture ? (IDirect3DSurface9 *)depthtexture->d3dtexture : NULL, colorsurfaces[0], colorsurfaces[1], colorsurfaces[2], colorsurfaces[3]);
+                       R_Mesh_SetRenderTargetsD3D9(surfaces[4], surfaces[0], surfaces[1], surfaces[2], surfaces[3]);
                        // release the texture surface levels (they won't be lost while bound...)
-                       for (i = 0;i < 4;i++)
-                               if (textures[i])
-                                       IDirect3DSurface9_Release(colorsurfaces[i]);
+                       for (i = 0;i < 5;i++)
+                               if (textures[i] && !textures[i]->d3dsurface)
+                                       IDirect3DSurface9_Release(surfaces[i]);
                }
                else
                        R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL);
index 8b04c0f..5dbeea5 100644 (file)
@@ -147,6 +147,7 @@ cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to
 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
 
+cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "0", "use depth texture instead of depth renderbuffer where possible, may not be slower on some hardware"};
 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
@@ -654,6 +655,7 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
        {"#define USEBOUNCEGRID\n", " bouncegrid"},
        {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"},
        {"#define USETRIPPY\n", " trippy"},
+       {"#define USEDEPTHRGB\n", " depthrgb"},
 };
 
 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
@@ -737,7 +739,6 @@ typedef struct r_glsl_permutation_s
        int tex_Texture_Reflection;
        int tex_Texture_ShadowMap2D;
        int tex_Texture_CubeProjection;
-       int tex_Texture_ScreenDepth;
        int tex_Texture_ScreenNormalMap;
        int tex_Texture_ScreenDiffuse;
        int tex_Texture_ScreenSpecular;
@@ -768,7 +769,6 @@ typedef struct r_glsl_permutation_s
        int loc_Texture_Reflection;
        int loc_Texture_ShadowMap2D;
        int loc_Texture_CubeProjection;
-       int loc_Texture_ScreenDepth;
        int loc_Texture_ScreenNormalMap;
        int loc_Texture_ScreenDiffuse;
        int loc_Texture_ScreenSpecular;
@@ -978,9 +978,9 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
        int vertstrings_count = 0;
        int geomstrings_count = 0;
        int fragstrings_count = 0;
-       const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
-       const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
-       const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
+       const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
+       const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
+       const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
 
        if (p->compiled)
                return;
@@ -1091,7 +1091,6 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                p->loc_Texture_Reflection         = qglGetUniformLocation(p->program, "Texture_Reflection");
                p->loc_Texture_ShadowMap2D        = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
                p->loc_Texture_CubeProjection     = qglGetUniformLocation(p->program, "Texture_CubeProjection");
-               p->loc_Texture_ScreenDepth        = qglGetUniformLocation(p->program, "Texture_ScreenDepth");
                p->loc_Texture_ScreenNormalMap    = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
                p->loc_Texture_ScreenDiffuse      = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
                p->loc_Texture_ScreenSpecular     = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
@@ -1179,7 +1178,6 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                p->tex_Texture_Reflection = -1;
                p->tex_Texture_ShadowMap2D = -1;
                p->tex_Texture_CubeProjection = -1;
-               p->tex_Texture_ScreenDepth = -1;
                p->tex_Texture_ScreenNormalMap = -1;
                p->tex_Texture_ScreenDiffuse = -1;
                p->tex_Texture_ScreenSpecular = -1;
@@ -1210,7 +1208,6 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                if (p->loc_Texture_Reflection      >= 0) {p->tex_Texture_Reflection       = sampler;qglUniform1i(p->loc_Texture_Reflection      , sampler);sampler++;}
                if (p->loc_Texture_ShadowMap2D     >= 0) {p->tex_Texture_ShadowMap2D      = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D     , sampler);sampler++;}
                if (p->loc_Texture_CubeProjection  >= 0) {p->tex_Texture_CubeProjection   = sampler;qglUniform1i(p->loc_Texture_CubeProjection  , sampler);sampler++;}
-               if (p->loc_Texture_ScreenDepth     >= 0) {p->tex_Texture_ScreenDepth      = sampler;qglUniform1i(p->loc_Texture_ScreenDepth     , sampler);sampler++;}
                if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap  = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
                if (p->loc_Texture_ScreenDiffuse   >= 0) {p->tex_Texture_ScreenDiffuse    = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse   , sampler);sampler++;}
                if (p->loc_Texture_ScreenSpecular  >= 0) {p->tex_Texture_ScreenSpecular   = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular  , sampler);sampler++;}
@@ -1590,9 +1587,9 @@ static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode
        int vertstrings_count = 0;
        int geomstrings_count = 0;
        int fragstrings_count = 0;
-       const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
-       const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
-       const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
+       const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
+       const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
+       const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
 
        if (p->compiled)
                return;
@@ -1964,11 +1961,13 @@ void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
        R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
 }
 
-void R_SetupShader_DepthOrShadow(qboolean notrippy)
+void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb)
 {
        unsigned int permutation = 0;
        if (r_trippy.integer && !notrippy)
                permutation |= SHADERPERMUTATION_TRIPPY;
+       if (depthrgb)
+               permutation |= SHADERPERMUTATION_DEPTHRGB;
        if (vid.allowalphatocoverage)
                GL_AlphaToCoverage(false);
        switch (vid.renderpath)
@@ -2048,16 +2047,15 @@ extern float r_shadow_shadowmap_parameters[4];
 extern qboolean r_shadow_shadowmapvsdct;
 extern qboolean r_shadow_shadowmapsampler;
 extern int r_shadow_shadowmappcf;
-extern rtexture_t *r_shadow_shadowmap2dtexture;
-extern rtexture_t *r_shadow_shadowmap2dcolortexture;
+extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
+extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
 extern matrix4x4_t r_shadow_shadowmapmatrix;
 extern int r_shadow_shadowmaplod; // changes for each light based on distance
 extern int r_shadow_prepass_width;
 extern int r_shadow_prepass_height;
-extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
+extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
-extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
 
@@ -2221,6 +2219,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
                        else if (r_shadow_shadowmappcf)
                                permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
+                       if (r_shadow_shadowmap2ddepthbuffer)
+                               permutation |= SHADERPERMUTATION_DEPTHRGB;
                }
                if (rsurface.texture->reflectmasktexture)
                        permutation |= SHADERPERMUTATION_REFLECTCUBE;
@@ -2263,6 +2263,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
                        else if (r_shadow_shadowmappcf)
                                permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
+                       if (r_shadow_shadowmap2ddepthbuffer)
+                               permutation |= SHADERPERMUTATION_DEPTHRGB;
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
                        permutation |= SHADERPERMUTATION_REFLECTION;
@@ -2318,6 +2320,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
                        else if (r_shadow_shadowmappcf)
                                permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
+                       if (r_shadow_shadowmap2ddepthbuffer)
+                               permutation |= SHADERPERMUTATION_DEPTHRGB;
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
                        permutation |= SHADERPERMUTATION_REFLECTION;
@@ -2378,6 +2382,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
                        else if (r_shadow_shadowmappcf)
                                permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
+                       if (r_shadow_shadowmap2ddepthbuffer)
+                               permutation |= SHADERPERMUTATION_DEPTHRGB;
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
                        permutation |= SHADERPERMUTATION_REFLECTION;
@@ -2437,6 +2443,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
                        else if (r_shadow_shadowmappcf)
                                permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
+                       if (r_shadow_shadowmap2ddepthbuffer)
+                               permutation |= SHADERPERMUTATION_DEPTHRGB;
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
                        permutation |= SHADERPERMUTATION_REFLECTION;
@@ -2643,7 +2651,6 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                {
                        if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
                }
-//             if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
 //             if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
                if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
                if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
@@ -2810,13 +2817,12 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                {
                        if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
                }
-               if (r_glsl_permutation->tex_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth       , r_shadow_prepassgeometrydepthtexture                );
                if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap   , r_shadow_prepassgeometrynormalmaptexture            );
                if (r_glsl_permutation->tex_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse     , r_shadow_prepasslightingdiffusetexture              );
                if (r_glsl_permutation->tex_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular    , r_shadow_prepasslightingspeculartexture             );
                if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
                {
-                       if (r_glsl_permutation->tex_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2dtexture                         );
+                       if (r_glsl_permutation->tex_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture                           );
                        if (rsurface.rtlight)
                        {
                                if (r_glsl_permutation->tex_Texture_Cube            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube              , rsurface.rtlight->currentcubemap                    );
@@ -2952,13 +2958,12 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                {
                        if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
                }
-//             if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
 //             if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
                if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
                if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
                if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
                {
-                       R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
+                       R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
                        if (rsurface.rtlight)
                        {
                                if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
@@ -3007,6 +3012,8 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                        permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
                else if (r_shadow_shadowmappcf)
                        permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
+               if (r_shadow_shadowmap2ddepthbuffer)
+                       permutation |= SHADERPERMUTATION_DEPTHRGB;
        }
        if (vid.allowalphatocoverage)
                GL_AlphaToCoverage(false);
@@ -3031,7 +3038,6 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
 
                R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
-               R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthcolortexture           );
                R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
                R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
                R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dcolortexture                    );
@@ -3059,10 +3065,9 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                if (r_glsl_permutation->loc_PixelToScreenTexCoord     >= 0) qglUniform2f(       r_glsl_permutation->loc_PixelToScreenTexCoord    , 1.0f/vid.width, 1.0f/vid.height);
 
                if (r_glsl_permutation->tex_Texture_Attenuation       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation        , r_shadow_attenuationgradienttexture                 );
-               if (r_glsl_permutation->tex_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth        , r_shadow_prepassgeometrydepthtexture                );
                if (r_glsl_permutation->tex_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap    , r_shadow_prepassgeometrynormalmaptexture            );
                if (r_glsl_permutation->tex_Texture_Cube              >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube               , rsurface.rtlight->currentcubemap                    );
-               if (r_glsl_permutation->tex_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D        , r_shadow_shadowmap2dtexture                         );
+               if (r_glsl_permutation->tex_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D        , r_shadow_shadowmap2ddepthtexture                    );
                if (r_glsl_permutation->tex_Texture_CubeProjection    >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection     , r_shadow_shadowmapvsdcttexture                      );
                break;
        case RENDERPATH_GL11:
@@ -3083,10 +3088,9 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
 
                R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
-               R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
                R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
                R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
-               R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
+               R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2ddepthtexture                    );
                R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
                break;
        }
@@ -4236,6 +4240,7 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_texture_dds_save);
        Cvar_RegisterVariable(&r_textureunits);
        Cvar_RegisterVariable(&gl_combine);
+       Cvar_RegisterVariable(&r_usedepthtextures);
        Cvar_RegisterVariable(&r_viewfbo);
        Cvar_RegisterVariable(&r_viewscale);
        Cvar_RegisterVariable(&r_viewscale_fpsscaling);
@@ -5736,7 +5741,7 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t
                        if (usewaterfbo)
                        {
                                if (r_fb.water.depthtexture == NULL)
-                                       r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false, vid.support.ext_packed_depth_stencil);
+                                       r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
                                if (p->fbo_refraction == 0)
                                        p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
                        }
@@ -5750,7 +5755,7 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t
                        if (usewaterfbo)
                        {
                                if (r_fb.water.depthtexture == NULL)
-                                       r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false, vid.support.ext_packed_depth_stencil);
+                                       r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
                                if (p->fbo_camera == 0)
                                        p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
                        }
@@ -5765,7 +5770,7 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t
                        if (usewaterfbo)
                        {
                                if (r_fb.water.depthtexture == NULL)
-                                       r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false, vid.support.ext_packed_depth_stencil);
+                                       r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
                                if (p->fbo_reflection == 0)
                                        p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
                        }
@@ -5969,7 +5974,7 @@ static void R_Bloom_StartFrame(void)
        switch (vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_GLES2:
+               r_fb.usedepthtextures = r_usedepthtextures.integer;
                if (vid.support.ext_framebuffer_object)
                {
                        if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
@@ -5979,10 +5984,14 @@ static void R_Bloom_StartFrame(void)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
+               r_fb.usedepthtextures = false;
+               break;
        case RENDERPATH_SOFT:
+               r_fb.usedepthtextures = true;
                break;
        }
 
@@ -6110,22 +6119,9 @@ static void R_Bloom_StartFrame(void)
                        r_fb.colortexture = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
                        if (useviewfbo)
                        {
-                               // FIXME: choose depth bits based on a cvar
-                               r_fb.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, 24, false, vid.support.ext_packed_depth_stencil);
+                               r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
                                r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
                                R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
-#ifndef USE_GLES2
-                               // render depth into one texture and color into the other
-                               if (qglDrawBuffer)
-                               {
-                                       int status;
-                                       qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
-                                       qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
-                                       status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
-                                       if (status != GL_FRAMEBUFFER_COMPLETE)
-                                               Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status);
-                               }
-#endif
                        }
                }
 
@@ -9722,7 +9718,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_
                R_Mesh_ResetTextureState();
                if (skyrendermasked)
                {
-                       R_SetupShader_DepthOrShadow(false);
+                       R_SetupShader_DepthOrShadow(false, false);
                        // depth-only (masking)
                        GL_ColorMask(0,0,0,0);
                        // just to make sure that braindead drivers don't draw
@@ -10340,7 +10336,7 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
                                GL_BlendFunc(GL_ONE, GL_ZERO);
                                GL_DepthMask(true);
 //                             R_Mesh_ResetTextureState();
-                               R_SetupShader_DepthOrShadow(false);
+                               R_SetupShader_DepthOrShadow(false, false);
                        }
                        RSurf_SetupDepthAndCulling();
                        RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
index 8e1c0bc..f392c5f 100644 (file)
@@ -647,7 +647,7 @@ void R_Q1BSP_DrawDepth(entity_render_t *ent)
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(true);
 //     R_Mesh_ResetTextureState();
-       R_SetupShader_DepthOrShadow(false);
+       R_SetupShader_DepthOrShadow(false, false);
        if (ent == r_refdef.scene.worldentity)
                R_DrawWorldSurfaces(false, false, true, false, false);
        else
index 3a9fb60..a24c906 100644 (file)
@@ -83,12 +83,16 @@ textypeinfo_t;
 #ifdef USE_GLES2
 // framebuffer texture formats
 // GLES2 devices rarely support depth textures, so we actually use a renderbuffer there
-static textypeinfo_t textype_shadowmap16                 = {"shadowmap16",              TEXTYPE_SHADOWMAP     ,  2,  2,  2.0f, GL_DEPTH_COMPONENT16                  , GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT};
-static textypeinfo_t textype_shadowmap24                 = {"shadowmap24",              TEXTYPE_SHADOWMAP     ,  2,  2,  2.0f, GL_DEPTH_COMPONENT16                  , GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT};
-static textypeinfo_t textype_shadowmap24s8               = {"shadowmap24",              TEXTYPE_SHADOWMAP_STENCIL,  2,  2,  2.0f, GL_DEPTH_COMPONENT16                  , GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT};
-static textypeinfo_t textype_colorbuffer                 = {"colorbuffer",              TEXTYPE_COLORBUFFER   ,  4,  4,  4.0f, GL_RGBA                               , GL_BGRA           , GL_UNSIGNED_BYTE };
-static textypeinfo_t textype_colorbuffer16f              = {"colorbuffer16f",           TEXTYPE_COLORBUFFER16F,  8,  8,  8.0f, GL_RGBA                               , GL_RGBA           , GL_FLOAT         };
-static textypeinfo_t textype_colorbuffer32f              = {"colorbuffer32f",           TEXTYPE_COLORBUFFER32F, 16, 16, 16.0f, GL_RGBA                               , GL_RGBA           , GL_FLOAT         };
+static textypeinfo_t textype_shadowmap16_comp            = {"shadowmap16_comp",         TEXTYPE_SHADOWMAP16_COMP     ,  2,  2,  2.0f, GL_DEPTH_COMPONENT16              , GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT};
+static textypeinfo_t textype_shadowmap16_raw             = {"shadowmap16_raw",          TEXTYPE_SHADOWMAP16_RAW      ,  2,  2,  2.0f, GL_DEPTH_COMPONENT16              , GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT};
+static textypeinfo_t textype_shadowmap24_comp            = {"shadowmap24_comp",         TEXTYPE_SHADOWMAP24_COMP     ,  2,  2,  2.0f, GL_DEPTH_COMPONENT16              , GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT};
+static textypeinfo_t textype_shadowmap24_raw             = {"shadowmap24_raw",          TEXTYPE_SHADOWMAP24_RAW      ,  2,  2,  2.0f, GL_DEPTH_COMPONENT16              , GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT};
+static textypeinfo_t textype_depth16                     = {"depth16",                  TEXTYPE_DEPTHBUFFER16        ,  2,  2,  2.0f, GL_DEPTH_COMPONENT16              , GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT};
+static textypeinfo_t textype_depth24                     = {"depth24",                  TEXTYPE_DEPTHBUFFER24        ,  2,  2,  2.0f, GL_DEPTH_COMPONENT16              , GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT};
+static textypeinfo_t textype_depth24stencil8             = {"depth24stencil8",          TEXTYPE_DEPTHBUFFER24STENCIL8,  2,  2,  2.0f, GL_DEPTH_COMPONENT16              , GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT};
+static textypeinfo_t textype_colorbuffer                 = {"colorbuffer",              TEXTYPE_COLORBUFFER          ,  2,  2,  2.0f, GL_RGB565                         , GL_RGBA           , GL_UNSIGNED_SHORT_5_6_5};
+static textypeinfo_t textype_colorbuffer16f              = {"colorbuffer16f",           TEXTYPE_COLORBUFFER16F       ,  2,  2,  2.0f, GL_RGB565                         , GL_RGBA           , GL_UNSIGNED_SHORT_5_6_5};
+static textypeinfo_t textype_colorbuffer32f              = {"colorbuffer32f",           TEXTYPE_COLORBUFFER32F       ,  2,  2,  2.0f, GL_RGB565                         , GL_RGBA           , GL_UNSIGNED_SHORT_5_6_5};
 
 // image formats:
 static textypeinfo_t textype_alpha                       = {"alpha",                    TEXTYPE_ALPHA         ,  1,  4,  4.0f, GL_ALPHA                              , GL_ALPHA          , GL_UNSIGNED_BYTE };
@@ -100,12 +104,16 @@ static textypeinfo_t textype_bgra                        = {"bgra",
 static textypeinfo_t textype_bgra_alpha                  = {"bgra_alpha",               TEXTYPE_BGRA          ,  4,  4,  4.0f, GL_RGBA                               , GL_BGRA           , GL_UNSIGNED_BYTE };
 #else
 // framebuffer texture formats
-static textypeinfo_t textype_shadowmap16                 = {"shadowmap16",              TEXTYPE_SHADOWMAP     ,  2,  2,  2.0f, GL_DEPTH_COMPONENT16_ARB              , GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT};
-static textypeinfo_t textype_shadowmap24                 = {"shadowmap24",              TEXTYPE_SHADOWMAP     ,  4,  4,  4.0f, GL_DEPTH_COMPONENT                    , GL_DEPTH_COMPONENT, GL_UNSIGNED_INT  };
-static textypeinfo_t textype_shadowmap24s8               = {"shadowmap24",              TEXTYPE_SHADOWMAP_STENCIL,  4,  4,  4.0f, GL_DEPTH24_STENCIL8_EXT               , GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT};
-static textypeinfo_t textype_colorbuffer                 = {"colorbuffer",              TEXTYPE_COLORBUFFER   ,  4,  4,  4.0f, GL_RGBA                               , GL_BGRA           , GL_UNSIGNED_BYTE };
-static textypeinfo_t textype_colorbuffer16f              = {"colorbuffer16f",           TEXTYPE_COLORBUFFER16F,  8,  8,  8.0f, GL_RGBA16F_ARB                        , GL_RGBA           , GL_FLOAT         };
-static textypeinfo_t textype_colorbuffer32f              = {"colorbuffer32f",           TEXTYPE_COLORBUFFER32F, 16, 16, 16.0f, GL_RGBA32F_ARB                        , GL_RGBA           , GL_FLOAT         };
+static textypeinfo_t textype_shadowmap16_comp            = {"shadowmap16_comp",         TEXTYPE_SHADOWMAP16_COMP     ,  2,  2,  2.0f, GL_DEPTH_COMPONENT16_ARB          , GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT};
+static textypeinfo_t textype_shadowmap16_raw             = {"shadowmap16_raw",          TEXTYPE_SHADOWMAP16_RAW      ,  2,  2,  2.0f, GL_DEPTH_COMPONENT16_ARB          , GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT};
+static textypeinfo_t textype_shadowmap24_comp            = {"shadowmap24_comp",         TEXTYPE_SHADOWMAP24_COMP     ,  4,  4,  4.0f, GL_DEPTH_COMPONENT24_ARB          , GL_DEPTH_COMPONENT, GL_UNSIGNED_INT  };
+static textypeinfo_t textype_shadowmap24_raw             = {"shadowmap24_raw",          TEXTYPE_SHADOWMAP24_RAW      ,  4,  4,  4.0f, GL_DEPTH_COMPONENT24_ARB          , GL_DEPTH_COMPONENT, GL_UNSIGNED_INT  };
+static textypeinfo_t textype_depth16                     = {"depth16",                  TEXTYPE_DEPTHBUFFER16        ,  2,  2,  2.0f, GL_DEPTH_COMPONENT16_ARB          , GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT};
+static textypeinfo_t textype_depth24                     = {"depth24",                  TEXTYPE_DEPTHBUFFER24        ,  4,  4,  4.0f, GL_DEPTH_COMPONENT24_ARB          , GL_DEPTH_COMPONENT, GL_UNSIGNED_INT  };
+static textypeinfo_t textype_depth24stencil8             = {"depth24stencil8",          TEXTYPE_DEPTHBUFFER24STENCIL8,  4,  4,  4.0f, GL_DEPTH24_STENCIL8_EXT           , GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT};
+static textypeinfo_t textype_colorbuffer                 = {"colorbuffer",              TEXTYPE_COLORBUFFER          ,  4,  4,  4.0f, GL_RGBA                               , GL_BGRA           , GL_UNSIGNED_BYTE };
+static textypeinfo_t textype_colorbuffer16f              = {"colorbuffer16f",           TEXTYPE_COLORBUFFER16F       ,  8,  8,  8.0f, GL_RGBA16F_ARB                        , GL_RGBA           , GL_FLOAT         };
+static textypeinfo_t textype_colorbuffer32f              = {"colorbuffer32f",           TEXTYPE_COLORBUFFER32F       , 16, 16, 16.0f, GL_RGBA32F_ARB                        , GL_RGBA           , GL_FLOAT         };
 
 // image formats:
 static textypeinfo_t textype_alpha                       = {"alpha",                    TEXTYPE_ALPHA         ,  1,  4,  4.0f, GL_ALPHA                              , GL_ALPHA          , GL_UNSIGNED_BYTE };
@@ -165,12 +173,15 @@ typedef struct gltexture_s
        // this portion of the struct is exposed to the R_GetTexture macro for
        // speed reasons, must be identical in rtexture_t!
        int texnum; // GL texture slot number
+       int renderbuffernum; // GL renderbuffer slot number
        qboolean dirty; // indicates that R_RealGetTexture should be called
        int gltexturetypeenum; // used by R_Mesh_TexBind
        // d3d stuff the backend needs
        void *d3dtexture;
+       void *d3dsurface;
 #ifdef SUPPORTD3D
-       qboolean d3disdepthsurface; // for depth/stencil surfaces
+       qboolean d3disrendertargetsurface;
+       qboolean d3disdepthstencilsurface;
        int d3dformat;
        int d3dusage;
        int d3dpool;
@@ -254,23 +265,6 @@ static const unsigned char *texturebuffer;
 
 static textypeinfo_t *R_GetTexTypeInfo(textype_t textype, int flags)
 {
-#ifdef USE_GLES2
-       switch(textype)
-       {
-       case TEXTYPE_PALETTE: return (flags & TEXF_ALPHA) ? &textype_palette_alpha : &textype_palette;
-       case TEXTYPE_RGBA: return ((flags & TEXF_ALPHA) ? &textype_rgba_alpha : &textype_rgba);
-       case TEXTYPE_BGRA: return ((flags & TEXF_ALPHA) ? &textype_bgra_alpha : &textype_bgra);
-       case TEXTYPE_ALPHA: return &textype_alpha;
-       case TEXTYPE_SHADOWMAP: return (flags & TEXF_LOWPRECISION) ? &textype_shadowmap16 : &textype_shadowmap24;
-       case TEXTYPE_SHADOWMAP_STENCIL: return &textype_shadowmap24s8;
-       case TEXTYPE_COLORBUFFER: return &textype_colorbuffer;
-       case TEXTYPE_COLORBUFFER16F: return &textype_colorbuffer16f;
-       case TEXTYPE_COLORBUFFER32F: return &textype_colorbuffer32f;
-       default:
-               Host_Error("R_GetTexTypeInfo: unknown texture format");
-               break;
-       }
-#else
        switch(textype)
        {
        case TEXTYPE_DXT1: return &textype_dxt1;
@@ -281,11 +275,16 @@ static textypeinfo_t *R_GetTexTypeInfo(textype_t textype, int flags)
        case TEXTYPE_RGBA: return ((flags & TEXF_COMPRESS) && vid.support.ext_texture_compression_s3tc) ? ((flags & TEXF_ALPHA) ? &textype_rgba_alpha_compress : &textype_rgba_compress) : ((flags & TEXF_ALPHA) ? &textype_rgba_alpha : &textype_rgba);
        case TEXTYPE_BGRA: return ((flags & TEXF_COMPRESS) && vid.support.ext_texture_compression_s3tc) ? ((flags & TEXF_ALPHA) ? &textype_bgra_alpha_compress : &textype_bgra_compress) : ((flags & TEXF_ALPHA) ? &textype_bgra_alpha : &textype_bgra);
        case TEXTYPE_ALPHA: return &textype_alpha;
-       case TEXTYPE_SHADOWMAP: return (flags & TEXF_LOWPRECISION) ? &textype_shadowmap16 : &textype_shadowmap24;
-       case TEXTYPE_SHADOWMAP_STENCIL: return &textype_shadowmap24s8;
        case TEXTYPE_COLORBUFFER: return &textype_colorbuffer;
        case TEXTYPE_COLORBUFFER16F: return &textype_colorbuffer16f;
        case TEXTYPE_COLORBUFFER32F: return &textype_colorbuffer32f;
+       case TEXTYPE_DEPTHBUFFER16: return &textype_depth16;
+       case TEXTYPE_DEPTHBUFFER24: return &textype_depth24;
+       case TEXTYPE_DEPTHBUFFER24STENCIL8: return &textype_depth24stencil8;
+       case TEXTYPE_SHADOWMAP16_COMP: return &textype_shadowmap16_comp;
+       case TEXTYPE_SHADOWMAP16_RAW: return &textype_shadowmap16_raw;
+       case TEXTYPE_SHADOWMAP24_COMP: return &textype_shadowmap24_comp;
+       case TEXTYPE_SHADOWMAP24_RAW: return &textype_shadowmap24_raw;
        case TEXTYPE_SRGB_DXT1: return &textype_sRGB_dxt1;
        case TEXTYPE_SRGB_DXT1A: return &textype_sRGB_dxt1a;
        case TEXTYPE_SRGB_DXT3: return &textype_sRGB_dxt3;
@@ -297,7 +296,6 @@ static textypeinfo_t *R_GetTexTypeInfo(textype_t textype, int flags)
                Host_Error("R_GetTexTypeInfo: unknown texture format");
                break;
        }
-#endif
        return NULL;
 }
 
@@ -369,11 +367,16 @@ void R_FreeTexture(rtexture_t *rt)
                        CHECKGLERROR
                        qglDeleteTextures(1, (GLuint *)&glt->texnum);CHECKGLERROR
                }
+               if (glt->renderbuffernum)
+               {
+                       CHECKGLERROR
+                       qglDeleteRenderbuffersEXT(1, (GLuint *)&glt->renderbuffernum);CHECKGLERROR
+               }
                break;
        case RENDERPATH_D3D9:
 #ifdef SUPPORTD3D
-               if (glt->d3disdepthsurface)
-                       IDirect3DSurface9_Release((IDirect3DSurface9 *)glt->d3dtexture);
+               if (glt->d3dsurface)
+                       IDirect3DSurface9_Release((IDirect3DSurface9 *)glt->d3dsurface);
                else if (glt->tiledepth > 1)
                        IDirect3DVolumeTexture9_Release((IDirect3DVolumeTexture9 *)glt->d3dtexture);
                else if (glt->sides == 6)
@@ -381,6 +384,7 @@ void R_FreeTexture(rtexture_t *rt)
                else
                        IDirect3DTexture9_Release((IDirect3DTexture9 *)glt->d3dtexture);
                glt->d3dtexture = NULL;
+               glt->d3dsurface = NULL;
 #endif
                break;
        case RENDERPATH_D3D10:
@@ -561,7 +565,7 @@ static void GL_TextureMode_f (void)
                        for (glt = pool->gltchain;glt;glt = glt->chain)
                        {
                                // only update already uploaded images
-                               if (glt->d3dtexture && !glt->d3disdepthsurface && (gl_filter_force || !(glt->flags & (TEXF_FORCENEAREST | TEXF_FORCELINEAR))))
+                               if (glt->d3dtexture && !glt->d3dsurface && (gl_filter_force || !(glt->flags & (TEXF_FORCENEAREST | TEXF_FORCELINEAR))))
                                {
                                        if (glt->flags & TEXF_MIPMAP)
                                        {
@@ -725,7 +729,7 @@ void R_TextureStats_Print(qboolean printeach, qboolean printpool, qboolean print
                for (glt = pool->gltchain;glt;glt = glt->chain)
                {
                        glsize = R_CalcTexelDataSize(glt);
-                       isloaded = glt->texnum != 0;
+                       isloaded = glt->texnum != 0 || glt->renderbuffernum != 0 || glt->d3dtexture || glt->d3dsurface;
                        pooltotal++;
                        pooltotalt += glsize;
                        pooltotalp += glt->inputdatasize;
@@ -836,8 +840,8 @@ static void r_textures_devicelost(void)
                        break;
                case RENDERPATH_D3D9:
 #ifdef SUPPORTD3D
-                       if (glt->d3disdepthsurface)
-                               IDirect3DSurface9_Release((IDirect3DSurface9 *)glt->d3dtexture);
+                       if (glt->d3dsurface)
+                               IDirect3DSurface9_Release((IDirect3DSurface9 *)glt->d3dsurface);
                        else if (glt->tiledepth > 1)
                                IDirect3DVolumeTexture9_Release((IDirect3DVolumeTexture9 *)glt->d3dtexture);
                        else if (glt->sides == 6)
@@ -845,6 +849,7 @@ static void r_textures_devicelost(void)
                        else
                                IDirect3DTexture9_Release((IDirect3DTexture9 *)glt->d3dtexture);
                        glt->d3dtexture = NULL;
+                       glt->d3dsurface = NULL;
 #endif
                        break;
                case RENDERPATH_D3D10:
@@ -881,9 +886,14 @@ static void r_textures_devicerestored(void)
 #ifdef SUPPORTD3D
                        {
                                HRESULT d3dresult;
-                               if (glt->d3disdepthsurface)
+                               if (glt->d3disrendertargetsurface)
+                               {
+                                       if (FAILED(d3dresult = IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, glt->tilewidth, glt->tileheight, (D3DFORMAT)glt->d3dformat, D3DMULTISAMPLE_NONE, 0, false, (IDirect3DSurface9 **)&glt->d3dsurface, NULL)))
+                                               Sys_Error("IDirect3DDevice9_CreateRenderTarget failed!");
+                               }
+                               else if (glt->d3disdepthstencilsurface)
                                {
-                                       if (FAILED(d3dresult = IDirect3DDevice9_CreateDepthStencilSurface(vid_d3d9dev, glt->tilewidth, glt->tileheight, (D3DFORMAT)glt->d3dformat, D3DMULTISAMPLE_NONE, 0, false, (IDirect3DSurface9 **)&glt->d3dtexture, NULL)))
+                                       if (FAILED(d3dresult = IDirect3DDevice9_CreateDepthStencilSurface(vid_d3d9dev, glt->tilewidth, glt->tileheight, (D3DFORMAT)glt->d3dformat, D3DMULTISAMPLE_NONE, 0, false, (IDirect3DSurface9 **)&glt->d3dsurface, NULL)))
                                                Sys_Error("IDirect3DDevice9_CreateDepthStencilSurface failed!");
                                }
                                else if (glt->tiledepth > 1)
@@ -1100,24 +1110,23 @@ static void GL_SetupTextureParameters(int flags, textype_t textype, int texturet
                qglTexParameteri(textureenum, GL_TEXTURE_MAG_FILTER, gl_filter_mag);CHECKGLERROR
        }
 
-#ifndef USE_GLES2
-       if (textype == TEXTYPE_SHADOWMAP || TEXTYPE_SHADOWMAP_STENCIL)
+       switch(textype)
        {
-               if (vid.support.arb_shadow)
-               {
-                       if (flags & TEXF_COMPARE)
-                       {
-                               qglTexParameteri(textureenum, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);CHECKGLERROR
-                       }
-                       else
-                       {
-                               qglTexParameteri(textureenum, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);CHECKGLERROR
-                       }
-                       qglTexParameteri(textureenum, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);CHECKGLERROR
-               }
+       case TEXTYPE_SHADOWMAP16_COMP:
+       case TEXTYPE_SHADOWMAP24_COMP:
+               qglTexParameteri(textureenum, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);CHECKGLERROR
+               qglTexParameteri(textureenum, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);CHECKGLERROR
                qglTexParameteri(textureenum, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);CHECKGLERROR
+               break;
+       case TEXTYPE_SHADOWMAP16_RAW:
+       case TEXTYPE_SHADOWMAP24_RAW:
+               qglTexParameteri(textureenum, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);CHECKGLERROR
+               qglTexParameteri(textureenum, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);CHECKGLERROR
+               qglTexParameteri(textureenum, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);CHECKGLERROR
+               break;
+       default:
+               break;
        }
-#endif
 
        CHECKGLERROR
 }
@@ -1262,90 +1271,93 @@ static void R_UploadFullTexture(gltexture_t *glt, const unsigned char *data)
        case RENDERPATH_GL20:
        case RENDERPATH_GLES1:
        case RENDERPATH_GLES2:
-               CHECKGLERROR
+               if (glt->texnum) // not renderbuffers
+               {
+                       CHECKGLERROR
 
-               // we need to restore the texture binding after finishing the upload
-               GL_ActiveTexture(0);
-               oldbindtexnum = R_Mesh_TexBound(0, gltexturetypeenums[glt->texturetype]);
-               qglBindTexture(gltexturetypeenums[glt->texturetype], glt->texnum);CHECKGLERROR
+                       // we need to restore the texture binding after finishing the upload
+                       GL_ActiveTexture(0);
+                       oldbindtexnum = R_Mesh_TexBound(0, gltexturetypeenums[glt->texturetype]);
+                       qglBindTexture(gltexturetypeenums[glt->texturetype], glt->texnum);CHECKGLERROR
 
 #ifdef GL_TEXTURE_COMPRESSION_HINT_ARB
-               if (qglGetCompressedTexImageARB)
-               {
-                       if (gl_texturecompression.integer >= 2)
-                               qglHint(GL_TEXTURE_COMPRESSION_HINT_ARB, GL_NICEST);
-                       else
-                               qglHint(GL_TEXTURE_COMPRESSION_HINT_ARB, GL_FASTEST);
-                       CHECKGLERROR
-               }
-#endif
-               switch(glt->texturetype)
-               {
-               case GLTEXTURETYPE_2D:
-                       qglTexImage2D(GL_TEXTURE_2D, mip++, glt->glinternalformat, width, height, 0, glt->glformat, glt->gltype, prevbuffer);CHECKGLERROR
-                       if (glt->flags & TEXF_MIPMAP)
+                       if (qglGetCompressedTexImageARB)
                        {
-                               while (width > 1 || height > 1 || depth > 1)
-                               {
-                                       Image_MipReduce32(prevbuffer, resizebuffer, &width, &height, &depth, 1, 1, 1);
-                                       prevbuffer = resizebuffer;
-                                       qglTexImage2D(GL_TEXTURE_2D, mip++, glt->glinternalformat, width, height, 0, glt->glformat, glt->gltype, prevbuffer);CHECKGLERROR
-                               }
-                       }
-                       break;
-               case GLTEXTURETYPE_3D:
-#ifndef USE_GLES2
-                       qglTexImage3D(GL_TEXTURE_3D, mip++, glt->glinternalformat, width, height, depth, 0, glt->glformat, glt->gltype, prevbuffer);CHECKGLERROR
-                       if (glt->flags & TEXF_MIPMAP)
-                       {
-                               while (width > 1 || height > 1 || depth > 1)
-                               {
-                                       Image_MipReduce32(prevbuffer, resizebuffer, &width, &height, &depth, 1, 1, 1);
-                                       prevbuffer = resizebuffer;
-                                       qglTexImage3D(GL_TEXTURE_3D, mip++, glt->glinternalformat, width, height, depth, 0, glt->glformat, glt->gltype, prevbuffer);CHECKGLERROR
-                               }
+                               if (gl_texturecompression.integer >= 2)
+                                       qglHint(GL_TEXTURE_COMPRESSION_HINT_ARB, GL_NICEST);
+                               else
+                                       qglHint(GL_TEXTURE_COMPRESSION_HINT_ARB, GL_FASTEST);
+                               CHECKGLERROR
                        }
 #endif
-                       break;
-               case GLTEXTURETYPE_CUBEMAP:
-                       // convert and upload each side in turn,
-                       // from a continuous block of input texels
-                       texturebuffer = (unsigned char *)prevbuffer;
-                       for (i = 0;i < 6;i++)
+                       switch(glt->texturetype)
                        {
-                               prevbuffer = texturebuffer;
-                               texturebuffer += glt->inputwidth * glt->inputheight * glt->inputdepth * glt->textype->inputbytesperpixel;
-                               if (glt->inputwidth != width || glt->inputheight != height || glt->inputdepth != depth)
-                               {
-                                       Image_Resample32(prevbuffer, glt->inputwidth, glt->inputheight, glt->inputdepth, resizebuffer, width, height, depth, r_lerpimages.integer);
-                                       prevbuffer = resizebuffer;
-                               }
-                               // picmip/max_size
-                               while (width > glt->tilewidth || height > glt->tileheight || depth > glt->tiledepth)
+                       case GLTEXTURETYPE_2D:
+                               qglTexImage2D(GL_TEXTURE_2D, mip++, glt->glinternalformat, width, height, 0, glt->glformat, glt->gltype, prevbuffer);CHECKGLERROR
+                               if (glt->flags & TEXF_MIPMAP)
                                {
-                                       Image_MipReduce32(prevbuffer, resizebuffer, &width, &height, &depth, glt->tilewidth, glt->tileheight, glt->tiledepth);
-                                       prevbuffer = resizebuffer;
+                                       while (width > 1 || height > 1 || depth > 1)
+                                       {
+                                               Image_MipReduce32(prevbuffer, resizebuffer, &width, &height, &depth, 1, 1, 1);
+                                               prevbuffer = resizebuffer;
+                                               qglTexImage2D(GL_TEXTURE_2D, mip++, glt->glinternalformat, width, height, 0, glt->glformat, glt->gltype, prevbuffer);CHECKGLERROR
+                                       }
                                }
-                               mip = 0;
-                               qglTexImage2D(cubemapside[i], mip++, glt->glinternalformat, width, height, 0, glt->glformat, glt->gltype, prevbuffer);CHECKGLERROR
+                               break;
+                       case GLTEXTURETYPE_3D:
+#ifndef USE_GLES2
+                               qglTexImage3D(GL_TEXTURE_3D, mip++, glt->glinternalformat, width, height, depth, 0, glt->glformat, glt->gltype, prevbuffer);CHECKGLERROR
                                if (glt->flags & TEXF_MIPMAP)
                                {
                                        while (width > 1 || height > 1 || depth > 1)
                                        {
                                                Image_MipReduce32(prevbuffer, resizebuffer, &width, &height, &depth, 1, 1, 1);
                                                prevbuffer = resizebuffer;
-                                               qglTexImage2D(cubemapside[i], mip++, glt->glinternalformat, width, height, 0, glt->glformat, glt->gltype, prevbuffer);CHECKGLERROR
+                                               qglTexImage3D(GL_TEXTURE_3D, mip++, glt->glinternalformat, width, height, depth, 0, glt->glformat, glt->gltype, prevbuffer);CHECKGLERROR
                                        }
                                }
+#endif
+                               break;
+                       case GLTEXTURETYPE_CUBEMAP:
+                               // convert and upload each side in turn,
+                               // from a continuous block of input texels
+                               texturebuffer = (unsigned char *)prevbuffer;
+                               for (i = 0;i < 6;i++)
+                               {
+                                       prevbuffer = texturebuffer;
+                                       texturebuffer += glt->inputwidth * glt->inputheight * glt->inputdepth * glt->textype->inputbytesperpixel;
+                                       if (glt->inputwidth != width || glt->inputheight != height || glt->inputdepth != depth)
+                                       {
+                                               Image_Resample32(prevbuffer, glt->inputwidth, glt->inputheight, glt->inputdepth, resizebuffer, width, height, depth, r_lerpimages.integer);
+                                               prevbuffer = resizebuffer;
+                                       }
+                                       // picmip/max_size
+                                       while (width > glt->tilewidth || height > glt->tileheight || depth > glt->tiledepth)
+                                       {
+                                               Image_MipReduce32(prevbuffer, resizebuffer, &width, &height, &depth, glt->tilewidth, glt->tileheight, glt->tiledepth);
+                                               prevbuffer = resizebuffer;
+                                       }
+                                       mip = 0;
+                                       qglTexImage2D(cubemapside[i], mip++, glt->glinternalformat, width, height, 0, glt->glformat, glt->gltype, prevbuffer);CHECKGLERROR
+                                       if (glt->flags & TEXF_MIPMAP)
+                                       {
+                                               while (width > 1 || height > 1 || depth > 1)
+                                               {
+                                                       Image_MipReduce32(prevbuffer, resizebuffer, &width, &height, &depth, 1, 1, 1);
+                                                       prevbuffer = resizebuffer;
+                                                       qglTexImage2D(cubemapside[i], mip++, glt->glinternalformat, width, height, 0, glt->glformat, glt->gltype, prevbuffer);CHECKGLERROR
+                                               }
+                                       }
+                               }
+                               break;
                        }
-                       break;
+                       GL_SetupTextureParameters(glt->flags, glt->textype->textype, glt->texturetype);
+                       qglBindTexture(gltexturetypeenums[glt->texturetype], oldbindtexnum);CHECKGLERROR
                }
-               GL_SetupTextureParameters(glt->flags, glt->textype->textype, glt->texturetype);
-               qglBindTexture(gltexturetypeenums[glt->texturetype], oldbindtexnum);CHECKGLERROR
                break;
        case RENDERPATH_D3D9:
 #ifdef SUPPORTD3D
-               if (!(glt->flags & TEXF_RENDERTARGET))
+               if (!(glt->flags & TEXF_RENDERTARGET) && glt->d3dtexture && !glt->d3dsurface)
                {
                        D3DLOCKED_RECT d3dlockedrect;
                        D3DLOCKED_BOX d3dlockedbox;
@@ -1690,8 +1702,10 @@ static rtexture_t *R_SetupTexture(rtexturepool_t *rtexturepool, const char *iden
                        }
                }
                break;
-       case TEXTYPE_SHADOWMAP:
-       case TEXTYPE_SHADOWMAP_STENCIL:
+       case TEXTYPE_SHADOWMAP16_COMP:
+       case TEXTYPE_SHADOWMAP16_RAW:
+       case TEXTYPE_SHADOWMAP24_COMP:
+       case TEXTYPE_SHADOWMAP24_RAW:
                break;
        case TEXTYPE_DXT1:
        case TEXTYPE_SRGB_DXT1:
@@ -1785,21 +1799,15 @@ static rtexture_t *R_SetupTexture(rtexturepool_t *rtexturepool, const char *iden
                        case TEXTYPE_COLORBUFFER: d3dformat = D3DFMT_A8R8G8B8;break;
                        case TEXTYPE_COLORBUFFER16F: d3dformat = D3DFMT_A16B16G16R16F;break;
                        case TEXTYPE_COLORBUFFER32F: d3dformat = D3DFMT_A32B32G32R32F;break;
-                       case TEXTYPE_SHADOWMAP: d3dformat = D3DFMT_D24X8;d3dusage = D3DUSAGE_DEPTHSTENCIL;break; // note: can not use D3DUSAGE_RENDERTARGET here
-                       case TEXTYPE_SHADOWMAP_STENCIL: d3dformat = D3DFMT_D24S8;d3dusage = D3DUSAGE_DEPTHSTENCIL;break; // note: can not use D3DUSAGE_RENDERTARGET here
                        case TEXTYPE_ALPHA: d3dformat = D3DFMT_A8;break;
                        default: d3dformat = D3DFMT_A8R8G8B8;Sys_Error("R_LoadTexture: unsupported texture type %i when picking D3DFMT", (int)textype);break;
                        }
                        glt->d3dformat = d3dformat;
                        glt->d3dusage = d3dusage;
                        glt->d3dpool = d3dpool;
-                       glt->d3disdepthsurface = (textype == TEXTYPE_SHADOWMAP || textype == TEXTYPE_SHADOWMAP_STENCIL);
-                       if (glt->d3disdepthsurface)
-                       {
-                               if (FAILED(d3dresult = IDirect3DDevice9_CreateDepthStencilSurface(vid_d3d9dev, glt->tilewidth, glt->tileheight, (D3DFORMAT)glt->d3dformat, D3DMULTISAMPLE_NONE, 0, false, (IDirect3DSurface9 **)&glt->d3dtexture, NULL)))
-                                       Sys_Error("IDirect3DDevice9_CreateDepthStencilSurface failed!");
-                       }
-                       else if (glt->tiledepth > 1)
+                       glt->d3disrendertargetsurface = false;
+                       glt->d3disdepthstencilsurface = false;
+                       if (glt->tiledepth > 1)
                        {
                                if (FAILED(d3dresult = IDirect3DDevice9_CreateVolumeTexture(vid_d3d9dev, glt->tilewidth, glt->tileheight, glt->tiledepth, glt->miplevels, glt->d3dusage, (D3DFORMAT)glt->d3dformat, (D3DPOOL)glt->d3dpool, (IDirect3DVolumeTexture9 **)&glt->d3dtexture, NULL)))
                                        Sys_Error("IDirect3DDevice9_CreateVolumeTexture failed!");
@@ -1834,8 +1842,13 @@ static rtexture_t *R_SetupTexture(rtexturepool_t *rtexturepool, const char *iden
                        case TEXTYPE_COLORBUFFER: tflags = DPSOFTRAST_TEXTURE_FORMAT_BGRA8;break;
                        case TEXTYPE_COLORBUFFER16F: tflags = DPSOFTRAST_TEXTURE_FORMAT_RGBA16F;break;
                        case TEXTYPE_COLORBUFFER32F: tflags = DPSOFTRAST_TEXTURE_FORMAT_RGBA32F;break;
-                       case TEXTYPE_SHADOWMAP: tflags = DPSOFTRAST_TEXTURE_FORMAT_DEPTH;break;
-                       case TEXTYPE_SHADOWMAP_STENCIL: tflags = DPSOFTRAST_TEXTURE_FORMAT_DEPTH;break;
+                       case TEXTYPE_SHADOWMAP16_COMP:
+                       case TEXTYPE_SHADOWMAP16_RAW:
+                       case TEXTYPE_SHADOWMAP24_COMP:
+                       case TEXTYPE_SHADOWMAP24_RAW: tflags = DPSOFTRAST_TEXTURE_FORMAT_DEPTH;break;
+                       case TEXTYPE_DEPTHBUFFER16:
+                       case TEXTYPE_DEPTHBUFFER24:
+                       case TEXTYPE_DEPTHBUFFER24STENCIL8: tflags = DPSOFTRAST_TEXTURE_FORMAT_DEPTH;break;
                        case TEXTYPE_ALPHA: tflags = DPSOFTRAST_TEXTURE_FORMAT_ALPHA8;break;
                        default: Sys_Error("R_LoadTexture: unsupported texture type %i when picking DPSOFTRAST_TEXTURE_FLAGS", (int)textype);
                        }
@@ -1878,21 +1891,123 @@ rtexture_t *R_LoadTextureCubeMap(rtexturepool_t *rtexturepool, const char *ident
        return R_SetupTexture(rtexturepool, identifier, width, width, 1, 6, flags, miplevel, textype, GLTEXTURETYPE_CUBEMAP, data, palette);
 }
 
-static int R_ShadowMapTextureFlags(int precision, qboolean filter)
+rtexture_t *R_LoadTextureShadowMap2D(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, textype_t textype, qboolean filter)
 {
-       int flags = TEXF_RENDERTARGET | TEXF_CLAMP;
-       if (filter)
-               flags |= TEXF_FORCELINEAR | TEXF_COMPARE;
-       else
-               flags |= TEXF_FORCENEAREST;
-       if (precision <= 16)
-               flags |= TEXF_LOWPRECISION;
-       return flags;
+       return R_SetupTexture(rtexturepool, identifier, width, height, 1, 1, TEXF_RENDERTARGET | TEXF_CLAMP | (filter ? TEXF_FORCELINEAR : TEXF_FORCENEAREST), -1, textype, GLTEXTURETYPE_2D, NULL, NULL);
 }
 
-rtexture_t *R_LoadTextureShadowMap2D(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, int precision, qboolean filter, qboolean stencil)
+rtexture_t *R_LoadTextureRenderBuffer(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, textype_t textype)
 {
-       return R_SetupTexture(rtexturepool, identifier, width, height, 1, 1, R_ShadowMapTextureFlags(precision, filter), -1, stencil ? TEXTYPE_SHADOWMAP_STENCIL : TEXTYPE_SHADOWMAP, GLTEXTURETYPE_2D, NULL, NULL);
+       gltexture_t *glt;
+       gltexturepool_t *pool = (gltexturepool_t *)rtexturepool;
+       textypeinfo_t *texinfo;
+
+       if (cls.state == ca_dedicated)
+               return NULL;
+
+       texinfo = R_GetTexTypeInfo(textype, TEXF_RENDERTARGET | TEXF_CLAMP);
+
+       glt = (gltexture_t *)Mem_ExpandableArray_AllocRecord(&texturearray);
+       if (identifier)
+               strlcpy (glt->identifier, identifier, sizeof(glt->identifier));
+       glt->pool = pool;
+       glt->chain = pool->gltchain;
+       pool->gltchain = glt;
+       glt->inputwidth = width;
+       glt->inputheight = height;
+       glt->inputdepth = 1;
+       glt->flags = TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_FORCENEAREST;
+       glt->miplevel = 0;
+       glt->textype = texinfo;
+       glt->texturetype = textype;
+       glt->inputdatasize = width*height*texinfo->internalbytesperpixel;
+       glt->palette = NULL;
+       glt->glinternalformat = texinfo->glinternalformat;
+       glt->glformat = texinfo->glformat;
+       glt->gltype = texinfo->gltype;
+       glt->bytesperpixel = texinfo->internalbytesperpixel;
+       glt->sides = glt->texturetype == GLTEXTURETYPE_CUBEMAP ? 6 : 1;
+       glt->texnum = 0;
+       glt->dirty = false;
+       glt->gltexturetypeenum = gltexturetypeenums[glt->texturetype];
+       // init the dynamic texture attributes, too [11/22/2007 Black]
+       glt->updatecallback = NULL;
+       glt->updatacallback_data = NULL;
+
+       GL_Texture_CalcImageSize(glt->texturetype, glt->flags, glt->miplevel, glt->inputwidth, glt->inputheight, glt->inputdepth, &glt->tilewidth, &glt->tileheight, &glt->tiledepth, &glt->miplevels);
+
+       // upload the texture
+       // data may be NULL (blank texture for dynamic rendering)
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL20:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
+               CHECKGLERROR
+               qglGenRenderbuffersEXT(1, (GLuint *)&glt->renderbuffernum);CHECKGLERROR
+               qglBindRenderbufferEXT(GL_RENDERBUFFER, glt->renderbuffernum);CHECKGLERROR
+               qglRenderbufferStorageEXT(GL_RENDERBUFFER, glt->glinternalformat, glt->tilewidth, glt->tileheight);CHECKGLERROR
+               // note we can query the renderbuffer for info with glGetRenderbufferParameteriv for GL_WIDTH, GL_HEIGHt, GL_RED_SIZE, GL_GREEN_SIZE, GL_BLUE_SIZE, GL_GL_ALPHA_SIZE, GL_DEPTH_SIZE, GL_STENCIL_SIZE, GL_INTERNAL_FORMAT
+               qglBindRenderbufferEXT(GL_RENDERBUFFER, 0);CHECKGLERROR
+               break;
+       case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+               {
+                       D3DFORMAT d3dformat;
+                       HRESULT d3dresult;
+                       glt->d3disrendertargetsurface = false;
+                       glt->d3disdepthstencilsurface = false;
+                       switch(textype)
+                       {
+                       case TEXTYPE_COLORBUFFER: d3dformat = D3DFMT_A8R8G8B8;glt->d3disrendertargetsurface = true;break;
+                       case TEXTYPE_COLORBUFFER16F: d3dformat = D3DFMT_A16B16G16R16F;glt->d3disrendertargetsurface = true;break;
+                       case TEXTYPE_COLORBUFFER32F: d3dformat = D3DFMT_A32B32G32R32F;glt->d3disrendertargetsurface = true;break;
+                       case TEXTYPE_DEPTHBUFFER: d3dformat = D3DFMT_D24S8;glt->d3disdepthstencilsurface = true;break;
+                       default: d3dformat = D3DFMT_A8R8G8B8;Sys_Error("R_LoadTextureRenderbuffer: unsupported texture type %i when picking D3DFMT", (int)textype);break;
+                       }
+                       glt->d3dformat = d3dformat;
+                       glt->d3dusage = 0;
+                       glt->d3dpool = 0;
+                       if (glt->d3disrendertargetsurface)
+                       {
+                               if (FAILED(d3dresult = IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, glt->tilewidth, glt->tileheight, (D3DFORMAT)glt->d3dformat, D3DMULTISAMPLE_NONE, 0, false, (IDirect3DSurface9 **)&glt->d3dsurface, NULL)))
+                                       Sys_Error("IDirect3DDevice9_CreateRenderTarget failed!");
+                       }
+                       else if (glt->d3disdepthstencilsurface)
+                       {
+                               if (FAILED(d3dresult = IDirect3DDevice9_CreateDepthStencilSurface(vid_d3d9dev, glt->tilewidth, glt->tileheight, (D3DFORMAT)glt->d3dformat, D3DMULTISAMPLE_NONE, 0, false, (IDirect3DSurface9 **)&glt->d3dsurface, NULL)))
+                                       Sys_Error("IDirect3DDevice9_CreateDepthStencilSurface failed!");
+                       }
+               }
+#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:
+               {
+                       int tflags = 0;
+                       switch(textype)
+                       {
+                       case TEXTYPE_COLORBUFFER: tflags = DPSOFTRAST_TEXTURE_FORMAT_BGRA8 | DPSOFTRAST_TEXTURE_FLAG_USEALPHA | DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE;break;
+                       case TEXTYPE_COLORBUFFER16F: tflags = DPSOFTRAST_TEXTURE_FORMAT_RGBA16F | DPSOFTRAST_TEXTURE_FLAG_USEALPHA | DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE;break;
+                       case TEXTYPE_COLORBUFFER32F: tflags = DPSOFTRAST_TEXTURE_FORMAT_RGBA32F | DPSOFTRAST_TEXTURE_FLAG_USEALPHA | DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE;break;
+                       case TEXTYPE_DEPTHBUFFER16:
+                       case TEXTYPE_DEPTHBUFFER24:
+                       case TEXTYPE_DEPTHBUFFER24STENCIL8: tflags = DPSOFTRAST_TEXTURE_FORMAT_DEPTH | DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE;break;
+                       default: Sys_Error("R_LoadTextureRenderbuffer: unsupported texture type %i when picking DPSOFTRAST_TEXTURE_FLAGS", (int)textype);
+                       }
+                       glt->texnum = DPSOFTRAST_Texture_New(tflags, glt->tilewidth, glt->tileheight, glt->tiledepth);
+               }
+               break;
+       }
+
+       return (rtexture_t *)glt;
 }
 
 int R_SaveTextureDDSFile(rtexture_t *rt, const char *filename, qboolean skipuncompressed, qboolean hasalpha)
index c5637d0..49034d0 100644 (file)
@@ -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
@@ -255,8 +255,7 @@ 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;
@@ -272,10 +271,6 @@ char r_shadow_mapname[MAX_QPATH];
 // used only for light filters (cubemaps)
 rtexturepool_t *r_shadow_filters_texturepool;
 
-#ifndef USE_GLES2
-static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
-#endif
-
 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"};
@@ -446,7 +441,9 @@ static 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")) 
                                {
@@ -477,6 +474,8 @@ static 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:
@@ -515,13 +514,13 @@ static 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);
@@ -540,8 +539,8 @@ static void r_shadow_start(void)
        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;
@@ -2053,7 +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(false);
+       R_SetupShader_DepthOrShadow(false, false);
        r_shadow_rendermode = mode;
        switch(mode)
        {
@@ -2095,43 +2094,23 @@ 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, false);
-               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;
        }
-
-#ifndef USE_GLES2
-       // 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);CHECKGLERROR
-               if (status != GL_FRAMEBUFFER_COMPLETE && (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);
-               }
-       }
-#endif
 }
 
 static void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
@@ -2157,17 +2136,20 @@ static 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) fbo2d = r_shadow_fbo2d;
-       r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
-       r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
+       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_Shadow_RenderMode_Reset();
-       R_Mesh_SetRenderTargets(fbo2d, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
-       R_SetupShader_DepthOrShadow(true);
+       if (r_shadow_shadowmap2ddepthbuffer)
+               R_Mesh_SetRenderTargets(fbo2d, r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL);
+       else
+               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);
@@ -2177,6 +2159,17 @@ 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:
@@ -2195,33 +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;
        }
@@ -2290,9 +2280,9 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadow
        // stencil is 128 (values other than this mean shadow)
        R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
        if (rsurface.rtlight->specularscale > 0 && r_shadow_gloss.integer > 0)
-               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);
        else
-               R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
+               R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
 
        r_shadow_usingshadowmap2d = shadowmapping;
 
@@ -4389,13 +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);
@@ -4427,7 +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)
@@ -4454,7 +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)
@@ -4500,7 +4486,6 @@ void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *color
        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) ||
@@ -4540,73 +4525,29 @@ void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *color
                        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, false);
-                       switch (vid.renderpath)
-                       {
-                       case RENDERPATH_D3D9:
-                               r_shadow_prepassgeometrydepthcolortexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrydepthcolormap", vid.width, vid.height, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
-                               break;
-                       default:
-                               break;
-                       }
+                       r_shadow_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, r_fb.textype, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
                        r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
                        r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
 
                        // set up the geometry pass fbo (depth + normalmap)
-                       r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
-                       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);CHECKGLERROR
-                               qglReadBuffer(GL_NONE);CHECKGLERROR
-                               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
-                               if (status != GL_FRAMEBUFFER_COMPLETE)
-                               {
-                                       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);CHECKGLERROR
-                               if (status != GL_FRAMEBUFFER_COMPLETE)
-                               {
-                                       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);CHECKGLERROR
-                               qglReadBuffer(GL_NONE);CHECKGLERROR
-                               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
-                               if (status != GL_FRAMEBUFFER_COMPLETE)
-                               {
-                                       Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
-                                       Cvar_SetValueQuick(&r_shadow_deferred, 0);
-                                       r_shadow_usingdeferredprepass = false;
-                               }
-                       }
                }
 #endif
                break;
@@ -4804,11 +4745,11 @@ void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colort
        switch (r_shadow_shadowmode)
        {
        case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
-               if (!r_shadow_shadowmap2dtexture)
+               if (!r_shadow_shadowmap2ddepthtexture)
                        R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
                shadowfbo = r_shadow_fbo2d;
-               r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
-               r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
+               r_shadow_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:
@@ -4856,8 +4797,11 @@ void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colort
 
        VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
 
-       R_Mesh_SetRenderTargets(shadowfbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
-       R_SetupShader_DepthOrShadow(true);
+       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);
@@ -4866,7 +4810,7 @@ void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colort
        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);
index b6b06fe..a79b607 100644 (file)
@@ -77,10 +77,20 @@ typedef enum textype_e
        TEXTYPE_COLORBUFFER16F,
        // this represents an RGBA float texture (4 32bit floats)
        TEXTYPE_COLORBUFFER32F,
-       // 32bit D24S8 (24bit depth, 8bit stencil)
-       TEXTYPE_SHADOWMAP_STENCIL,
-       // 16bit D16 (16bit depth) or 32bit S8D24 (24bit depth, 8bit stencil unused)
-       TEXTYPE_SHADOWMAP
+       // depth-stencil buffer (or texture)
+       TEXTYPE_DEPTHBUFFER16,
+       // depth-stencil buffer (or texture)
+       TEXTYPE_DEPTHBUFFER24,
+       // 32bit D24S8 buffer (24bit depth, 8bit stencil), not supported on OpenGL ES
+       TEXTYPE_DEPTHBUFFER24STENCIL8,
+       // shadowmap-friendly format with depth comparison (not supported on some hardware)
+       TEXTYPE_SHADOWMAP16_COMP,
+       // shadowmap-friendly format with raw reading (not supported on some hardware)
+       TEXTYPE_SHADOWMAP16_RAW,
+       // shadowmap-friendly format with depth comparison (not supported on some hardware)
+       TEXTYPE_SHADOWMAP24_COMP,
+       // shadowmap-friendly format with raw reading (not supported on some hardware)
+       TEXTYPE_SHADOWMAP24_RAW,
 }
 textype_t;
 
@@ -98,13 +108,16 @@ textype_t;
 typedef struct rtexture_s
 {
        // this is exposed (rather than private) for speed reasons only
-       int texnum;
-       qboolean dirty;
-       int gltexturetypeenum; // exposed for use in R_Mesh_TexBind
+       int texnum; // GL texture slot number
+       int renderbuffernum; // GL renderbuffer slot number
+       qboolean dirty; // indicates that R_RealGetTexture should be called
+       int gltexturetypeenum; // used by R_Mesh_TexBind
        // d3d stuff the backend needs
        void *d3dtexture;
+       void *d3dsurface;
 #ifdef SUPPORTD3D
-       qboolean d3disdepthsurface; // for depth/stencil surfaces
+       qboolean d3disrendertargetsurface;
+       qboolean d3disdepthstencilsurface;
        int d3dformat;
        int d3dusage;
        int d3dpool;
@@ -156,7 +169,8 @@ extern cvar_t r_texture_dds_save;
 rtexture_t *R_LoadTexture2D(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, const unsigned char *data, textype_t textype, int flags, int miplevel, const unsigned int *palette);
 rtexture_t *R_LoadTexture3D(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, int depth, const unsigned char *data, textype_t textype, int flags, int miplevel, const unsigned int *palette);
 rtexture_t *R_LoadTextureCubeMap(rtexturepool_t *rtexturepool, const char *identifier, int width, const unsigned char *data, textype_t textype, int flags, int miplevel, const unsigned int *palette);
-rtexture_t *R_LoadTextureShadowMap2D(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, int precision, qboolean filter, qboolean stencil);
+rtexture_t *R_LoadTextureShadowMap2D(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, textype_t textype, qboolean filter);
+rtexture_t *R_LoadTextureRenderBuffer(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, textype_t textype);
 rtexture_t *R_LoadTextureDDSFile(rtexturepool_t *rtexturepool, const char *filename, qboolean srgb, int flags, qboolean *hasalphaflag, float *avgcolor, int miplevel);
 
 // saves a texture to a DDS file
index 70d5515..a0406d4 100644 (file)
--- a/render.h
+++ b/render.h
@@ -442,7 +442,7 @@ rsurfacepass_t;
 
 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha);
 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy);
-void R_SetupShader_DepthOrShadow(qboolean notrippy);
+void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb);
 void R_SetupShader_ShowDepth(qboolean notrippy);
 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *waterplane, qboolean notrippy);
 void R_SetupShader_DeferredLight(const rtlight_t *rtlight);
@@ -511,11 +511,14 @@ typedef struct r_framebufferstate_s
        r_waterstate_t water;
 
        qboolean ghosttexture_valid; // don't draw garbage on first frame with motionblur
+       qboolean usedepthtextures; // use depth texture instead of depth renderbuffer (faster if you need to read it later anyway)
 }
 r_framebufferstate_t;
 
 extern r_framebufferstate_t r_fb;
 
+extern cvar_t r_viewfbo;
+
 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
index 33cbb95..c133ba2 100644 (file)
 "#define highp\n"
 "#endif\n"
 "\n"
+"#ifdef USEDEPTHRGB\n"
+"      // for 565 RGB we'd need to use different multipliers\n"
+"#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))\n"
+"#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))\n"
+"#endif\n"
+"\n"
 "#ifdef VERTEX_SHADER\n"
 "dp_attribute vec4 Attrib_Position;  // vertex\n"
 "dp_attribute vec4 Attrib_Color;     // color\n"
 "#endif\n"
 "\n"
 "#ifdef MODE_DEPTH_OR_SHADOW\n"
+"dp_varying highp float Depth;\n"
 "#ifdef VERTEX_SHADER\n"
 "void main(void)\n"
 "{\n"
 "#ifdef USETRIPPY\n"
 "      gl_Position = TrippyVertex(gl_Position);\n"
 "#endif\n"
+"      Depth = gl_Position.z;\n"
 "}\n"
 "#endif\n"
 "\n"
 "#ifdef FRAGMENT_SHADER\n"
 "void main(void)\n"
 "{\n"
+"#ifdef USEDEPTHRGB\n"
+"      dp_FragColor = encodedepthmacro(Depth);\n"
+"#else\n"
 "      dp_FragColor = vec4(1.0,1.0,1.0,1.0);\n"
+"#endif\n"
 "}\n"
 "#endif\n"
 "#else // !MODE_DEPTH_ORSHADOW\n"
 "dp_varying highp vec3 BounceGridTexCoord;\n"
 "#endif\n"
 "\n"
+"#ifdef MODE_DEFERREDGEOMETRY\n"
+"dp_varying highp float Depth;\n"
+"#endif\n"
+"\n"
 "\n"
 "\n"
 "\n"
 "#endif\n"
 "\n"
 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"uniform sampler2D Texture_ScreenDepth;\n"
 "uniform sampler2D Texture_ScreenNormalMap;\n"
 "#endif\n"
 "#ifdef USEDEFERREDLIGHTMAP\n"
 "vec3 GetShadowMapTC2D(vec3 dir)\n"
 "{\n"
 "      vec3 adir = abs(dir);\n"
-"      vec2 mparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
+"      float m = max(max(adir.x, adir.y), adir.z);\n"
+"      vec2 mparams = ShadowMap_Parameters.xy / m;\n"
 "      vec4 proj = dp_textureCube(Texture_CubeProjection, dir);\n"
+"#ifdef USEDEPTHRGB\n"
+"      return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, m + 64 * ShadowMap_Parameters.w);\n"
+"#else\n"
 "      return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n"
+"#endif\n"
 "}\n"
 "#  else\n"
 "vec3 GetShadowMapTC2D(vec3 dir)\n"
 "      float m; vec4 proj;\n"
 "      if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
 "      if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }\n"
+"#ifdef USEDEPTHRGB\n"
+"      return vec3(proj.xy * ShadowMap_Parameters.x / m + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64 * ShadowMap_Parameters.w);\n"
+"#else\n"
 "      vec2 mparams = ShadowMap_Parameters.xy / m;\n"
 "      return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n"
+"#endif\n"
 "}\n"
 "#  endif\n"
 "# endif\n"
 "      vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
 "      float f;\n"
 "\n"
-"#  ifdef USESHADOWSAMPLER\n"
-"#    ifdef USESHADOWMAPPCF\n"
-"#      define texval(x, y) dp_shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z))  \n"
-"      vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
-"      f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
+"#  ifdef USEDEPTHRGB\n"
+"#   ifdef USESHADOWMAPPCF\n"
+"#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale))\n"
+"#    if USESHADOWMAPPCF > 1\n"
+"      vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
+"      center *= ShadowMap_TextureScale;\n"
+"      vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
+"      vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
+"      vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
+"      vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
+"      vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
+"      f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
 "#    else\n"
-"      f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z));\n"
+"      vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
+"      vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
+"      vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
+"      vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
+"      vec3 cols = row2 + mix(row1, row3, offset.y);\n"
+"      f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
 "#    endif\n"
+"#   else\n"
+"      f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale)));\n"
+"#   endif\n"
 "#  else\n"
-"#    ifdef USESHADOWMAPPCF\n"
-"#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
-"#      ifdef GL_ARB_texture_gather\n"
-"#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
-"#      else\n"
-"#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
-"#      endif\n"
+"#   ifdef USESHADOWSAMPLER\n"
+"#     ifdef USESHADOWMAPPCF\n"
+"#       define texval(x, y) dp_shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z))  \n"
+"      vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
+"      f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
+"#     else\n"
+"      f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z));\n"
+"#     endif\n"
+"#   else\n"
+"#     ifdef USESHADOWMAPPCF\n"
+"#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
+"#       ifdef GL_ARB_texture_gather\n"
+"#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
+"#       else\n"
+"#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
+"#       endif\n"
 "      vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
-"#      if USESHADOWMAPPCF > 1\n"
+"#       if USESHADOWMAPPCF > 1\n"
 "   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
 "   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
 "   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
 "      vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
 "                              mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
 "      f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
-"#      endif\n"
-"#     else\n"
-"#      ifdef GL_EXT_gpu_shader4\n"
-"#        define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r\n"
+"#       endif\n"
 "#      else\n"
-"#        define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
-"#      endif\n"
-"#      if USESHADOWMAPPCF > 1\n"
+"#       ifdef GL_EXT_gpu_shader4\n"
+"#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r\n"
+"#       else\n"
+"#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
+"#       endif\n"
+"#       if USESHADOWMAPPCF > 1\n"
 "      vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
 "      center *= ShadowMap_TextureScale;\n"
 "      vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
 "      vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
 "      vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
 "      f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
-"#      else\n"
+"#       else\n"
 "      vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
 "      vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
 "      vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
 "      vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
 "      vec3 cols = row2 + mix(row1, row3, offset.y);\n"
 "      f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
+"#       endif\n"
 "#      endif\n"
-"#     endif\n"
-"#    else\n"
+"#     else\n"
 "      f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
-"#    endif\n"
+"#     endif\n"
+"#   endif\n"
 "#  endif\n"
 "#  ifdef USESHADOWMAPORTHO\n"
 "      return mix(ShadowMap_Parameters.w, 1.0, f);\n"
 "#ifdef USETRIPPY\n"
 "      gl_Position = TrippyVertex(gl_Position);\n"
 "#endif\n"
+"      Depth = (ModelViewMatrix * Attrib_Position).z;\n"
 "}\n"
 "#endif // VERTEX_SHADER\n"
 "\n"
 "      float a = offsetMappedTexture2D(Texture_Gloss).a;\n"
 "#endif\n"
 "\n"
-"      dp_FragColor = vec4(normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
+"      vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);\n"
+"      dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);\n"
 "}\n"
 "#endif // FRAGMENT_SHADER\n"
 "#else // !MODE_DEFERREDGEOMETRY\n"
 "      // calculate viewspace pixel position\n"
 "      vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
 "      vec3 position;\n"
-"      position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
-"      position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
-"      // decode viewspace pixel normal\n"
+"      // get the geometry information (depth, normal, specular exponent)\n"
 "      myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
-"      myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));\n"
+"      // decode viewspace pixel normal\n"
+"//    myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));\n"
+"      myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));\n"
+"      // decode viewspace pixel position\n"
+"//    position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));\n"
+"      position.z = normalmap.b;\n"
+"//    position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
+"      position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
+"\n"
+"      // now do the actual shading\n"
 "      // surfacenormal = pixel normal in viewspace\n"
 "      // LightVector = pixel to light in viewspace\n"
-"      // CubeVector = position in lightspace\n"
+"      // CubeVector = pixel in lightspace\n"
 "      // eyevector = pixel to view in viewspace\n"
 "      vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
 "      myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
 "      gl_FragColor.rgb *= cubecolor;\n"
 "# endif\n"
 "#endif\n"
-"      \n"
 "}\n"
 "#endif // FRAGMENT_SHADER\n"
 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
 "      vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
 "      color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
 "      color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
+"//    color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);\n"
 "#endif\n"
 "\n"
 "#ifdef USEBOUNCEGRID\n"
index 4236bb7..f9c56e2 100644 (file)
@@ -199,8 +199,6 @@ cvar_t v_glslgamma = {CVAR_SAVE, "v_glslgamma", "1", "enables use of GLSL to app
 cvar_t v_glslgamma_2d = {CVAR_SAVE, "v_glslgamma_2d", "0", "applies GLSL gamma to 2d pictures (HUD, fonts)"};
 cvar_t v_psycho = {0, "v_psycho", "0", "easter egg"};
 
-extern cvar_t r_viewfbo;
-
 // brand of graphics chip
 const char *gl_vendor;
 // graphics chip model and other information