]> de.git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
use R_SHADOW_SHADOWMODE_ enum for shadowmode for readability
authoreihrul <eihrul@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 8 Oct 2009 14:43:44 +0000 (14:43 +0000)
committereihrul <eihrul@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 8 Oct 2009 14:43:44 +0000 (14:43 +0000)
fix regression in cubemap texturetype for shadowmapping
only use one FBO per shadowmap cubemap lod and update depth attachment per side transition

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@9325 d7cf8633-e32d-0410-b094-e92efae38249

r_shadow.c

index 7c4e9917fcc01665fd054233042d72cf4725b52a..82c9e9717212d45b930a68a71d3e5865c7530c03 100644 (file)
@@ -158,12 +158,21 @@ typedef enum r_shadow_rendermode_e
        R_SHADOW_RENDERMODE_LIGHT_GLSL,
        R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
        R_SHADOW_RENDERMODE_VISIBLELIGHTING,
-       R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE,
        R_SHADOW_RENDERMODE_SHADOWMAP2D,
+       R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE,
        R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE,
 }
 r_shadow_rendermode_t;
 
+typedef enum r_shadow_shadowmode_e
+{
+    R_SHADOW_SHADOWMODE_STENCIL,
+    R_SHADOW_SHADOWMODE_SHADOWMAP2D,
+    R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE,
+    R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE
+}
+r_shadow_shadowmode_t;
+
 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
@@ -180,9 +189,9 @@ int r_shadow_readbuffer;
 #endif
 int r_shadow_cullface_front, r_shadow_cullface_back;
 GLuint r_shadow_fborectangle;
-GLuint r_shadow_fbocubeside[R_SHADOW_SHADOWMAP_NUMCUBEMAPS][6];
+GLuint r_shadow_fbocubeside[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
 GLuint r_shadow_fbo2d;
-int r_shadow_shadowmode;
+r_shadow_shadowmode_t r_shadow_shadowmode;
 int r_shadow_shadowmapfilterquality;
 int r_shadow_shadowmaptexturetype;
 int r_shadow_shadowmapprecision;
@@ -367,7 +376,7 @@ void R_Shadow_SetShadowMode(void)
        r_shadow_shadowmapsize = 0;
        r_shadow_shadowmapsampler = false;
        r_shadow_shadowmappcf = 0;
-       r_shadow_shadowmode = 0;
+       r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
        if(r_shadow_shadowmapping.integer && r_glsl.integer && gl_support_fragment_shader && gl_support_ext_framebuffer_object)
        {
                if(r_shadow_shadowmapfilterquality < 0)
@@ -404,14 +413,25 @@ void R_Shadow_SetShadowMode(void)
                        }
                }
                r_shadow_shadowmode = r_shadow_shadowmaptexturetype;
-               if(r_shadow_shadowmode <= 0)
-               {
+        switch (r_shadow_shadowmaptexturetype)
+        {
+        case 1:
+            r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
+            break;
+        case 2:
+            r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
+            break;
+        case 3:
+            r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE;
+            break;
+        default:
                        if((gl_support_amd_texture_texture4 || gl_support_arb_texture_gather) && r_shadow_shadowmappcf && !r_shadow_shadowmapsampler)
-                               r_shadow_shadowmode = 1;
+                               r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
                        else if(gl_texturerectangle) 
-                               r_shadow_shadowmode = 2;
+                               r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
                        else
-                               r_shadow_shadowmode = 1;
+                               r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
+            break;
                }
        }
 }
@@ -432,8 +452,8 @@ void R_Shadow_FreeShadowMaps(void)
        r_shadow_fbo2d = 0;
        CHECKGLERROR
        for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
-               if (r_shadow_fbocubeside[i][0])
-                       qglDeleteFramebuffersEXT(6, r_shadow_fbocubeside[i]);
+               if (r_shadow_fbocubeside[i])
+                       qglDeleteFramebuffersEXT(1, &r_shadow_fbocubeside[i]);
        memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
        CHECKGLERROR
 
@@ -464,7 +484,7 @@ void r_shadow_start(void)
        r_shadow_attenuationgradienttexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
-       r_shadow_shadowmode = 0;
+       r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
        r_shadow_shadowmaprectangletexture = NULL;
        r_shadow_shadowmap2dtexture = NULL;
        memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
@@ -1907,7 +1927,6 @@ static void R_Shadow_MakeVSDCT(void)
 
 void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
 {
-       int i;
        int status;
        int maxsize;
        float nearclip, farclip, bias;
@@ -1922,7 +1941,7 @@ void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
        r_shadow_shadowmap_parameters[3] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
        r_shadow_shadowmapside = side;
        r_shadow_shadowmapsize = size;
-       if (r_shadow_shadowmode == 1)
+       if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
        {
                r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
                r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
@@ -1957,7 +1976,7 @@ void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
                r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
                r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
        }
-       else if (r_shadow_shadowmode == 2)
+       else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
        {
                r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
                r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
@@ -1991,7 +2010,7 @@ void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
                r_shadow_shadowmap_texturescale[1] = 1.0f;
                r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
        }
-       else if (r_shadow_shadowmode == 3)
+       else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
        {
                r_shadow_shadowmap_parameters[0] = 1.0f;
                r_shadow_shadowmap_parameters[1] = 1.0f;
@@ -2003,25 +2022,22 @@ void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
                {
  #if 1
                        r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapprecision, r_shadow_shadowmapsampler);
-                       qglGenFramebuffersEXT(6, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
-                       for (i = 0;i < 6;i++)
+                       qglGenFramebuffersEXT(1, &r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
+                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
+                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
+                       // render depth into the fbo, do not render color at all
+                       qglDrawBuffer(GL_NONE);CHECKGLERROR
+                       qglReadBuffer(GL_NONE);CHECKGLERROR
+                       status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
+                       if (status != GL_FRAMEBUFFER_COMPLETE_EXT && r_shadow_shadowmapping.integer)
                        {
-                               qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod][i]);CHECKGLERROR
-                               qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + i, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
-                               // render depth into the fbo, do not render color at all
-                               qglDrawBuffer(GL_NONE);CHECKGLERROR
-                               qglReadBuffer(GL_NONE);CHECKGLERROR
-                               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-                               if (status != GL_FRAMEBUFFER_COMPLETE_EXT && r_shadow_shadowmapping.integer)
-                               {
-                                       Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
-                                       Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
-                               }
+                               Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
+                               Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
                        }
  #endif
                }
                CHECKGLERROR
-               if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) fbo = r_shadow_fbocubeside[r_shadow_shadowmaplod][side];
+               if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) fbo = r_shadow_fbocubeside[r_shadow_shadowmaplod];
                r_shadow_shadowmap_texturescale[0] = 0.0f;
                r_shadow_shadowmap_texturescale[1] = 0.0f;
                r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE;
@@ -2055,6 +2071,10 @@ init_done:
                r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
                GL_CullFace(r_refdef.view.cullface_back);
        }
+       else if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE)
+       {
+               qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
+       }
        if (clear)
                qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT |  GL_STENCIL_BUFFER_BIT);
        CHECKGLERROR
@@ -2085,19 +2105,19 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qb
                CHECKGLERROR
                if (shadowmapping)
                {
-                       if (r_shadow_shadowmode == 1)
+                       if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
                        {
                                r_shadow_usingshadowmap2d = true;
                                R_Mesh_TexBind(GL20TU_SHADOWMAP2D, R_GetTexture(r_shadow_shadowmap2dtexture));
                                CHECKGLERROR
                        }
-                       else if (r_shadow_shadowmode == 2)
+                       else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
                        {
                                r_shadow_usingshadowmaprect = true;
                                R_Mesh_TexBindRectangle(GL20TU_SHADOWMAPRECT, R_GetTexture(r_shadow_shadowmaprectangletexture));
                                CHECKGLERROR
                        }
-                       else if (r_shadow_shadowmode == 3)
+                       else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
                        {
                                r_shadow_usingshadowmapcube = true;
                                R_Mesh_TexBindCubeMap(GL20TU_SHADOWMAPCUBE, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]));
@@ -3433,7 +3453,7 @@ void R_RTLight_Compile(rtlight_t *rtlight)
 
        // compile the light
        rtlight->compiled = true;
-       rtlight->shadowmode = rtlight->shadow ? r_shadow_shadowmode : -1;
+       rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
        rtlight->static_numleafs = 0;
        rtlight->static_numleafpvsbytes = 0;
        rtlight->static_leaflist = NULL;
@@ -3479,15 +3499,18 @@ void R_RTLight_Compile(rtlight_t *rtlight)
                        memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
                if (rtlight->static_numlighttrispvsbytes)
                        memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
-               if (rtlight->shadowmode <= 0)
-               {
-                       if (model->CompileShadowVolume && rtlight->shadow)
-                               model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
-               }
-               else
+               switch (rtlight->shadowmode)
                {
+               case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+               case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
+               case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
                        if (model->CompileShadowMap && rtlight->shadow)
                                model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
+                       break;
+               default:
+                       if (model->CompileShadowVolume && rtlight->shadow)
+                               model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
+                       break;
                }
                // now we're done compiling the rtlight
                r_shadow_compilingrtlight = NULL;
@@ -3923,7 +3946,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        // all at once at the start of a level, not when it stalls gameplay.
        // (especially important to benchmarks)
        // compile light
-       if (rtlight->isstatic && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
+       if (rtlight->isstatic && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
        {
                if (rtlight->compiled)
                        R_RTLight_Uncompile(rtlight);
@@ -4133,7 +4156,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
        lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapping_maxsize.integer);
 
-       if (castshadows && r_shadow_shadowmode >= 1 && r_shadow_shadowmode <= 3)
+       if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
        {
                float borderbias;
                int side;
@@ -4148,7 +4171,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                        if ((r_shadow_shadowmapping_maxsize.integer >> i) > lodlinear)
                                r_shadow_shadowmaplod = i;
 
-               size = r_shadow_shadowmode == 3 ? r_shadow_shadowmapping_maxsize.integer >> r_shadow_shadowmaplod : lodlinear;
+               size = r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE ? r_shadow_shadowmapping_maxsize.integer >> r_shadow_shadowmaplod : lodlinear;
                size = bound(1, size, 2048);
                borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
 
@@ -4296,7 +4319,7 @@ void R_ShadowVolumeLighting(qboolean visible)
        size_t range;
 
        if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, 2048) || 
-               (r_shadow_shadowmode != 0) != (r_shadow_shadowmapping.integer != 0 && r_glsl.integer && gl_support_fragment_shader && gl_support_ext_framebuffer_object) || 
+               (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer && r_glsl.integer && gl_support_fragment_shader && gl_support_ext_framebuffer_object) || 
                r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0) || 
                r_shadow_shadowmaptexturetype != r_shadow_shadowmapping_texturetype.integer ||
                r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||