int *vertexremap;
int vertexupdatenum;
-int r_shadow_buffer_numclusterpvsbytes;
-qbyte *r_shadow_buffer_clusterpvs;
-int *r_shadow_buffer_clusterlist;
+int r_shadow_buffer_numleafpvsbytes;
+qbyte *r_shadow_buffer_leafpvs;
+int *r_shadow_buffer_leaflist;
int r_shadow_buffer_numsurfacepvsbytes;
qbyte *r_shadow_buffer_surfacepvs;
int *r_shadow_buffer_surfacelist;
rtexturepool_t *r_shadow_texturepool;
-rtexture_t *r_shadow_normalcubetexture;
rtexture_t *r_shadow_attenuation2dtexture;
rtexture_t *r_shadow_attenuation3dtexture;
-rtexture_t *r_shadow_blankwhitecubetexture;
// lights are reloaded when this changes
char r_shadow_mapname[MAX_QPATH];
cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000"};
cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1"};
-cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "0"};
+cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1"};
+cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0"};
cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0"};
cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1"};
cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0"};
cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1"};
+cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1"};
+cvar_t r_shadow_realtime_world_compilelight = {0, "r_shadow_realtime_world_compilelight", "1"};
+cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1"};
cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"};
cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1"};
cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
-cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"};
cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
+cvar_t r_shadow_visiblelighting = {0, "r_shadow_visiblelighting", "0"};
cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1"};
cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "1"};
int i;
// allocate vertex processing arrays
numcubemaps = 0;
- r_shadow_normalcubetexture = NULL;
r_shadow_attenuation2dtexture = NULL;
r_shadow_attenuation3dtexture = NULL;
- r_shadow_blankwhitecubetexture = NULL;
r_shadow_texturepool = NULL;
r_shadow_filters_texturepool = NULL;
R_Shadow_ValidateCvars();
shadowmark = NULL;
shadowmarklist = NULL;
shadowmarkcount = 0;
- r_shadow_buffer_numclusterpvsbytes = 0;
- r_shadow_buffer_clusterpvs = NULL;
- r_shadow_buffer_clusterlist = NULL;
+ r_shadow_buffer_numleafpvsbytes = 0;
+ r_shadow_buffer_leafpvs = NULL;
+ r_shadow_buffer_leaflist = NULL;
r_shadow_buffer_numsurfacepvsbytes = 0;
r_shadow_buffer_surfacepvs = NULL;
r_shadow_buffer_surfacelist = NULL;
}
}
numcubemaps = 0;
- r_shadow_normalcubetexture = NULL;
r_shadow_attenuation2dtexture = NULL;
r_shadow_attenuation3dtexture = NULL;
- r_shadow_blankwhitecubetexture = NULL;
R_FreeTexturePool(&r_shadow_texturepool);
R_FreeTexturePool(&r_shadow_filters_texturepool);
maxshadowelements = 0;
Mem_Free(shadowmarklist);
shadowmarklist = NULL;
shadowmarkcount = 0;
- r_shadow_buffer_numclusterpvsbytes = 0;
- if (r_shadow_buffer_clusterpvs)
- Mem_Free(r_shadow_buffer_clusterpvs);
- r_shadow_buffer_clusterpvs = NULL;
- if (r_shadow_buffer_clusterlist)
- Mem_Free(r_shadow_buffer_clusterlist);
- r_shadow_buffer_clusterlist = NULL;
+ r_shadow_buffer_numleafpvsbytes = 0;
+ if (r_shadow_buffer_leafpvs)
+ Mem_Free(r_shadow_buffer_leafpvs);
+ r_shadow_buffer_leafpvs = NULL;
+ if (r_shadow_buffer_leaflist)
+ Mem_Free(r_shadow_buffer_leaflist);
+ r_shadow_buffer_leaflist = NULL;
r_shadow_buffer_numsurfacepvsbytes = 0;
if (r_shadow_buffer_surfacepvs)
Mem_Free(r_shadow_buffer_surfacepvs);
"r_shadow_projectdistance : shadow volume projection distance\n"
"r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
"r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
+"r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
"r_shadow_realtime_world : use high quality world lighting mode\n"
"r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
"r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
"r_shadow_realtime_world_shadows : cast shadows from world lights\n"
+"r_shadow_realtime_world_compile : compile surface/visibility information\n"
+"r_shadow_realtime_world_compilelight : compile lighting geometry\n"
+"r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
"r_shadow_glsl : use OpenGL Shading Language for lighting\n"
"r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
"r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
"r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
"r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n"
"r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
+"r_shadow_visiblelighting : useful for performance testing; bright = slow!\n"
"r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
"Commands:\n"
"r_shadow_help : this help\n"
Cvar_RegisterVariable(&r_shadow_projectdistance);
Cvar_RegisterVariable(&r_shadow_realtime_dlight);
Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
+ Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
Cvar_RegisterVariable(&r_shadow_realtime_world);
Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
+ Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
+ Cvar_RegisterVariable(&r_shadow_realtime_world_compilelight);
+ Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
Cvar_RegisterVariable(&r_shadow_scissor);
Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
- Cvar_RegisterVariable(&r_shadow_staticworldlights);
Cvar_RegisterVariable(&r_shadow_texture3d);
+ Cvar_RegisterVariable(&r_shadow_visiblelighting);
Cvar_RegisterVariable(&r_shadow_visiblevolumes);
Cvar_RegisterVariable(&r_shadow_glsl);
Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
shadowmark = NULL;
shadowmarklist = NULL;
shadowmarkcount = 0;
- r_shadow_buffer_numclusterpvsbytes = 0;
- r_shadow_buffer_clusterpvs = NULL;
- r_shadow_buffer_clusterlist = NULL;
+ r_shadow_buffer_numleafpvsbytes = 0;
+ r_shadow_buffer_leafpvs = NULL;
+ r_shadow_buffer_leaflist = NULL;
r_shadow_buffer_numsurfacepvsbytes = 0;
r_shadow_buffer_surfacepvs = NULL;
r_shadow_buffer_surfacelist = NULL;
R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
}
-matrix4x4_t matrix_attenuationxyz =
+static matrix4x4_t matrix_attenuationxyz =
{
{
{0.5, 0.0, 0.0, 0.5},
}
};
-matrix4x4_t matrix_attenuationz =
+static matrix4x4_t matrix_attenuationz =
{
{
{0.0, 0.0, 0.5, 0.5},
return shadowelements;
}
-void R_Shadow_EnlargeClusterBuffer(int numclusters)
+static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
{
- int numclusterpvsbytes = (((numclusters + 7) >> 3) + 255) & ~255;
- if (r_shadow_buffer_numclusterpvsbytes < numclusterpvsbytes)
+ int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
+ int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
+ if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
{
- if (r_shadow_buffer_clusterpvs)
- Mem_Free(r_shadow_buffer_clusterpvs);
- if (r_shadow_buffer_clusterlist)
- Mem_Free(r_shadow_buffer_clusterlist);
- r_shadow_buffer_numclusterpvsbytes = numclusterpvsbytes;
- r_shadow_buffer_clusterpvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numclusterpvsbytes);
- r_shadow_buffer_clusterlist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numclusterpvsbytes * 8 * sizeof(*r_shadow_buffer_clusterlist));
+ if (r_shadow_buffer_leafpvs)
+ Mem_Free(r_shadow_buffer_leafpvs);
+ if (r_shadow_buffer_leaflist)
+ Mem_Free(r_shadow_buffer_leaflist);
+ r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
+ r_shadow_buffer_leafpvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
+ r_shadow_buffer_leaflist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
}
-}
-
-void R_Shadow_EnlargeSurfaceBuffer(int numsurfaces)
-{
- int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
{
if (r_shadow_buffer_surfacepvs)
static void R_Shadow_MakeTextures(void)
{
- int x, y, z, d, side;
- float v[3], s, t, intensity;
+ int x, y, z, d;
+ float v[3], intensity;
qbyte *data;
R_FreeTexturePool(&r_shadow_texturepool);
r_shadow_texturepool = R_AllocTexturePool();
r_shadow_attenpower = r_shadow_lightattenuationpower.value;
r_shadow_attenscale = r_shadow_lightattenuationscale.value;
-#define NORMSIZE 64
#define ATTEN2DSIZE 64
#define ATTEN3DSIZE 32
- data = Mem_Alloc(tempmempool, max(6*NORMSIZE*NORMSIZE*4, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4)));
- r_shadow_blankwhitecubetexture = NULL;
- r_shadow_normalcubetexture = NULL;
- if (gl_texturecubemap)
- {
- data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
- data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
- data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
- data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
- data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
- data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
- r_shadow_blankwhitecubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "blankwhitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
- for (side = 0;side < 6;side++)
- {
- for (y = 0;y < NORMSIZE;y++)
- {
- for (x = 0;x < NORMSIZE;x++)
- {
- s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
- t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
- switch(side)
- {
- case 0:
- v[0] = 1;
- v[1] = -t;
- v[2] = -s;
- break;
- case 1:
- v[0] = -1;
- v[1] = -t;
- v[2] = s;
- break;
- case 2:
- v[0] = s;
- v[1] = 1;
- v[2] = t;
- break;
- case 3:
- v[0] = s;
- v[1] = -1;
- v[2] = -t;
- break;
- case 4:
- v[0] = s;
- v[1] = -t;
- v[2] = 1;
- break;
- case 5:
- v[0] = -s;
- v[1] = -t;
- v[2] = -1;
- break;
- }
- intensity = 127.0f / sqrt(DotProduct(v, v));
- data[((side*NORMSIZE+y)*NORMSIZE+x)*4+0] = 128.0f + intensity * v[0];
- data[((side*NORMSIZE+y)*NORMSIZE+x)*4+1] = 128.0f + intensity * v[1];
- data[((side*NORMSIZE+y)*NORMSIZE+x)*4+2] = 128.0f + intensity * v[2];
- data[((side*NORMSIZE+y)*NORMSIZE+x)*4+3] = 255;
- }
- }
- }
- r_shadow_normalcubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
- }
+ data = Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
for (y = 0;y < ATTEN2DSIZE;y++)
{
for (x = 0;x < ATTEN2DSIZE;x++)
}
}
-void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *glosstexture, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale)
+void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int visiblelighting)
{
int renders;
float color[3], color2[3], colorscale;
rmeshstate_t m;
- // FIXME: support EF_NODEPTHTEST
- GL_DepthMask(false);
- GL_DepthTest(true);
+ if (!basetexture)
+ basetexture = r_texture_white;
if (!bumptexture)
bumptexture = r_texture_blanknormalmap;
+ if (!lightcolorbase)
+ lightcolorbase = vec3_origin;
+ if (!lightcolorpants)
+ lightcolorpants = vec3_origin;
+ if (!lightcolorshirt)
+ lightcolorshirt = vec3_origin;
specularscale *= r_shadow_glossintensity.value;
if (!glosstexture)
{
if (r_shadow_gloss.integer < 1)
specularscale = 0;
if (!lightcubemap)
- lightcubemap = r_shadow_blankwhitecubetexture;
- if (ambientscale + diffusescale + specularscale < 0.01)
+ lightcubemap = r_texture_whitecube;
+ if ((ambientscale + diffusescale) * (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt)) + specularscale * VectorLength2(lightcolorbase) <= 0.001)
+ return;
+ if (visiblelighting)
+ {
+ int passes = 0;
+ if (r_shadow_glsl.integer && r_shadow_program_light[0])
+ passes++; // GLSL shader path (GFFX5200, Radeon 9500)
+ else if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
+ {
+ // TODO: add direct pants/shirt rendering
+ if (pantstexture && (ambientscale + diffusescale) * VectorLength2(lightcolorpants) > 0.001)
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorpants, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, pantstexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
+ if (shirttexture && (ambientscale + diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorshirt, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, shirttexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
+ if (!bumptexture)
+ bumptexture = r_texture_blanknormalmap;
+ if (!glosstexture)
+ glosstexture = r_texture_white;
+ if (ambientscale)
+ {
+ colorscale = ambientscale;
+ if (r_shadow_texture3d.integer && lightcubemap && r_textureunits.integer >= 4)
+ {
+ }
+ else if (r_shadow_texture3d.integer && !lightcubemap && r_textureunits.integer >= 2)
+ {
+ }
+ else if (r_textureunits.integer >= 4 && lightcubemap)
+ {
+ }
+ else if (r_textureunits.integer >= 3 && !lightcubemap)
+ {
+ }
+ else
+ passes++;
+ VectorScale(lightcolorbase, colorscale, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ passes++;
+ }
+ if (diffusescale)
+ {
+ colorscale = diffusescale;
+ if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
+ {
+ // 3/2 3D combine path (Geforce3, Radeon 8500)
+ passes++;
+ }
+ else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
+ {
+ // 1/2/2 3D combine path (original Radeon)
+ passes += 2;
+ }
+ else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
+ {
+ // 2/2 3D combine path (original Radeon)
+ passes++;
+ }
+ else if (r_textureunits.integer >= 4)
+ {
+ // 4/2 2D combine path (Geforce3, Radeon 8500)
+ passes++;
+ }
+ else
+ {
+ // 2/2/2 2D combine path (any dot3 card)
+ passes += 2;
+ }
+ VectorScale(lightcolorbase, colorscale, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ passes++;
+ }
+ if (specularscale && glosstexture != r_texture_black)
+ {
+ //if (gl_support_blendsquare)
+ {
+ colorscale = specularscale;
+ if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+ passes += 4;
+ else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+ passes += 3;
+ else
+ passes += 4;
+ VectorScale(lightcolorbase, colorscale, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ passes++;
+ }
+ }
+ }
+ else
+ {
+ // TODO: add direct pants/shirt rendering
+ if (pantstexture && (ambientscale + diffusescale) * VectorLength2(lightcolorpants) > 0.001)
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorpants, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, pantstexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
+ if (shirttexture && (ambientscale + diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorshirt, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, shirttexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
+ if (ambientscale)
+ {
+ VectorScale(lightcolorbase, ambientscale, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ passes++;
+ }
+ if (diffusescale)
+ {
+ VectorScale(lightcolorbase, diffusescale, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ passes++;
+ }
+ }
+ if (passes)
+ {
+ GL_Color(0.1*passes, 0.025*passes, 0, 1);
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(firstvertex, numvertices);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ GL_LockArrays(0, 0);
+ }
return;
+ }
+ // FIXME: support EF_NODEPTHTEST
+ GL_DepthMask(false);
+ GL_DepthTest(true);
if (r_shadow_glsl.integer && r_shadow_program_light[0])
{
unsigned int perm, prog;
qglUniform1fARB(qglGetUniformLocationARB(prog, "SpecularPower"), 8);CHECKGLERROR
qglUniform1fARB(qglGetUniformLocationARB(prog, "SpecularScale"), specularscale);CHECKGLERROR
}
- qglUniform3fARB(qglGetUniformLocationARB(prog, "LightColor"), lightcolor[0], lightcolor[1], lightcolor[2]);CHECKGLERROR
+ qglUniform3fARB(qglGetUniformLocationARB(prog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
qglUniform3fARB(qglGetUniformLocationARB(prog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR
if (perm & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
{
R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
+ // TODO: add direct pants/shirt rendering
+ if (pantstexture && (ambientscale + diffusescale) * VectorLength2(lightcolorpants) > 0.001)
+ {
+ R_Mesh_TexBind(1, R_GetTexture(pantstexture));
+ qglUniform3fARB(qglGetUniformLocationARB(prog, "LightColor"), lightcolorpants[0], lightcolorpants[1], lightcolorpants[2]);CHECKGLERROR
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ if (shirttexture && (ambientscale + diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
+ {
+ R_Mesh_TexBind(1, R_GetTexture(shirttexture));
+ qglUniform3fARB(qglGetUniformLocationARB(prog, "LightColor"), lightcolorshirt[0], lightcolorshirt[1], lightcolorshirt[2]);CHECKGLERROR
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
GL_LockArrays(0, 0);
qglUseProgramObjectARB(0);
// HACK HACK HACK: work around for stupid NVIDIA bug that causes GL_OUT_OF_MEMORY and/or software rendering
}
else if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
{
+ // TODO: add direct pants/shirt rendering
+ if (pantstexture && (ambientscale + diffusescale) * VectorLength2(lightcolorpants) > 0.001)
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorpants, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, pantstexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
+ if (shirttexture && (ambientscale + diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorshirt, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, shirttexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
if (!bumptexture)
bumptexture = r_texture_blanknormalmap;
if (!glosstexture)
// this final code is shared
R_Mesh_State(&m);
GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
- VectorScale(lightcolor, colorscale, color2);
+ VectorScale(lightcolorbase, colorscale, color2);
GL_LockArrays(firstvertex, numvertices);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
m.tex[0] = R_GetTexture(bumptexture);
m.texcombinergb[0] = GL_REPLACE;
m.pointer_texcoord[0] = texcoord2f;
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin);
m.tex[0] = R_GetTexture(bumptexture);
m.texcombinergb[0] = GL_REPLACE;
m.pointer_texcoord[0] = texcoord2f;
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin);
m.tex[0] = R_GetTexture(bumptexture);
m.texcombinergb[0] = GL_REPLACE;
m.pointer_texcoord[0] = texcoord2f;
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin);
m.tex[0] = R_GetTexture(bumptexture);
m.texcombinergb[0] = GL_REPLACE;
m.pointer_texcoord[0] = texcoord2f;
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin);
m.tex[0] = R_GetTexture(bumptexture);
m.texcombinergb[0] = GL_REPLACE;
m.pointer_texcoord[0] = texcoord2f;
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin);
// this final code is shared
R_Mesh_State(&m);
GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
- VectorScale(lightcolor, colorscale, color2);
+ VectorScale(lightcolorbase, colorscale, color2);
GL_LockArrays(firstvertex, numvertices);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(bumptexture);
m.pointer_texcoord[0] = texcoord2f;
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin, relativeeyeorigin);
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(bumptexture);
m.pointer_texcoord[0] = texcoord2f;
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin, relativeeyeorigin);
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(bumptexture);
m.pointer_texcoord[0] = texcoord2f;
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin, relativeeyeorigin);
}
R_Mesh_State(&m);
GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
- VectorScale(lightcolor, colorscale, color2);
+ VectorScale(lightcolorbase, colorscale, color2);
GL_LockArrays(firstvertex, numvertices);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
}
else
{
+ // TODO: add direct pants/shirt rendering
+ if (pantstexture && (ambientscale + diffusescale) * VectorLength2(lightcolorpants) > 0.001)
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorpants, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, pantstexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
+ if (shirttexture && (ambientscale + diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorshirt, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, shirttexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
if (ambientscale)
{
GL_BlendFunc(GL_ONE, GL_ONE);
- VectorScale(lightcolor, ambientscale, color2);
+ VectorScale(lightcolorbase, ambientscale, color2);
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(basetexture);
if (diffusescale)
{
GL_BlendFunc(GL_ONE, GL_ONE);
- VectorScale(lightcolor, diffusescale, color2);
+ VectorScale(lightcolorbase, diffusescale, color2);
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.pointer_color = varray_color4f;
// (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
void R_RTLight_Compile(rtlight_t *rtlight)
{
- int shadowmeshes, shadowtris, lightmeshes, lighttris, numclusters, numsurfaces;
+ int shadowmeshes, shadowtris, lightmeshes, lighttris, numleafs, numleafpvsbytes, numsurfaces;
entity_render_t *ent = r_refdef.worldentity;
model_t *model = r_refdef.worldmodel;
+ qbyte *data;
// compile the light
rtlight->compiled = true;
- rtlight->static_numclusters = 0;
- rtlight->static_numclusterpvsbytes = 0;
- rtlight->static_clusterlist = NULL;
- rtlight->static_clusterpvs = NULL;
+ rtlight->static_numleafs = 0;
+ rtlight->static_numleafpvsbytes = 0;
+ rtlight->static_leaflist = NULL;
+ rtlight->static_leafpvs = NULL;
+ rtlight->static_numsurfaces = 0;
+ rtlight->static_surfacelist = NULL;
rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
{
// this variable directs the DrawShadowVolume and DrawLight code to capture into the mesh chain instead of rendering
r_shadow_compilingrtlight = rtlight;
- R_Shadow_EnlargeClusterBuffer(model->brush.num_pvsclusters);
- R_Shadow_EnlargeSurfaceBuffer(model->nummodelsurfaces);
- model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
- rtlight->static_numclusterpvsbytes = (model->brush.num_pvsclusters + 7) >> 3;
- rtlight->static_clusterpvs = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusterpvsbytes);
- if (numclusters)
- {
- rtlight->static_numclusters = numclusters;
- rtlight->static_clusterlist = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(*rtlight->static_clusterlist));
- memcpy(rtlight->static_clusterlist, r_shadow_buffer_clusterlist, rtlight->static_numclusters * sizeof(*rtlight->static_clusterlist));
- memcpy(rtlight->static_clusterpvs, r_shadow_buffer_clusterpvs, rtlight->static_numclusterpvsbytes);
- }
+ R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->brush.num_surfaces);
+ model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
+ numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
+ data = Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
+ rtlight->static_numleafs = numleafs;
+ rtlight->static_numleafpvsbytes = numleafpvsbytes;
+ rtlight->static_leaflist = (void *)data;data += sizeof(int) * numleafs;
+ rtlight->static_leafpvs = (void *)data;data += numleafpvsbytes;
+ rtlight->static_numsurfaces = numsurfaces;
+ rtlight->static_surfacelist = (void *)data;data += sizeof(int) * numsurfaces;
+ if (numleafs)
+ memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
+ if (numleafpvsbytes)
+ memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
+ if (numsurfaces)
+ memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
if (model->DrawShadowVolume && rtlight->shadow)
{
rtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
if (model->DrawLight)
{
rtlight->static_meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true);
- model->DrawLight(ent, rtlight->shadoworigin, vec3_origin, rtlight->radius, vec3_origin, &r_identitymatrix, &r_identitymatrix, &r_identitymatrix, NULL, 0, 0, 0, numsurfaces, r_shadow_buffer_surfacelist);
+ model->DrawLight(ent, rtlight->shadoworigin, vec3_origin, rtlight->radius, vec3_origin, &r_identitymatrix, &r_identitymatrix, &r_identitymatrix, NULL, 0, 0, 0, numsurfaces, r_shadow_buffer_surfacelist, 0);
rtlight->static_meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_light, true, false);
}
// switch back to rendering when DrawShadowVolume or DrawLight is called
if (rtlight->static_meshchain_light)
Mod_ShadowMesh_Free(rtlight->static_meshchain_light);
rtlight->static_meshchain_light = NULL;
- if (rtlight->static_clusterlist)
- Mem_Free(rtlight->static_clusterlist);
- rtlight->static_clusterlist = NULL;
- if (rtlight->static_clusterpvs)
- Mem_Free(rtlight->static_clusterpvs);
- rtlight->static_clusterpvs = NULL;
- rtlight->static_numclusters = 0;
- rtlight->static_numclusterpvsbytes = 0;
+ // these allocations are grouped
+ if (rtlight->static_leaflist)
+ Mem_Free(rtlight->static_leaflist);
+ rtlight->static_numleafs = 0;
+ rtlight->static_numleafpvsbytes = 0;
+ rtlight->static_leaflist = NULL;
+ rtlight->static_leafpvs = NULL;
+ rtlight->static_numsurfaces = 0;
+ rtlight->static_surfacelist = NULL;
rtlight->compiled = false;
}
}
R_RTLight_Uncompile(&light->rtlight);
}
-void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
+void R_DrawRTLight(rtlight_t *rtlight, int visiblelighting, int visiblevolumes)
{
int i, shadow, usestencil;
entity_render_t *ent;
vec3_t relativelightorigin, relativeeyeorigin, lightcolor, lightcolor2;
rtexture_t *cubemaptexture;
matrix4x4_t matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz;
- int numclusters, numsurfaces;
- int *clusterlist, *surfacelist;
- qbyte *clusterpvs;
+ int numleafs, numsurfaces;
+ int *leaflist, *surfacelist;
+ qbyte *leafpvs;
vec3_t cullmins, cullmaxs, relativelightmins, relativelightmaxs;
shadowmesh_t *mesh;
rmeshstate_t m;
// loading is done before visibility checks because loading should happen
// all at once at the start of a level, not when it stalls gameplay.
// (especially important to benchmarks)
- if (rtlight->isstatic && !rtlight->compiled && r_shadow_staticworldlights.integer)
+ if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
R_RTLight_Compile(rtlight);
if (rtlight->cubemapname[0])
cubemaptexture = R_Shadow_Cubemap(rtlight->cubemapname);
cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
if (rtlight->style >= 0 && d_lightstylevalue[rtlight->style] <= 0)
return;
- numclusters = 0;
- clusterlist = NULL;
- clusterpvs = NULL;
+ numleafs = 0;
+ leaflist = NULL;
+ leafpvs = NULL;
numsurfaces = 0;
surfacelist = NULL;
- if (rtlight->compiled && r_shadow_staticworldlights.integer)
+ if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
{
// compiled light, world available and can receive realtime lighting
- // retrieve cluster information
- numclusters = rtlight->static_numclusters;
- clusterlist = rtlight->static_clusterlist;
- clusterpvs = rtlight->static_clusterpvs;
+ // retrieve leaf information
+ numleafs = rtlight->static_numleafs;
+ leaflist = rtlight->static_leaflist;
+ leafpvs = rtlight->static_leafpvs;
+ numsurfaces = rtlight->static_numsurfaces;
+ surfacelist = rtlight->static_surfacelist;
VectorCopy(rtlight->cullmins, cullmins);
VectorCopy(rtlight->cullmaxs, cullmaxs);
}
// if the light box is offscreen, skip it right away
if (R_CullBox(cullmins, cullmaxs))
return;
- // calculate lit surfaces and clusters
- R_Shadow_EnlargeClusterBuffer(r_refdef.worldmodel->brush.num_pvsclusters);
- R_Shadow_EnlargeSurfaceBuffer(r_refdef.worldmodel->nummodelsurfaces);
- r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, cullmins, cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
- clusterlist = r_shadow_buffer_clusterlist;
- clusterpvs = r_shadow_buffer_clusterpvs;
+ // calculate lit surfaces and leafs
+ R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->brush.num_surfaces);
+ r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, cullmins, cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
+ leaflist = r_shadow_buffer_leaflist;
+ leafpvs = r_shadow_buffer_leafpvs;
surfacelist = r_shadow_buffer_surfacelist;
}
- // if the reduced cluster bounds are offscreen, skip it
+ // if the reduced leaf bounds are offscreen, skip it
if (R_CullBox(cullmins, cullmaxs))
return;
- // check if light is illuminating any visible clusters
- if (numclusters)
+ // check if light is illuminating any visible leafs
+ if (numleafs)
{
- for (i = 0;i < numclusters;i++)
- if (CHECKPVSBIT(r_pvsbits, clusterlist[i]))
+ for (i = 0;i < numleafs;i++)
+ if (r_worldleafvisible[leaflist[i]])
break;
- if (i == numclusters)
+ if (i == numleafs)
return;
}
// set up a scissor rectangle for this light
shadow = rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows);
usestencil = false;
- if (shadow && (gl_stencil || visiblevolumes))
+ if (shadow && ((gl_stencil && !visiblelighting) || visiblevolumes))
{
- if (!visiblevolumes)
+ if (visiblevolumes)
+ {
+ qglDisable(GL_CULL_FACE);
+ GL_DepthTest(visiblevolumes < 2);
+ GL_Color(0.0, 0.0125, 0.1, 1);
+ }
+ else
{
R_Shadow_Stage_ShadowVolumes();
usestencil = true;
}
ent = r_refdef.worldentity;
- if (r_shadow_staticworldlights.integer && rtlight->compiled)
+ if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
{
memset(&m, 0, sizeof(m));
R_Mesh_Matrix(&ent->matrix);
{
if (!BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs))
continue;
- if (r_refdef.worldmodel != NULL && r_refdef.worldmodel->brush.BoxTouchingPVS != NULL && !r_refdef.worldmodel->brush.BoxTouchingPVS(r_refdef.worldmodel, clusterpvs, ent->mins, ent->maxs))
+ if (r_refdef.worldmodel != NULL && r_refdef.worldmodel->brush.BoxTouchingLeafPVS != NULL && !r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs))
continue;
}
if (!(ent->flags & RENDER_SHADOW) || !ent->model || !ent->model->DrawShadowVolume)
}
}
- if (!visiblevolumes)
+ if (visiblelighting || !visiblevolumes)
{
- R_Shadow_Stage_Light(usestencil);
+ if (visiblelighting)
+ {
+ qglEnable(GL_CULL_FACE);
+ GL_DepthTest(visiblelighting < 2);
+ GL_Color(0.1, 0.0125, 0, 1);
+ }
+ else
+ R_Shadow_Stage_Light(usestencil);
ent = r_refdef.worldentity;
if (ent->model && ent->model->DrawLight && (ent->flags & RENDER_LIGHT))
Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix);
Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rtlight->matrix_worldtoattenuationxyz, &ent->matrix);
Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix);
- if (r_shadow_staticworldlights.integer && rtlight->compiled)
+ if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compilelight.integer)
{
R_Mesh_Matrix(&ent->matrix);
for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
- R_Shadow_RenderLighting(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, mesh->map_specular, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale);
+ R_Shadow_RenderLighting(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, NULL, NULL, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, NULL, NULL, mesh->map_normal, mesh->map_specular, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, visiblelighting);
}
else
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, numsurfaces, surfacelist);
+ ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, numsurfaces, surfacelist, visiblelighting);
}
if (r_drawentities.integer)
{
Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix);
Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rtlight->matrix_worldtoattenuationxyz, &ent->matrix);
Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix);
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, ent->model->nummodelsurfaces, ent->model->surfacelist);
+ ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, ent->model->nummodelsurfaces, ent->model->surfacelist, visiblelighting);
}
}
}
}
}
-void R_ShadowVolumeLighting(int visiblevolumes)
+void R_ShadowVolumeLighting(int visiblelighting, int visiblevolumes)
{
int lnum, flag;
dlight_t *light;
if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
R_Shadow_EditLights_Reload_f();
- if (visiblevolumes)
+ if (visiblelighting || visiblevolumes)
{
memset(&m, 0, sizeof(m));
R_Mesh_State(&m);
GL_BlendFunc(GL_ONE, GL_ONE);
GL_DepthMask(false);
- GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
- qglDisable(GL_CULL_FACE);
- GL_Color(0.0, 0.0125, 0.1, 1);
+ qglCullFace(GL_FRONT); // this culls back
}
else
R_Shadow_Stage_Begin();
{
for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
- R_DrawRTLight(&light->rtlight, visiblevolumes);
+ R_DrawRTLight(&light->rtlight, visiblelighting, visiblevolumes);
}
else
for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
if (light->flags & flag)
- R_DrawRTLight(&light->rtlight, visiblevolumes);
+ R_DrawRTLight(&light->rtlight, visiblelighting, visiblevolumes);
if (r_rtdlight)
for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
- R_DrawRTLight(&light->rtlight, visiblevolumes);
+ R_DrawRTLight(&light->rtlight, visiblelighting, visiblevolumes);
- if (visiblevolumes)
+ if (visiblelighting || visiblevolumes)
{
qglEnable(GL_CULL_FACE);
GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
for (i = 0;i < 5;i++)
{
lighttextures[i] = NULL;
- if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1))))
+ if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1), true)))
lighttextures[i] = pic->tex;
}
if (rating >= 0.95)
{
rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
- if (bestrating < rating && CL_TraceLine(light->origin, r_vieworigin, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1.0f)
+ if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
{
bestrating = rating;
best = light;
void R_Shadow_SetCursorLocationForView(void)
{
- vec_t dist, push, frac;
- vec3_t dest, endpos, normal;
+ vec_t dist, push;
+ vec3_t dest, endpos;
+ trace_t trace;
VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
- frac = CL_TraceLine(r_vieworigin, dest, endpos, normal, true, NULL, SUPERCONTENTS_SOLID);
- if (frac < 1)
+ trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
+ if (trace.fraction < 1)
{
- dist = frac * r_editlights_cursordistance.value;
+ dist = trace.fraction * r_editlights_cursordistance.value;
push = r_editlights_cursorpushback.value;
if (push > dist)
push = dist;
push = -push;
- VectorMA(endpos, push, r_viewforward, endpos);
- VectorMA(endpos, r_editlights_cursorpushoff.value, normal, endpos);
+ VectorMA(trace.endpos, push, r_viewforward, endpos);
+ VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
}
r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;