typedef enum r_shadow_rendermode_e
{
R_SHADOW_RENDERMODE_NONE,
- R_SHADOW_RENDERMODE_STENCIL,
- R_SHADOW_RENDERMODE_SEPARATESTENCIL,
- R_SHADOW_RENDERMODE_STENCILTWOSIDE,
+ R_SHADOW_RENDERMODE_ZPASS_STENCIL,
+ R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
+ R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
+ R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
+ R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
+ R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
R_SHADOW_RENDERMODE_LIGHT_VERTEX,
R_SHADOW_RENDERMODE_LIGHT_DOT3,
R_SHADOW_RENDERMODE_LIGHT_GLSL,
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 = R_SHADOW_RENDERMODE_NONE;
+r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
+r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
int maxshadowtriangles;
int *shadowelements;
cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
-cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "1", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
+cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
numshadowmark = 0;
}
-int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
+static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
{
int i, j;
int outtriangles = 0, outvertices = 0;
return outtriangles;
}
+static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
+{
+ int i, j, k;
+ int outtriangles = 0, outvertices = 0;
+ const int *element;
+ const float *vertex;
+ float ratio, direction[3], projectvector[3];
+ qboolean side[4];
+
+ if (projectdirection)
+ VectorScale(projectdirection, projectdistance, projectvector);
+ else
+ VectorClear(projectvector);
+
+ for (i = 0;i < numshadowmarktris;i++)
+ {
+ int remappedelement[3];
+ int markindex;
+ const int *neighbortriangle;
+
+ markindex = shadowmarktris[i] * 3;
+ neighbortriangle = inneighbor3i + markindex;
+ side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
+ side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
+ side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
+ if (side[0] + side[1] + side[2] == 0)
+ continue;
+
+ side[3] = side[0];
+ element = inelement3i + markindex;
+
+ // create the vertices
+ for (j = 0;j < 3;j++)
+ {
+ if (side[j] + side[j+1] == 0)
+ continue;
+ k = element[j];
+ if (vertexupdate[k] != vertexupdatenum)
+ {
+ vertexupdate[k] = vertexupdatenum;
+ vertexremap[k] = outvertices;
+ vertex = invertex3f + k * 3;
+ VectorCopy(vertex, outvertex3f);
+ if (projectdirection)
+ {
+ // project one copy of the vertex according to projectvector
+ VectorAdd(vertex, projectvector, (outvertex3f + 3));
+ }
+ else
+ {
+ // project one copy of the vertex to the sphere radius of the light
+ // (FIXME: would projecting it to the light box be better?)
+ VectorSubtract(vertex, projectorigin, direction);
+ ratio = projectdistance / VectorLength(direction);
+ VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
+ }
+ outvertex3f += 6;
+ outvertices += 2;
+ }
+ }
+
+ // output the sides (facing outward from this triangle)
+ if (!side[0])
+ {
+ remappedelement[0] = vertexremap[element[0]];
+ remappedelement[1] = vertexremap[element[1]];
+ outelement3i[0] = remappedelement[1];
+ outelement3i[1] = remappedelement[0];
+ outelement3i[2] = remappedelement[0] + 1;
+ outelement3i[3] = remappedelement[1];
+ outelement3i[4] = remappedelement[0] + 1;
+ outelement3i[5] = remappedelement[1] + 1;
+
+ outelement3i += 6;
+ outtriangles += 2;
+ }
+ if (!side[1])
+ {
+ remappedelement[1] = vertexremap[element[1]];
+ remappedelement[2] = vertexremap[element[2]];
+ outelement3i[0] = remappedelement[2];
+ outelement3i[1] = remappedelement[1];
+ outelement3i[2] = remappedelement[1] + 1;
+ outelement3i[3] = remappedelement[2];
+ outelement3i[4] = remappedelement[1] + 1;
+ outelement3i[5] = remappedelement[2] + 1;
+
+ outelement3i += 6;
+ outtriangles += 2;
+ }
+ if (!side[2])
+ {
+ remappedelement[0] = vertexremap[element[0]];
+ remappedelement[2] = vertexremap[element[2]];
+ outelement3i[0] = remappedelement[0];
+ outelement3i[1] = remappedelement[2];
+ outelement3i[2] = remappedelement[2] + 1;
+ outelement3i[3] = remappedelement[0];
+ outelement3i[4] = remappedelement[2] + 1;
+ outelement3i[5] = remappedelement[0] + 1;
+
+ outelement3i += 6;
+ outtriangles += 2;
+ }
+ }
+ if (outnumvertices)
+ *outnumvertices = outvertices;
+ return outtriangles;
+}
+
void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
{
int t, tend;
}
}
+qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
+{
+#if 1
+ return false;
+#else
+ if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
+ return false;
+ // check if the shadow volume intersects the near plane
+ //
+ // a ray between the eye and light origin may intersect the caster,
+ // indicating that the shadow may touch the eye location, however we must
+ // test the near plane (a polygon), not merely the eye location, so it is
+ // easiest to enlarge the caster bounding shape slightly for this.
+ // TODO
+ return true;
+#endif
+}
+
void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs)
{
int i, tris, outverts;
if (r_shadow_compilingrtlight)
{
// if we're compiling an rtlight, capture the mesh
- tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
- Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
+ //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
+ //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
+ tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
+ Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
}
else
{
- tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
+ // decide which type of shadow to generate and set stencil mode
+ R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
+ // generate the sides or a solid volume, depending on type
+ if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
+ tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
+ else
+ tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
r_refdef.stats.lights_dynamicshadowtriangles += tris;
r_refdef.stats.lights_shadowtriangles += tris;
CHECKGLERROR
R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
GL_LockArrays(0, outverts);
- if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
+ if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
+ {
+ // increment stencil if frontface is infront of depthbuffer
+ GL_CullFace(r_refdef.view.cullface_front);
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
+ R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
+ // decrement stencil if backface is infront of depthbuffer
+ GL_CullFace(r_refdef.view.cullface_back);
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
+ }
+ else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
{
// decrement stencil if backface is behind depthbuffer
GL_CullFace(r_refdef.view.cullface_front);
pixels[y][x][3] = 255;
}
}
- r_shadow_lightcorona = R_LoadTexture2D(r_shadow_texturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE, NULL);
+ r_shadow_lightcorona = R_LoadTexture2D(r_shadow_texturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR, NULL);
}
static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
// 1D gradient texture
for (x = 0;x < ATTEN1DSIZE;x++)
data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
- r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
+ r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
// 2D circle texture
for (y = 0;y < ATTEN2DSIZE;y++)
for (x = 0;x < ATTEN2DSIZE;x++)
data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
- r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
+ r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
// 3D sphere texture
if (r_shadow_texture3d.integer && gl_texture3d)
{
for (y = 0;y < ATTEN3DSIZE;y++)
for (x = 0;x < ATTEN3DSIZE;x++)
data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
- r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
+ r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
}
else
r_shadow_attenuation3dtexture = NULL;
r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
if (gl_ext_separatestencil.integer)
- r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_SEPARATESTENCIL;
+ {
+ r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
+ r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
+ }
else if (gl_ext_stenciltwoside.integer)
- r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
+ {
+ r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
+ r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
+ }
else
- r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
+ {
+ r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
+ r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
+ }
if (r_glsl.integer && gl_support_fragment_shader)
r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
void R_Shadow_RenderMode_Reset(void)
{
CHECKGLERROR
- if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
+ if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE)
{
qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
}
r_refdef.stats.lights_clears++;
}
-void R_Shadow_RenderMode_StencilShadowVolumes(void)
+void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
{
+ r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
+ if (r_shadow_rendermode == mode)
+ return;
CHECKGLERROR
R_Shadow_RenderMode_Reset();
GL_ColorMask(0, 0, 0, 0);
R_SetupDepthOrShadowShader();
qglDepthFunc(GL_LESS);CHECKGLERROR
qglEnable(GL_STENCIL_TEST);CHECKGLERROR
- r_shadow_rendermode = r_shadow_shadowingrendermode;
- if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SEPARATESTENCIL)
+ r_shadow_rendermode = mode;
+ switch(mode)
{
+ default:
+ break;
+ case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
+ GL_CullFace(GL_NONE);
+ qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
+ qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
+ break;
+ case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
GL_CullFace(GL_NONE);
qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
- }
- else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
- {
+ break;
+ case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
+ GL_CullFace(GL_NONE);
+ qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
+ qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
+ qglStencilMask(~0);CHECKGLERROR
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
+ qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
+ qglStencilMask(~0);CHECKGLERROR
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
+ break;
+ case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
GL_CullFace(GL_NONE);
qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
qglStencilMask(~0);CHECKGLERROR
qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
+ break;
}
}
else
R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
+ R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
+ R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
}
//R_Mesh_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap));
R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
{
int i;
int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
- int lighttris, shadowtris, shadowmeshes, shadowmeshtris;
+ int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
entity_render_t *ent = r_refdef.scene.worldentity;
dp_model_t *model = r_refdef.scene.worldmodel;
unsigned char *data;
+ shadowmesh_t *mesh;
// compile the light
rtlight->compiled = true;
//rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
//rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
- shadowmeshes = 0;
- shadowmeshtris = 0;
- if (rtlight->static_meshchain_shadow)
- {
- shadowmesh_t *mesh;
- for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
- {
- shadowmeshes++;
- shadowmeshtris += mesh->numtriangles;
- }
- }
+ shadowzpasstris = 0;
+ if (rtlight->static_meshchain_shadow_zpass)
+ for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
+ shadowzpasstris += mesh->numtriangles;
+
+ shadowzfailtris = 0;
+ if (rtlight->static_meshchain_shadow_zfail)
+ for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
+ shadowzfailtris += mesh->numtriangles;
lighttris = 0;
if (rtlight->static_numlighttrispvsbytes)
shadowtris++;
if (developer.integer >= 10)
- Con_Printf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i compiled shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowmeshtris, shadowmeshes);
+ Con_Printf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris);
}
void R_RTLight_Uncompile(rtlight_t *rtlight)
{
if (rtlight->compiled)
{
- if (rtlight->static_meshchain_shadow)
- Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
- rtlight->static_meshchain_shadow = NULL;
+ if (rtlight->static_meshchain_shadow_zpass)
+ Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
+ rtlight->static_meshchain_shadow_zpass = NULL;
+ if (rtlight->static_meshchain_shadow_zfail)
+ Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
+ rtlight->static_meshchain_shadow_zfail = NULL;
// these allocations are grouped
if (rtlight->static_surfacelist)
Mem_Free(rtlight->static_surfacelist);
void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
{
+ qboolean zpass;
+ shadowmesh_t *mesh;
+ int t, tend;
+ int surfacelistindex;
+ msurface_t *surface;
+
RSurf_ActiveWorldEntity();
if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
{
- shadowmesh_t *mesh;
CHECKGLERROR
- for (mesh = rsurface.rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
+ zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
+ R_Shadow_RenderMode_StencilShadowVolumes(zpass);
+ mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
+ for (;mesh;mesh = mesh->next)
{
r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
GL_LockArrays(0, mesh->numverts);
- if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
+ if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
+ {
+ // increment stencil if frontface is infront of depthbuffer
+ GL_CullFace(r_refdef.view.cullface_back);
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
+ R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
+ // decrement stencil if backface is infront of depthbuffer
+ GL_CullFace(r_refdef.view.cullface_front);
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
+ }
+ else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
{
// decrement stencil if backface is behind depthbuffer
GL_CullFace(r_refdef.view.cullface_front);
}
else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh && r_shadow_culltriangles.integer)
{
- int t, tend;
- int surfacelistindex;
- msurface_t *surface;
R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
}
else if (numsurfaces)
r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs);
+
+ rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
}
void R_Shadow_DrawEntityShadow(entity_render_t *ent)
relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
- ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
+ ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
+ rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
}
void R_Shadow_SetupEntityLight(const entity_render_t *ent)
R_Mesh_TexMatrix(3, &rsurface.entitytolight);
r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, trispvs);
+
+ rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
}
void R_Shadow_DrawEntityLight(entity_render_t *ent)
R_Shadow_SetupEntityLight(ent);
- model->DrawLight(ent, model->nummodelsurfaces, model->surfacelist, NULL);
+ model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
+
+ rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
}
void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
// draw stencil shadow volumes to mask off pixels that are in shadow
// so that they won't receive lighting
R_Shadow_ClearStencil();
- R_Shadow_RenderMode_StencilShadowVolumes();
if (numsurfaces)
R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
for (i = 0;i < numshadowentities;i++)
for (i = 0;i < numlightentities_noselfshadow;i++)
R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
}
-
- R_Shadow_RenderMode_StencilShadowVolumes();
}
for (i = 0;i < numshadowentities_noselfshadow;i++)
R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
if (gl_ext_separatestencil.integer)
- r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_SEPARATESTENCIL;
+ {
+ r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
+ r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
+ }
else if (gl_ext_stenciltwoside.integer)
- r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
+ {
+ r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
+ r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
+ }
else
- r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
+ {
+ r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
+ r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
+ }
R_Shadow_ClearStencil();
- R_Shadow_RenderMode_StencilShadowVolumes();
for (i = 0;i < r_refdef.scene.numentities;i++)
{
VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
RSurf_ActiveModelEntity(ent, false, false);
- ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
+ ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
+ rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
}
}
void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
{
+ float zdist;
+ vec3_t centerorigin;
// if it's too close, skip it
if (VectorLength(rtlight->color) < (1.0f / 256.0f))
return;
- if (VectorDistance2(rtlight->shadoworigin, r_refdef.view.origin) < 32.0f * 32.0f)
- return;
+ zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
+ if (zdist < 32)
+ return;
if (usequery && r_numqueries + 2 <= r_maxqueries)
{
rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
+ VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
+
CHECKGLERROR
+ // NOTE: we can't disable depth testing using R_DrawSprite's depthdisable argument, which calls GL_DepthTest, as that's broken in the ATI drivers
qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
- R_DrawSprite(GL_ONE, GL_ZERO, r_shadow_lightcorona, NULL, true, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, 1, 1, 1, 1);
+ qglDepthFunc(GL_ALWAYS);
+ R_DrawSprite(GL_ONE, GL_ZERO, r_shadow_lightcorona, NULL, false, false, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, 1, 1, 1, 1);
qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
+ qglDepthFunc(GL_LEQUAL);
qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
R_DrawSprite(GL_ONE, GL_ZERO, r_shadow_lightcorona, NULL, false, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, 1, 1, 1, 1);
qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
CHECKGLERROR
}
- rtlight->corona_visibility = 1;
+ rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
}
void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
//Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
if (visiblepixels < 1 || allpixels < 1)
return;
- rtlight->corona_visibility *= (float)visiblepixels / (float)allpixels;
+ rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
cscale *= rtlight->corona_visibility;
}
else
if (usequery)
{
GL_ColorMask(0,0,0,0);
- if (r_maxqueries < range + r_refdef.scene.numlights)
+ if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
if (r_maxqueries < R_MAX_OCCLUSION_QUERIES)
{
i = r_maxqueries;
- r_maxqueries = (range + r_refdef.scene.numlights) * 2;
+ r_maxqueries = (range + r_refdef.scene.numlights) * 4;
r_maxqueries = min(r_maxqueries, R_MAX_OCCLUSION_QUERIES);
CHECKGLERROR
qglGenQueriesARB(r_maxqueries - i, r_queries + i);
// now draw the coronas using the query data for intensity info
for (lightindex = 0;lightindex < range;lightindex++)
{
- light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+ light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
if (!light)
continue;
rtlight = &light->rtlight;
if (!r_shadow_filters_texturepool)
r_shadow_filters_texturepool = R_AllocTexturePool();
- cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, TEXF_PRECACHE | (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0), NULL);
+ cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, TEXF_PRECACHE | (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
Mem_Free(cubemappixels);
}
else