cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"};
-cvar_t r_shadow_bouncegrid_airstepmax = {CVAR_SAVE, "r_shadow_bouncegrid_airstepmax", "1024", "maximum number of photon accumulation contributions for one photon"};
-cvar_t r_shadow_bouncegrid_airstepsize = {CVAR_SAVE, "r_shadow_bouncegrid_airstepsize", "64", "maximum spacing of photon accumulation through the air"};
cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"};
-cvar_t r_shadow_bouncegrid_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 4x as many pixels to hold the additional data"};
+cvar_t r_shadow_bouncegrid_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"};
cvar_t r_shadow_bouncegrid_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dlightparticlemultiplier", "0", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
cvar_t r_shadow_bouncegrid_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
-cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_SAVE, "r_shadow_bouncegrid_incluedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"};
+cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_SAVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"};
cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
-cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1)"};
-cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "5", "maximum number of bounces for a particle (minimum is 1)"};
-cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "4", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
+cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "4", "particles stop at this fraction of light radius (can be more than 1)"};
+cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "2", "maximum number of bounces for a particle (minimum is 0)"};
+cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "1", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "1", "brightness of particles contributing to bouncegrid texture"};
cvar_t r_shadow_bouncegrid_photons = {CVAR_SAVE, "r_shadow_bouncegrid_photons", "2000", "total photons to shoot per update, divided proportionately between lights"};
-cvar_t r_shadow_bouncegrid_spacingx = {CVAR_SAVE, "r_shadow_bouncegrid_spacingx", "64", "unit size of bouncegrid pixel on X axis"};
-cvar_t r_shadow_bouncegrid_spacingy = {CVAR_SAVE, "r_shadow_bouncegrid_spacingy", "64", "unit size of bouncegrid pixel on Y axis"};
-cvar_t r_shadow_bouncegrid_spacingz = {CVAR_SAVE, "r_shadow_bouncegrid_spacingz", "64", "unit size of bouncegrid pixel on Z axis"};
+cvar_t r_shadow_bouncegrid_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_spacing", "64", "unit size of bouncegrid pixel"};
cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"};
cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"};
+cvar_t r_shadow_bouncegrid_static_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_static_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1) when in static mode"};
+cvar_t r_shadow_bouncegrid_static_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_static_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0) in static mode"};
cvar_t r_shadow_bouncegrid_static_photons = {CVAR_SAVE, "r_shadow_bouncegrid_static_photons", "25000", "photons value to use when in static mode"};
cvar_t r_shadow_bouncegrid_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"};
cvar_t r_shadow_bouncegrid_x = {CVAR_SAVE, "r_shadow_bouncegrid_x", "64", "maximum texture size of bouncegrid on X axis"};
int photons;
float spacing[3];
int stablerandom;
- float airstepmax;
- float airstepsize;
}
r_shadow_bouncegrid_settings_t;
r_shadow_shadowmappcf = 1;
r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
break;
- case RENDERPATH_GL13:
- break;
case RENDERPATH_GL11:
- break;
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
break;
}
Cvar_RegisterVariable(&r_shadow_polygonoffset);
Cvar_RegisterVariable(&r_shadow_texture3d);
Cvar_RegisterVariable(&r_shadow_bouncegrid);
- Cvar_RegisterVariable(&r_shadow_bouncegrid_airstepmax);
- Cvar_RegisterVariable(&r_shadow_bouncegrid_airstepsize);
Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
Cvar_RegisterVariable(&r_shadow_bouncegrid_directionalshading);
Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier);
Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
Cvar_RegisterVariable(&r_shadow_bouncegrid_photons);
- Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingx);
- Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingy);
- Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingz);
+ Cvar_RegisterVariable(&r_shadow_bouncegrid_spacing);
Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom);
Cvar_RegisterVariable(&r_shadow_bouncegrid_static);
Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading);
+ Cvar_RegisterVariable(&r_shadow_bouncegrid_static_lightradiusscale);
+ Cvar_RegisterVariable(&r_shadow_bouncegrid_static_maxbounce);
Cvar_RegisterVariable(&r_shadow_bouncegrid_static_photons);
Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval);
Cvar_RegisterVariable(&r_shadow_bouncegrid_x);
pixels[y][x][3] = 255;
}
}
- r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
+ r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32, false);
}
static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
GL_DepthMask(false);
GL_Color(0, 0, 0, 1);
GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
-
+
r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
case RENDERPATH_GLES2:
r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
break;
- case RENDERPATH_GL13:
case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
GL_Color(1, 1, 1, 1);
GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
GL_BlendFunc(GL_ONE, GL_ZERO);
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
r_shadow_usingshadowmap2d = false;
r_shadow_usingshadowmaportho = false;
R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
GL_ColorMask(0, 0, 0, 0);
GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
GL_CullFace(GL_NONE);
- R_SetupShader_DepthOrShadow();
+ R_SetupShader_DepthOrShadow(false);
r_shadow_rendermode = mode;
switch(mode)
{
R_Mesh_ResetTextureState();
R_Shadow_RenderMode_Reset();
R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
- R_SetupShader_DepthOrShadow();
+ R_SetupShader_DepthOrShadow(true);
GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
GL_DepthMask(true);
GL_DepthTest(true);
case RENDERPATH_GL13:
case RENDERPATH_GL20:
case RENDERPATH_SOFT:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
GL_CullFace(r_refdef.view.cullface_back);
// OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
}
-static void R_Shadow_UpdateBounceGridTexture(void)
+void R_Shadow_UpdateBounceGridTexture(void)
{
#define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576
dlight_t *light;
vec3_t lightcolor;
vec3_t steppos;
vec3_t stepdelta;
+ vec3_t cullmins, cullmaxs;
vec_t radius;
vec_t s;
vec_t lightintensity;
// these renderpaths do not currently have the code to display the bouncegrid, so disable it on them...
case RENDERPATH_GL11:
case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
case RENDERPATH_SOFT:
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
// build up a complete collection of the desired settings, so that memcmp can be used to compare parameters
memset(&settings, 0, sizeof(settings));
settings.staticmode = r_shadow_bouncegrid_static.integer != 0;
- settings.airstepmax = bound(1, r_shadow_bouncegrid_airstepmax.integer, 1048576);
- settings.airstepsize = bound(1.0f, r_shadow_bouncegrid_airstepsize.value, 1024.0f);
settings.bounceanglediffuse = r_shadow_bouncegrid_bounceanglediffuse.integer != 0;
settings.directionalshading = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_directionalshading.integer != 0) && allowdirectionalshading;
settings.dlightparticlemultiplier = r_shadow_bouncegrid_dlightparticlemultiplier.value;
settings.hitmodels = r_shadow_bouncegrid_hitmodels.integer != 0;
- settings.includedirectlighting = r_shadow_bouncegrid_includedirectlighting.integer != 0;
- settings.lightradiusscale = r_shadow_bouncegrid_lightradiusscale.value;
- settings.maxbounce = r_shadow_bouncegrid_maxbounce.integer;
+ settings.includedirectlighting = r_shadow_bouncegrid_includedirectlighting.integer != 0 || r_shadow_bouncegrid.integer == 2;
+ settings.lightradiusscale = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_lightradiusscale.value : r_shadow_bouncegrid_lightradiusscale.value);
+ settings.maxbounce = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_maxbounce.integer : r_shadow_bouncegrid_maxbounce.integer);
settings.particlebounceintensity = r_shadow_bouncegrid_particlebounceintensity.value;
- settings.particleintensity = r_shadow_bouncegrid_particleintensity.value;
+ settings.particleintensity = r_shadow_bouncegrid_particleintensity.value * 16384.0f * (settings.directionalshading ? 4.0f : 1.0f) / (r_shadow_bouncegrid_spacing.value * r_shadow_bouncegrid_spacing.value);
settings.photons = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_photons.integer : r_shadow_bouncegrid_photons.integer;
- settings.spacing[0] = r_shadow_bouncegrid_spacingx.value;
- settings.spacing[1] = r_shadow_bouncegrid_spacingy.value;
- settings.spacing[2] = r_shadow_bouncegrid_spacingz.value;
+ settings.spacing[0] = r_shadow_bouncegrid_spacing.value;
+ settings.spacing[1] = r_shadow_bouncegrid_spacing.value;
+ settings.spacing[2] = r_shadow_bouncegrid_spacing.value;
settings.stablerandom = r_shadow_bouncegrid_stablerandom.integer;
// bound the values for sanity
photoncount = 0;
for (lightindex = 0;lightindex < range2;lightindex++)
{
- if (settings.staticmode)
+ if (lightindex < range)
{
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
- if (!light || !(light->flags & flag))
+ if (!light)
continue;
rtlight = &light->rtlight;
- // when static, we skip styled lights because they tend to change...
- if (rtlight->style > 0)
+ VectorClear(rtlight->photoncolor);
+ rtlight->photons = 0;
+ if (!(light->flags & flag))
continue;
- VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor);
+ if (settings.staticmode)
+ {
+ // when static, we skip styled lights because they tend to change...
+ if (rtlight->style > 0 && r_shadow_bouncegrid.integer != 2)
+ continue;
+ }
}
else
{
- if (lightindex < range)
- {
- light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
- rtlight = &light->rtlight;
- }
- else
- rtlight = r_refdef.scene.lights[lightindex - range];
- // draw only visible lights (major speedup)
- if (!rtlight->draw)
- continue;
- VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor);
+ rtlight = r_refdef.scene.lights[lightindex - range];
+ VectorClear(rtlight->photoncolor);
+ rtlight->photons = 0;
}
- if (!VectorLength2(lightcolor))
+ // draw only visible lights (major speedup)
+ radius = rtlight->radius * settings.lightradiusscale;
+ cullmins[0] = rtlight->shadoworigin[0] - radius;
+ cullmins[1] = rtlight->shadoworigin[1] - radius;
+ cullmins[2] = rtlight->shadoworigin[2] - radius;
+ cullmaxs[0] = rtlight->shadoworigin[0] + radius;
+ cullmaxs[1] = rtlight->shadoworigin[1] + radius;
+ cullmaxs[2] = rtlight->shadoworigin[2] + radius;
+ if (R_CullBox(cullmins, cullmaxs))
+ continue;
+ if (r_refdef.scene.worldmodel
+ && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs
+ && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, cullmins, cullmaxs))
continue;
+ w = r_shadow_lightintensityscale.value * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
+ if (w * VectorLength2(rtlight->color) == 0.0f)
+ continue;
+ w *= (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1);
+ VectorScale(rtlight->color, w, rtlight->photoncolor);
+ //if (!VectorLength2(rtlight->photoncolor))
+ // continue;
// shoot particles from this light
// use a calculation for the number of particles that will not
// vary with lightstyle, otherwise we get randomized particle
// distribution, the seeded random is only consistent for a
// consistent number of particles on this light...
- radius = rtlight->radius * settings.lightradiusscale;
s = rtlight->radius;
lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
if (lightindex >= range)
lightintensity *= settings.dlightparticlemultiplier;
- photoncount += max(0.0f, lightintensity * s * s);
+ rtlight->photons = max(0.0f, lightintensity * s * s);
+ photoncount += rtlight->photons;
}
photonscaling = (float)settings.photons / max(1, photoncount);
photonresidual = 0.0f;
for (lightindex = 0;lightindex < range2;lightindex++)
{
- if (settings.staticmode)
+ if (lightindex < range)
{
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
- if (!light || !(light->flags & flag))
+ if (!light)
continue;
rtlight = &light->rtlight;
- // when static, we skip styled lights because they tend to change...
- if (rtlight->style > 0)
- continue;
- VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor);
}
else
- {
- if (lightindex < range)
- {
- light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
- rtlight = &light->rtlight;
- }
- else
- rtlight = r_refdef.scene.lights[lightindex - range];
- // draw only visible lights (major speedup)
- if (!rtlight->draw)
- continue;
- VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor);
- }
- if (!VectorLength2(lightcolor))
+ rtlight = r_refdef.scene.lights[lightindex - range];
+ // skip a light with no photons
+ if (rtlight->photons == 0.0f)
continue;
- // shoot particles from this light
- // use a calculation for the number of particles that will not
- // vary with lightstyle, otherwise we get randomized particle
- // distribution, the seeded random is only consistent for a
- // consistent number of particles on this light...
- radius = rtlight->radius * settings.lightradiusscale;
- s = rtlight->radius;
- lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
- if (lightindex >= range)
- lightintensity *= settings.dlightparticlemultiplier;
- photonresidual += lightintensity * s * s * photonscaling;
+ // skip a light with no photon color)
+ if (VectorLength2(rtlight->photoncolor) == 0.0f)
+ continue;
+ photonresidual += rtlight->photons * photonscaling;
shootparticles = (int)bound(0, photonresidual, MAXBOUNCEGRIDPARTICLESPERLIGHT);
if (!shootparticles)
continue;
photonresidual -= shootparticles;
+ radius = rtlight->radius * settings.lightradiusscale;
s = settings.particleintensity / shootparticles;
- VectorScale(lightcolor, s, baseshotcolor);
- if (VectorLength2(baseshotcolor) == 0.0f)
- break;
+ VectorScale(rtlight->photoncolor, s, baseshotcolor);
r_refdef.stats.bouncegrid_lights++;
r_refdef.stats.bouncegrid_particles += shootparticles;
for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
r_refdef.stats.bouncegrid_traces++;
//r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
//r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
- if (settings.staticmode)
- Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask, true);
- else
- cliptrace = CL_TraceLine(clipstart, clipend, settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS, NULL, hitsupercontentsmask, true, false, NULL, true, true);
+ //if (settings.staticmode)
+ // Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask, true);
+ //else
+ cliptrace = CL_TraceLine(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, true, false, NULL, true, true);
if (bouncecount > 0 || settings.includedirectlighting)
{
// calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ)
}
// calculate the number of steps we need to traverse this distance
VectorSubtract(cliptrace.endpos, clipstart, stepdelta);
- numsteps = (int)(VectorLength(stepdelta) / settings.airstepsize);
- numsteps = bound(1, numsteps, settings.airstepmax);
+ numsteps = (int)(VectorLength(stepdelta) * ispacing[0]);
+ numsteps = bound(1, numsteps, 1024);
w = 1.0f / numsteps;
VectorScale(stepdelta, w, stepdelta);
VectorMA(clipstart, 0.5f, stepdelta, steppos);
- if (settings.airstepmax == 1)
- VectorCopy(cliptrace.endpos, steppos);
for (step = 0;step < numsteps;step++)
{
r_refdef.stats.bouncegrid_splats++;
// figure out which texture pixel this is in
- texlerp[1][0] = ((steppos[0] - mins[0]) * ispacing[0]);
- texlerp[1][1] = ((steppos[1] - mins[1]) * ispacing[1]);
- texlerp[1][2] = ((steppos[2] - mins[2]) * ispacing[2]);
+ texlerp[1][0] = ((steppos[0] - mins[0]) * ispacing[0]) - 0.5f;
+ texlerp[1][1] = ((steppos[1] - mins[1]) * ispacing[1]) - 0.5f;
+ texlerp[1][2] = ((steppos[2] - mins[2]) * ispacing[2]) - 0.5f;
tex[0] = (int)floor(texlerp[1][0]);
tex[1] = (int)floor(texlerp[1][1]);
tex[2] = (int)floor(texlerp[1][2]);
qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
{
- if (!r_shadow_scissor.integer || r_shadow_usingdeferredprepass)
+ if (!r_shadow_scissor.integer || r_shadow_usingdeferredprepass || r_trippy.integer)
{
r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
{
// ARB2 GLSL shader path (GFFX5200, Radeon 9500)
- R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL);
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
- GL_DepthFunc(GL_EQUAL);
+ R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false);
RSurf_DrawBatch();
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
- GL_DepthFunc(GL_LEQUAL);
}
static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
if(negated)
{
VectorNegate(lightcolor, lightcolor);
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_GLES2:
- qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
- DPSOFTRAST_BlendSubtract(true);
- break;
- }
+ GL_BlendEquationSubtract(true);
}
RSurf_SetupDepthAndCulling();
switch (r_shadow_rendermode)
break;
}
if(negated)
- {
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_GLES2:
- qglBlendEquationEXT(GL_FUNC_ADD_EXT);
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
- DPSOFTRAST_BlendSubtract(false);
- break;
- }
- }
+ GL_BlendEquationSubtract(false);
}
void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
// can hold
rtlight->cached_numfrustumplanes = 0;
+ if (r_trippy.integer)
+ return;
+
// haven't implemented a culling path for ortho rendering
if (!r_refdef.view.useperspective)
{
}
}
break;
- case RENDERPATH_GL13:
case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
r_shadow_usingdeferredprepass = false;
break;
}
R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles);
flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
- if (r_shadow_debuglight.integer >= 0)
- {
- lightindex = r_shadow_debuglight.integer;
- light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
- if (light && (light->flags & flag))
- R_Shadow_PrepareLight(&light->rtlight);
- }
- else
+ if (r_shadow_bouncegrid.integer != 2)
{
- range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
- for (lightindex = 0;lightindex < range;lightindex++)
+ if (r_shadow_debuglight.integer >= 0)
{
+ lightindex = r_shadow_debuglight.integer;
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
- if (light && (light->flags & flag))
+ if (light)
R_Shadow_PrepareLight(&light->rtlight);
}
+ else
+ {
+ range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+ for (lightindex = 0;lightindex < range;lightindex++)
+ {
+ light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+ if (light && (light->flags & flag))
+ R_Shadow_PrepareLight(&light->rtlight);
+ }
+ }
}
if (r_refdef.scene.rtdlight)
{
if (r_editlights.integer)
R_Shadow_DrawLightSprites();
-
- R_Shadow_UpdateBounceGridTexture();
}
void R_Shadow_DrawLights(void)
R_Shadow_RenderMode_Begin();
- flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
- if (r_shadow_debuglight.integer >= 0)
- {
- lightindex = r_shadow_debuglight.integer;
- light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
- if (light && (light->flags & flag))
- R_Shadow_DrawLight(&light->rtlight);
- }
- else
+ if (r_shadow_bouncegrid.integer != 2)
{
- range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
- for (lightindex = 0;lightindex < range;lightindex++)
+ flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
+ if (r_shadow_debuglight.integer >= 0)
{
+ lightindex = r_shadow_debuglight.integer;
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
- if (light && (light->flags & flag))
+ if (light)
R_Shadow_DrawLight(&light->rtlight);
}
+ else
+ {
+ range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+ for (lightindex = 0;lightindex < range;lightindex++)
+ {
+ light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+ if (light && (light->flags & flag))
+ R_Shadow_DrawLight(&light->rtlight);
+ }
+ }
}
if (r_refdef.scene.rtdlight)
for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
- R_SetupShader_DepthOrShadow();
+ R_SetupShader_DepthOrShadow(true);
GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
GL_DepthMask(true);
GL_DepthTest(true);
#if 0
// debugging
R_Mesh_SetMainRenderTargets();
- R_SetupShader_ShowDepth();
+ R_SetupShader_ShowDepth(true);
GL_ColorMask(1,1,1,1);
GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
#endif
case RENDERPATH_GL13:
case RENDERPATH_GL20:
case RENDERPATH_SOFT:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
break;
case RENDERPATH_D3D9:
// apply the blend to the shadowed areas
R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
// restore the viewport
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
- case RENDERPATH_GL13:
case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
CHECKGLERROR
// NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
{
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
- case RENDERPATH_GL13:
case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
CHECKGLERROR
qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
if(negated)
{
VectorNegate(color, color);
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_GLES2:
- qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
- DPSOFTRAST_BlendSubtract(true);
- break;
- }
+ GL_BlendEquationSubtract(true);
}
R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
if(negated)
- {
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_GLES2:
- qglBlendEquationEXT(GL_FUNC_ADD_EXT);
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
- DPSOFTRAST_BlendSubtract(false);
- break;
- }
- }
+ GL_BlendEquationSubtract(false);
}
}
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
if (usequery)
GL_PolygonOffset(0, 0);
GL_DepthTest(true);
R_Mesh_ResetTextureState();
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
}
break;
case RENDERPATH_D3D9:
rtlight_t *light;
dlight_t *dlight;
- VectorClear(color);
-
if (r_fullbright.integer)
{
VectorSet(color, 1, 1, 1);
return;
}
+ VectorClear(color);
+
if (flags & LP_LIGHTMAP)
{
- if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
+ if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
{
+ VectorClear(diffuse);
r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n);
- color[0] += r_refdef.scene.ambient + diffuse[0];
- color[1] += r_refdef.scene.ambient + diffuse[1];
- color[2] += r_refdef.scene.ambient + diffuse[2];
+ VectorAdd(color, diffuse, color);
}
else
VectorSet(color, 1, 1, 1);
+ color[0] += r_refdef.scene.ambient;
+ color[1] += r_refdef.scene.ambient;
+ color[2] += r_refdef.scene.ambient;
}
+
if (flags & LP_RTWORLD)
{
flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
VectorClear(diffuse);
VectorClear(lightdir);
- if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
+ if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
+ else
+ VectorSet(ambient, 1, 1, 1);
return;
}
memset(sample, 0, sizeof(sample));
VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
- if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
+ if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
{
vec3_t tempambient;
VectorClear(tempambient);
intensity *= VectorLength(color);
VectorMA(sample + 12, intensity, relativepoint, sample + 12);
}
+ // FIXME: sample bouncegrid too!
}
if (flags & LP_DYNLIGHT)