#include "portals.h"
#include "image.h"
+#ifdef SUPPORTD3D
+#include <d3d9.h>
+extern LPDIRECT3DDEVICE9 vid_d3d9dev;
+#endif
+
extern void R_Shadow_EditLights_Init(void);
typedef enum r_shadow_rendermode_e
R_SHADOW_RENDERMODE_VISIBLELIGHTING,
R_SHADOW_RENDERMODE_SHADOWMAP2D,
R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE,
- R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE,
+ R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE
}
r_shadow_rendermode_t;
rtexture_t *r_shadow_shadowmaprectangletexture;
rtexture_t *r_shadow_shadowmap2dtexture;
rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
+rtexture_t *r_shadow_shadowmap2dcolortexture;
rtexture_t *r_shadow_shadowmapvsdcttexture;
int r_shadow_shadowmapsize; // changes for each light based on distance
int r_shadow_shadowmaplod; // changes for each light based on distance
r_shadow_shadowmapsampler = false;
r_shadow_shadowmappcf = 0;
r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
- switch(vid.renderpath)
+ if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
{
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
+ switch(vid.renderpath)
{
+ case RENDERPATH_GL20:
if(r_shadow_shadowmapfilterquality < 0)
{
if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
r_shadow_shadowmapsampler = false;
r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
}
+ break;
+ case RENDERPATH_CGGL:
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ r_shadow_shadowmapsampler = false;
+ r_shadow_shadowmappcf = 1;
+ r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
+ break;
+ case RENDERPATH_GL13:
+ break;
+ case RENDERPATH_GL11:
+ break;
}
- break;
- case RENDERPATH_GL13:
- break;
- case RENDERPATH_GL11:
- break;
}
}
R_Shadow_SetShadowMode();
- if (!vid.support.ext_framebuffer_object || !vid.support.arb_fragment_shader)
- return;
+ R_Mesh_DestroyFramebufferObject(r_shadow_fborectangle);
- CHECKGLERROR
+ R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
+ for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
+ R_Mesh_DestroyFramebufferObject(r_shadow_fbocubeside[i]);
- if (r_shadow_fborectangle)
- qglDeleteFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
r_shadow_fborectangle = 0;
-
- if (r_shadow_fbo2d)
- qglDeleteFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
r_shadow_fbo2d = 0;
- for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
- if (r_shadow_fbocubeside[i])
- qglDeleteFramebuffersEXT(1, &r_shadow_fbocubeside[i]);CHECKGLERROR
memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
if (r_shadow_shadowmaprectangletexture)
R_FreeTexture(r_shadow_shadowmapcubetexture[i]);
memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
+ if (r_shadow_shadowmap2dcolortexture)
+ R_FreeTexture(r_shadow_shadowmap2dcolortexture);
+ r_shadow_shadowmap2dcolortexture = NULL;
+
if (r_shadow_shadowmapvsdcttexture)
R_FreeTexture(r_shadow_shadowmapvsdcttexture);
r_shadow_shadowmapvsdcttexture = NULL;
-
- CHECKGLERROR
}
void r_shadow_start(void)
r_shadow_shadowmaprectangletexture = NULL;
r_shadow_shadowmap2dtexture = NULL;
memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
+ r_shadow_shadowmap2dcolortexture = NULL;
r_shadow_shadowmapvsdcttexture = NULL;
r_shadow_shadowmapmaxsize = 0;
r_shadow_shadowmapsize = 0;
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
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_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
// decrement stencil if backface is infront of depthbuffer
GL_CullFace(r_refdef.view.cullface_back);
- qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
+ R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
}
else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
{
// decrement stencil if backface is behind depthbuffer
GL_CullFace(r_refdef.view.cullface_front);
- qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
+ R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
// increment stencil if frontface is behind depthbuffer
GL_CullFace(r_refdef.view.cullface_back);
- qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
+ R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
}
R_Mesh_PrepareVertices_Position_Arrays(outverts, shadowvertex3f);
R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
- CHECKGLERROR
}
}
Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
}
-static const r_vertexposition_t resetvertexposition[3];
+//static const r_vertexposition_t resetvertexposition[3] = {{0, 0, 0}};
void R_Shadow_RenderMode_Begin(void)
{
CHECKGLERROR
R_Mesh_ResetTextureState();
- R_Mesh_PrepareVertices_Position(0, resetvertexposition, NULL);
+// R_Mesh_PrepareVertices_Position(0, resetvertexposition, NULL);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthRange(0, 1);
GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
break;
case RENDERPATH_GL13:
void R_Shadow_RenderMode_Reset(void)
{
- CHECKGLERROR
- 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
- }
- if (vid.support.ext_framebuffer_object)
- {
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
- }
-#if 0
- qglDrawBuffer(r_shadow_drawbuffer);CHECKGLERROR
- qglReadBuffer(r_shadow_readbuffer);CHECKGLERROR
-#endif
+ R_Mesh_ResetRenderTargets();
R_SetViewport(&r_refdef.view.viewport);
GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
R_Mesh_ResetTextureState();
- R_Mesh_PrepareVertices_Position(0, resetvertexposition, NULL);
+// R_Mesh_PrepareVertices_Position(0, resetvertexposition, NULL);
GL_DepthRange(0, 1);
GL_DepthTest(true);
GL_DepthMask(false);
- qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+ GL_DepthFunc(GL_LEQUAL);
GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
- qglDisable(GL_STENCIL_TEST);CHECKGLERROR
- qglStencilMask(255);CHECKGLERROR
- qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
- qglStencilFunc(GL_ALWAYS, 128, 255);CHECKGLERROR
r_refdef.view.cullface_front = r_shadow_cullface_front;
r_refdef.view.cullface_back = r_shadow_cullface_back;
GL_CullFace(r_refdef.view.cullface_back);
r_shadow_usingshadowmapcube = false;
r_shadow_usingshadowmap2d = false;
r_shadow_usingshadowmaportho = false;
- CHECKGLERROR
+ R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
}
void R_Shadow_ClearStencil(void)
{
- CHECKGLERROR
- GL_Clear(GL_STENCIL_BUFFER_BIT);
+ GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
r_refdef.stats.lights_clears++;
}
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_DepthFunc(GL_LESS);
GL_ColorMask(0, 0, 0, 0);
GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
+ GL_CullFace(GL_NONE);
R_SetupShader_DepthOrShadow();
- qglDepthFunc(GL_LESS);CHECKGLERROR
- qglEnable(GL_STENCIL_TEST);CHECKGLERROR
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
- 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(255);CHECKGLERROR
- qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
- qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
- qglStencilMask(255);CHECKGLERROR
- qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
+ case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
+ R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
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
- qglStencilMask(255);CHECKGLERROR
- qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
- qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
- qglStencilMask(255);CHECKGLERROR
- qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
+ case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
+ R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
break;
}
}
static void R_Shadow_MakeShadowMap(int side, int size)
{
- int status;
switch (r_shadow_shadowmode)
{
case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
if (r_shadow_shadowmap2dtexture) return;
r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
- qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
- qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR
+ r_shadow_shadowmap2dcolortexture = NULL;
+ switch(vid.renderpath)
+ {
+#ifdef SUPPORTD3D
+ case RENDERPATH_D3D9:
+ r_shadow_shadowmap2dcolortexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), NULL, TEXTYPE_BGRA, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
+ r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
+ break;
+#endif
+ default:
+ r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL);
+ break;
+ }
break;
case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
if (r_shadow_shadowmaprectangletexture) return;
r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", size*2, size*3, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
- qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
- qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
+ r_shadow_fborectangle = R_Mesh_CreateFramebufferObject(r_shadow_shadowmaprectangletexture, NULL, NULL, NULL, NULL);
break;
case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) return;
r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
- qglGenFramebuffersEXT(1, &r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
- qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
+ // special trick to get an empty fbo we configure ourselves...
+ r_shadow_fbocubeside[r_shadow_shadowmaplod] = R_Mesh_CreateFramebufferObject(NULL, NULL, NULL, NULL, NULL);
+ R_Mesh_SetRenderTargets(r_shadow_fbocubeside[r_shadow_shadowmaplod], NULL, NULL, NULL, NULL, NULL);
+ if (qglFramebufferTexture2DEXT)
+ qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
break;
default:
return;
}
+
// render depth into the fbo, do not render color at all
- qglDrawBuffer(GL_NONE);CHECKGLERROR
- qglReadBuffer(GL_NONE);CHECKGLERROR
- status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
- {
- Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
- Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
- Cvar_SetValueQuick(&r_shadow_deferred, 0);
+ // validate the fbo now
+ if (qglDrawBuffer)
+ {
+ int status;
+ qglDrawBuffer(GL_NONE);CHECKGLERROR
+ qglReadBuffer(GL_NONE);CHECKGLERROR
+ status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
+ if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
+ {
+ Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
+ Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
+ Cvar_SetValueQuick(&r_shadow_deferred, 0);
+ }
}
}
+static float testcolor[4] = {0,1,0,1};
void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
{
float nearclip, farclip, bias;
r_viewport_t viewport;
int flipped;
GLuint fbo = 0;
- CHECKGLERROR
nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
farclip = 1.0f;
bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
R_Shadow_MakeVSDCT();
if (!r_shadow_shadowmap2dtexture)
R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
- CHECKGLERROR
if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
R_Shadow_MakeVSDCT();
if (!r_shadow_shadowmaprectangletexture)
R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
- CHECKGLERROR
if(r_shadow_shadowmaprectangletexture) fbo = r_shadow_fborectangle;
r_shadow_shadowmap_texturescale[0] = 1.0f;
r_shadow_shadowmap_texturescale[1] = 1.0f;
// simple cube approach
if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
R_Shadow_MakeShadowMap(side, size);
- CHECKGLERROR
if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) fbo = r_shadow_fbocubeside[r_shadow_shadowmaplod];
r_shadow_shadowmap_texturescale[0] = 0.0f;
r_shadow_shadowmap_texturescale[1] = 0.0f;
R_Shadow_RenderMode_Reset();
if (fbo)
{
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
+ R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
R_SetupShader_DepthOrShadow();
}
else
- {
R_SetupShader_ShowDepth();
- qglClearColor(1,1,1,1);CHECKGLERROR
- }
- CHECKGLERROR
GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
GL_DepthMask(true);
GL_DepthTest(true);
- qglClearDepth(1);
- CHECKGLERROR
init_done:
R_SetViewport(&viewport);
flipped = (side & 1) ^ (side >> 2);
r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
- GL_CullFace(r_refdef.view.cullface_back);
- if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
+ switch(vid.renderpath)
{
- // get tightest scissor rectangle that encloses all viewports in the clear mask
- int x1 = clear & 0x15 ? 0 : size;
- int x2 = clear & 0x2A ? 2 * size : size;
- int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
- int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
- GL_Scissor(x1, y1, x2 - x1, y2 - y1);
- GL_Clear(GL_DEPTH_BUFFER_BIT);
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ GL_CullFace(r_refdef.view.cullface_back);
+ // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
+ if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
+ {
+ // get tightest scissor rectangle that encloses all viewports in the clear mask
+ int x1 = clear & 0x15 ? 0 : size;
+ int x2 = clear & 0x2A ? 2 * size : size;
+ int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
+ int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
+ GL_Scissor(x1, y1, x2 - x1, y2 - y1);
+ GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
+ }
+ GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
+ break;
+ case RENDERPATH_D3D9:
+ // completely different meaning than in OpenGL path
+ r_shadow_shadowmap_parameters[1] = 0;
+ r_shadow_shadowmap_parameters[3] = -bias;
+ // we invert the cull mode because we flip the projection matrix
+ // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
+ GL_CullFace(r_refdef.view.cullface_front);
+ // D3D considers it an error to use a scissor larger than the viewport... clear just this view
+ GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
+ if (r_shadow_shadowmapsampler)
+ {
+ GL_ColorMask(0,0,0,0);
+ if (clear)
+ GL_Clear(GL_DEPTH_BUFFER_BIT, testcolor, 1.0f, 0);
+ }
+ else
+ {
+ GL_ColorMask(1,1,1,1);
+ if (clear)
+ GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, testcolor, 1.0f, 0);
+ }
+ break;
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ // D3D considers it an error to use a scissor larger than the viewport... clear just this view
+ GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
+ GL_ColorMask(0,0,0,0);
+ if (clear)
+ GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
+ break;
}
- GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
break;
case R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE:
- qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
+ if (qglFramebufferTexture2DEXT)
+ qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
if (clear)
- GL_Clear(GL_DEPTH_BUFFER_BIT);
+ GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
break;
default:
break;
}
- CHECKGLERROR
}
void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
}
- CHECKGLERROR
R_Shadow_RenderMode_Reset();
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
if (!transparent)
- {
- qglDepthFunc(GL_EQUAL);CHECKGLERROR
- }
- if (stenciltest)
- {
- qglEnable(GL_STENCIL_TEST);CHECKGLERROR
- // only draw light where this geometry was already rendered AND the
- // stencil is 128 (values other than this mean shadow)
- qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
- }
- r_shadow_rendermode = r_shadow_lightingrendermode;
+ GL_DepthFunc(GL_EQUAL);
// do global setup needed for the chosen lighting mode
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
- {
GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
- CHECKGLERROR
- }
if (shadowmapping)
{
switch (r_shadow_shadowmode)
break;
}
}
- //R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
- CHECKGLERROR
+ r_shadow_rendermode = r_shadow_lightingrendermode;
+ // only draw light where this geometry was already rendered AND the
+ // stencil is 128 (values other than this mean shadow)
+ if (stenciltest)
+ R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
+ else
+ R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
}
static const unsigned short bboxelements[36] =
int i;
float vertex3f[8*3];
const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
- CHECKGLERROR
+// do global setup needed for the chosen lighting mode
R_Shadow_RenderMode_Reset();
r_shadow_rendermode = r_shadow_lightingrendermode;
- // do global setup needed for the chosen lighting mode
+ R_EntityMatrix(&identitymatrix);
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ // only draw light where this geometry was already rendered AND the
+ // stencil is 128 (values other than this mean shadow)
+ R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
+ R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
+
+ if (shadowmapping)
{
- R_EntityMatrix(&identitymatrix);
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- if (stenciltest)
- {
- qglEnable(GL_STENCIL_TEST);CHECKGLERROR
- // only draw light where this geometry was already rendered AND the
- // stencil is 128 (values other than this mean shadow)
- qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
- }
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
- if (shadowmapping)
+ switch (r_shadow_shadowmode)
{
- switch (r_shadow_shadowmode)
- {
- case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
- r_shadow_usingshadowmap2d = true;
- break;
- case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
- r_shadow_usingshadowmaprect = true;
- break;
- case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
- r_shadow_usingshadowmapcube = true;
- break;
- default:
- break;
- }
+ case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+ r_shadow_usingshadowmap2d = true;
+ break;
+ case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
+ r_shadow_usingshadowmaprect = true;
+ break;
+ case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
+ r_shadow_usingshadowmapcube = true;
+ break;
+ default:
+ break;
}
-
- // render the lighting
- R_SetupShader_DeferredLight(rsurface.rtlight);
- for (i = 0;i < 8;i++)
- Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
- CHECKGLERROR
- GL_ColorMask(1,1,1,1);
- GL_DepthMask(false);
- GL_DepthRange(0, 1);
- GL_PolygonOffset(0, 0);
- GL_DepthTest(true);
- qglDepthFunc(GL_GREATER);CHECKGLERROR
- GL_CullFace(r_refdef.view.cullface_back);
- R_Mesh_PrepareVertices_Position_Arrays(8, vertex3f);
- R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
}
+
+ // render the lighting
+ R_SetupShader_DeferredLight(rsurface.rtlight);
+ for (i = 0;i < 8;i++)
+ Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
+ GL_ColorMask(1,1,1,1);
+ GL_DepthMask(false);
+ GL_DepthRange(0, 1);
+ GL_PolygonOffset(0, 0);
+ GL_DepthTest(true);
+ GL_DepthFunc(GL_GREATER);
+ GL_CullFace(r_refdef.view.cullface_back);
+ R_Mesh_PrepareVertices_Position_Arrays(8, vertex3f);
+ R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
}
void R_Shadow_RenderMode_VisibleShadowVolumes(void)
{
- CHECKGLERROR
R_Shadow_RenderMode_Reset();
GL_BlendFunc(GL_ONE, GL_ONE);
GL_DepthRange(0, 1);
void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
{
- CHECKGLERROR
R_Shadow_RenderMode_Reset();
GL_BlendFunc(GL_ONE, GL_ONE);
GL_DepthRange(0, 1);
GL_DepthTest(r_showlighting.integer < 2);
GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
if (!transparent)
- {
- qglDepthFunc(GL_EQUAL);CHECKGLERROR
- }
- if (stenciltest)
- {
- qglEnable(GL_STENCIL_TEST);CHECKGLERROR
- qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
- }
+ GL_DepthFunc(GL_EQUAL);
+ R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
}
void R_Shadow_RenderMode_End(void)
{
- CHECKGLERROR
R_Shadow_RenderMode_Reset();
R_Shadow_RenderMode_ActiveLight(NULL);
GL_DepthMask(true);
r_shadow_lightscissor[2] = ix2 - ix1;
r_shadow_lightscissor[3] = iy2 - iy1;
+ // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ r_shadow_lightscissor[1] = vid.height - r_shadow_lightscissor[1] - r_shadow_lightscissor[3];
+ break;
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ break;
+ }
+
r_refdef.stats.lights_scissored++;
return false;
}
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);
+ R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL);
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
- {
- qglDepthFunc(GL_EQUAL);CHECKGLERROR
- }
+ GL_DepthFunc(GL_EQUAL);
RSurf_DrawBatch();
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
- {
- qglDepthFunc(GL_LEQUAL);CHECKGLERROR
- }
+ 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);
- qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ 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;
+ }
}
RSurf_SetupDepthAndCulling();
switch (r_shadow_rendermode)
break;
}
if(negated)
- qglBlendEquationEXT(GL_FUNC_ADD_EXT);
+ {
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ 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;
+ }
+ }
}
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)
{
// increment stencil if frontface is infront of depthbuffer
GL_CullFace(r_refdef.view.cullface_back);
- qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
+ R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
// decrement stencil if backface is infront of depthbuffer
GL_CullFace(r_refdef.view.cullface_front);
- qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
+ R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
}
else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
{
// decrement stencil if backface is behind depthbuffer
GL_CullFace(r_refdef.view.cullface_front);
- qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
+ R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
// increment stencil if frontface is behind depthbuffer
GL_CullFace(r_refdef.view.cullface_back);
- qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
+ R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
}
R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
}
static void R_Shadow_FreeDeferred(void)
{
- if (r_shadow_prepassgeometryfbo)
- qglDeleteFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
+ R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
r_shadow_prepassgeometryfbo = 0;
- if (r_shadow_prepasslightingfbo)
- qglDeleteFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
+ R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingfbo);
r_shadow_prepasslightingfbo = 0;
if (r_shadow_prepassgeometrydepthtexture)
dlight_t *light;
size_t range;
entity_render_t *ent;
+ float clearcolor[4];
GL_AlphaTest(false);
R_Mesh_ResetTextureState();
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_Color(1,1,1,1);
GL_DepthTest(true);
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
- qglClearColor(0.5f,0.5f,0.5f,1.0f);CHECKGLERROR
- GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);CHECKGLERROR
+ R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
+ Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
+ GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, clearcolor, 1.0f, 0);
+ if (r_timereport_active)
+ R_TimeReport("prepasscleargeom");
if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
GL_ColorMask(1,1,1,1);
GL_Color(1,1,1,1);
GL_DepthTest(true);
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
- qglClearColor(0.0f,0.0f,0.0f,0.0f);CHECKGLERROR
- GL_Clear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
- if (r_refdef.fogenabled)
- qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
+ R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
+ Vector4Set(clearcolor, 0, 0, 0, 0);
+ GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
+ if (r_timereport_active)
+ R_TimeReport("prepassclearlit");
R_Shadow_RenderMode_Begin();
for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
- if (r_refdef.fogenabled)
- qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
+ R_Mesh_ResetRenderTargets();
R_Shadow_RenderMode_End();
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
{
r_shadow_usingdeferredprepass = false;
r_shadow_prepass_width = vid.width;
r_shadow_prepass_height = vid.height;
r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
- r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
- r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
- r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
+ r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
+ r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
+ r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
// set up the geometry pass fbo (depth + normalmap)
- qglGenFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
- qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
- qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture), 0);CHECKGLERROR
+ r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
+ R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
// render depth into one texture and normalmap into the other
if (qglDrawBuffersARB)
{
qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
qglReadBuffer(GL_NONE);CHECKGLERROR
- }
- status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
- {
- Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
- Cvar_SetValueQuick(&r_shadow_deferred, 0);
- r_shadow_usingdeferredprepass = false;
+ status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
+ if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+ {
+ Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
+ Cvar_SetValueQuick(&r_shadow_deferred, 0);
+ r_shadow_usingdeferredprepass = false;
+ }
}
// set up the lighting pass fbo (diffuse + specular)
- qglGenFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
- qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
- qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepasslightingdiffusetexture), 0);CHECKGLERROR
- qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepasslightingspeculartexture), 0);CHECKGLERROR
+ r_shadow_prepasslightingfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
+ R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
// render diffuse into one texture and specular into another,
// with depth and normalmap bound as textures,
// with depth bound as attachment as well
{
qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
qglReadBuffer(GL_NONE);CHECKGLERROR
- }
- status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
- {
- Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
- Cvar_SetValueQuick(&r_shadow_deferred, 0);
- r_shadow_usingdeferredprepass = false;
+ status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
+ if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+ {
+ Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
+ Cvar_SetValueQuick(&r_shadow_deferred, 0);
+ r_shadow_usingdeferredprepass = false;
+ }
}
}
break;
matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
r_viewport_t viewport;
GLuint fbo = 0;
+ float clearcolor[4];
if (!r_refdef.scene.numentities)
return;
return;
}
- CHECKGLERROR
R_ResetViewRendering3D();
R_Shadow_RenderMode_Begin();
R_Shadow_RenderMode_ActiveLight(NULL);
R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL);
VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
-
-#if 0
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
- R_SetupShader_ShowDepth();
-#else
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
+
+ R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL);
R_SetupShader_DepthOrShadow();
-#endif
- CHECKGLERROR
GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
GL_DepthMask(true);
GL_DepthTest(true);
R_SetViewport(&viewport);
GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
- qglClearDepth(1);
+ Vector4Set(clearcolor, 1,1,1,1);
+ // in D3D9 we have to render to a color texture shadowmap
+ // in GL we render directly to a depth texture only
+ if (r_shadow_shadowmap2dtexture)
+ GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
+ else
+ GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
+ // render into a slightly restricted region so that the borders of the
+ // shadowmap area fade away, rather than streaking across everything
+ // outside the usable area
+ GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
+
#if 0
- qglClearColor(1,1,1,1);
- GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-#else
- GL_Clear(GL_DEPTH_BUFFER_BIT);
+ // debugging
+ R_Mesh_ResetRenderTargets();
+ R_SetupShader_ShowDepth();
+ GL_ColorMask(1,1,1,1);
+ GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
#endif
- GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
- CHECKGLERROR
for (i = 0;i < r_refdef.scene.numentities;i++)
{
}
}
+#if 0
+ if (r_test.integer)
+ {
+ unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
+ CHECKGLERROR
+ qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
+ CHECKGLERROR
+ Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
+ Cvar_SetValueQuick(&r_test, 0);
+ Z_Free(rawpixels);
+ }
+#endif
+
R_Shadow_RenderMode_End();
Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
return;
- CHECKGLERROR
R_ResetViewRendering3D();
//GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
//GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
//GL_PolygonOffset(0, 0);CHECKGLERROR
GL_Color(0, 0, 0, r_shadows_darken.value);
//GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
- //qglDepthFunc(GL_ALWAYS);CHECKGLERROR
- qglEnable(GL_STENCIL_TEST);CHECKGLERROR
- qglStencilMask(255);CHECKGLERROR
- qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
- qglStencilFunc(GL_NOTEQUAL, 128, 255);CHECKGLERROR
+ //GL_DepthFunc(GL_ALWAYS);
+ R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
// apply the blend to the shadowed areas
R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
// we count potential samples in the middle of the screen, we count actual samples at the light location, this allows counting potential samples of off-screen lights
VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
- CHECKGLERROR
- // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use qglDepthFunc instead
- qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
- qglDepthFunc(GL_ALWAYS);
- R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
- R_Mesh_PrepareVertices_Position_Arrays(4, vertex3f);
- R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
- qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
- qglDepthFunc(GL_LEQUAL);
- qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
- R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
- R_Mesh_PrepareVertices_Position_Arrays(4, vertex3f);
- R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
- qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
- CHECKGLERROR
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL20:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL11:
+ case RENDERPATH_CGGL:
+ CHECKGLERROR
+ // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
+ qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
+ GL_DepthFunc(GL_ALWAYS);
+ R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
+ R_Mesh_PrepareVertices_Position_Arrays(4, vertex3f);
+ R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
+ qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
+ GL_DepthFunc(GL_LEQUAL);
+ qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
+ R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
+ R_Mesh_PrepareVertices_Position_Arrays(4, vertex3f);
+ R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
+ qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
+ CHECKGLERROR
+ break;
+ case RENDERPATH_D3D9:
+ Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ 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;
+ }
}
rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
}
// now we have to check the query result
if (rtlight->corona_queryindex_visiblepixels)
{
- CHECKGLERROR
- qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
- qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
- CHECKGLERROR
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL20:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL11:
+ case RENDERPATH_CGGL:
+ CHECKGLERROR
+ qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
+ qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
+ CHECKGLERROR
+ break;
+ case RENDERPATH_D3D9:
+ Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ 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;
+ }
//Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
if (visiblepixels < 1 || allpixels < 1)
return;
if(negated)
{
VectorNegate(color, color);
- qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ 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;
+ }
}
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)
- qglBlendEquationEXT(GL_FUNC_ADD_EXT);
+ {
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ 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;
+ }
+ }
}
}
void R_Shadow_DrawCoronas(void)
{
int i, flag;
- qboolean usequery;
+ qboolean usequery = false;
size_t lightindex;
dlight_t *light;
rtlight_t *rtlight;
// use GL_ARB_occlusion_query if available
// otherwise use raytraces
r_numqueries = 0;
- usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
- if (usequery)
+ switch (vid.renderpath)
{
- GL_ColorMask(0,0,0,0);
- if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
- if (r_maxqueries < MAX_OCCLUSION_QUERIES)
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
+ if (usequery)
{
- i = r_maxqueries;
- r_maxqueries = (range + r_refdef.scene.numlights) * 4;
- r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
- CHECKGLERROR
- qglGenQueriesARB(r_maxqueries - i, r_queries + i);
- CHECKGLERROR
+ GL_ColorMask(0,0,0,0);
+ if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
+ if (r_maxqueries < MAX_OCCLUSION_QUERIES)
+ {
+ i = r_maxqueries;
+ r_maxqueries = (range + r_refdef.scene.numlights) * 4;
+ r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
+ CHECKGLERROR
+ qglGenQueriesARB(r_maxqueries - i, r_queries + i);
+ CHECKGLERROR
+ }
+ RSurf_ActiveWorldEntity();
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_CullFace(GL_NONE);
+ GL_DepthMask(false);
+ GL_DepthRange(0, 1);
+ GL_PolygonOffset(0, 0);
+ GL_DepthTest(true);
+ R_Mesh_ResetTextureState();
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
}
- RSurf_ActiveWorldEntity();
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_CullFace(GL_NONE);
- GL_DepthMask(false);
- GL_DepthRange(0, 1);
- GL_PolygonOffset(0, 0);
- GL_DepthTest(true);
- R_Mesh_ResetTextureState();
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+ break;
+ case RENDERPATH_D3D9:
+ usequery = false;
+ //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ 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;
}
for (lightindex = 0;lightindex < range;lightindex++)
{