cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
+cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
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_RegisterVariable(&r_shadow_shadowmapping_bias);
Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
+ Cvar_RegisterVariable(&r_shadow_sortsurfaces);
Cvar_RegisterVariable(&r_shadow_polygonfactor);
Cvar_RegisterVariable(&r_shadow_polygonoffset);
Cvar_RegisterVariable(&r_shadow_texture3d);
{
lightindex = r_shadow_debuglight.integer;
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
- if (light && (light->flags & flag))
+ if (light && (light->flags & flag) && light->rtlight.draw)
R_Shadow_DrawLight(&light->rtlight);
}
else
for (lightindex = 0;lightindex < range;lightindex++)
{
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
- if (light && (light->flags & flag))
+ if (light && (light->flags & flag) && light->rtlight.draw)
R_Shadow_DrawLight(&light->rtlight);
}
}
if (r_refdef.scene.rtdlight)
for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
- R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
+ if (r_refdef.scene.lights[lnum]->draw)
+ R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
R_Mesh_ResetRenderTargets();
=============================================================================
*/
-void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic)
+void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, qboolean dynamic, qboolean rtworld)
{
VectorClear(diffusecolor);
VectorClear(diffusenormal);
if (dynamic)
{
- int i;
- float f, v[3];
+ int i, numlights, flag;
+ float f, relativepoint[3], dist, dist2, lightradius2;
rtlight_t *light;
+ dlight_t *dlight;
+
+ // sample rtlights
+ if (rtworld)
+ {
+ flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
+ numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
+ for (i = 0; i < numlights; i++)
+ {
+ dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
+ if (!dlight)
+ continue;
+ light = &dlight->rtlight;
+ if (!(light->flags & flag))
+ continue;
+ // sample
+ lightradius2 = light->radius * light->radius;
+ VectorSubtract(light->shadoworigin, p, relativepoint);
+ dist2 = VectorLength2(relativepoint);
+ if (dist2 >= lightradius2)
+ continue;
+ dist = sqrt(dist2) / light->radius;
+ f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
+ if (f <= 0)
+ continue;
+ // todo: add to both ambient and diffuse
+ if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
+ VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);
+ }
+ }
+
+ // sample dlights
for (i = 0;i < r_refdef.scene.numlights;i++)
{
light = r_refdef.scene.lights[i];
- Matrix4x4_Transform(&light->matrix_worldtolight, p, v);
- f = 1 - VectorLength2(v);
- if (f > 0 && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
- VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);
+ // sample
+ lightradius2 = light->radius * light->radius;
+ VectorSubtract(light->shadoworigin, p, relativepoint);
+ dist2 = VectorLength2(relativepoint);
+ if (dist2 >= lightradius2)
+ continue;
+ dist = sqrt(dist2) / light->radius;
+ f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
+ if (f <= 0)
+ continue;
+ // todo: add to both ambient and diffuse
+ if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
+ VectorMA(ambientcolor, f, light->color, ambientcolor);
}
}
}