#include "portals.h"
#include "image.h"
-#define R_SHADOW_SHADOWMAP_NUMCUBEMAPS 8
-
extern void R_Shadow_EditLights_Init(void);
typedef enum r_shadow_rendermode_e
int r_shadow_shadowmappcf;
int r_shadow_shadowmapborder;
int r_shadow_lightscissor[4];
+qboolean r_shadow_usingdeferredprepass;
int maxshadowtriangles;
int *shadowelements;
int r_shadow_shadowmapsize; // changes for each light based on distance
int r_shadow_shadowmaplod; // changes for each light based on distance
+GLuint r_shadow_prepassgeometryfbo;
+GLuint r_shadow_prepasslightingfbo;
+int r_shadow_prepass_width;
+int r_shadow_prepass_height;
+rtexture_t *r_shadow_prepassgeometrydepthtexture;
+rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
+rtexture_t *r_shadow_prepasslightingdiffusetexture;
+rtexture_t *r_shadow_prepasslightingspeculartexture;
+
// lights are reloaded when this changes
char r_shadow_mapname[MAX_QPATH];
// used only for light filters (cubemaps)
rtexturepool_t *r_shadow_filters_texturepool;
+static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
+
cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
+cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
+cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "2", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"};
+//cvar_t r_shadow_deferred_fp = {CVAR_SAVE, "r_shadow_deferred_fp", "0", "use 16bit (1) or 32bit (2) floating point for accumulation of image-based lighting"};
cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
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_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"};
cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
-cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
-cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
+cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
-cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation"};
-cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation"};
+cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
+cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "0", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "0", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
cvar_t r_shadow_shadowmapping_texturetype = {CVAR_SAVE, "r_shadow_shadowmapping_texturetype", "-1", "shadowmap texture types: -1 = auto-select, 0 = 2D, 1 = rectangle, 2 = cubemap"};
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_culltriangles = {0, "r_shadow_culltriangles", "1", "performs more expensive tests to remove unnecessary triangles of lit surfaces"};
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)"};
switch(vid.renderpath)
{
case RENDERPATH_GL20:
- if(r_shadow_shadowmapping.integer && vid.support.ext_framebuffer_object)
+ case RENDERPATH_CGGL:
+ if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
{
if(r_shadow_shadowmapfilterquality < 0)
{
r_shadow_buffer_shadowtrispvs = NULL;
r_shadow_buffer_numlighttrispvsbytes = 0;
r_shadow_buffer_lighttrispvs = NULL;
+
+ r_shadow_usingdeferredprepass = false;
+ r_shadow_prepass_width = r_shadow_prepass_height = 0;
}
+static void R_Shadow_FreeDeferred(void);
void r_shadow_shutdown(void)
{
CHECKGLERROR
R_Shadow_FreeShadowMaps();
+ r_shadow_usingdeferredprepass = false;
+ if (r_shadow_prepass_width)
+ R_Shadow_FreeDeferred();
+ r_shadow_prepass_width = r_shadow_prepass_height = 0;
+
CHECKGLERROR
numcubemaps = 0;
r_shadow_attenuationgradienttexture = NULL;
Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
Cvar_RegisterVariable(&r_shadow_usenormalmap);
Cvar_RegisterVariable(&r_shadow_debuglight);
+ Cvar_RegisterVariable(&r_shadow_deferred);
+ Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
+// Cvar_RegisterVariable(&r_shadow_deferred_fp);
Cvar_RegisterVariable(&r_shadow_gloss);
Cvar_RegisterVariable(&r_shadow_gloss2intensity);
Cvar_RegisterVariable(&r_shadow_glossintensity);
Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
Cvar_RegisterVariable(&r_shadow_lightintensityscale);
Cvar_RegisterVariable(&r_shadow_lightradiusscale);
- Cvar_RegisterVariable(&r_shadow_portallight);
Cvar_RegisterVariable(&r_shadow_projectdistance);
Cvar_RegisterVariable(&r_shadow_frontsidecasting);
Cvar_RegisterVariable(&r_shadow_realtime_dlight);
Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
- Cvar_RegisterVariable(&r_shadow_culltriangles);
Cvar_RegisterVariable(&r_shadow_polygonfactor);
Cvar_RegisterVariable(&r_shadow_polygonoffset);
Cvar_RegisterVariable(&r_shadow_texture3d);
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 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
+ {
+ tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
+ R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
+ R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
+ }
else
{
// decide which type of shadow to generate and set stencil mode
r_refdef.stats.lights_shadowtriangles += tris;
CHECKGLERROR
R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
- GL_LockArrays(0, outverts);
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
{
// increment stencil if frontface is infront of depthbuffer
qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
}
R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
- GL_LockArrays(0, 0);
CHECKGLERROR
}
}
pixels[y][x][3] = 255;
}
}
- r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_PRECACHE | TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
+ r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
}
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 | TEXF_FORCELINEAR, NULL);
+ r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, 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 | TEXF_FORCELINEAR, NULL);
+ r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
// 3D sphere texture
if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
{
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 | TEXF_FORCELINEAR, NULL);
+ r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
}
else
r_shadow_attenuation3dtexture = NULL;
R_Shadow_MakeTextures_MakeCorona();
// Editor light sprites
- r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
+ r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
"................"
".3............3."
"..5...2332...5.."
".3............3."
"................"
, 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
- r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
+ r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
"................"
"................"
"......1111......"
"................"
"................"
, 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
- r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
+ r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
"................"
"................"
"......1111......"
"................"
"................"
, 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
- r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
+ r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
"................"
"................"
"......2772......"
"................"
"................"
, 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
- r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
+ r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
"................"
"................"
"......2772......"
"................"
"................"
, 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
- r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
+ r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
"................"
".777752..257777."
".742........247."
switch(vid.renderpath)
{
case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
break;
case RENDERPATH_GL13:
qglDepthFunc(GL_LEQUAL);CHECKGLERROR
GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
qglDisable(GL_STENCIL_TEST);CHECKGLERROR
- qglStencilMask(~0);CHECKGLERROR
+ qglStencilMask(255);CHECKGLERROR
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
- qglStencilFunc(GL_ALWAYS, 128, ~0);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);
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_SetupGenericShader(false);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
r_shadow_usingshadowmaprect = false;
r_shadow_usingshadowmapcube = false;
r_shadow_usingshadowmap2d = false;
R_Shadow_RenderMode_Reset();
GL_ColorMask(0, 0, 0, 0);
GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
- R_SetupDepthOrShadowShader();
+ R_SetupShader_DepthOrShadow();
qglDepthFunc(GL_LESS);CHECKGLERROR
qglEnable(GL_STENCIL_TEST);CHECKGLERROR
r_shadow_rendermode = mode;
GL_CullFace(GL_NONE);
qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
- qglStencilMask(~0);CHECKGLERROR
+ qglStencilMask(255);CHECKGLERROR
qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
- qglStencilMask(~0);CHECKGLERROR
+ qglStencilMask(255);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
- qglStencilMask(~0);CHECKGLERROR
+ qglStencilMask(255);CHECKGLERROR
qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
- qglStencilMask(~0);CHECKGLERROR
+ qglStencilMask(255);CHECKGLERROR
qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
break;
}
0, 0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
0, 0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
};
- r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_ALWAYSPRECACHE | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, NULL);
+ r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, NULL);
}
-void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
+void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
{
int status;
int maxsize;
qglDrawBuffer(GL_NONE);CHECKGLERROR
qglReadBuffer(GL_NONE);CHECKGLERROR
status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT && r_shadow_shadowmapping.integer)
+ if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
{
Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
+ Cvar_SetValueQuick(&r_shadow_deferred, 0);
}
#endif
}
qglDrawBuffer(GL_NONE);CHECKGLERROR
qglReadBuffer(GL_NONE);CHECKGLERROR
status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT && r_shadow_shadowmapping.integer)
+ if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
{
Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
+ Cvar_SetValueQuick(&r_shadow_deferred, 0);
}
#endif
}
qglDrawBuffer(GL_NONE);CHECKGLERROR
qglReadBuffer(GL_NONE);CHECKGLERROR
status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT && r_shadow_shadowmapping.integer)
+ if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
{
Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
+ Cvar_SetValueQuick(&r_shadow_deferred, 0);
}
#endif
}
if (fbo)
{
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
- R_SetupDepthOrShadowShader();
+ R_SetupShader_DepthOrShadow();
}
else
{
- R_SetupShowDepthShader();
+ R_SetupShader_ShowDepth();
qglClearColor(1,1,1,1);CHECKGLERROR
}
CHECKGLERROR
init_done:
R_SetViewport(&viewport);
- GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE)
{
- int flipped = (side&1)^(side>>2);
+ int 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
+ {
+ // 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);
+ }
+ GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
}
else if(r_shadow_rendermode == 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
+ GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
+ if (clear)
+ GL_Clear(GL_DEPTH_BUFFER_BIT);
}
- if (clear)
- qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
CHECKGLERROR
}
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, ~0);CHECKGLERROR
+ qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
}
r_shadow_rendermode = r_shadow_lightingrendermode;
// do global setup needed for the chosen lighting mode
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
{
- R_Mesh_TexBindAll(GL20TU_CUBE, 0, 0, R_GetTexture(rsurface.rtlight->currentcubemap), 0); // light filter
GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
CHECKGLERROR
+ }
+ if (shadowmapping)
+ {
+ if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
+ r_shadow_usingshadowmap2d = true;
+ else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
+ r_shadow_usingshadowmaprect = true;
+ else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
+ r_shadow_usingshadowmapcube = true;
+ }
+ R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
+ CHECKGLERROR
+}
+
+static const unsigned short bboxelements[36] =
+{
+ 5, 1, 3, 5, 3, 7,
+ 6, 2, 0, 6, 0, 4,
+ 7, 3, 2, 7, 2, 6,
+ 4, 0, 1, 4, 1, 5,
+ 4, 5, 7, 4, 7, 6,
+ 1, 0, 2, 1, 2, 3,
+};
+
+static const float bboxpoints[8][3] =
+{
+ {-1,-1,-1},
+ { 1,-1,-1},
+ {-1, 1,-1},
+ { 1, 1,-1},
+ {-1,-1, 1},
+ { 1,-1, 1},
+ {-1, 1, 1},
+ { 1, 1, 1},
+};
+
+void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
+{
+ int i;
+ float vertex3f[8*3];
+ const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
+ CHECKGLERROR
+ 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);
+ 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)
{
if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
- {
r_shadow_usingshadowmap2d = true;
- R_Mesh_TexBind(GL20TU_SHADOWMAP2D, R_GetTexture(r_shadow_shadowmap2dtexture));
- CHECKGLERROR
- }
else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
- {
r_shadow_usingshadowmaprect = true;
- R_Mesh_TexBindAll(GL20TU_SHADOWMAPRECT, 0, 0, 0, R_GetTexture(r_shadow_shadowmaprectangletexture));
- CHECKGLERROR
- }
else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
- {
r_shadow_usingshadowmapcube = true;
- R_Mesh_TexBindAll(GL20TU_SHADOWMAPCUBE, 0, 0, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);
- CHECKGLERROR
- }
-
- if (r_shadow_shadowmapvsdct && (r_shadow_usingshadowmap2d || r_shadow_usingshadowmaprect))
- {
- R_Mesh_TexBindAll(GL20TU_CUBEPROJECTION, 0, 0, R_GetTexture(r_shadow_shadowmapvsdcttexture), 0);
- CHECKGLERROR
- }
}
+
+ // render the lighting
+ R_SetupShader_DeferredLight(rsurface.rtlight);
+ for (i = 0;i < 8;i++)
+ Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
+ CHECKGLERROR
+ R_Mesh_VertexPointer(vertex3f, 0, 0);
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ 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_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
}
- R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
- //GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- CHECKGLERROR
}
void R_Shadow_RenderMode_VisibleShadowVolumes(void)
if (stenciltest)
{
qglEnable(GL_STENCIL_TEST);CHECKGLERROR
- qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
+ qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
}
r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
}
}
}
-static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
{
// used to display how many times a surface is lit for level design purposes
R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
}
-static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
{
// ARB2 GLSL shader path (GFFX5200, Radeon 9500)
- R_SetupSurfaceShader(lightcolorbase, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
- if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
- R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
- 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));
- if (rsurface.texture->backgroundcurrentskinframe)
- {
- 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_TexBindAll(GL20TU_CUBE, 0, 0, R_GetTexture(rsurface.rtlight->currentcubemap), 0);
- R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
- if(rsurface.texture->colormapping)
- {
- R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
- R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
- }
- R_Mesh_TexBind(GL20TU_ATTENUATION, R_GetTexture(r_shadow_attenuationgradienttexture));
- R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
- R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
- R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
- R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
+ R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
{
qglDepthFunc(GL_EQUAL);CHECKGLERROR
const int *e;
float *c;
int maxtriangles = 4096;
- int newelements[4096*3];
+ static int newelements[4096*3];
R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
for (renders = 0;renders < 64;renders++)
{
}
}
-static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolor, float ambientscale, float diffusescale)
{
// OpenGL 1.1 path (anything)
float ambientcolorbase[3], diffusecolorbase[3];
float ambientcolorpants[3], diffusecolorpants[3];
float ambientcolorshirt[3], diffusecolorshirt[3];
- rmeshstate_t m;
- VectorScale(lightcolorbase, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorbase);
- VectorScale(lightcolorbase, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorbase);
- VectorScale(lightcolorpants, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorpants);
- VectorScale(lightcolorpants, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorpants);
- VectorScale(lightcolorshirt, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorshirt);
- VectorScale(lightcolorshirt, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorshirt);
+ const float *surfacecolor = rsurface.texture->dlightcolor;
+ const float *surfacepants = rsurface.colormap_pantscolor;
+ const float *surfaceshirt = rsurface.colormap_shirtcolor;
+ rtexture_t *basetexture = rsurface.texture->basetexture;
+ rtexture_t *pantstexture = rsurface.texture->pantstexture;
+ rtexture_t *shirttexture = rsurface.texture->shirttexture;
+ qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
+ qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
+ ambientscale *= 2 * r_refdef.view.colorscale;
+ diffusescale *= 2 * r_refdef.view.colorscale;
+ ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
+ diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
+ ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
+ diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
+ ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
+ diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
+ R_Mesh_TexBind(0, basetexture);
+ R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
+ R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
+ R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
switch(r_shadow_rendermode)
{
case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(basetexture);
- m.texmatrix[0] = rsurface.texture->currenttexmatrix;
- m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
- m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.texmatrix[1] = rsurface.entitytoattenuationxyz;
- m.pointer_texcoord3f[1] = rsurface.vertex3f;
- m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
- R_Mesh_TextureState(&m);
+ R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
+ R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
+ R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
+ R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
break;
case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(basetexture);
- m.texmatrix[0] = rsurface.texture->currenttexmatrix;
- m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
- m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.texmatrix[1] = rsurface.entitytoattenuationxyz;
- m.pointer_texcoord3f[1] = rsurface.vertex3f;
- m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
- m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.texmatrix[2] = rsurface.entitytoattenuationz;
- m.pointer_texcoord3f[2] = rsurface.vertex3f;
- m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
- R_Mesh_TextureState(&m);
- break;
+ R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
+ R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
+ R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
+ R_Mesh_TexCoordPointer(2, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
+ // fall through
case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(basetexture);
- m.texmatrix[0] = rsurface.texture->currenttexmatrix;
- m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
- m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.texmatrix[1] = rsurface.entitytoattenuationxyz;
- m.pointer_texcoord3f[1] = rsurface.vertex3f;
- m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
- R_Mesh_TextureState(&m);
+ R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
+ R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
+ R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
+ R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
break;
case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(basetexture);
- m.texmatrix[0] = rsurface.texture->currenttexmatrix;
- m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
- R_Mesh_TextureState(&m);
break;
default:
break;
}
- //R_Mesh_TexBind(0, R_GetTexture(basetexture));
+ //R_Mesh_TexBind(0, basetexture);
R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
if (dopants)
{
- R_Mesh_TexBind(0, R_GetTexture(pantstexture));
+ R_Mesh_TexBind(0, pantstexture);
R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants);
}
if (doshirt)
{
- R_Mesh_TexBind(0, R_GetTexture(shirttexture));
+ R_Mesh_TexBind(0, shirttexture);
R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt);
}
}
{
float ambientscale, diffusescale, specularscale;
qboolean negated;
- vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
- rtexture_t *nmap;
- // calculate colors to render this texture with
- lightcolorbase[0] = rsurface.rtlight->currentcolor[0] * rsurface.texture->dlightcolor[0];
- lightcolorbase[1] = rsurface.rtlight->currentcolor[1] * rsurface.texture->dlightcolor[1];
- lightcolorbase[2] = rsurface.rtlight->currentcolor[2] * rsurface.texture->dlightcolor[2];
+ float lightcolor[3];
+ VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
ambientscale = rsurface.rtlight->ambientscale;
diffusescale = rsurface.rtlight->diffusescale;
specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
diffusescale = 0;
specularscale = 0;
}
- if ((ambientscale + diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
+ if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
return;
- negated = (lightcolorbase[0] + lightcolorbase[1] + lightcolorbase[2] < 0) && vid.support.ext_blend_subtract;
+ negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
if(negated)
{
- VectorNegate(lightcolorbase, lightcolorbase);
+ VectorNegate(lightcolor, lightcolor);
qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
}
RSurf_SetupDepthAndCulling();
- nmap = rsurface.texture->currentskinframe->nmap;
- if (gl_lightmaps.integer)
- nmap = r_texture_blanknormalmap;
- if (rsurface.texture->colormapping && !gl_lightmaps.integer)
- {
- qboolean dopants = rsurface.texture->currentskinframe->pants != NULL && VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f);
- qboolean doshirt = rsurface.texture->currentskinframe->shirt != NULL && VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
- if (dopants)
- {
- lightcolorpants[0] = lightcolorbase[0] * rsurface.colormap_pantscolor[0];
- lightcolorpants[1] = lightcolorbase[1] * rsurface.colormap_pantscolor[1];
- lightcolorpants[2] = lightcolorbase[2] * rsurface.colormap_pantscolor[2];
- }
- else
- VectorClear(lightcolorpants);
- if (doshirt)
- {
- lightcolorshirt[0] = lightcolorbase[0] * rsurface.colormap_shirtcolor[0];
- lightcolorshirt[1] = lightcolorbase[1] * rsurface.colormap_shirtcolor[1];
- lightcolorshirt[2] = lightcolorbase[2] * rsurface.colormap_shirtcolor[2];
- }
- else
- VectorClear(lightcolorshirt);
- switch (r_shadow_rendermode)
- {
- case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
- GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
- R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
- break;
- case R_SHADOW_RENDERMODE_LIGHT_GLSL:
- R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
- break;
- case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
- case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
- case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
- case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
- R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
- break;
- default:
- Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
- break;
- }
- }
- else
+ switch (r_shadow_rendermode)
{
- switch (r_shadow_rendermode)
- {
- case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
- GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
- R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
- break;
- case R_SHADOW_RENDERMODE_LIGHT_GLSL:
- R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
- break;
- case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
- case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
- case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
- case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
- R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
- break;
- default:
- Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
- break;
- }
+ case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
+ GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
+ R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
+ break;
+ case R_SHADOW_RENDERMODE_LIGHT_GLSL:
+ R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolor, ambientscale, diffusescale, specularscale);
+ break;
+ case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
+ case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
+ case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
+ case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
+ R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolor, ambientscale, diffusescale);
+ break;
+ default:
+ Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
+ break;
}
if(negated)
qglBlendEquationEXT(GL_FUNC_ADD_EXT);
{
// this variable must be set for the CompileShadowVolume/CompileShadowMap code
r_shadow_compilingrtlight = rtlight;
- R_Shadow_EnlargeLeafSurfaceTrisBuffer(model->brush.num_leafs, model->num_surfaces, model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles, model->surfmesh.num_triangles);
- model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs);
+ model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL);
numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
shadowtris++;
- if (developer.integer >= 10)
- 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);
+ if (developer_extra.integer)
+ Con_DPrintf("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)
int i, j;
mplane_t plane;
// reset the count of frustum planes
- // see rsurface.rtlight_frustumplanes definition for how much this array
+ // see rtlight->cached_frustumplanes definition for how much this array
// can hold
- rsurface.rtlight_numfrustumplanes = 0;
+ rtlight->cached_numfrustumplanes = 0;
// haven't implemented a culling path for ortho rendering
if (!r_refdef.view.useperspective)
break;
if (i == 4)
for (i = 0;i < 4;i++)
- rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_refdef.view.frustum[i];
+ rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
return;
}
if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
continue;
// copy the plane
- rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_refdef.view.frustum[i];
+ rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
}
// if all the standard frustum planes were accepted, the light is onscreen
// otherwise we need to generate some more planes below...
- if (rsurface.rtlight_numfrustumplanes < 4)
+ if (rtlight->cached_numfrustumplanes < 4)
{
// at least one of the stock frustum planes failed, so we need to
// create one or two custom planes to enclose the light origin
// we have created a valid plane, compute extra info
PlaneClassify(&plane);
// copy the plane
- rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
+ rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
#if 1
// if we've found 5 frustum planes then we have constructed a
// proper split-side case and do not need to keep searching for
// planes to enclose the light origin
- if (rsurface.rtlight_numfrustumplanes == 5)
+ if (rtlight->cached_numfrustumplanes == 5)
break;
#endif
}
#endif
#if 0
- for (i = 0;i < rsurface.rtlight_numfrustumplanes;i++)
+ for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
{
- plane = rsurface.rtlight_frustumplanes[i];
+ plane = rtlight->cached_frustumplanes[i];
Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_refdef.view.frustumcorner[0], &plane), PlaneDiff(r_refdef.view.frustumcorner[1], &plane), PlaneDiff(r_refdef.view.frustumcorner[2], &plane), PlaneDiff(r_refdef.view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane));
}
#endif
VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
plane.dist = VectorNormalizeLength(plane.normal);
plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
- rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
+ rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
}
}
#endif
{
VectorClear(plane.normal);
plane.normal[i >> 1] = (i & 1) ? -1 : 1;
- plane.dist = (i & 1) ? -rsurface.rtlight_cullmaxs[i >> 1] : rsurface.rtlight_cullmins[i >> 1];
- rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
+ plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
+ rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
}
#endif
vec_t bestdist;
// reduce all plane distances to tightly fit the rtlight cull box, which
// is in worldspace
- VectorSet(points[0], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmins[2]);
- VectorSet(points[1], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmins[2]);
- VectorSet(points[2], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmins[2]);
- VectorSet(points[3], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmins[2]);
- VectorSet(points[4], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmaxs[2]);
- VectorSet(points[5], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmaxs[2]);
- VectorSet(points[6], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmaxs[2]);
- VectorSet(points[7], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmaxs[2]);
- oldnum = rsurface.rtlight_numfrustumplanes;
- rsurface.rtlight_numfrustumplanes = 0;
+ VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
+ VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
+ VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
+ VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
+ VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
+ VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
+ VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
+ VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
+ oldnum = rtlight->cached_numfrustumplanes;
+ rtlight->cached_numfrustumplanes = 0;
for (j = 0;j < oldnum;j++)
{
// find the nearest point on the box to this plane
- bestdist = DotProduct(rsurface.rtlight_frustumplanes[j].normal, points[0]);
+ bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
for (i = 1;i < 8;i++)
{
- dist = DotProduct(rsurface.rtlight_frustumplanes[j].normal, points[i]);
+ dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
if (bestdist > dist)
bestdist = dist;
}
- Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rsurface.rtlight_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rsurface.rtlight_frustumplanes[j].normal[0], rsurface.rtlight_frustumplanes[j].normal[1], rsurface.rtlight_frustumplanes[j].normal[2], rsurface.rtlight_frustumplanes[j].dist, bestdist);
+ Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rtlight->cached_frustumplanes[j].normal[0], rtlight->cached_frustumplanes[j].normal[1], rtlight->cached_frustumplanes[j].normal[2], rtlight->cached_frustumplanes[j].dist, bestdist);
// if the nearest point is near or behind the plane, we want this
// plane, otherwise the plane is useless as it won't cull anything
- if (rsurface.rtlight_frustumplanes[j].dist < bestdist + 0.03125)
+ if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
{
- PlaneClassify(&rsurface.rtlight_frustumplanes[j]);
- rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = rsurface.rtlight_frustumplanes[j];
+ PlaneClassify(&rtlight->cached_frustumplanes[j]);
+ rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
}
}
}
CHECKGLERROR
}
else if (r_refdef.scene.worldentity->model)
- r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs);
+ r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
}
void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
{
- qboolean zpass;
+ qboolean zpass = false;
shadowmesh_t *mesh;
int t, tend;
int surfacelistindex;
if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
{
CHECKGLERROR
- zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
- R_Shadow_RenderMode_StencilShadowVolumes(zpass);
+ if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
+ {
+ 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_ZPASS_STENCIL)
{
// increment stencil if frontface is infront of depthbuffer
qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
}
R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
- GL_LockArrays(0, 0);
}
CHECKGLERROR
}
- else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh && r_shadow_culltriangles.integer)
+ else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
{
+ // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
}
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);
+ r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
}
{
vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
vec_t relativeshadowradius;
- RSurf_ActiveModelEntity(ent, false, false);
+ RSurf_ActiveModelEntity(ent, false, false, false);
Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
+ // we need to re-init the shader for each entity because the matrix changed
relativeshadowradius = rsurface.rtlight->radius / ent->scale;
relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
void R_Shadow_SetupEntityLight(const entity_render_t *ent)
{
// set up properties for rendering light onto this entity
- RSurf_ActiveModelEntity(ent, true, true);
+ RSurf_ActiveModelEntity(ent, true, true, false);
GL_AlphaTest(false);
Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
- switch(r_shadow_lightingrendermode)
- {
- case R_SHADOW_RENDERMODE_LIGHT_GLSL:
- R_Mesh_TexMatrix(3, &rsurface.entitytolight);
- break;
- default:
- break;
- }
}
-void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
+void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
{
if (!r_refdef.scene.worldmodel->DrawLight)
return;
Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
- switch(r_shadow_lightingrendermode)
- {
- case R_SHADOW_RENDERMODE_LIGHT_GLSL:
- R_Mesh_TexMatrix(3, &rsurface.entitytolight);
- break;
- default:
- break;
- }
- r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, trispvs);
+ r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
}
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
}
-void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
+void R_Shadow_PrepareLight(rtlight_t *rtlight)
{
int i;
float f;
int numshadowentities;
int numshadowentities_noselfshadow;
static entity_render_t *lightentities[MAX_EDICTS];
+ static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
static entity_render_t *shadowentities[MAX_EDICTS];
- static unsigned char entitysides[MAX_EDICTS];
- int lightentities_noselfshadow;
- int shadowentities_noselfshadow;
- vec3_t nearestpoint;
- vec_t distance;
- qboolean castshadows;
- int lodlinear;
+ static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
+
+ rtlight->draw = false;
// skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
// skip lights that are basically invisible (color 0 0 0)
if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
return;
- VectorCopy(rtlight->cullmins, rsurface.rtlight_cullmins);
- VectorCopy(rtlight->cullmaxs, rsurface.rtlight_cullmaxs);
+ VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
+ VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
+
+ R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
{
{
// dynamic light, world available and can receive realtime lighting
// calculate lit surfaces and leafs
- 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);
- r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs);
+ r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes);
+ R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
leaflist = r_shadow_buffer_leaflist;
leafpvs = r_shadow_buffer_leafpvs;
surfacelist = r_shadow_buffer_surfacelist;
shadowtrispvs = r_shadow_buffer_shadowtrispvs;
lighttrispvs = r_shadow_buffer_lighttrispvs;
// if the reduced leaf bounds are offscreen, skip it
- if (R_CullBox(rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
+ if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
return;
}
else
if (i == numleafs)
return;
}
- // set up a scissor rectangle for this light
- if (R_Shadow_ScissorForBBox(rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
- return;
-
- R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
// make a list of lit entities and shadow casting entities
numlightentities = 0;
numlightentities_noselfshadow = 0;
- lightentities_noselfshadow = sizeof(lightentities)/sizeof(lightentities[0]) - 1;
numshadowentities = 0;
numshadowentities_noselfshadow = 0;
- shadowentities_noselfshadow = sizeof(shadowentities)/sizeof(shadowentities[0]) - 1;
// add dynamic entities that are lit by the light
- if (r_drawentities.integer)
+ for (i = 0;i < r_refdef.scene.numentities;i++)
{
- for (i = 0;i < r_refdef.scene.numentities;i++)
+ dp_model_t *model;
+ entity_render_t *ent = r_refdef.scene.entities[i];
+ vec3_t org;
+ if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
+ continue;
+ // skip the object entirely if it is not within the valid
+ // shadow-casting region (which includes the lit region)
+ if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
+ continue;
+ if (!(model = ent->model))
+ continue;
+ if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
{
- dp_model_t *model;
- entity_render_t *ent = r_refdef.scene.entities[i];
- vec3_t org;
- if (!BoxesOverlap(ent->mins, ent->maxs, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
- continue;
- // skip the object entirely if it is not within the valid
- // shadow-casting region (which includes the lit region)
- if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes))
- continue;
- if (!(model = ent->model))
+ // this entity wants to receive light, is visible, and is
+ // inside the light box
+ // TODO: check if the surfaces in the model can receive light
+ // so now check if it's in a leaf seen by the light
+ if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
continue;
- if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
+ if (ent->flags & RENDER_NOSELFSHADOW)
+ lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
+ else
+ lightentities[numlightentities++] = ent;
+ // since it is lit, it probably also casts a shadow...
+ // about the VectorDistance2 - light emitting entities should not cast their own shadow
+ Matrix4x4_OriginFromMatrix(&ent->matrix, org);
+ if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
{
- // this entity wants to receive light, is visible, and is
- // inside the light box
- // TODO: check if the surfaces in the model can receive light
- // so now check if it's in a leaf seen by the light
- if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
- continue;
- if (ent->flags & RENDER_NOSELFSHADOW)
- lightentities[lightentities_noselfshadow - numlightentities_noselfshadow++] = ent;
+ // note: exterior models without the RENDER_NOSELFSHADOW
+ // flag still create a RENDER_NOSELFSHADOW shadow but
+ // are lit normally, this means that they are
+ // self-shadowing but do not shadow other
+ // RENDER_NOSELFSHADOW entities such as the gun
+ // (very weird, but keeps the player shadow off the gun)
+ if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
+ shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
else
- lightentities[numlightentities++] = ent;
- // since it is lit, it probably also casts a shadow...
- // about the VectorDistance2 - light emitting entities should not cast their own shadow
- Matrix4x4_OriginFromMatrix(&ent->matrix, org);
- if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
- {
- // note: exterior models without the RENDER_NOSELFSHADOW
- // flag still create a RENDER_NOSELFSHADOW shadow but
- // are lit normally, this means that they are
- // self-shadowing but do not shadow other
- // RENDER_NOSELFSHADOW entities such as the gun
- // (very weird, but keeps the player shadow off the gun)
- if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
- shadowentities[shadowentities_noselfshadow - numshadowentities_noselfshadow++] = ent;
- else
- shadowentities[numshadowentities++] = ent;
- }
+ shadowentities[numshadowentities++] = ent;
}
- else if (ent->flags & RENDER_SHADOW)
+ }
+ else if (ent->flags & RENDER_SHADOW)
+ {
+ // this entity is not receiving light, but may still need to
+ // cast a shadow...
+ // TODO: check if the surfaces in the model can cast shadow
+ // now check if it is in a leaf seen by the light
+ if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
+ continue;
+ // about the VectorDistance2 - light emitting entities should not cast their own shadow
+ Matrix4x4_OriginFromMatrix(&ent->matrix, org);
+ if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
{
- // this entity is not receiving light, but may still need to
- // cast a shadow...
- // TODO: check if the surfaces in the model can cast shadow
- // now check if it is in a leaf seen by the light
- if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
- continue;
- // about the VectorDistance2 - light emitting entities should not cast their own shadow
- Matrix4x4_OriginFromMatrix(&ent->matrix, org);
- if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
- {
- if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
- shadowentities[shadowentities_noselfshadow - numshadowentities_noselfshadow++] = ent;
- else
- shadowentities[numshadowentities++] = ent;
- }
+ if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
+ shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
+ else
+ shadowentities[numshadowentities++] = ent;
}
}
}
if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
return;
+ // count this light in the r_speeds
+ r_refdef.stats.lights++;
+
+ // flag it as worth drawing later
+ rtlight->draw = true;
+
+ // cache all the animated entities that cast a shadow but are not visible
+ for (i = 0;i < numshadowentities;i++)
+ if (!shadowentities[i]->animcache_vertex3f)
+ R_AnimCache_GetEntity(shadowentities[i], false, false);
+ for (i = 0;i < numshadowentities_noselfshadow;i++)
+ if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
+ R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
+
+ // allocate some temporary memory for rendering this light later in the frame
+ // reusable buffers need to be copied, static data can be used as-is
+ rtlight->cached_numlightentities = numlightentities;
+ rtlight->cached_numlightentities_noselfshadow = numlightentities_noselfshadow;
+ rtlight->cached_numshadowentities = numshadowentities;
+ rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
+ rtlight->cached_numsurfaces = numsurfaces;
+ rtlight->cached_lightentities = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
+ rtlight->cached_lightentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
+ rtlight->cached_shadowentities = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
+ rtlight->cached_shadowentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
+ if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
+ {
+ int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
+ int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
+ rtlight->cached_shadowtrispvs = (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
+ rtlight->cached_lighttrispvs = (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
+ rtlight->cached_surfacelist = (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
+ }
+ else
+ {
+ // compiled light data
+ rtlight->cached_shadowtrispvs = shadowtrispvs;
+ rtlight->cached_lighttrispvs = lighttrispvs;
+ rtlight->cached_surfacelist = surfacelist;
+ }
+}
+
+void R_Shadow_DrawLight(rtlight_t *rtlight)
+{
+ int i;
+ int numsurfaces;
+ unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
+ int numlightentities;
+ int numlightentities_noselfshadow;
+ int numshadowentities;
+ int numshadowentities_noselfshadow;
+ entity_render_t **lightentities;
+ entity_render_t **lightentities_noselfshadow;
+ entity_render_t **shadowentities;
+ entity_render_t **shadowentities_noselfshadow;
+ int *surfacelist;
+ static unsigned char entitysides[MAX_EDICTS];
+ static unsigned char entitysides_noselfshadow[MAX_EDICTS];
+ vec3_t nearestpoint;
+ vec_t distance;
+ qboolean castshadows;
+ int lodlinear;
+
+ // check if we cached this light this frame (meaning it is worth drawing)
+ if (!rtlight->draw)
+ return;
+
+ // if R_FrameData_Store ran out of space we skip anything dependent on it
+ if (r_framedata_failed)
+ return;
+
+ numlightentities = rtlight->cached_numlightentities;
+ numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
+ numshadowentities = rtlight->cached_numshadowentities;
+ numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
+ numsurfaces = rtlight->cached_numsurfaces;
+ lightentities = rtlight->cached_lightentities;
+ lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
+ shadowentities = rtlight->cached_shadowentities;
+ shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
+ shadowtrispvs = rtlight->cached_shadowtrispvs;
+ lighttrispvs = rtlight->cached_lighttrispvs;
+ surfacelist = rtlight->cached_surfacelist;
+
+ // set up a scissor rectangle for this light
+ if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
+ return;
+
// don't let sound skip if going slow
if (r_refdef.scene.extraupdate)
S_ExtraUpdate ();
// make this the active rtlight for rendering purposes
R_Shadow_RenderMode_ActiveLight(rtlight);
- // count this light in the r_speeds
- r_refdef.stats.lights++;
if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
{
for (i = 0;i < numshadowentities;i++)
R_Shadow_DrawEntityShadow(shadowentities[i]);
for (i = 0;i < numshadowentities_noselfshadow;i++)
- R_Shadow_DrawEntityShadow(shadowentities[shadowentities_noselfshadow - i]);
+ R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
+ R_Shadow_RenderMode_VisibleLighting(false, false);
}
if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
for (i = 0;i < numlightentities;i++)
R_Shadow_DrawEntityLight(lightentities[i]);
for (i = 0;i < numlightentities_noselfshadow;i++)
- R_Shadow_DrawEntityLight(lightentities[lightentities_noselfshadow - i]);
+ R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
}
castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
+ surfacesides = NULL;
if (numsurfaces)
{
if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
}
else
{
+ surfacesides = r_shadow_buffer_surfacesides;
for(i = 0;i < numsurfaces;i++)
{
msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
if (receivermask < 0x3F)
for(i = 0; i < numlightentities_noselfshadow;i++)
- receivermask |= R_Shadow_CalcEntitySideMask(lightentities[lightentities_noselfshadow - i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
+ receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
}
receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
for (i = 0;i < numshadowentities;i++)
castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
for (i = 0;i < numshadowentities_noselfshadow;i++)
- castermask |= (entitysides[shadowentities_noselfshadow - i] = R_Shadow_CalcEntitySideMask(shadowentities[shadowentities_noselfshadow - i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
+ castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
}
//Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
// render shadow casters into 6 sided depth texture
for (side = 0;side < 6;side++) if (receivermask & (1 << side))
{
- R_Shadow_RenderMode_ShadowMap(side, true, size);
+ R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
if (! (castermask & (1 << side))) continue;
if (numsurfaces)
R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
// draw lighting in the unmasked areas
R_Shadow_RenderMode_Lighting(false, false, true);
for (i = 0;i < numlightentities_noselfshadow;i++)
- R_Shadow_DrawEntityLight(lightentities[lightentities_noselfshadow - i]);
+ R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
}
// render shadow casters into 6 sided depth texture
- if (numshadowentities_noselfshadow)
+ if (numshadowentities_noselfshadow)
{
for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
{
- R_Shadow_RenderMode_ShadowMap(side, false, size);
- for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides[shadowentities_noselfshadow - i] & (1 << side))
- R_Shadow_DrawEntityShadow(shadowentities[shadowentities_noselfshadow - i]);
+ R_Shadow_RenderMode_ShadowMap(side, 0, size);
+ for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
+ R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
}
}
GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
R_Shadow_ClearStencil();
- if (numsurfaces + numshadowentities)
- {
- if (numsurfaces)
- R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
- for (i = 0;i < numshadowentities;i++)
- R_Shadow_DrawEntityShadow(shadowentities[i]);
- }
+ if (numsurfaces)
+ R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
+ for (i = 0;i < numshadowentities;i++)
+ R_Shadow_DrawEntityShadow(shadowentities[i]);
- if (numlightentities_noselfshadow)
- {
- // draw lighting in the unmasked areas
- R_Shadow_RenderMode_Lighting(true, false, false);
- for (i = 0;i < numlightentities_noselfshadow;i++)
- R_Shadow_DrawEntityLight(lightentities[lightentities_noselfshadow - i]);
+ // draw lighting in the unmasked areas
+ R_Shadow_RenderMode_Lighting(true, false, false);
+ for (i = 0;i < numlightentities_noselfshadow;i++)
+ R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
- // optionally draw the illuminated areas
- // for performance analysis by level designers
- if (r_showlighting.integer && r_refdef.view.showdebug)
- {
- R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
- for (i = 0;i < numlightentities_noselfshadow;i++)
- R_Shadow_DrawEntityLight(lightentities[lightentities_noselfshadow - i]);
- }
- for (i = 0;i < numshadowentities_noselfshadow;i++)
- R_Shadow_DrawEntityShadow(shadowentities[shadowentities_noselfshadow - i]);
- }
+ for (i = 0;i < numshadowentities_noselfshadow;i++)
+ R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
- if (numsurfaces + numlightentities)
- {
- // draw lighting in the unmasked areas
- R_Shadow_RenderMode_Lighting(true, false, false);
- if (numsurfaces)
- R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
- for (i = 0;i < numlightentities;i++)
- R_Shadow_DrawEntityLight(lightentities[i]);
- }
+ // draw lighting in the unmasked areas
+ R_Shadow_RenderMode_Lighting(true, false, false);
+ if (numsurfaces)
+ R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
+ for (i = 0;i < numlightentities;i++)
+ R_Shadow_DrawEntityLight(lightentities[i]);
}
else
{
for (i = 0;i < numlightentities;i++)
R_Shadow_DrawEntityLight(lightentities[i]);
for (i = 0;i < numlightentities_noselfshadow;i++)
- R_Shadow_DrawEntityLight(lightentities[lightentities_noselfshadow - i]);
+ R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
}
+
+ if (r_shadow_usingdeferredprepass)
+ {
+ // when rendering deferred lighting, we simply rasterize the box
+ if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
+ R_Shadow_RenderMode_DrawDeferredLight(false, true);
+ else if (castshadows && vid.stencil)
+ R_Shadow_RenderMode_DrawDeferredLight(true, false);
+ else
+ R_Shadow_RenderMode_DrawDeferredLight(false, false);
+ }
+}
+
+static void R_Shadow_FreeDeferred(void)
+{
+ if (r_shadow_prepassgeometryfbo)
+ qglDeleteFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
+ r_shadow_prepassgeometryfbo = 0;
+
+ if (r_shadow_prepasslightingfbo)
+ qglDeleteFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
+ r_shadow_prepasslightingfbo = 0;
+
+ if (r_shadow_prepassgeometrydepthtexture)
+ R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
+ r_shadow_prepassgeometrydepthtexture = NULL;
+
+ if (r_shadow_prepassgeometrynormalmaptexture)
+ R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
+ r_shadow_prepassgeometrynormalmaptexture = NULL;
+
+ if (r_shadow_prepasslightingdiffusetexture)
+ R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
+ r_shadow_prepasslightingdiffusetexture = NULL;
+
+ if (r_shadow_prepasslightingspeculartexture)
+ R_FreeTexture(r_shadow_prepasslightingspeculartexture);
+ r_shadow_prepasslightingspeculartexture = NULL;
+}
+
+void R_Shadow_DrawPrepass(void)
+{
+ int i;
+ int flag;
+ int lnum;
+ size_t lightindex;
+ dlight_t *light;
+ size_t range;
+ entity_render_t *ent;
+
+ GL_AlphaTest(false);
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ R_Mesh_ResetTextureState();
+ GL_DepthMask(true);
+ GL_ColorMask(1,1,1,1);
+ 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
+
+ if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
+ r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
+ if (r_timereport_active)
+ R_TimeReport("prepassworld");
+
+ for (i = 0;i < r_refdef.scene.numentities;i++)
+ {
+ if (!r_refdef.viewcache.entityvisible[i])
+ continue;
+ ent = r_refdef.scene.entities[i];
+ if (ent->model && ent->model->DrawPrepass != NULL)
+ ent->model->DrawPrepass(ent);
+ }
+
+ if (r_timereport_active)
+ R_TimeReport("prepassmodels");
+
+ GL_DepthMask(false);
+ 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_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
+ {
+ 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++)
+ 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_Shadow_RenderMode_End();
+
+ if (r_timereport_active)
+ R_TimeReport("prepasslights");
}
void R_Shadow_DrawLightSprites(void);
-void R_ShadowVolumeLighting(qboolean visible)
+void R_Shadow_PrepareLights(void)
{
int flag;
int lnum;
dlight_t *light;
size_t range;
float f;
+ GLenum status;
if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
- (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != r_shadow_shadowmapping.integer ||
+ (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0) ||
r_shadow_shadowmaptexturetype != r_shadow_shadowmapping_texturetype.integer ||
r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
R_Shadow_FreeShadowMaps();
- if (r_editlights.integer)
- R_Shadow_DrawLightSprites();
+ switch (vid.renderpath)
+ {
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
+ {
+ r_shadow_usingdeferredprepass = false;
+ if (r_shadow_prepass_width)
+ R_Shadow_FreeDeferred();
+ r_shadow_prepass_width = r_shadow_prepass_height = 0;
+ break;
+ }
- R_Shadow_RenderMode_Begin();
+ if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
+ {
+ R_Shadow_FreeDeferred();
+
+ r_shadow_usingdeferredprepass = true;
+ 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, NULL);
+ r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
+ r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, 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
+ // 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;
+ }
+
+ // 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
+ // render diffuse into one texture and specular into another,
+ // with depth and normalmap bound as textures,
+ // with depth bound as attachment as well
+ if (qglDrawBuffersARB)
+ {
+ 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;
+ }
+ }
+ break;
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL11:
+ 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_DrawRTLight(&light->rtlight, visible);
+ R_Shadow_PrepareLight(&light->rtlight);
}
else
{
{
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
if (light && (light->flags & flag))
- R_DrawRTLight(&light->rtlight, visible);
+ R_Shadow_PrepareLight(&light->rtlight);
}
}
if (r_refdef.scene.rtdlight)
{
for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
- R_DrawRTLight(r_refdef.scene.lights[lnum], visible);
+ R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
}
else if(gl_flashblend.integer)
{
}
}
+ if (r_editlights.integer)
+ R_Shadow_DrawLightSprites();
+}
+
+void R_Shadow_DrawLights(void)
+{
+ int flag;
+ int lnum;
+ size_t lightindex;
+ dlight_t *light;
+ size_t range;
+
+ 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
+ {
+ 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++)
+ R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
+
R_Shadow_RenderMode_End();
}
vec3_t relativeshadowmins, relativeshadowmaxs;
vec3_t tmp, shadowdir;
- if (!r_drawentities.integer || !vid.stencil)
+ if (!r_refdef.scene.numentities || !vid.stencil)
return;
CHECKGLERROR
}
VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
- RSurf_ActiveModelEntity(ent, false, false);
+ RSurf_ActiveModelEntity(ent, false, false, false);
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
}
//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_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
//GL_ScissorTest(true);
- //R_Mesh_Matrix(&identitymatrix);
+ //R_EntityMatrix(&identitymatrix);
//R_Mesh_ResetTextureState();
R_ResetViewRendering2D();
R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
R_Mesh_ColorPointer(NULL, 0, 0);
- R_SetupGenericShader(false);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
// set up a darkening blend on shadowed areas
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//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(~0);CHECKGLERROR
+ qglStencilMask(255);CHECKGLERROR
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
- qglStencilFunc(GL_NOTEQUAL, 128, ~0);CHECKGLERROR
+ qglStencilFunc(GL_NOTEQUAL, 128, 255);CHECKGLERROR
// apply the blend to the shadowed areas
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
}
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);
+ 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);
}
}
-void R_DrawCoronas(void)
+void R_Shadow_DrawCoronas(void)
{
int i, flag;
qboolean usequery;
if (r_waterstate.renderingscene)
return;
flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
- R_Mesh_Matrix(&identitymatrix);
+ R_EntityMatrix(&identitymatrix);
range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
GL_DepthTest(true);
R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
- R_SetupGenericShader(false);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
}
for (lightindex = 0;lightindex < range;lightindex++)
{
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) | TEXF_FORCELINEAR, NULL);
+ cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
Mem_Free(cubemappixels);
}
else
float vertex3f[12];
R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
- R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false);
+ R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
}
void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
skinframe = r_editlights_sprlight;
RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, spritecolor[0], spritecolor[1], spritecolor[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
- R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false);
+ R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
// draw selection sprite if light is selected
if (light->selected)
{
RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
- R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false);
+ R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
// VorteX todo: add normalmode/realtime mode light overlay sprites?
}
}
lightnumber = lightindex;
lightcount++;
}
- dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8;
- dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8;
+ dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
+ dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
y += 8;
if (r_shadow_selectedlight == NULL)
return;
- dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
- dpsnprintf(temp, sizeof(temp), "Origin : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
- dpsnprintf(temp, sizeof(temp), "Angles : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
- dpsnprintf(temp, sizeof(temp), "Color : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
- dpsnprintf(temp, sizeof(temp), "Radius : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
- dpsnprintf(temp, sizeof(temp), "Corona : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
- dpsnprintf(temp, sizeof(temp), "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
- dpsnprintf(temp, sizeof(temp), "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
- dpsnprintf(temp, sizeof(temp), "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
- dpsnprintf(temp, sizeof(temp), "CoronaSize : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
- dpsnprintf(temp, sizeof(temp), "Ambient : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
- dpsnprintf(temp, sizeof(temp), "Diffuse : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
- dpsnprintf(temp, sizeof(temp), "Specular : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
- dpsnprintf(temp, sizeof(temp), "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
- dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
+ dpsnprintf(temp, sizeof(temp), "Origin : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
+ dpsnprintf(temp, sizeof(temp), "Angles : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
+ dpsnprintf(temp, sizeof(temp), "Color : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
+ dpsnprintf(temp, sizeof(temp), "Radius : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
+ dpsnprintf(temp, sizeof(temp), "Corona : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
+ dpsnprintf(temp, sizeof(temp), "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
+ dpsnprintf(temp, sizeof(temp), "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
+ dpsnprintf(temp, sizeof(temp), "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
+ dpsnprintf(temp, sizeof(temp), "CoronaSize : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
+ dpsnprintf(temp, sizeof(temp), "Ambient : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
+ dpsnprintf(temp, sizeof(temp), "Diffuse : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
+ dpsnprintf(temp, sizeof(temp), "Specular : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
+ dpsnprintf(temp, sizeof(temp), "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
+ dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
}
void R_Shadow_EditLights_ToggleShadow_f(void)
if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
{
- ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient * (2.0f / 128.0f);
+ ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient;
r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
}
else