qboolean r_shadow_usingshadowmaprect;
qboolean r_shadow_usingshadowmap2d;
qboolean r_shadow_usingshadowmapcube;
+qboolean r_shadow_usingshadowmaportho;
int r_shadow_shadowmapside;
float r_shadow_shadowmap_texturescale[2];
float r_shadow_shadowmap_parameters[4];
qboolean r_shadow_shadowmapsampler;
int r_shadow_shadowmappcf;
int r_shadow_shadowmapborder;
+matrix4x4_t r_shadow_shadowmapmatrix;
int r_shadow_lightscissor[4];
qboolean r_shadow_usingdeferredprepass;
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"};
dlight_t *r_shadow_selectedlight;
dlight_t r_shadow_bufferlight;
vec3_t r_editlights_cursorlocation;
+qboolean r_editlights_lockcursor;
extern int con_vislines;
-typedef struct cubemapinfo_s
-{
- char basename[64];
- rtexture_t *texture;
-}
-cubemapinfo_t;
-
-static int numcubemaps;
-static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
-
void R_Shadow_UncompileWorldLights(void);
void R_Shadow_ClearWorldLights(void);
void R_Shadow_SaveWorldLights(void);
{
if(r_shadow_shadowmapfilterquality < 0)
{
- if(strstr(gl_vendor, "NVIDIA"))
+ if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
+ r_shadow_shadowmappcf = 1;
+ else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD"))
{
r_shadow_shadowmapsampler = vid.support.arb_shadow;
r_shadow_shadowmappcf = 1;
}
- else if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
- r_shadow_shadowmappcf = 1;
else if(strstr(gl_vendor, "ATI"))
r_shadow_shadowmappcf = 1;
else
r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
break;
}
+ // Cg has very little choice in depth texture sampling
+ if (vid.cgcontext)
+ {
+ r_shadow_shadowmapsampler = false;
+ r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
+ }
}
break;
case RENDERPATH_GL13:
}
}
+qboolean R_Shadow_ShadowMappingEnabled(void)
+{
+ switch (r_shadow_shadowmode)
+ {
+ case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+ case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
+ case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
+ return true;
+ default:
+ return false;
+ }
+}
+
void R_Shadow_FreeShadowMaps(void)
{
int i;
void r_shadow_start(void)
{
// allocate vertex processing arrays
- numcubemaps = 0;
r_shadow_attenuationgradienttexture = NULL;
r_shadow_attenuation2dtexture = NULL;
r_shadow_attenuation3dtexture = NULL;
r_shadow_prepass_width = r_shadow_prepass_height = 0;
CHECKGLERROR
- numcubemaps = 0;
r_shadow_attenuationgradienttexture = NULL;
r_shadow_attenuation2dtexture = NULL;
r_shadow_attenuation3dtexture = NULL;
if (r_editlights_sprcubemaplight) R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
if (r_editlights_sprselection) R_SkinFrame_MarkUsed(r_editlights_sprselection);
- if (cl.worldmodel && strncmp(cl.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
+ if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
R_Shadow_EditLights_Reload_f();
}
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);
+ R_Mesh_PrepareVertices_Position_Arrays(outverts, shadowvertex3f);
+ R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
}
else
{
r_refdef.stats.lights_dynamicshadowtriangles += tris;
r_refdef.stats.lights_shadowtriangles += tris;
CHECKGLERROR
- R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
- GL_LockArrays(0, outverts);
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
{
// increment stencil if frontface is infront of depthbuffer
GL_CullFace(r_refdef.view.cullface_front);
qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
- R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
+ R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
// decrement stencil if backface is infront of depthbuffer
GL_CullFace(r_refdef.view.cullface_back);
qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
// decrement stencil if backface is behind depthbuffer
GL_CullFace(r_refdef.view.cullface_front);
qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
- R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
+ R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
// increment stencil if frontface is behind depthbuffer
GL_CullFace(r_refdef.view.cullface_back);
qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
}
- R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
- GL_LockArrays(0, 0);
+ R_Mesh_PrepareVertices_Position_Arrays(outverts, shadowvertex3f);
+ R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
CHECKGLERROR
}
}
}
// this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
// check if frustum corners/origin cross plane sides
+#if 1
+ // infinite version, assumes frustum corners merely give direction and extend to infinite distance
+ Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
+ dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
+ masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
+ masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
+ dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
+ masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
+ masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
+ dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
+ masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
+ masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
+ for (i = 0;i < 4;i++)
+ {
+ Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
+ VectorSubtract(n, p, n);
+ dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
+ if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
+ if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
+ dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
+ if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
+ if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
+ dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
+ if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
+ if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
+ }
+#else
+ // finite version, assumes corners are a finite distance from origin dependent on far plane
for (i = 0;i < 5;i++)
{
Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
- dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn),
+ dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
- dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn),
+ dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
- dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn),
+ dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
}
+#endif
return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
}
Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
}
+static const r_vertexposition_t resetvertexposition[3];
+
void R_Shadow_RenderMode_Begin(void)
{
#if 0
R_Shadow_MakeTextures();
CHECKGLERROR
- R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
+ R_Mesh_PrepareVertices_Position(0, resetvertexposition, NULL);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthRange(0, 1);
GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
#endif
R_SetViewport(&r_refdef.view.viewport);
GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
- R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
+ R_Mesh_PrepareVertices_Position(0, resetvertexposition, NULL);
GL_DepthRange(0, 1);
GL_DepthTest(true);
GL_DepthMask(false);
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);
r_shadow_usingshadowmaprect = false;
r_shadow_usingshadowmapcube = false;
r_shadow_usingshadowmap2d = false;
+ r_shadow_usingshadowmaportho = false;
CHECKGLERROR
}
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;
}
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)
+static void R_Shadow_MakeShadowMap(int side, int size)
{
int status;
- int maxsize;
+ switch (r_shadow_shadowmode)
+ {
+ case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+ if (r_shadow_shadowmap2dtexture) return;
+ r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
+ qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
+ qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR
+ break;
+ case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
+ if (r_shadow_shadowmaprectangletexture) return;
+ r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", size*2, size*3, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
+ qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
+ qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
+ break;
+ case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
+ if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) return;
+ r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
+ qglGenFramebuffersEXT(1, &r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
+ qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
+ break;
+ default:
+ return;
+ }
+ // render depth into the fbo, do not render color at all
+ qglDrawBuffer(GL_NONE);CHECKGLERROR
+ qglReadBuffer(GL_NONE);CHECKGLERROR
+ status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
+ if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
+ {
+ Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
+ Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
+ Cvar_SetValueQuick(&r_shadow_deferred, 0);
+ }
+}
+
+void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
+{
float nearclip, farclip, bias;
r_viewport_t viewport;
+ int flipped;
GLuint fbo = 0;
CHECKGLERROR
- maxsize = r_shadow_shadowmapmaxsize;
nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
farclip = 1.0f;
bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
- r_shadow_shadowmap_parameters[2] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
- r_shadow_shadowmap_parameters[3] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
+ r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
+ r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
r_shadow_shadowmapside = side;
r_shadow_shadowmapsize = size;
- if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
+ switch (r_shadow_shadowmode)
{
+ case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
- r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
+ r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
R_Shadow_MakeVSDCT();
if (!r_shadow_shadowmap2dtexture)
- {
-#if 1
- int w = maxsize*2, h = vid.support.arb_texture_non_power_of_two ? maxsize*3 : maxsize*4;
- r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", w, h, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
- qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
- qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR
- // render depth into the fbo, do not render color at all
- qglDrawBuffer(GL_NONE);CHECKGLERROR
- qglReadBuffer(GL_NONE);CHECKGLERROR
- status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
- {
- Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
- Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
- Cvar_SetValueQuick(&r_shadow_deferred, 0);
- }
-#endif
- }
+ R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
CHECKGLERROR
if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
- }
- else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
- {
+ break;
+ case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
- r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
+ r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE) goto init_done;
if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
R_Shadow_MakeVSDCT();
if (!r_shadow_shadowmaprectangletexture)
- {
-#if 1
- r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", maxsize*2, maxsize*3, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
- qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
- qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
- // render depth into the fbo, do not render color at all
- qglDrawBuffer(GL_NONE);CHECKGLERROR
- qglReadBuffer(GL_NONE);CHECKGLERROR
- status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
- {
- Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
- Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
- Cvar_SetValueQuick(&r_shadow_deferred, 0);
- }
-#endif
- }
+ R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
CHECKGLERROR
if(r_shadow_shadowmaprectangletexture) fbo = r_shadow_fborectangle;
r_shadow_shadowmap_texturescale[0] = 1.0f;
r_shadow_shadowmap_texturescale[1] = 1.0f;
r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
- }
- else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
- {
+ break;
+ case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
r_shadow_shadowmap_parameters[0] = 1.0f;
- r_shadow_shadowmap_parameters[1] = 1.0f;
+ r_shadow_shadowmap_parameters[2] = 1.0f;
R_Viewport_InitCubeSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, nearclip, farclip, NULL);
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE) goto init_done;
// simple cube approach
if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
- {
- #if 1
- r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
- qglGenFramebuffersEXT(1, &r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
- qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
- // render depth into the fbo, do not render color at all
- qglDrawBuffer(GL_NONE);CHECKGLERROR
- qglReadBuffer(GL_NONE);CHECKGLERROR
- status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
- {
- Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
- Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
- Cvar_SetValueQuick(&r_shadow_deferred, 0);
- }
- #endif
- }
+ R_Shadow_MakeShadowMap(side, size);
CHECKGLERROR
if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) fbo = r_shadow_fbocubeside[r_shadow_shadowmaplod];
r_shadow_shadowmap_texturescale[0] = 0.0f;
r_shadow_shadowmap_texturescale[1] = 0.0f;
r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE;
+ break;
+ default:
+ break;
}
R_Shadow_RenderMode_Reset();
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)
+ switch (r_shadow_rendermode)
{
- int flipped = (side&1)^(side>>2);
+ case R_SHADOW_RENDERMODE_SHADOWMAP2D:
+ case R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE:
+ 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);
- }
- else if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE)
- {
+ 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);
+ break;
+ case R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE:
qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
+ GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
+ if (clear)
+ GL_Clear(GL_DEPTH_BUFFER_BIT);
+ break;
+ default:
+ break;
}
- 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 (shadowmapping)
{
- if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
+ switch (r_shadow_shadowmode)
+ {
+ case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
r_shadow_usingshadowmap2d = true;
- else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
+ break;
+ case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
r_shadow_usingshadowmaprect = true;
- else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
+ break;
+ case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
r_shadow_usingshadowmapcube = true;
+ break;
+ default:
+ break;
+ }
}
- R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
+ //R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
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
}
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
if (shadowmapping)
{
- if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
+ switch (r_shadow_shadowmode)
+ {
+ case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
r_shadow_usingshadowmap2d = true;
- else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
+ break;
+ case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
r_shadow_usingshadowmaprect = true;
- else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
+ break;
+ case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
r_shadow_usingshadowmapcube = true;
+ break;
+ default:
+ break;
+ }
}
// render the lighting
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_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_PrepareVertices_Position_Arrays(8, vertex3f);
+ R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
}
}
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;
}
return false;
}
-static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
+static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
{
- const float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
- const float *normal3f = rsurface.normal3f + 3 * firstvertex;
- float *color4f = rsurface.array_color4f + 4 * firstvertex;
+ int i;
+ const float *vertex3f;
+ const float *normal3f;
+ float *color4f;
float dist, dot, distintensity, shadeintensity, v[3], n[3];
switch (r_shadow_rendermode)
{
case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
if (VectorLength2(diffusecolor) > 0)
{
- for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+ for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
{
Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
}
else
{
- for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
+ for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
{
VectorCopy(ambientcolor, color4f);
if (r_refdef.fogenabled)
float f;
Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
f = RSurf_FogVertex(vertex3f);
- VectorScale(color4f, f, color4f);
+ VectorScale(color4f + 4*i, f, color4f);
}
color4f[3] = 1;
}
case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
if (VectorLength2(diffusecolor) > 0)
{
- for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+ for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
{
Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
}
else
{
- for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
+ for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
{
Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
if (VectorLength2(diffusecolor) > 0)
{
- for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+ for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
{
Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
}
else
{
- for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
+ for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
{
Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
}
}
-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)
+static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
{
// 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);
+ RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
+ R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
+ RSurf_DrawBatch();
}
-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)
+static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
{
// ARB2 GLSL shader path (GFFX5200, Radeon 9500)
- R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
- 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_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, texturenumsurfaces, texturesurfacelist);
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
{
qglDepthFunc(GL_EQUAL);CHECKGLERROR
}
- R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
+ RSurf_DrawBatch();
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
{
qglDepthFunc(GL_LEQUAL);CHECKGLERROR
float *c;
int maxtriangles = 4096;
static int newelements[4096*3];
- R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
- for (renders = 0;renders < 64;renders++)
+ R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
+ for (renders = 0;renders < 4;renders++)
{
stop = true;
newfirstvertex = 0;
// renders them at once
for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
{
- if (VectorLength2(rsurface.array_color4f + e[0] * 4) + VectorLength2(rsurface.array_color4f + e[1] * 4) + VectorLength2(rsurface.array_color4f + e[2] * 4) >= 0.01)
+ if (VectorLength2(rsurface.array_passcolor4f + e[0] * 4) + VectorLength2(rsurface.array_passcolor4f + e[1] * 4) + VectorLength2(rsurface.array_passcolor4f + e[2] * 4) >= 0.01)
{
if (newnumtriangles)
{
newe += 3;
if (newnumtriangles >= maxtriangles)
{
- R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
+ R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
newnumtriangles = 0;
newe = newelements;
stop = false;
}
if (newnumtriangles >= 1)
{
- R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
+ R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
stop = false;
}
// if we couldn't find any lit triangles, exit early
// handling of negative colors
// (some old drivers even have improper handling of >1 color)
stop = true;
- for (i = 0, c = rsurface.array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
+ for (i = 0, c = rsurface.array_passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
{
if (c[0] > 1 || c[1] > 1 || c[2] > 1)
{
}
}
-static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolor, float ambientscale, float diffusescale)
+static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
{
// OpenGL 1.1 path (anything)
float ambientcolorbase[3], diffusecolorbase[3];
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, R_GetTexture(basetexture));
+ RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD, texturenumsurfaces, texturesurfacelist);
+ R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
+ R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
+ 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:
- R_Mesh_TexBindAll(1, 0, R_GetTexture(r_shadow_attenuation3dtexture), 0, 0);
+ 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);
+ R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
break;
case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
- R_Mesh_TexBind(2, R_GetTexture(r_shadow_attenuation2dtexture));
+ 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);
+ R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
// fall through
case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
- R_Mesh_TexBind(1, R_GetTexture(r_shadow_attenuation2dtexture));
+ 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);
+ R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
break;
case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
break;
default:
break;
}
- //R_Mesh_TexBind(0, R_GetTexture(basetexture));
- R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
+ //R_Mesh_TexBind(0, basetexture);
+ R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
if (dopants)
{
- R_Mesh_TexBind(0, R_GetTexture(pantstexture));
- R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants);
+ R_Mesh_TexBind(0, pantstexture);
+ R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
}
if (doshirt)
{
- R_Mesh_TexBind(0, R_GetTexture(shirttexture));
- R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt);
+ R_Mesh_TexBind(0, shirttexture);
+ R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
}
}
extern cvar_t gl_lightmaps;
-void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
+void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
{
float ambientscale, diffusescale, specularscale;
qboolean negated;
{
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);
+ R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
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);
+ R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, 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);
+ R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
break;
default:
Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
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)
if (!mesh->sidetotals[r_shadow_shadowmapside])
continue;
r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
- R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
- R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
+ R_Mesh_PrepareVertices_Position(mesh->numverts, mesh->vertexposition, mesh->vertexpositionbuffer);
+ R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
}
CHECKGLERROR
}
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);
+ R_Mesh_PrepareVertices_Position(mesh->numverts, mesh->vertexposition, mesh->vertexpositionbuffer);
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
{
// increment stencil if frontface is infront of depthbuffer
GL_CullFace(r_refdef.view.cullface_back);
qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
- R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
+ R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
// decrement stencil if backface is infront of depthbuffer
GL_CullFace(r_refdef.view.cullface_front);
qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
// decrement stencil if backface is behind depthbuffer
GL_CullFace(r_refdef.view.cullface_front);
qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
- R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
+ R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
// increment stencil if frontface is behind depthbuffer
GL_CullFace(r_refdef.view.cullface_back);
qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
}
- R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
- GL_LockArrays(0, 0);
+ R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
}
CHECKGLERROR
}
relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
- if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D)
+ switch (r_shadow_rendermode)
{
+ case R_SHADOW_RENDERMODE_SHADOWMAP2D:
+ case R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE:
+ case R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE:
ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
- }
- else
+ break;
+ default:
ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
+ break;
+ }
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
}
float f;
int numleafs, numsurfaces;
int *leaflist, *surfacelist;
- unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs, *surfacesides;
+ unsigned char *leafpvs;
+ unsigned char *shadowtrispvs;
+ unsigned char *lighttrispvs;
+ //unsigned char *surfacesides;
int numlightentities;
int numlightentities_noselfshadow;
int numshadowentities;
static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
static entity_render_t *shadowentities[MAX_EDICTS];
static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
+ qboolean nolight;
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 (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
- return;
+ nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
// loading is done before visibility checks because loading should happen
// all at once at the start of a level, not when it stalls gameplay.
// (especially important to benchmarks)
// compile light
- if (rtlight->isstatic && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
+ if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
{
if (rtlight->compiled)
R_RTLight_Uncompile(rtlight);
}
// load cubemap
- rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
+ rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
// look up the light style value at this time
f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
return;
+ // skip processing on corona-only lights
+ if (nolight)
+ return;
+
// if the light box is offscreen, skip it
if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
return;
leafpvs = rtlight->static_leafpvs;
numsurfaces = rtlight->static_numsurfaces;
surfacelist = rtlight->static_surfacelist;
- surfacesides = NULL;
+ //surfacesides = NULL;
shadowtrispvs = rtlight->static_shadowtrispvs;
lighttrispvs = rtlight->static_lighttrispvs;
}
leaflist = r_shadow_buffer_leaflist;
leafpvs = r_shadow_buffer_leafpvs;
surfacelist = r_shadow_buffer_surfacelist;
- surfacesides = r_shadow_buffer_surfacesides;
+ //surfacesides = r_shadow_buffer_surfacesides;
shadowtrispvs = r_shadow_buffer_shadowtrispvs;
lighttrispvs = r_shadow_buffer_lighttrispvs;
// if the reduced leaf bounds are offscreen, skip it
leafpvs = NULL;
numsurfaces = 0;
surfacelist = NULL;
- surfacesides = NULL;
+ //surfacesides = NULL;
shadowtrispvs = NULL;
lighttrispvs = NULL;
}
// 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);
{
for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
{
- R_Shadow_RenderMode_ShadowMap(side, false, size);
+ 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]);
}
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);
r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
R_Shadow_FreeShadowMaps();
+ r_shadow_usingshadowmaportho = false;
+
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.support.arb_texture_rectangle || vid.maxdrawbuffers < 2)
+ 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_usingdeferredprepass = true;
r_shadow_prepass_width = vid.width;
r_shadow_prepass_height = vid.height;
- r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
- r_shadow_prepassgeometrynormalmaptexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
- r_shadow_prepasslightingdiffusetexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
- r_shadow_prepasslightingspeculartexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
+ 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_RECTANGLE_ARB, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
- qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture), 0);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
- qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
- qglReadBuffer(GL_NONE);CHECKGLERROR
+ if (qglDrawBuffersARB)
+ {
+ qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
+ qglReadBuffer(GL_NONE);CHECKGLERROR
+ }
status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
{
// 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_RECTANGLE_ARB, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
- qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepasslightingdiffusetexture), 0);CHECKGLERROR
- qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepasslightingspeculartexture), 0);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
- qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
- qglReadBuffer(GL_NONE);CHECKGLERROR
+ if (qglDrawBuffersARB)
+ {
+ qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
+ qglReadBuffer(GL_NONE);CHECKGLERROR
+ }
status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
{
extern cvar_t r_shadows_castfrombmodels;
extern cvar_t r_shadows_throwdistance;
extern cvar_t r_shadows_throwdirection;
+extern cvar_t r_shadows_focus;
+extern cvar_t r_shadows_shadowmapscale;
+
+void R_Shadow_PrepareModelShadows(void)
+{
+ int i;
+ float scale, size, radius, dot1, dot2;
+ vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
+ entity_render_t *ent;
+
+ if (!r_refdef.scene.numentities)
+ return;
+
+ switch (r_shadow_shadowmode)
+ {
+ case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+ case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
+ if (r_shadows.integer >= 2)
+ break;
+ // fall through
+ case R_SHADOW_SHADOWMODE_STENCIL:
+ for (i = 0;i < r_refdef.scene.numentities;i++)
+ {
+ ent = r_refdef.scene.entities[i];
+ if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
+ R_AnimCache_GetEntity(ent, false, false);
+ }
+ return;
+ default:
+ return;
+ }
+
+ size = 2*r_shadow_shadowmapmaxsize;
+ scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
+ radius = 0.5f * size / scale;
+
+ Math_atov(r_shadows_throwdirection.string, shadowdir);
+ VectorNormalize(shadowdir);
+ dot1 = DotProduct(r_refdef.view.forward, shadowdir);
+ dot2 = DotProduct(r_refdef.view.up, shadowdir);
+ if (fabs(dot1) <= fabs(dot2))
+ VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
+ else
+ VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
+ VectorNormalize(shadowforward);
+ CrossProduct(shadowdir, shadowforward, shadowright);
+ Math_atov(r_shadows_focus.string, shadowfocus);
+ VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
+ VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
+ VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
+ VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
+ if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
+ dot1 = 1;
+ VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
+
+ shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
+ shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
+ shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
+ shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
+ shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
+ shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
+
+ for (i = 0;i < r_refdef.scene.numentities;i++)
+ {
+ ent = r_refdef.scene.entities[i];
+ if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
+ continue;
+ // cast shadows from anything of the map (submodels are optional)
+ if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
+ R_AnimCache_GetEntity(ent, false, false);
+ }
+}
+
+void R_DrawModelShadowMaps(void)
+{
+ int i;
+ float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
+ entity_render_t *ent;
+ vec3_t relativelightorigin;
+ vec3_t relativelightdirection, relativeforward, relativeright;
+ vec3_t relativeshadowmins, relativeshadowmaxs;
+ vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
+ float m[12];
+ matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
+ r_viewport_t viewport;
+ GLuint fbo = 0;
+
+ if (!r_refdef.scene.numentities)
+ return;
+
+ switch (r_shadow_shadowmode)
+ {
+ case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+ case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
+ break;
+ default:
+ return;
+ }
+
+ CHECKGLERROR
+ R_ResetViewRendering3D();
+ R_Shadow_RenderMode_Begin();
+ R_Shadow_RenderMode_ActiveLight(NULL);
+
+ switch (r_shadow_shadowmode)
+ {
+ case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+ if (!r_shadow_shadowmap2dtexture)
+ R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
+ fbo = r_shadow_fbo2d;
+ r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
+ r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
+ r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
+ break;
+ case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
+ if (!r_shadow_shadowmaprectangletexture)
+ R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
+ fbo = r_shadow_fborectangle;
+ r_shadow_shadowmap_texturescale[0] = 1.0f;
+ r_shadow_shadowmap_texturescale[1] = 1.0f;
+ r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
+ break;
+ default:
+ break;
+ }
+
+ size = 2*r_shadow_shadowmapmaxsize;
+ scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
+ radius = 0.5f / scale;
+ nearclip = -r_shadows_throwdistance.value;
+ farclip = r_shadows_throwdistance.value;
+ bias = r_shadow_shadowmapping_bias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
+
+ r_shadow_shadowmap_parameters[0] = size;
+ r_shadow_shadowmap_parameters[1] = size;
+ r_shadow_shadowmap_parameters[2] = 1.0;
+ r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
+
+ Math_atov(r_shadows_throwdirection.string, shadowdir);
+ VectorNormalize(shadowdir);
+ Math_atov(r_shadows_focus.string, shadowfocus);
+ VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
+ VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
+ VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
+ VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
+ dot1 = DotProduct(r_refdef.view.forward, shadowdir);
+ dot2 = DotProduct(r_refdef.view.up, shadowdir);
+ if (fabs(dot1) <= fabs(dot2))
+ VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
+ else
+ VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
+ VectorNormalize(shadowforward);
+ VectorM(scale, shadowforward, &m[0]);
+ if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
+ dot1 = 1;
+ m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
+ CrossProduct(shadowdir, shadowforward, shadowright);
+ VectorM(scale, shadowright, &m[4]);
+ m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
+ VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
+ m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
+ Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
+ Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
+ R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL);
+
+ VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
+
+#if 0
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
+ R_SetupShader_ShowDepth();
+#else
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
+ R_SetupShader_DepthOrShadow();
+#endif
+ CHECKGLERROR
+ GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ R_SetViewport(&viewport);
+ GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
+ qglClearDepth(1);
+#if 0
+ qglClearColor(1,1,1,1);
+ GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+#else
+ GL_Clear(GL_DEPTH_BUFFER_BIT);
+#endif
+ GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
+ CHECKGLERROR
+
+ for (i = 0;i < r_refdef.scene.numentities;i++)
+ {
+ ent = r_refdef.scene.entities[i];
+
+ // cast shadows from anything of the map (submodels are optional)
+ if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
+ {
+ relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
+ Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
+ Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
+ Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
+ Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
+ relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
+ relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
+ relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
+ relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
+ relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
+ relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
+ RSurf_ActiveModelEntity(ent, false, false, false);
+ ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
+ rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
+ }
+ }
+
+ R_Shadow_RenderMode_End();
+
+ Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
+ Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
+ Matrix4x4_CreateScale3(&scalematrix, size, -size, 1);
+ Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
+ Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
+ Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
+
+ r_shadow_usingshadowmaportho = true;
+ switch (r_shadow_shadowmode)
+ {
+ case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+ r_shadow_usingshadowmap2d = true;
+ break;
+ case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
+ r_shadow_usingshadowmaprect = true;
+ break;
+ default:
+ break;
+ }
+}
+
void R_DrawModelShadows(void)
{
int i;
vec3_t relativeshadowmins, relativeshadowmaxs;
vec3_t tmp, shadowdir;
- if (!r_refdef.scene.numentities || !vid.stencil)
+ if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
return;
CHECKGLERROR
{
if(ent->entitynumber != 0)
{
- // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
- int entnum, entnum2, recursion;
- entnum = entnum2 = ent->entitynumber;
- for(recursion = 32; recursion > 0; --recursion)
+ if(ent->entitynumber >= MAX_EDICTS) // csqc entity
{
- entnum2 = cl.entities[entnum].state_current.tagentity;
- if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
- entnum = entnum2;
- else
- break;
+ // FIXME handle this
+ VectorNegate(ent->modellight_lightdir, relativelightdirection);
}
- if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
+ else
{
- VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
- // transform into modelspace of OUR entity
- Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
- Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
+ // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
+ int entnum, entnum2, recursion;
+ entnum = entnum2 = ent->entitynumber;
+ for(recursion = 32; recursion > 0; --recursion)
+ {
+ entnum2 = cl.entities[entnum].state_current.tagentity;
+ if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
+ entnum = entnum2;
+ else
+ break;
+ }
+ if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
+ {
+ VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
+ // transform into modelspace of OUR entity
+ Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
+ Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
+ }
+ else
+ VectorNegate(ent->modellight_lightdir, relativelightdirection);
}
- else
- VectorNegate(ent->modellight_lightdir, relativelightdirection);
}
else
VectorNegate(ent->modellight_lightdir, relativelightdirection);
//R_EntityMatrix(&identitymatrix);
//R_Mesh_ResetTextureState();
R_ResetViewRendering2D();
- R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
- R_Mesh_ColorPointer(NULL, 0, 0);
- 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_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+ R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
// restore the viewport
R_SetViewport(&r_refdef.view.viewport);
qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
qglDepthFunc(GL_ALWAYS);
R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
- R_Mesh_VertexPointer(vertex3f, 0, 0);
- R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
+ R_Mesh_PrepareVertices_Position_Arrays(4, vertex3f);
+ R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
qglDepthFunc(GL_LEQUAL);
qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
- R_Mesh_VertexPointer(vertex3f, 0, 0);
- R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
+ R_Mesh_PrepareVertices_Position_Arrays(4, vertex3f);
+ R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
CHECKGLERROR
}
GL_DepthRange(0, 1);
GL_PolygonOffset(0, 0);
GL_DepthTest(true);
- R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
}
-//static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
-typedef struct suffixinfo_s
-{
- char *suffix;
- qboolean flipx, flipy, flipdiagonal;
-}
-suffixinfo_t;
-static suffixinfo_t suffix[3][6] =
-{
- {
- {"px", false, false, false},
- {"nx", false, false, false},
- {"py", false, false, false},
- {"ny", false, false, false},
- {"pz", false, false, false},
- {"nz", false, false, false}
- },
- {
- {"posx", false, false, false},
- {"negx", false, false, false},
- {"posy", false, false, false},
- {"negy", false, false, false},
- {"posz", false, false, false},
- {"negz", false, false, false}
- },
- {
- {"rt", true, false, true},
- {"lf", false, true, true},
- {"ft", true, true, false},
- {"bk", false, false, false},
- {"up", true, false, true},
- {"dn", true, false, true}
- }
-};
-
-static int componentorder[4] = {0, 1, 2, 3};
-
-rtexture_t *R_Shadow_LoadCubemap(const char *basename)
-{
- int i, j, cubemapsize;
- unsigned char *cubemappixels, *image_buffer;
- rtexture_t *cubemaptexture;
- char name[256];
- // must start 0 so the first loadimagepixels has no requested width/height
- cubemapsize = 0;
- cubemappixels = NULL;
- cubemaptexture = NULL;
- // keep trying different suffix groups (posx, px, rt) until one loads
- for (j = 0;j < 3 && !cubemappixels;j++)
- {
- // load the 6 images in the suffix group
- for (i = 0;i < 6;i++)
- {
- // generate an image name based on the base and and suffix
- dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
- // load it
- if ((image_buffer = loadimagepixelsbgra(name, false, false)))
- {
- // an image loaded, make sure width and height are equal
- if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
- {
- // if this is the first image to load successfully, allocate the cubemap memory
- if (!cubemappixels && image_width >= 1)
- {
- cubemapsize = image_width;
- // note this clears to black, so unavailable sides are black
- cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
- }
- // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
- if (cubemappixels)
- Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
- }
- else
- Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
- // free the image
- Mem_Free(image_buffer);
- }
- }
- }
- // if a cubemap loaded, upload it
- if (cubemappixels)
- {
- if (developer_loading.integer)
- Con_Printf("loading cubemap \"%s\"\n", basename);
-
- if (!r_shadow_filters_texturepool)
- r_shadow_filters_texturepool = R_AllocTexturePool();
- 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
- {
- Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
- if (developer_loading.integer)
- {
- Con_Printf("(tried tried images ");
- for (j = 0;j < 3;j++)
- for (i = 0;i < 6;i++)
- Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
- Con_Print(" and was unable to find any of them).\n");
- }
- }
- return cubemaptexture;
-}
-
-rtexture_t *R_Shadow_Cubemap(const char *basename)
-{
- int i;
- for (i = 0;i < numcubemaps;i++)
- if (!strcasecmp(cubemaps[i].basename, basename))
- return cubemaps[i].texture ? cubemaps[i].texture : r_texture_whitecube;
- if (i >= MAX_CUBEMAPS)
- return r_texture_whitecube;
- numcubemaps++;
- strlcpy(cubemaps[i].basename, basename, sizeof(cubemaps[i].basename));
- cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
- return cubemaps[i].texture;
-}
-
-void R_Shadow_FreeCubemaps(void)
-{
- int i;
- for (i = 0;i < numcubemaps;i++)
- {
- if (developer_loading.integer)
- Con_Printf("unloading cubemap \"%s\"\n", cubemaps[i].basename);
- if (cubemaps[i].texture)
- R_FreeTexture(cubemaps[i].texture);
- }
-
- numcubemaps = 0;
- R_FreeTexturePool(&r_shadow_filters_texturepool);
-}
-
dlight_t *R_Shadow_NewWorldLight(void)
{
return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
R_Shadow_FreeWorldLight(light);
}
r_shadow_selectedlight = NULL;
- R_Shadow_FreeCubemaps();
}
void R_Shadow_SelectLight(dlight_t *light)
if (light)
R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
}
- R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
+ if (!r_editlights_lockcursor)
+ R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
}
int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
best = NULL;
bestrating = 0;
+
+ if (r_editlights_lockcursor)
+ return;
for (lightindex = 0;lightindex < range;lightindex++)
{
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
Con_Print("No map loaded.\n");
return;
}
- FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
- strlcat (name, ".rtlights", sizeof (name));
+ dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
if (lightsstring)
{
Con_Print("No map loaded.\n");
return;
}
- FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
- strlcat (name, ".rtlights", sizeof (name));
+ dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
bufchars = bufmaxchars = 0;
buf = NULL;
for (lightindex = 0;lightindex < range;lightindex++)
Con_Print("No map loaded.\n");
return;
}
- FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
- strlcat (name, ".lights", sizeof (name));
+ dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
if (lightsstring)
{
void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
{
- int entnum, style, islight, skin, pflags, effects, type, n;
+ int entnum;
+ int style;
+ int islight;
+ int skin;
+ int pflags;
+ //int effects;
+ int type;
+ int n;
char *entfiledata;
const char *data;
float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
return;
}
// try to load a .ent file first
- FS_StripExtension (cl.worldmodel->name, key, sizeof (key));
- strlcat (key, ".ent", sizeof (key));
+ dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
// and if that is not found, fall back to the bsp file entity string
if (!data)
style = 0;
skin = 0;
pflags = 0;
- effects = 0;
+ //effects = 0;
islight = false;
while (1)
{
skin = (int)atof(value);
else if (!strcmp("pflags", key))
pflags = (int)atof(value);
- else if (!strcmp("effects", key))
- effects = (int)atof(value);
+ //else if (!strcmp("effects", key))
+ // effects = (int)atof(value);
else if (cl.worldmodel->type == mod_brushq3)
{
if (!strcmp("scale", key))
{
if (!cl.worldmodel)
return;
- strlcpy(r_shadow_mapname, cl.worldmodel->name, sizeof(r_shadow_mapname));
+ strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
R_Shadow_ClearWorldLights();
R_Shadow_LoadWorldLights();
if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
void R_Shadow_EditLights_EditAll_f(void)
{
size_t lightindex;
- dlight_t *light;
+ dlight_t *light, *oldselected;
size_t range;
if (!r_editlights.integer)
return;
}
+ oldselected = r_shadow_selectedlight;
// EditLights doesn't seem to have a "remove" command or something so:
range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
for (lightindex = 0;lightindex < range;lightindex++)
R_Shadow_SelectLight(light);
R_Shadow_EditLights_Edit_f();
}
+ // return to old selected (to not mess editing once selection is locked)
+ R_Shadow_SelectLight(oldselected);
}
void R_Shadow_EditLights_DrawSelectedLightProperties(void)
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)
"r_editlights_help : this help\n"
"r_editlights_clear : remove all lights\n"
"r_editlights_reload : reload .rtlights, .lights file, or entities\n"
+"r_editlights_lock : lock selection to current light, if already locked - unlock\n"
"r_editlights_save : save to .rtlights file\n"
"r_editlights_spawn : create a light with default settings\n"
"r_editlights_edit command : edit selected light - more documentation below\n"
R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname, r_shadow_bufferlight.coronasizescale, r_shadow_bufferlight.ambientscale, r_shadow_bufferlight.diffusescale, r_shadow_bufferlight.specularscale, r_shadow_bufferlight.flags);
}
+void R_Shadow_EditLights_Lock_f(void)
+{
+ if (!r_editlights.integer)
+ {
+ Con_Print("Cannot lock on light when not in editing mode. Set r_editlights to 1.\n");
+ return;
+ }
+ if (r_editlights_lockcursor)
+ {
+ r_editlights_lockcursor = false;
+ return;
+ }
+ if (!r_shadow_selectedlight)
+ {
+ Con_Print("No selected light to lock on.\n");
+ return;
+ }
+ r_editlights_lockcursor = true;
+}
+
void R_Shadow_EditLights_Init(void)
{
Cvar_RegisterVariable(&r_editlights);
Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)");
+ Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
}