X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=r_shadow.c;h=b97ae62d2a089a90578e6ffe1cbea4880b6179f8;hb=9a443db93cbbd3419f9b53714cbbdc1409342d13;hp=c183be35e4de69a5f5229a6c440add86008aaf80;hpb=a0465ad2ee16719587b0b7a80d4c1c2f7df1ac0e;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.c b/r_shadow.c index c183be35..b97ae62d 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -269,6 +269,9 @@ static rtexture_t *r_shadow_fb_colortexture; // lights are reloaded when this changes char r_shadow_mapname[MAX_QPATH]; +// buffer for doing corona fading +unsigned int r_shadow_occlusion_buf = 0; + // used only for light filters (cubemaps) rtexturepool_t *r_shadow_filters_texturepool; @@ -295,6 +298,7 @@ cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_ cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"}; cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"}; cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"}; +cvar_t r_shadow_realtime_world_importlightentitiesfrommap = {0, "r_shadow_realtime_world_importlightentitiesfrommap", "1", "load lights from .ent file or map entities at startup if no .rtlights or .lights file is present (if set to 2, always use the .ent or map entities)"}; cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"}; 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"}; @@ -732,6 +736,7 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_lightradiusscale); Cvar_RegisterVariable(&r_shadow_projectdistance); Cvar_RegisterVariable(&r_shadow_frontsidecasting); + Cvar_RegisterVariable(&r_shadow_realtime_world_importlightentitiesfrommap); Cvar_RegisterVariable(&r_shadow_realtime_dlight); Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows); Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling); @@ -2418,7 +2423,7 @@ void R_Shadow_UpdateBounceGridTexture(void) if (enable && r_shadow_bouncegrid_static.integer) { enable = false; - range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked + range = (unsigned int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked for (lightindex = 0;lightindex < range;lightindex++) { light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); @@ -2605,7 +2610,7 @@ void R_Shadow_UpdateBounceGridTexture(void) // clear variables that produce warnings otherwise memset(splatcolor, 0, sizeof(splatcolor)); // iterate world rtlights - range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked + range = (unsigned int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked range1 = settings.staticmode ? 0 : r_refdef.scene.numlights; range2 = range + range1; photoncount = 0; @@ -2651,7 +2656,7 @@ void R_Shadow_UpdateBounceGridTexture(void) w = r_shadow_lightintensityscale.value * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale); if (w * VectorLength2(rtlight->color) == 0.0f) continue; - w *= (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1); + w *= ((rtlight->style >= 0 && rtlight->style < MAX_LIGHTSTYLES) ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1); VectorScale(rtlight->color, w, rtlight->photoncolor); //if (!VectorLength2(rtlight->photoncolor)) // continue; @@ -2715,7 +2720,7 @@ void R_Shadow_UpdateBounceGridTexture(void) if (settings.staticmode) { // static mode fires a LOT of rays but none of them are identical, so they are not cached - cliptrace = CL_TraceLine(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, true, false, NULL, true, true); + cliptrace = CL_TraceLine(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, collision_extendmovelength.value, true, false, NULL, true, true); } else { @@ -3527,7 +3532,7 @@ void R_RTLight_Compile(rtlight_t *rtlight) lighttris++; shadowtris = 0; - if (rtlight->static_numlighttrispvsbytes) + if (rtlight->static_numshadowtrispvsbytes) for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++) if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i)) shadowtris++; @@ -3933,6 +3938,7 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight) static entity_render_t *shadowentities[MAX_EDICTS]; static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS]; qboolean nolight; + qboolean castshadows; rtlight->draw = false; rtlight->cached_numlightentities = 0; @@ -3967,7 +3973,7 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight) 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; + f = ((rtlight->style >= 0 && rtlight->style < MAX_LIGHTSTYLES) ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value; VectorScale(rtlight->color, f, rtlight->currentcolor); /* if (rtlight->selected) @@ -4128,6 +4134,11 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight) // flag it as worth drawing later rtlight->draw = true; + // if we have shadows disabled, don't count the shadow entities, this way we don't do the R_AnimCache_GetEntity on each one + castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows); + if (!castshadows) + numshadowentities = numshadowentities_noselfshadow = 0; + // cache all the animated entities that cast a shadow but are not visible for (i = 0;i < numshadowentities;i++) R_AnimCache_GetEntity(shadowentities[i], false, false); @@ -4623,7 +4634,7 @@ void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *color for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++) { rtlight_t *rtlight = r_refdef.scene.lights[lnum]; - f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value; + f = ((rtlight->style >= 0 && rtlight->style < MAX_LIGHTSTYLES) ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value; VectorScale(rtlight->color, f, rtlight->currentcolor); } } @@ -5141,7 +5152,9 @@ static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1}; static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale) { vec3_t color; + unsigned int occlude = 0; GLint allpixels = 0, visiblepixels = 0; + // now we have to check the query result if (rtlight->corona_queryindex_visiblepixels) { @@ -5154,34 +5167,53 @@ static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale) case RENDERPATH_GLES2: #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2) CHECKGLERROR - qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels); - qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels); + // See if we can use the GPU-side method to prevent implicit sync + if (vid.support.arb_query_buffer_object) { +#define BUFFER_OFFSET(i) ((GLint *)((unsigned char*)NULL + (i))) + if (!r_shadow_occlusion_buf) { + qglGenBuffersARB(1, &r_shadow_occlusion_buf); + qglBindBufferARB(GL_QUERY_BUFFER_ARB, r_shadow_occlusion_buf); + qglBufferDataARB(GL_QUERY_BUFFER_ARB, 8, NULL, GL_DYNAMIC_COPY); + } else { + qglBindBufferARB(GL_QUERY_BUFFER_ARB, r_shadow_occlusion_buf); + } + qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, BUFFER_OFFSET(0)); + qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, BUFFER_OFFSET(4)); + qglBindBufferBase(GL_UNIFORM_BUFFER, 0, r_shadow_occlusion_buf); + occlude = MATERIALFLAG_OCCLUDE; + } else { + qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels); + qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels); + if (visiblepixels < 1 || allpixels < 1) + return; + rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1); + } + cscale *= rtlight->corona_visibility; CHECKGLERROR -#endif break; +#else + return; +#endif case RENDERPATH_D3D9: Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; + return; case RENDERPATH_D3D10: Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; + return; case RENDERPATH_D3D11: Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; + return; case RENDERPATH_SOFT: //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - } - //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels); - if (visiblepixels < 1 || allpixels < 1) return; - rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1); - cscale *= rtlight->corona_visibility; + default: + return; + } } else { // FIXME: these traces should scan all render entities instead of cl.world - if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1) + if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1) return; } VectorScale(rtlight->currentcolor, cscale, color); @@ -5196,7 +5228,7 @@ static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale) } 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 | MATERIALFLAG_NODEPTHTEST, 0, 4, 0, 2, false, false); + R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE | MATERIALFLAG_NODEPTHTEST | occlude, 0, 4, 0, 2, false, false); if(negated) GL_BlendEquationSubtract(false); } @@ -5235,11 +5267,11 @@ void R_Shadow_DrawCoronas(void) if (usequery) { GL_ColorMask(0,0,0,0); - if (r_maxqueries < (range + r_refdef.scene.numlights) * 2) + if (r_maxqueries < ((unsigned int)range + r_refdef.scene.numlights) * 2) if (r_maxqueries < MAX_OCCLUSION_QUERIES) { i = r_maxqueries; - r_maxqueries = (range + r_refdef.scene.numlights) * 4; + r_maxqueries = ((unsigned int)range + r_refdef.scene.numlights) * 4; r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES); CHECKGLERROR qglGenQueriesARB(r_maxqueries - i, r_queries + i); @@ -5337,12 +5369,10 @@ static dlight_t *R_Shadow_NewWorldLight(void) static void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags) { matrix4x4_t matrix; + + // note that style is no longer validated here, -1 is used for unstyled lights and >= MAX_LIGHTSTYLES is accepted for sake of editing rtlights files that might be out of bounds but perfectly formatted + // validate parameters - if (style < 0 || style >= MAX_LIGHTSTYLES) - { - Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES); - style = 0; - } if (!cubemapname) cubemapname = ""; @@ -5479,7 +5509,7 @@ int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radiu unsigned int range; dlight_t *light; rtlight_t *rtlight; - range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); + range = (unsigned int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); if (lightindex >= range) return -1; light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); @@ -5516,7 +5546,7 @@ static void R_Shadow_SelectLightInView(void) if (rating >= 0.95) { rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp))); - if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1.0f) + if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1.0f) { bestrating = rating; best = light; @@ -5966,7 +5996,7 @@ static void R_Shadow_SetCursorLocationForView(void) vec3_t dest, endpos; trace_t trace; VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest); - trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true); + trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, collision_extendmovelength.value, true, false, NULL, false, true); if (trace.fraction < 1) { dist = trace.fraction * r_editlights_cursordistance.value; @@ -6008,10 +6038,14 @@ void R_Shadow_EditLights_Reload_f(void) return; strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname)); R_Shadow_ClearWorldLights(); - R_Shadow_LoadWorldLights(); - if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)) + if (r_shadow_realtime_world_importlightentitiesfrommap.integer <= 1) + { + R_Shadow_LoadWorldLights(); + if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)) + R_Shadow_LoadLightsFile(); + } + if (r_shadow_realtime_world_importlightentitiesfrommap.integer >= 1) { - R_Shadow_LoadLightsFile(); if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)) R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(); } @@ -6454,7 +6488,7 @@ void R_Shadow_EditLights_DrawSelectedLightProperties(void) if (!light) continue; if (light == r_shadow_selectedlight) - lightnumber = lightindex; + lightnumber = (int)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, FONT_DEFAULT);y += 8; @@ -6730,7 +6764,7 @@ void R_LightPoint(float *color, const vec3_t p, const int flags) if (flags & LP_RTWORLD) { flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; - numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); + numlights = (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); for (i = 0; i < numlights; i++) { dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i); @@ -6750,7 +6784,7 @@ void R_LightPoint(float *color, const vec3_t p, const int flags) if (f <= 0) continue; // todo: add to both ambient and diffuse - if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1) + if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1) VectorMA(color, f, light->currentcolor, color); } } @@ -6771,7 +6805,7 @@ void R_LightPoint(float *color, const vec3_t p, const int flags) if (f <= 0) continue; // todo: add to both ambient and diffuse - if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1) + if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1) VectorMA(color, f, light->color, color); } } @@ -6836,7 +6870,7 @@ void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const if (flags & LP_RTWORLD) { flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; - numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); + numlights = (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); for (i = 0; i < numlights; i++) { dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i); @@ -6855,7 +6889,7 @@ void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value; if (intensity <= 0.0f) continue; - if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1) + if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1) continue; // scale down intensity to add to both ambient and diffuse //intensity *= 0.5f; @@ -6888,7 +6922,7 @@ void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value; if (intensity <= 0.0f) continue; - if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1) + if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1) continue; // scale down intensity to add to both ambient and diffuse //intensity *= 0.5f;