X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=r_shadow.c;h=dd7114bf1b32003cb6fcfd0cc6861fc98d650812;hb=086c6c4f1ccdafa4e305eb0903f5570361594c20;hp=c6962bdf73c941499f4349fe26fd647661f333d0;hpb=d4cbc6d4c5fd47818f603ee87941548f75bcd007;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.c b/r_shadow.c index c6962bdf..dd7114bf 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -139,12 +139,6 @@ demonstrated by the game Doom3. #include "cl_collision.h" #include "portals.h" #include "image.h" -#include "dpsoftrast.h" - -#ifdef SUPPORTD3D -#include -extern LPDIRECT3DDEVICE9 vid_d3d9dev; -#endif static void R_Shadow_EditLights_Init(void); @@ -157,10 +151,6 @@ typedef enum r_shadow_rendermode_e R_SHADOW_RENDERMODE_ZFAIL_STENCIL, R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL, R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE, - R_SHADOW_RENDERMODE_LIGHT_VERTEX, - R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN, - R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN, - R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN, R_SHADOW_RENDERMODE_LIGHT_GLSL, R_SHADOW_RENDERMODE_VISIBLEVOLUMES, R_SHADOW_RENDERMODE_VISIBLELIGHTING, @@ -269,10 +259,13 @@ rtexture_t *r_shadow_prepassgeometrynormalmaptexture; rtexture_t *r_shadow_prepasslightingdiffusetexture; rtexture_t *r_shadow_prepasslightingspeculartexture; -// keep track of the provided framebuffer info -static int r_shadow_fb_fbo; -static rtexture_t *r_shadow_fb_depthtexture; -static rtexture_t *r_shadow_fb_colortexture; +int r_shadow_viewfbo; +rtexture_t *r_shadow_viewdepthtexture; +rtexture_t *r_shadow_viewcolortexture; +int r_shadow_viewx; +int r_shadow_viewy; +int r_shadow_viewwidth; +int r_shadow_viewheight; // lights are reloaded when this changes char r_shadow_mapname[MAX_QPATH]; @@ -314,7 +307,7 @@ cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_comp 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", "1", "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", "1", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"}; +cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes"}; cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"}; cvar_t r_shadow_shadowmapping_useshadowsampler = {CVAR_SAVE, "r_shadow_shadowmapping_useshadowsampler", "1", "whether to use sampler2DShadow if available"}; cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"}; @@ -325,7 +318,7 @@ cvar_t r_shadow_shadowmapping_texturesize = { CVAR_SAVE, "r_shadow_shadowmapping cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"}; //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"}; //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"}; -cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"}; +cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "5", "shadowmap size bias for filtering"}; cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"}; cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"}; cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"}; @@ -334,6 +327,15 @@ cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve perfor cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"}; cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"}; cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"}; +cvar_t r_shadow_culllights_pvs = {CVAR_SAVE, "r_shadow_culllights_pvs", "1", "check if light overlaps any visible bsp leafs when determining if the light is visible"}; +cvar_t r_shadow_culllights_trace = {CVAR_SAVE, "r_shadow_culllights_trace", "1", "use raytraces from the eye to random places within light bounds to determine if the light is visible"}; +cvar_t r_shadow_culllights_trace_eyejitter = {CVAR_SAVE, "r_shadow_culllights_trace_eyejitter", "16", "offset eye location randomly by this much"}; +cvar_t r_shadow_culllights_trace_enlarge = {CVAR_SAVE, "r_shadow_culllights_trace_enlarge", "0", "make light bounds bigger by *(1.0+enlarge)"}; +cvar_t r_shadow_culllights_trace_expand = {CVAR_SAVE, "r_shadow_culllights_trace_expand", "8", "make light bounds bigger by this many units"}; +cvar_t r_shadow_culllights_trace_pad = {CVAR_SAVE, "r_shadow_culllights_trace_pad", "8", "accept traces that hit within this many units of the light bounds"}; +cvar_t r_shadow_culllights_trace_samples = {CVAR_SAVE, "r_shadow_culllights_trace_samples", "16", "use this many traces to random positions (in addition to center trace)"}; +cvar_t r_shadow_culllights_trace_tempsamples = {CVAR_SAVE, "r_shadow_culllights_trace_tempsamples", "16", "use this many traces if the light was created by csqc (no inter-frame caching), -1 disables the check (to avoid flicker entirely)"}; +cvar_t r_shadow_culllights_trace_delay = {CVAR_SAVE, "r_shadow_culllights_trace_delay", "1", "light will be considered visible for this many seconds after any trace connects"}; cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"}; cvar_t r_shadow_bouncegrid_blur = {CVAR_SAVE, "r_shadow_bouncegrid_blur", "0", "apply a 1-radius blur on bouncegrid to denoise it and deal with boundary issues with surfaces"}; cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"}; @@ -464,19 +466,19 @@ static void R_Shadow_SetShadowMode(void) { if (!r_fb.usedepthtextures) r_shadow_shadowmappcf = 1; - else if((strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) && vid.support.arb_shadow && r_shadow_shadowmapshadowsampler) + else if((strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) && vid.support.arb_shadow && r_shadow_shadowmapshadowsampler) { r_shadow_shadowmapsampler = true; 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") || strstr(gl_vendor, "Advanced Micro Devices")) && !strstr(gl_renderer, "Mesa") && !strstr(gl_version, "Mesa")) + else if((strstr(gl_vendor, "ATI") || strstr(gl_vendor, "Advanced Micro Devices")) && !strstr(gl_renderer, "Mesa") && !strstr(gl_version, "Mesa")) r_shadow_shadowmappcf = 1; - else + else r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler; } - else + else { r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler; switch (r_shadow_shadowmapfilterquality) @@ -498,17 +500,6 @@ static void R_Shadow_SetShadowMode(void) r_shadow_shadowmapsampler = false; r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D; break; - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_SOFT: - r_shadow_shadowmapsampler = false; - r_shadow_shadowmappcf = 1; - r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D; - break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: break; } @@ -626,15 +617,6 @@ static void r_shadow_start(void) // for performance reasons, do not use directional shading on GLES devices r_shadow_bouncegrid_state.capable = vid.support.ext_texture_3d; break; - // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them... - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - case RENDERPATH_SOFT: - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - break; } } @@ -804,6 +786,15 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_polygonfactor); Cvar_RegisterVariable(&r_shadow_polygonoffset); Cvar_RegisterVariable(&r_shadow_texture3d); + Cvar_RegisterVariable(&r_shadow_culllights_pvs); + Cvar_RegisterVariable(&r_shadow_culllights_trace); + Cvar_RegisterVariable(&r_shadow_culllights_trace_eyejitter); + Cvar_RegisterVariable(&r_shadow_culllights_trace_enlarge); + Cvar_RegisterVariable(&r_shadow_culllights_trace_expand); + Cvar_RegisterVariable(&r_shadow_culllights_trace_pad); + Cvar_RegisterVariable(&r_shadow_culllights_trace_samples); + Cvar_RegisterVariable(&r_shadow_culllights_trace_tempsamples); + Cvar_RegisterVariable(&r_shadow_culllights_trace_delay); Cvar_RegisterVariable(&r_shadow_bouncegrid); Cvar_RegisterVariable(&r_shadow_bouncegrid_blur); Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse); @@ -1607,7 +1598,7 @@ static int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float borde int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 }; float scale = (size - 2*border)/size, len; float bias = border / (float)(size - border), dp, dn, ap, an; - // check if cone enclosing side would cross frustum plane + // check if cone enclosing side would cross frustum plane scale = 2 / (scale*scale + 2); Matrix4x4_OriginFromMatrix(&rtlight->matrix_lighttoworld, o); for (i = 0;i < 5;i++) @@ -2054,29 +2045,7 @@ void R_Shadow_RenderMode_Begin(void) r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL; } - switch(vid.renderpath) - { - case RENDERPATH_GL20: - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_SOFT: - case RENDERPATH_GLES2: - r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL; - break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture) - r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN; - else if (r_textureunits.integer >= 3 && vid.texunits >= 3) - r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN; - else if (r_textureunits.integer >= 2 && vid.texunits >= 2) - r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN; - else - r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX; - break; - } + r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL; CHECKGLERROR #if 0 @@ -2097,7 +2066,7 @@ void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight) void R_Shadow_RenderMode_Reset(void) { R_Mesh_ResetTextureState(); - R_Mesh_SetRenderTargets(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture, NULL, NULL, NULL); + R_Mesh_SetRenderTargets(r_shadow_viewfbo, r_shadow_viewdepthtexture, r_shadow_viewcolortexture, NULL, NULL, NULL); R_SetViewport(&r_refdef.view.viewport); GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]); GL_DepthRange(0, 1); @@ -2228,21 +2197,10 @@ void R_Shadow_ClearShadowMapTexture(void) GL_ColorMask(0, 0, 0, 0); switch (vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_SOFT: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: GL_CullFace(r_refdef.view.cullface_back); break; - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - // we invert the cull mode because we flip the projection matrix - // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided... - GL_CullFace(r_refdef.view.cullface_front); - break; } Vector4Set(clearcolor, 1, 1, 1, 1); if (r_shadow_shadowmap2ddepthbuffer) @@ -2314,21 +2272,10 @@ static void R_Shadow_RenderMode_ShadowMap(int side, int size, int x, int y) GL_ColorMask(0,0,0,0); switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_SOFT: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: GL_CullFace(r_refdef.view.cullface_back); break; - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - // we invert the cull mode because we flip the projection matrix - // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided... - GL_CullFace(r_refdef.view.cullface_front); - break; } // used in R_Q1BSP_DrawShadowMap code to check surfacesides[] @@ -2565,7 +2512,7 @@ static void R_Shadow_BounceGrid_GenerateSettings(r_shadow_bouncegrid_settings_t float bounceminimumintensity = s ? r_shadow_bouncegrid_static_bounceminimumintensity.value : r_shadow_bouncegrid_dynamic_bounceminimumintensity.value; // prevent any garbage in alignment padded areas as we'll be using memcmp - memset(settings, 0, sizeof(*settings)); + memset(settings, 0, sizeof(*settings)); // build up a complete collection of the desired settings, so that memcmp can be used to compare parameters settings->staticmode = s; @@ -2846,12 +2793,26 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se w = r_shadow_lightintensityscale.value * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale); if (!settings->staticmode) { - if (R_CullBox(cullmins, cullmaxs)) - continue; + // skip if the expanded light box does not touch any visible leafs if (r_refdef.scene.worldmodel - && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs - && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, cullmins, cullmaxs)) + && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs + && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, cullmins, cullmaxs)) continue; + // skip if the expanded light box is not visible to traceline + // note that PrepareLight already did this check but for a smaller box, so we + // end up casting more traces per frame per light when using bouncegrid, which + // is probably fine (and they use the same timer) + if (r_shadow_culllights_trace.integer) + { + if (rtlight->trace_timer != realtime && R_CanSeeBox(rtlight->trace_timer == 0 ? r_shadow_culllights_trace_tempsamples.integer : r_shadow_culllights_trace_samples.integer, r_shadow_culllights_trace_eyejitter.value, r_shadow_culllights_trace_enlarge.value, r_shadow_culllights_trace_expand.value, r_shadow_culllights_trace_pad.value, r_refdef.view.origin, rtlight->cullmins, rtlight->cullmaxs)) + rtlight->trace_timer = realtime; + if (realtime - rtlight->trace_timer > r_shadow_culllights_trace_delay.value) + return; + } + // skip if expanded light box is offscreen + if (R_CullBox(cullmins, cullmaxs)) + continue; + // skip if overall light intensity is zero if (w * VectorLength2(rtlight->color) == 0.0f) continue; } @@ -3316,6 +3277,7 @@ static void R_Shadow_BounceGrid_TracePhotons(r_shadow_bouncegrid_settings_t sett int bouncecount; int hitsupercontentsmask; int skipsupercontentsmask; + int skipmaterialflagsmask; int maxbounce; int shootparticles; int shotparticles; @@ -3345,10 +3307,11 @@ static void R_Shadow_BounceGrid_TracePhotons(r_shadow_bouncegrid_settings_t sett // figure out what we want to interact with if (settings.hitmodels) - hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;// | SUPERCONTENTS_LIQUIDSMASK; + hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK; else hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK; - skipsupercontentsmask = SUPERCONTENTS_SKY; // this allows the e1m5 sky shadow to work by ignoring the sky surfaces + skipsupercontentsmask = 0; + skipmaterialflagsmask = MATERIALFLAGMASK_TRANSLUCENT; maxbounce = settings.maxbounce; for (lightindex = 0;lightindex < range2;lightindex++) @@ -3449,12 +3412,12 @@ static void R_Shadow_BounceGrid_TracePhotons(r_shadow_bouncegrid_settings_t sett { // static mode fires a LOT of rays but none of them are identical, so they are not cached // non-stable random in dynamic mode also never reuses a direction, so there's no reason to cache it - cliptrace = CL_TraceLine(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, skipsupercontentsmask, collision_extendmovelength.value, true, false, NULL, true, true); + cliptrace = CL_TraceLine(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask, collision_extendmovelength.value, true, false, NULL, true, true); } else { // dynamic mode fires many rays and most will match the cache from the previous frame - cliptrace = CL_Cache_TraceLineSurfaces(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), hitsupercontentsmask, skipsupercontentsmask); + cliptrace = CL_Cache_TraceLineSurfaces(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask); } if (bouncecount > 0 || settings.includedirectlighting) { @@ -3671,176 +3634,6 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs) return false; } -static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor) -{ - 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_VERTEX3DATTEN: - case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN: - if (VectorLength2(diffusecolor) > 0) - { - for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4) - { - Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v); - Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n); - if ((dot = DotProduct(n, v)) < 0) - { - shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n)); - VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f); - } - else - VectorCopy(ambientcolor, color4f); - if (r_refdef.fogenabled) - { - float f; - f = RSurf_FogVertex(vertex3f); - VectorScale(color4f, f, color4f); - } - color4f[3] = 1; - } - } - else - { - for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.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 + 4*i, f, color4f); - } - color4f[3] = 1; - } - } - break; - case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN: - if (VectorLength2(diffusecolor) > 0) - { - for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.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)])) - { - Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n); - if ((dot = DotProduct(n, v)) < 0) - { - shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n)); - color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity; - color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity; - color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity; - } - else - { - color4f[0] = ambientcolor[0] * distintensity; - color4f[1] = ambientcolor[1] * distintensity; - color4f[2] = ambientcolor[2] * distintensity; - } - if (r_refdef.fogenabled) - { - float f; - f = RSurf_FogVertex(vertex3f); - VectorScale(color4f, f, color4f); - } - } - else - VectorClear(color4f); - color4f[3] = 1; - } - } - else - { - for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.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)])) - { - color4f[0] = ambientcolor[0] * distintensity; - color4f[1] = ambientcolor[1] * distintensity; - color4f[2] = ambientcolor[2] * distintensity; - if (r_refdef.fogenabled) - { - float f; - f = RSurf_FogVertex(vertex3f); - VectorScale(color4f, f, color4f); - } - } - else - VectorClear(color4f); - color4f[3] = 1; - } - } - break; - case R_SHADOW_RENDERMODE_LIGHT_VERTEX: - if (VectorLength2(diffusecolor) > 0) - { - for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.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)])) - { - distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist); - Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n); - if ((dot = DotProduct(n, v)) < 0) - { - shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n)); - color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity; - color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity; - color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity; - } - else - { - color4f[0] = ambientcolor[0] * distintensity; - color4f[1] = ambientcolor[1] * distintensity; - color4f[2] = ambientcolor[2] * distintensity; - } - if (r_refdef.fogenabled) - { - float f; - f = RSurf_FogVertex(vertex3f); - VectorScale(color4f, f, color4f); - } - } - else - VectorClear(color4f); - color4f[3] = 1; - } - } - else - { - for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.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)])) - { - distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist); - color4f[0] = ambientcolor[0] * distintensity; - color4f[1] = ambientcolor[1] * distintensity; - color4f[2] = ambientcolor[2] * distintensity; - if (r_refdef.fogenabled) - { - float f; - f = RSurf_FogVertex(vertex3f); - VectorScale(color4f, f, color4f); - } - } - else - VectorClear(color4f); - color4f[3] = 1; - } - } - break; - default: - break; - } -} - 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 @@ -3849,193 +3642,38 @@ static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, cons RSurf_DrawBatch(); } -static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale) +static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const float ambientcolor[3], const float diffusecolor[3], const float specularcolor[3]) { // ARB2 GLSL shader path (GFFX5200, Radeon 9500) - R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false); + R_SetupShader_Surface(ambientcolor, diffusecolor, specularcolor, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false); RSurf_DrawBatch(); } -static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2) -{ - int renders; - int i; - int stop; - int newfirstvertex; - int newlastvertex; - int newnumtriangles; - int *newe; - const int *e; - float *c; - int maxtriangles = 1024; - int newelements[1024*3]; - R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2); - for (renders = 0;renders < 4;renders++) - { - stop = true; - newfirstvertex = 0; - newlastvertex = 0; - newnumtriangles = 0; - newe = newelements; - // due to low fillrate on the cards this vertex lighting path is - // designed for, we manually cull all triangles that do not - // contain a lit vertex - // this builds batches of triangles from multiple surfaces and - // renders them at once - for (i = 0, e = element3i;i < numtriangles;i++, e += 3) - { - if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01) - { - if (newnumtriangles) - { - newfirstvertex = min(newfirstvertex, e[0]); - newlastvertex = max(newlastvertex, e[0]); - } - else - { - newfirstvertex = e[0]; - newlastvertex = e[0]; - } - newfirstvertex = min(newfirstvertex, e[1]); - newlastvertex = max(newlastvertex, e[1]); - newfirstvertex = min(newfirstvertex, e[2]); - newlastvertex = max(newlastvertex, e[2]); - newe[0] = e[0]; - newe[1] = e[1]; - newe[2] = e[2]; - newnumtriangles++; - newe += 3; - if (newnumtriangles >= maxtriangles) - { - 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, NULL, NULL, 0); - stop = false; - } - // if we couldn't find any lit triangles, exit early - if (stop) - break; - // now reduce the intensity for the next overbright pass - // we have to clamp to 0 here incase the drivers have improper - // handling of negative colors - // (some old drivers even have improper handling of >1 color) - stop = true; - for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4) - { - if (c[0] > 1 || c[1] > 1 || c[2] > 1) - { - c[0] = max(0, c[0] - 1); - c[1] = max(0, c[1] - 1); - c[2] = max(0, c[2] - 1); - stop = false; - } - else - VectorClear(c); - } - // another check... - if (stop) - break; - } -} - -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]; - float ambientcolorpants[3], diffusecolorpants[3]; - float ambientcolorshirt[3], diffusecolorshirt[3]; - const float *surfacecolor = rsurface.texture->dlightcolor; - const float *surfacepants = rsurface.colormap_pantscolor; - const float *surfaceshirt = rsurface.colormap_shirtcolor; - rtexture_t *basetexture = rsurface.texture->basetexture; - rtexture_t *pantstexture = rsurface.texture->pantstexture; - rtexture_t *shirttexture = rsurface.texture->shirttexture; - qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f); - qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f); - ambientscale *= 2 * r_refdef.view.colorscale; - diffusescale *= 2 * r_refdef.view.colorscale; - ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2]; - diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2]; - ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2]; - diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2]; - ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2]; - diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2]; - RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); - rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4])); - 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.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); - switch(r_shadow_rendermode) - { - case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN: - 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, 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_shadow_attenuation2dtexture); - R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz); - R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1); - 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_shadow_attenuation2dtexture); - R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz); - R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1); - 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, 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, 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, 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 texturenumsurfaces, const msurface_t **texturesurfacelist) { - float ambientscale, diffusescale, specularscale; qboolean negated; - float lightcolor[3]; - VectorCopy(rsurface.rtlight->currentcolor, lightcolor); - ambientscale = rsurface.rtlight->ambientscale + rsurface.texture->rtlightambient; - diffusescale = rsurface.rtlight->diffusescale * max(0, 1.0 - rsurface.texture->rtlightambient); - specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale; + float ambientcolor[3], diffusecolor[3], specularcolor[3]; + VectorM(rsurface.rtlight->ambientscale + rsurface.texture->rtlightambient, rsurface.texture->render_rtlight_diffuse, ambientcolor); + VectorM(rsurface.rtlight->diffusescale * max(0, 1.0 - rsurface.texture->rtlightambient), rsurface.texture->render_rtlight_diffuse, diffusecolor); + VectorM(rsurface.rtlight->specularscale, rsurface.texture->render_rtlight_specular, specularcolor); if (!r_shadow_usenormalmap.integer) { - ambientscale += 1.0f * diffusescale; - diffusescale = 0; - specularscale = 0; + VectorMAM(1.0f, ambientcolor, 1.0f, diffusecolor, ambientcolor); + VectorClear(diffusecolor); + VectorClear(specularcolor); } - if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f)) + VectorMultiply(ambientcolor, rsurface.rtlight->currentcolor, ambientcolor); + VectorMultiply(diffusecolor, rsurface.rtlight->currentcolor, diffusecolor); + VectorMultiply(specularcolor, rsurface.rtlight->currentcolor, specularcolor); + if (VectorLength2(ambientcolor) + VectorLength2(diffusecolor) + VectorLength2(specularcolor) < (1.0f / 1048576.0f)) return; - negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract; + negated = (rsurface.rtlight->currentcolor[0] + rsurface.rtlight->currentcolor[1] + rsurface.rtlight->currentcolor[2] < 0) && vid.support.ext_blend_subtract; if(negated) { - VectorNegate(lightcolor, lightcolor); + VectorNegate(ambientcolor, ambientcolor); + VectorNegate(diffusecolor, diffusecolor); + VectorNegate(specularcolor, specularcolor); GL_BlendEquationSubtract(true); } RSurf_SetupDepthAndCulling(); @@ -4046,13 +3684,7 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist); break; case R_SHADOW_RENDERMODE_LIGHT_GLSL: - 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(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale); + R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, ambientcolor, diffusecolor, specularcolor); break; default: Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode); @@ -4138,7 +3770,7 @@ void R_RTLight_Compile(rtlight_t *rtlight) // this variable must be set for the CompileShadowVolume/CompileShadowMap code r_shadow_compilingrtlight = rtlight; R_FrameData_SetMark(); - model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL); + model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL, rtlight->shadow == 0); R_FrameData_ReturnToMark(); numleafpvsbytes = (model->brush.num_leafs + 7) >> 3; numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3; @@ -4429,7 +4061,7 @@ static void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist { shadowmesh_t *mesh; - RSurf_ActiveWorldEntity(); + RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false); if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer) { @@ -4449,7 +4081,7 @@ static void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist else if (r_refdef.scene.worldentity->model) r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs); - rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity } static void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs) @@ -4464,7 +4096,7 @@ static void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacel if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i) return; - RSurf_ActiveWorldEntity(); + RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false); if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer) { @@ -4521,7 +4153,7 @@ static void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacel r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs); } - rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity } static void R_Shadow_DrawEntityShadow(entity_render_t *ent) @@ -4547,7 +4179,7 @@ static void R_Shadow_DrawEntityShadow(entity_render_t *ent) 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 + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity } void R_Shadow_SetupEntityLight(const entity_render_t *ent) @@ -4566,7 +4198,7 @@ static void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const uns return; // set up properties for rendering light onto this entity - RSurf_ActiveWorldEntity(); + RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false); rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight; Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight); Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight); @@ -4574,7 +4206,7 @@ static void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const uns r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs); - rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity } static void R_Shadow_DrawEntityLight(entity_render_t *ent) @@ -4587,7 +4219,7 @@ static void R_Shadow_DrawEntityLight(entity_render_t *ent) model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL); - rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity } static void R_Shadow_PrepareLight(rtlight_t *rtlight) @@ -4656,7 +4288,7 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight) } */ - // if lightstyle is currently off, don't draw the light + // skip if lightstyle is currently off if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f)) return; @@ -4664,10 +4296,27 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight) if (nolight) return; - // if the light box is offscreen, skip it + // skip if the light box is not touching any visible leafs + if (r_shadow_culllights_pvs.integer + && r_refdef.scene.worldmodel + && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs + && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, rtlight->cullmins, rtlight->cullmaxs)) + return; + + // skip if the light box is not visible to traceline + if (r_shadow_culllights_trace.integer) + { + if (rtlight->trace_timer != realtime && R_CanSeeBox(rtlight->trace_timer == 0 ? r_shadow_culllights_trace_tempsamples.integer : r_shadow_culllights_trace_samples.integer, r_shadow_culllights_trace_eyejitter.value, r_shadow_culllights_trace_enlarge.value, r_shadow_culllights_trace_expand.value, r_shadow_culllights_trace_pad.value, r_refdef.view.origin, rtlight->cullmins, rtlight->cullmaxs)) + rtlight->trace_timer = realtime; + if (realtime - rtlight->trace_timer > r_shadow_culllights_trace_delay.value) + return; + } + + // skip if the light box is off screen if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs)) return; + // in the typical case this will be quickly replaced by GetLightInfo VectorCopy(rtlight->cullmins, rtlight->cached_cullmins); VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs); @@ -4694,7 +4343,7 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight) { // dynamic light, world available and can receive realtime lighting // calculate lit surfaces and leafs - r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes); + r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes, rtlight->shadow == 0); R_Shadow_ComputeShadowCasterCullingPlanes(rtlight); leaflist = r_shadow_buffer_leaflist; leafpvs = r_shadow_buffer_leafpvs; @@ -5283,7 +4932,7 @@ qboolean R_Shadow_PrepareLights_AddSceneLight(rtlight_t *rtlight) } void R_Shadow_DrawLightSprites(void); -void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture) +void R_Shadow_PrepareLights(void) { int flag; int lnum; @@ -5307,19 +4956,11 @@ void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *color r_shadow_shadowmapdepthtexture != r_fb.usedepthtextures) R_Shadow_FreeShadowMaps(); - r_shadow_fb_fbo = fbo; - r_shadow_fb_depthtexture = depthtexture; - r_shadow_fb_colortexture = colortexture; - r_shadow_usingshadowmaportho = false; switch (vid.renderpath) { case RENDERPATH_GL20: - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_SOFT: #ifndef USE_GLES2 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2) { @@ -5363,9 +5004,6 @@ void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *color } #endif break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: r_shadow_usingdeferredprepass = false; break; @@ -5520,7 +5158,7 @@ void R_Shadow_PrepareModelShadows(void) r_shadow_nummodelshadows = 0; r_shadow_shadowmapatlas_modelshadows_size = 0; - if (!r_refdef.scene.numentities || r_refdef.lightmapintensity <= 0.0f || r_shadows.integer <= 0) + if (!r_refdef.scene.numentities || r_refdef.scene.lightmapintensity <= 0.0f || r_shadows.integer <= 0) return; switch (r_shadow_shadowmode) @@ -5548,7 +5186,7 @@ void R_Shadow_PrepareModelShadows(void) return; } - size = 2 * r_shadow_shadowmapmaxsize; + size = r_shadow_shadowmaptexturesize / 4; scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value; radius = 0.5f * size / scale; @@ -5646,7 +5284,7 @@ static void R_Shadow_DrawModelShadowMaps(void) 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)) + if (fabs(dot1) <= fabs(dot2)) VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward); else VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward); @@ -5688,7 +5326,7 @@ static void R_Shadow_DrawModelShadowMaps(void) 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 + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity } #if 0 @@ -5706,36 +5344,10 @@ static void R_Shadow_DrawModelShadowMaps(void) 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_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); - - switch (vid.renderpath) - { - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GL20: - case RENDERPATH_SOFT: - case RENDERPATH_GLES1: - case RENDERPATH_GLES2: - break; - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: -#ifdef MATRIX4x4_OPENGLORIENTATION - r_shadow_shadowmapmatrix.m[0][0] *= -1.0f; - r_shadow_shadowmapmatrix.m[0][1] *= -1.0f; - r_shadow_shadowmapmatrix.m[0][2] *= -1.0f; - r_shadow_shadowmapmatrix.m[0][3] *= -1.0f; -#else - r_shadow_shadowmapmatrix.m[0][0] *= -1.0f; - r_shadow_shadowmapmatrix.m[1][0] *= -1.0f; - r_shadow_shadowmapmatrix.m[2][0] *= -1.0f; - r_shadow_shadowmapmatrix.m[3][0] *= -1.0f; -#endif - break; - } } void R_Shadow_DrawModelShadows(void) @@ -5752,15 +5364,15 @@ void R_Shadow_DrawModelShadows(void) if (!r_shadow_nummodelshadows || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1)) return; - R_ResetViewRendering3D(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture); + R_ResetViewRendering3D(r_shadow_viewfbo, r_shadow_viewdepthtexture, r_shadow_viewcolortexture, r_shadow_viewx, r_shadow_viewy, r_shadow_viewwidth, r_shadow_viewheight); //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height); //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height); R_Shadow_RenderMode_Begin(); R_Shadow_RenderMode_ActiveLight(NULL); - r_shadow_lightscissor[0] = r_refdef.view.x; - r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height; - r_shadow_lightscissor[2] = r_refdef.view.width; - r_shadow_lightscissor[3] = r_refdef.view.height; + r_shadow_lightscissor[0] = r_shadow_viewx; + r_shadow_lightscissor[1] = (r_shadow_viewfbo ? r_shadow_viewheight : vid.height) - r_shadow_viewy - r_shadow_viewheight; + r_shadow_lightscissor[2] = r_shadow_viewwidth; + r_shadow_lightscissor[3] = r_shadow_viewheight; R_Shadow_RenderMode_StencilShadowVolumes(false); // get shadow dir @@ -5785,45 +5397,14 @@ void R_Shadow_DrawModelShadows(void) Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection); else { - if(ent->entitynumber != 0) - { - if(ent->entitynumber >= MAX_EDICTS) // csqc entity - { - // FIXME handle this - VectorNegate(ent->modellight_lightdir, relativelightdirection); - } - else - { - // 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); + VectorNegate(ent->render_modellight_lightdir, tmp); + Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection); } VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin); RSurf_ActiveModelEntity(ent, false, false, false); ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs); - rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity } // not really the right mode, but this will disable any silly stencil features @@ -5835,7 +5416,7 @@ void R_Shadow_DrawModelShadows(void) //GL_ScissorTest(true); //R_EntityMatrix(&identitymatrix); //R_Mesh_ResetTextureState(); - R_ResetViewRendering2D(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture); + R_ResetViewRendering2D(r_shadow_viewfbo, r_shadow_viewdepthtexture, r_shadow_viewcolortexture, r_shadow_viewx, r_shadow_viewy, r_shadow_viewwidth, r_shadow_viewheight); // set up a darkening blend on shadowed areas GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); @@ -5882,10 +5463,7 @@ static void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequer switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2) CHECKGLERROR @@ -5905,18 +5483,6 @@ static void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequer CHECKGLERROR #endif break; - case RENDERPATH_D3D9: - Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; } } rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1); @@ -5935,13 +5501,9 @@ static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale) { switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2) - CHECKGLERROR // 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))) @@ -5956,39 +5518,27 @@ static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale) 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 + break; } + CHECKGLERROR + 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 break; #else return; #endif - case RENDERPATH_D3D9: - Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - return; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - return; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - return; - case RENDERPATH_SOFT: - //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - return; - 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, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1) + if (CL_Cache_TraceLineSurfaces(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT).fraction < 1) return; } VectorScale(rtlight->currentcolor, cscale, color); @@ -6032,10 +5582,7 @@ void R_Shadow_DrawCoronas(void) r_numqueries = 0; switch (vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer; #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2) @@ -6052,7 +5599,7 @@ void R_Shadow_DrawCoronas(void) qglGenQueriesARB(r_maxqueries - i, r_queries + i); CHECKGLERROR } - RSurf_ActiveWorldEntity(); + RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false); GL_BlendFunc(GL_ONE, GL_ZERO); GL_CullFace(GL_NONE); GL_DepthMask(false); @@ -6064,20 +5611,6 @@ void R_Shadow_DrawCoronas(void) } #endif break; - case RENDERPATH_D3D9: - usequery = false; - //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - usequery = false; - //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; } for (lightindex = 0;lightindex < range;lightindex++) { @@ -6321,7 +5854,7 @@ 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, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1.0f) + if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1.0f) { bestrating = rating; best = light; @@ -6771,7 +6304,7 @@ 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, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true); + trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true); if (trace.fraction < 1) { dist = trace.fraction * r_editlights_cursordistance.value; @@ -7516,141 +7049,48 @@ LIGHT SAMPLING ============================================================================= */ -void R_LightPoint(float *color, const vec3_t p, const int flags) +void R_CompleteLightPoint(float *ambient, float *diffuse, float *lightdir, const vec3_t p, const int flags, float lightmapintensity, float ambientintensity) { - int i, numlights, flag; - float f, relativepoint[3], dist, dist2, lightradius2; - vec3_t diffuse, n; - rtlight_t *light; - dlight_t *dlight; - - if (r_fullbright.integer) - { - VectorSet(color, 1, 1, 1); - return; - } - - VectorClear(color); - - if (flags & LP_LIGHTMAP) - { - if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint) - { - VectorClear(diffuse); - r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n); - VectorAdd(color, diffuse, color); - } - else - VectorSet(color, 1, 1, 1); - color[0] += r_refdef.scene.ambient; - color[1] += r_refdef.scene.ambient; - color[2] += r_refdef.scene.ambient; - } - - if (flags & LP_RTWORLD) - { - flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; - numlights = (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); - for (i = 0; i < numlights; i++) - { - dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i); - if (!dlight) - continue; - light = &dlight->rtlight; - if (!(light->flags & flag)) - continue; - // sample - lightradius2 = light->radius * light->radius; - VectorSubtract(light->shadoworigin, p, relativepoint); - dist2 = VectorLength2(relativepoint); - if (dist2 >= lightradius2) - continue; - dist = sqrt(dist2) / light->radius; - f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0; - if (f <= 0) - continue; - // todo: add to both ambient and diffuse - if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1) - VectorMA(color, f, light->currentcolor, color); - } - } - if (flags & LP_DYNLIGHT) - { - // sample dlights - for (i = 0;i < r_refdef.scene.numlights;i++) - { - light = r_refdef.scene.lights[i]; - // sample - lightradius2 = light->radius * light->radius; - VectorSubtract(light->shadoworigin, p, relativepoint); - dist2 = VectorLength2(relativepoint); - if (dist2 >= lightradius2) - continue; - dist = sqrt(dist2) / light->radius; - f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0; - if (f <= 0) - continue; - // todo: add to both ambient and diffuse - if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1) - VectorMA(color, f, light->color, color); - } - } -} - -void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags) -{ - int i, numlights, flag; + int i, numlights, flag, q; rtlight_t *light; dlight_t *dlight; float relativepoint[3]; float color[3]; - float dir[3]; float dist; float dist2; float intensity; - float sample[5*3]; + float sa[3], sx[3], sy[3], sz[3], sd[3]; float lightradius2; - if (r_fullbright.integer) - { - VectorSet(ambient, 1, 1, 1); - VectorClear(diffuse); - VectorClear(lightdir); - return; - } + // use first order spherical harmonics to combine directional lights + for (q = 0; q < 3; q++) + sa[q] = sx[q] = sy[q] = sz[q] = sd[q] = 0; - if (flags == LP_LIGHTMAP) + if (flags & LP_LIGHTMAP) { - VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient); - VectorClear(diffuse); - VectorClear(lightdir); if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint) - r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir); + { + float tempambient[3]; + for (q = 0; q < 3; q++) + tempambient[q] = color[q] = relativepoint[q] = 0; + r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint); + // calculate a weighted average light direction as well + intensity = VectorLength(color); + for (q = 0; q < 3; q++) + { + sa[q] += (0.5f * color[q] + tempambient[q]) * lightmapintensity; + sx[q] += (relativepoint[0] * color[q]) * lightmapintensity; + sy[q] += (relativepoint[1] * color[q]) * lightmapintensity; + sz[q] += (relativepoint[2] * color[q]) * lightmapintensity; + sd[q] += (intensity * relativepoint[q]) * lightmapintensity; + } + } else - VectorSet(ambient, 1, 1, 1); - return; - } - - memset(sample, 0, sizeof(sample)); - VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient); - - if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint) - { - vec3_t tempambient; - VectorClear(tempambient); - VectorClear(color); - VectorClear(relativepoint); - r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint); - VectorScale(tempambient, r_refdef.lightmapintensity, tempambient); - VectorScale(color, r_refdef.lightmapintensity, color); - VectorAdd(sample, tempambient, sample); - VectorMA(sample , 0.5f , color, sample ); - VectorMA(sample + 3, relativepoint[0], color, sample + 3); - VectorMA(sample + 6, relativepoint[1], color, sample + 6); - VectorMA(sample + 9, relativepoint[2], color, sample + 9); - // calculate a weighted average light direction as well - intensity = VectorLength(color); - VectorMA(sample + 12, intensity, relativepoint, sample + 12); + { + // unlit map - fullbright but scaled by lightmapintensity + for (q = 0; q < 3; q++) + sa[q] += lightmapintensity; + } } if (flags & LP_RTWORLD) @@ -7675,19 +7115,20 @@ 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, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1) + if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1) continue; - // scale down intensity to add to both ambient and diffuse - //intensity *= 0.5f; + for (q = 0; q < 3; q++) + color[q] = light->currentcolor[q] * intensity; + intensity = VectorLength(color); VectorNormalize(relativepoint); - VectorScale(light->currentcolor, intensity, color); - VectorMA(sample , 0.5f , color, sample ); - VectorMA(sample + 3, relativepoint[0], color, sample + 3); - VectorMA(sample + 6, relativepoint[1], color, sample + 6); - VectorMA(sample + 9, relativepoint[2], color, sample + 9); - // calculate a weighted average light direction as well - intensity *= VectorLength(color); - VectorMA(sample + 12, intensity, relativepoint, sample + 12); + for (q = 0; q < 3; q++) + { + sa[q] += 0.5f * color[q]; + sx[q] += relativepoint[0] * color[q]; + sy[q] += relativepoint[1] * color[q]; + sz[q] += relativepoint[2] * color[q]; + sd[q] += intensity * relativepoint[q]; + } } // FIXME: sample bouncegrid too! } @@ -7708,32 +7149,32 @@ 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, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1) + if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1) continue; - // scale down intensity to add to both ambient and diffuse - //intensity *= 0.5f; + for (q = 0; q < 3; q++) + color[q] = light->currentcolor[q] * intensity; + intensity = VectorLength(color); VectorNormalize(relativepoint); - VectorScale(light->currentcolor, intensity, color); - VectorMA(sample , 0.5f , color, sample ); - VectorMA(sample + 3, relativepoint[0], color, sample + 3); - VectorMA(sample + 6, relativepoint[1], color, sample + 6); - VectorMA(sample + 9, relativepoint[2], color, sample + 9); - // calculate a weighted average light direction as well - intensity *= VectorLength(color); - VectorMA(sample + 12, intensity, relativepoint, sample + 12); + for (q = 0; q < 3; q++) + { + sa[q] += 0.5f * color[q]; + sx[q] += relativepoint[0] * color[q]; + sy[q] += relativepoint[1] * color[q]; + sz[q] += relativepoint[2] * color[q]; + sd[q] += intensity * relativepoint[q]; + } } } - // calculate the direction we'll use to reduce the sample to a directional light source - VectorCopy(sample + 12, dir); - //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]); - VectorNormalize(dir); - // extract the diffuse color along the chosen direction and scale it - diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]); - diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]); - diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]); - // subtract some of diffuse from ambient - VectorMA(sample, -0.333f, diffuse, ambient); - // store the normalized lightdir - VectorCopy(dir, lightdir); + // calculate the weighted-average light direction (bentnormal) + for (q = 0; q < 3; q++) + lightdir[q] = sd[q]; + VectorNormalize(lightdir); + for (q = 0; q < 3; q++) + { + // extract the diffuse color along the chosen direction and scale it + diffuse[q] = (lightdir[0] * sx[q] + lightdir[1] * sy[q] + lightdir[2] * sz[q]); + // subtract some of diffuse from ambient + ambient[q] = sa[q] + -0.333f * diffuse[q] + ambientintensity; + } }