X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=r_shadow.c;h=1553ac675d77c024cb9f11a9f9d1659256c3541c;hb=f070d358e31542df4f016558be6bf30dfb07aa84;hp=0ff9cd23ebc5bc137b15df81d984071e00612fc2;hpb=6d60da43c7b511ebafb25e110c8636e026a2280e;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.c b/r_shadow.c index 0ff9cd23..1553ac67 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -1,150 +1,8 @@ - -/* -Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows) -An extrusion of the lit faces, beginning at the original geometry and ending -further from the light source than the original geometry (presumably at least -as far as the light's radius, if the light has a radius at all), capped at -both front and back to avoid any problems (extrusion from dark faces also -works but has a different set of problems) - -This is normally rendered using Carmack's Reverse technique, in which -backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind -zbuffer (zfail) decrement the stencil, the result is a stencil value of zero -where shadows did not intersect the visible geometry, suitable as a stencil -mask for rendering lighting everywhere but shadow. - -In our case to hopefully avoid the Creative Labs patent, we draw the backfaces -as decrement and the frontfaces as increment, and we redefine the DepthFunc to -GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces -and zpass when infront (the patent draws where zpass with a GL_GEQUAL test), -additionally we clear stencil to 128 to avoid the need for the unclamped -incr/decr extension (not related to patent). - -Patent warning: -This algorithm may be covered by Creative's patent (US Patent #6384822), -however that patent is quite specific about increment on backfaces and -decrement on frontfaces where zpass with GL_GEQUAL depth test, which is -opposite this implementation and partially opposite Carmack's Reverse paper -(which uses GL_LESS, but increments on backfaces and decrements on frontfaces). - - - -Terminology: Stencil Light Volume (sometimes called Light Volumes) -Similar to a Stencil Shadow Volume, but inverted; rather than containing the -areas in shadow it contains the areas in light, this can only be built -quickly for certain limited cases (such as portal visibility from a point), -but is quite useful for some effects (sunlight coming from sky polygons is -one possible example, translucent occluders is another example). - - - -Terminology: Optimized Stencil Shadow Volume -A Stencil Shadow Volume that has been processed sufficiently to ensure it has -no duplicate coverage of areas (no need to shadow an area twice), often this -greatly improves performance but is an operation too costly to use on moving -lights (however completely optimal Stencil Light Volumes can be constructed -in some ideal cases). - - - -Terminology: Per Pixel Lighting (sometimes abbreviated PPL) -Per pixel evaluation of lighting equations, at a bare minimum this involves -DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence -vector and surface normal, using a texture of the surface bumps, called a -NormalMap) if supported by hardware; in our case there is support for cards -which are incapable of DOT3, the quality is quite poor however. Additionally -it is desirable to have specular evaluation per pixel, per vertex -normalization of specular halfangle vectors causes noticable distortion but -is unavoidable on hardware without GL_ARB_fragment_program or -GL_ARB_fragment_shader. - - - -Terminology: Normalization CubeMap -A cubemap containing normalized dot3-encoded (vectors of length 1 or less -encoded as RGB colors) for any possible direction, this technique allows per -pixel calculation of incidence vector for per pixel lighting purposes, which -would not otherwise be possible per pixel without GL_ARB_fragment_program or -GL_ARB_fragment_shader. - - - -Terminology: 2D+1D Attenuation Texturing -A very crude approximation of light attenuation with distance which results -in cylindrical light shapes which fade vertically as a streak (some games -such as Doom3 allow this to be rotated to be less noticable in specific -cases), the technique is simply modulating lighting by two 2D textures (which -can be the same) on different axes of projection (XY and Z, typically), this -is the second best technique available without 3D Attenuation Texturing, -GL_ARB_fragment_program or GL_ARB_fragment_shader technology. - - - -Terminology: 2D+1D Inverse Attenuation Texturing -A clever method described in papers on the Abducted engine, this has a squared -distance texture (bright on the outside, black in the middle), which is used -twice using GL_ADD blending, the result of this is used in an inverse modulate -(GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation -lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation -texturing). - - - -Terminology: 3D Attenuation Texturing -A slightly crude approximation of light attenuation with distance, its flaws -are limited radius and resolution (performance tradeoffs). - - - -Terminology: 3D Attenuation-Normalization Texturing -A 3D Attenuation Texture merged with a Normalization CubeMap, by making the -vectors shorter the lighting becomes darker, a very effective optimization of -diffuse lighting if 3D Attenuation Textures are already used. - - - -Terminology: Light Cubemap Filtering -A technique for modeling non-uniform light distribution according to -direction, for example a lantern may use a cubemap to describe the light -emission pattern of the cage around the lantern (as well as soot buildup -discoloring the light in certain areas), often also used for softened grate -shadows and light shining through a stained glass window (done crudely by -texturing the lighting with a cubemap), another good example would be a disco -light. This technique is used heavily in many games (Doom3 does not support -this however). - - - -Terminology: Light Projection Filtering -A technique for modeling shadowing of light passing through translucent -surfaces, allowing stained glass windows and other effects to be done more -elegantly than possible with Light Cubemap Filtering by applying an occluder -texture to the lighting combined with a stencil light volume to limit the lit -area, this technique is used by Doom3 for spotlights and flashlights, among -other things, this can also be used more generally to render light passing -through multiple translucent occluders in a scene (using a light volume to -describe the area beyond the occluder, and thus mask off rendering of all -other areas). - - - -Terminology: Doom3 Lighting -A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization -CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as -demonstrated by the game Doom3. -*/ - #include "quakedef.h" #include "r_shadow.h" #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 +15,6 @@ 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, @@ -170,15 +24,12 @@ r_shadow_rendermode_t; typedef enum r_shadow_shadowmode_e { - R_SHADOW_SHADOWMODE_STENCIL, R_SHADOW_SHADOWMODE_SHADOWMAP2D } r_shadow_shadowmode_t; r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE; r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE; -r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE; -r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE; int r_shadow_scenemaxlights; int r_shadow_scenenumlights; rtlight_t **r_shadow_scenelightlist; // includes both static lights and dlights, as filtered by appropriate flags @@ -252,8 +103,6 @@ unsigned char *r_shadow_buffer_lighttrispvs; rtexturepool_t *r_shadow_texturepool; rtexture_t *r_shadow_attenuationgradienttexture; -rtexture_t *r_shadow_attenuation2dtexture; -rtexture_t *r_shadow_attenuation3dtexture; skinframe_t *r_shadow_lightcorona; rtexture_t *r_shadow_shadowmap2ddepthbuffer; rtexture_t *r_shadow_shadowmap2ddepthtexture; @@ -269,10 +118,13 @@ 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 +166,7 @@ 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"}; +cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (shadow rendering by depth texture sampling)"}; 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"}; @@ -331,13 +183,12 @@ cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"}; cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"}; cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"}; -cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"}; -cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"}; -cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"}; cvar_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", "0.1", "make light bounds bigger by *1.0+enlarge"}; +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"}; @@ -379,10 +230,8 @@ cvar_t r_shadow_bouncegrid_static_quality = { CVAR_SAVE, "r_shadow_bouncegrid_st cvar_t r_shadow_bouncegrid_static_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_static_spacing", "64", "unit size of bouncegrid pixel when in static mode"}; cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "0", "brightness of corona flare effects around certain lights, 0 disables corona effects"}; cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"}; -cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "0", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility) - bad performance (synchronous rendering) - worse on multi-gpu!"}; +cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "0", "fades coronas according to visibility"}; cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"}; -cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"}; -cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"}; cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"}; cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"}; cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"}; @@ -434,7 +283,6 @@ void R_Shadow_LoadWorldLights(void); void R_Shadow_LoadLightsFile(void); void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void); void R_Shadow_EditLights_Reload_f(void); -void R_Shadow_ValidateCvars(void); static void R_Shadow_MakeTextures(void); #define EDLIGHTSPRSIZE 8 @@ -453,25 +301,25 @@ static void R_Shadow_SetShadowMode(void) r_shadow_shadowmapborder = bound(1, r_shadow_shadowmapping_bordersize.integer, 16); r_shadow_shadowmaptexturesize = bound(256, r_shadow_shadowmapping_texturesize.integer, (int)vid.maxtexturesize_2d); r_shadow_shadowmapmaxsize = bound(r_shadow_shadowmapborder+2, r_shadow_shadowmapping_maxsize.integer, r_shadow_shadowmaptexturesize / 8); - r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20; + r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL32; r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer; r_shadow_shadowmapshadowsampler = r_shadow_shadowmapping_useshadowsampler.integer != 0; r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer; r_shadow_shadowmapsampler = false; r_shadow_shadowmappcf = 0; r_shadow_shadowmapdepthtexture = r_fb.usedepthtextures; - r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL; + r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D; Mod_AllocLightmap_Init(&r_shadow_shadowmapatlas_state, r_main_mempool, r_shadow_shadowmaptexturesize, r_shadow_shadowmaptexturesize); - if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object) + if (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) { switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: if(r_shadow_shadowmapfilterquality < 0) { 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")) && r_shadow_shadowmapshadowsampler) { r_shadow_shadowmapsampler = true; r_shadow_shadowmappcf = 1; @@ -481,11 +329,11 @@ static void R_Shadow_SetShadowMode(void) 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 - r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler; + r_shadow_shadowmapsampler = r_shadow_shadowmapshadowsampler; } else { - r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler; + r_shadow_shadowmapsampler = r_shadow_shadowmapshadowsampler; switch (r_shadow_shadowmapfilterquality) { case 1: @@ -505,17 +353,6 @@ 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; } @@ -564,9 +401,7 @@ static void r_shadow_start(void) // allocate vertex processing arrays memset(&r_shadow_bouncegrid_state, 0, sizeof(r_shadow_bouncegrid_state)); r_shadow_attenuationgradienttexture = NULL; - r_shadow_attenuation2dtexture = NULL; - r_shadow_attenuation3dtexture = NULL; - r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL; + r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D; r_shadow_shadowmap2ddepthtexture = NULL; r_shadow_shadowmap2ddepthbuffer = NULL; r_shadow_shadowmapvsdcttexture = NULL; @@ -583,7 +418,6 @@ static void r_shadow_start(void) r_shadow_texturepool = NULL; r_shadow_filters_texturepool = NULL; - R_Shadow_ValidateCvars(); R_Shadow_MakeTextures(); r_shadow_scenemaxlights = 0; r_shadow_scenenumlights = 0; @@ -625,22 +459,13 @@ static void r_shadow_start(void) // these out per frame... switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: r_shadow_bouncegrid_state.allowdirectionalshading = true; - r_shadow_bouncegrid_state.capable = vid.support.ext_texture_3d; + r_shadow_bouncegrid_state.capable = true; break; case RENDERPATH_GLES2: // 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: + r_shadow_bouncegrid_state.capable = true; break; } } @@ -673,8 +498,6 @@ static void r_shadow_shutdown(void) r_shadow_bouncegrid_state.maxsplatpaths = 0; memset(&r_shadow_bouncegrid_state, 0, sizeof(r_shadow_bouncegrid_state)); r_shadow_attenuationgradienttexture = NULL; - r_shadow_attenuation2dtexture = NULL; - r_shadow_attenuation3dtexture = NULL; R_FreeTexturePool(&r_shadow_texturepool); R_FreeTexturePool(&r_shadow_filters_texturepool); maxshadowtriangles = 0; @@ -808,13 +631,12 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor); Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset); Cvar_RegisterVariable(&r_shadow_sortsurfaces); - Cvar_RegisterVariable(&r_shadow_polygonfactor); - Cvar_RegisterVariable(&r_shadow_polygonoffset); - Cvar_RegisterVariable(&r_shadow_texture3d); 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); @@ -858,8 +680,6 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_coronas_occlusionsizescale); Cvar_RegisterVariable(&r_coronas_occlusionquery); Cvar_RegisterVariable(&gl_flashblend); - Cvar_RegisterVariable(&gl_ext_separatestencil); - Cvar_RegisterVariable(&gl_ext_stenciltwoside); R_Shadow_EditLights_Init(); Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128); r_shadow_scenemaxlights = 0; @@ -1024,476 +844,6 @@ void R_Shadow_PrepareShadowSides(int numtris) numshadowsides = 0; } -static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris) -{ - int i, j; - int outtriangles = 0, outvertices = 0; - const int *element; - const float *vertex; - float ratio, direction[3], projectvector[3]; - - if (projectdirection) - VectorScale(projectdirection, projectdistance, projectvector); - else - VectorClear(projectvector); - - // create the vertices - if (projectdirection) - { - for (i = 0;i < numshadowmarktris;i++) - { - element = inelement3i + shadowmarktris[i] * 3; - for (j = 0;j < 3;j++) - { - if (vertexupdate[element[j]] != vertexupdatenum) - { - vertexupdate[element[j]] = vertexupdatenum; - vertexremap[element[j]] = outvertices; - vertex = invertex3f + element[j] * 3; - // project one copy of the vertex according to projectvector - VectorCopy(vertex, outvertex3f); - VectorAdd(vertex, projectvector, (outvertex3f + 3)); - outvertex3f += 6; - outvertices += 2; - } - } - } - } - else - { - for (i = 0;i < numshadowmarktris;i++) - { - element = inelement3i + shadowmarktris[i] * 3; - for (j = 0;j < 3;j++) - { - if (vertexupdate[element[j]] != vertexupdatenum) - { - vertexupdate[element[j]] = vertexupdatenum; - vertexremap[element[j]] = outvertices; - vertex = invertex3f + element[j] * 3; - // project one copy of the vertex to the sphere radius of the light - // (FIXME: would projecting it to the light box be better?) - VectorSubtract(vertex, projectorigin, direction); - ratio = projectdistance / VectorLength(direction); - VectorCopy(vertex, outvertex3f); - VectorMA(projectorigin, ratio, direction, (outvertex3f + 3)); - outvertex3f += 6; - outvertices += 2; - } - } - } - } - - if (r_shadow_frontsidecasting.integer) - { - for (i = 0;i < numshadowmarktris;i++) - { - int remappedelement[3]; - int markindex; - const int *neighbortriangle; - - markindex = shadowmarktris[i] * 3; - element = inelement3i + markindex; - neighbortriangle = inneighbor3i + markindex; - // output the front and back triangles - outelement3i[0] = vertexremap[element[0]]; - outelement3i[1] = vertexremap[element[1]]; - outelement3i[2] = vertexremap[element[2]]; - outelement3i[3] = vertexremap[element[2]] + 1; - outelement3i[4] = vertexremap[element[1]] + 1; - outelement3i[5] = vertexremap[element[0]] + 1; - - outelement3i += 6; - outtriangles += 2; - // output the sides (facing outward from this triangle) - if (shadowmark[neighbortriangle[0]] != shadowmarkcount) - { - remappedelement[0] = vertexremap[element[0]]; - remappedelement[1] = vertexremap[element[1]]; - outelement3i[0] = remappedelement[1]; - outelement3i[1] = remappedelement[0]; - outelement3i[2] = remappedelement[0] + 1; - outelement3i[3] = remappedelement[1]; - outelement3i[4] = remappedelement[0] + 1; - outelement3i[5] = remappedelement[1] + 1; - - outelement3i += 6; - outtriangles += 2; - } - if (shadowmark[neighbortriangle[1]] != shadowmarkcount) - { - remappedelement[1] = vertexremap[element[1]]; - remappedelement[2] = vertexremap[element[2]]; - outelement3i[0] = remappedelement[2]; - outelement3i[1] = remappedelement[1]; - outelement3i[2] = remappedelement[1] + 1; - outelement3i[3] = remappedelement[2]; - outelement3i[4] = remappedelement[1] + 1; - outelement3i[5] = remappedelement[2] + 1; - - outelement3i += 6; - outtriangles += 2; - } - if (shadowmark[neighbortriangle[2]] != shadowmarkcount) - { - remappedelement[0] = vertexremap[element[0]]; - remappedelement[2] = vertexremap[element[2]]; - outelement3i[0] = remappedelement[0]; - outelement3i[1] = remappedelement[2]; - outelement3i[2] = remappedelement[2] + 1; - outelement3i[3] = remappedelement[0]; - outelement3i[4] = remappedelement[2] + 1; - outelement3i[5] = remappedelement[0] + 1; - - outelement3i += 6; - outtriangles += 2; - } - } - } - else - { - for (i = 0;i < numshadowmarktris;i++) - { - int remappedelement[3]; - int markindex; - const int *neighbortriangle; - - markindex = shadowmarktris[i] * 3; - element = inelement3i + markindex; - neighbortriangle = inneighbor3i + markindex; - // output the front and back triangles - outelement3i[0] = vertexremap[element[2]]; - outelement3i[1] = vertexremap[element[1]]; - outelement3i[2] = vertexremap[element[0]]; - outelement3i[3] = vertexremap[element[0]] + 1; - outelement3i[4] = vertexremap[element[1]] + 1; - outelement3i[5] = vertexremap[element[2]] + 1; - - outelement3i += 6; - outtriangles += 2; - // output the sides (facing outward from this triangle) - if (shadowmark[neighbortriangle[0]] != shadowmarkcount) - { - remappedelement[0] = vertexremap[element[0]]; - remappedelement[1] = vertexremap[element[1]]; - outelement3i[0] = remappedelement[0]; - outelement3i[1] = remappedelement[1]; - outelement3i[2] = remappedelement[1] + 1; - outelement3i[3] = remappedelement[0]; - outelement3i[4] = remappedelement[1] + 1; - outelement3i[5] = remappedelement[0] + 1; - - outelement3i += 6; - outtriangles += 2; - } - if (shadowmark[neighbortriangle[1]] != shadowmarkcount) - { - remappedelement[1] = vertexremap[element[1]]; - remappedelement[2] = vertexremap[element[2]]; - outelement3i[0] = remappedelement[1]; - outelement3i[1] = remappedelement[2]; - outelement3i[2] = remappedelement[2] + 1; - outelement3i[3] = remappedelement[1]; - outelement3i[4] = remappedelement[2] + 1; - outelement3i[5] = remappedelement[1] + 1; - - outelement3i += 6; - outtriangles += 2; - } - if (shadowmark[neighbortriangle[2]] != shadowmarkcount) - { - remappedelement[0] = vertexremap[element[0]]; - remappedelement[2] = vertexremap[element[2]]; - outelement3i[0] = remappedelement[2]; - outelement3i[1] = remappedelement[0]; - outelement3i[2] = remappedelement[0] + 1; - outelement3i[3] = remappedelement[2]; - outelement3i[4] = remappedelement[0] + 1; - outelement3i[5] = remappedelement[2] + 1; - - outelement3i += 6; - outtriangles += 2; - } - } - } - if (outnumvertices) - *outnumvertices = outvertices; - return outtriangles; -} - -static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris) -{ - int i, j, k; - int outtriangles = 0, outvertices = 0; - const int *element; - const float *vertex; - float ratio, direction[3], projectvector[3]; - qboolean side[4]; - - if (projectdirection) - VectorScale(projectdirection, projectdistance, projectvector); - else - VectorClear(projectvector); - - for (i = 0;i < numshadowmarktris;i++) - { - int remappedelement[3]; - int markindex; - const int *neighbortriangle; - - markindex = shadowmarktris[i] * 3; - neighbortriangle = inneighbor3i + markindex; - side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount; - side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount; - side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount; - if (side[0] + side[1] + side[2] == 0) - continue; - - side[3] = side[0]; - element = inelement3i + markindex; - - // create the vertices - for (j = 0;j < 3;j++) - { - if (side[j] + side[j+1] == 0) - continue; - k = element[j]; - if (vertexupdate[k] != vertexupdatenum) - { - vertexupdate[k] = vertexupdatenum; - vertexremap[k] = outvertices; - vertex = invertex3f + k * 3; - VectorCopy(vertex, outvertex3f); - if (projectdirection) - { - // project one copy of the vertex according to projectvector - VectorAdd(vertex, projectvector, (outvertex3f + 3)); - } - else - { - // project one copy of the vertex to the sphere radius of the light - // (FIXME: would projecting it to the light box be better?) - VectorSubtract(vertex, projectorigin, direction); - ratio = projectdistance / VectorLength(direction); - VectorMA(projectorigin, ratio, direction, (outvertex3f + 3)); - } - outvertex3f += 6; - outvertices += 2; - } - } - - // output the sides (facing outward from this triangle) - if (!side[0]) - { - remappedelement[0] = vertexremap[element[0]]; - remappedelement[1] = vertexremap[element[1]]; - outelement3i[0] = remappedelement[1]; - outelement3i[1] = remappedelement[0]; - outelement3i[2] = remappedelement[0] + 1; - outelement3i[3] = remappedelement[1]; - outelement3i[4] = remappedelement[0] + 1; - outelement3i[5] = remappedelement[1] + 1; - - outelement3i += 6; - outtriangles += 2; - } - if (!side[1]) - { - remappedelement[1] = vertexremap[element[1]]; - remappedelement[2] = vertexremap[element[2]]; - outelement3i[0] = remappedelement[2]; - outelement3i[1] = remappedelement[1]; - outelement3i[2] = remappedelement[1] + 1; - outelement3i[3] = remappedelement[2]; - outelement3i[4] = remappedelement[1] + 1; - outelement3i[5] = remappedelement[2] + 1; - - outelement3i += 6; - outtriangles += 2; - } - if (!side[2]) - { - remappedelement[0] = vertexremap[element[0]]; - remappedelement[2] = vertexremap[element[2]]; - outelement3i[0] = remappedelement[0]; - outelement3i[1] = remappedelement[2]; - outelement3i[2] = remappedelement[2] + 1; - outelement3i[3] = remappedelement[0]; - outelement3i[4] = remappedelement[2] + 1; - outelement3i[5] = remappedelement[0] + 1; - - outelement3i += 6; - outtriangles += 2; - } - } - if (outnumvertices) - *outnumvertices = outvertices; - return outtriangles; -} - -void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs) -{ - int t, tend; - const int *e; - const float *v[3]; - float normal[3]; - if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs)) - return; - tend = firsttriangle + numtris; - if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs)) - { - // surface box entirely inside light box, no box cull - if (projectdirection) - { - for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3) - { - TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal); - if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)) - shadowmarklist[numshadowmark++] = t; - } - } - else - { - for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3) - if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3)) - shadowmarklist[numshadowmark++] = t; - } - } - else - { - // surface box not entirely inside light box, cull each triangle - if (projectdirection) - { - for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3) - { - v[0] = invertex3f + e[0] * 3; - v[1] = invertex3f + e[1] * 3; - v[2] = invertex3f + e[2] * 3; - TriangleNormal(v[0], v[1], v[2], normal); - if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0) - && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs)) - shadowmarklist[numshadowmark++] = t; - } - } - else - { - for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3) - { - v[0] = invertex3f + e[0] * 3; - v[1] = invertex3f + e[1] * 3; - v[2] = invertex3f + e[2] * 3; - if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]) - && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs)) - shadowmarklist[numshadowmark++] = t; - } - } - } -} - -static qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs) -{ -#if 1 - return false; -#else - if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer) - return false; - // check if the shadow volume intersects the near plane - // - // a ray between the eye and light origin may intersect the caster, - // indicating that the shadow may touch the eye location, however we must - // test the near plane (a polygon), not merely the eye location, so it is - // easiest to enlarge the caster bounding shape slightly for this. - // TODO - return true; -#endif -} - -void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs) -{ - int i, tris, outverts; - if (projectdistance < 0.1) - { - Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance); - return; - } - if (!numverts || !nummarktris) - return; - // make sure shadowelements is big enough for this volume - if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2) - R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8); - - if (maxvertexupdate < numverts) - { - maxvertexupdate = numverts; - if (vertexupdate) - Mem_Free(vertexupdate); - if (vertexremap) - Mem_Free(vertexremap); - vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int)); - vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int)); - vertexupdatenum = 0; - } - vertexupdatenum++; - if (vertexupdatenum == 0) - { - vertexupdatenum = 1; - memset(vertexupdate, 0, maxvertexupdate * sizeof(int)); - memset(vertexremap, 0, maxvertexupdate * sizeof(int)); - } - - for (i = 0;i < nummarktris;i++) - shadowmark[marktris[i]] = shadowmarkcount; - - if (r_shadow_compilingrtlight) - { - // if we're compiling an rtlight, capture the mesh - //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris); - //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements); - tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris); - Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements); - } - else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES) - { - tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris); - R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL, 0); - R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0); - } - else - { - // decide which type of shadow to generate and set stencil mode - R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs)); - // generate the sides or a solid volume, depending on type - if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE) - tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris); - else - tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris); - r_refdef.stats[r_stat_lights_dynamicshadowtriangles] += tris; - r_refdef.stats[r_stat_lights_shadowtriangles] += tris; - if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL) - { - // increment stencil if frontface is infront of depthbuffer - GL_CullFace(r_refdef.view.cullface_front); - R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255); - 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); - R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255); - } - else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL) - { - // decrement stencil if backface is behind depthbuffer - GL_CullFace(r_refdef.view.cullface_front); - R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255); - 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); - R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255); - } - R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL, 0); - R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0); - } -} - int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias) { // p1, p2, p3 are in the cubemap's local coordinate system @@ -1829,8 +1179,8 @@ void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f } } } - - Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements); + + Mod_ShadowMesh_AddMesh(r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, vertex3f, outtriangles, shadowelements); } static void R_Shadow_MakeTextures_MakeCorona(void) @@ -1852,7 +1202,7 @@ static void R_Shadow_MakeTextures_MakeCorona(void) pixels[y][x][3] = 255; } } - r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32, false); + r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32, 0, 0, 0, false); } static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z) @@ -1865,7 +1215,7 @@ static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z) static void R_Shadow_MakeTextures(void) { - int x, y, z; + int x; float intensity, dist; unsigned int *data; R_Shadow_FreeShadowMaps(); @@ -1885,22 +1235,6 @@ static void R_Shadow_MakeTextures(void) for (x = 0;x < ATTEN1DSIZE;x++) data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0); r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL); - // 2D circle texture - for (y = 0;y < ATTEN2DSIZE;y++) - for (x = 0;x < ATTEN2DSIZE;x++) - data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0); - r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL); - // 3D sphere texture - if (r_shadow_texture3d.integer && vid.support.ext_texture_3d) - { - for (z = 0;z < ATTEN3DSIZE;z++) - for (y = 0;y < ATTEN3DSIZE;y++) - for (x = 0;x < ATTEN3DSIZE;x++) - data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375)); - r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL); - } - else - r_shadow_attenuation3dtexture = NULL; Mem_Free(data); R_Shadow_MakeTextures_MakeCorona(); @@ -2016,27 +1350,14 @@ static void R_Shadow_MakeTextures(void) , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic); } -void R_Shadow_ValidateCvars(void) -{ - if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d) - Cvar_SetValueQuick(&r_shadow_texture3d, 0); - if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil) - Cvar_SetValueQuick(&gl_ext_separatestencil, 0); - if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side) - Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0); -} - void R_Shadow_RenderMode_Begin(void) { #if 0 GLint drawbuffer; GLint readbuffer; #endif - R_Shadow_ValidateCvars(); - if (!r_shadow_attenuation2dtexture - || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer) - || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias + if (r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale) R_Shadow_MakeTextures(); @@ -2051,46 +1372,7 @@ void R_Shadow_RenderMode_Begin(void) GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height); r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE; - - if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil) - { - r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL; - r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL; - } - else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side) - { - r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE; - r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE; - } - else - { - r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL; - 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 @@ -2111,7 +1393,7 @@ 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); @@ -2127,42 +1409,14 @@ void R_Shadow_RenderMode_Reset(void) GL_BlendFunc(GL_ONE, GL_ZERO); R_SetupShader_Generic_NoTexture(false, false); r_shadow_usingshadowmap2d = false; - R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255); } void R_Shadow_ClearStencil(void) { - GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128); + GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 0); r_refdef.stats[r_stat_lights_clears]++; } -void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass) -{ - r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail; - if (r_shadow_rendermode == mode) - return; - R_Shadow_RenderMode_Reset(); - GL_DepthFunc(GL_LESS); - GL_ColorMask(0, 0, 0, 0); - GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR - GL_CullFace(GL_NONE); - R_SetupShader_DepthOrShadow(false, false, false); // FIXME test if we have a skeletal model? - r_shadow_rendermode = mode; - switch(mode) - { - default: - break; - case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE: - case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL: - R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255); - break; - case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE: - case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL: - R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255); - break; - } -} - static void R_Shadow_MakeVSDCT(void) { // maps to a 2x3 texture rectangle with normalized coordinates @@ -2242,21 +1496,10 @@ 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_GL32: 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) @@ -2328,28 +1571,17 @@ 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_GL32: 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[] r_shadow_shadowmapside = side; } -void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping, qboolean noselfshadowpass) +void R_Shadow_RenderMode_Lighting(qboolean transparent, qboolean shadowmapping, qboolean noselfshadowpass) { R_Mesh_ResetTextureState(); if (transparent) @@ -2370,12 +1602,6 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qb GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0); r_shadow_usingshadowmap2d = shadowmapping; r_shadow_rendermode = r_shadow_lightingrendermode; - // only draw light where this geometry was already rendered AND the - // stencil is 128 (values other than this mean shadow) - if (stenciltest) - R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255); - else - R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255); } static const unsigned short bboxelements[36] = @@ -2410,7 +1636,6 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean shadowmapping) r_shadow_rendermode = r_shadow_lightingrendermode; R_EntityMatrix(&identitymatrix); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255); if (rsurface.rtlight->specularscale > 0 && r_shadow_gloss.integer > 0) R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL); else @@ -2700,21 +1925,9 @@ static void R_Shadow_BounceGrid_UpdateSpacing(void) c[1] = (int)floor(size[1] / spacing[1] + 0.5f); c[2] = (int)floor(size[2] / spacing[2] + 0.5f); // figure out the exact texture size (honoring power of 2 if required) - c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d); - c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d); - c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d); - if (vid.support.arb_texture_non_power_of_two) - { - resolution[0] = c[0]; - resolution[1] = c[1]; - resolution[2] = c[2]; - } - else - { - for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ; - for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ; - for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ; - } + resolution[0] = bound(4, c[0], (int)vid.maxtexturesize_3d); + resolution[1] = bound(4, c[1], (int)vid.maxtexturesize_3d); + resolution[2] = bound(4, c[2], (int)vid.maxtexturesize_3d); size[0] = spacing[0] * resolution[0]; size[1] = spacing[1] * resolution[1]; size[2] = spacing[2] * resolution[2]; @@ -2727,22 +1940,10 @@ static void R_Shadow_BounceGrid_UpdateSpacing(void) c[0] = r_shadow_bouncegrid_dynamic_x.integer; c[1] = r_shadow_bouncegrid_dynamic_y.integer; c[2] = r_shadow_bouncegrid_dynamic_z.integer; - // now we can calculate the texture size (power of 2 if required) - c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d); - c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d); - c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d); - if (vid.support.arb_texture_non_power_of_two) - { - resolution[0] = c[0]; - resolution[1] = c[1]; - resolution[2] = c[2]; - } - else - { - for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ; - for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ; - for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ; - } + // now we can calculate the texture size + resolution[0] = bound(4, c[0], (int)vid.maxtexturesize_3d); + resolution[1] = bound(4, c[1], (int)vid.maxtexturesize_3d); + resolution[2] = bound(4, c[2], (int)vid.maxtexturesize_3d); size[0] = spacing[0] * resolution[0]; size[1] = spacing[1] * resolution[1]; size[2] = spacing[2] * resolution[2]; @@ -2871,7 +2072,7 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se // 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_refdef.view.origin, rtlight->cullmins, rtlight->cullmaxs)) + 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; @@ -3628,19 +2829,7 @@ void R_Shadow_UpdateBounceGridTexture(void) } } -void R_Shadow_RenderMode_VisibleShadowVolumes(void) -{ - R_Shadow_RenderMode_Reset(); - GL_BlendFunc(GL_ONE, GL_ONE); - GL_DepthRange(0, 1); - GL_DepthTest(r_showshadowvolumes.integer < 2); - GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1); - GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR - GL_CullFace(GL_NONE); - r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES; -} - -void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent) +void R_Shadow_RenderMode_VisibleLighting(qboolean transparent) { R_Shadow_RenderMode_Reset(); GL_BlendFunc(GL_ONE, GL_ONE); @@ -3649,7 +2838,6 @@ void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transpar GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1); if (!transparent) GL_DepthFunc(GL_EQUAL); - R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255); r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING; } @@ -3701,176 +2889,6 @@ 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 @@ -3879,193 +2897,38 @@ 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) -{ - // ARB2 GLSL shader path (GFFX5200, Radeon 9500) - R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, 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); - } -} - +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(ambientcolor, diffusecolor, specularcolor, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false); + RSurf_DrawBatch(); +} + 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); if(negated) { - VectorNegate(lightcolor, lightcolor); + VectorNegate(ambientcolor, ambientcolor); + VectorNegate(diffusecolor, diffusecolor); + VectorNegate(specularcolor, specularcolor); GL_BlendEquationSubtract(true); } RSurf_SetupDepthAndCulling(); @@ -4076,13 +2939,7 @@ 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); @@ -4139,11 +2996,10 @@ void R_RTLight_Compile(rtlight_t *rtlight) { int i; int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes; - int lighttris, shadowtris, shadowzpasstris, shadowzfailtris; + int lighttris, shadowtris; entity_render_t *ent = r_refdef.scene.worldentity; dp_model_t *model = r_refdef.scene.worldmodel; unsigned char *data; - shadowmesh_t *mesh; // compile the light rtlight->compiled = true; @@ -4165,13 +3021,13 @@ void R_RTLight_Compile(rtlight_t *rtlight) if (model && model->GetLightInfo) { - // this variable must be set for the CompileShadowVolume/CompileShadowMap code + // this variable must be set for the 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, 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; + numshadowtrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3; numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3; data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes); rtlight->static_numsurfaces = numsurfaces; @@ -4195,17 +3051,8 @@ void R_RTLight_Compile(rtlight_t *rtlight) if (rtlight->static_numlighttrispvsbytes) memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes); R_FrameData_SetMark(); - switch (rtlight->shadowmode) - { - case R_SHADOW_SHADOWMODE_SHADOWMAP2D: - if (model->CompileShadowMap && rtlight->shadow) - model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist); - break; - default: - if (model->CompileShadowVolume && rtlight->shadow) - model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist); - break; - } + if (model->CompileShadowMap && rtlight->shadow) + model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist); R_FrameData_ReturnToMark(); // now we're done compiling the rtlight r_shadow_compilingrtlight = NULL; @@ -4216,16 +3063,6 @@ void R_RTLight_Compile(rtlight_t *rtlight) //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin); //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius); - shadowzpasstris = 0; - if (rtlight->static_meshchain_shadow_zpass) - for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next) - shadowzpasstris += mesh->numtriangles; - - shadowzfailtris = 0; - if (rtlight->static_meshchain_shadow_zfail) - for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next) - shadowzfailtris += mesh->numtriangles; - lighttris = 0; if (rtlight->static_numlighttrispvsbytes) for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++) @@ -4239,19 +3076,13 @@ void R_RTLight_Compile(rtlight_t *rtlight) shadowtris++; 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); + Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris); } void R_RTLight_Uncompile(rtlight_t *rtlight) { if (rtlight->compiled) { - if (rtlight->static_meshchain_shadow_zpass) - Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass); - rtlight->static_meshchain_shadow_zpass = NULL; - if (rtlight->static_meshchain_shadow_zfail) - Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail); - rtlight->static_meshchain_shadow_zfail = NULL; if (rtlight->static_meshchain_shadow_shadowmap) Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap); rtlight->static_meshchain_shadow_shadowmap = NULL; @@ -4457,101 +3288,25 @@ static void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight) static void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides) { - 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) { - CHECKGLERROR - GL_CullFace(GL_NONE); - mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap; - for (;mesh;mesh = mesh->next) + shadowmesh_t *mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap; + if (mesh->sidetotals[r_shadow_shadowmapside]) { - if (!mesh->sidetotals[r_shadow_shadowmapside]) - continue; + CHECKGLERROR + GL_CullFace(GL_NONE); r_refdef.stats[r_stat_lights_shadowtriangles] += mesh->sidetotals[r_shadow_shadowmapside]; R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer, mesh->vbooffset_vertex3f); 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 } - CHECKGLERROR } else if (r_refdef.scene.worldentity->model) r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs); - rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity -} - -static void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs) -{ - qboolean zpass = false; - shadowmesh_t *mesh; - int t, tend; - int surfacelistindex; - msurface_t *surface; - - // if triangle neighbors are disabled, shadowvolumes are disabled - if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i) - return; - - RSurf_ActiveWorldEntity(); - - if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer) - { - CHECKGLERROR - if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES) - { - zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs); - R_Shadow_RenderMode_StencilShadowVolumes(zpass); - } - mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail; - for (;mesh;mesh = mesh->next) - { - r_refdef.stats[r_stat_lights_shadowtriangles] += mesh->numtriangles; - R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer, mesh->vbooffset_vertex3f); - if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL) - { - // increment stencil if frontface is infront of depthbuffer - GL_CullFace(r_refdef.view.cullface_back); - R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255); - 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); - R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255); - } - else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL) - { - // decrement stencil if backface is behind depthbuffer - GL_CullFace(r_refdef.view.cullface_front); - R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255); - 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); - R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255); - } - 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 - } - else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh) - { - // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light - R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles); - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) - { - surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex]; - for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++) - if (CHECKPVSBIT(trispvs, t)) - shadowmarklist[numshadowmark++] = t; - } - R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs); - } - else if (numsurfaces) - { - r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->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) @@ -4568,16 +3323,8 @@ static void R_Shadow_DrawEntityShadow(entity_render_t *ent) relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius; relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius; relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius; - switch (r_shadow_rendermode) - { - case R_SHADOW_RENDERMODE_SHADOWMAP2D: - ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs); - 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 + ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs); + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity } void R_Shadow_SetupEntityLight(const entity_render_t *ent) @@ -4596,7 +3343,7 @@ 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); @@ -4604,7 +3351,7 @@ 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) @@ -4617,7 +3364,7 @@ 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) @@ -4704,7 +3451,7 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight) // 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_refdef.view.origin, rtlight->cullmins, rtlight->cullmaxs)) + 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; @@ -4810,7 +3557,7 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight) // since it is lit, it probably also casts a shadow... // about the VectorDistance2 - light emitting entities should not cast their own shadow Matrix4x4_OriginFromMatrix(&ent->matrix, org); - if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1) + if ((ent->flags & RENDER_SHADOW) && model->DrawShadowMap && VectorDistance2(org, rtlight->shadoworigin) > 0.1) { // note: exterior models without the RENDER_NOSELFSHADOW // flag still create a RENDER_NOSELFSHADOW shadow but @@ -4834,7 +3581,7 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight) continue; // about the VectorDistance2 - light emitting entities should not cast their own shadow Matrix4x4_OriginFromMatrix(&ent->matrix, org); - if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1) + if ((ent->flags & RENDER_SHADOW) && model->DrawShadowMap && VectorDistance2(org, rtlight->shadoworigin) > 0.1) { if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL)) shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent; @@ -4895,7 +3642,7 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight) rtlight->cached_shadowentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow); if (shadowtrispvs == r_shadow_buffer_shadowtrispvs) { - int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3); + int numshadowtrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3); int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3); rtlight->cached_shadowtrispvs = (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs); rtlight->cached_lighttrispvs = (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs); @@ -5115,25 +3862,11 @@ static void R_Shadow_DrawLight(rtlight_t *rtlight) // make this the active rtlight for rendering purposes R_Shadow_RenderMode_ActiveLight(rtlight); - if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows)) - { - // optionally draw visible shape of the shadow volumes - // for performance analysis by level designers - R_Shadow_RenderMode_VisibleShadowVolumes(); - if (numsurfaces) - R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs); - for (i = 0;i < numshadowentities;i++) - R_Shadow_DrawEntityShadow(shadowentities[i]); - for (i = 0;i < numshadowentities_noselfshadow;i++) - R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]); - R_Shadow_RenderMode_VisibleLighting(false, false); - } - if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow) { // optionally draw the illuminated areas // for performance analysis by level designers - R_Shadow_RenderMode_VisibleLighting(false, false); + R_Shadow_RenderMode_VisibleLighting(false); if (numsurfaces) R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs); for (i = 0;i < numlightentities;i++) @@ -5162,7 +3895,7 @@ static void R_Shadow_DrawLight(rtlight_t *rtlight) // draw lighting in the unmasked areas if (numsurfaces + numlightentities) { - R_Shadow_RenderMode_Lighting(false, false, true, false); + R_Shadow_RenderMode_Lighting(false, true, false); // draw lighting in the unmasked areas if (numsurfaces) R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs); @@ -5172,7 +3905,7 @@ static void R_Shadow_DrawLight(rtlight_t *rtlight) // offset to the noselfshadow part of the atlas and draw those too if (numlightentities_noselfshadow) { - R_Shadow_RenderMode_Lighting(false, false, true, true); + R_Shadow_RenderMode_Lighting(false, true, true); for (i = 0; i < numlightentities_noselfshadow; i++) R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]); } @@ -5181,41 +3914,10 @@ static void R_Shadow_DrawLight(rtlight_t *rtlight) if (r_shadow_usingdeferredprepass) R_Shadow_RenderMode_DrawDeferredLight(true); } - else if (castshadows && vid.stencil) - { - // draw stencil shadow volumes to mask off pixels that are in shadow - // so that they won't receive lighting - GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]); - R_Shadow_ClearStencil(); - - if (numsurfaces) - R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs); - for (i = 0;i < numshadowentities;i++) - R_Shadow_DrawEntityShadow(shadowentities[i]); - - // draw lighting in the unmasked areas - R_Shadow_RenderMode_Lighting(true, false, false, false); - for (i = 0;i < numlightentities_noselfshadow;i++) - R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]); - - for (i = 0;i < numshadowentities_noselfshadow;i++) - R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]); - - // draw lighting in the unmasked areas - R_Shadow_RenderMode_Lighting(true, false, false, false); - if (numsurfaces) - R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs); - for (i = 0;i < numlightentities;i++) - R_Shadow_DrawEntityLight(lightentities[i]); - - // rasterize the box when rendering deferred lighting - the regular surface lighting only applies to transparent surfaces - if (r_shadow_usingdeferredprepass) - R_Shadow_RenderMode_DrawDeferredLight(false); - } else { // draw lighting in the unmasked areas - R_Shadow_RenderMode_Lighting(false, false, false, false); + R_Shadow_RenderMode_Lighting(false, false, false); if (numsurfaces) R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs); for (i = 0;i < numlightentities;i++) @@ -5330,7 +4032,7 @@ 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; @@ -5344,31 +4046,23 @@ void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *color int shadowmapmaxsize = bound(shadowmapborder+2, r_shadow_shadowmapping_maxsize.integer, shadowmaptexturesize / 8); if (r_shadow_shadowmaptexturesize != shadowmaptexturesize || - (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) || - r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) || + !(r_shadow_shadowmapping.integer || r_shadow_deferred.integer) || + r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL32) || r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer || - r_shadow_shadowmapshadowsampler != (vid.support.arb_shadow && r_shadow_shadowmapping_useshadowsampler.integer) || + r_shadow_shadowmapshadowsampler != r_shadow_shadowmapping_useshadowsampler.integer || r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer || r_shadow_shadowmapborder != shadowmapborder || r_shadow_shadowmapmaxsize != shadowmapmaxsize || 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: + case RENDERPATH_GL32: #ifndef USE_GLES2 - if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2) + if (!r_shadow_deferred.integer || vid.maxdrawbuffers < 2) { r_shadow_usingdeferredprepass = false; if (r_shadow_prepass_width) @@ -5410,15 +4104,12 @@ 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; } - R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles); + R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles); r_shadow_scenenumlights = 0; flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; @@ -5567,35 +4258,10 @@ 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) - { - case R_SHADOW_SHADOWMODE_SHADOWMAP2D: - if (r_shadows.integer >= 2) - break; - // fall through - case R_SHADOW_SHADOWMODE_STENCIL: - if (!vid.stencil) - return; - for (i = 0; i < r_refdef.scene.numentities; i++) - { - ent = r_refdef.scene.entities[i]; - if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW)) - { - if (r_shadow_nummodelshadows >= MAX_MODELSHADOWS) - break; - r_shadow_modelshadows[r_shadow_nummodelshadows++] = ent; - R_AnimCache_GetEntity(ent, false, false); - } - } - return; - default: - 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; @@ -5735,7 +4401,7 @@ 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 @@ -5757,161 +4423,13 @@ static void R_Shadow_DrawModelShadowMaps(void) 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) -{ - int i; - float relativethrowdistance; - entity_render_t *ent; - vec3_t relativelightorigin; - vec3_t relativelightdirection; - vec3_t relativeshadowmins, relativeshadowmaxs; - vec3_t tmp, shadowdir; - prvm_vec3_t prvmshadowdir; - - 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); - //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_RenderMode_StencilShadowVolumes(false); - - // get shadow dir - if (r_shadows.integer == 2) - { - Math_atov(r_shadows_throwdirection.string, prvmshadowdir); - VectorCopy(prvmshadowdir, shadowdir); - VectorNormalize(shadowdir); - } - - R_Shadow_ClearStencil(); - - for (i = 0;i < r_shadow_nummodelshadows;i++) - { - ent = r_shadow_modelshadows[i]; - - // cast shadows from anything of the map (submodels are optional) - relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix); - VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance); - VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance); - if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction - 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); - } - - 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 - } - - // not really the right mode, but this will disable any silly stencil features - R_Shadow_RenderMode_End(); - - // set up ortho view for rendering this pass - //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height); - //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); - //GL_ScissorTest(true); - //R_EntityMatrix(&identitymatrix); - //R_Mesh_ResetTextureState(); - R_ResetViewRendering2D(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture); - - // set up a darkening blend on shadowed areas - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - //GL_DepthRange(0, 1); - //GL_DepthTest(false); - //GL_DepthMask(false); - //GL_PolygonOffset(0, 0);CHECKGLERROR - GL_Color(0, 0, 0, r_shadows_darken.value); - //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); - //GL_DepthFunc(GL_ALWAYS); - R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255); - - // apply the blend to the shadowed areas - R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL); - R_SetupShader_Generic_NoTexture(false, true); - R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); - - // restore the viewport - R_SetViewport(&r_refdef.view.viewport); - - // restore other state to normal - //R_Shadow_RenderMode_End(); } static void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery) { float zdist; vec3_t centerorigin; -#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2) +#ifndef USE_GLES2 float vertex3f[12]; #endif // if it's too close, skip it @@ -5929,41 +4447,26 @@ 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_GL32: case RENDERPATH_GLES2: -#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2) +#ifndef USE_GLES2 CHECKGLERROR // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead - qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels); + qglBeginQuery(GL_SAMPLES_PASSED, rtlight->corona_queryindex_allpixels); GL_DepthFunc(GL_ALWAYS); R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale); R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL, 0); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); - qglEndQueryARB(GL_SAMPLES_PASSED_ARB); + qglEndQuery(GL_SAMPLES_PASSED); GL_DepthFunc(GL_LEQUAL); - qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels); + qglBeginQuery(GL_SAMPLES_PASSED, rtlight->corona_queryindex_visiblepixels); R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale); R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL, 0); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); - qglEndQueryARB(GL_SAMPLES_PASSED_ARB); + qglEndQuery(GL_SAMPLES_PASSED); 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); @@ -5975,68 +4478,36 @@ 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) { switch(vid.renderpath) { - case RENDERPATH_GL20: - case RENDERPATH_GLES1: + case RENDERPATH_GL32: case RENDERPATH_GLES2: -#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2) - // See if we can use the GPU-side method to prevent implicit sync - if (vid.support.arb_query_buffer_object) { +#ifndef USE_GLES2 + // store the pixel counts into a uniform buffer for the shader to + // use - we'll never know the results on the cpu without + // synchronizing and we don't want that #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; - cscale *= rtlight->corona_visibility; - CHECKGLERROR - break; + if (!r_shadow_occlusion_buf) { + qglGenBuffers(1, &r_shadow_occlusion_buf); + qglBindBuffer(GL_QUERY_BUFFER, r_shadow_occlusion_buf); + qglBufferData(GL_QUERY_BUFFER, 8, NULL, GL_DYNAMIC_COPY); + } else { + qglBindBuffer(GL_QUERY_BUFFER, r_shadow_occlusion_buf); } - // fallthrough -#else - return; -#endif - case RENDERPATH_GL11: - case RENDERPATH_GL13: -#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); - if (visiblepixels < 1 || allpixels < 1) - return; - rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1); + qglGetQueryObjectiv(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT, BUFFER_OFFSET(0)); + qglGetQueryObjectiv(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT, BUFFER_OFFSET(4)); + qglBindBufferBase(GL_UNIFORM_BUFFER, 0, r_shadow_occlusion_buf); + occlude = MATERIALFLAG_OCCLUDE; 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 @@ -6048,7 +4519,7 @@ static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale) if (VectorLength(color) > (1.0f / 256.0f)) { float vertex3f[12]; - qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract; + qboolean negated = (color[0] + color[1] + color[2] < 0); if(negated) { VectorNegate(color, color); @@ -6079,19 +4550,14 @@ void R_Shadow_DrawCoronas(void) range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked - // check occlusion of coronas - // use GL_ARB_occlusion_query if available - // otherwise use raytraces + // check occlusion of coronas, using occlusion queries or raytraces r_numqueries = 0; switch (vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GL20: - case RENDERPATH_GLES1: + case RENDERPATH_GL32: case RENDERPATH_GLES2: - usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer; -#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2) + usequery = r_coronas_occlusionquery.integer; +#ifndef USE_GLES2 if (usequery) { GL_ColorMask(0,0,0,0); @@ -6102,10 +4568,10 @@ void R_Shadow_DrawCoronas(void) 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); + qglGenQueries(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); @@ -6117,20 +4583,6 @@ 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++) { @@ -7569,141 +6021,48 @@ LIGHT SAMPLING ============================================================================= */ -void R_LightPoint(float *color, const vec3_t p, const int flags) -{ - 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, 0, MATERIALFLAGMASK_TRANSLUCENT, 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, 0, MATERIALFLAGMASK_TRANSLUCENT, 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) +void R_CompleteLightPoint(float *ambient, float *diffuse, float *lightdir, const vec3_t p, const int flags, float lightmapintensity, float ambientintensity) { - 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) @@ -7730,17 +6089,18 @@ void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const continue; 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! } @@ -7763,30 +6123,30 @@ void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const continue; 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; + } }