X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=r_shadow.c;h=c11668d4b1cab340a1d0a62d7271db7d97e93956;hb=1a606ca4c462e8a9a76cd5e7e085efbecbe90009;hp=61c34461394a875d824a40049209cd4c27c7118f;hpb=0acf3f75fc97b3ccb695d96291ea8cdba9d9328b;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.c b/r_shadow.c index 61c34461..c11668d4 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -319,24 +319,25 @@ cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve perfor cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"}; cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"}; cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"}; -cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, requires r_shadow_realtime_world 1"}; +cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"}; cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"}; -cvar_t r_shadow_bouncegrid_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 4x as many pixels to hold the additional data"}; +cvar_t r_shadow_bouncegrid_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"}; cvar_t r_shadow_bouncegrid_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dlightparticlemultiplier", "0", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"}; cvar_t r_shadow_bouncegrid_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"}; +cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_SAVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"}; cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"}; -cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1)"}; -cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "5", "maximum number of bounces for a particle (minimum is 1)"}; -cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "4", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"}; -cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "2", "brightness of particles contributing to bouncegrid texture"}; +cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "4", "particles stop at this fraction of light radius (can be more than 1)"}; +cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "2", "maximum number of bounces for a particle (minimum is 0)"}; +cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "1", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"}; +cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "1", "brightness of particles contributing to bouncegrid texture"}; cvar_t r_shadow_bouncegrid_photons = {CVAR_SAVE, "r_shadow_bouncegrid_photons", "2000", "total photons to shoot per update, divided proportionately between lights"}; -cvar_t r_shadow_bouncegrid_spacingx = {CVAR_SAVE, "r_shadow_bouncegrid_spacingx", "64", "unit size of bouncegrid pixel on X axis"}; -cvar_t r_shadow_bouncegrid_spacingy = {CVAR_SAVE, "r_shadow_bouncegrid_spacingy", "64", "unit size of bouncegrid pixel on Y axis"}; -cvar_t r_shadow_bouncegrid_spacingz = {CVAR_SAVE, "r_shadow_bouncegrid_spacingz", "64", "unit size of bouncegrid pixel on Z axis"}; +cvar_t r_shadow_bouncegrid_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_spacing", "64", "unit size of bouncegrid pixel"}; +cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"}; cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"}; -cvar_t r_shadow_bouncegrid_static_photons = {CVAR_SAVE, "r_shadow_bouncegrid_static_photons", "25000", "photons value to use when in static mode"}; cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"}; -cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"}; +cvar_t r_shadow_bouncegrid_static_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_static_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1) when in static mode"}; +cvar_t r_shadow_bouncegrid_static_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_static_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0) in static mode"}; +cvar_t r_shadow_bouncegrid_static_photons = {CVAR_SAVE, "r_shadow_bouncegrid_static_photons", "25000", "photons value to use when in static mode"}; cvar_t r_shadow_bouncegrid_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"}; cvar_t r_shadow_bouncegrid_x = {CVAR_SAVE, "r_shadow_bouncegrid_x", "64", "maximum texture size of bouncegrid on X axis"}; cvar_t r_shadow_bouncegrid_y = {CVAR_SAVE, "r_shadow_bouncegrid_y", "64", "maximum texture size of bouncegrid on Y axis"}; @@ -359,6 +360,7 @@ typedef struct r_shadow_bouncegrid_settings_s qboolean staticmode; qboolean bounceanglediffuse; qboolean directionalshading; + qboolean includedirectlighting; float dlightparticlemultiplier; qboolean hitmodels; float lightradiusscale; @@ -480,10 +482,9 @@ void R_Shadow_SetShadowMode(void) r_shadow_shadowmappcf = 1; r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D; break; - case RENDERPATH_GL13: - break; case RENDERPATH_GL11: - break; + case RENDERPATH_GL13: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: break; } @@ -742,19 +743,20 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_bouncegrid_directionalshading); Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier); Cvar_RegisterVariable(&r_shadow_bouncegrid_hitmodels); + Cvar_RegisterVariable(&r_shadow_bouncegrid_includedirectlighting); Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity); Cvar_RegisterVariable(&r_shadow_bouncegrid_lightradiusscale); Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce); Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity); Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity); Cvar_RegisterVariable(&r_shadow_bouncegrid_photons); - Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingx); - Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingy); - Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingz); + Cvar_RegisterVariable(&r_shadow_bouncegrid_spacing); + Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom); Cvar_RegisterVariable(&r_shadow_bouncegrid_static); - Cvar_RegisterVariable(&r_shadow_bouncegrid_static_photons); Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading); - Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom); + Cvar_RegisterVariable(&r_shadow_bouncegrid_static_lightradiusscale); + Cvar_RegisterVariable(&r_shadow_bouncegrid_static_maxbounce); + Cvar_RegisterVariable(&r_shadow_bouncegrid_static_photons); Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval); Cvar_RegisterVariable(&r_shadow_bouncegrid_x); Cvar_RegisterVariable(&r_shadow_bouncegrid_y); @@ -1753,7 +1755,7 @@ 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); + r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32, false); } static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z) @@ -1950,7 +1952,7 @@ void R_Shadow_RenderMode_Begin(void) GL_DepthMask(false); GL_Color(0, 0, 0, 1); 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) @@ -1979,8 +1981,9 @@ void R_Shadow_RenderMode_Begin(void) case RENDERPATH_GLES2: r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL; break; - case RENDERPATH_GL13: 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) @@ -2010,7 +2013,7 @@ void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight) void R_Shadow_RenderMode_Reset(void) { - R_Mesh_ResetRenderTargets(); + R_Mesh_SetMainRenderTargets(); R_SetViewport(&r_refdef.view.viewport); GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]); R_Mesh_ResetTextureState(); @@ -2025,7 +2028,7 @@ void R_Shadow_RenderMode_Reset(void) GL_Color(1, 1, 1, 1); GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); GL_BlendFunc(GL_ONE, GL_ZERO); - R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false); r_shadow_usingshadowmap2d = false; r_shadow_usingshadowmaportho = false; R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255); @@ -2047,7 +2050,7 @@ void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass) GL_ColorMask(0, 0, 0, 0); GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR GL_CullFace(GL_NONE); - R_SetupShader_DepthOrShadow(); + R_SetupShader_DepthOrShadow(false); r_shadow_rendermode = mode; switch(mode) { @@ -2157,15 +2160,9 @@ void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size) r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D; R_Mesh_ResetTextureState(); - R_Mesh_ResetRenderTargets(); R_Shadow_RenderMode_Reset(); - if (fbo) - { - R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL); - R_SetupShader_DepthOrShadow(); - } - else - R_SetupShader_ShowDepth(); + R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL); + R_SetupShader_DepthOrShadow(true); GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value); GL_DepthMask(true); GL_DepthTest(true); @@ -2181,6 +2178,7 @@ init_done: case RENDERPATH_GL13: case RENDERPATH_GL20: case RENDERPATH_SOFT: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: GL_CullFace(r_refdef.view.cullface_back); // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once @@ -2227,7 +2225,7 @@ init_done: void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping) { R_Mesh_ResetTextureState(); - R_Mesh_ResetRenderTargets(); + R_Mesh_SetMainRenderTargets(); if (transparent) { r_shadow_lightscissor[0] = r_refdef.view.viewport.x; @@ -2287,7 +2285,10 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadow // only draw light where this geometry was already rendered AND the // stencil is 128 (values other than this mean shadow) R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255); - R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL); + if (rsurface.rtlight->specularscale > 0 && r_shadow_gloss.integer > 0) + R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL); + else + R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL); r_shadow_usingshadowmap2d = shadowmapping; @@ -2306,7 +2307,7 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadow R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0); } -static void R_Shadow_UpdateBounceGridTexture(void) +void R_Shadow_UpdateBounceGridTexture(void) { #define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576 dlight_t *light; @@ -2344,6 +2345,9 @@ static void R_Shadow_UpdateBounceGridTexture(void) vec3_t size; vec3_t spacing; vec3_t lightcolor; + vec3_t steppos; + vec3_t stepdelta; + vec3_t cullmins, cullmaxs; vec_t radius; vec_t s; vec_t lightintensity; @@ -2351,53 +2355,62 @@ static void R_Shadow_UpdateBounceGridTexture(void) vec_t photonresidual; float m[16]; float texlerp[2][3]; - float splatcolor[16]; + float splatcolor[32]; float pixelweight[8]; float w; int c[4]; int pixelindex[8]; int corner; - int x, y, z, d; + int pixelsperband; + int pixelband; + int pixelbands; + int numsteps; + int step; + int x, y, z; rtlight_t *rtlight; r_shadow_bouncegrid_settings_t settings; - qboolean enable = r_shadow_bouncegrid.integer != 0 && vid.support.ext_texture_3d && r_refdef.scene.worldmodel; + qboolean enable = r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel; + qboolean allowdirectionalshading = false; + switch(vid.renderpath) + { + case RENDERPATH_GL20: + allowdirectionalshading = true; + if (!vid.support.ext_texture_3d) + return; + break; + case RENDERPATH_GLES2: + // for performance reasons, do not use directional shading on GLES devices + if (!vid.support.ext_texture_3d) + return; + 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: + return; + } r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value; // see if there are really any lights to render... - if (enable) + if (enable && r_shadow_bouncegrid_static.integer) { enable = false; range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked - range1 = r_shadow_bouncegrid_static.integer ? 0 : r_refdef.scene.numlights; - range2 = range + range1; - for (lightindex = 0;lightindex < range2;lightindex++) + for (lightindex = 0;lightindex < range;lightindex++) { - if (r_shadow_bouncegrid_static.integer) - { - light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); - if (!light || !(light->flags & flag)) - continue; - rtlight = &light->rtlight; - // when static, we skip styled lights because they tend to change... - if (rtlight->style > 0) - continue; - VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor); - } - else - { - if (lightindex < range) - { - light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); - rtlight = &light->rtlight; - } - else - rtlight = r_refdef.scene.lights[lightindex - range]; - // draw only visible lights (major speedup) - if (!rtlight->draw) - continue; - VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor); - } + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + if (!light || !(light->flags & flag)) + continue; + rtlight = &light->rtlight; + // when static, we skip styled lights because they tend to change... + if (rtlight->style > 0) + continue; + VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale), lightcolor); if (!VectorLength2(lightcolor)) continue; enable = true; @@ -2424,25 +2437,27 @@ static void R_Shadow_UpdateBounceGridTexture(void) } // build up a complete collection of the desired settings, so that memcmp can be used to compare parameters + memset(&settings, 0, sizeof(settings)); settings.staticmode = r_shadow_bouncegrid_static.integer != 0; settings.bounceanglediffuse = r_shadow_bouncegrid_bounceanglediffuse.integer != 0; - settings.directionalshading = r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_directionalshading.integer != 0; + settings.directionalshading = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_directionalshading.integer != 0) && allowdirectionalshading; settings.dlightparticlemultiplier = r_shadow_bouncegrid_dlightparticlemultiplier.value; settings.hitmodels = r_shadow_bouncegrid_hitmodels.integer != 0; - settings.lightradiusscale = r_shadow_bouncegrid_lightradiusscale.value; - settings.maxbounce = r_shadow_bouncegrid_maxbounce.integer; + settings.includedirectlighting = r_shadow_bouncegrid_includedirectlighting.integer != 0 || r_shadow_bouncegrid.integer == 2; + settings.lightradiusscale = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_lightradiusscale.value : r_shadow_bouncegrid_lightradiusscale.value); + settings.maxbounce = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_maxbounce.integer : r_shadow_bouncegrid_maxbounce.integer); settings.particlebounceintensity = r_shadow_bouncegrid_particlebounceintensity.value; - settings.particleintensity = r_shadow_bouncegrid_particleintensity.value; + settings.particleintensity = r_shadow_bouncegrid_particleintensity.value * 16384.0f * (settings.directionalshading ? 4.0f : 1.0f) / (r_shadow_bouncegrid_spacing.value * r_shadow_bouncegrid_spacing.value); settings.photons = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_photons.integer : r_shadow_bouncegrid_photons.integer; - settings.spacing[0] = r_shadow_bouncegrid_spacingx.value; - settings.spacing[1] = r_shadow_bouncegrid_spacingy.value; - settings.spacing[2] = r_shadow_bouncegrid_spacingz.value; + settings.spacing[0] = r_shadow_bouncegrid_spacing.value; + settings.spacing[1] = r_shadow_bouncegrid_spacing.value; + settings.spacing[2] = r_shadow_bouncegrid_spacing.value; settings.stablerandom = r_shadow_bouncegrid_stablerandom.integer; // bound the values for sanity settings.photons = bound(1, settings.photons, 1048576); settings.lightradiusscale = bound(0.0001f, settings.lightradiusscale, 1024.0f); - settings.maxbounce = bound(1, settings.maxbounce, 16); + settings.maxbounce = bound(0, settings.maxbounce, 16); settings.spacing[0] = bound(1, settings.spacing[0], 512); settings.spacing[1] = bound(1, settings.spacing[1], 512); settings.spacing[2] = bound(1, settings.spacing[2], 512); @@ -2485,7 +2500,7 @@ static void R_Shadow_UpdateBounceGridTexture(void) // if dynamic we may or may not want to use the world bounds // if the dynamic size is smaller than the world bounds, use it instead - if (!settings.staticmode && (r_shadow_bouncegrid_x.integer < resolution[0] || r_shadow_bouncegrid_y.integer < resolution[1] || r_shadow_bouncegrid_z.integer < resolution[2])) + if (!settings.staticmode && (r_shadow_bouncegrid_x.integer * r_shadow_bouncegrid_y.integer * r_shadow_bouncegrid_z.integer < resolution[0] * resolution[1] * resolution[2])) { // we know the resolution we want c[0] = r_shadow_bouncegrid_x.integer; @@ -2526,6 +2541,10 @@ static void R_Shadow_UpdateBounceGridTexture(void) // store the new settings r_shadow_bouncegridsettings = settings; + pixelbands = settings.directionalshading ? 8 : 1; + pixelsperband = resolution[0]*resolution[1]*resolution[2]; + numpixels = pixelsperband*pixelbands; + // we're going to update the bouncegrid, update the matrix... memset(m, 0, sizeof(m)); m[0] = 1.0f / size[0]; @@ -2535,16 +2554,7 @@ static void R_Shadow_UpdateBounceGridTexture(void) m[10] = 1.0f / size[2]; m[11] = -mins[2] * m[10]; m[15] = 1.0f; - if (settings.directionalshading) - { - m[10] *= 0.25f; - m[11] *= 0.25f; - } Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegridmatrix, m); - numpixels = resolution[0]*resolution[1]*resolution[2]; - if (settings.directionalshading) - numpixels *= 4; - r_shadow_bouncegriddirectional = settings.directionalshading; // reallocate pixels for this update if needed... if (r_shadow_bouncegridnumpixels != numpixels || !r_shadow_bouncegridpixels || !r_shadow_bouncegridhighpixels) { @@ -2559,16 +2569,20 @@ static void R_Shadow_UpdateBounceGridTexture(void) r_shadow_bouncegridnumpixels = numpixels; pixels = r_shadow_bouncegridpixels; highpixels = r_shadow_bouncegridhighpixels; - if (settings.directionalshading) - memset(pixels, 128, numpixels * sizeof(unsigned char[4])); - else - memset(pixels, 0, numpixels * sizeof(unsigned char[4])); + x = pixelsperband*4; + for (pixelband = 0;pixelband < pixelbands;pixelband++) + { + if (pixelband == 1) + memset(pixels + pixelband * x, 128, x); + else + memset(pixels + pixelband * x, 0, x); + } memset(highpixels, 0, numpixels * sizeof(float[4])); // figure out what we want to interact with if (settings.hitmodels) - hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_LIQUIDSMASK; + hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;// | SUPERCONTENTS_LIQUIDSMASK; else - hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK; + hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK; maxbounce = settings.maxbounce; // clear variables that produce warnings otherwise memset(splatcolor, 0, sizeof(splatcolor)); @@ -2579,95 +2593,89 @@ static void R_Shadow_UpdateBounceGridTexture(void) photoncount = 0; for (lightindex = 0;lightindex < range2;lightindex++) { - if (settings.staticmode) + if (lightindex < range) { light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); - if (!light || !(light->flags & flag)) + if (!light) continue; rtlight = &light->rtlight; - // when static, we skip styled lights because they tend to change... - if (rtlight->style > 0) + VectorClear(rtlight->photoncolor); + rtlight->photons = 0; + if (!(light->flags & flag)) continue; - VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor); + if (settings.staticmode) + { + // when static, we skip styled lights because they tend to change... + if (rtlight->style > 0 && r_shadow_bouncegrid.integer != 2) + continue; + } } else { - if (lightindex < range) - { - light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); - rtlight = &light->rtlight; - } - else - rtlight = r_refdef.scene.lights[lightindex - range]; - // draw only visible lights (major speedup) - if (!rtlight->draw) - continue; - VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor); + rtlight = r_refdef.scene.lights[lightindex - range]; + VectorClear(rtlight->photoncolor); + rtlight->photons = 0; } - if (!VectorLength2(lightcolor)) + // draw only visible lights (major speedup) + radius = rtlight->radius * settings.lightradiusscale; + cullmins[0] = rtlight->shadoworigin[0] - radius; + cullmins[1] = rtlight->shadoworigin[1] - radius; + cullmins[2] = rtlight->shadoworigin[2] - radius; + cullmaxs[0] = rtlight->shadoworigin[0] + radius; + cullmaxs[1] = rtlight->shadoworigin[1] + radius; + cullmaxs[2] = rtlight->shadoworigin[2] + radius; + if (R_CullBox(cullmins, cullmaxs)) + continue; + if (r_refdef.scene.worldmodel + && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs + && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, cullmins, cullmaxs)) continue; + w = r_shadow_lightintensityscale.value * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale); + if (w * VectorLength2(rtlight->color) == 0.0f) + continue; + w *= (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1); + VectorScale(rtlight->color, w, rtlight->photoncolor); + //if (!VectorLength2(rtlight->photoncolor)) + // continue; // shoot particles from this light // use a calculation for the number of particles that will not // vary with lightstyle, otherwise we get randomized particle // distribution, the seeded random is only consistent for a // consistent number of particles on this light... - radius = rtlight->radius * settings.lightradiusscale; s = rtlight->radius; lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale); if (lightindex >= range) lightintensity *= settings.dlightparticlemultiplier; - photoncount += max(0.0f, lightintensity * s * s); + rtlight->photons = max(0.0f, lightintensity * s * s); + photoncount += rtlight->photons; } photonscaling = (float)settings.photons / max(1, photoncount); photonresidual = 0.0f; for (lightindex = 0;lightindex < range2;lightindex++) { - if (settings.staticmode) + if (lightindex < range) { light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); - if (!light || !(light->flags & flag)) + if (!light) continue; rtlight = &light->rtlight; - // when static, we skip styled lights because they tend to change... - if (rtlight->style > 0) - continue; - VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor); } else - { - if (lightindex < range) - { - light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); - rtlight = &light->rtlight; - } - else - rtlight = r_refdef.scene.lights[lightindex - range]; - // draw only visible lights (major speedup) - if (!rtlight->draw) - continue; - VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor); - } - if (!VectorLength2(lightcolor)) + rtlight = r_refdef.scene.lights[lightindex - range]; + // skip a light with no photons + if (rtlight->photons == 0.0f) continue; - // shoot particles from this light - // use a calculation for the number of particles that will not - // vary with lightstyle, otherwise we get randomized particle - // distribution, the seeded random is only consistent for a - // consistent number of particles on this light... - radius = rtlight->radius * settings.lightradiusscale; - s = rtlight->radius; - lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale); - if (lightindex >= range) - lightintensity *= settings.dlightparticlemultiplier; - photonresidual += lightintensity * s * s * photonscaling; + // skip a light with no photon color) + if (VectorLength2(rtlight->photoncolor) == 0.0f) + continue; + photonresidual += rtlight->photons * photonscaling; shootparticles = (int)bound(0, photonresidual, MAXBOUNCEGRIDPARTICLESPERLIGHT); if (!shootparticles) continue; photonresidual -= shootparticles; + radius = rtlight->radius * settings.lightradiusscale; s = settings.particleintensity / shootparticles; - VectorScale(lightcolor, s, baseshotcolor); - if (VectorLength2(baseshotcolor) == 0.0f) - break; + VectorScale(rtlight->photoncolor, s, baseshotcolor); r_refdef.stats.bouncegrid_lights++; r_refdef.stats.bouncegrid_particles += shootparticles; for (shotparticles = 0;shotparticles < shootparticles;shotparticles++) @@ -2686,122 +2694,118 @@ static void R_Shadow_UpdateBounceGridTexture(void) r_refdef.stats.bouncegrid_traces++; //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask); //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask); - if (settings.staticmode) - Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask, true); - else - cliptrace = CL_TraceLine(clipstart, clipend, settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS, NULL, hitsupercontentsmask, true, false, NULL, true, true); - if (cliptrace.fraction >= 1.0f) - break; - r_refdef.stats.bouncegrid_hits++; - if (bouncecount > 0) + //if (settings.staticmode) + // Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask, true); + //else + cliptrace = CL_TraceLine(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, true, false, NULL, true, true); + if (bouncecount > 0 || settings.includedirectlighting) { - r_refdef.stats.bouncegrid_splats++; - // figure out which texture pixel this is in - texlerp[1][0] = ((cliptrace.endpos[0] - mins[0]) * ispacing[0]); - texlerp[1][1] = ((cliptrace.endpos[1] - mins[1]) * ispacing[1]); - texlerp[1][2] = ((cliptrace.endpos[2] - mins[2]) * ispacing[2]); - tex[0] = (int)floor(texlerp[1][0]); - tex[1] = (int)floor(texlerp[1][1]); - tex[2] = (int)floor(texlerp[1][2]); - if (tex[0] >= 1 && tex[1] >= 1 && tex[2] >= 1 && tex[0] < resolution[0] - 2 && tex[1] < resolution[1] - 2 && tex[2] < resolution[2] - 2) + // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ) + // accumulate average shotcolor + w = VectorLength(shotcolor); + splatcolor[ 0] = shotcolor[0]; + splatcolor[ 1] = shotcolor[1]; + splatcolor[ 2] = shotcolor[2]; + splatcolor[ 3] = 0.0f; + if (pixelbands > 1) { - // it is within bounds... do the real work now - // calculate first order spherical harmonics values (average, slopeX, slopeY, slopeZ) - if (settings.directionalshading) - { - VectorSubtract(clipstart, cliptrace.endpos, clipdiff); - VectorNormalize(clipdiff); - splatcolor[ 0] = shotcolor[0] * clipdiff[2]; - splatcolor[ 1] = shotcolor[0] * clipdiff[1]; - splatcolor[ 2] = shotcolor[0] * clipdiff[0]; - splatcolor[ 3] = shotcolor[0]; - splatcolor[ 4] = shotcolor[1] * clipdiff[2]; - splatcolor[ 5] = shotcolor[1] * clipdiff[1]; - splatcolor[ 6] = shotcolor[1] * clipdiff[0]; - splatcolor[ 7] = shotcolor[1]; - splatcolor[ 8] = shotcolor[2] * clipdiff[2]; - splatcolor[ 9] = shotcolor[2] * clipdiff[1]; - splatcolor[10] = shotcolor[2] * clipdiff[0]; - splatcolor[11] = shotcolor[2]; - w = VectorLength(shotcolor); - splatcolor[12] = clipdiff[2] * w; - splatcolor[13] = clipdiff[1] * w; - splatcolor[14] = clipdiff[0] * w; - splatcolor[15] = 1.0f; - } - else - { - splatcolor[ 0] = shotcolor[2]; - splatcolor[ 1] = shotcolor[1]; - splatcolor[ 2] = shotcolor[0]; - splatcolor[ 3] = 1.0f; - } - // calculate the lerp factors - texlerp[1][0] -= tex[0]; - texlerp[1][1] -= tex[1]; - texlerp[1][2] -= tex[2]; - texlerp[0][0] = 1.0f - texlerp[1][0]; - texlerp[0][1] = 1.0f - texlerp[1][1]; - texlerp[0][2] = 1.0f - texlerp[1][2]; - // calculate individual pixel indexes and weights - pixelindex[0] = (((tex[2] )*resolution[1]+tex[1] )*resolution[0]+tex[0] );pixelweight[0] = (texlerp[0][0]*texlerp[0][1]*texlerp[0][2]); - pixelindex[1] = (((tex[2] )*resolution[1]+tex[1] )*resolution[0]+tex[0]+1);pixelweight[1] = (texlerp[1][0]*texlerp[0][1]*texlerp[0][2]); - pixelindex[2] = (((tex[2] )*resolution[1]+tex[1]+1)*resolution[0]+tex[0] );pixelweight[2] = (texlerp[0][0]*texlerp[1][1]*texlerp[0][2]); - pixelindex[3] = (((tex[2] )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[3] = (texlerp[1][0]*texlerp[1][1]*texlerp[0][2]); - pixelindex[4] = (((tex[2]+1)*resolution[1]+tex[1] )*resolution[0]+tex[0] );pixelweight[4] = (texlerp[0][0]*texlerp[0][1]*texlerp[1][2]); - pixelindex[5] = (((tex[2]+1)*resolution[1]+tex[1] )*resolution[0]+tex[0]+1);pixelweight[5] = (texlerp[1][0]*texlerp[0][1]*texlerp[1][2]); - pixelindex[6] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0] );pixelweight[6] = (texlerp[0][0]*texlerp[1][1]*texlerp[1][2]); - pixelindex[7] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[7] = (texlerp[1][0]*texlerp[1][1]*texlerp[1][2]); - // update the 8 pixels... - for (corner = 0;corner < 8;corner++) + VectorSubtract(clipstart, cliptrace.endpos, clipdiff); + VectorNormalize(clipdiff); + // store bentnormal in case the shader has a use for it + splatcolor[ 4] = clipdiff[0] * w; + splatcolor[ 5] = clipdiff[1] * w; + splatcolor[ 6] = clipdiff[2] * w; + splatcolor[ 7] = w; + // accumulate directional contributions (+X, +Y, +Z, -X, -Y, -Z) + splatcolor[ 8] = shotcolor[0] * max(0.0f, clipdiff[0]); + splatcolor[ 9] = shotcolor[0] * max(0.0f, clipdiff[1]); + splatcolor[10] = shotcolor[0] * max(0.0f, clipdiff[2]); + splatcolor[11] = 0.0f; + splatcolor[12] = shotcolor[1] * max(0.0f, clipdiff[0]); + splatcolor[13] = shotcolor[1] * max(0.0f, clipdiff[1]); + splatcolor[14] = shotcolor[1] * max(0.0f, clipdiff[2]); + splatcolor[15] = 0.0f; + splatcolor[16] = shotcolor[2] * max(0.0f, clipdiff[0]); + splatcolor[17] = shotcolor[2] * max(0.0f, clipdiff[1]); + splatcolor[18] = shotcolor[2] * max(0.0f, clipdiff[2]); + splatcolor[19] = 0.0f; + splatcolor[20] = shotcolor[0] * max(0.0f, -clipdiff[0]); + splatcolor[21] = shotcolor[0] * max(0.0f, -clipdiff[1]); + splatcolor[22] = shotcolor[0] * max(0.0f, -clipdiff[2]); + splatcolor[23] = 0.0f; + splatcolor[24] = shotcolor[1] * max(0.0f, -clipdiff[0]); + splatcolor[25] = shotcolor[1] * max(0.0f, -clipdiff[1]); + splatcolor[26] = shotcolor[1] * max(0.0f, -clipdiff[2]); + splatcolor[27] = 0.0f; + splatcolor[28] = shotcolor[2] * max(0.0f, -clipdiff[0]); + splatcolor[29] = shotcolor[2] * max(0.0f, -clipdiff[1]); + splatcolor[30] = shotcolor[2] * max(0.0f, -clipdiff[2]); + splatcolor[31] = 0.0f; + } + // calculate the number of steps we need to traverse this distance + VectorSubtract(cliptrace.endpos, clipstart, stepdelta); + numsteps = (int)(VectorLength(stepdelta) * ispacing[0]); + numsteps = bound(1, numsteps, 1024); + w = 1.0f / numsteps; + VectorScale(stepdelta, w, stepdelta); + VectorMA(clipstart, 0.5f, stepdelta, steppos); + for (step = 0;step < numsteps;step++) + { + r_refdef.stats.bouncegrid_splats++; + // figure out which texture pixel this is in + texlerp[1][0] = ((steppos[0] - mins[0]) * ispacing[0]) - 0.5f; + texlerp[1][1] = ((steppos[1] - mins[1]) * ispacing[1]) - 0.5f; + texlerp[1][2] = ((steppos[2] - mins[2]) * ispacing[2]) - 0.5f; + tex[0] = (int)floor(texlerp[1][0]); + tex[1] = (int)floor(texlerp[1][1]); + tex[2] = (int)floor(texlerp[1][2]); + if (tex[0] >= 1 && tex[1] >= 1 && tex[2] >= 1 && tex[0] < resolution[0] - 2 && tex[1] < resolution[1] - 2 && tex[2] < resolution[2] - 2) { - // calculate address for first set of coefficients - w = pixelweight[corner]; - pixel = pixels + 4 * pixelindex[corner]; - highpixel = highpixels + 4 * pixelindex[corner]; - // add to the high precision pixel color - highpixel[0] += (splatcolor[ 0]*w); - highpixel[1] += (splatcolor[ 1]*w); - highpixel[2] += (splatcolor[ 2]*w); - highpixel[3] += (splatcolor[ 3]*w); - // flag the low precision pixel as needing to be updated - pixel[3] = 255; - if (settings.directionalshading) + // it is within bounds... do the real work now + // calculate the lerp factors + texlerp[1][0] -= tex[0]; + texlerp[1][1] -= tex[1]; + texlerp[1][2] -= tex[2]; + texlerp[0][0] = 1.0f - texlerp[1][0]; + texlerp[0][1] = 1.0f - texlerp[1][1]; + texlerp[0][2] = 1.0f - texlerp[1][2]; + // calculate individual pixel indexes and weights + pixelindex[0] = (((tex[2] )*resolution[1]+tex[1] )*resolution[0]+tex[0] );pixelweight[0] = (texlerp[0][0]*texlerp[0][1]*texlerp[0][2]); + pixelindex[1] = (((tex[2] )*resolution[1]+tex[1] )*resolution[0]+tex[0]+1);pixelweight[1] = (texlerp[1][0]*texlerp[0][1]*texlerp[0][2]); + pixelindex[2] = (((tex[2] )*resolution[1]+tex[1]+1)*resolution[0]+tex[0] );pixelweight[2] = (texlerp[0][0]*texlerp[1][1]*texlerp[0][2]); + pixelindex[3] = (((tex[2] )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[3] = (texlerp[1][0]*texlerp[1][1]*texlerp[0][2]); + pixelindex[4] = (((tex[2]+1)*resolution[1]+tex[1] )*resolution[0]+tex[0] );pixelweight[4] = (texlerp[0][0]*texlerp[0][1]*texlerp[1][2]); + pixelindex[5] = (((tex[2]+1)*resolution[1]+tex[1] )*resolution[0]+tex[0]+1);pixelweight[5] = (texlerp[1][0]*texlerp[0][1]*texlerp[1][2]); + pixelindex[6] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0] );pixelweight[6] = (texlerp[0][0]*texlerp[1][1]*texlerp[1][2]); + pixelindex[7] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[7] = (texlerp[1][0]*texlerp[1][1]*texlerp[1][2]); + // update the 8 pixels... + for (pixelband = 0;pixelband < pixelbands;pixelband++) { - // advance to second set of coefficients - pixel += numpixels; - highpixel += numpixels; - // add to the high precision pixel color - highpixel[0] += (splatcolor[ 4]*w); - highpixel[1] += (splatcolor[ 5]*w); - highpixel[2] += (splatcolor[ 6]*w); - highpixel[3] += (splatcolor[ 7]*w); - // flag the low precision pixel as needing to be updated - pixel[3] = 255; - // advance to third set of coefficients - pixel += numpixels; - highpixel += numpixels; - // add to the high precision pixel color - highpixel[0] += (splatcolor[ 8]*w); - highpixel[1] += (splatcolor[ 9]*w); - highpixel[2] += (splatcolor[10]*w); - highpixel[3] += (splatcolor[11]*w); - // flag the low precision pixel as needing to be updated - pixel[3] = 255; - // advance to fourth set of coefficients - pixel += numpixels; - highpixel += numpixels; - // add to the high precision pixel color - highpixel[0] += (splatcolor[12]*w); - highpixel[1] += (splatcolor[13]*w); - highpixel[2] += (splatcolor[14]*w); - highpixel[3] += (splatcolor[15]*w); - // flag the low precision pixel as needing to be updated - pixel[3] = 255; + for (corner = 0;corner < 8;corner++) + { + // calculate address for pixel + w = pixelweight[corner]; + pixel = pixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4; + highpixel = highpixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4; + // add to the high precision pixel color + highpixel[0] += (splatcolor[pixelband*4+0]*w); + highpixel[1] += (splatcolor[pixelband*4+1]*w); + highpixel[2] += (splatcolor[pixelband*4+2]*w); + highpixel[3] += (splatcolor[pixelband*4+3]*w); + // flag the low precision pixel as needing to be updated + pixel[3] = 255; + // advance to next band of coefficients + //pixel += pixelsperband*4; + //highpixel += pixelsperband*4; + } } } + VectorAdd(steppos, stepdelta, steppos); } } + if (cliptrace.fraction >= 1.0f) + break; + r_refdef.stats.bouncegrid_hits++; if (bouncecount >= maxbounce) break; // scale down shot color by bounce intensity and texture color (or 50% if no texture reported) @@ -2845,22 +2849,21 @@ static void R_Shadow_UpdateBounceGridTexture(void) // generate pixels array from highpixels array // skip first and last columns, rows, and layers as these are blank // the pixel[3] value was written above, so we can use it to detect only pixels that need to be calculated - for (d = 0;d < 4;d++) + for (pixelband = 0;pixelband < pixelbands;pixelband++) { for (z = 1;z < resolution[2]-1;z++) { for (y = 1;y < resolution[1]-1;y++) { - for (x = 1, pixelindex[0] = ((d*resolution[2]+z)*resolution[1]+y)*resolution[0]+x, pixel = pixels + 4*pixelindex[0], highpixel = highpixels + 4*pixelindex[0];x < resolution[0]-1;x++, pixel += 4, highpixel += 4) + for (x = 1, pixelindex[0] = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x, pixel = pixels + 4*pixelindex[0], highpixel = highpixels + 4*pixelindex[0];x < resolution[0]-1;x++, pixel += 4, highpixel += 4) { // only convert pixels that were hit by photons if (pixel[3] == 255) { // normalize the bentnormal... - if (settings.directionalshading) + if (pixelband == 1) { - if (d == 3) - VectorNormalize(highpixel); + VectorNormalize(highpixel); c[0] = (int)(highpixel[0]*128.0f+128.0f); c[1] = (int)(highpixel[1]*128.0f+128.0f); c[2] = (int)(highpixel[2]*128.0f+128.0f); @@ -2873,25 +2876,24 @@ static void R_Shadow_UpdateBounceGridTexture(void) c[2] = (int)(highpixel[2]*256.0f); c[3] = (int)(highpixel[3]*256.0f); } - pixel[0] = (unsigned char)bound(0, c[0], 255); + pixel[2] = (unsigned char)bound(0, c[0], 255); pixel[1] = (unsigned char)bound(0, c[1], 255); - pixel[2] = (unsigned char)bound(0, c[2], 255); + pixel[0] = (unsigned char)bound(0, c[2], 255); pixel[3] = (unsigned char)bound(0, c[3], 255); } } } } - if (!settings.directionalshading) - break; } - if (r_shadow_bouncegridtexture && r_shadow_bouncegridresolution[0] == resolution[0] && r_shadow_bouncegridresolution[1] == resolution[1] && r_shadow_bouncegridresolution[2] == resolution[2]) - R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*(settings.directionalshading ? 4 : 1)); + if (r_shadow_bouncegridtexture && r_shadow_bouncegridresolution[0] == resolution[0] && r_shadow_bouncegridresolution[1] == resolution[1] && r_shadow_bouncegridresolution[2] == resolution[2] && r_shadow_bouncegriddirectional == settings.directionalshading) + R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands); else { VectorCopy(resolution, r_shadow_bouncegridresolution); + r_shadow_bouncegriddirectional = settings.directionalshading; if (r_shadow_bouncegridtexture) R_FreeTexture(r_shadow_bouncegridtexture); - r_shadow_bouncegridtexture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*(settings.directionalshading ? 4 : 1), pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL); + r_shadow_bouncegridtexture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL); } r_shadow_bouncegridtime = realtime; } @@ -2951,7 +2953,7 @@ int bboxedges[12][2] = qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs) { - if (!r_shadow_scissor.integer) + if (!r_shadow_scissor.integer || r_shadow_usingdeferredprepass || r_trippy.integer) { r_shadow_lightscissor[0] = r_refdef.view.viewport.x; r_shadow_lightscissor[1] = r_refdef.view.viewport.y; @@ -3150,12 +3152,8 @@ static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, cons 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); - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) - GL_DepthFunc(GL_EQUAL); + R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false); RSurf_DrawBatch(); - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) - GL_DepthFunc(GL_LEQUAL); } static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2) @@ -3338,29 +3336,7 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures if(negated) { VectorNegate(lightcolor, lightcolor); - switch(vid.renderpath) - { - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GL20: - case RENDERPATH_GLES2: - qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT); - break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT); -#endif - 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: - DPSOFTRAST_BlendSubtract(true); - break; - } + GL_BlendEquationSubtract(true); } RSurf_SetupDepthAndCulling(); switch (r_shadow_rendermode) @@ -3383,31 +3359,7 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures break; } if(negated) - { - switch(vid.renderpath) - { - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GL20: - case RENDERPATH_GLES2: - qglBlendEquationEXT(GL_FUNC_ADD_EXT); - break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD); -#endif - 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: - DPSOFTRAST_BlendSubtract(false); - break; - } - } + GL_BlendEquationSubtract(false); } void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags) @@ -3613,6 +3565,9 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight) // can hold rtlight->cached_numfrustumplanes = 0; + if (r_trippy.integer) + return; + // haven't implemented a culling path for ortho rendering if (!r_refdef.view.useperspective) { @@ -4520,7 +4475,7 @@ void R_Shadow_DrawPrepass(void) if (r_refdef.scene.lights[lnum]->draw) R_Shadow_DrawLight(r_refdef.scene.lights[lnum]); - R_Mesh_ResetRenderTargets(); + R_Mesh_SetMainRenderTargets(); R_Shadow_RenderMode_End(); @@ -4642,8 +4597,9 @@ void R_Shadow_PrepareLights(void) } } break; - case RENDERPATH_GL13: case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GLES1: r_shadow_usingdeferredprepass = false; break; } @@ -4651,22 +4607,25 @@ void R_Shadow_PrepareLights(void) R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles); flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; - if (r_shadow_debuglight.integer >= 0) - { - lightindex = r_shadow_debuglight.integer; - light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); - if (light && (light->flags & flag)) - R_Shadow_PrepareLight(&light->rtlight); - } - else + if (r_shadow_bouncegrid.integer != 2) { - range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked - for (lightindex = 0;lightindex < range;lightindex++) + if (r_shadow_debuglight.integer >= 0) { + lightindex = r_shadow_debuglight.integer; light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); - if (light && (light->flags & flag)) + if (light) R_Shadow_PrepareLight(&light->rtlight); } + else + { + range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked + for (lightindex = 0;lightindex < range;lightindex++) + { + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + if (light && (light->flags & flag)) + R_Shadow_PrepareLight(&light->rtlight); + } + } } if (r_refdef.scene.rtdlight) { @@ -4685,8 +4644,6 @@ void R_Shadow_PrepareLights(void) if (r_editlights.integer) R_Shadow_DrawLightSprites(); - - R_Shadow_UpdateBounceGridTexture(); } void R_Shadow_DrawLights(void) @@ -4699,23 +4656,26 @@ void R_Shadow_DrawLights(void) R_Shadow_RenderMode_Begin(); - flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; - if (r_shadow_debuglight.integer >= 0) + if (r_shadow_bouncegrid.integer != 2) { - lightindex = r_shadow_debuglight.integer; - light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); - if (light && (light->flags & flag)) - R_Shadow_DrawLight(&light->rtlight); - } - else - { - range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked - for (lightindex = 0;lightindex < range;lightindex++) + flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; + if (r_shadow_debuglight.integer >= 0) { + lightindex = r_shadow_debuglight.integer; light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); - if (light && (light->flags & flag)) + if (light) R_Shadow_DrawLight(&light->rtlight); } + else + { + range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked + for (lightindex = 0;lightindex < range;lightindex++) + { + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + if (light && (light->flags & flag)) + R_Shadow_DrawLight(&light->rtlight); + } + } } if (r_refdef.scene.rtdlight) for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++) @@ -4892,7 +4852,7 @@ void R_DrawModelShadowMaps(void) VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin); R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL); - R_SetupShader_DepthOrShadow(); + R_SetupShader_DepthOrShadow(true); GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value); GL_DepthMask(true); GL_DepthTest(true); @@ -4912,8 +4872,8 @@ void R_DrawModelShadowMaps(void) #if 0 // debugging - R_Mesh_ResetRenderTargets(); - R_SetupShader_ShowDepth(); + R_Mesh_SetMainRenderTargets(); + R_SetupShader_ShowDepth(true); GL_ColorMask(1,1,1,1); GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0); #endif @@ -4970,6 +4930,7 @@ void R_DrawModelShadowMaps(void) case RENDERPATH_GL13: case RENDERPATH_GL20: case RENDERPATH_SOFT: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: break; case RENDERPATH_D3D9: @@ -5113,7 +5074,7 @@ void R_DrawModelShadows(void) // apply the blend to the shadowed areas R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL); - R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, true); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); // restore the viewport @@ -5143,9 +5104,10 @@ void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery) switch(vid.renderpath) { - case RENDERPATH_GL20: - case RENDERPATH_GL13: case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: CHECKGLERROR // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead @@ -5191,9 +5153,10 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale) { switch(vid.renderpath) { - case RENDERPATH_GL20: - case RENDERPATH_GL13: case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: CHECKGLERROR qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels); @@ -5233,59 +5196,13 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale) if(negated) { VectorNegate(color, color); - switch(vid.renderpath) - { - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GL20: - case RENDERPATH_GLES2: - qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT); - break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT); -#endif - 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: - DPSOFTRAST_BlendSubtract(true); - break; - } + GL_BlendEquationSubtract(true); } R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale); RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false); R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false); if(negated) - { - switch(vid.renderpath) - { - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GL20: - case RENDERPATH_GLES2: - qglBlendEquationEXT(GL_FUNC_ADD_EXT); - break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD); -#endif - 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: - DPSOFTRAST_BlendSubtract(false); - break; - } - } + GL_BlendEquationSubtract(false); } } @@ -5315,6 +5232,7 @@ void R_Shadow_DrawCoronas(void) case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer; if (usequery) @@ -5338,7 +5256,7 @@ void R_Shadow_DrawCoronas(void) GL_PolygonOffset(0, 0); GL_DepthTest(true); R_Mesh_ResetTextureState(); - R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false); } break; case RENDERPATH_D3D9: @@ -6745,26 +6663,29 @@ void R_LightPoint(vec3_t color, const vec3_t p, const int flags) rtlight_t *light; dlight_t *dlight; - VectorClear(color); - 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->brush.LightPoint) + 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); - color[0] += r_refdef.scene.ambient + diffuse[0]; - color[1] += r_refdef.scene.ambient + diffuse[1]; - color[2] += r_refdef.scene.ambient + diffuse[2]; + 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; @@ -6842,15 +6763,17 @@ void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const 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->brush.LightPoint) + 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); + 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->brush.LightPoint) + if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint) { vec3_t tempambient; VectorClear(tempambient);