X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=r_shadow.c;h=c183be35e4de69a5f5229a6c440add86008aaf80;hb=f7d07d8eab555dd446483d77cf9465489a4cf0ec;hp=49034d008a86eb6b2fcc5c8eb9cc31e5f287426c;hpb=0e6f1ee37a279e6224129b8eb4346592cc6b9885;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.c b/r_shadow.c index 49034d00..c183be35 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -170,8 +170,8 @@ r_shadow_rendermode_t; typedef enum r_shadow_shadowmode_e { - R_SHADOW_SHADOWMODE_STENCIL, - R_SHADOW_SHADOWMODE_SHADOWMAP2D + R_SHADOW_SHADOWMODE_STENCIL, + R_SHADOW_SHADOWMODE_SHADOWMAP2D } r_shadow_shadowmode_t; @@ -196,12 +196,13 @@ int r_shadow_shadowmapdepthbits; int r_shadow_shadowmapmaxsize; qboolean r_shadow_shadowmapvsdct; qboolean r_shadow_shadowmapsampler; +qboolean r_shadow_shadowmapshadowsampler; int r_shadow_shadowmappcf; int r_shadow_shadowmapborder; matrix4x4_t r_shadow_shadowmapmatrix; int r_shadow_lightscissor[4]; qboolean r_shadow_usingdeferredprepass; - +qboolean r_shadow_shadowmapdepthtexture; int maxshadowtriangles; int *shadowelements; @@ -303,6 +304,7 @@ cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_wor cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"}; cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"}; cvar_t r_shadow_shadowmapping_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"}; cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"}; cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"}; @@ -342,9 +344,9 @@ cvar_t r_shadow_bouncegrid_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_upd 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"}; cvar_t r_shadow_bouncegrid_z = {CVAR_SAVE, "r_shadow_bouncegrid_z", "32", "maximum texture size of bouncegrid on Z axis"}; -cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"}; +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", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"}; +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 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)"}; @@ -354,6 +356,22 @@ cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "ho cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"}; cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"}; cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"}; +cvar_t r_editlights_drawproperties = {0, "r_editlights_drawproperties", "1", "draw properties of currently selected light"}; +cvar_t r_editlights_current_origin = {0, "r_editlights_current_origin", "0 0 0", "origin of selected light"}; +cvar_t r_editlights_current_angles = {0, "r_editlights_current_angles", "0 0 0", "angles of selected light"}; +cvar_t r_editlights_current_color = {0, "r_editlights_current_color", "1 1 1", "color of selected light"}; +cvar_t r_editlights_current_radius = {0, "r_editlights_current_radius", "0", "radius of selected light"}; +cvar_t r_editlights_current_corona = {0, "r_editlights_current_corona", "0", "corona intensity of selected light"}; +cvar_t r_editlights_current_coronasize = {0, "r_editlights_current_coronasize", "0", "corona size of selected light"}; +cvar_t r_editlights_current_style = {0, "r_editlights_current_style", "0", "style of selected light"}; +cvar_t r_editlights_current_shadows = {0, "r_editlights_current_shadows", "0", "shadows flag of selected light"}; +cvar_t r_editlights_current_cubemap = {0, "r_editlights_current_cubemap", "0", "cubemap of selected light"}; +cvar_t r_editlights_current_ambient = {0, "r_editlights_current_ambient", "0", "ambient intensity of selected light"}; +cvar_t r_editlights_current_diffuse = {0, "r_editlights_current_diffuse", "1", "diffuse intensity of selected light"}; +cvar_t r_editlights_current_specular = {0, "r_editlights_current_specular", "1", "specular intensity of selected light"}; +cvar_t r_editlights_current_normalmode = {0, "r_editlights_current_normalmode", "0", "normalmode flag of selected light"}; +cvar_t r_editlights_current_realtimemode = {0, "r_editlights_current_realtimemode", "0", "realtimemode flag of selected light"}; + typedef struct r_shadow_bouncegrid_settings_s { @@ -427,12 +445,14 @@ static void R_Shadow_SetShadowMode(void) r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4); r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20; 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_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16); r_shadow_shadowmaplod = -1; r_shadow_shadowmapsize = 0; r_shadow_shadowmapsampler = false; r_shadow_shadowmappcf = 0; + r_shadow_shadowmapdepthtexture = r_fb.usedepthtextures; r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL; if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object) { @@ -443,27 +463,26 @@ static void R_Shadow_SetShadowMode(void) { if (!r_fb.usedepthtextures) r_shadow_shadowmappcf = 1; - else if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) - r_shadow_shadowmappcf = 1; - else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) + else if((strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) && vid.support.arb_shadow && r_shadow_shadowmapshadowsampler) { - r_shadow_shadowmapsampler = vid.support.arb_shadow; + r_shadow_shadowmapsampler = true; r_shadow_shadowmappcf = 1; } - else if(strstr(gl_vendor, "ATI")) + else if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) + r_shadow_shadowmappcf = 1; + else if((strstr(gl_vendor, "ATI") || strstr(gl_vendor, "Advanced Micro Devices")) && !strstr(gl_renderer, "Mesa") && !strstr(gl_version, "Mesa")) r_shadow_shadowmappcf = 1; else - r_shadow_shadowmapsampler = vid.support.arb_shadow; + r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler; } else { + r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler; switch (r_shadow_shadowmapfilterquality) { case 1: - r_shadow_shadowmapsampler = vid.support.arb_shadow; break; case 2: - r_shadow_shadowmapsampler = vid.support.arb_shadow; r_shadow_shadowmappcf = 1; break; case 3: @@ -493,6 +512,9 @@ static void R_Shadow_SetShadowMode(void) break; } } + + if(R_CompileShader_CheckStaticParms()) + R_GLSL_Restart_f(); } qboolean R_Shadow_ShadowMappingEnabled(void) @@ -725,6 +747,7 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_shadowmapping); Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct); Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality); + Cvar_RegisterVariable(&r_shadow_shadowmapping_useshadowsampler); Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits); Cvar_RegisterVariable(&r_shadow_shadowmapping_precision); Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize); @@ -917,10 +940,10 @@ void R_Shadow_PrepareShadowMark(int numtris) void R_Shadow_PrepareShadowSides(int numtris) { - if (maxshadowsides < numtris) - { - maxshadowsides = numtris; - if (shadowsides) + if (maxshadowsides < numtris) + { + maxshadowsides = numtris; + if (shadowsides) Mem_Free(shadowsides); if (shadowsideslist) Mem_Free(shadowsideslist); @@ -1277,7 +1300,7 @@ void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *inv v[2] = invertex3f + e[2] * 3; TriangleNormal(v[0], v[1], v[2], normal); if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0) - && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs)) + && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs)) shadowmarklist[numshadowmark++] = t; } } @@ -1289,7 +1312,7 @@ void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *inv 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]) - && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs)) + && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs)) shadowmarklist[numshadowmark++] = t; } } @@ -1361,7 +1384,7 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, 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); + R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL, 0); R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0); } else @@ -1373,8 +1396,8 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, 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.lights_dynamicshadowtriangles += tris; - r_refdef.stats.lights_shadowtriangles += tris; + 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 @@ -1395,58 +1418,58 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, 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); + 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 - // bias = border/(size - border) + // p1, p2, p3 are in the cubemap's local coordinate system + // bias = border/(size - border) int mask = 0x3F; - float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1), - dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2), - dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3); + float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1), + dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2), + dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3); if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3) - mask &= (3<<4) + mask &= (3<<4) | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2)) | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2)) | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2)); - if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3) - mask &= (3<<4) - | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2)) - | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2)) - | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2)); - - dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1), - dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2), - dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3); - if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3) - mask &= (3<<0) - | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4)) - | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4)) - | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4)); - if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3) - mask &= (3<<0) - | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4)) - | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4)) - | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4)); - - dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1), - dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2), - dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3); - if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3) - mask &= (3<<2) - | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0)) - | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0)) - | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0)); - if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3) - mask &= (3<<2) - | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0)) - | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0)) - | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0)); + if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3) + mask &= (3<<4) + | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2)) + | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2)) + | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2)); + + dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1), + dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2), + dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3); + if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3) + mask &= (3<<0) + | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4)) + | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4)) + | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4)); + if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3) + mask &= (3<<0) + | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4)) + | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4)) + | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4)); + + dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1), + dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2), + dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3); + if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3) + mask &= (3<<2) + | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0)) + | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0)) + | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0)); + if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3) + mask &= (3<<2) + | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0)) + | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0)) + | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0)); return mask; } @@ -1458,80 +1481,81 @@ static int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const int mask = 0x3F; VectorSubtract(maxs, mins, radius); - VectorScale(radius, 0.5f, radius); - VectorAdd(mins, radius, center); - Matrix4x4_Transform(worldtolight, center, lightcenter); + VectorScale(radius, 0.5f, radius); + VectorAdd(mins, radius, center); + Matrix4x4_Transform(worldtolight, center, lightcenter); Matrix4x4_Transform3x3(radiustolight, radius, lightradius); VectorSubtract(lightcenter, lightradius, pmin); VectorAdd(lightcenter, lightradius, pmax); - dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1), - dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2); - if(ap1 > bias*an1 && ap2 > bias*an2) - mask &= (3<<4) - | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2)) - | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2)); - if(an1 > bias*ap1 && an2 > bias*ap2) - mask &= (3<<4) - | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2)) - | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2)); - - dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1), - dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2); - if(ap1 > bias*an1 && ap2 > bias*an2) - mask &= (3<<0) - | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4)) - | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4)); - if(an1 > bias*ap1 && an2 > bias*ap2) - mask &= (3<<0) - | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4)) - | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4)); - - dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1), - dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2); - if(ap1 > bias*an1 && ap2 > bias*an2) - mask &= (3<<2) - | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0)) - | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0)); - if(an1 > bias*ap1 && an2 > bias*ap2) - mask &= (3<<2) - | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0)) - | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0)); - - return mask; + dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1), + dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2); + if(ap1 > bias*an1 && ap2 > bias*an2) + mask &= (3<<4) + | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2)) + | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2)); + if(an1 > bias*ap1 && an2 > bias*ap2) + mask &= (3<<4) + | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2)) + | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2)); + + dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1), + dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2); + if(ap1 > bias*an1 && ap2 > bias*an2) + mask &= (3<<0) + | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4)) + | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4)); + if(an1 > bias*ap1 && an2 > bias*ap2) + mask &= (3<<0) + | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4)) + | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4)); + + dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1), + dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2); + if(ap1 > bias*an1 && ap2 > bias*an2) + mask &= (3<<2) + | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0)) + | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0)); + if(an1 > bias*ap1 && an2 > bias*ap2) + mask &= (3<<2) + | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0)) + | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0)); + + return mask; } #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias) int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias) { - // p is in the cubemap's local coordinate system - // bias = border/(size - border) - float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn); - float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn); - float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn); - int mask = 0x3F; - if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2)); - if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2)); - if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4)); - if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4)); - if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0)); - if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0)); - return mask; + // p is in the cubemap's local coordinate system + // bias = border/(size - border) + float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn); + float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn); + float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn); + int mask = 0x3F; + if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2)); + if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2)); + if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4)); + if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4)); + if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0)); + if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0)); + return mask; } static int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border) { int i; - vec3_t p, n; + vec3_t o, p, n; int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 }; float scale = (size - 2*border)/size, len; float bias = border / (float)(size - border), dp, dn, ap, an; // check if cone enclosing side would cross frustum plane scale = 2 / (scale*scale + 2); + Matrix4x4_OriginFromMatrix(&rtlight->matrix_lighttoworld, o); for (i = 0;i < 5;i++) { - if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125) + if (PlaneDiff(o, &r_refdef.view.frustum[i]) > -0.03125) continue; Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n); len = scale*VectorLength2(n); @@ -1539,10 +1563,10 @@ static int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float borde if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2); if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4); } - if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125) + if (PlaneDiff(o, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125) { - Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n); - len = scale*VectorLength(n); + Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n); + len = scale*VectorLength2(n); if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0); if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2); if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4); @@ -1550,33 +1574,33 @@ static int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float borde // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results // check if frustum corners/origin cross plane sides #if 1 - // infinite version, assumes frustum corners merely give direction and extend to infinite distance - Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p); - dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn); - masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2)); - masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2)); - dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn); - masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4)); - masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4)); - dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn); - masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0)); - masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0)); - for (i = 0;i < 4;i++) - { - Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n); - VectorSubtract(n, p, n); - dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn); - if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2); - if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2); - dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn); - if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4); - if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4); - dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn); - if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0); - if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0); - } + // infinite version, assumes frustum corners merely give direction and extend to infinite distance + Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p); + dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn); + masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2)); + masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2)); + dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn); + masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4)); + masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4)); + dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn); + masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0)); + masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0)); + for (i = 0;i < 4;i++) + { + Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n); + VectorSubtract(n, p, n); + dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn); + if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2); + if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2); + dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn); + if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4); + if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4); + dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn); + if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0); + if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0); + } #else - // finite version, assumes corners are a finite distance from origin dependent on far plane + // finite version, assumes corners are a finite distance from origin dependent on far plane for (i = 0;i < 5;i++) { Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p); @@ -1660,7 +1684,7 @@ int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *inv 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) - && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs)) + && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs)) { Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]); mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias); @@ -1680,7 +1704,7 @@ int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *inv { 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]) - && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs)) + && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs)) { Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]); mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias); @@ -2039,7 +2063,7 @@ void R_Shadow_RenderMode_Reset(void) void R_Shadow_ClearStencil(void) { GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128); - r_refdef.stats.lights_clears++; + r_refdef.stats[r_stat_lights_clears]++; } void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass) @@ -2052,7 +2076,7 @@ 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(false, false); + R_SetupShader_DepthOrShadow(false, false, false); // FIXME test if we have a skeletal model? r_shadow_rendermode = mode; switch(mode) { @@ -2097,7 +2121,7 @@ static void R_Shadow_MakeShadowMap(int side, int size) if (r_shadow_shadowmap2ddepthtexture) return; if (r_fb.usedepthtextures) { - r_shadow_shadowmap2ddepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits >= 24 ? (r_shadow_shadowmapsampler ? TEXTYPE_SHADOWMAP24_COMP : TEXTYPE_SHADOWMAP24_RAW) : (r_shadow_shadowmapsampler ? TEXTYPE_SHADOWMAP16_COMP : TEXTYPE_SHADOWMAP16_RAW), false); + r_shadow_shadowmap2ddepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits >= 24 ? (r_shadow_shadowmapsampler ? TEXTYPE_SHADOWMAP24_COMP : TEXTYPE_SHADOWMAP24_RAW) : (r_shadow_shadowmapsampler ? TEXTYPE_SHADOWMAP16_COMP : TEXTYPE_SHADOWMAP16_RAW), r_shadow_shadowmapsampler); r_shadow_shadowmap2ddepthbuffer = NULL; r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL); } @@ -2149,7 +2173,7 @@ static void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size) R_Mesh_SetRenderTargets(fbo2d, r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL); else R_Mesh_SetRenderTargets(fbo2d, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL); - R_SetupShader_DepthOrShadow(true, r_shadow_shadowmap2ddepthbuffer != NULL); + R_SetupShader_DepthOrShadow(true, r_shadow_shadowmap2ddepthbuffer != NULL, false); // FIXME test if we have a skeletal model? GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value); GL_DepthMask(true); GL_DepthTest(true); @@ -2297,7 +2321,7 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadow GL_DepthTest(true); GL_DepthFunc(GL_GREATER); GL_CullFace(r_refdef.view.cullface_back); - R_Mesh_PrepareVertices_Vertex3f(8, vertex3f, NULL); + R_Mesh_PrepareVertices_Vertex3f(8, vertex3f, NULL, 0); R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0); } @@ -2670,8 +2694,8 @@ void R_Shadow_UpdateBounceGridTexture(void) radius = rtlight->radius * settings.lightradiusscale; s = settings.particleintensity / shootparticles; VectorScale(rtlight->photoncolor, s, baseshotcolor); - r_refdef.stats.bouncegrid_lights++; - r_refdef.stats.bouncegrid_particles += shootparticles; + r_refdef.stats[r_stat_bouncegrid_lights]++; + r_refdef.stats[r_stat_bouncegrid_particles] += shootparticles; for (shotparticles = 0;shotparticles < shootparticles;shotparticles++) { if (settings.stablerandom > 0) @@ -2685,7 +2709,7 @@ void R_Shadow_UpdateBounceGridTexture(void) VectorMA(clipstart, radius, clipend, clipend); for (bouncecount = 0;;bouncecount++) { - r_refdef.stats.bouncegrid_traces++; + r_refdef.stats[r_stat_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) @@ -2751,7 +2775,7 @@ void R_Shadow_UpdateBounceGridTexture(void) VectorMA(clipstart, 0.5f, stepdelta, steppos); for (step = 0;step < numsteps;step++) { - r_refdef.stats.bouncegrid_splats++; + r_refdef.stats[r_stat_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; @@ -2805,7 +2829,7 @@ void R_Shadow_UpdateBounceGridTexture(void) } if (cliptrace.fraction >= 1.0f) break; - r_refdef.stats.bouncegrid_hits++; + r_refdef.stats[r_stat_bouncegrid_hits]++; if (bouncecount >= maxbounce) break; // scale down shot color by bounce intensity and texture color (or 50% if no texture reported) @@ -2821,7 +2845,7 @@ void R_Shadow_UpdateBounceGridTexture(void) VectorMultiply(shotcolor, surfcolor, shotcolor); if (VectorLength2(baseshotcolor) == 0.0f) break; - r_refdef.stats.bouncegrid_bounces++; + r_refdef.stats[r_stat_bouncegrid_bounces]++; if (settings.bounceanglediffuse) { // random direction, primarily along plane normal @@ -2967,7 +2991,7 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs) || r_shadow_lightscissor[1] != r_refdef.view.viewport.y || r_shadow_lightscissor[2] != r_refdef.view.viewport.width || r_shadow_lightscissor[3] != r_refdef.view.viewport.height) - r_refdef.stats.lights_scissored++; + r_refdef.stats[r_stat_lights_scissored]++; return false; } @@ -3740,11 +3764,8 @@ static void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist { if (!mesh->sidetotals[r_shadow_shadowmapside]) continue; - r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside]; - if (mesh->vertex3fbuffer) - R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer); - else - R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer); + 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 @@ -3780,11 +3801,8 @@ static void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacel mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail; for (;mesh;mesh = mesh->next) { - r_refdef.stats.lights_shadowtriangles += mesh->numtriangles; - if (mesh->vertex3fbuffer) - R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer); - else - R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer); + 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 @@ -3917,6 +3935,18 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight) qboolean nolight; rtlight->draw = false; + rtlight->cached_numlightentities = 0; + rtlight->cached_numlightentities_noselfshadow = 0; + rtlight->cached_numshadowentities = 0; + rtlight->cached_numshadowentities_noselfshadow = 0; + rtlight->cached_numsurfaces = 0; + rtlight->cached_lightentities = NULL; + rtlight->cached_lightentities_noselfshadow = NULL; + rtlight->cached_shadowentities = NULL; + rtlight->cached_shadowentities_noselfshadow = NULL; + rtlight->cached_shadowtrispvs = NULL; + rtlight->cached_lighttrispvs = NULL; + rtlight->cached_surfacelist = NULL; // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights) // skip lights that are basically invisible (color 0 0 0) @@ -3964,6 +3994,10 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight) R_Shadow_ComputeShadowCasterCullingPlanes(rtlight); + // don't allow lights to be drawn if using r_shadow_bouncegrid 2, except if we're using static bouncegrid where dynamic lights still need to draw + if (r_shadow_bouncegrid.integer == 2 && (rtlight->isstatic || !r_shadow_bouncegrid_static.integer)) + return; + if (rtlight->compiled && r_shadow_realtime_world_compile.integer) { // compiled light, world available and can receive realtime lighting @@ -4089,18 +4123,16 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight) return; // count this light in the r_speeds - r_refdef.stats.lights++; + r_refdef.stats[r_stat_lights]++; // flag it as worth drawing later rtlight->draw = true; // cache all the animated entities that cast a shadow but are not visible for (i = 0;i < numshadowentities;i++) - if (!shadowentities[i]->animcache_vertex3f) - R_AnimCache_GetEntity(shadowentities[i], false, false); + R_AnimCache_GetEntity(shadowentities[i], false, false); for (i = 0;i < numshadowentities_noselfshadow;i++) - if (!shadowentities_noselfshadow[i]->animcache_vertex3f) - R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false); + R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false); // allocate some temporary memory for rendering this light later in the frame // reusable buffers need to be copied, static data can be used as-is @@ -4491,8 +4523,10 @@ void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *color (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_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer || + r_shadow_shadowmapshadowsampler != (vid.support.arb_shadow && r_shadow_shadowmapping_useshadowsampler.integer) || r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer || - r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16)) + r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16) || + r_shadow_shadowmapdepthtexture != r_fb.usedepthtextures) R_Shadow_FreeShadowMaps(); r_shadow_fb_fbo = fbo; @@ -4526,9 +4560,9 @@ void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *color r_shadow_prepass_width = vid.width; r_shadow_prepass_height = vid.height; r_shadow_prepassgeometrydepthbuffer = R_LoadTextureRenderBuffer(r_shadow_texturepool, "prepassgeometrydepthbuffer", vid.width, vid.height, TEXTYPE_DEPTHBUFFER24); - r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL); - r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL); - r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL); + r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER32F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL); + r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER16F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL); + r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER16F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL); // set up the geometry pass fbo (depth + normalmap) r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL); @@ -4562,25 +4596,22 @@ void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *color 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_bouncegrid.integer != 2) + if (r_shadow_debuglight.integer >= 0) { - if (r_shadow_debuglight.integer >= 0) + lightindex = r_shadow_debuglight.integer; + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + if (light) + R_Shadow_PrepareLight(&light->rtlight); + } + else + { + range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked + for (lightindex = 0;lightindex < range;lightindex++) { - lightindex = r_shadow_debuglight.integer; light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); - if (light) + if (light && (light->flags & flag)) 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) { @@ -4611,26 +4642,23 @@ void R_Shadow_DrawLights(void) R_Shadow_RenderMode_Begin(); - if (r_shadow_bouncegrid.integer != 2) + flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; + if (r_shadow_debuglight.integer >= 0) { - 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) + R_Shadow_DrawLight(&light->rtlight); + } + else + { + range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked + for (lightindex = 0;lightindex < range;lightindex++) { - lightindex = r_shadow_debuglight.integer; light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); - if (light) + 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++) - { - 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++) @@ -4639,13 +4667,19 @@ void R_Shadow_DrawLights(void) R_Shadow_RenderMode_End(); } +#define MAX_MODELSHADOWS 1024 +static int r_shadow_nummodelshadows; +static entity_render_t *r_shadow_modelshadows[MAX_MODELSHADOWS]; + void R_Shadow_PrepareModelShadows(void) { int i; float scale, size, radius, dot1, dot2; + prvm_vec3_t prvmshadowdir, prvmshadowfocus; vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs; entity_render_t *ent; + r_shadow_nummodelshadows = 0; if (!r_refdef.scene.numentities) return; @@ -4656,11 +4690,18 @@ void R_Shadow_PrepareModelShadows(void) 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->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW)) + 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: @@ -4671,7 +4712,8 @@ void R_Shadow_PrepareModelShadows(void) scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value; radius = 0.5f * size / scale; - Math_atov(r_shadows_throwdirection.string, shadowdir); + Math_atov(r_shadows_throwdirection.string, prvmshadowdir); + VectorCopy(prvmshadowdir, shadowdir); VectorNormalize(shadowdir); dot1 = DotProduct(r_refdef.view.forward, shadowdir); dot2 = DotProduct(r_refdef.view.up, shadowdir); @@ -4681,7 +4723,8 @@ void R_Shadow_PrepareModelShadows(void) VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward); VectorNormalize(shadowforward); CrossProduct(shadowdir, shadowforward, shadowright); - Math_atov(r_shadows_focus.string, shadowfocus); + Math_atov(r_shadows_focus.string, prvmshadowfocus); + VectorCopy(prvmshadowfocus, shadowfocus); VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin); VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin); VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin); @@ -4703,8 +4746,13 @@ void R_Shadow_PrepareModelShadows(void) if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs)) continue; // cast shadows from anything of the map (submodels are optional) - if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW)) + if (ent->model && ent->model->DrawShadowMap != 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); + } } } @@ -4717,13 +4765,14 @@ void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colort vec3_t relativelightdirection, relativeforward, relativeright; vec3_t relativeshadowmins, relativeshadowmaxs; vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus; + prvm_vec3_t prvmshadowdir, prvmshadowfocus; float m[12]; matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix; r_viewport_t viewport; GLuint shadowfbo = 0; float clearcolor[4]; - if (!r_refdef.scene.numentities) + if (!r_shadow_nummodelshadows) return; switch (r_shadow_shadowmode) @@ -4761,16 +4810,18 @@ void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colort radius = 0.5f / scale; nearclip = -r_shadows_throwdistance.value; farclip = r_shadows_throwdistance.value; - bias = r_shadow_shadowmapping_bias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size); + bias = (r_shadows_shadowmapbias.value < 0) ? r_shadow_shadowmapping_bias.value : r_shadows_shadowmapbias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size); r_shadow_shadowmap_parameters[0] = size; r_shadow_shadowmap_parameters[1] = size; r_shadow_shadowmap_parameters[2] = 1.0; r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f); - Math_atov(r_shadows_throwdirection.string, shadowdir); + Math_atov(r_shadows_throwdirection.string, prvmshadowdir); + VectorCopy(prvmshadowdir, shadowdir); VectorNormalize(shadowdir); - Math_atov(r_shadows_focus.string, shadowfocus); + Math_atov(r_shadows_focus.string, prvmshadowfocus); + VectorCopy(prvmshadowfocus, shadowfocus); VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin); VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin); VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin); @@ -4801,7 +4852,7 @@ void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colort R_Mesh_SetRenderTargets(shadowfbo, r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL); else R_Mesh_SetRenderTargets(shadowfbo, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL); - R_SetupShader_DepthOrShadow(true, r_shadow_shadowmap2ddepthbuffer != NULL); + R_SetupShader_DepthOrShadow(true, r_shadow_shadowmap2ddepthbuffer != NULL, false); // FIXME test if we have a skeletal model? GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value); GL_DepthMask(true); GL_DepthTest(true); @@ -4819,36 +4870,23 @@ void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colort // outside the usable area GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder); -#if 0 - // debugging - R_Mesh_SetRenderTargets(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture, NULL, NULL, NULL); - 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 - - for (i = 0;i < r_refdef.scene.numentities;i++) - { - ent = r_refdef.scene.entities[i]; - - // cast shadows from anything of the map (submodels are optional) - if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW)) - { - relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix); - Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin); - Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection); - Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward); - Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright); - relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0])); - relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1])); - relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2])); - relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0])); - relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1])); - relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2])); - RSurf_ActiveModelEntity(ent, false, false, false); - ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs); - rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity - } + for (i = 0;i < r_shadow_nummodelshadows;i++) + { + ent = r_shadow_modelshadows[i]; + relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix); + Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin); + Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection); + Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward); + Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright); + relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0])); + relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1])); + relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2])); + relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0])); + relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1])); + relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2])); + RSurf_ActiveModelEntity(ent, false, false, false); + ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs); + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } #if 0 @@ -4885,7 +4923,7 @@ void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colort case RENDERPATH_D3D9: case RENDERPATH_D3D10: case RENDERPATH_D3D11: -#ifdef OPENGL_ORIENTATION +#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; @@ -4919,8 +4957,9 @@ void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortext vec3_t relativelightdirection; vec3_t relativeshadowmins, relativeshadowmaxs; vec3_t tmp, shadowdir; + prvm_vec3_t prvmshadowdir; - if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1)) + if (!r_shadow_nummodelshadows || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1)) return; r_shadow_fb_fbo = fbo; @@ -4941,66 +4980,64 @@ void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortext // get shadow dir if (r_shadows.integer == 2) { - Math_atov(r_shadows_throwdirection.string, shadowdir); + Math_atov(r_shadows_throwdirection.string, prvmshadowdir); + VectorCopy(prvmshadowdir, shadowdir); VectorNormalize(shadowdir); } R_Shadow_ClearStencil(); - for (i = 0;i < r_refdef.scene.numentities;i++) + for (i = 0;i < r_shadow_nummodelshadows;i++) { - ent = r_refdef.scene.entities[i]; + ent = r_shadow_modelshadows[i]; // cast shadows from anything of the map (submodels are optional) - if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW)) + 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 { - 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 != 0) + if(ent->entitynumber >= MAX_EDICTS) // csqc entity + { + // FIXME handle this + VectorNegate(ent->modellight_lightdir, relativelightdirection); + } + else { - if(ent->entitynumber >= MAX_EDICTS) // csqc entity + // 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) { - // FIXME handle this - VectorNegate(ent->modellight_lightdir, relativelightdirection); + entnum2 = cl.entities[entnum].state_current.tagentity; + if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2]) + entnum = entnum2; + else + break; } - else + if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain { - // 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); + 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 + 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 @@ -5041,7 +5078,9 @@ static void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequer { float zdist; vec3_t centerorigin; +#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2) float vertex3f[12]; +#endif // if it's too close, skip it if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f)) return; @@ -5062,19 +5101,19 @@ static void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequer case RENDERPATH_GL20: case RENDERPATH_GLES1: case RENDERPATH_GLES2: -#ifdef GL_SAMPLES_PASSED_ARB +#if defined(GL_SAMPLES_PASSED_ARB) && !defined(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); 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); + 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); GL_DepthFunc(GL_LEQUAL); qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels); R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale); - R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL); + 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); CHECKGLERROR @@ -5113,7 +5152,7 @@ static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale) case RENDERPATH_GL20: case RENDERPATH_GLES1: case RENDERPATH_GLES2: -#ifdef GL_SAMPLES_PASSED_ARB +#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); @@ -5157,7 +5196,7 @@ static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale) } R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale); RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false); - R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false); + R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE | MATERIALFLAG_NODEPTHTEST, 0, 4, 0, 2, false, false); if(negated) GL_BlendEquationSubtract(false); } @@ -5192,7 +5231,7 @@ void R_Shadow_DrawCoronas(void) case RENDERPATH_GLES1: case RENDERPATH_GLES2: usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer; -#ifdef GL_SAMPLES_PASSED_ARB +#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2) if (usequery) { GL_ColorMask(0,0,0,0); @@ -5429,10 +5468,10 @@ void R_Shadow_DrawLightSprites(void) { light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); if (light) - R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight); + R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight); } if (!r_editlights_lockcursor) - R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL); + R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL); } int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color) @@ -5505,8 +5544,8 @@ void R_Shadow_LoadWorldLights(void) n = 0; while (*s) { - t = s; /* + t = s; shadow = true; for (;COM_Parse(t, true) && strcmp( if (COM_Parse(t, true)) @@ -6372,10 +6411,37 @@ void R_Shadow_EditLights_DrawSelectedLightProperties(void) int lightnumber, lightcount; size_t lightindex, range; dlight_t *light; - float x, y; char temp[256]; + float x, y; + if (!r_editlights.integer) return; + + // update cvars so QC can query them + if (r_shadow_selectedlight) + { + dpsnprintf(temp, sizeof(temp), "%f %f %f", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]); + Cvar_SetQuick(&r_editlights_current_origin, temp); + dpsnprintf(temp, sizeof(temp), "%f %f %f", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]); + Cvar_SetQuick(&r_editlights_current_angles, temp); + dpsnprintf(temp, sizeof(temp), "%f %f %f", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]); + Cvar_SetQuick(&r_editlights_current_color, temp); + Cvar_SetValueQuick(&r_editlights_current_radius, r_shadow_selectedlight->radius); + Cvar_SetValueQuick(&r_editlights_current_corona, r_shadow_selectedlight->corona); + Cvar_SetValueQuick(&r_editlights_current_coronasize, r_shadow_selectedlight->coronasizescale); + Cvar_SetValueQuick(&r_editlights_current_style, r_shadow_selectedlight->style); + Cvar_SetValueQuick(&r_editlights_current_shadows, r_shadow_selectedlight->shadow); + Cvar_SetQuick(&r_editlights_current_cubemap, r_shadow_selectedlight->cubemapname); + Cvar_SetValueQuick(&r_editlights_current_ambient, r_shadow_selectedlight->ambientscale); + Cvar_SetValueQuick(&r_editlights_current_diffuse, r_shadow_selectedlight->diffusescale); + Cvar_SetValueQuick(&r_editlights_current_specular, r_shadow_selectedlight->specularscale); + Cvar_SetValueQuick(&r_editlights_current_normalmode, (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? 1 : 0); + Cvar_SetValueQuick(&r_editlights_current_realtimemode, (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? 1 : 0); + } + + // draw properties on screen + if (!r_editlights_drawproperties.integer) + return; x = vid_conwidth.value - 240; y = 5; DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0); @@ -6503,7 +6569,7 @@ static void R_Shadow_EditLights_Help_f(void) "sizescale scale : multiply radius (size) of light (1 does nothing)\n" "originscale x y z : multiply origin of light (1 1 1 does nothing)\n" "style style : set lightstyle of light (flickering patterns, switches, etc)\n" -"cubemap basename : set filter cubemap of light (not yet supported)\n" +"cubemap basename : set filter cubemap of light\n" "shadows 1/0 : turn on/off shadows\n" "corona n : set corona intensity\n" "coronasize n : set corona size (0-1)\n" @@ -6588,6 +6654,21 @@ static void R_Shadow_EditLights_Init(void) Cvar_RegisterVariable(&r_editlights_cursorpushoff); Cvar_RegisterVariable(&r_editlights_cursorgrid); Cvar_RegisterVariable(&r_editlights_quakelightsizescale); + Cvar_RegisterVariable(&r_editlights_drawproperties); + Cvar_RegisterVariable(&r_editlights_current_origin); + Cvar_RegisterVariable(&r_editlights_current_angles); + Cvar_RegisterVariable(&r_editlights_current_color); + Cvar_RegisterVariable(&r_editlights_current_radius); + Cvar_RegisterVariable(&r_editlights_current_corona); + Cvar_RegisterVariable(&r_editlights_current_coronasize); + Cvar_RegisterVariable(&r_editlights_current_style); + Cvar_RegisterVariable(&r_editlights_current_shadows); + Cvar_RegisterVariable(&r_editlights_current_cubemap); + Cvar_RegisterVariable(&r_editlights_current_ambient); + Cvar_RegisterVariable(&r_editlights_current_diffuse); + Cvar_RegisterVariable(&r_editlights_current_specular); + Cvar_RegisterVariable(&r_editlights_current_normalmode); + Cvar_RegisterVariable(&r_editlights_current_realtimemode); Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system"); Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)"); Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)"); @@ -6615,7 +6696,7 @@ LIGHT SAMPLING ============================================================================= */ -void R_LightPoint(vec3_t color, const vec3_t p, const int flags) +void R_LightPoint(float *color, const vec3_t p, const int flags) { int i, numlights, flag; float f, relativepoint[3], dist, dist2, lightradius2;