#include "cl_collision.h"
#include "portals.h"
#include "image.h"
-#include "dpsoftrast.h"
-
-#ifdef SUPPORTD3D
-#include <d3d9.h>
-extern LPDIRECT3DDEVICE9 vid_d3d9dev;
-#endif
static void R_Shadow_EditLights_Init(void);
R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
- R_SHADOW_RENDERMODE_LIGHT_VERTEX,
- R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
- R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
- R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
R_SHADOW_RENDERMODE_LIGHT_GLSL,
R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
R_SHADOW_RENDERMODE_VISIBLELIGHTING,
cvar_t r_shadow_culllights_pvs = {CVAR_SAVE, "r_shadow_culllights_pvs", "1", "check if light overlaps any visible bsp leafs when determining if the light is visible"};
cvar_t r_shadow_culllights_trace = {CVAR_SAVE, "r_shadow_culllights_trace", "1", "use raytraces from the eye to random places within light bounds to determine if the light is visible"};
cvar_t r_shadow_culllights_trace_eyejitter = {CVAR_SAVE, "r_shadow_culllights_trace_eyejitter", "16", "offset eye location randomly by this much"};
-cvar_t r_shadow_culllights_trace_enlarge = {CVAR_SAVE, "r_shadow_culllights_trace_enlarge", "0.1", "make light bounds bigger by *1.0+enlarge"};
+cvar_t r_shadow_culllights_trace_enlarge = {CVAR_SAVE, "r_shadow_culllights_trace_enlarge", "0", "make light bounds bigger by *(1.0+enlarge)"};
+cvar_t r_shadow_culllights_trace_expand = {CVAR_SAVE, "r_shadow_culllights_trace_expand", "8", "make light bounds bigger by this many units"};
+cvar_t r_shadow_culllights_trace_pad = {CVAR_SAVE, "r_shadow_culllights_trace_pad", "8", "accept traces that hit within this many units of the light bounds"};
cvar_t r_shadow_culllights_trace_samples = {CVAR_SAVE, "r_shadow_culllights_trace_samples", "16", "use this many traces to random positions (in addition to center trace)"};
cvar_t r_shadow_culllights_trace_tempsamples = {CVAR_SAVE, "r_shadow_culllights_trace_tempsamples", "16", "use this many traces if the light was created by csqc (no inter-frame caching), -1 disables the check (to avoid flicker entirely)"};
cvar_t r_shadow_culllights_trace_delay = {CVAR_SAVE, "r_shadow_culllights_trace_delay", "1", "light will be considered visible for this many seconds after any trace connects"};
r_shadow_shadowmapsampler = false;
r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- case RENDERPATH_SOFT:
- r_shadow_shadowmapsampler = false;
- r_shadow_shadowmappcf = 1;
- r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
- break;
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
break;
}
// for performance reasons, do not use directional shading on GLES devices
r_shadow_bouncegrid_state.capable = vid.support.ext_texture_3d;
break;
- // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them...
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- case RENDERPATH_SOFT:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- break;
}
}
Cvar_RegisterVariable(&r_shadow_culllights_trace);
Cvar_RegisterVariable(&r_shadow_culllights_trace_eyejitter);
Cvar_RegisterVariable(&r_shadow_culllights_trace_enlarge);
+ Cvar_RegisterVariable(&r_shadow_culllights_trace_expand);
+ Cvar_RegisterVariable(&r_shadow_culllights_trace_pad);
Cvar_RegisterVariable(&r_shadow_culllights_trace_samples);
Cvar_RegisterVariable(&r_shadow_culllights_trace_tempsamples);
Cvar_RegisterVariable(&r_shadow_culllights_trace_delay);
r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
}
- switch(vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- case RENDERPATH_SOFT:
- case RENDERPATH_GLES2:
- r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
- break;
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
- r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
- else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
- r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
- else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
- r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
- else
- r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
- break;
- }
+ r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
CHECKGLERROR
#if 0
GL_ColorMask(0, 0, 0, 0);
switch (vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_SOFT:
- case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
GL_CullFace(r_refdef.view.cullface_back);
break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- // we invert the cull mode because we flip the projection matrix
- // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
- GL_CullFace(r_refdef.view.cullface_front);
- break;
}
Vector4Set(clearcolor, 1, 1, 1, 1);
if (r_shadow_shadowmap2ddepthbuffer)
GL_ColorMask(0,0,0,0);
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_SOFT:
- case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
GL_CullFace(r_refdef.view.cullface_back);
break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- // we invert the cull mode because we flip the projection matrix
- // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
- GL_CullFace(r_refdef.view.cullface_front);
- break;
}
// used in R_Q1BSP_DrawShadowMap code to check surfacesides[]
// is probably fine (and they use the same timer)
if (r_shadow_culllights_trace.integer)
{
- if (rtlight->trace_timer != realtime && R_CanSeeBox(rtlight->trace_timer == 0 ? r_shadow_culllights_trace_tempsamples.integer : r_shadow_culllights_trace_samples.integer, r_shadow_culllights_trace_eyejitter.value, r_shadow_culllights_trace_enlarge.value, r_refdef.view.origin, rtlight->cullmins, rtlight->cullmaxs))
+ if (rtlight->trace_timer != realtime && R_CanSeeBox(rtlight->trace_timer == 0 ? r_shadow_culllights_trace_tempsamples.integer : r_shadow_culllights_trace_samples.integer, r_shadow_culllights_trace_eyejitter.value, r_shadow_culllights_trace_enlarge.value, r_shadow_culllights_trace_expand.value, r_shadow_culllights_trace_pad.value, r_refdef.view.origin, rtlight->cullmins, rtlight->cullmaxs))
rtlight->trace_timer = realtime;
if (realtime - rtlight->trace_timer > r_shadow_culllights_trace_delay.value)
return;
return false;
}
-static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
-{
- int i;
- const float *vertex3f;
- const float *normal3f;
- float *color4f;
- float dist, dot, distintensity, shadeintensity, v[3], n[3];
- switch (r_shadow_rendermode)
- {
- case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
- case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
- if (VectorLength2(diffusecolor) > 0)
- {
- for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
- {
- Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
- Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
- if ((dot = DotProduct(n, v)) < 0)
- {
- shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
- VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
- }
- else
- VectorCopy(ambientcolor, color4f);
- if (r_refdef.fogenabled)
- {
- float f;
- f = RSurf_FogVertex(vertex3f);
- VectorScale(color4f, f, color4f);
- }
- color4f[3] = 1;
- }
- }
- else
- {
- for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
- {
- VectorCopy(ambientcolor, color4f);
- if (r_refdef.fogenabled)
- {
- float f;
- Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
- f = RSurf_FogVertex(vertex3f);
- VectorScale(color4f + 4*i, f, color4f);
- }
- color4f[3] = 1;
- }
- }
- break;
- case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
- if (VectorLength2(diffusecolor) > 0)
- {
- for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
- {
- Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
- if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
- {
- Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
- if ((dot = DotProduct(n, v)) < 0)
- {
- shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
- color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
- color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
- color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
- }
- else
- {
- color4f[0] = ambientcolor[0] * distintensity;
- color4f[1] = ambientcolor[1] * distintensity;
- color4f[2] = ambientcolor[2] * distintensity;
- }
- if (r_refdef.fogenabled)
- {
- float f;
- f = RSurf_FogVertex(vertex3f);
- VectorScale(color4f, f, color4f);
- }
- }
- else
- VectorClear(color4f);
- color4f[3] = 1;
- }
- }
- else
- {
- for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
- {
- Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
- if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
- {
- color4f[0] = ambientcolor[0] * distintensity;
- color4f[1] = ambientcolor[1] * distintensity;
- color4f[2] = ambientcolor[2] * distintensity;
- if (r_refdef.fogenabled)
- {
- float f;
- f = RSurf_FogVertex(vertex3f);
- VectorScale(color4f, f, color4f);
- }
- }
- else
- VectorClear(color4f);
- color4f[3] = 1;
- }
- }
- break;
- case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
- if (VectorLength2(diffusecolor) > 0)
- {
- for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
- {
- Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
- if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
- {
- distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
- Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
- if ((dot = DotProduct(n, v)) < 0)
- {
- shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
- color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
- color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
- color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
- }
- else
- {
- color4f[0] = ambientcolor[0] * distintensity;
- color4f[1] = ambientcolor[1] * distintensity;
- color4f[2] = ambientcolor[2] * distintensity;
- }
- if (r_refdef.fogenabled)
- {
- float f;
- f = RSurf_FogVertex(vertex3f);
- VectorScale(color4f, f, color4f);
- }
- }
- else
- VectorClear(color4f);
- color4f[3] = 1;
- }
- }
- else
- {
- for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
- {
- Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
- if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
- {
- distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
- color4f[0] = ambientcolor[0] * distintensity;
- color4f[1] = ambientcolor[1] * distintensity;
- color4f[2] = ambientcolor[2] * distintensity;
- if (r_refdef.fogenabled)
- {
- float f;
- f = RSurf_FogVertex(vertex3f);
- VectorScale(color4f, f, color4f);
- }
- }
- else
- VectorClear(color4f);
- color4f[3] = 1;
- }
- }
- break;
- default:
- break;
- }
-}
-
static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
{
// used to display how many times a surface is lit for level design purposes
RSurf_DrawBatch();
}
-static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
-{
- int renders;
- int i;
- int stop;
- int newfirstvertex;
- int newlastvertex;
- int newnumtriangles;
- int *newe;
- const int *e;
- float *c;
- int maxtriangles = 1024;
- int newelements[1024*3];
- R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
- for (renders = 0;renders < 4;renders++)
- {
- stop = true;
- newfirstvertex = 0;
- newlastvertex = 0;
- newnumtriangles = 0;
- newe = newelements;
- // due to low fillrate on the cards this vertex lighting path is
- // designed for, we manually cull all triangles that do not
- // contain a lit vertex
- // this builds batches of triangles from multiple surfaces and
- // renders them at once
- for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
- {
- if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01)
- {
- if (newnumtriangles)
- {
- newfirstvertex = min(newfirstvertex, e[0]);
- newlastvertex = max(newlastvertex, e[0]);
- }
- else
- {
- newfirstvertex = e[0];
- newlastvertex = e[0];
- }
- newfirstvertex = min(newfirstvertex, e[1]);
- newlastvertex = max(newlastvertex, e[1]);
- newfirstvertex = min(newfirstvertex, e[2]);
- newlastvertex = max(newlastvertex, e[2]);
- newe[0] = e[0];
- newe[1] = e[1];
- newe[2] = e[2];
- newnumtriangles++;
- newe += 3;
- if (newnumtriangles >= maxtriangles)
- {
- R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
- newnumtriangles = 0;
- newe = newelements;
- stop = false;
- }
- }
- }
- if (newnumtriangles >= 1)
- {
- R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
- stop = false;
- }
- // if we couldn't find any lit triangles, exit early
- if (stop)
- break;
- // now reduce the intensity for the next overbright pass
- // we have to clamp to 0 here incase the drivers have improper
- // handling of negative colors
- // (some old drivers even have improper handling of >1 color)
- stop = true;
- for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
- {
- if (c[0] > 1 || c[1] > 1 || c[2] > 1)
- {
- c[0] = max(0, c[0] - 1);
- c[1] = max(0, c[1] - 1);
- c[2] = max(0, c[2] - 1);
- stop = false;
- }
- else
- VectorClear(c);
- }
- // another check...
- if (stop)
- break;
- }
-}
-
-static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const float ambientcolor[3], const float diffusecolor[3])
-{
- // OpenGL 1.1 path (anything)
- float ambientcolorbase[3], diffusecolorbase[3];
- float ambientcolorpants[3], diffusecolorpants[3];
- float ambientcolorshirt[3], diffusecolorshirt[3];
- const float *surfacepants = rsurface.texture->render_colormap_pants;
- const float *surfaceshirt = rsurface.texture->render_colormap_shirt;
- rtexture_t *basetexture = rsurface.texture->basetexture;
- rtexture_t *pantstexture = rsurface.texture->pantstexture;
- rtexture_t *shirttexture = rsurface.texture->shirttexture;
- qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
- qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
- VectorCopy(ambientcolor, ambientcolorbase);
- VectorCopy(diffusecolor, diffusecolorbase);
- ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
- diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
- ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
- diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
- RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (VectorLength2(diffusecolor) > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
- rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4]));
- R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
- R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
- R_Mesh_TexBind(0, basetexture);
- R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
- R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
- switch(r_shadow_rendermode)
- {
- case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
- R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
- R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
- R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
- R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
- break;
- case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
- R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
- R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
- R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
- R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
- // fall through
- case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
- R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
- R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
- R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
- R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
- break;
- case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
- break;
- default:
- break;
- }
- //R_Mesh_TexBind(0, basetexture);
- R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
- if (dopants)
- {
- R_Mesh_TexBind(0, pantstexture);
- R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
- }
- if (doshirt)
- {
- R_Mesh_TexBind(0, shirttexture);
- R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
- }
-}
-
extern cvar_t gl_lightmaps;
void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
{
case R_SHADOW_RENDERMODE_LIGHT_GLSL:
R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, ambientcolor, diffusecolor, specularcolor);
break;
- case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
- case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
- case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
- case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
- R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, ambientcolor, diffusecolor);
- break;
default:
Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
break;
// skip if the light box is not visible to traceline
if (r_shadow_culllights_trace.integer)
{
- if (rtlight->trace_timer != realtime && R_CanSeeBox(rtlight->trace_timer == 0 ? r_shadow_culllights_trace_tempsamples.integer : r_shadow_culllights_trace_samples.integer, r_shadow_culllights_trace_eyejitter.value, r_shadow_culllights_trace_enlarge.value, r_refdef.view.origin, rtlight->cullmins, rtlight->cullmaxs))
+ if (rtlight->trace_timer != realtime && R_CanSeeBox(rtlight->trace_timer == 0 ? r_shadow_culllights_trace_tempsamples.integer : r_shadow_culllights_trace_samples.integer, r_shadow_culllights_trace_eyejitter.value, r_shadow_culllights_trace_enlarge.value, r_shadow_culllights_trace_expand.value, r_shadow_culllights_trace_pad.value, r_refdef.view.origin, rtlight->cullmins, rtlight->cullmaxs))
rtlight->trace_timer = realtime;
if (realtime - rtlight->trace_timer > r_shadow_culllights_trace_delay.value)
return;
switch (vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- case RENDERPATH_SOFT:
#ifndef USE_GLES2
if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
{
}
#endif
break;
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
r_shadow_usingdeferredprepass = false;
break;
Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
-
- switch (vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_SOFT:
- case RENDERPATH_GLES1:
- case RENDERPATH_GLES2:
- break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
-#ifdef MATRIX4x4_OPENGLORIENTATION
- r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
- r_shadow_shadowmapmatrix.m[0][1] *= -1.0f;
- r_shadow_shadowmapmatrix.m[0][2] *= -1.0f;
- r_shadow_shadowmapmatrix.m[0][3] *= -1.0f;
-#else
- r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
- r_shadow_shadowmapmatrix.m[1][0] *= -1.0f;
- r_shadow_shadowmapmatrix.m[2][0] *= -1.0f;
- r_shadow_shadowmapmatrix.m[3][0] *= -1.0f;
-#endif
- break;
- }
}
void R_Shadow_DrawModelShadows(void)
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
CHECKGLERROR
CHECKGLERROR
#endif
break;
- case RENDERPATH_D3D9:
- Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
- //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
}
}
rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
switch(vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
// See if we can use the GPU-side method to prevent implicit sync
CHECKGLERROR
break;
}
- // fallthrough
-#else
- return;
-#endif
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
-#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
CHECKGLERROR
qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
#else
return;
#endif
- case RENDERPATH_D3D9:
- Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- return;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- return;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- return;
- case RENDERPATH_SOFT:
- //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- return;
- default:
- return;
}
}
else
r_numqueries = 0;
switch (vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
}
#endif
break;
- case RENDERPATH_D3D9:
- usequery = false;
- //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
- usequery = false;
- //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
}
for (lightindex = 0;lightindex < range;lightindex++)
{