X-Git-Url: http://git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_shadow.c;h=7c23361bc73c8af913057b5a886c39d9c0b2aa33;hp=b774a5c325cbe02b68643ac989a9f0329edb0e83;hb=91342dd0a88d002a188418a4b0dd21957e0737b6;hpb=05dbb25f75f5aeff3822a7feccad0e53a1d3c5be diff --git a/r_shadow.c b/r_shadow.c index b774a5c3..7c23361b 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -1,150 +1,8 @@ - -/* -Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows) -An extrusion of the lit faces, beginning at the original geometry and ending -further from the light source than the original geometry (presumably at least -as far as the light's radius, if the light has a radius at all), capped at -both front and back to avoid any problems (extrusion from dark faces also -works but has a different set of problems) - -This is normally rendered using Carmack's Reverse technique, in which -backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind -zbuffer (zfail) decrement the stencil, the result is a stencil value of zero -where shadows did not intersect the visible geometry, suitable as a stencil -mask for rendering lighting everywhere but shadow. - -In our case to hopefully avoid the Creative Labs patent, we draw the backfaces -as decrement and the frontfaces as increment, and we redefine the DepthFunc to -GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces -and zpass when infront (the patent draws where zpass with a GL_GEQUAL test), -additionally we clear stencil to 128 to avoid the need for the unclamped -incr/decr extension (not related to patent). - -Patent warning: -This algorithm may be covered by Creative's patent (US Patent #6384822), -however that patent is quite specific about increment on backfaces and -decrement on frontfaces where zpass with GL_GEQUAL depth test, which is -opposite this implementation and partially opposite Carmack's Reverse paper -(which uses GL_LESS, but increments on backfaces and decrements on frontfaces). - - - -Terminology: Stencil Light Volume (sometimes called Light Volumes) -Similar to a Stencil Shadow Volume, but inverted; rather than containing the -areas in shadow it contains the areas in light, this can only be built -quickly for certain limited cases (such as portal visibility from a point), -but is quite useful for some effects (sunlight coming from sky polygons is -one possible example, translucent occluders is another example). - - - -Terminology: Optimized Stencil Shadow Volume -A Stencil Shadow Volume that has been processed sufficiently to ensure it has -no duplicate coverage of areas (no need to shadow an area twice), often this -greatly improves performance but is an operation too costly to use on moving -lights (however completely optimal Stencil Light Volumes can be constructed -in some ideal cases). - - - -Terminology: Per Pixel Lighting (sometimes abbreviated PPL) -Per pixel evaluation of lighting equations, at a bare minimum this involves -DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence -vector and surface normal, using a texture of the surface bumps, called a -NormalMap) if supported by hardware; in our case there is support for cards -which are incapable of DOT3, the quality is quite poor however. Additionally -it is desirable to have specular evaluation per pixel, per vertex -normalization of specular halfangle vectors causes noticable distortion but -is unavoidable on hardware without GL_ARB_fragment_program or -GL_ARB_fragment_shader. - - - -Terminology: Normalization CubeMap -A cubemap containing normalized dot3-encoded (vectors of length 1 or less -encoded as RGB colors) for any possible direction, this technique allows per -pixel calculation of incidence vector for per pixel lighting purposes, which -would not otherwise be possible per pixel without GL_ARB_fragment_program or -GL_ARB_fragment_shader. - - - -Terminology: 2D+1D Attenuation Texturing -A very crude approximation of light attenuation with distance which results -in cylindrical light shapes which fade vertically as a streak (some games -such as Doom3 allow this to be rotated to be less noticable in specific -cases), the technique is simply modulating lighting by two 2D textures (which -can be the same) on different axes of projection (XY and Z, typically), this -is the second best technique available without 3D Attenuation Texturing, -GL_ARB_fragment_program or GL_ARB_fragment_shader technology. - - - -Terminology: 2D+1D Inverse Attenuation Texturing -A clever method described in papers on the Abducted engine, this has a squared -distance texture (bright on the outside, black in the middle), which is used -twice using GL_ADD blending, the result of this is used in an inverse modulate -(GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation -lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation -texturing). - - - -Terminology: 3D Attenuation Texturing -A slightly crude approximation of light attenuation with distance, its flaws -are limited radius and resolution (performance tradeoffs). - - - -Terminology: 3D Attenuation-Normalization Texturing -A 3D Attenuation Texture merged with a Normalization CubeMap, by making the -vectors shorter the lighting becomes darker, a very effective optimization of -diffuse lighting if 3D Attenuation Textures are already used. - - - -Terminology: Light Cubemap Filtering -A technique for modeling non-uniform light distribution according to -direction, for example a lantern may use a cubemap to describe the light -emission pattern of the cage around the lantern (as well as soot buildup -discoloring the light in certain areas), often also used for softened grate -shadows and light shining through a stained glass window (done crudely by -texturing the lighting with a cubemap), another good example would be a disco -light. This technique is used heavily in many games (Doom3 does not support -this however). - - - -Terminology: Light Projection Filtering -A technique for modeling shadowing of light passing through translucent -surfaces, allowing stained glass windows and other effects to be done more -elegantly than possible with Light Cubemap Filtering by applying an occluder -texture to the lighting combined with a stencil light volume to limit the lit -area, this technique is used by Doom3 for spotlights and flashlights, among -other things, this can also be used more generally to render light passing -through multiple translucent occluders in a scene (using a light volume to -describe the area beyond the occluder, and thus mask off rendering of all -other areas). - - - -Terminology: Doom3 Lighting -A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization -CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as -demonstrated by the game Doom3. -*/ - #include "quakedef.h" #include "r_shadow.h" #include "cl_collision.h" #include "portals.h" #include "image.h" -#include "dpsoftrast.h" - -#ifdef SUPPORTD3D -#include -extern LPDIRECT3DDEVICE9 vid_d3d9dev; -#endif static void R_Shadow_EditLights_Init(void); @@ -157,10 +15,6 @@ typedef enum r_shadow_rendermode_e R_SHADOW_RENDERMODE_ZFAIL_STENCIL, R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL, R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE, - R_SHADOW_RENDERMODE_LIGHT_VERTEX, - R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN, - R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN, - R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN, R_SHADOW_RENDERMODE_LIGHT_GLSL, R_SHADOW_RENDERMODE_VISIBLEVOLUMES, R_SHADOW_RENDERMODE_VISIBLELIGHTING, @@ -170,20 +24,18 @@ r_shadow_rendermode_t; typedef enum r_shadow_shadowmode_e { - R_SHADOW_SHADOWMODE_STENCIL, + R_SHADOW_SHADOWMODE_DISABLED, R_SHADOW_SHADOWMODE_SHADOWMAP2D } r_shadow_shadowmode_t; r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE; r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE; -r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE; -r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE; int r_shadow_scenemaxlights; int r_shadow_scenenumlights; rtlight_t **r_shadow_scenelightlist; // includes both static lights and dlights, as filtered by appropriate flags -qboolean r_shadow_usingshadowmap2d; -qboolean r_shadow_usingshadowmaportho; +qbool r_shadow_usingshadowmap2d; +qbool r_shadow_usingshadowmaportho; int r_shadow_shadowmapside; float r_shadow_lightshadowmap_texturescale[4]; // xy = scale, zw = offset float r_shadow_lightshadowmap_parameters[4]; // x = frustum width in pixels (excludes border), y = z scale, z = size of viewport, w = z center @@ -195,20 +47,22 @@ int r_shadow_readbuffer; #endif int r_shadow_cullface_front, r_shadow_cullface_back; GLuint r_shadow_fbo2d; +int r_shadow_shadowmode_shadowmapping; // cached value of r_shadow_shadowmapping cvar +int r_shadow_shadowmode_deferred; // cached value of r_shadow_deferred cvar r_shadow_shadowmode_t r_shadow_shadowmode; int r_shadow_shadowmapfilterquality; int r_shadow_shadowmapdepthbits; int r_shadow_shadowmapmaxsize; int r_shadow_shadowmaptexturesize; -qboolean r_shadow_shadowmapvsdct; -qboolean r_shadow_shadowmapsampler; -qboolean r_shadow_shadowmapshadowsampler; +qbool r_shadow_shadowmapvsdct; +qbool r_shadow_shadowmapsampler; +qbool 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; +qbool r_shadow_usingdeferredprepass; +qbool r_shadow_shadowmapdepthtexture; mod_alloclightmap_state_t r_shadow_shadowmapatlas_state; int r_shadow_shadowmapatlas_modelshadows_x; int r_shadow_shadowmapatlas_modelshadows_y; @@ -252,8 +106,6 @@ unsigned char *r_shadow_buffer_lighttrispvs; rtexturepool_t *r_shadow_texturepool; rtexture_t *r_shadow_attenuationgradienttexture; -rtexture_t *r_shadow_attenuation2dtexture; -rtexture_t *r_shadow_attenuation3dtexture; skinframe_t *r_shadow_lightcorona; rtexture_t *r_shadow_shadowmap2ddepthbuffer; rtexture_t *r_shadow_shadowmap2ddepthtexture; @@ -269,10 +121,13 @@ rtexture_t *r_shadow_prepassgeometrynormalmaptexture; rtexture_t *r_shadow_prepasslightingdiffusetexture; rtexture_t *r_shadow_prepasslightingspeculartexture; -// keep track of the provided framebuffer info -static int r_shadow_fb_fbo; -static rtexture_t *r_shadow_fb_depthtexture; -static rtexture_t *r_shadow_fb_colortexture; +int r_shadow_viewfbo; +rtexture_t *r_shadow_viewdepthtexture; +rtexture_t *r_shadow_viewcolortexture; +int r_shadow_viewx; +int r_shadow_viewy; +int r_shadow_viewwidth; +int r_shadow_viewheight; // lights are reloaded when this changes char r_shadow_mapname[MAX_QPATH]; @@ -283,127 +138,123 @@ unsigned int r_shadow_occlusion_buf = 0; // used only for light filters (cubemaps) rtexturepool_t *r_shadow_filters_texturepool; -cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"}; -cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"}; -cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"}; -cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"}; -cvar_t r_shadow_usebihculling = {0, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"}; -cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"}; -cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"}; -cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"}; -cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"}; -cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"}; -cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"}; -cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"}; -cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"}; -cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"}; -cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"}; -cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"}; -cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"}; -cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"}; -cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"}; -cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"}; -cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"}; -cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"}; -cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"}; -cvar_t r_shadow_realtime_world_importlightentitiesfrommap = {0, "r_shadow_realtime_world_importlightentitiesfrommap", "1", "load lights from .ent file or map entities at startup if no .rtlights or .lights file is present (if set to 2, always use the .ent or map entities)"}; -cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"}; -cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"}; -cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"}; -cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"}; -cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"}; -cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"}; -cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"}; -cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes"}; -cvar_t r_shadow_shadowmapping_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", "limit of shadowmap side size - must be at least r_shadow_shadowmapping_bordersize+2"}; -cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "limit of shadowmap side size - can not be more than 1/8th of atlassize because lights store 6 sides (2x3 grid) and sometimes 12 sides (4x3 grid for shadows from EF_NOSELFSHADOW entities) and there are multiple lights..."}; -cvar_t r_shadow_shadowmapping_texturesize = { CVAR_SAVE, "r_shadow_shadowmapping_texturesize", "8192", "size of shadowmap atlas texture - all shadowmaps are packed into this texture at frame start"}; -cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"}; -//cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"}; -//cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"}; -cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"}; -cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"}; -cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"}; -cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"}; -cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"}; -cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"}; -cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"}; -cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"}; -cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"}; -cvar_t r_shadow_culllights_pvs = {CVAR_SAVE, "r_shadow_culllights_pvs", "1", "check if light overlaps any visible bsp leafs when determining if the light is visible"}; -cvar_t r_shadow_culllights_trace = {CVAR_SAVE, "r_shadow_culllights_trace", "1", "use raytraces from the eye to random places within light bounds to determine if the light is visible"}; -cvar_t r_shadow_culllights_trace_eyejitter = {CVAR_SAVE, "r_shadow_culllights_trace_eyejitter", "16", "offset eye location randomly by this much"}; -cvar_t r_shadow_culllights_trace_enlarge = {CVAR_SAVE, "r_shadow_culllights_trace_enlarge", "0.1", "make light bounds bigger by *1.0+enlarge"}; -cvar_t r_shadow_culllights_trace_samples = {CVAR_SAVE, "r_shadow_culllights_trace_samples", "16", "use this many traces to random positions (in addition to center trace)"}; -cvar_t r_shadow_culllights_trace_tempsamples = {CVAR_SAVE, "r_shadow_culllights_trace_tempsamples", "16", "use this many traces if the light was created by csqc (no inter-frame caching), -1 disables the check (to avoid flicker entirely)"}; -cvar_t r_shadow_culllights_trace_delay = {CVAR_SAVE, "r_shadow_culllights_trace_delay", "1", "light will be considered visible for this many seconds after any trace connects"}; -cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"}; -cvar_t r_shadow_bouncegrid_blur = {CVAR_SAVE, "r_shadow_bouncegrid_blur", "0", "apply a 1-radius blur on bouncegrid to denoise it and deal with boundary issues with surfaces"}; -cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"}; -cvar_t r_shadow_bouncegrid_dynamic_bounceminimumintensity = { CVAR_SAVE, "r_shadow_bouncegrid_dynamic_bounceminimumintensity", "0.05", "stop bouncing once intensity drops below this fraction of the original particle color" }; -cvar_t r_shadow_bouncegrid_dynamic_culllightpaths = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_culllightpaths", "1", "skip accumulating light in the bouncegrid texture where the light paths are out of view (dynamic mode only)"}; -cvar_t r_shadow_bouncegrid_dynamic_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"}; -cvar_t r_shadow_bouncegrid_dynamic_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_dlightparticlemultiplier", "1", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"}; -cvar_t r_shadow_bouncegrid_dynamic_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_hitmodels", "0", "enables hitting character model geometry (SLOW)"}; -cvar_t r_shadow_bouncegrid_dynamic_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_lightradiusscale", "2", "particles stop at this fraction of light radius (can be more than 1)"}; -cvar_t r_shadow_bouncegrid_dynamic_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_maxbounce", "2", "maximum number of bounces for a particle (minimum is 0)"}; -cvar_t r_shadow_bouncegrid_dynamic_maxphotons = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_maxphotons", "25000", "upper bound on photons to shoot per update, divided proportionately between lights - normally the number of photons is calculated by energyperphoton"}; -cvar_t r_shadow_bouncegrid_dynamic_quality = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_quality", "1", "amount of photons that should be fired (this is multiplied by spacing^2 to make it adaptive with spacing changes)"}; -cvar_t r_shadow_bouncegrid_dynamic_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_spacing", "64", "unit size of bouncegrid pixel"}; -cvar_t r_shadow_bouncegrid_dynamic_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"}; -cvar_t r_shadow_bouncegrid_dynamic_x = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_x", "64", "maximum texture size of bouncegrid on X axis"}; -cvar_t r_shadow_bouncegrid_dynamic_y = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_y", "64", "maximum texture size of bouncegrid on Y axis"}; -cvar_t r_shadow_bouncegrid_dynamic_z = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_z", "32", "maximum texture size of bouncegrid on Z axis"}; -cvar_t r_shadow_bouncegrid_floatcolors = {CVAR_SAVE, "r_shadow_bouncegrid_floatcolors", "1", "upload texture as RGBA16F (or RGBA32F when set to 2) rather than RGBA8 format - this gives more dynamic range and accuracy"}; -cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_SAVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"}; -cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"}; -cvar_t r_shadow_bouncegrid_lightpathsize_conespread = {CVAR_SAVE, "r_shadow_bouncegrid_lightpathsize_conespread", "0.015625", "increase lightpathsize over distance at this rate per grid cell"}; -cvar_t r_shadow_bouncegrid_lightpathsize_initial = {CVAR_SAVE, "r_shadow_bouncegrid_lightpathsize_initial", "0.5", "width (in grid cells) of the light path for accumulation of light in the bouncegrid texture"}; -cvar_t r_shadow_bouncegrid_normalizevectors = { CVAR_SAVE, "r_shadow_bouncegrid_normalizevectors", "1", "normalize random vectors (otherwise their length can vary, which dims the lighting further from the light)" }; -cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "2", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"}; -cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "0.25", "brightness of particles contributing to bouncegrid texture"}; -cvar_t r_shadow_bouncegrid_rng_seed = { CVAR_SAVE, "r_shadow_bouncegrid_rng_seed", "0", "0+ = use this number as RNG seed, -1 = use time instead for disco-like craziness in dynamic mode" }; -cvar_t r_shadow_bouncegrid_rng_type = { CVAR_SAVE, "r_shadow_bouncegrid_rng_type", "0", "0 = Lehmer 128bit RNG (slow but high quality), 1 = lhcheeserand 32bit RNG (quick)" }; -cvar_t r_shadow_bouncegrid_sortlightpaths = {CVAR_SAVE, "r_shadow_bouncegrid_sortlightpaths", "1", "sort light paths before accumulating them into the bouncegrid texture, this reduces cpu cache misses"}; -cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"}; -cvar_t r_shadow_bouncegrid_static_bounceminimumintensity = { CVAR_SAVE, "r_shadow_bouncegrid_static_bounceminimumintensity", "0.01", "stop bouncing once intensity drops below this fraction of the original particle color" }; -cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"}; -cvar_t r_shadow_bouncegrid_static_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_static_lightradiusscale", "2", "particles stop at this fraction of light radius (can be more than 1) when in static mode"}; -cvar_t r_shadow_bouncegrid_static_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_static_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0) in static mode"}; -cvar_t r_shadow_bouncegrid_static_maxphotons = {CVAR_SAVE, "r_shadow_bouncegrid_static_maxphotons", "250000", "upper bound on photons in static mode"}; -cvar_t r_shadow_bouncegrid_static_quality = { CVAR_SAVE, "r_shadow_bouncegrid_static_quality", "16", "amount of photons that should be fired (this is multiplied by spacing^2 to make it adaptive with spacing changes)" }; -cvar_t r_shadow_bouncegrid_static_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_static_spacing", "64", "unit size of bouncegrid pixel when in static mode"}; -cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "0", "brightness of corona flare effects around certain lights, 0 disables corona effects"}; -cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"}; -cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "0", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility) - bad performance (synchronous rendering) - worse on multi-gpu!"}; -cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"}; -cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"}; -cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"}; -cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"}; -cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"}; -cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"}; -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"}; +cvar_t r_shadow_bumpscale_basetexture = {CF_CLIENT, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"}; +cvar_t r_shadow_bumpscale_bumpmap = {CF_CLIENT, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"}; +cvar_t r_shadow_debuglight = {CF_CLIENT, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"}; +cvar_t r_shadow_deferred = {CF_CLIENT | CF_ARCHIVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"}; +cvar_t r_shadow_usebihculling = {CF_CLIENT, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"}; +cvar_t r_shadow_usenormalmap = {CF_CLIENT | CF_ARCHIVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"}; +cvar_t r_shadow_gloss = {CF_CLIENT | CF_ARCHIVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"}; +cvar_t r_shadow_gloss2intensity = {CF_CLIENT, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"}; +cvar_t r_shadow_glossintensity = {CF_CLIENT, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"}; +cvar_t r_shadow_glossexponent = {CF_CLIENT, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"}; +cvar_t r_shadow_gloss2exponent = {CF_CLIENT, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"}; +cvar_t r_shadow_glossexact = {CF_CLIENT, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"}; +cvar_t r_shadow_lightattenuationdividebias = {CF_CLIENT, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"}; +cvar_t r_shadow_lightattenuationlinearscale = {CF_CLIENT, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"}; +cvar_t r_shadow_lightintensityscale = {CF_CLIENT, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"}; +cvar_t r_shadow_lightradiusscale = {CF_CLIENT, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"}; +cvar_t r_shadow_projectdistance = {CF_CLIENT, "r_shadow_projectdistance", "0", "how far to cast shadows"}; +cvar_t r_shadow_frontsidecasting = {CF_CLIENT, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"}; +cvar_t r_shadow_realtime_dlight = {CF_CLIENT | CF_ARCHIVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"}; +cvar_t r_shadow_realtime_dlight_shadows = {CF_CLIENT | CF_ARCHIVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"}; +cvar_t r_shadow_realtime_dlight_svbspculling = {CF_CLIENT, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"}; +cvar_t r_shadow_realtime_dlight_portalculling = {CF_CLIENT, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"}; +cvar_t r_shadow_realtime_world = {CF_CLIENT | CF_ARCHIVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"}; +cvar_t r_shadow_realtime_world_importlightentitiesfrommap = {CF_CLIENT, "r_shadow_realtime_world_importlightentitiesfrommap", "1", "load lights from .ent file or map entities at startup if no .rtlights or .lights file is present (if set to 2, always use the .ent or map entities)"}; +cvar_t r_shadow_realtime_world_lightmaps = {CF_CLIENT | CF_ARCHIVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"}; +cvar_t r_shadow_realtime_world_shadows = {CF_CLIENT | CF_ARCHIVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"}; +cvar_t r_shadow_realtime_world_compile = {CF_CLIENT, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"}; +cvar_t r_shadow_realtime_world_compileshadow = {CF_CLIENT, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"}; +cvar_t r_shadow_realtime_world_compilesvbsp = {CF_CLIENT, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"}; +cvar_t r_shadow_realtime_world_compileportalculling = {CF_CLIENT, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"}; +cvar_t r_shadow_scissor = {CF_CLIENT, "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 = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (shadow rendering by depth texture sampling)"}; +cvar_t r_shadow_shadowmapping_filterquality = {CF_CLIENT | CF_ARCHIVE, "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 = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_useshadowsampler", "1", "whether to use sampler2DShadow if available"}; +cvar_t r_shadow_shadowmapping_depthbits = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"}; +cvar_t r_shadow_shadowmapping_vsdct = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"}; +cvar_t r_shadow_shadowmapping_minsize = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_minsize", "32", "limit of shadowmap side size - must be at least r_shadow_shadowmapping_bordersize+2"}; +cvar_t r_shadow_shadowmapping_maxsize = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_maxsize", "512", "limit of shadowmap side size - can not be more than 1/8th of atlassize because lights store 6 sides (2x3 grid) and sometimes 12 sides (4x3 grid for shadows from EF_NOSELFSHADOW entities) and there are multiple lights..."}; +cvar_t r_shadow_shadowmapping_texturesize = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_texturesize", "8192", "size of shadowmap atlas texture - all shadowmaps are packed into this texture at frame start"}; +cvar_t r_shadow_shadowmapping_precision = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"}; +//cvar_t r_shadow_shadowmapping_lod_bias = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"}; +//cvar_t r_shadow_shadowmapping_lod_scale = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"}; +cvar_t r_shadow_shadowmapping_bordersize = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_bordersize", "5", "shadowmap size bias for filtering"}; +cvar_t r_shadow_shadowmapping_nearclip = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"}; +cvar_t r_shadow_shadowmapping_bias = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"}; +cvar_t r_shadow_shadowmapping_polygonfactor = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"}; +cvar_t r_shadow_shadowmapping_polygonoffset = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"}; +cvar_t r_shadow_sortsurfaces = {CF_CLIENT, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"}; +cvar_t r_shadow_culllights_pvs = {CF_CLIENT | CF_ARCHIVE, "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 = {CF_CLIENT | CF_ARCHIVE, "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 = {CF_CLIENT | CF_ARCHIVE, "r_shadow_culllights_trace_eyejitter", "16", "offset eye location randomly by this much"}; +cvar_t r_shadow_culllights_trace_enlarge = {CF_CLIENT | CF_ARCHIVE, "r_shadow_culllights_trace_enlarge", "0", "make light bounds bigger by *(1.0+enlarge)"}; +cvar_t r_shadow_culllights_trace_expand = {CF_CLIENT | CF_ARCHIVE, "r_shadow_culllights_trace_expand", "8", "make light bounds bigger by this many units"}; +cvar_t r_shadow_culllights_trace_pad = {CF_CLIENT | CF_ARCHIVE, "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 = {CF_CLIENT | CF_ARCHIVE, "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 = {CF_CLIENT | CF_ARCHIVE, "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 = {CF_CLIENT | CF_ARCHIVE, "r_shadow_culllights_trace_delay", "1", "light will be considered visible for this many seconds after any trace connects"}; +cvar_t r_shadow_bouncegrid = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"}; +cvar_t r_shadow_bouncegrid_blur = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_blur", "0", "apply a 1-radius blur on bouncegrid to denoise it and deal with boundary issues with surfaces"}; +cvar_t r_shadow_bouncegrid_dynamic_bounceminimumintensity = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_dynamic_bounceminimumintensity", "0.05", "stop bouncing once intensity drops below this fraction of the original particle color"}; +cvar_t r_shadow_bouncegrid_dynamic_culllightpaths = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_dynamic_culllightpaths", "0", "skip accumulating light in the bouncegrid texture where the light paths are out of view (dynamic mode only)"}; +cvar_t r_shadow_bouncegrid_dynamic_directionalshading = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_dynamic_directionalshading", "1", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"}; +cvar_t r_shadow_bouncegrid_dynamic_dlightparticlemultiplier = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_dynamic_dlightparticlemultiplier", "1", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"}; +cvar_t r_shadow_bouncegrid_dynamic_hitmodels = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_dynamic_hitmodels", "0", "enables hitting character model geometry (SLOW)"}; +cvar_t r_shadow_bouncegrid_dynamic_lightradiusscale = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_dynamic_lightradiusscale", "5", "particles stop at this fraction of light radius (can be more than 1)"}; +cvar_t r_shadow_bouncegrid_dynamic_maxbounce = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_dynamic_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0)"}; +cvar_t r_shadow_bouncegrid_dynamic_maxphotons = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_dynamic_maxphotons", "25000", "upper bound on photons to shoot per update, divided proportionately between lights - normally the number of photons is calculated by energyperphoton"}; +cvar_t r_shadow_bouncegrid_dynamic_quality = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_dynamic_quality", "1", "amount of photons that should be fired (this is multiplied by spacing ^ 2 to make it adaptive with spacing changes)"}; +cvar_t r_shadow_bouncegrid_dynamic_spacing = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_dynamic_spacing", "64", "unit size of bouncegrid pixel"}; +cvar_t r_shadow_bouncegrid_dynamic_updateinterval = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_dynamic_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"}; +cvar_t r_shadow_bouncegrid_dynamic_x = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_dynamic_x", "64", "maximum texture size of bouncegrid on X axis"}; +cvar_t r_shadow_bouncegrid_dynamic_y = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_dynamic_y", "64", "maximum texture size of bouncegrid on Y axis"}; +cvar_t r_shadow_bouncegrid_dynamic_z = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_dynamic_z", "32", "maximum texture size of bouncegrid on Z axis"}; +cvar_t r_shadow_bouncegrid_floatcolors = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_floatcolors", "1", "upload texture as RGBA16F (or RGBA32F when set to 2) rather than RGBA8 format - this gives more dynamic range and accuracy"}; +cvar_t r_shadow_bouncegrid_includedirectlighting = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"}; +cvar_t r_shadow_bouncegrid_intensity = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"}; +cvar_t r_shadow_bouncegrid_lightpathsize = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_lightpathsize", "64", "radius (in game units) of the light path for accumulation of light in the bouncegrid texture"}; +cvar_t r_shadow_bouncegrid_normalizevectors = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_normalizevectors", "1", "normalize random vectors (otherwise their length can vary, which dims the lighting further from the light)"}; +cvar_t r_shadow_bouncegrid_particlebounceintensity = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_particlebounceintensity", "4", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"}; +cvar_t r_shadow_bouncegrid_particleintensity = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_particleintensity", "1", "brightness of particles contributing to bouncegrid texture"}; +cvar_t r_shadow_bouncegrid_rng_seed = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_rng_seed", "0", "0+ = use this number as RNG seed, -1 = use time instead for disco-like craziness in dynamic mode"}; +cvar_t r_shadow_bouncegrid_rng_type = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_rng_type", "0", "0 = Lehmer 128bit RNG (slow but high quality), 1 = lhcheeserand 32bit RNG (quick)"}; +cvar_t r_shadow_bouncegrid_static = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"}; +cvar_t r_shadow_bouncegrid_static_bounceminimumintensity = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_static_bounceminimumintensity", "0.01", "stop bouncing once intensity drops below this fraction of the original particle color"}; +cvar_t r_shadow_bouncegrid_static_directionalshading = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"}; +cvar_t r_shadow_bouncegrid_static_lightradiusscale = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_static_lightradiusscale", "5", "particles stop at this fraction of light radius (can be more than 1) when in static mode"}; +cvar_t r_shadow_bouncegrid_static_maxbounce = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_static_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0) in static mode"}; +cvar_t r_shadow_bouncegrid_static_maxphotons = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_static_maxphotons", "250000", "upper bound on photons in static mode"}; +cvar_t r_shadow_bouncegrid_static_quality = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_static_quality", "16", "amount of photons that should be fired (this is multiplied by spacing ^ 2 to make it adaptive with spacing changes)"}; +cvar_t r_shadow_bouncegrid_static_spacing = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_static_spacing", "64", "unit size of bouncegrid pixel when in static mode"}; +cvar_t r_shadow_bouncegrid_subsamples = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_subsamples", "1", "when generating the texture, sample this many points along each dimension (multisampling uses more compute but not more memory bandwidth)"}; +cvar_t r_shadow_bouncegrid_threaded = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_threaded", "1", "enables use of taskqueue_maxthreads to perform the traces and slice rendering of bouncegrid"}; +cvar_t r_coronas = {CF_CLIENT | CF_ARCHIVE, "r_coronas", "0", "brightness of corona flare effects around certain lights, 0 disables corona effects"}; +cvar_t r_coronas_occlusionsizescale = {CF_CLIENT | CF_ARCHIVE, "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 = {CF_CLIENT | CF_ARCHIVE, "r_coronas_occlusionquery", "0", "fades coronas according to visibility"}; +cvar_t gl_flashblend = {CF_CLIENT | CF_ARCHIVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"}; +cvar_t r_editlights = {CF_CLIENT, "r_editlights", "0", "enables .rtlights file editing mode"}; +cvar_t r_editlights_cursordistance = {CF_CLIENT, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"}; +cvar_t r_editlights_cursorpushback = {CF_CLIENT, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"}; +cvar_t r_editlights_cursorpushoff = {CF_CLIENT, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"}; +cvar_t r_editlights_cursorgrid = {CF_CLIENT, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"}; +cvar_t r_editlights_quakelightsizescale = {CF_CLIENT | CF_ARCHIVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"}; +cvar_t r_editlights_drawproperties = {CF_CLIENT, "r_editlights_drawproperties", "1", "draw properties of currently selected light"}; +cvar_t r_editlights_current_origin = {CF_CLIENT, "r_editlights_current_origin", "0 0 0", "origin of selected light"}; +cvar_t r_editlights_current_angles = {CF_CLIENT, "r_editlights_current_angles", "0 0 0", "angles of selected light"}; +cvar_t r_editlights_current_color = {CF_CLIENT, "r_editlights_current_color", "1 1 1", "color of selected light"}; +cvar_t r_editlights_current_radius = {CF_CLIENT, "r_editlights_current_radius", "0", "radius of selected light"}; +cvar_t r_editlights_current_corona = {CF_CLIENT, "r_editlights_current_corona", "0", "corona intensity of selected light"}; +cvar_t r_editlights_current_coronasize = {CF_CLIENT, "r_editlights_current_coronasize", "0", "corona size of selected light"}; +cvar_t r_editlights_current_style = {CF_CLIENT, "r_editlights_current_style", "0", "style of selected light"}; +cvar_t r_editlights_current_shadows = {CF_CLIENT, "r_editlights_current_shadows", "0", "shadows flag of selected light"}; +cvar_t r_editlights_current_cubemap = {CF_CLIENT, "r_editlights_current_cubemap", "0", "cubemap of selected light"}; +cvar_t r_editlights_current_ambient = {CF_CLIENT, "r_editlights_current_ambient", "0", "ambient intensity of selected light"}; +cvar_t r_editlights_current_diffuse = {CF_CLIENT, "r_editlights_current_diffuse", "1", "diffuse intensity of selected light"}; +cvar_t r_editlights_current_specular = {CF_CLIENT, "r_editlights_current_specular", "1", "specular intensity of selected light"}; +cvar_t r_editlights_current_normalmode = {CF_CLIENT, "r_editlights_current_normalmode", "0", "normalmode flag of selected light"}; +cvar_t r_editlights_current_realtimemode = {CF_CLIENT, "r_editlights_current_realtimemode", "0", "realtimemode flag of selected light"}; r_shadow_bouncegrid_state_t r_shadow_bouncegrid_state; @@ -423,7 +274,7 @@ static memexpandablearray_t r_shadow_worldlightsarray; dlight_t *r_shadow_selectedlight; dlight_t r_shadow_bufferlight; vec3_t r_editlights_cursorlocation; -qboolean r_editlights_lockcursor; +qbool r_editlights_lockcursor; extern int con_vislines; @@ -433,8 +284,7 @@ void R_Shadow_SaveWorldLights(void); void R_Shadow_LoadWorldLights(void); void R_Shadow_LoadLightsFile(void); void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void); -void R_Shadow_EditLights_Reload_f(void); -void R_Shadow_ValidateCvars(void); +void R_Shadow_EditLights_Reload_f(cmd_state_t *cmd); static void R_Shadow_MakeTextures(void); #define EDLIGHTSPRSIZE 8 @@ -450,42 +300,43 @@ static void R_Shadow_MakeShadowMap(int texturesize); static void R_Shadow_MakeVSDCT(void); static void R_Shadow_SetShadowMode(void) { + r_shadow_shadowmode_shadowmapping = r_shadow_shadowmapping.integer; + r_shadow_shadowmode_deferred = r_shadow_deferred.integer; r_shadow_shadowmapborder = bound(1, r_shadow_shadowmapping_bordersize.integer, 16); r_shadow_shadowmaptexturesize = bound(256, r_shadow_shadowmapping_texturesize.integer, (int)vid.maxtexturesize_2d); r_shadow_shadowmapmaxsize = bound(r_shadow_shadowmapborder+2, r_shadow_shadowmapping_maxsize.integer, r_shadow_shadowmaptexturesize / 8); - r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20; + r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL32; r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer; r_shadow_shadowmapshadowsampler = r_shadow_shadowmapping_useshadowsampler.integer != 0; r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer; r_shadow_shadowmapsampler = false; r_shadow_shadowmappcf = 0; r_shadow_shadowmapdepthtexture = r_fb.usedepthtextures; - r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL; - Mod_AllocLightmap_Init(&r_shadow_shadowmapatlas_state, r_main_mempool, r_shadow_shadowmaptexturesize, r_shadow_shadowmaptexturesize); - if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object) + r_shadow_shadowmode = R_SHADOW_SHADOWMODE_DISABLED; + if (r_shadow_shadowmode_shadowmapping || r_shadow_shadowmode_deferred) { - switch(vid.renderpath) + switch (vid.renderpath) { - case RENDERPATH_GL20: - if(r_shadow_shadowmapfilterquality < 0) + case RENDERPATH_GL32: + if (r_shadow_shadowmapfilterquality < 0) { if (!r_fb.usedepthtextures) r_shadow_shadowmappcf = 1; - else if((strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) && vid.support.arb_shadow && r_shadow_shadowmapshadowsampler) + else if ((strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) && r_shadow_shadowmapshadowsampler) { r_shadow_shadowmapsampler = true; r_shadow_shadowmappcf = 1; } - else if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) + else if (vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) r_shadow_shadowmappcf = 1; - else if((strstr(gl_vendor, "ATI") || strstr(gl_vendor, "Advanced Micro Devices")) && !strstr(gl_renderer, "Mesa") && !strstr(gl_version, "Mesa")) + else if ((strstr(gl_vendor, "ATI") || strstr(gl_vendor, "Advanced Micro Devices")) && !strstr(gl_renderer, "Mesa") && !strstr(gl_version, "Mesa")) r_shadow_shadowmappcf = 1; else - r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler; + r_shadow_shadowmapsampler = r_shadow_shadowmapshadowsampler; } else { - r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler; + r_shadow_shadowmapsampler = r_shadow_shadowmapshadowsampler; switch (r_shadow_shadowmapfilterquality) { case 1: @@ -505,39 +356,41 @@ static void R_Shadow_SetShadowMode(void) r_shadow_shadowmapsampler = false; r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D; break; - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_SOFT: - r_shadow_shadowmapsampler = false; - r_shadow_shadowmappcf = 1; - r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D; - break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: + r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D; break; } } + switch (r_shadow_shadowmode) + { + case R_SHADOW_SHADOWMODE_SHADOWMAP2D: + Mod_AllocLightmap_Init(&r_shadow_shadowmapatlas_state, r_main_mempool, r_shadow_shadowmaptexturesize, r_shadow_shadowmaptexturesize); + break; + case R_SHADOW_SHADOWMODE_DISABLED: + break; + } + if(R_CompileShader_CheckStaticParms()) - R_GLSL_Restart_f(); + R_GLSL_Restart_f(cmd_local); } -qboolean R_Shadow_ShadowMappingEnabled(void) +qbool R_Shadow_ShadowMappingEnabled(void) { switch (r_shadow_shadowmode) { case R_SHADOW_SHADOWMODE_SHADOWMAP2D: return true; - default: + case R_SHADOW_SHADOWMODE_DISABLED: return false; } + return false; } static void R_Shadow_FreeShadowMaps(void) { + R_Shadow_UncompileWorldLights(); + Mod_AllocLightmap_Free(&r_shadow_shadowmapatlas_state); R_Shadow_SetShadowMode(); @@ -557,6 +410,7 @@ static void R_Shadow_FreeShadowMaps(void) if (r_shadow_shadowmapvsdcttexture) R_FreeTexture(r_shadow_shadowmapvsdcttexture); r_shadow_shadowmapvsdcttexture = NULL; + } static void r_shadow_start(void) @@ -564,9 +418,7 @@ static void r_shadow_start(void) // allocate vertex processing arrays memset(&r_shadow_bouncegrid_state, 0, sizeof(r_shadow_bouncegrid_state)); r_shadow_attenuationgradienttexture = NULL; - r_shadow_attenuation2dtexture = NULL; - r_shadow_attenuation3dtexture = NULL; - r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL; + r_shadow_shadowmode = R_SHADOW_SHADOWMODE_DISABLED; r_shadow_shadowmap2ddepthtexture = NULL; r_shadow_shadowmap2ddepthbuffer = NULL; r_shadow_shadowmapvsdcttexture = NULL; @@ -583,7 +435,6 @@ static void r_shadow_start(void) r_shadow_texturepool = NULL; r_shadow_filters_texturepool = NULL; - R_Shadow_ValidateCvars(); R_Shadow_MakeTextures(); r_shadow_scenemaxlights = 0; r_shadow_scenenumlights = 0; @@ -625,22 +476,13 @@ static void r_shadow_start(void) // these out per frame... switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: r_shadow_bouncegrid_state.allowdirectionalshading = true; - r_shadow_bouncegrid_state.capable = vid.support.ext_texture_3d; + r_shadow_bouncegrid_state.capable = true; break; case RENDERPATH_GLES2: // for performance reasons, do not use directional shading on GLES devices - r_shadow_bouncegrid_state.capable = vid.support.ext_texture_3d; - break; - // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them... - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - case RENDERPATH_SOFT: - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: + r_shadow_bouncegrid_state.capable = true; break; } } @@ -649,7 +491,6 @@ static void R_Shadow_FreeDeferred(void); static void r_shadow_shutdown(void) { CHECKGLERROR - R_Shadow_UncompileWorldLights(); R_Shadow_FreeShadowMaps(); @@ -669,12 +510,11 @@ static void r_shadow_shutdown(void) if (r_shadow_bouncegrid_state.blurpixels[1]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL; if (r_shadow_bouncegrid_state.u8pixels) Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL; if (r_shadow_bouncegrid_state.fp16pixels) Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL; - if (r_shadow_bouncegrid_state.splatpaths) Mem_Free(r_shadow_bouncegrid_state.splatpaths); r_shadow_bouncegrid_state.splatpaths = NULL; - r_shadow_bouncegrid_state.maxsplatpaths = 0; + if (r_shadow_bouncegrid_state.photons) Mem_Free(r_shadow_bouncegrid_state.photons); r_shadow_bouncegrid_state.photons = NULL; + if (r_shadow_bouncegrid_state.photons_tasks) Mem_Free(r_shadow_bouncegrid_state.photons_tasks); r_shadow_bouncegrid_state.photons_tasks = NULL; + if (r_shadow_bouncegrid_state.slices_tasks) Mem_Free(r_shadow_bouncegrid_state.slices_tasks); r_shadow_bouncegrid_state.slices_tasks = NULL; memset(&r_shadow_bouncegrid_state, 0, sizeof(r_shadow_bouncegrid_state)); r_shadow_attenuationgradienttexture = NULL; - r_shadow_attenuation2dtexture = NULL; - r_shadow_attenuation3dtexture = NULL; R_FreeTexturePool(&r_shadow_texturepool); R_FreeTexturePool(&r_shadow_filters_texturepool); maxshadowtriangles = 0; @@ -740,22 +580,24 @@ static void r_shadow_shutdown(void) static void r_shadow_newmap(void) { r_shadow_bouncegrid_state.highpixels = NULL; - if (r_shadow_bouncegrid_state.blurpixels[0]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[0]); r_shadow_bouncegrid_state.blurpixels[0] = NULL; - if (r_shadow_bouncegrid_state.blurpixels[1]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL; - if (r_shadow_bouncegrid_state.u8pixels) Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL; - if (r_shadow_bouncegrid_state.fp16pixels) Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL; - if (r_shadow_bouncegrid_state.splatpaths) Mem_Free(r_shadow_bouncegrid_state.splatpaths); r_shadow_bouncegrid_state.splatpaths = NULL; - r_shadow_bouncegrid_state.maxsplatpaths = 0; - if (r_shadow_bouncegrid_state.texture) R_FreeTexture(r_shadow_bouncegrid_state.texture);r_shadow_bouncegrid_state.texture = NULL; - if (r_shadow_lightcorona) R_SkinFrame_MarkUsed(r_shadow_lightcorona); - if (r_editlights_sprcursor) R_SkinFrame_MarkUsed(r_editlights_sprcursor); - if (r_editlights_sprlight) R_SkinFrame_MarkUsed(r_editlights_sprlight); - if (r_editlights_sprnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight); - if (r_editlights_sprcubemaplight) R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight); - if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight); - if (r_editlights_sprselection) R_SkinFrame_MarkUsed(r_editlights_sprselection); + if (r_shadow_bouncegrid_state.blurpixels[0]) { Mem_Free(r_shadow_bouncegrid_state.blurpixels[0]); r_shadow_bouncegrid_state.blurpixels[0] = NULL; } + if (r_shadow_bouncegrid_state.blurpixels[1]) { Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL; } + if (r_shadow_bouncegrid_state.u8pixels) { Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL; } + if (r_shadow_bouncegrid_state.fp16pixels) { Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL; } + if (r_shadow_bouncegrid_state.photons) Mem_Free(r_shadow_bouncegrid_state.photons); r_shadow_bouncegrid_state.photons = NULL; + if (r_shadow_bouncegrid_state.photons_tasks) Mem_Free(r_shadow_bouncegrid_state.photons_tasks); r_shadow_bouncegrid_state.photons_tasks = NULL; + if (r_shadow_bouncegrid_state.slices_tasks) Mem_Free(r_shadow_bouncegrid_state.slices_tasks); r_shadow_bouncegrid_state.slices_tasks = NULL; + + if (r_shadow_bouncegrid_state.texture) { R_FreeTexture(r_shadow_bouncegrid_state.texture);r_shadow_bouncegrid_state.texture = NULL; } + if (r_shadow_lightcorona) { R_SkinFrame_MarkUsed(r_shadow_lightcorona); } + if (r_editlights_sprcursor) { R_SkinFrame_MarkUsed(r_editlights_sprcursor); } + if (r_editlights_sprlight) { R_SkinFrame_MarkUsed(r_editlights_sprlight); } + if (r_editlights_sprnoshadowlight) { R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight); } + if (r_editlights_sprcubemaplight) { R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight); } + if (r_editlights_sprcubemapnoshadowlight) { R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight); } + if (r_editlights_sprselection) { R_SkinFrame_MarkUsed(r_editlights_sprselection); } if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname))) - R_Shadow_EditLights_Reload_f(); + R_Shadow_EditLights_Reload_f(cmd_local); } void R_Shadow_Init(void) @@ -808,19 +650,17 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor); Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset); Cvar_RegisterVariable(&r_shadow_sortsurfaces); - Cvar_RegisterVariable(&r_shadow_polygonfactor); - Cvar_RegisterVariable(&r_shadow_polygonoffset); - Cvar_RegisterVariable(&r_shadow_texture3d); Cvar_RegisterVariable(&r_shadow_culllights_pvs); Cvar_RegisterVariable(&r_shadow_culllights_trace); Cvar_RegisterVariable(&r_shadow_culllights_trace_eyejitter); Cvar_RegisterVariable(&r_shadow_culllights_trace_enlarge); + Cvar_RegisterVariable(&r_shadow_culllights_trace_expand); + Cvar_RegisterVariable(&r_shadow_culllights_trace_pad); Cvar_RegisterVariable(&r_shadow_culllights_trace_samples); Cvar_RegisterVariable(&r_shadow_culllights_trace_tempsamples); Cvar_RegisterVariable(&r_shadow_culllights_trace_delay); Cvar_RegisterVariable(&r_shadow_bouncegrid); Cvar_RegisterVariable(&r_shadow_bouncegrid_blur); - Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse); Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_bounceminimumintensity); Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_culllightpaths); Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_directionalshading); @@ -838,14 +678,12 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_bouncegrid_floatcolors); Cvar_RegisterVariable(&r_shadow_bouncegrid_includedirectlighting); Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity); - Cvar_RegisterVariable(&r_shadow_bouncegrid_lightpathsize_conespread); - Cvar_RegisterVariable(&r_shadow_bouncegrid_lightpathsize_initial); + Cvar_RegisterVariable(&r_shadow_bouncegrid_lightpathsize); Cvar_RegisterVariable(&r_shadow_bouncegrid_normalizevectors); Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity); Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity); Cvar_RegisterVariable(&r_shadow_bouncegrid_rng_seed); Cvar_RegisterVariable(&r_shadow_bouncegrid_rng_type); - Cvar_RegisterVariable(&r_shadow_bouncegrid_sortlightpaths); Cvar_RegisterVariable(&r_shadow_bouncegrid_static); Cvar_RegisterVariable(&r_shadow_bouncegrid_static_bounceminimumintensity); Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading); @@ -854,12 +692,12 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_bouncegrid_static_maxphotons); Cvar_RegisterVariable(&r_shadow_bouncegrid_static_quality); Cvar_RegisterVariable(&r_shadow_bouncegrid_static_spacing); + Cvar_RegisterVariable(&r_shadow_bouncegrid_subsamples); + Cvar_RegisterVariable(&r_shadow_bouncegrid_threaded); Cvar_RegisterVariable(&r_coronas); Cvar_RegisterVariable(&r_coronas_occlusionsizescale); Cvar_RegisterVariable(&r_coronas_occlusionquery); Cvar_RegisterVariable(&gl_flashblend); - Cvar_RegisterVariable(&gl_ext_separatestencil); - Cvar_RegisterVariable(&gl_ext_stenciltwoside); R_Shadow_EditLights_Init(); Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128); r_shadow_scenemaxlights = 0; @@ -1024,476 +862,6 @@ void R_Shadow_PrepareShadowSides(int numtris) numshadowsides = 0; } -static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris) -{ - int i, j; - int outtriangles = 0, outvertices = 0; - const int *element; - const float *vertex; - float ratio, direction[3], projectvector[3]; - - if (projectdirection) - VectorScale(projectdirection, projectdistance, projectvector); - else - VectorClear(projectvector); - - // create the vertices - if (projectdirection) - { - for (i = 0;i < numshadowmarktris;i++) - { - element = inelement3i + shadowmarktris[i] * 3; - for (j = 0;j < 3;j++) - { - if (vertexupdate[element[j]] != vertexupdatenum) - { - vertexupdate[element[j]] = vertexupdatenum; - vertexremap[element[j]] = outvertices; - vertex = invertex3f + element[j] * 3; - // project one copy of the vertex according to projectvector - VectorCopy(vertex, outvertex3f); - VectorAdd(vertex, projectvector, (outvertex3f + 3)); - outvertex3f += 6; - outvertices += 2; - } - } - } - } - else - { - for (i = 0;i < numshadowmarktris;i++) - { - element = inelement3i + shadowmarktris[i] * 3; - for (j = 0;j < 3;j++) - { - if (vertexupdate[element[j]] != vertexupdatenum) - { - vertexupdate[element[j]] = vertexupdatenum; - vertexremap[element[j]] = outvertices; - vertex = invertex3f + element[j] * 3; - // project one copy of the vertex to the sphere radius of the light - // (FIXME: would projecting it to the light box be better?) - VectorSubtract(vertex, projectorigin, direction); - ratio = projectdistance / VectorLength(direction); - VectorCopy(vertex, outvertex3f); - VectorMA(projectorigin, ratio, direction, (outvertex3f + 3)); - outvertex3f += 6; - outvertices += 2; - } - } - } - } - - if (r_shadow_frontsidecasting.integer) - { - for (i = 0;i < numshadowmarktris;i++) - { - int remappedelement[3]; - int markindex; - const int *neighbortriangle; - - markindex = shadowmarktris[i] * 3; - element = inelement3i + markindex; - neighbortriangle = inneighbor3i + markindex; - // output the front and back triangles - outelement3i[0] = vertexremap[element[0]]; - outelement3i[1] = vertexremap[element[1]]; - outelement3i[2] = vertexremap[element[2]]; - outelement3i[3] = vertexremap[element[2]] + 1; - outelement3i[4] = vertexremap[element[1]] + 1; - outelement3i[5] = vertexremap[element[0]] + 1; - - outelement3i += 6; - outtriangles += 2; - // output the sides (facing outward from this triangle) - if (shadowmark[neighbortriangle[0]] != shadowmarkcount) - { - remappedelement[0] = vertexremap[element[0]]; - remappedelement[1] = vertexremap[element[1]]; - outelement3i[0] = remappedelement[1]; - outelement3i[1] = remappedelement[0]; - outelement3i[2] = remappedelement[0] + 1; - outelement3i[3] = remappedelement[1]; - outelement3i[4] = remappedelement[0] + 1; - outelement3i[5] = remappedelement[1] + 1; - - outelement3i += 6; - outtriangles += 2; - } - if (shadowmark[neighbortriangle[1]] != shadowmarkcount) - { - remappedelement[1] = vertexremap[element[1]]; - remappedelement[2] = vertexremap[element[2]]; - outelement3i[0] = remappedelement[2]; - outelement3i[1] = remappedelement[1]; - outelement3i[2] = remappedelement[1] + 1; - outelement3i[3] = remappedelement[2]; - outelement3i[4] = remappedelement[1] + 1; - outelement3i[5] = remappedelement[2] + 1; - - outelement3i += 6; - outtriangles += 2; - } - if (shadowmark[neighbortriangle[2]] != shadowmarkcount) - { - remappedelement[0] = vertexremap[element[0]]; - remappedelement[2] = vertexremap[element[2]]; - outelement3i[0] = remappedelement[0]; - outelement3i[1] = remappedelement[2]; - outelement3i[2] = remappedelement[2] + 1; - outelement3i[3] = remappedelement[0]; - outelement3i[4] = remappedelement[2] + 1; - outelement3i[5] = remappedelement[0] + 1; - - outelement3i += 6; - outtriangles += 2; - } - } - } - else - { - for (i = 0;i < numshadowmarktris;i++) - { - int remappedelement[3]; - int markindex; - const int *neighbortriangle; - - markindex = shadowmarktris[i] * 3; - element = inelement3i + markindex; - neighbortriangle = inneighbor3i + markindex; - // output the front and back triangles - outelement3i[0] = vertexremap[element[2]]; - outelement3i[1] = vertexremap[element[1]]; - outelement3i[2] = vertexremap[element[0]]; - outelement3i[3] = vertexremap[element[0]] + 1; - outelement3i[4] = vertexremap[element[1]] + 1; - outelement3i[5] = vertexremap[element[2]] + 1; - - outelement3i += 6; - outtriangles += 2; - // output the sides (facing outward from this triangle) - if (shadowmark[neighbortriangle[0]] != shadowmarkcount) - { - remappedelement[0] = vertexremap[element[0]]; - remappedelement[1] = vertexremap[element[1]]; - outelement3i[0] = remappedelement[0]; - outelement3i[1] = remappedelement[1]; - outelement3i[2] = remappedelement[1] + 1; - outelement3i[3] = remappedelement[0]; - outelement3i[4] = remappedelement[1] + 1; - outelement3i[5] = remappedelement[0] + 1; - - outelement3i += 6; - outtriangles += 2; - } - if (shadowmark[neighbortriangle[1]] != shadowmarkcount) - { - remappedelement[1] = vertexremap[element[1]]; - remappedelement[2] = vertexremap[element[2]]; - outelement3i[0] = remappedelement[1]; - outelement3i[1] = remappedelement[2]; - outelement3i[2] = remappedelement[2] + 1; - outelement3i[3] = remappedelement[1]; - outelement3i[4] = remappedelement[2] + 1; - outelement3i[5] = remappedelement[1] + 1; - - outelement3i += 6; - outtriangles += 2; - } - if (shadowmark[neighbortriangle[2]] != shadowmarkcount) - { - remappedelement[0] = vertexremap[element[0]]; - remappedelement[2] = vertexremap[element[2]]; - outelement3i[0] = remappedelement[2]; - outelement3i[1] = remappedelement[0]; - outelement3i[2] = remappedelement[0] + 1; - outelement3i[3] = remappedelement[2]; - outelement3i[4] = remappedelement[0] + 1; - outelement3i[5] = remappedelement[2] + 1; - - outelement3i += 6; - outtriangles += 2; - } - } - } - if (outnumvertices) - *outnumvertices = outvertices; - return outtriangles; -} - -static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris) -{ - int i, j, k; - int outtriangles = 0, outvertices = 0; - const int *element; - const float *vertex; - float ratio, direction[3], projectvector[3]; - qboolean side[4]; - - if (projectdirection) - VectorScale(projectdirection, projectdistance, projectvector); - else - VectorClear(projectvector); - - for (i = 0;i < numshadowmarktris;i++) - { - int remappedelement[3]; - int markindex; - const int *neighbortriangle; - - markindex = shadowmarktris[i] * 3; - neighbortriangle = inneighbor3i + markindex; - side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount; - side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount; - side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount; - if (side[0] + side[1] + side[2] == 0) - continue; - - side[3] = side[0]; - element = inelement3i + markindex; - - // create the vertices - for (j = 0;j < 3;j++) - { - if (side[j] + side[j+1] == 0) - continue; - k = element[j]; - if (vertexupdate[k] != vertexupdatenum) - { - vertexupdate[k] = vertexupdatenum; - vertexremap[k] = outvertices; - vertex = invertex3f + k * 3; - VectorCopy(vertex, outvertex3f); - if (projectdirection) - { - // project one copy of the vertex according to projectvector - VectorAdd(vertex, projectvector, (outvertex3f + 3)); - } - else - { - // project one copy of the vertex to the sphere radius of the light - // (FIXME: would projecting it to the light box be better?) - VectorSubtract(vertex, projectorigin, direction); - ratio = projectdistance / VectorLength(direction); - VectorMA(projectorigin, ratio, direction, (outvertex3f + 3)); - } - outvertex3f += 6; - outvertices += 2; - } - } - - // output the sides (facing outward from this triangle) - if (!side[0]) - { - remappedelement[0] = vertexremap[element[0]]; - remappedelement[1] = vertexremap[element[1]]; - outelement3i[0] = remappedelement[1]; - outelement3i[1] = remappedelement[0]; - outelement3i[2] = remappedelement[0] + 1; - outelement3i[3] = remappedelement[1]; - outelement3i[4] = remappedelement[0] + 1; - outelement3i[5] = remappedelement[1] + 1; - - outelement3i += 6; - outtriangles += 2; - } - if (!side[1]) - { - remappedelement[1] = vertexremap[element[1]]; - remappedelement[2] = vertexremap[element[2]]; - outelement3i[0] = remappedelement[2]; - outelement3i[1] = remappedelement[1]; - outelement3i[2] = remappedelement[1] + 1; - outelement3i[3] = remappedelement[2]; - outelement3i[4] = remappedelement[1] + 1; - outelement3i[5] = remappedelement[2] + 1; - - outelement3i += 6; - outtriangles += 2; - } - if (!side[2]) - { - remappedelement[0] = vertexremap[element[0]]; - remappedelement[2] = vertexremap[element[2]]; - outelement3i[0] = remappedelement[0]; - outelement3i[1] = remappedelement[2]; - outelement3i[2] = remappedelement[2] + 1; - outelement3i[3] = remappedelement[0]; - outelement3i[4] = remappedelement[2] + 1; - outelement3i[5] = remappedelement[0] + 1; - - outelement3i += 6; - outtriangles += 2; - } - } - if (outnumvertices) - *outnumvertices = outvertices; - return outtriangles; -} - -void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs) -{ - int t, tend; - const int *e; - const float *v[3]; - float normal[3]; - if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs)) - return; - tend = firsttriangle + numtris; - if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs)) - { - // surface box entirely inside light box, no box cull - if (projectdirection) - { - for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3) - { - TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal); - if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)) - shadowmarklist[numshadowmark++] = t; - } - } - else - { - for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3) - if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3)) - shadowmarklist[numshadowmark++] = t; - } - } - else - { - // surface box not entirely inside light box, cull each triangle - if (projectdirection) - { - for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3) - { - v[0] = invertex3f + e[0] * 3; - v[1] = invertex3f + e[1] * 3; - v[2] = invertex3f + e[2] * 3; - TriangleNormal(v[0], v[1], v[2], normal); - if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0) - && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs)) - shadowmarklist[numshadowmark++] = t; - } - } - else - { - for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3) - { - v[0] = invertex3f + e[0] * 3; - v[1] = invertex3f + e[1] * 3; - v[2] = invertex3f + e[2] * 3; - if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]) - && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs)) - shadowmarklist[numshadowmark++] = t; - } - } - } -} - -static qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs) -{ -#if 1 - return false; -#else - if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer) - return false; - // check if the shadow volume intersects the near plane - // - // a ray between the eye and light origin may intersect the caster, - // indicating that the shadow may touch the eye location, however we must - // test the near plane (a polygon), not merely the eye location, so it is - // easiest to enlarge the caster bounding shape slightly for this. - // TODO - return true; -#endif -} - -void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs) -{ - int i, tris, outverts; - if (projectdistance < 0.1) - { - Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance); - return; - } - if (!numverts || !nummarktris) - return; - // make sure shadowelements is big enough for this volume - if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2) - R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8); - - if (maxvertexupdate < numverts) - { - maxvertexupdate = numverts; - if (vertexupdate) - Mem_Free(vertexupdate); - if (vertexremap) - Mem_Free(vertexremap); - vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int)); - vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int)); - vertexupdatenum = 0; - } - vertexupdatenum++; - if (vertexupdatenum == 0) - { - vertexupdatenum = 1; - memset(vertexupdate, 0, maxvertexupdate * sizeof(int)); - memset(vertexremap, 0, maxvertexupdate * sizeof(int)); - } - - for (i = 0;i < nummarktris;i++) - shadowmark[marktris[i]] = shadowmarkcount; - - if (r_shadow_compilingrtlight) - { - // if we're compiling an rtlight, capture the mesh - //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris); - //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements); - tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris); - Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements); - } - else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES) - { - tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris); - R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL, 0); - R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0); - } - else - { - // decide which type of shadow to generate and set stencil mode - R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs)); - // generate the sides or a solid volume, depending on type - if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE) - tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris); - else - tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris); - r_refdef.stats[r_stat_lights_dynamicshadowtriangles] += tris; - r_refdef.stats[r_stat_lights_shadowtriangles] += tris; - if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL) - { - // increment stencil if frontface is infront of depthbuffer - GL_CullFace(r_refdef.view.cullface_front); - R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255); - R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0); - // decrement stencil if backface is infront of depthbuffer - GL_CullFace(r_refdef.view.cullface_back); - R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255); - } - else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL) - { - // decrement stencil if backface is behind depthbuffer - GL_CullFace(r_refdef.view.cullface_front); - R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255); - R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0); - // increment stencil if frontface is behind depthbuffer - GL_CullFace(r_refdef.view.cullface_back); - R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255); - } - R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL, 0); - R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0); - } -} - int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias) { // p1, p2, p3 are in the cubemap's local coordinate system @@ -1829,8 +1197,8 @@ void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f } } } - - Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements); + + Mod_ShadowMesh_AddMesh(r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, vertex3f, outtriangles, shadowelements); } static void R_Shadow_MakeTextures_MakeCorona(void) @@ -1852,7 +1220,7 @@ static void R_Shadow_MakeTextures_MakeCorona(void) pixels[y][x][3] = 255; } } - r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32, false); + r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32, 0, 0, 0, false); } static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z) @@ -1865,7 +1233,7 @@ static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z) static void R_Shadow_MakeTextures(void) { - int x, y, z; + int x; float intensity, dist; unsigned int *data; R_Shadow_FreeShadowMaps(); @@ -1885,22 +1253,6 @@ static void R_Shadow_MakeTextures(void) for (x = 0;x < ATTEN1DSIZE;x++) data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0); r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL); - // 2D circle texture - for (y = 0;y < ATTEN2DSIZE;y++) - for (x = 0;x < ATTEN2DSIZE;x++) - data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0); - r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL); - // 3D sphere texture - if (r_shadow_texture3d.integer && vid.support.ext_texture_3d) - { - for (z = 0;z < ATTEN3DSIZE;z++) - for (y = 0;y < ATTEN3DSIZE;y++) - for (x = 0;x < ATTEN3DSIZE;x++) - data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375)); - r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL); - } - else - r_shadow_attenuation3dtexture = NULL; Mem_Free(data); R_Shadow_MakeTextures_MakeCorona(); @@ -2016,27 +1368,14 @@ static void R_Shadow_MakeTextures(void) , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic); } -void R_Shadow_ValidateCvars(void) -{ - if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d) - Cvar_SetValueQuick(&r_shadow_texture3d, 0); - if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil) - Cvar_SetValueQuick(&gl_ext_separatestencil, 0); - if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side) - Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0); -} - void R_Shadow_RenderMode_Begin(void) { #if 0 GLint drawbuffer; GLint readbuffer; #endif - R_Shadow_ValidateCvars(); - if (!r_shadow_attenuation2dtexture - || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer) - || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias + if (r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale) R_Shadow_MakeTextures(); @@ -2051,46 +1390,7 @@ void R_Shadow_RenderMode_Begin(void) GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height); r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE; - - if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil) - { - r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL; - r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL; - } - else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side) - { - r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE; - r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE; - } - else - { - r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL; - r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL; - } - - switch(vid.renderpath) - { - case RENDERPATH_GL20: - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_SOFT: - case RENDERPATH_GLES2: - r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL; - break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture) - r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN; - else if (r_textureunits.integer >= 3 && vid.texunits >= 3) - r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN; - else if (r_textureunits.integer >= 2 && vid.texunits >= 2) - r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN; - else - r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX; - break; - } + r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL; CHECKGLERROR #if 0 @@ -2111,7 +1411,7 @@ void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight) void R_Shadow_RenderMode_Reset(void) { R_Mesh_ResetTextureState(); - R_Mesh_SetRenderTargets(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture, NULL, NULL, NULL); + R_Mesh_SetRenderTargets(r_shadow_viewfbo, r_shadow_viewdepthtexture, r_shadow_viewcolortexture, NULL, NULL, NULL); R_SetViewport(&r_refdef.view.viewport); GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]); GL_DepthRange(0, 1); @@ -2127,42 +1427,14 @@ void R_Shadow_RenderMode_Reset(void) GL_BlendFunc(GL_ONE, GL_ZERO); R_SetupShader_Generic_NoTexture(false, false); r_shadow_usingshadowmap2d = false; - R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255); } void R_Shadow_ClearStencil(void) { - GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128); + GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 0); r_refdef.stats[r_stat_lights_clears]++; } -void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass) -{ - r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail; - if (r_shadow_rendermode == mode) - return; - R_Shadow_RenderMode_Reset(); - GL_DepthFunc(GL_LESS); - GL_ColorMask(0, 0, 0, 0); - GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR - GL_CullFace(GL_NONE); - R_SetupShader_DepthOrShadow(false, false, false); // FIXME test if we have a skeletal model? - r_shadow_rendermode = mode; - switch(mode) - { - default: - break; - case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE: - case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL: - R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255); - break; - case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE: - case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL: - R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255); - break; - } -} - static void R_Shadow_MakeVSDCT(void) { // maps to a 2x3 texture rectangle with normalized coordinates @@ -2202,8 +1474,8 @@ static void R_Shadow_MakeShadowMap(int texturesize) r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL); } break; - default: - return; + case R_SHADOW_SHADOWMODE_DISABLED: + break; } } @@ -2242,21 +1514,10 @@ void R_Shadow_ClearShadowMapTexture(void) GL_ColorMask(0, 0, 0, 0); switch (vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GL20: - case RENDERPATH_SOFT: - case RENDERPATH_GLES1: + case RENDERPATH_GL32: case RENDERPATH_GLES2: GL_CullFace(r_refdef.view.cullface_back); break; - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - // we invert the cull mode because we flip the projection matrix - // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided... - GL_CullFace(r_refdef.view.cullface_front); - break; } Vector4Set(clearcolor, 1, 1, 1, 1); if (r_shadow_shadowmap2ddepthbuffer) @@ -2265,7 +1526,7 @@ void R_Shadow_ClearShadowMapTexture(void) GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0); } -static void R_Shadow_SetShadowmapParametersForLight(qboolean noselfshadowpass) +static void R_Shadow_SetShadowmapParametersForLight(qbool noselfshadowpass) { int size = rsurface.rtlight->shadowmapatlassidesize; float nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius; @@ -2289,10 +1550,9 @@ static void R_Shadow_SetShadowmapParametersForLight(qboolean noselfshadowpass) static void R_Shadow_RenderMode_ShadowMap(int side, int size, int x, int y) { - float nearclip, farclip, bias; + float nearclip, farclip; r_viewport_t viewport; int flipped; - float clearcolor[4]; if (r_shadow_rendermode != R_SHADOW_RENDERMODE_SHADOWMAP2D) { @@ -2312,7 +1572,6 @@ static void R_Shadow_RenderMode_ShadowMap(int side, int size, int x, int y) nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius; farclip = 1.0f; - bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius; R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL, x, y); R_SetViewport(&viewport); @@ -2321,35 +1580,23 @@ static void R_Shadow_RenderMode_ShadowMap(int side, int size, int x, int y) r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front; r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back; - Vector4Set(clearcolor, 1,1,1,1); if (r_shadow_shadowmap2ddepthbuffer) GL_ColorMask(1,1,1,1); else GL_ColorMask(0,0,0,0); switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GL20: - case RENDERPATH_SOFT: - case RENDERPATH_GLES1: + case RENDERPATH_GL32: case RENDERPATH_GLES2: GL_CullFace(r_refdef.view.cullface_back); break; - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - // we invert the cull mode because we flip the projection matrix - // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided... - GL_CullFace(r_refdef.view.cullface_front); - break; } // used in R_Q1BSP_DrawShadowMap code to check surfacesides[] r_shadow_shadowmapside = side; } -void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping, qboolean noselfshadowpass) +void R_Shadow_RenderMode_Lighting(qbool transparent, qbool shadowmapping, qbool noselfshadowpass) { R_Mesh_ResetTextureState(); if (transparent) @@ -2370,12 +1617,6 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qb GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0); r_shadow_usingshadowmap2d = shadowmapping; r_shadow_rendermode = r_shadow_lightingrendermode; - // only draw light where this geometry was already rendered AND the - // stencil is 128 (values other than this mean shadow) - if (stenciltest) - R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255); - else - R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255); } static const unsigned short bboxelements[36] = @@ -2400,7 +1641,7 @@ static const float bboxpoints[8][3] = { 1, 1, 1}, }; -void R_Shadow_RenderMode_DrawDeferredLight(qboolean shadowmapping) +void R_Shadow_RenderMode_DrawDeferredLight(qbool shadowmapping) { int i; float vertex3f[8*3]; @@ -2410,7 +1651,6 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean shadowmapping) r_shadow_rendermode = r_shadow_lightingrendermode; R_EntityMatrix(&identitymatrix); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255); if (rsurface.rtlight->specularscale > 0 && r_shadow_gloss.integer > 0) R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL); else @@ -2433,113 +1673,9 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean shadowmapping) R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0); } -#define MAXBOUNCEGRIDSPLATSIZE 7 -#define MAXBOUNCEGRIDSPLATSIZE1 (MAXBOUNCEGRIDSPLATSIZE+1) - -// these are temporary data per-frame, sorted and performed in a more -// cache-friendly order than the original photons -typedef struct r_shadow_bouncegrid_splatpath_s -{ - vec3_t point; - vec3_t step; - vec3_t splatcolor; - vec3_t splatdir; - vec_t splatintensity; - vec_t splatsize_current; - vec_t splatsize_perstep; - int remainingsplats; -} -r_shadow_bouncegrid_splatpath_t; - -static void R_Shadow_BounceGrid_AddSplatPath(vec3_t originalstart, vec3_t originalend, vec3_t color, vec_t distancetraveled) -{ - int bestaxis; - int numsplats; - float len; - float ilen; - vec3_t start; - vec3_t end; - vec3_t diff; - vec3_t originaldir; - r_shadow_bouncegrid_splatpath_t *path; - - // cull paths that fail R_CullBox in dynamic mode - if (!r_shadow_bouncegrid_state.settings.staticmode - && r_shadow_bouncegrid_dynamic_culllightpaths.integer) - { - vec3_t cullmins, cullmaxs; - cullmins[0] = min(originalstart[0], originalend[0]) - r_shadow_bouncegrid_state.settings.spacing[0]; - cullmins[1] = min(originalstart[1], originalend[1]) - r_shadow_bouncegrid_state.settings.spacing[1]; - cullmins[2] = min(originalstart[2], originalend[2]) - r_shadow_bouncegrid_state.settings.spacing[2]; - cullmaxs[0] = max(originalstart[0], originalend[0]) + r_shadow_bouncegrid_state.settings.spacing[0]; - cullmaxs[1] = max(originalstart[1], originalend[1]) + r_shadow_bouncegrid_state.settings.spacing[1]; - cullmaxs[2] = max(originalstart[2], originalend[2]) + r_shadow_bouncegrid_state.settings.spacing[2]; - if (R_CullBox(cullmins, cullmaxs)) - return; - } - - // if the light path is going upward, reverse it - we always draw down. - if (originalend[2] < originalstart[2]) - { - VectorCopy(originalend, start); - VectorCopy(originalstart, end); - } - else - { - VectorCopy(originalstart, start); - VectorCopy(originalend, end); - } - - // transform to texture pixels - start[0] = (start[0] - r_shadow_bouncegrid_state.mins[0]) * r_shadow_bouncegrid_state.ispacing[0]; - start[1] = (start[1] - r_shadow_bouncegrid_state.mins[1]) * r_shadow_bouncegrid_state.ispacing[1]; - start[2] = (start[2] - r_shadow_bouncegrid_state.mins[2]) * r_shadow_bouncegrid_state.ispacing[2]; - end[0] = (end[0] - r_shadow_bouncegrid_state.mins[0]) * r_shadow_bouncegrid_state.ispacing[0]; - end[1] = (end[1] - r_shadow_bouncegrid_state.mins[1]) * r_shadow_bouncegrid_state.ispacing[1]; - end[2] = (end[2] - r_shadow_bouncegrid_state.mins[2]) * r_shadow_bouncegrid_state.ispacing[2]; - - // check if we need to grow the splatpaths array - if (r_shadow_bouncegrid_state.maxsplatpaths <= r_shadow_bouncegrid_state.numsplatpaths) - { - // double the limit, this will persist from frame to frame so we don't - // make the same mistake each time - r_shadow_bouncegrid_state.maxsplatpaths *= 2; - if (r_shadow_bouncegrid_state.maxsplatpaths < 16384) - r_shadow_bouncegrid_state.maxsplatpaths = 16384; - r_shadow_bouncegrid_state.splatpaths = (r_shadow_bouncegrid_splatpath_t *)Mem_Realloc(r_main_mempool, r_shadow_bouncegrid_state.splatpaths, sizeof(r_shadow_bouncegrid_splatpath_t) * r_shadow_bouncegrid_state.maxsplatpaths); - } - - // divide a series of splats along the length using the maximum axis - VectorSubtract(end, start, diff); - // pick the best axis to trace along - bestaxis = 0; - if (diff[1]*diff[1] > diff[bestaxis]*diff[bestaxis]) - bestaxis = 1; - if (diff[2]*diff[2] > diff[bestaxis]*diff[bestaxis]) - bestaxis = 2; - len = fabs(diff[bestaxis]); - ilen = 1.0f / len; - numsplats = (int)(floor(len + 0.5f)); - // sanity limits - numsplats = bound(0, numsplats, 1024); - - VectorSubtract(originalstart, originalend, originaldir); - VectorNormalize(originaldir); - - path = r_shadow_bouncegrid_state.splatpaths + r_shadow_bouncegrid_state.numsplatpaths++; - VectorCopy(start, path->point); - VectorScale(diff, ilen, path->step); - VectorCopy(color, path->splatcolor); - VectorCopy(originaldir, path->splatdir); - path->splatsize_current = r_shadow_bouncegrid_state.settings.lightpathsize_initial + r_shadow_bouncegrid_state.settings.lightpathsize_conespread * distancetraveled * r_shadow_bouncegrid_state.ispacing[0]; - path->splatsize_perstep = r_shadow_bouncegrid_state.settings.lightpathsize_conespread; - path->splatintensity = VectorLength(color); - path->remainingsplats = numsplats; -} - -static qboolean R_Shadow_BounceGrid_CheckEnable(int flag) +static qbool R_Shadow_BounceGrid_CheckEnable(int flag) { - qboolean enable = r_shadow_bouncegrid_state.capable && r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel; + qbool enable = r_shadow_bouncegrid_state.capable && r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel; int lightindex; int range; dlight_t *light; @@ -2573,7 +1709,7 @@ static qboolean R_Shadow_BounceGrid_CheckEnable(int flag) static void R_Shadow_BounceGrid_GenerateSettings(r_shadow_bouncegrid_settings_t *settings) { - qboolean s = r_shadow_bouncegrid_static.integer != 0; + qbool s = r_shadow_bouncegrid_static.integer != 0; float spacing = bound(1.0f, s ? r_shadow_bouncegrid_static_spacing.value : r_shadow_bouncegrid_dynamic_spacing.value, 1024.0f); float quality = bound(0.0001f, (s ? r_shadow_bouncegrid_static_quality.value : r_shadow_bouncegrid_dynamic_quality.value), 1024.0f); float bounceminimumintensity = s ? r_shadow_bouncegrid_static_bounceminimumintensity.value : r_shadow_bouncegrid_dynamic_bounceminimumintensity.value; @@ -2585,9 +1721,7 @@ static void R_Shadow_BounceGrid_GenerateSettings(r_shadow_bouncegrid_settings_t settings->staticmode = s; settings->blur = r_shadow_bouncegrid_blur.integer != 0; settings->floatcolors = bound(0, r_shadow_bouncegrid_floatcolors.integer, 2); - settings->lightpathsize_initial = bound(0.0f, r_shadow_bouncegrid_lightpathsize_initial.value, 1024.0f); - settings->lightpathsize_conespread = bound(0.0f, r_shadow_bouncegrid_lightpathsize_conespread.value, 1024.0f); - settings->bounceanglediffuse = r_shadow_bouncegrid_bounceanglediffuse.integer != 0; + settings->lightpathsize = bound(0.0f, r_shadow_bouncegrid_lightpathsize.value, 1024.0f); settings->directionalshading = (s ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_dynamic_directionalshading.integer != 0) && r_shadow_bouncegrid_state.allowdirectionalshading; settings->dlightparticlemultiplier = s ? 0 : r_shadow_bouncegrid_dynamic_dlightparticlemultiplier.value; settings->hitmodels = s ? false : r_shadow_bouncegrid_dynamic_hitmodels.integer != 0; @@ -2595,17 +1729,17 @@ static void R_Shadow_BounceGrid_GenerateSettings(r_shadow_bouncegrid_settings_t settings->lightradiusscale = (s ? r_shadow_bouncegrid_static_lightradiusscale.value : r_shadow_bouncegrid_dynamic_lightradiusscale.value); settings->maxbounce = (s ? r_shadow_bouncegrid_static_maxbounce.integer : r_shadow_bouncegrid_dynamic_maxbounce.integer); settings->particlebounceintensity = r_shadow_bouncegrid_particlebounceintensity.value; - settings->particleintensity = r_shadow_bouncegrid_particleintensity.value * (settings->directionalshading ? 4.0f : 1.0f) * 16384 / (spacing * spacing) / 262144.0f; + settings->particleintensity = r_shadow_bouncegrid_particleintensity.value * (settings->directionalshading ? 4.0f : 1.0f) / 65536.0f; settings->maxphotons = s ? r_shadow_bouncegrid_static_maxphotons.integer : r_shadow_bouncegrid_dynamic_maxphotons.integer; - settings->energyperphoton = spacing * spacing / quality; + settings->energyperphoton = 4096.0f / quality; settings->spacing[0] = spacing; settings->spacing[1] = spacing; settings->spacing[2] = spacing; settings->rng_type = r_shadow_bouncegrid_rng_type.integer; settings->rng_seed = r_shadow_bouncegrid_rng_seed.integer; settings->bounceminimumintensity2 = bounceminimumintensity * bounceminimumintensity; - settings->bounceminimumintensity2 = bounceminimumintensity * bounceminimumintensity; settings->normalizevectors = r_shadow_bouncegrid_normalizevectors.integer != 0; + settings->subsamples = bound(1, r_shadow_bouncegrid_subsamples.integer, 4); // bound the values for sanity settings->maxphotons = bound(1, settings->maxphotons, 25000000); @@ -2623,8 +1757,8 @@ static void R_Shadow_BounceGrid_UpdateSpacing(void) int resolution[3]; int numpixels; vec3_t ispacing; - vec3_t maxs; - vec3_t mins; + vec3_t maxs = {0,0,0}; + vec3_t mins = {0,0,0}; vec3_t size; vec3_t spacing; r_shadow_bouncegrid_settings_t *settings = &r_shadow_bouncegrid_state.settings; @@ -2642,7 +1776,7 @@ static void R_Shadow_BounceGrid_UpdateSpacing(void) { int lightindex; int range; - qboolean bounds_set = false; + qbool bounds_set = false; dlight_t *light; rtlight_t *rtlight; @@ -2700,21 +1834,9 @@ static void R_Shadow_BounceGrid_UpdateSpacing(void) c[1] = (int)floor(size[1] / spacing[1] + 0.5f); c[2] = (int)floor(size[2] / spacing[2] + 0.5f); // figure out the exact texture size (honoring power of 2 if required) - c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d); - c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d); - c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d); - if (vid.support.arb_texture_non_power_of_two) - { - resolution[0] = c[0]; - resolution[1] = c[1]; - resolution[2] = c[2]; - } - else - { - for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ; - for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ; - for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ; - } + resolution[0] = bound(4, c[0], (int)vid.maxtexturesize_3d); + resolution[1] = bound(4, c[1], (int)vid.maxtexturesize_3d); + resolution[2] = bound(4, c[2], (int)vid.maxtexturesize_3d); size[0] = spacing[0] * resolution[0]; size[1] = spacing[1] * resolution[1]; size[2] = spacing[2] * resolution[2]; @@ -2727,22 +1849,10 @@ static void R_Shadow_BounceGrid_UpdateSpacing(void) c[0] = r_shadow_bouncegrid_dynamic_x.integer; c[1] = r_shadow_bouncegrid_dynamic_y.integer; c[2] = r_shadow_bouncegrid_dynamic_z.integer; - // now we can calculate the texture size (power of 2 if required) - c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d); - c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d); - c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d); - if (vid.support.arb_texture_non_power_of_two) - { - resolution[0] = c[0]; - resolution[1] = c[1]; - resolution[2] = c[2]; - } - else - { - for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ; - for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ; - for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ; - } + // now we can calculate the texture size + resolution[0] = bound(4, c[0], (int)vid.maxtexturesize_3d); + resolution[1] = bound(4, c[1], (int)vid.maxtexturesize_3d); + resolution[2] = bound(4, c[2], (int)vid.maxtexturesize_3d); size[0] = spacing[0] * resolution[0]; size[1] = spacing[1] * resolution[1]; size[2] = spacing[2] * resolution[2]; @@ -2772,14 +1882,18 @@ static void R_Shadow_BounceGrid_UpdateSpacing(void) numpixels = r_shadow_bouncegrid_state.pixelsperband*r_shadow_bouncegrid_state.pixelbands; if (r_shadow_bouncegrid_state.numpixels != numpixels) { - if (r_shadow_bouncegrid_state.texture) R_FreeTexture(r_shadow_bouncegrid_state.texture);r_shadow_bouncegrid_state.texture = NULL; + if (r_shadow_bouncegrid_state.texture) { R_FreeTexture(r_shadow_bouncegrid_state.texture);r_shadow_bouncegrid_state.texture = NULL; } + r_shadow_bouncegrid_state.highpixels = NULL; - if (r_shadow_bouncegrid_state.blurpixels[0]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[0]); r_shadow_bouncegrid_state.blurpixels[0] = NULL; - if (r_shadow_bouncegrid_state.blurpixels[1]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL; - if (r_shadow_bouncegrid_state.u8pixels) Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL; - if (r_shadow_bouncegrid_state.fp16pixels) Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL; - if (r_shadow_bouncegrid_state.splatpaths) Mem_Free(r_shadow_bouncegrid_state.splatpaths); r_shadow_bouncegrid_state.splatpaths = NULL; - r_shadow_bouncegrid_state.maxsplatpaths = 0; + + if (r_shadow_bouncegrid_state.blurpixels[0]) { Mem_Free(r_shadow_bouncegrid_state.blurpixels[0]); r_shadow_bouncegrid_state.blurpixels[0] = NULL; } + if (r_shadow_bouncegrid_state.blurpixels[1]) { Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL; } + if (r_shadow_bouncegrid_state.u8pixels) { Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL; } + if (r_shadow_bouncegrid_state.fp16pixels) { Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL; } + if (r_shadow_bouncegrid_state.photons) { Mem_Free(r_shadow_bouncegrid_state.photons); r_shadow_bouncegrid_state.photons = NULL; } + if (r_shadow_bouncegrid_state.photons_tasks) { Mem_Free(r_shadow_bouncegrid_state.photons_tasks); r_shadow_bouncegrid_state.photons_tasks = NULL; } + if (r_shadow_bouncegrid_state.slices_tasks) Mem_Free(r_shadow_bouncegrid_state.slices_tasks); r_shadow_bouncegrid_state.slices_tasks = NULL; + r_shadow_bouncegrid_state.numpixels = numpixels; } @@ -2795,13 +1909,37 @@ static void R_Shadow_BounceGrid_UpdateSpacing(void) Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegrid_state.matrix, m); } +static float R_Shadow_BounceGrid_RefractiveIndexAtPoint(vec3_t point) +{ + // check material at shadoworigin to see what the initial refractive index should be + int hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK; + int skipsupercontentsmask = 0; + int skipmaterialflagsmask = MATERIALFLAG_CUSTOMBLEND; + trace_t trace = CL_TracePoint(point, r_shadow_bouncegrid_state.settings.staticmode ? MOVE_WORLDONLY : (r_shadow_bouncegrid_state.settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask, true, false, NULL, true); + if (trace.starttexture && (trace.starttexture->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))) + return trace.starttexture->refractive_index; + else if (trace.startsupercontents & SUPERCONTENTS_LIQUIDSMASK) + return 1.333f; // water + else + return 1.0003f; // air +} + // enumerate world rtlights and sum the overall amount of light in the world, // from that we can calculate a scaling factor to fairly distribute photons // to all the lights // // this modifies rtlight->photoncolor and rtlight->photons -static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *settings, unsigned int range, unsigned int range1, unsigned int range2, int flag) +static void R_Shadow_BounceGrid_AssignPhotons_Task(taskqueue_task_t *t) { + // get the range of light numbers we'll be looping over: + // range = static lights + // range1 = dynamic lights (optional) + // range2 = range + range1 + unsigned int range = (unsigned int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked + unsigned int range1 = r_shadow_bouncegrid_state.settings.staticmode ? 0 : r_refdef.scene.numlights; + unsigned int range2 = range + range1; + int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; + float normalphotonscaling; float photonscaling; float photonintensity; @@ -2815,7 +1953,15 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se unsigned int lightindex; dlight_t *light; rtlight_t *rtlight; - normalphotonscaling = 1.0f / max(0.0001f, settings->energyperphoton); + int shootparticles; + int shotparticles; + float bounceminimumintensity2; + float startrefractiveindex; + unsigned int seed; + randomseed_t randomseed; + vec3_t baseshotcolor; + + normalphotonscaling = 1.0f / max(0.0000001f, r_shadow_bouncegrid_state.settings.energyperphoton); for (lightindex = 0;lightindex < range2;lightindex++) { if (lightindex < range) @@ -2831,7 +1977,7 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se rtlight->bouncegrid_effectiveradius = 0; if (!(light->flags & flag)) continue; - if (settings->staticmode) + if (r_shadow_bouncegrid_state.settings.staticmode) { // when static, we skip styled lights because they tend to change... if (rtlight->style > 0 && r_shadow_bouncegrid.integer != 2) @@ -2850,7 +1996,7 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se rtlight->bouncegrid_effectiveradius = 0; } // draw only visible lights (major speedup) - radius = rtlight->radius * settings->lightradiusscale; + radius = rtlight->radius * r_shadow_bouncegrid_state.settings.lightradiusscale; cullmins[0] = rtlight->shadoworigin[0] - radius; cullmins[1] = rtlight->shadoworigin[1] - radius; cullmins[2] = rtlight->shadoworigin[2] - radius; @@ -2858,7 +2004,7 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se cullmaxs[1] = rtlight->shadoworigin[1] + radius; cullmaxs[2] = rtlight->shadoworigin[2] + radius; w = r_shadow_lightintensityscale.value * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale); - if (!settings->staticmode) + if (!r_shadow_bouncegrid_state.settings.staticmode) { // skip if the expanded light box does not touch any visible leafs if (r_refdef.scene.worldmodel @@ -2871,13 +2017,13 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se // is probably fine (and they use the same timer) if (r_shadow_culllights_trace.integer) { - if (rtlight->trace_timer != realtime && R_CanSeeBox(rtlight->trace_timer == 0 ? r_shadow_culllights_trace_tempsamples.integer : r_shadow_culllights_trace_samples.integer, r_shadow_culllights_trace_eyejitter.value, r_shadow_culllights_trace_enlarge.value, r_refdef.view.origin, rtlight->cullmins, rtlight->cullmaxs)) - rtlight->trace_timer = realtime; - if (realtime - rtlight->trace_timer > r_shadow_culllights_trace_delay.value) - return; + if (rtlight->trace_timer != host.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 = host.realtime; + if (host.realtime - rtlight->trace_timer > r_shadow_culllights_trace_delay.value) + continue; } // skip if expanded light box is offscreen - if (R_CullBox(cullmins, cullmaxs)) + if (R_CullFrustum(cullmins, cullmaxs)) continue; // skip if overall light intensity is zero if (w * VectorLength2(rtlight->color) == 0.0f) @@ -2900,10 +2046,10 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se s = rtlight->radius; lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale); if (lightindex >= range) - lightintensity *= settings->dlightparticlemultiplier; + lightintensity *= r_shadow_bouncegrid_state.settings.dlightparticlemultiplier; rtlight->bouncegrid_photons = lightintensity * s * s * normalphotonscaling; photoncount += rtlight->bouncegrid_photons; - VectorScale(rtlight->bouncegrid_photoncolor, settings->particleintensity * settings->energyperphoton, rtlight->bouncegrid_photoncolor); + VectorScale(rtlight->bouncegrid_photoncolor, r_shadow_bouncegrid_state.settings.particleintensity * r_shadow_bouncegrid_state.settings.energyperphoton, rtlight->bouncegrid_photoncolor); // if the lightstyle happens to be off right now, we can skip actually // firing the photons, but we did have to count them in the total. //if (VectorLength2(rtlight->photoncolor) == 0.0f) @@ -2915,9 +2061,9 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se // like doing that in the typical case photonscaling = 1.0f; photonintensity = 1.0f; - if (photoncount > settings->maxphotons) + if (photoncount > r_shadow_bouncegrid_state.settings.maxphotons) { - photonscaling = settings->maxphotons / photoncount; + photonscaling = r_shadow_bouncegrid_state.settings.maxphotons / photoncount; photonintensity = 1.0f / photonscaling; } @@ -2936,174 +2082,290 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se rtlight->bouncegrid_photons *= photonscaling; VectorScale(rtlight->bouncegrid_photoncolor, photonintensity, rtlight->bouncegrid_photoncolor); } -} -static int R_Shadow_BounceGrid_SplatPathCompare(const void *pa, const void *pb) -{ - r_shadow_bouncegrid_splatpath_t *a = (r_shadow_bouncegrid_splatpath_t *)pa; - r_shadow_bouncegrid_splatpath_t *b = (r_shadow_bouncegrid_splatpath_t *)pb; - // we only really care about sorting by Z - if (a->point[2] < b->point[2]) - return -1; - if (a->point[2] > b->point[2]) - return 1; - return 0; -} + // compute a seed for the unstable random modes + Math_RandomSeed_FromInts(&randomseed, 0, 0, 0, host.realtime * 1000.0); + seed = host.realtime * 1000.0; -static void R_Shadow_BounceGrid_ClearPixels(void) -{ - // clear the highpixels array we'll be accumulating into - if (r_shadow_bouncegrid_state.blurpixels[0] == NULL) - r_shadow_bouncegrid_state.blurpixels[0] = (float *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.numpixels * sizeof(float[4])); - if (r_shadow_bouncegrid_state.settings.blur && r_shadow_bouncegrid_state.blurpixels[1] == NULL) - r_shadow_bouncegrid_state.blurpixels[1] = (float *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.numpixels * sizeof(float[4])); - r_shadow_bouncegrid_state.highpixels_index = 0; - r_shadow_bouncegrid_state.highpixels = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index]; - memset(r_shadow_bouncegrid_state.highpixels, 0, r_shadow_bouncegrid_state.numpixels * sizeof(float[4])); + for (lightindex = 0; lightindex < range2; lightindex++) + { + if (lightindex < range) + { + light = (dlight_t *)Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + if (!light) + continue; + rtlight = &light->rtlight; + } + else + rtlight = r_refdef.scene.lights[lightindex - range]; + // note that this code used to keep track of residual photons and + // distribute them evenly to achieve exactly a desired photon count, + // but that caused unwanted flickering in dynamic mode + shootparticles = (int)floor(rtlight->bouncegrid_photons); + // skip if we won't be shooting any photons + if (!shootparticles) + continue; + radius = rtlight->radius * r_shadow_bouncegrid_state.settings.lightradiusscale; + //s = settings.particleintensity / shootparticles; + //VectorScale(rtlight->bouncegrid_photoncolor, s, baseshotcolor); + VectorCopy(rtlight->bouncegrid_photoncolor, baseshotcolor); + if (VectorLength2(baseshotcolor) <= 0.0f) + continue; + r_refdef.stats[r_stat_bouncegrid_lights]++; + r_refdef.stats[r_stat_bouncegrid_particles] += shootparticles; + // we stop caring about bounces once the brightness goes below this fraction of the original intensity + bounceminimumintensity2 = VectorLength(baseshotcolor) * r_shadow_bouncegrid_state.settings.bounceminimumintensity2; + + // check material at shadoworigin to see what the initial refractive index should be + startrefractiveindex = R_Shadow_BounceGrid_RefractiveIndexAtPoint(rtlight->shadoworigin); + + // for seeded random we start the RNG with the position of the light + if (r_shadow_bouncegrid_state.settings.rng_seed >= 0) + { + union + { + unsigned int i[4]; + float f[4]; + } + u; + u.f[0] = rtlight->shadoworigin[0]; + u.f[1] = rtlight->shadoworigin[1]; + u.f[2] = rtlight->shadoworigin[2]; + u.f[3] = 1; + switch (r_shadow_bouncegrid_state.settings.rng_type) + { + default: + case 0: + // we have to shift the seed provided by the user because the result must be odd + Math_RandomSeed_FromInts(&randomseed, u.i[0], u.i[1], u.i[2], u.i[3] ^ (r_shadow_bouncegrid_state.settings.rng_seed << 1)); + break; + case 1: + seed = u.i[0] ^ u.i[1] ^ u.i[2] ^ u.i[3] ^ r_shadow_bouncegrid_state.settings.rng_seed; + break; + } + } + + for (shotparticles = 0; shotparticles < shootparticles && r_shadow_bouncegrid_state.numphotons < r_shadow_bouncegrid_state.settings.maxphotons; shotparticles++) + { + r_shadow_bouncegrid_photon_t *p = r_shadow_bouncegrid_state.photons + r_shadow_bouncegrid_state.numphotons++; + VectorCopy(baseshotcolor, p->color); + VectorCopy(rtlight->shadoworigin, p->start); + switch (r_shadow_bouncegrid_state.settings.rng_type) + { + default: + case 0: + // figure out a random direction for the initial photon to go + VectorLehmerRandom(&randomseed, p->end); + break; + case 1: + // figure out a random direction for the initial photon to go + VectorCheeseRandom(seed, p->end); + break; + } + + // we want a uniform distribution spherically, not merely within the sphere + if (r_shadow_bouncegrid_state.settings.normalizevectors) + VectorNormalize(p->end); + + VectorMA(p->start, radius, p->end, p->end); + p->bounceminimumintensity2 = bounceminimumintensity2; + p->startrefractiveindex = startrefractiveindex; + p->numpaths = 0; + } + } + + t->done = 1; } -static void R_Shadow_BounceGrid_PerformSplats(void) +static void R_Shadow_BounceGrid_Slice(int zi) { - r_shadow_bouncegrid_splatpath_t *splatpaths = r_shadow_bouncegrid_state.splatpaths; - r_shadow_bouncegrid_splatpath_t *splatpath; float *highpixels = r_shadow_bouncegrid_state.highpixels; - int numsplatpaths = r_shadow_bouncegrid_state.numsplatpaths; - int splatindex; - vec3_t steppos; - vec3_t stepdelta; - vec3_t dir; - vec_t lightpathsize_current; - vec_t lightpathsize_perstep; - float splatcolor[32]; + int xi, yi; // pixel increments + float color[32] = { 0 }; + float radius = r_shadow_bouncegrid_state.settings.lightpathsize; + float iradius = 1.0f / radius; + int slicemins[3], slicemaxs[3]; int resolution[3]; int pixelsperband = r_shadow_bouncegrid_state.pixelsperband; int pixelbands = r_shadow_bouncegrid_state.pixelbands; - int numsteps; - int step; - - // hush warnings about uninitialized data - pixelbands doesn't change but... - memset(splatcolor, 0, sizeof(splatcolor)); + int photonindex; + int samples = r_shadow_bouncegrid_state.settings.subsamples; + float isamples = 1.0f / samples; + float samplescolorscale = isamples * isamples * isamples; - // we use this a lot, so get a local copy + // we use these a lot, so get a local copy VectorCopy(r_shadow_bouncegrid_state.resolution, resolution); - // sort the splats before we execute them, to reduce cache misses - if (r_shadow_bouncegrid_sortlightpaths.integer) - qsort(splatpaths, numsplatpaths, sizeof(*splatpaths), R_Shadow_BounceGrid_SplatPathCompare); - - splatpath = splatpaths; - for (splatindex = 0;splatindex < numsplatpaths;splatindex++, splatpath++) - { - // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ) - // accumulate average shotcolor - VectorCopy(splatpath->splatdir, dir); - splatcolor[ 0] = splatpath->splatcolor[0]; - splatcolor[ 1] = splatpath->splatcolor[1]; - splatcolor[ 2] = splatpath->splatcolor[2]; - splatcolor[ 3] = 0.0f; - if (pixelbands > 1) - { - // store bentnormal in case the shader has a use for it, - // bentnormal is an intensity-weighted average of the directions, - // and will be normalized on conversion to texture pixels. - splatcolor[ 4] = dir[0] * splatpath->splatintensity; - splatcolor[ 5] = dir[1] * splatpath->splatintensity; - splatcolor[ 6] = dir[2] * splatpath->splatintensity; - splatcolor[ 7] = splatpath->splatintensity; - // for each color component (R, G, B) calculate the amount that a - // direction contributes - splatcolor[ 8] = splatcolor[0] * max(0.0f, dir[0]); - splatcolor[ 9] = splatcolor[0] * max(0.0f, dir[1]); - splatcolor[10] = splatcolor[0] * max(0.0f, dir[2]); - splatcolor[11] = 0.0f; - splatcolor[12] = splatcolor[1] * max(0.0f, dir[0]); - splatcolor[13] = splatcolor[1] * max(0.0f, dir[1]); - splatcolor[14] = splatcolor[1] * max(0.0f, dir[2]); - splatcolor[15] = 0.0f; - splatcolor[16] = splatcolor[2] * max(0.0f, dir[0]); - splatcolor[17] = splatcolor[2] * max(0.0f, dir[1]); - splatcolor[18] = splatcolor[2] * max(0.0f, dir[2]); - splatcolor[19] = 0.0f; - // and do the same for negative directions - splatcolor[20] = splatcolor[0] * max(0.0f, -dir[0]); - splatcolor[21] = splatcolor[0] * max(0.0f, -dir[1]); - splatcolor[22] = splatcolor[0] * max(0.0f, -dir[2]); - splatcolor[23] = 0.0f; - splatcolor[24] = splatcolor[1] * max(0.0f, -dir[0]); - splatcolor[25] = splatcolor[1] * max(0.0f, -dir[1]); - splatcolor[26] = splatcolor[1] * max(0.0f, -dir[2]); - splatcolor[27] = 0.0f; - splatcolor[28] = splatcolor[2] * max(0.0f, -dir[0]); - splatcolor[29] = splatcolor[2] * max(0.0f, -dir[1]); - splatcolor[30] = splatcolor[2] * max(0.0f, -dir[2]); - splatcolor[31] = 0.0f; - } - // calculate the number of steps we need to traverse this distance - VectorCopy(splatpath->point, steppos); - VectorCopy(splatpath->step, stepdelta); - numsteps = splatpath->remainingsplats; - lightpathsize_current = splatpath->splatsize_current + 1.0f; // add 1.0 for the gradient fade around the sphere - lightpathsize_perstep = splatpath->splatsize_perstep; - for (step = 0;step < numsteps;step++) + for (photonindex = 0; photonindex < r_shadow_bouncegrid_state.numphotons; photonindex++) + { + r_shadow_bouncegrid_photon_t *photon = r_shadow_bouncegrid_state.photons + photonindex; + int pathindex; + for (pathindex = 0; pathindex < photon->numpaths; pathindex++) { - // the middle row/column/layer of each splat are full intensity - float splatmins[3]; - float splatmaxs[3]; - if (lightpathsize_current > MAXBOUNCEGRIDSPLATSIZE) - lightpathsize_current = MAXBOUNCEGRIDSPLATSIZE; - splatmins[0] = max(1.0f, steppos[0] - lightpathsize_current * 0.5f); - splatmins[1] = max(1.0f, steppos[1] - lightpathsize_current * 0.5f); - splatmins[2] = max(1.0f, steppos[2] - lightpathsize_current * 0.5f); - splatmaxs[0] = min(steppos[0] + lightpathsize_current * 0.5f, resolution[0] - 1.0f); - splatmaxs[1] = min(steppos[1] + lightpathsize_current * 0.5f, resolution[1] - 1.0f); - splatmaxs[2] = min(steppos[2] + lightpathsize_current * 0.5f, resolution[2] - 1.0f); - if (splatmaxs[0] > splatmins[0] && splatmaxs[1] > splatmins[1] && splatmaxs[2] > splatmins[2]) + r_shadow_bouncegrid_photon_path_t *path = photon->paths + pathindex; + float pathstart[3], pathend[3], pathmins[3], pathmaxs[3], pathdelta[3], pathdir[3], pathlength2, pathilength; + + VectorSubtract(path->start, r_shadow_bouncegrid_state.mins, pathstart); + VectorSubtract(path->end, r_shadow_bouncegrid_state.mins, pathend); + + pathmins[2] = min(pathstart[2], pathend[2]); + slicemins[2] = (int)floor((pathmins[2] - radius) * r_shadow_bouncegrid_state.ispacing[2]); + pathmaxs[2] = max(pathstart[2], pathend[2]); + slicemaxs[2] = (int)floor((pathmaxs[2] + radius) * r_shadow_bouncegrid_state.ispacing[2] + 1); + + // skip if the path doesn't touch this slice + if (zi < slicemins[2] || zi >= slicemaxs[2]) + continue; + + pathmins[0] = min(pathstart[0], pathend[0]); + slicemins[0] = (int)floor((pathmins[0] - radius) * r_shadow_bouncegrid_state.ispacing[0]); + slicemins[0] = max(slicemins[0], 1); + pathmaxs[0] = max(pathstart[0], pathend[0]); + slicemaxs[0] = (int)floor((pathmaxs[0] + radius) * r_shadow_bouncegrid_state.ispacing[0]); + slicemaxs[0] = min(slicemaxs[0], resolution[0] - 1); + + pathmins[1] = min(pathstart[1], pathend[1]); + slicemins[1] = (int)floor((pathmins[1] - radius) * r_shadow_bouncegrid_state.ispacing[1] + 1); + slicemins[1] = max(slicemins[1], 1); + pathmaxs[1] = max(pathstart[1], pathend[1]); + slicemaxs[1] = (int)floor((pathmaxs[1] + radius) * r_shadow_bouncegrid_state.ispacing[1] + 1); + slicemaxs[1] = min(slicemaxs[1], resolution[1] - 1); + + // skip if the path is out of bounds on X or Y + if (slicemins[0] >= slicemaxs[0] || slicemins[1] >= slicemaxs[1]) + continue; + + // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ) + // accumulate average shotcolor + VectorSubtract(pathend, pathstart, pathdelta); + pathlength2 = VectorLength2(pathdelta); + pathilength = pathlength2 > 0.0f ? 1.0f / sqrt(pathlength2) : 0.0f; + VectorScale(pathdelta, pathilength, pathdir); + // the color is scaled by the number of subsamples + color[0] = path->color[0] * samplescolorscale; + color[1] = path->color[1] * samplescolorscale; + color[2] = path->color[2] * samplescolorscale; + color[3] = 0.0f; + if (pixelbands > 1) + { + // store bentnormal in case the shader has a use for it, + // bentnormal is an intensity-weighted average of the directions, + // and will be normalized on conversion to texture pixels. + float intensity = VectorLength(color); + color[4] = pathdir[0] * intensity; + color[5] = pathdir[1] * intensity; + color[6] = pathdir[2] * intensity; + color[7] = intensity; + // for each color component (R, G, B) calculate the amount that a + // direction contributes + color[8] = color[0] * max(0.0f, pathdir[0]); + color[9] = color[0] * max(0.0f, pathdir[1]); + color[10] = color[0] * max(0.0f, pathdir[2]); + color[11] = 0.0f; + color[12] = color[1] * max(0.0f, pathdir[0]); + color[13] = color[1] * max(0.0f, pathdir[1]); + color[14] = color[1] * max(0.0f, pathdir[2]); + color[15] = 0.0f; + color[16] = color[2] * max(0.0f, pathdir[0]); + color[17] = color[2] * max(0.0f, pathdir[1]); + color[18] = color[2] * max(0.0f, pathdir[2]); + color[19] = 0.0f; + // and do the same for negative directions + color[20] = color[0] * max(0.0f, -pathdir[0]); + color[21] = color[0] * max(0.0f, -pathdir[1]); + color[22] = color[0] * max(0.0f, -pathdir[2]); + color[23] = 0.0f; + color[24] = color[1] * max(0.0f, -pathdir[0]); + color[25] = color[1] * max(0.0f, -pathdir[1]); + color[26] = color[1] * max(0.0f, -pathdir[2]); + color[27] = 0.0f; + color[28] = color[2] * max(0.0f, -pathdir[0]); + color[29] = color[2] * max(0.0f, -pathdir[1]); + color[30] = color[2] * max(0.0f, -pathdir[2]); + color[31] = 0.0f; + } + + for (yi = slicemins[1]; yi < slicemaxs[1]; yi++) { - // it is within bounds... do the real work now - int xi, yi, zi, band, row; - float pixelpos[3]; - float w; - float *p; - float colorscale = 1.0f / lightpathsize_current; - r_refdef.stats[r_stat_bouncegrid_splats]++; - // accumulate light onto the pixels - for (zi = (int)floor(splatmins[2]);zi < splatmaxs[2];zi++) + for (xi = slicemins[0]; xi < slicemaxs[0]; xi++) { - pixelpos[2] = zi + 0.5f; - for (yi = (int)floor(splatmins[1]); yi < splatmaxs[1]; yi++) + float sample[3], diff[3], nearest[3], along, distance2; + float *p = highpixels + 4 * ((zi * resolution[1] + yi) * resolution[0] + xi); + int xs, ys, zs; + // loop over the subsamples + for (zs = 0; zs < samples; zs++) { - pixelpos[1] = yi + 0.5f; - row = (zi*resolution[1] + yi)*resolution[0]; - for (xi = (int)floor(splatmins[0]); xi < splatmaxs[0]; xi++) + sample[2] = (zi + (zs + 0.5f) * isamples) * r_shadow_bouncegrid_state.spacing[2]; + for (ys = 0; ys < samples; ys++) { - pixelpos[0] = xi + 0.5f; - // simple radial antialiased sphere - linear gradient fade over 1 pixel from the edge - w = lightpathsize_current - VectorDistance(pixelpos, steppos); - if (w > 0.0f) + sample[1] = (yi + (ys + 0.5f) * isamples) * r_shadow_bouncegrid_state.spacing[1]; + for (xs = 0; xs < samples; xs++) { - if (w > 1.0f) - w = 1.0f; - w *= colorscale; - p = highpixels + 4 * (row + xi); - for (band = 0; band < pixelbands; band++, p += pixelsperband * 4) + sample[0] = (xi + (xs + 0.5f) * isamples) * r_shadow_bouncegrid_state.spacing[0]; + + // measure distance from subsample to line segment and see if it is within radius + along = DotProduct(sample, pathdir) * pathilength; + if (along <= 0) + VectorCopy(pathstart, nearest); + else if (along >= 1) + VectorCopy(pathend, nearest); + else + VectorLerp(pathstart, along, pathend, nearest); + VectorSubtract(sample, nearest, diff); + VectorScale(diff, iradius, diff); + distance2 = VectorLength2(diff); + if (distance2 < 1.0f) { - // add to the pixel color - p[0] += splatcolor[band * 4 + 0] * w; - p[1] += splatcolor[band * 4 + 1] * w; - p[2] += splatcolor[band * 4 + 2] * w; - p[3] += splatcolor[band * 4 + 3] * w; + // contribute some color to this pixel, across all bands + float w = 1.0f - sqrt(distance2); + int band; + w *= w; + if (pixelbands > 1) + { + // small optimization for alpha - only color[7] is non-zero, so skip the rest of the alpha elements. + p[pixelsperband * 4 + 3] += color[7] * w; + } + for (band = 0; band < pixelbands; band++) + { + // add to the pixel color (RGB only - see above) + p[band * pixelsperband * 4 + 0] += color[band * 4 + 0] * w; + p[band * pixelsperband * 4 + 1] += color[band * 4 + 1] * w; + p[band * pixelsperband * 4 + 2] += color[band * 4 + 2] * w; + } } } } } } } - VectorAdd(steppos, stepdelta, steppos); - lightpathsize_current += lightpathsize_perstep; } } } +static void R_Shadow_BounceGrid_Slice_Task(taskqueue_task_t *t) +{ + R_Shadow_BounceGrid_Slice((int)t->i[0]); + t->done = 1; +} + +static void R_Shadow_BounceGrid_EnqueueSlices_Task(taskqueue_task_t *t) +{ + int i, slices; + // we need to wait for the texture clear to finish before we start adding light to it + if (r_shadow_bouncegrid_state.cleartex_task.done == 0) + { + TaskQueue_Yield(t); + return; + } + slices = r_shadow_bouncegrid_state.resolution[2] - 2; + for (i = 0; i < slices; i++) + TaskQueue_Setup(r_shadow_bouncegrid_state.slices_tasks + i, NULL, R_Shadow_BounceGrid_Slice_Task, i + 1, 0, NULL, NULL); + TaskQueue_Enqueue(slices, r_shadow_bouncegrid_state.slices_tasks); + TaskQueue_Setup(&r_shadow_bouncegrid_state.slices_done_task, NULL, TaskQueue_Task_CheckTasksDone, slices, 0, r_shadow_bouncegrid_state.slices_tasks, 0); + TaskQueue_Enqueue(1, &r_shadow_bouncegrid_state.slices_done_task); + t->done = 1; +} + static void R_Shadow_BounceGrid_BlurPixelsInDirection(const float *inpixels, float *outpixels, int off) { const float *inpixel; @@ -3136,31 +2398,31 @@ static void R_Shadow_BounceGrid_BlurPixelsInDirection(const float *inpixels, flo } } -static void R_Shadow_BounceGrid_BlurPixels(void) +static void R_Shadow_BounceGrid_BlurPixels_Task(taskqueue_task_t *t) { float *pixels[4]; unsigned int resolution[3]; + if (r_shadow_bouncegrid_state.settings.blur) + { + VectorCopy(r_shadow_bouncegrid_state.resolution, resolution); - if (!r_shadow_bouncegrid_state.settings.blur) - return; - - VectorCopy(r_shadow_bouncegrid_state.resolution, resolution); - - pixels[0] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index]; - pixels[1] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index ^ 1]; - pixels[2] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index]; - pixels[3] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index ^ 1]; + pixels[0] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index]; + pixels[1] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index ^ 1]; + pixels[2] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index]; + pixels[3] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index ^ 1]; - // blur on X - R_Shadow_BounceGrid_BlurPixelsInDirection(pixels[0], pixels[1], 4); - // blur on Y - R_Shadow_BounceGrid_BlurPixelsInDirection(pixels[1], pixels[2], resolution[0] * 4); - // blur on Z - R_Shadow_BounceGrid_BlurPixelsInDirection(pixels[2], pixels[3], resolution[0] * resolution[1] * 4); + // blur on X + R_Shadow_BounceGrid_BlurPixelsInDirection(pixels[0], pixels[1], 4); + // blur on Y + R_Shadow_BounceGrid_BlurPixelsInDirection(pixels[1], pixels[2], resolution[0] * 4); + // blur on Z + R_Shadow_BounceGrid_BlurPixelsInDirection(pixels[2], pixels[3], resolution[0] * resolution[1] * 4); - // toggle the state, highpixels now points to pixels[3] result - r_shadow_bouncegrid_state.highpixels_index ^= 1; - r_shadow_bouncegrid_state.highpixels = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index]; + // toggle the state, highpixels now points to pixels[3] result + r_shadow_bouncegrid_state.highpixels_index ^= 1; + r_shadow_bouncegrid_state.highpixels = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index]; + } + t->done = 1; } static void R_Shadow_BounceGrid_ConvertPixelsAndUpload(void) @@ -3268,7 +2530,7 @@ static void R_Shadow_BounceGrid_ConvertPixelsAndUpload(void) } if (!r_shadow_bouncegrid_state.createtexture) - R_UpdateTexture(r_shadow_bouncegrid_state.texture, pixelsbgra8, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands); + R_UpdateTexture(r_shadow_bouncegrid_state.texture, pixelsbgra8, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands, 0); else r_shadow_bouncegrid_state.texture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, pixelsbgra8, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL); break; @@ -3319,7 +2581,7 @@ static void R_Shadow_BounceGrid_ConvertPixelsAndUpload(void) } if (!r_shadow_bouncegrid_state.createtexture) - R_UpdateTexture(r_shadow_bouncegrid_state.texture, (const unsigned char *)pixelsrgba16f, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands); + R_UpdateTexture(r_shadow_bouncegrid_state.texture, (const unsigned char *)pixelsrgba16f, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands, 0); else r_shadow_bouncegrid_state.texture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, (const unsigned char *)pixelsrgba16f, TEXTYPE_COLORBUFFER16F, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL); break; @@ -3328,223 +2590,184 @@ static void R_Shadow_BounceGrid_ConvertPixelsAndUpload(void) pixelsrgba32f = highpixels; if (!r_shadow_bouncegrid_state.createtexture) - R_UpdateTexture(r_shadow_bouncegrid_state.texture, (const unsigned char *)pixelsrgba32f, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands); + R_UpdateTexture(r_shadow_bouncegrid_state.texture, (const unsigned char *)pixelsrgba32f, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands, 0); else r_shadow_bouncegrid_state.texture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, (const unsigned char *)pixelsrgba32f, TEXTYPE_COLORBUFFER32F, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL); break; } - r_shadow_bouncegrid_state.lastupdatetime = realtime; + r_shadow_bouncegrid_state.lastupdatetime = host.realtime; } -static void R_Shadow_BounceGrid_TracePhotons(r_shadow_bouncegrid_settings_t settings, unsigned int range, unsigned int range1, unsigned int range2, int flag) +static void R_Shadow_BounceGrid_ClearTex_Task(taskqueue_task_t *t) { - vec3_t bouncerandom[10]; - dlight_t *light; - int bouncecount; - int hitsupercontentsmask; - int skipsupercontentsmask; - int maxbounce; - int shootparticles; - int shotparticles; - float bounceminimumintensity2; - trace_t cliptrace; - //trace_t cliptrace2; - //trace_t cliptrace3; - unsigned int lightindex; - unsigned int seed; - randomseed_t randomseed; - vec3_t shotcolor; - vec3_t baseshotcolor; - vec3_t surfcolor; - vec3_t clipend; - vec3_t clipstart; - vec3_t clipdiff; - vec_t radius; - vec_t distancetraveled; - vec_t s; - rtlight_t *rtlight; - - // compute a seed for the unstable random modes - Math_RandomSeed_FromInts(&randomseed, 0, 0, 0, realtime * 1000.0); - seed = realtime * 1000.0; - - r_shadow_bouncegrid_state.numsplatpaths = 0; + memset(r_shadow_bouncegrid_state.highpixels, 0, r_shadow_bouncegrid_state.numpixels * sizeof(float[4])); + t->done = 1; +} +static void R_Shadow_BounceGrid_TracePhotons_Shot(r_shadow_bouncegrid_photon_t *p, int remainingbounces, vec3_t shotstart, vec3_t shotend, vec3_t shotcolor, float bounceminimumintensity2, float previousrefractiveindex) +{ + int hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask; + vec3_t shothit; + vec3_t surfacenormal; + vec3_t reflectstart, reflectend, reflectcolor; + vec3_t refractstart, refractend, refractcolor; + vec_t s; + float reflectamount = 1.0f; + trace_t cliptrace; // figure out what we want to interact with - if (settings.hitmodels) - hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;// | SUPERCONTENTS_LIQUIDSMASK; + hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK; + skipsupercontentsmask = 0; + skipmaterialflagsmask = MATERIALFLAG_CUSTOMBLEND; + //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 (r_shadow_bouncegrid_state.settings.staticmode || r_shadow_bouncegrid_state.settings.rng_seed < 0 || r_shadow_bouncegrid_threaded.integer) + { + // static mode fires a LOT of rays but none of them are identical, so they are not cached + // non-stable random in dynamic mode also never reuses a direction, so there's no reason to cache it + cliptrace = CL_TraceLine(shotstart, shotend, r_shadow_bouncegrid_state.settings.staticmode ? MOVE_WORLDONLY : (r_shadow_bouncegrid_state.settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask, collision_extendmovelength.value, true, false, NULL, true, true); + } else - hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK; - skipsupercontentsmask = SUPERCONTENTS_SKY; // this allows the e1m5 sky shadow to work by ignoring the sky surfaces - maxbounce = settings.maxbounce; - - for (lightindex = 0;lightindex < range2;lightindex++) { - if (lightindex < range) + // dynamic mode fires many rays and most will match the cache from the previous frame + cliptrace = CL_Cache_TraceLineSurfaces(shotstart, shotend, r_shadow_bouncegrid_state.settings.staticmode ? MOVE_WORLDONLY : (r_shadow_bouncegrid_state.settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask); + } + VectorCopy(cliptrace.endpos, shothit); + if ((remainingbounces == r_shadow_bouncegrid_state.settings.maxbounce || r_shadow_bouncegrid_state.settings.includedirectlighting) && p->numpaths < PHOTON_MAX_PATHS) + { + qbool notculled = true; + // cull paths that fail R_CullFrustum in dynamic mode + if (!r_shadow_bouncegrid_state.settings.staticmode + && r_shadow_bouncegrid_dynamic_culllightpaths.integer) { - light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); - if (!light) - continue; - rtlight = &light->rtlight; + vec3_t cullmins, cullmaxs; + cullmins[0] = min(shotstart[0], shothit[0]) - r_shadow_bouncegrid_state.settings.spacing[0] - r_shadow_bouncegrid_state.settings.lightpathsize; + cullmins[1] = min(shotstart[1], shothit[1]) - r_shadow_bouncegrid_state.settings.spacing[1] - r_shadow_bouncegrid_state.settings.lightpathsize; + cullmins[2] = min(shotstart[2], shothit[2]) - r_shadow_bouncegrid_state.settings.spacing[2] - r_shadow_bouncegrid_state.settings.lightpathsize; + cullmaxs[0] = max(shotstart[0], shothit[0]) + r_shadow_bouncegrid_state.settings.spacing[0] + r_shadow_bouncegrid_state.settings.lightpathsize; + cullmaxs[1] = max(shotstart[1], shothit[1]) + r_shadow_bouncegrid_state.settings.spacing[1] + r_shadow_bouncegrid_state.settings.lightpathsize; + cullmaxs[2] = max(shotstart[2], shothit[2]) + r_shadow_bouncegrid_state.settings.spacing[2] + r_shadow_bouncegrid_state.settings.lightpathsize; + if (R_CullFrustum(cullmins, cullmaxs)) + notculled = false; } - else - rtlight = r_refdef.scene.lights[lightindex - range]; - // note that this code used to keep track of residual photons and - // distribute them evenly to achieve exactly a desired photon count, - // but that caused unwanted flickering in dynamic mode - shootparticles = (int)floor(rtlight->bouncegrid_photons); - // skip if we won't be shooting any photons - if (!shootparticles) - continue; - radius = rtlight->radius * settings.lightradiusscale; - //s = settings.particleintensity / shootparticles; - //VectorScale(rtlight->bouncegrid_photoncolor, s, baseshotcolor); - VectorCopy(rtlight->bouncegrid_photoncolor, baseshotcolor); - if (VectorLength2(baseshotcolor) <= 0.0f) - continue; - r_refdef.stats[r_stat_bouncegrid_lights]++; - r_refdef.stats[r_stat_bouncegrid_particles] += shootparticles; - // we stop caring about bounces once the brightness goes below this fraction of the original intensity - bounceminimumintensity2 = VectorLength(baseshotcolor) * settings.bounceminimumintensity2; - - // for seeded random we start the RNG with the position of the light - if (settings.rng_seed >= 0) + if (notculled) { - union + r_shadow_bouncegrid_photon_path_t *path = p->paths + p->numpaths++; + VectorCopy(shotstart, path->start); + VectorCopy(shothit, path->end); + VectorCopy(shotcolor, path->color); + } + } + if (cliptrace.fraction < 1.0f && remainingbounces > 0) + { + // scale down shot color by bounce intensity and texture color (or 50% if no texture reported) + // also clamp the resulting color to never add energy, even if the user requests extreme values + VectorCopy(cliptrace.plane.normal, surfacenormal); + VectorSet(reflectcolor, 0.5f, 0.5f, 0.5f); + VectorClear(refractcolor); + // FIXME: we need to determine the exact triangle, vertex color and texcoords and texture color and texture normal for the impacted point + if (cliptrace.hittexture) + { + if (cliptrace.hittexture->currentskinframe) + VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, reflectcolor); + if (cliptrace.hittexture->currentalpha < 1.0f && (cliptrace.hittexture->currentmaterialflags & (MATERIALFLAG_ALPHA | MATERIALFLAG_ALPHATEST))) { - unsigned int i[4]; - float f[4]; + reflectamount *= cliptrace.hittexture->currentalpha; + if (cliptrace.hittexture->currentskinframe) + reflectamount *= cliptrace.hittexture->currentskinframe->avgcolor[3]; } - u; - u.f[0] = rtlight->shadoworigin[0]; - u.f[1] = rtlight->shadoworigin[1]; - u.f[2] = rtlight->shadoworigin[2]; - u.f[3] = 1; - switch (settings.rng_type) + if (cliptrace.hittexture->currentmaterialflags & MATERIALFLAG_WATERSHADER) { - default: - case 0: - // we have to shift the seed provided by the user because the result must be odd - Math_RandomSeed_FromInts(&randomseed, u.i[0], u.i[1], u.i[2], u.i[3] ^ (settings.rng_seed << 1)); - break; - case 1: - seed = u.i[0] ^ u.i[1] ^ u.i[2] ^ u.i[3] ^ settings.rng_seed; - break; + float Fresnel; + vec3_t lightdir; + //reflectchance = pow(min(1.0f, 1.0f - cliptrace. + VectorSubtract(shotstart, shotend, lightdir); + VectorNormalize(lightdir); + Fresnel = min(1.0f, 1.0f - DotProduct(lightdir, surfacenormal)); + Fresnel = Fresnel * Fresnel * (cliptrace.hittexture->reflectmax - cliptrace.hittexture->reflectmin) + cliptrace.hittexture->reflectmin; + reflectamount *= Fresnel; + VectorCopy(cliptrace.hittexture->refractcolor4f, refractcolor); } + if (cliptrace.hittexture->currentmaterialflags & MATERIALFLAG_REFRACTION) + VectorCopy(cliptrace.hittexture->refractcolor4f, refractcolor); + // make sure we do not gain energy even if surface colors are out of bounds + reflectcolor[0] = min(reflectcolor[0], 1.0f); + reflectcolor[1] = min(reflectcolor[1], 1.0f); + reflectcolor[2] = min(reflectcolor[2], 1.0f); + refractcolor[0] = min(refractcolor[0], 1.0f); + refractcolor[1] = min(refractcolor[1], 1.0f); + refractcolor[2] = min(refractcolor[2], 1.0f); } + // reflected and refracted shots + VectorScale(reflectcolor, r_shadow_bouncegrid_state.settings.particlebounceintensity * reflectamount, reflectcolor); + VectorScale(refractcolor, (1.0f - reflectamount), refractcolor); + VectorMultiply(reflectcolor, shotcolor, reflectcolor); + VectorMultiply(refractcolor, shotcolor, refractcolor); - for (shotparticles = 0;shotparticles < shootparticles;shotparticles++) + if (VectorLength2(reflectcolor) >= bounceminimumintensity2) { - VectorCopy(baseshotcolor, shotcolor); - VectorCopy(rtlight->shadoworigin, clipstart); - switch (settings.rng_type) - { - default: - case 0: - VectorLehmerRandom(&randomseed, clipend); - if (settings.bounceanglediffuse) - { - // we want random to be stable, so we still have to do all the random we would have done - for (bouncecount = 0; bouncecount < maxbounce; bouncecount++) - VectorLehmerRandom(&randomseed, bouncerandom[bouncecount]); - } - break; - case 1: - VectorCheeseRandom(seed, clipend); - if (settings.bounceanglediffuse) - { - // we want random to be stable, so we still have to do all the random we would have done - for (bouncecount = 0; bouncecount < maxbounce; bouncecount++) - VectorCheeseRandom(seed, bouncerandom[bouncecount]); - } - break; - } - - // we want a uniform distribution spherically, not merely within the sphere - if (settings.normalizevectors) - VectorNormalize(clipend); + // reflect the remaining portion of the line across plane normal + VectorSubtract(shotend, shothit, reflectend); + VectorReflect(reflectend, 1.0, surfacenormal, reflectend); + // calculate the new line start and end + VectorCopy(shothit, reflectstart); + VectorAdd(reflectstart, reflectend, reflectend); + R_Shadow_BounceGrid_TracePhotons_Shot(p, remainingbounces - 1, reflectstart, reflectend, reflectcolor, bounceminimumintensity2, previousrefractiveindex); + } - VectorMA(clipstart, radius, clipend, clipend); - distancetraveled = 0.0f; - for (bouncecount = 0;;bouncecount++) - { - r_refdef.stats[r_stat_bouncegrid_traces]++; - rtlight->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 || settings.rng_seed < 0) - { - // static mode fires a LOT of rays but none of them are identical, so they are not cached - // non-stable random in dynamic mode also never reuses a direction, so there's no reason to cache it - cliptrace = CL_TraceLine(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, skipsupercontentsmask, collision_extendmovelength.value, true, false, NULL, true, true); - } - else - { - // dynamic mode fires many rays and most will match the cache from the previous frame - cliptrace = CL_Cache_TraceLineSurfaces(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), hitsupercontentsmask, skipsupercontentsmask); - } - if (bouncecount > 0 || settings.includedirectlighting) - { - vec3_t hitpos; - VectorCopy(cliptrace.endpos, hitpos); - R_Shadow_BounceGrid_AddSplatPath(clipstart, hitpos, shotcolor, distancetraveled); - } - distancetraveled += VectorDistance(clipstart, cliptrace.endpos); - s = VectorDistance(rtlight->shadoworigin, cliptrace.endpos); - if (rtlight->bouncegrid_effectiveradius < s) - rtlight->bouncegrid_effectiveradius = s; - if (cliptrace.fraction >= 1.0f) - break; - r_refdef.stats[r_stat_bouncegrid_hits]++; - rtlight->bouncegrid_hits++; - if (bouncecount >= maxbounce) - break; - // scale down shot color by bounce intensity and texture color (or 50% if no texture reported) - // also clamp the resulting color to never add energy, even if the user requests extreme values - if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe) - VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor); - else - VectorSet(surfcolor, 0.5f, 0.5f, 0.5f); - VectorScale(surfcolor, settings.particlebounceintensity, surfcolor); - surfcolor[0] = min(surfcolor[0], 1.0f); - surfcolor[1] = min(surfcolor[1], 1.0f); - surfcolor[2] = min(surfcolor[2], 1.0f); - VectorMultiply(shotcolor, surfcolor, shotcolor); - if (VectorLength2(shotcolor) <= bounceminimumintensity2) - break; - r_refdef.stats[r_stat_bouncegrid_bounces]++; - if (settings.bounceanglediffuse) - { - // random direction, primarily along plane normal - s = VectorDistance(cliptrace.endpos, clipend); - VectorMA(cliptrace.plane.normal, 0.95f, bouncerandom[bouncecount], clipend); - VectorNormalize(clipend); - VectorScale(clipend, s, clipend); - } - else - { - // reflect the remaining portion of the line across plane normal - VectorSubtract(clipend, cliptrace.endpos, clipdiff); - VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend); - } - // calculate the new line start and end - VectorCopy(cliptrace.endpos, clipstart); - VectorAdd(clipstart, clipend, clipend); - } + if (VectorLength2(refractcolor) >= bounceminimumintensity2) + { + // Check what refractive index is on the other side + float refractiveindex; + VectorMA(shothit, 0.0625f, cliptrace.plane.normal, refractstart); + refractiveindex = R_Shadow_BounceGrid_RefractiveIndexAtPoint(refractstart); + // reflect the remaining portion of the line across plane normal + VectorSubtract(shotend, shothit, refractend); + s = refractiveindex / previousrefractiveindex; + VectorReflect(refractend, -1.0f / s, surfacenormal, refractend); + // we also need to reflect the start to the other side of the plane so it doesn't just hit the same surface again + // calculate the new line start and end + VectorMA(shothit, 0.0625f, cliptrace.plane.normal, refractstart); + VectorAdd(refractstart, refractend, refractend); + R_Shadow_BounceGrid_TracePhotons_Shot(p, remainingbounces - 1, refractstart, refractend, refractcolor, bounceminimumintensity2, refractiveindex); } } } +static void R_Shadow_BounceGrid_TracePhotons_ShotTask(taskqueue_task_t *t) +{ + r_shadow_bouncegrid_photon_t *p = (r_shadow_bouncegrid_photon_t *)t->p[0]; + R_Shadow_BounceGrid_TracePhotons_Shot(p, r_shadow_bouncegrid_state.settings.maxbounce, p->start, p->end, p->color, p->bounceminimumintensity2, p->startrefractiveindex); + t->done = 1; +} + +static void R_Shadow_BounceGrid_EnqueuePhotons_Task(taskqueue_task_t *t) +{ + int i; + for (i = 0; i < r_shadow_bouncegrid_state.numphotons; i++) + TaskQueue_Setup(r_shadow_bouncegrid_state.photons_tasks + i, NULL, R_Shadow_BounceGrid_TracePhotons_ShotTask, 0, 0, r_shadow_bouncegrid_state.photons + i, NULL); + TaskQueue_Setup(&r_shadow_bouncegrid_state.photons_done_task, NULL, TaskQueue_Task_CheckTasksDone, r_shadow_bouncegrid_state.numphotons, 0, r_shadow_bouncegrid_state.photons_tasks, NULL); + if (r_shadow_bouncegrid_threaded.integer) + { + TaskQueue_Enqueue(r_shadow_bouncegrid_state.numphotons, r_shadow_bouncegrid_state.photons_tasks); + TaskQueue_Enqueue(1, &r_shadow_bouncegrid_state.photons_done_task); + } + else + { + // when not threaded we still have to report task status + for (i = 0; i < r_shadow_bouncegrid_state.numphotons; i++) + r_shadow_bouncegrid_state.photons_tasks[i].func(r_shadow_bouncegrid_state.photons_tasks + i); + r_shadow_bouncegrid_state.photons_done_task.done = 1; + } + t->done = 1; +} + void R_Shadow_UpdateBounceGridTexture(void) { int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; r_shadow_bouncegrid_settings_t settings; - qboolean enable = false; - qboolean settingschanged; - unsigned int range; // number of world lights - unsigned int range1; // number of dynamic lights (or zero if disabled) - unsigned int range2; // range+range1 + qbool enable = false; + qbool settingschanged; enable = R_Shadow_BounceGrid_CheckEnable(flag); @@ -3569,9 +2792,11 @@ void R_Shadow_UpdateBounceGridTexture(void) if (r_shadow_bouncegrid_state.blurpixels[1]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL; if (r_shadow_bouncegrid_state.u8pixels) Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL; if (r_shadow_bouncegrid_state.fp16pixels) Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL; - if (r_shadow_bouncegrid_state.splatpaths) Mem_Free(r_shadow_bouncegrid_state.splatpaths); r_shadow_bouncegrid_state.splatpaths = NULL; - r_shadow_bouncegrid_state.maxsplatpaths = 0; + if (r_shadow_bouncegrid_state.photons) Mem_Free(r_shadow_bouncegrid_state.photons); r_shadow_bouncegrid_state.photons = NULL; + if (r_shadow_bouncegrid_state.photons_tasks) Mem_Free(r_shadow_bouncegrid_state.photons_tasks); r_shadow_bouncegrid_state.photons_tasks = NULL; + if (r_shadow_bouncegrid_state.slices_tasks) Mem_Free(r_shadow_bouncegrid_state.slices_tasks); r_shadow_bouncegrid_state.slices_tasks = NULL; r_shadow_bouncegrid_state.numpixels = 0; + r_shadow_bouncegrid_state.numphotons = 0; r_shadow_bouncegrid_state.directional = false; if (!enable) @@ -3579,7 +2804,7 @@ void R_Shadow_UpdateBounceGridTexture(void) } // if all the settings seem identical to the previous update, return - if (r_shadow_bouncegrid_state.texture && (settings.staticmode || realtime < r_shadow_bouncegrid_state.lastupdatetime + r_shadow_bouncegrid_dynamic_updateinterval.value) && !settingschanged) + if (r_shadow_bouncegrid_state.texture && (settings.staticmode || host.realtime < r_shadow_bouncegrid_state.lastupdatetime + r_shadow_bouncegrid_dynamic_updateinterval.value) && !settingschanged) return; // store the new settings @@ -3587,31 +2812,62 @@ void R_Shadow_UpdateBounceGridTexture(void) R_Shadow_BounceGrid_UpdateSpacing(); - // get the range of light numbers we'll be looping over: - // range = static lights - // range1 = dynamic lights (optional) - // range2 = range + range1 - range = (unsigned int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked - range1 = settings.staticmode ? 0 : r_refdef.scene.numlights; - range2 = range + range1; + // allocate the highpixels array we'll be accumulating light into + if (r_shadow_bouncegrid_state.blurpixels[0] == NULL) + r_shadow_bouncegrid_state.blurpixels[0] = (float *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.numpixels * sizeof(float[4])); + if (r_shadow_bouncegrid_state.settings.blur && r_shadow_bouncegrid_state.blurpixels[1] == NULL) + r_shadow_bouncegrid_state.blurpixels[1] = (float *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.numpixels * sizeof(float[4])); + r_shadow_bouncegrid_state.highpixels_index = 0; + r_shadow_bouncegrid_state.highpixels = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index]; + + // set up the tracking of photon data + if (r_shadow_bouncegrid_state.photons == NULL) + r_shadow_bouncegrid_state.photons = (r_shadow_bouncegrid_photon_t *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.settings.maxphotons * sizeof(r_shadow_bouncegrid_photon_t)); + if (r_shadow_bouncegrid_state.photons_tasks == NULL) + r_shadow_bouncegrid_state.photons_tasks = (taskqueue_task_t *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.settings.maxphotons * sizeof(taskqueue_task_t)); + r_shadow_bouncegrid_state.numphotons = 0; + + // set up the tracking of slice tasks + if (r_shadow_bouncegrid_state.slices_tasks == NULL) + r_shadow_bouncegrid_state.slices_tasks = (taskqueue_task_t *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.resolution[2] * sizeof(taskqueue_task_t)); + + memset(&r_shadow_bouncegrid_state.cleartex_task, 0, sizeof(taskqueue_task_t)); + memset(&r_shadow_bouncegrid_state.assignphotons_task, 0, sizeof(taskqueue_task_t)); + memset(&r_shadow_bouncegrid_state.enqueuephotons_task, 0, sizeof(taskqueue_task_t)); + memset(r_shadow_bouncegrid_state.photons_tasks, 0, r_shadow_bouncegrid_state.settings.maxphotons * sizeof(taskqueue_task_t)); + memset(&r_shadow_bouncegrid_state.photons_done_task, 0, sizeof(taskqueue_task_t)); + memset(&r_shadow_bouncegrid_state.enqueue_slices_task, 0, sizeof(taskqueue_task_t)); + memset(r_shadow_bouncegrid_state.slices_tasks, 0, r_shadow_bouncegrid_state.resolution[2] * sizeof(taskqueue_task_t)); + memset(&r_shadow_bouncegrid_state.slices_done_task, 0, sizeof(taskqueue_task_t)); + memset(&r_shadow_bouncegrid_state.blurpixels_task, 0, sizeof(taskqueue_task_t)); + + // clear the texture + TaskQueue_Setup(&r_shadow_bouncegrid_state.cleartex_task, NULL, R_Shadow_BounceGrid_ClearTex_Task, 0, 0, NULL, NULL); + TaskQueue_Enqueue(1, &r_shadow_bouncegrid_state.cleartex_task); // calculate weighting factors for distributing photons among the lights - R_Shadow_BounceGrid_AssignPhotons(&settings, range, range1, range2, flag); + TaskQueue_Setup(&r_shadow_bouncegrid_state.assignphotons_task, NULL, R_Shadow_BounceGrid_AssignPhotons_Task, 0, 0, NULL, NULL); + TaskQueue_Enqueue(1, &r_shadow_bouncegrid_state.assignphotons_task); - // trace the photons from lights and accumulate illumination - R_Shadow_BounceGrid_TracePhotons(settings, range, range1, range2, flag); + // enqueue tasks to trace the photons from lights + TaskQueue_Setup(&r_shadow_bouncegrid_state.enqueuephotons_task, &r_shadow_bouncegrid_state.assignphotons_task, R_Shadow_BounceGrid_EnqueuePhotons_Task, 0, 0, NULL, NULL); + TaskQueue_Enqueue(1, &r_shadow_bouncegrid_state.enqueuephotons_task); - // clear the texture - R_Shadow_BounceGrid_ClearPixels(); - - // accumulate the light splatting into texture - R_Shadow_BounceGrid_PerformSplats(); + // accumulate the light paths into texture + TaskQueue_Setup(&r_shadow_bouncegrid_state.enqueue_slices_task, &r_shadow_bouncegrid_state.photons_done_task, R_Shadow_BounceGrid_EnqueueSlices_Task, 0, 0, NULL, NULL); + TaskQueue_Enqueue(1, &r_shadow_bouncegrid_state.enqueue_slices_task); // apply a mild blur filter to the texture - R_Shadow_BounceGrid_BlurPixels(); + TaskQueue_Setup(&r_shadow_bouncegrid_state.blurpixels_task, &r_shadow_bouncegrid_state.slices_done_task, R_Shadow_BounceGrid_BlurPixels_Task, 0, 0, NULL, NULL); + TaskQueue_Enqueue(1, &r_shadow_bouncegrid_state.blurpixels_task); + + TaskQueue_WaitForTaskDone(&r_shadow_bouncegrid_state.blurpixels_task); + R_TimeReport("bouncegrid_gen"); // convert the pixels to lower precision and upload the texture + // this unfortunately has to run on the main thread for OpenGL calls, so we have to block on the previous task... R_Shadow_BounceGrid_ConvertPixelsAndUpload(); + R_TimeReport("bouncegrid_tex"); // after we compute the static lighting we don't need to keep the highpixels array around if (settings.staticmode) @@ -3621,24 +2877,13 @@ void R_Shadow_UpdateBounceGridTexture(void) if (r_shadow_bouncegrid_state.blurpixels[1]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL; if (r_shadow_bouncegrid_state.u8pixels) Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL; if (r_shadow_bouncegrid_state.fp16pixels) Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL; - if (r_shadow_bouncegrid_state.splatpaths) Mem_Free(r_shadow_bouncegrid_state.splatpaths); r_shadow_bouncegrid_state.splatpaths = NULL; - r_shadow_bouncegrid_state.maxsplatpaths = 0; + if (r_shadow_bouncegrid_state.photons) Mem_Free(r_shadow_bouncegrid_state.photons); r_shadow_bouncegrid_state.photons = NULL; + if (r_shadow_bouncegrid_state.photons_tasks) Mem_Free(r_shadow_bouncegrid_state.photons_tasks); r_shadow_bouncegrid_state.photons_tasks = NULL; + if (r_shadow_bouncegrid_state.slices_tasks) Mem_Free(r_shadow_bouncegrid_state.slices_tasks); r_shadow_bouncegrid_state.slices_tasks = NULL; } } -void R_Shadow_RenderMode_VisibleShadowVolumes(void) -{ - R_Shadow_RenderMode_Reset(); - GL_BlendFunc(GL_ONE, GL_ONE); - GL_DepthRange(0, 1); - GL_DepthTest(r_showshadowvolumes.integer < 2); - GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1); - GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR - GL_CullFace(GL_NONE); - r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES; -} - -void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent) +void R_Shadow_RenderMode_VisibleLighting(qbool transparent) { R_Shadow_RenderMode_Reset(); GL_BlendFunc(GL_ONE, GL_ONE); @@ -3647,7 +2892,6 @@ void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transpar GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1); if (!transparent) GL_DepthFunc(GL_EQUAL); - R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255); r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING; } @@ -3679,7 +2923,7 @@ int bboxedges[12][2] = {3, 7}, // XY, +Z }; -qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs) +qbool R_Shadow_ScissorForBBox(const float *mins, const float *maxs) { if (!r_shadow_scissor.integer || r_shadow_usingdeferredprepass || r_trippy.integer) { @@ -3699,176 +2943,6 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs) return false; } -static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor) -{ - int i; - const float *vertex3f; - const float *normal3f; - float *color4f; - float dist, dot, distintensity, shadeintensity, v[3], n[3]; - switch (r_shadow_rendermode) - { - case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN: - case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN: - if (VectorLength2(diffusecolor) > 0) - { - for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4) - { - Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v); - Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n); - if ((dot = DotProduct(n, v)) < 0) - { - shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n)); - VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f); - } - else - VectorCopy(ambientcolor, color4f); - if (r_refdef.fogenabled) - { - float f; - f = RSurf_FogVertex(vertex3f); - VectorScale(color4f, f, color4f); - } - color4f[3] = 1; - } - } - else - { - for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4) - { - VectorCopy(ambientcolor, color4f); - if (r_refdef.fogenabled) - { - float f; - Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v); - f = RSurf_FogVertex(vertex3f); - VectorScale(color4f + 4*i, f, color4f); - } - color4f[3] = 1; - } - } - break; - case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN: - if (VectorLength2(diffusecolor) > 0) - { - for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4) - { - Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v); - if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)])) - { - Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n); - if ((dot = DotProduct(n, v)) < 0) - { - shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n)); - color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity; - color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity; - color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity; - } - else - { - color4f[0] = ambientcolor[0] * distintensity; - color4f[1] = ambientcolor[1] * distintensity; - color4f[2] = ambientcolor[2] * distintensity; - } - if (r_refdef.fogenabled) - { - float f; - f = RSurf_FogVertex(vertex3f); - VectorScale(color4f, f, color4f); - } - } - else - VectorClear(color4f); - color4f[3] = 1; - } - } - else - { - for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4) - { - Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v); - if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)])) - { - color4f[0] = ambientcolor[0] * distintensity; - color4f[1] = ambientcolor[1] * distintensity; - color4f[2] = ambientcolor[2] * distintensity; - if (r_refdef.fogenabled) - { - float f; - f = RSurf_FogVertex(vertex3f); - VectorScale(color4f, f, color4f); - } - } - else - VectorClear(color4f); - color4f[3] = 1; - } - } - break; - case R_SHADOW_RENDERMODE_LIGHT_VERTEX: - if (VectorLength2(diffusecolor) > 0) - { - for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4) - { - Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v); - if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)])) - { - distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist); - Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n); - if ((dot = DotProduct(n, v)) < 0) - { - shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n)); - color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity; - color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity; - color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity; - } - else - { - color4f[0] = ambientcolor[0] * distintensity; - color4f[1] = ambientcolor[1] * distintensity; - color4f[2] = ambientcolor[2] * distintensity; - } - if (r_refdef.fogenabled) - { - float f; - f = RSurf_FogVertex(vertex3f); - VectorScale(color4f, f, color4f); - } - } - else - VectorClear(color4f); - color4f[3] = 1; - } - } - else - { - for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4) - { - Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v); - if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)])) - { - distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist); - color4f[0] = ambientcolor[0] * distintensity; - color4f[1] = ambientcolor[1] * distintensity; - color4f[2] = ambientcolor[2] * distintensity; - if (r_refdef.fogenabled) - { - float f; - f = RSurf_FogVertex(vertex3f); - VectorScale(color4f, f, color4f); - } - } - else - VectorClear(color4f); - color4f[3] = 1; - } - } - break; - default: - break; - } -} - static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist) { // used to display how many times a surface is lit for level design purposes @@ -3877,193 +2951,38 @@ static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, cons RSurf_DrawBatch(); } -static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale) +static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const float ambientcolor[3], const float diffusecolor[3], const float specularcolor[3]) { // ARB2 GLSL shader path (GFFX5200, Radeon 9500) - R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false); + R_SetupShader_Surface(ambientcolor, diffusecolor, specularcolor, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false, false); RSurf_DrawBatch(); } -static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2) -{ - int renders; - int i; - int stop; - int newfirstvertex; - int newlastvertex; - int newnumtriangles; - int *newe; - const int *e; - float *c; - int maxtriangles = 1024; - int newelements[1024*3]; - R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2); - for (renders = 0;renders < 4;renders++) - { - stop = true; - newfirstvertex = 0; - newlastvertex = 0; - newnumtriangles = 0; - newe = newelements; - // due to low fillrate on the cards this vertex lighting path is - // designed for, we manually cull all triangles that do not - // contain a lit vertex - // this builds batches of triangles from multiple surfaces and - // renders them at once - for (i = 0, e = element3i;i < numtriangles;i++, e += 3) - { - if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01) - { - if (newnumtriangles) - { - newfirstvertex = min(newfirstvertex, e[0]); - newlastvertex = max(newlastvertex, e[0]); - } - else - { - newfirstvertex = e[0]; - newlastvertex = e[0]; - } - newfirstvertex = min(newfirstvertex, e[1]); - newlastvertex = max(newlastvertex, e[1]); - newfirstvertex = min(newfirstvertex, e[2]); - newlastvertex = max(newlastvertex, e[2]); - newe[0] = e[0]; - newe[1] = e[1]; - newe[2] = e[2]; - newnumtriangles++; - newe += 3; - if (newnumtriangles >= maxtriangles) - { - R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0); - newnumtriangles = 0; - newe = newelements; - stop = false; - } - } - } - if (newnumtriangles >= 1) - { - R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0); - stop = false; - } - // if we couldn't find any lit triangles, exit early - if (stop) - break; - // now reduce the intensity for the next overbright pass - // we have to clamp to 0 here incase the drivers have improper - // handling of negative colors - // (some old drivers even have improper handling of >1 color) - stop = true; - for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4) - { - if (c[0] > 1 || c[1] > 1 || c[2] > 1) - { - c[0] = max(0, c[0] - 1); - c[1] = max(0, c[1] - 1); - c[2] = max(0, c[2] - 1); - stop = false; - } - else - VectorClear(c); - } - // another check... - if (stop) - break; - } -} - -static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale) -{ - // OpenGL 1.1 path (anything) - float ambientcolorbase[3], diffusecolorbase[3]; - float ambientcolorpants[3], diffusecolorpants[3]; - float ambientcolorshirt[3], diffusecolorshirt[3]; - const float *surfacecolor = rsurface.texture->dlightcolor; - const float *surfacepants = rsurface.colormap_pantscolor; - const float *surfaceshirt = rsurface.colormap_shirtcolor; - rtexture_t *basetexture = rsurface.texture->basetexture; - rtexture_t *pantstexture = rsurface.texture->pantstexture; - rtexture_t *shirttexture = rsurface.texture->shirttexture; - qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f); - qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f); - ambientscale *= 2 * r_refdef.view.colorscale; - diffusescale *= 2 * r_refdef.view.colorscale; - ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2]; - diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2]; - ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2]; - diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2]; - ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2]; - diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2]; - RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); - rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4])); - R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset); - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset); - R_Mesh_TexBind(0, basetexture); - R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix); - R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); - switch(r_shadow_rendermode) - { - case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN: - R_Mesh_TexBind(1, r_shadow_attenuation3dtexture); - R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz); - R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1); - R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset); - break; - case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN: - R_Mesh_TexBind(2, r_shadow_attenuation2dtexture); - R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz); - R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1); - R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset); - // fall through - case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN: - R_Mesh_TexBind(1, r_shadow_attenuation2dtexture); - R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz); - R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1); - R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset); - break; - case R_SHADOW_RENDERMODE_LIGHT_VERTEX: - break; - default: - break; - } - //R_Mesh_TexBind(0, basetexture); - R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase); - if (dopants) - { - R_Mesh_TexBind(0, pantstexture); - R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants); - } - if (doshirt) - { - R_Mesh_TexBind(0, shirttexture); - R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt); - } -} - extern cvar_t gl_lightmaps; void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist) { - float ambientscale, diffusescale, specularscale; - qboolean negated; - float lightcolor[3]; - VectorCopy(rsurface.rtlight->currentcolor, lightcolor); - ambientscale = rsurface.rtlight->ambientscale + rsurface.texture->rtlightambient; - diffusescale = rsurface.rtlight->diffusescale * max(0, 1.0 - rsurface.texture->rtlightambient); - specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale; + qbool negated; + float ambientcolor[3], diffusecolor[3], specularcolor[3]; + VectorM(rsurface.rtlight->ambientscale + rsurface.texture->rtlightambient, rsurface.texture->render_rtlight_diffuse, ambientcolor); + VectorM(rsurface.rtlight->diffusescale * max(0, 1.0 - rsurface.texture->rtlightambient), rsurface.texture->render_rtlight_diffuse, diffusecolor); + VectorM(rsurface.rtlight->specularscale, rsurface.texture->render_rtlight_specular, specularcolor); if (!r_shadow_usenormalmap.integer) { - ambientscale += 1.0f * diffusescale; - diffusescale = 0; - specularscale = 0; + VectorMAM(1.0f, ambientcolor, 1.0f, diffusecolor, ambientcolor); + VectorClear(diffusecolor); + VectorClear(specularcolor); } - if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f)) + VectorMultiply(ambientcolor, rsurface.rtlight->currentcolor, ambientcolor); + VectorMultiply(diffusecolor, rsurface.rtlight->currentcolor, diffusecolor); + VectorMultiply(specularcolor, rsurface.rtlight->currentcolor, specularcolor); + if (VectorLength2(ambientcolor) + VectorLength2(diffusecolor) + VectorLength2(specularcolor) < (1.0f / 1048576.0f)) return; - negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract; + negated = (rsurface.rtlight->currentcolor[0] + rsurface.rtlight->currentcolor[1] + rsurface.rtlight->currentcolor[2] < 0); if(negated) { - VectorNegate(lightcolor, lightcolor); + VectorNegate(ambientcolor, ambientcolor); + VectorNegate(diffusecolor, diffusecolor); + VectorNegate(specularcolor, specularcolor); GL_BlendEquationSubtract(true); } RSurf_SetupDepthAndCulling(); @@ -4074,13 +2993,7 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist); break; case R_SHADOW_RENDERMODE_LIGHT_GLSL: - R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale); - break; - case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN: - case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN: - case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN: - case R_SHADOW_RENDERMODE_LIGHT_VERTEX: - R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale); + R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, ambientcolor, diffusecolor, specularcolor); break; default: Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode); @@ -4137,15 +3050,13 @@ void R_RTLight_Compile(rtlight_t *rtlight) { int i; int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes; - int lighttris, shadowtris, shadowzpasstris, shadowzfailtris; + int lighttris, shadowtris; entity_render_t *ent = r_refdef.scene.worldentity; - dp_model_t *model = r_refdef.scene.worldmodel; + model_t *model = r_refdef.scene.worldmodel; unsigned char *data; - shadowmesh_t *mesh; // compile the light rtlight->compiled = true; - rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1; rtlight->static_numleafs = 0; rtlight->static_numleafpvsbytes = 0; rtlight->static_leaflist = NULL; @@ -4163,13 +3074,13 @@ void R_RTLight_Compile(rtlight_t *rtlight) if (model && model->GetLightInfo) { - // this variable must be set for the CompileShadowVolume/CompileShadowMap code + // this variable must be set for the CompileShadowMap code r_shadow_compilingrtlight = rtlight; R_FrameData_SetMark(); model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL, rtlight->shadow == 0); R_FrameData_ReturnToMark(); numleafpvsbytes = (model->brush.num_leafs + 7) >> 3; - numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3; + numshadowtrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3; numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3; data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes); rtlight->static_numsurfaces = numsurfaces; @@ -4193,17 +3104,8 @@ void R_RTLight_Compile(rtlight_t *rtlight) if (rtlight->static_numlighttrispvsbytes) memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes); R_FrameData_SetMark(); - switch (rtlight->shadowmode) - { - case R_SHADOW_SHADOWMODE_SHADOWMAP2D: - if (model->CompileShadowMap && rtlight->shadow) - model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist); - break; - default: - if (model->CompileShadowVolume && rtlight->shadow) - model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist); - break; - } + if (model->CompileShadowMap && rtlight->shadow) + model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist); R_FrameData_ReturnToMark(); // now we're done compiling the rtlight r_shadow_compilingrtlight = NULL; @@ -4214,16 +3116,6 @@ void R_RTLight_Compile(rtlight_t *rtlight) //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin); //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius); - shadowzpasstris = 0; - if (rtlight->static_meshchain_shadow_zpass) - for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next) - shadowzpasstris += mesh->numtriangles; - - shadowzfailtris = 0; - if (rtlight->static_meshchain_shadow_zfail) - for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next) - shadowzfailtris += mesh->numtriangles; - lighttris = 0; if (rtlight->static_numlighttrispvsbytes) for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++) @@ -4237,19 +3129,13 @@ void R_RTLight_Compile(rtlight_t *rtlight) shadowtris++; if (developer_extra.integer) - Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris); + Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris); } void R_RTLight_Uncompile(rtlight_t *rtlight) { if (rtlight->compiled) { - if (rtlight->static_meshchain_shadow_zpass) - Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass); - rtlight->static_meshchain_shadow_zpass = NULL; - if (rtlight->static_meshchain_shadow_zfail) - Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail); - rtlight->static_meshchain_shadow_zfail = NULL; if (rtlight->static_meshchain_shadow_shadowmap) Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap); rtlight->static_meshchain_shadow_shadowmap = NULL; @@ -4449,107 +3335,31 @@ static void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight) rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j]; } } - } -#endif -} - -static void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides) -{ - shadowmesh_t *mesh; - - RSurf_ActiveWorldEntity(); - - if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer) - { - CHECKGLERROR - GL_CullFace(GL_NONE); - mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap; - for (;mesh;mesh = mesh->next) - { - if (!mesh->sidetotals[r_shadow_shadowmapside]) - continue; - 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 - } - else if (r_refdef.scene.worldentity->model) - r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs); - - rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity + } +#endif } -static void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs) +static void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides) { - qboolean zpass = false; - shadowmesh_t *mesh; - int t, tend; - int surfacelistindex; - msurface_t *surface; - - // if triangle neighbors are disabled, shadowvolumes are disabled - if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i) - return; - - RSurf_ActiveWorldEntity(); + RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false); if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer) { - CHECKGLERROR - if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES) + shadowmesh_t *mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap; + if (mesh->sidetotals[r_shadow_shadowmapside]) { - zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs); - R_Shadow_RenderMode_StencilShadowVolumes(zpass); - } - mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail; - for (;mesh;mesh = mesh->next) - { - r_refdef.stats[r_stat_lights_shadowtriangles] += mesh->numtriangles; + CHECKGLERROR + GL_CullFace(GL_NONE); + r_refdef.stats[r_stat_lights_shadowtriangles] += mesh->sidetotals[r_shadow_shadowmapside]; R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer, mesh->vbooffset_vertex3f); - if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL) - { - // increment stencil if frontface is infront of depthbuffer - GL_CullFace(r_refdef.view.cullface_back); - R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255); - R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset); - // decrement stencil if backface is infront of depthbuffer - GL_CullFace(r_refdef.view.cullface_front); - R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255); - } - else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL) - { - // decrement stencil if backface is behind depthbuffer - GL_CullFace(r_refdef.view.cullface_front); - R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255); - R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset); - // increment stencil if frontface is behind depthbuffer - GL_CullFace(r_refdef.view.cullface_back); - R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255); - } - R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset); - } - CHECKGLERROR - } - else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh) - { - // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light - R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles); - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) - { - surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex]; - for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++) - if (CHECKPVSBIT(trispvs, t)) - shadowmarklist[numshadowmark++] = t; + R_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 } - R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs); - } - else if (numsurfaces) - { - r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs); } + else if (r_refdef.scene.worldentity->model) + r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs); - rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity } static void R_Shadow_DrawEntityShadow(entity_render_t *ent) @@ -4566,16 +3376,8 @@ static void R_Shadow_DrawEntityShadow(entity_render_t *ent) relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius; relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius; relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius; - switch (r_shadow_rendermode) - { - case R_SHADOW_RENDERMODE_SHADOWMAP2D: - ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs); - break; - default: - ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs); - break; - } - rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity + ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->submodelsurfaces_end - ent->model->submodelsurfaces_start, ent->model->modelsurfaces_sorted + ent->model->submodelsurfaces_start, NULL, relativeshadowmins, relativeshadowmaxs); + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity } void R_Shadow_SetupEntityLight(const entity_render_t *ent) @@ -4594,7 +3396,7 @@ static void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const uns return; // set up properties for rendering light onto this entity - RSurf_ActiveWorldEntity(); + RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false); rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight; Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight); Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight); @@ -4602,20 +3404,20 @@ static void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const uns r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs); - rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity } static void R_Shadow_DrawEntityLight(entity_render_t *ent) { - dp_model_t *model = ent->model; + model_t *model = ent->model; if (!model->DrawLight) return; R_Shadow_SetupEntityLight(ent); - model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL); + model->DrawLight(ent, model->submodelsurfaces_end - model->submodelsurfaces_start, model->modelsurfaces_sorted + model->submodelsurfaces_start, NULL); - rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity } static void R_Shadow_PrepareLight(rtlight_t *rtlight) @@ -4637,8 +3439,8 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight) static entity_render_t *lightentities_noselfshadow[MAX_EDICTS]; static entity_render_t *shadowentities[MAX_EDICTS]; static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS]; - qboolean nolight; - qboolean castshadows; + qbool nolight; + qbool castshadows; rtlight->draw = false; rtlight->cached_numlightentities = 0; @@ -4663,12 +3465,8 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight) // all at once at the start of a level, not when it stalls gameplay. // (especially important to benchmarks) // compile light - if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer) - { - if (rtlight->compiled) - R_RTLight_Uncompile(rtlight); + if (rtlight->isstatic && !nolight && !rtlight->compiled && r_shadow_realtime_world_compile.integer) R_RTLight_Compile(rtlight); - } // load cubemap rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube; @@ -4679,7 +3477,7 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight) /* if (rtlight->selected) { - f = 2 + sin(realtime * M_PI * 4.0); + f = 2 + sin(host.realtime * M_PI * 4.0); VectorScale(rtlight->currentcolor, f, rtlight->currentcolor); } */ @@ -4702,14 +3500,14 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight) // skip if the light box is not visible to traceline if (r_shadow_culllights_trace.integer) { - if (rtlight->trace_timer != realtime && R_CanSeeBox(rtlight->trace_timer == 0 ? r_shadow_culllights_trace_tempsamples.integer : r_shadow_culllights_trace_samples.integer, r_shadow_culllights_trace_eyejitter.value, r_shadow_culllights_trace_enlarge.value, r_refdef.view.origin, rtlight->cullmins, rtlight->cullmaxs)) - rtlight->trace_timer = realtime; - if (realtime - rtlight->trace_timer > r_shadow_culllights_trace_delay.value) + if (rtlight->trace_timer != host.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 = host.realtime; + if (host.realtime - rtlight->trace_timer > r_shadow_culllights_trace_delay.value) return; } // skip if the light box is off screen - if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs)) + if (R_CullFrustum(rtlight->cullmins, rtlight->cullmaxs)) return; // in the typical case this will be quickly replaced by GetLightInfo @@ -4748,7 +3546,7 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight) shadowtrispvs = r_shadow_buffer_shadowtrispvs; lighttrispvs = r_shadow_buffer_lighttrispvs; // if the reduced leaf bounds are offscreen, skip it - if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs)) + if (R_CullFrustum(rtlight->cached_cullmins, rtlight->cached_cullmaxs)) return; } else @@ -4782,14 +3580,14 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight) // add dynamic entities that are lit by the light for (i = 0; i < r_refdef.scene.numentities; i++) { - dp_model_t *model; + model_t *model; entity_render_t *ent = r_refdef.scene.entities[i]; vec3_t org; if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs)) continue; // skip the object entirely if it is not within the valid // shadow-casting region (which includes the lit region) - if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes)) + if (R_CullBox(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes)) continue; if (!(model = ent->model)) continue; @@ -4808,7 +3606,7 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight) // since it is lit, it probably also casts a shadow... // about the VectorDistance2 - light emitting entities should not cast their own shadow Matrix4x4_OriginFromMatrix(&ent->matrix, org); - if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1) + if ((ent->flags & RENDER_SHADOW) && model->DrawShadowMap && VectorDistance2(org, rtlight->shadoworigin) > 0.1) { // note: exterior models without the RENDER_NOSELFSHADOW // flag still create a RENDER_NOSELFSHADOW shadow but @@ -4832,7 +3630,7 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight) continue; // about the VectorDistance2 - light emitting entities should not cast their own shadow Matrix4x4_OriginFromMatrix(&ent->matrix, org); - if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1) + if ((ent->flags & RENDER_SHADOW) && model->DrawShadowMap && VectorDistance2(org, rtlight->shadoworigin) > 0.1) { if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL)) shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent; @@ -4893,7 +3691,7 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight) rtlight->cached_shadowentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow); if (shadowtrispvs == r_shadow_buffer_shadowtrispvs) { - int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3); + int numshadowtrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3); int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3); rtlight->cached_shadowtrispvs = (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs); rtlight->cached_lighttrispvs = (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs); @@ -4929,7 +3727,7 @@ static void R_Shadow_DrawLightShadowMaps(rtlight_t *rtlight) { int i; int numsurfaces; - unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides; + unsigned char *shadowtrispvs, *surfacesides; int numlightentities; int numlightentities_noselfshadow; int numshadowentities; @@ -4977,7 +3775,6 @@ static void R_Shadow_DrawLightShadowMaps(rtlight_t *rtlight) shadowentities = rtlight->cached_shadowentities; shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow; shadowtrispvs = rtlight->cached_shadowtrispvs; - lighttrispvs = rtlight->cached_lighttrispvs; surfacelist = rtlight->cached_surfacelist; // make this the active rtlight for rendering purposes @@ -5072,17 +3869,13 @@ static void R_Shadow_DrawLight(rtlight_t *rtlight) { int i; int numsurfaces; - unsigned char *shadowtrispvs, *lighttrispvs; + unsigned char *lighttrispvs; int numlightentities; int numlightentities_noselfshadow; - int numshadowentities; - int numshadowentities_noselfshadow; entity_render_t **lightentities; entity_render_t **lightentities_noselfshadow; - entity_render_t **shadowentities; - entity_render_t **shadowentities_noselfshadow; int *surfacelist; - qboolean castshadows; + qbool castshadows; // check if we cached this light this frame (meaning it is worth drawing) if (!rtlight->draw) @@ -5098,14 +3891,9 @@ static void R_Shadow_DrawLight(rtlight_t *rtlight) numlightentities = rtlight->cached_numlightentities; numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow; - numshadowentities = rtlight->cached_numshadowentities; - numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow; numsurfaces = rtlight->cached_numsurfaces; lightentities = rtlight->cached_lightentities; lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow; - shadowentities = rtlight->cached_shadowentities; - shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow; - shadowtrispvs = rtlight->cached_shadowtrispvs; lighttrispvs = rtlight->cached_lighttrispvs; surfacelist = rtlight->cached_surfacelist; castshadows = rtlight->castshadows; @@ -5113,25 +3901,11 @@ static void R_Shadow_DrawLight(rtlight_t *rtlight) // make this the active rtlight for rendering purposes R_Shadow_RenderMode_ActiveLight(rtlight); - if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows)) - { - // optionally draw visible shape of the shadow volumes - // for performance analysis by level designers - R_Shadow_RenderMode_VisibleShadowVolumes(); - if (numsurfaces) - R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs); - for (i = 0;i < numshadowentities;i++) - R_Shadow_DrawEntityShadow(shadowentities[i]); - for (i = 0;i < numshadowentities_noselfshadow;i++) - R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]); - R_Shadow_RenderMode_VisibleLighting(false, false); - } - if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow) { // optionally draw the illuminated areas // for performance analysis by level designers - R_Shadow_RenderMode_VisibleLighting(false, false); + R_Shadow_RenderMode_VisibleLighting(false); if (numsurfaces) R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs); for (i = 0;i < numlightentities;i++) @@ -5142,25 +3916,16 @@ static void R_Shadow_DrawLight(rtlight_t *rtlight) if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D) { - float borderbias; - int size; - float shadowmapoffsetnoselfshadow = 0; matrix4x4_t radiustolight = rtlight->matrix_worldtolight; Matrix4x4_Abs(&radiustolight); - size = rtlight->shadowmapatlassidesize; - borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder); - //Con_Printf("distance %f lodlinear %i size %i\n", distance, lodlinear, size); - if (rtlight->cached_numshadowentities_noselfshadow) - shadowmapoffsetnoselfshadow = rtlight->shadowmapatlassidesize * 2; - // render lighting using the depth texture as shadowmap // draw lighting in the unmasked areas if (numsurfaces + numlightentities) { - R_Shadow_RenderMode_Lighting(false, false, true, false); + R_Shadow_RenderMode_Lighting(false, true, false); // draw lighting in the unmasked areas if (numsurfaces) R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs); @@ -5170,7 +3935,7 @@ static void R_Shadow_DrawLight(rtlight_t *rtlight) // offset to the noselfshadow part of the atlas and draw those too if (numlightentities_noselfshadow) { - R_Shadow_RenderMode_Lighting(false, false, true, true); + R_Shadow_RenderMode_Lighting(false, true, true); for (i = 0; i < numlightentities_noselfshadow; i++) R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]); } @@ -5179,41 +3944,10 @@ static void R_Shadow_DrawLight(rtlight_t *rtlight) if (r_shadow_usingdeferredprepass) R_Shadow_RenderMode_DrawDeferredLight(true); } - else if (castshadows && vid.stencil) - { - // draw stencil shadow volumes to mask off pixels that are in shadow - // so that they won't receive lighting - GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]); - R_Shadow_ClearStencil(); - - if (numsurfaces) - R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs); - for (i = 0;i < numshadowentities;i++) - R_Shadow_DrawEntityShadow(shadowentities[i]); - - // draw lighting in the unmasked areas - R_Shadow_RenderMode_Lighting(true, false, false, false); - for (i = 0;i < numlightentities_noselfshadow;i++) - R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]); - - for (i = 0;i < numshadowentities_noselfshadow;i++) - R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]); - - // draw lighting in the unmasked areas - R_Shadow_RenderMode_Lighting(true, false, false, false); - if (numsurfaces) - R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs); - for (i = 0;i < numlightentities;i++) - R_Shadow_DrawEntityLight(lightentities[i]); - - // rasterize the box when rendering deferred lighting - the regular surface lighting only applies to transparent surfaces - if (r_shadow_usingdeferredprepass) - R_Shadow_RenderMode_DrawDeferredLight(false); - } else { // draw lighting in the unmasked areas - R_Shadow_RenderMode_Lighting(false, false, false, false); + R_Shadow_RenderMode_Lighting(false, false, false); if (numsurfaces) R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs); for (i = 0;i < numlightentities;i++) @@ -5313,7 +4047,7 @@ void R_Shadow_DrawPrepass(void) } #define MAX_SCENELIGHTS 65536 -qboolean R_Shadow_PrepareLights_AddSceneLight(rtlight_t *rtlight) +static qbool R_Shadow_PrepareLights_AddSceneLight(rtlight_t *rtlight) { if (r_shadow_scenemaxlights <= r_shadow_scenenumlights) { @@ -5328,7 +4062,7 @@ qboolean R_Shadow_PrepareLights_AddSceneLight(rtlight_t *rtlight) } void R_Shadow_DrawLightSprites(void); -void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture) +void R_Shadow_PrepareLights(void) { int flag; int lnum; @@ -5341,32 +4075,25 @@ void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *color int shadowmaptexturesize = bound(256, r_shadow_shadowmapping_texturesize.integer, (int)vid.maxtexturesize_2d); int shadowmapmaxsize = bound(shadowmapborder+2, r_shadow_shadowmapping_maxsize.integer, shadowmaptexturesize / 8); - if (r_shadow_shadowmaptexturesize != shadowmaptexturesize || - (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) || - r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) || + if (r_shadow_shadowmode_shadowmapping != r_shadow_shadowmapping.integer || + r_shadow_shadowmode_deferred != r_shadow_deferred.integer || + r_shadow_shadowmaptexturesize != shadowmaptexturesize || + r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL32) || r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer || - r_shadow_shadowmapshadowsampler != (vid.support.arb_shadow && r_shadow_shadowmapping_useshadowsampler.integer) || + r_shadow_shadowmapshadowsampler != r_shadow_shadowmapping_useshadowsampler.integer || r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer || r_shadow_shadowmapborder != shadowmapborder || r_shadow_shadowmapmaxsize != shadowmapmaxsize || r_shadow_shadowmapdepthtexture != r_fb.usedepthtextures) R_Shadow_FreeShadowMaps(); - r_shadow_fb_fbo = fbo; - r_shadow_fb_depthtexture = depthtexture; - r_shadow_fb_colortexture = colortexture; - r_shadow_usingshadowmaportho = false; switch (vid.renderpath) { - case RENDERPATH_GL20: - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_SOFT: + case RENDERPATH_GL32: #ifndef USE_GLES2 - if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2) + if (!r_shadow_deferred.integer || vid.maxdrawbuffers < 2) { r_shadow_usingdeferredprepass = false; if (r_shadow_prepass_width) @@ -5375,17 +4102,17 @@ void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *color break; } - if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height) + if (r_shadow_prepass_width != r_fb.screentexturewidth || r_shadow_prepass_height != r_fb.screentextureheight) { R_Shadow_FreeDeferred(); r_shadow_usingdeferredprepass = true; - 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, 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); + r_shadow_prepass_width = r_fb.screentexturewidth; + r_shadow_prepass_height = r_fb.screentextureheight; + r_shadow_prepassgeometrydepthbuffer = R_LoadTextureRenderBuffer(r_shadow_texturepool, "prepassgeometrydepthbuffer", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24); + r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, TEXTYPE_COLORBUFFER32F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL); + r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, TEXTYPE_COLORBUFFER16F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL); + r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", r_fb.screentexturewidth, r_fb.screentextureheight, 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); @@ -5408,15 +4135,12 @@ void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *color } #endif break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: r_shadow_usingdeferredprepass = false; break; } - R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles); + R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles); r_shadow_scenenumlights = 0; flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; @@ -5565,35 +4289,10 @@ void R_Shadow_PrepareModelShadows(void) r_shadow_nummodelshadows = 0; r_shadow_shadowmapatlas_modelshadows_size = 0; - if (!r_refdef.scene.numentities || r_refdef.lightmapintensity <= 0.0f || r_shadows.integer <= 0) - return; - - switch (r_shadow_shadowmode) - { - case R_SHADOW_SHADOWMODE_SHADOWMAP2D: - if (r_shadows.integer >= 2) - break; - // fall through - case R_SHADOW_SHADOWMODE_STENCIL: - if (!vid.stencil) - return; - for (i = 0; i < r_refdef.scene.numentities; i++) - { - ent = r_refdef.scene.entities[i]; - if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW)) - { - if (r_shadow_nummodelshadows >= MAX_MODELSHADOWS) - break; - r_shadow_modelshadows[r_shadow_nummodelshadows++] = ent; - R_AnimCache_GetEntity(ent, false, false); - } - } - return; - default: + if (!r_refdef.scene.numentities || r_refdef.scene.lightmapintensity <= 0.0f || r_shadows.integer <= 0) return; - } - size = 2 * r_shadow_shadowmapmaxsize; + size = r_shadow_shadowmaptexturesize / 4; scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value; radius = 0.5f * size / scale; @@ -5732,8 +4431,8 @@ static void R_Shadow_DrawModelShadowMaps(void) 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 + ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->submodelsurfaces_end - ent->model->submodelsurfaces_start, ent->model->modelsurfaces_sorted + ent->model->submodelsurfaces_start, NULL, relativeshadowmins, relativeshadowmaxs); + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity } #if 0 @@ -5755,161 +4454,13 @@ static void R_Shadow_DrawModelShadowMaps(void) Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias); Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix); Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix); - - switch (vid.renderpath) - { - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GL20: - case RENDERPATH_SOFT: - case RENDERPATH_GLES1: - case RENDERPATH_GLES2: - break; - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: -#ifdef MATRIX4x4_OPENGLORIENTATION - r_shadow_shadowmapmatrix.m[0][0] *= -1.0f; - r_shadow_shadowmapmatrix.m[0][1] *= -1.0f; - r_shadow_shadowmapmatrix.m[0][2] *= -1.0f; - r_shadow_shadowmapmatrix.m[0][3] *= -1.0f; -#else - r_shadow_shadowmapmatrix.m[0][0] *= -1.0f; - r_shadow_shadowmapmatrix.m[1][0] *= -1.0f; - r_shadow_shadowmapmatrix.m[2][0] *= -1.0f; - r_shadow_shadowmapmatrix.m[3][0] *= -1.0f; -#endif - break; - } -} - -void R_Shadow_DrawModelShadows(void) -{ - int i; - float relativethrowdistance; - entity_render_t *ent; - vec3_t relativelightorigin; - vec3_t relativelightdirection; - vec3_t relativeshadowmins, relativeshadowmaxs; - vec3_t tmp, shadowdir; - prvm_vec3_t prvmshadowdir; - - if (!r_shadow_nummodelshadows || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1)) - return; - - R_ResetViewRendering3D(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture); - //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height); - //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height); - R_Shadow_RenderMode_Begin(); - R_Shadow_RenderMode_ActiveLight(NULL); - r_shadow_lightscissor[0] = r_refdef.view.x; - r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height; - r_shadow_lightscissor[2] = r_refdef.view.width; - r_shadow_lightscissor[3] = r_refdef.view.height; - R_Shadow_RenderMode_StencilShadowVolumes(false); - - // get shadow dir - if (r_shadows.integer == 2) - { - Math_atov(r_shadows_throwdirection.string, prvmshadowdir); - VectorCopy(prvmshadowdir, shadowdir); - VectorNormalize(shadowdir); - } - - R_Shadow_ClearStencil(); - - for (i = 0;i < r_shadow_nummodelshadows;i++) - { - ent = r_shadow_modelshadows[i]; - - // cast shadows from anything of the map (submodels are optional) - relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix); - VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance); - VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance); - if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction - Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection); - else - { - if(ent->entitynumber != 0) - { - if(ent->entitynumber >= MAX_EDICTS) // csqc entity - { - // FIXME handle this - VectorNegate(ent->modellight_lightdir, relativelightdirection); - } - else - { - // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities) - int entnum, entnum2, recursion; - entnum = entnum2 = ent->entitynumber; - for(recursion = 32; recursion > 0; --recursion) - { - entnum2 = cl.entities[entnum].state_current.tagentity; - if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2]) - entnum = entnum2; - else - break; - } - if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain - { - VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection); - // transform into modelspace of OUR entity - Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp); - Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection); - } - else - VectorNegate(ent->modellight_lightdir, relativelightdirection); - } - } - else - VectorNegate(ent->modellight_lightdir, relativelightdirection); - } - - VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin); - RSurf_ActiveModelEntity(ent, false, false, false); - ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs); - rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity - } - - // not really the right mode, but this will disable any silly stencil features - R_Shadow_RenderMode_End(); - - // set up ortho view for rendering this pass - //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height); - //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); - //GL_ScissorTest(true); - //R_EntityMatrix(&identitymatrix); - //R_Mesh_ResetTextureState(); - R_ResetViewRendering2D(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture); - - // set up a darkening blend on shadowed areas - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - //GL_DepthRange(0, 1); - //GL_DepthTest(false); - //GL_DepthMask(false); - //GL_PolygonOffset(0, 0);CHECKGLERROR - GL_Color(0, 0, 0, r_shadows_darken.value); - //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); - //GL_DepthFunc(GL_ALWAYS); - R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255); - - // apply the blend to the shadowed areas - R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL); - R_SetupShader_Generic_NoTexture(false, true); - R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); - - // restore the viewport - R_SetViewport(&r_refdef.view.viewport); - - // restore other state to normal - //R_Shadow_RenderMode_End(); } -static void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery) +static void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qbool usequery) { float zdist; vec3_t centerorigin; -#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2) +#ifndef USE_GLES2 float vertex3f[12]; #endif // if it's too close, skip it @@ -5927,41 +4478,26 @@ static void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequer switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GL20: - case RENDERPATH_GLES1: + case RENDERPATH_GL32: case RENDERPATH_GLES2: -#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2) +#ifndef USE_GLES2 CHECKGLERROR // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead - qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels); + qglBeginQuery(GL_SAMPLES_PASSED, rtlight->corona_queryindex_allpixels); GL_DepthFunc(GL_ALWAYS); R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale); R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL, 0); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); - qglEndQueryARB(GL_SAMPLES_PASSED_ARB); + qglEndQuery(GL_SAMPLES_PASSED); GL_DepthFunc(GL_LEQUAL); - qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels); + qglBeginQuery(GL_SAMPLES_PASSED, rtlight->corona_queryindex_visiblepixels); R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale); R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL, 0); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); - qglEndQueryARB(GL_SAMPLES_PASSED_ARB); + qglEndQuery(GL_SAMPLES_PASSED); CHECKGLERROR #endif break; - case RENDERPATH_D3D9: - Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; } } rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1); @@ -5973,81 +4509,48 @@ static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale) { vec3_t color; unsigned int occlude = 0; - GLint allpixels = 0, visiblepixels = 0; // now we have to check the query result if (rtlight->corona_queryindex_visiblepixels) { switch(vid.renderpath) { - case RENDERPATH_GL20: - case RENDERPATH_GLES1: + case RENDERPATH_GL32: case RENDERPATH_GLES2: -#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2) - // See if we can use the GPU-side method to prevent implicit sync - if (vid.support.arb_query_buffer_object) { +#ifndef USE_GLES2 + // store the pixel counts into a uniform buffer for the shader to + // use - we'll never know the results on the cpu without + // synchronizing and we don't want that #define BUFFER_OFFSET(i) ((GLint *)((unsigned char*)NULL + (i))) - if (!r_shadow_occlusion_buf) { - qglGenBuffersARB(1, &r_shadow_occlusion_buf); - qglBindBufferARB(GL_QUERY_BUFFER_ARB, r_shadow_occlusion_buf); - qglBufferDataARB(GL_QUERY_BUFFER_ARB, 8, NULL, GL_DYNAMIC_COPY); - } else { - qglBindBufferARB(GL_QUERY_BUFFER_ARB, r_shadow_occlusion_buf); - } - qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, BUFFER_OFFSET(0)); - qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, BUFFER_OFFSET(4)); - qglBindBufferBase(GL_UNIFORM_BUFFER, 0, r_shadow_occlusion_buf); - occlude = MATERIALFLAG_OCCLUDE; - cscale *= rtlight->corona_visibility; - CHECKGLERROR - break; + if (!r_shadow_occlusion_buf) { + qglGenBuffers(1, &r_shadow_occlusion_buf); + qglBindBuffer(GL_QUERY_BUFFER, r_shadow_occlusion_buf); + qglBufferData(GL_QUERY_BUFFER, 8, NULL, GL_DYNAMIC_COPY); + } else { + qglBindBuffer(GL_QUERY_BUFFER, r_shadow_occlusion_buf); } - // fallthrough -#else - return; -#endif - case RENDERPATH_GL11: - case RENDERPATH_GL13: -#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2) - CHECKGLERROR - qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels); - qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels); - if (visiblepixels < 1 || allpixels < 1) - return; - rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1); + qglGetQueryObjectiv(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT, BUFFER_OFFSET(0)); + qglGetQueryObjectiv(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT, BUFFER_OFFSET(4)); + qglBindBufferBase(GL_UNIFORM_BUFFER, 0, r_shadow_occlusion_buf); + occlude = MATERIALFLAG_OCCLUDE; cscale *= rtlight->corona_visibility; CHECKGLERROR break; #else return; #endif - case RENDERPATH_D3D9: - Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - return; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - return; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - return; - case RENDERPATH_SOFT: - //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - return; - default: - return; } } else { - // FIXME: these traces should scan all render entities instead of cl.world - if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1) + if (CL_Cache_TraceLineSurfaces(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT).fraction < 1) return; } VectorScale(rtlight->currentcolor, cscale, color); if (VectorLength(color) > (1.0f / 256.0f)) { float vertex3f[12]; - qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract; + qbool negated = (color[0] + color[1] + color[2] < 0); if(negated) { VectorNegate(color, color); @@ -6055,7 +4558,7 @@ 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 | MATERIALFLAG_NODEPTHTEST | occlude, 0, 4, 0, 2, false, false); + R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE | MATERIALFLAG_NODEPTHTEST | occlude, 0, 4, 0, 2, false, false, false); if(negated) GL_BlendEquationSubtract(false); } @@ -6064,7 +4567,7 @@ static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale) void R_Shadow_DrawCoronas(void) { int i, flag; - qboolean usequery = false; + qbool usequery = false; size_t lightindex; dlight_t *light; rtlight_t *rtlight; @@ -6078,19 +4581,14 @@ void R_Shadow_DrawCoronas(void) range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked - // check occlusion of coronas - // use GL_ARB_occlusion_query if available - // otherwise use raytraces + // check occlusion of coronas, using occlusion queries or raytraces r_numqueries = 0; switch (vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GL20: - case RENDERPATH_GLES1: + case RENDERPATH_GL32: case RENDERPATH_GLES2: - usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer; -#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2) + usequery = r_coronas_occlusionquery.integer; +#ifndef USE_GLES2 if (usequery) { GL_ColorMask(0,0,0,0); @@ -6101,10 +4599,10 @@ void R_Shadow_DrawCoronas(void) r_maxqueries = ((unsigned int)range + r_refdef.scene.numlights) * 4; r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES); CHECKGLERROR - qglGenQueriesARB(r_maxqueries - i, r_queries + i); + qglGenQueries(r_maxqueries - i, r_queries + i); CHECKGLERROR } - RSurf_ActiveWorldEntity(); + RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false); GL_BlendFunc(GL_ONE, GL_ZERO); GL_CullFace(GL_NONE); GL_DepthMask(false); @@ -6116,20 +4614,6 @@ void R_Shadow_DrawCoronas(void) } #endif break; - case RENDERPATH_D3D9: - usequery = false; - //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - usequery = false; - //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; } for (lightindex = 0;lightindex < range;lightindex++) { @@ -6179,10 +4663,7 @@ void R_Shadow_DrawCoronas(void) rtlight = r_refdef.scene.lights[i]; if (rtlight->corona_visibility <= 0) continue; - if (gl_flashblend.integer) - R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f); - else - R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale); + R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale); } } @@ -6269,7 +4750,7 @@ static void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, float vertex3f[12]; R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE); RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false); - R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false); + R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false, false); } static void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) @@ -6305,13 +4786,13 @@ static void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t * skinframe = r_editlights_sprlight; RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, spritecolor[0], spritecolor[1], spritecolor[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false); - R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false); + R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false, false); // draw selection sprite if light is selected if (light->selected) { RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false); - R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false); + R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false, false); // VorteX todo: add normalmode/realtime mode light overlay sprites? } } @@ -6373,7 +4854,7 @@ static void R_Shadow_SelectLightInView(void) if (rating >= 0.95) { rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp))); - if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1.0f) + if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1.0f) { bestrating = rating; best = light; @@ -6440,7 +4921,7 @@ void R_Shadow_LoadWorldLights(void) #endif a = sscanf(t, "%f %f %f %f %f %f %f %d %127s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname #if _MSC_VER >= 1400 -, sizeof(cubemapname) +, (unsigned int)sizeof(cubemapname) #endif , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags); *s = tempchar; @@ -6823,7 +5304,7 @@ static void R_Shadow_SetCursorLocationForView(void) vec3_t dest, endpos; trace_t trace; VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest); - trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true); + trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true); if (trace.fraction < 1) { dist = trace.fraction * r_editlights_cursordistance.value; @@ -6854,12 +5335,12 @@ void R_Shadow_UpdateWorldLightSelection(void) R_Shadow_SelectLight(NULL); } -static void R_Shadow_EditLights_Clear_f(void) +static void R_Shadow_EditLights_Clear_f(cmd_state_t *cmd) { R_Shadow_ClearWorldLights(); } -void R_Shadow_EditLights_Reload_f(void) +void R_Shadow_EditLights_Reload_f(cmd_state_t *cmd) { if (!cl.worldmodel) return; @@ -6878,26 +5359,26 @@ void R_Shadow_EditLights_Reload_f(void) } } -static void R_Shadow_EditLights_Save_f(void) +static void R_Shadow_EditLights_Save_f(cmd_state_t *cmd) { if (!cl.worldmodel) return; R_Shadow_SaveWorldLights(); } -static void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void) +static void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(cmd_state_t *cmd) { R_Shadow_ClearWorldLights(); R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(); } -static void R_Shadow_EditLights_ImportLightsFile_f(void) +static void R_Shadow_EditLights_ImportLightsFile_f(cmd_state_t *cmd) { R_Shadow_ClearWorldLights(); R_Shadow_LoadLightsFile(); } -static void R_Shadow_EditLights_Spawn_f(void) +static void R_Shadow_EditLights_Spawn_f(cmd_state_t *cmd) { vec3_t color; if (!r_editlights.integer) @@ -6905,7 +5386,7 @@ static void R_Shadow_EditLights_Spawn_f(void) Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n"); return; } - if (Cmd_Argc() != 1) + if (Cmd_Argc(cmd) != 1) { Con_Print("r_editlights_spawn does not take parameters\n"); return; @@ -6914,7 +5395,7 @@ static void R_Shadow_EditLights_Spawn_f(void) R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE); } -static void R_Shadow_EditLights_Edit_f(void) +static void R_Shadow_EditLights_Edit_f(cmd_state_t *cmd) { vec3_t origin, angles, color; vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale; @@ -6935,7 +5416,7 @@ static void R_Shadow_EditLights_Edit_f(void) VectorCopy(r_shadow_selectedlight->color, color); radius = r_shadow_selectedlight->radius; style = r_shadow_selectedlight->style; - if (r_shadow_selectedlight->cubemapname) + if (*r_shadow_selectedlight->cubemapname) strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname)); else cubemapname[0] = 0; @@ -6948,273 +5429,273 @@ static void R_Shadow_EditLights_Edit_f(void) flags = r_shadow_selectedlight->flags; normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0; realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0; - if (!strcmp(Cmd_Argv(1), "origin")) + if (!strcmp(Cmd_Argv(cmd, 1), "origin")) { - if (Cmd_Argc() != 5) + if (Cmd_Argc(cmd) != 5) { - Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(cmd, 1)); return; } - origin[0] = atof(Cmd_Argv(2)); - origin[1] = atof(Cmd_Argv(3)); - origin[2] = atof(Cmd_Argv(4)); + origin[0] = atof(Cmd_Argv(cmd, 2)); + origin[1] = atof(Cmd_Argv(cmd, 3)); + origin[2] = atof(Cmd_Argv(cmd, 4)); } - else if (!strcmp(Cmd_Argv(1), "originscale")) + else if (!strcmp(Cmd_Argv(cmd, 1), "originscale")) { - if (Cmd_Argc() != 5) + if (Cmd_Argc(cmd) != 5) { - Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(cmd, 1)); return; } - origin[0] *= atof(Cmd_Argv(2)); - origin[1] *= atof(Cmd_Argv(3)); - origin[2] *= atof(Cmd_Argv(4)); + origin[0] *= atof(Cmd_Argv(cmd, 2)); + origin[1] *= atof(Cmd_Argv(cmd, 3)); + origin[2] *= atof(Cmd_Argv(cmd, 4)); } - else if (!strcmp(Cmd_Argv(1), "originx")) + else if (!strcmp(Cmd_Argv(cmd, 1), "originx")) { - if (Cmd_Argc() != 3) + if (Cmd_Argc(cmd) != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1)); return; } - origin[0] = atof(Cmd_Argv(2)); + origin[0] = atof(Cmd_Argv(cmd, 2)); } - else if (!strcmp(Cmd_Argv(1), "originy")) + else if (!strcmp(Cmd_Argv(cmd, 1), "originy")) { - if (Cmd_Argc() != 3) + if (Cmd_Argc(cmd) != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1)); return; } - origin[1] = atof(Cmd_Argv(2)); + origin[1] = atof(Cmd_Argv(cmd, 2)); } - else if (!strcmp(Cmd_Argv(1), "originz")) + else if (!strcmp(Cmd_Argv(cmd, 1), "originz")) { - if (Cmd_Argc() != 3) + if (Cmd_Argc(cmd) != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1)); return; } - origin[2] = atof(Cmd_Argv(2)); + origin[2] = atof(Cmd_Argv(cmd, 2)); } - else if (!strcmp(Cmd_Argv(1), "move")) + else if (!strcmp(Cmd_Argv(cmd, 1), "move")) { - if (Cmd_Argc() != 5) + if (Cmd_Argc(cmd) != 5) { - Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(cmd, 1)); return; } - origin[0] += atof(Cmd_Argv(2)); - origin[1] += atof(Cmd_Argv(3)); - origin[2] += atof(Cmd_Argv(4)); + origin[0] += atof(Cmd_Argv(cmd, 2)); + origin[1] += atof(Cmd_Argv(cmd, 3)); + origin[2] += atof(Cmd_Argv(cmd, 4)); } - else if (!strcmp(Cmd_Argv(1), "movex")) + else if (!strcmp(Cmd_Argv(cmd, 1), "movex")) { - if (Cmd_Argc() != 3) + if (Cmd_Argc(cmd) != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1)); return; } - origin[0] += atof(Cmd_Argv(2)); + origin[0] += atof(Cmd_Argv(cmd, 2)); } - else if (!strcmp(Cmd_Argv(1), "movey")) + else if (!strcmp(Cmd_Argv(cmd, 1), "movey")) { - if (Cmd_Argc() != 3) + if (Cmd_Argc(cmd) != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1)); return; } - origin[1] += atof(Cmd_Argv(2)); + origin[1] += atof(Cmd_Argv(cmd, 2)); } - else if (!strcmp(Cmd_Argv(1), "movez")) + else if (!strcmp(Cmd_Argv(cmd, 1), "movez")) { - if (Cmd_Argc() != 3) + if (Cmd_Argc(cmd) != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1)); return; } - origin[2] += atof(Cmd_Argv(2)); + origin[2] += atof(Cmd_Argv(cmd, 2)); } - else if (!strcmp(Cmd_Argv(1), "angles")) + else if (!strcmp(Cmd_Argv(cmd, 1), "angles")) { - if (Cmd_Argc() != 5) + if (Cmd_Argc(cmd) != 5) { - Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(cmd, 1)); return; } - angles[0] = atof(Cmd_Argv(2)); - angles[1] = atof(Cmd_Argv(3)); - angles[2] = atof(Cmd_Argv(4)); + angles[0] = atof(Cmd_Argv(cmd, 2)); + angles[1] = atof(Cmd_Argv(cmd, 3)); + angles[2] = atof(Cmd_Argv(cmd, 4)); } - else if (!strcmp(Cmd_Argv(1), "anglesx")) + else if (!strcmp(Cmd_Argv(cmd, 1), "anglesx")) { - if (Cmd_Argc() != 3) + if (Cmd_Argc(cmd) != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1)); return; } - angles[0] = atof(Cmd_Argv(2)); + angles[0] = atof(Cmd_Argv(cmd, 2)); } - else if (!strcmp(Cmd_Argv(1), "anglesy")) + else if (!strcmp(Cmd_Argv(cmd, 1), "anglesy")) { - if (Cmd_Argc() != 3) + if (Cmd_Argc(cmd) != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1)); return; } - angles[1] = atof(Cmd_Argv(2)); + angles[1] = atof(Cmd_Argv(cmd, 2)); } - else if (!strcmp(Cmd_Argv(1), "anglesz")) + else if (!strcmp(Cmd_Argv(cmd, 1), "anglesz")) { - if (Cmd_Argc() != 3) + if (Cmd_Argc(cmd) != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1)); return; } - angles[2] = atof(Cmd_Argv(2)); + angles[2] = atof(Cmd_Argv(cmd, 2)); } - else if (!strcmp(Cmd_Argv(1), "color")) + else if (!strcmp(Cmd_Argv(cmd, 1), "color")) { - if (Cmd_Argc() != 5) + if (Cmd_Argc(cmd) != 5) { - Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(cmd, 1)); return; } - color[0] = atof(Cmd_Argv(2)); - color[1] = atof(Cmd_Argv(3)); - color[2] = atof(Cmd_Argv(4)); + color[0] = atof(Cmd_Argv(cmd, 2)); + color[1] = atof(Cmd_Argv(cmd, 3)); + color[2] = atof(Cmd_Argv(cmd, 4)); } - else if (!strcmp(Cmd_Argv(1), "radius")) + else if (!strcmp(Cmd_Argv(cmd, 1), "radius")) { - if (Cmd_Argc() != 3) + if (Cmd_Argc(cmd) != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1)); return; } - radius = atof(Cmd_Argv(2)); + radius = atof(Cmd_Argv(cmd, 2)); } - else if (!strcmp(Cmd_Argv(1), "colorscale")) + else if (!strcmp(Cmd_Argv(cmd, 1), "colorscale")) { - if (Cmd_Argc() == 3) + if (Cmd_Argc(cmd) == 3) { - double scale = atof(Cmd_Argv(2)); + double scale = atof(Cmd_Argv(cmd, 2)); color[0] *= scale; color[1] *= scale; color[2] *= scale; } else { - if (Cmd_Argc() != 5) + if (Cmd_Argc(cmd) != 5) { - Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(cmd, 1)); return; } - color[0] *= atof(Cmd_Argv(2)); - color[1] *= atof(Cmd_Argv(3)); - color[2] *= atof(Cmd_Argv(4)); + color[0] *= atof(Cmd_Argv(cmd, 2)); + color[1] *= atof(Cmd_Argv(cmd, 3)); + color[2] *= atof(Cmd_Argv(cmd, 4)); } } - else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale")) + else if (!strcmp(Cmd_Argv(cmd, 1), "radiusscale") || !strcmp(Cmd_Argv(cmd, 1), "sizescale")) { - if (Cmd_Argc() != 3) + if (Cmd_Argc(cmd) != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1)); return; } - radius *= atof(Cmd_Argv(2)); + radius *= atof(Cmd_Argv(cmd, 2)); } - else if (!strcmp(Cmd_Argv(1), "style")) + else if (!strcmp(Cmd_Argv(cmd, 1), "style")) { - if (Cmd_Argc() != 3) + if (Cmd_Argc(cmd) != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1)); return; } - style = atoi(Cmd_Argv(2)); + style = atoi(Cmd_Argv(cmd, 2)); } - else if (!strcmp(Cmd_Argv(1), "cubemap")) + else if (!strcmp(Cmd_Argv(cmd, 1), "cubemap")) { - if (Cmd_Argc() > 3) + if (Cmd_Argc(cmd) > 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1)); return; } - if (Cmd_Argc() == 3) - strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname)); + if (Cmd_Argc(cmd) == 3) + strlcpy(cubemapname, Cmd_Argv(cmd, 2), sizeof(cubemapname)); else cubemapname[0] = 0; } - else if (!strcmp(Cmd_Argv(1), "shadows")) + else if (!strcmp(Cmd_Argv(cmd, 1), "shadows")) { - if (Cmd_Argc() != 3) + if (Cmd_Argc(cmd) != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1)); return; } - shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2)); + shadows = Cmd_Argv(cmd, 2)[0] == 'y' || Cmd_Argv(cmd, 2)[0] == 'Y' || Cmd_Argv(cmd, 2)[0] == 't' || atoi(Cmd_Argv(cmd, 2)); } - else if (!strcmp(Cmd_Argv(1), "corona")) + else if (!strcmp(Cmd_Argv(cmd, 1), "corona")) { - if (Cmd_Argc() != 3) + if (Cmd_Argc(cmd) != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1)); return; } - corona = atof(Cmd_Argv(2)); + corona = atof(Cmd_Argv(cmd, 2)); } - else if (!strcmp(Cmd_Argv(1), "coronasize")) + else if (!strcmp(Cmd_Argv(cmd, 1), "coronasize")) { - if (Cmd_Argc() != 3) + if (Cmd_Argc(cmd) != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1)); return; } - coronasizescale = atof(Cmd_Argv(2)); + coronasizescale = atof(Cmd_Argv(cmd, 2)); } - else if (!strcmp(Cmd_Argv(1), "ambient")) + else if (!strcmp(Cmd_Argv(cmd, 1), "ambient")) { - if (Cmd_Argc() != 3) + if (Cmd_Argc(cmd) != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1)); return; } - ambientscale = atof(Cmd_Argv(2)); + ambientscale = atof(Cmd_Argv(cmd, 2)); } - else if (!strcmp(Cmd_Argv(1), "diffuse")) + else if (!strcmp(Cmd_Argv(cmd, 1), "diffuse")) { - if (Cmd_Argc() != 3) + if (Cmd_Argc(cmd) != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1)); return; } - diffusescale = atof(Cmd_Argv(2)); + diffusescale = atof(Cmd_Argv(cmd, 2)); } - else if (!strcmp(Cmd_Argv(1), "specular")) + else if (!strcmp(Cmd_Argv(cmd, 1), "specular")) { - if (Cmd_Argc() != 3) + if (Cmd_Argc(cmd) != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1)); return; } - specularscale = atof(Cmd_Argv(2)); + specularscale = atof(Cmd_Argv(cmd, 2)); } - else if (!strcmp(Cmd_Argv(1), "normalmode")) + else if (!strcmp(Cmd_Argv(cmd, 1), "normalmode")) { - if (Cmd_Argc() != 3) + if (Cmd_Argc(cmd) != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1)); return; } - normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2)); + normalmode = Cmd_Argv(cmd, 2)[0] == 'y' || Cmd_Argv(cmd, 2)[0] == 'Y' || Cmd_Argv(cmd, 2)[0] == 't' || atoi(Cmd_Argv(cmd, 2)); } - else if (!strcmp(Cmd_Argv(1), "realtimemode")) + else if (!strcmp(Cmd_Argv(cmd, 1), "realtimemode")) { - if (Cmd_Argc() != 3) + if (Cmd_Argc(cmd) != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1)); return; } - realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2)); + realtimemode = Cmd_Argv(cmd, 2)[0] == 'y' || Cmd_Argv(cmd, 2)[0] == 'Y' || Cmd_Argv(cmd, 2)[0] == 't' || atoi(Cmd_Argv(cmd, 2)); } else { @@ -7240,7 +5721,7 @@ static void R_Shadow_EditLights_Edit_f(void) R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags); } -static void R_Shadow_EditLights_EditAll_f(void) +static void R_Shadow_EditLights_EditAll_f(cmd_state_t *cmd) { size_t lightindex; dlight_t *light, *oldselected; @@ -7261,7 +5742,7 @@ static void R_Shadow_EditLights_EditAll_f(void) if (!light) continue; R_Shadow_SelectLight(light); - R_Shadow_EditLights_Edit_f(); + R_Shadow_EditLights_Edit_f(cmd_local); } // return to old selected (to not mess editing once selection is locked) R_Shadow_SelectLight(oldselected); @@ -7351,7 +5832,7 @@ void R_Shadow_EditLights_DrawSelectedLightProperties(void) dpsnprintf(temp, sizeof(temp), "BG stats : %i traces %i hits\n", r_shadow_selectedlight->rtlight.bouncegrid_traces, r_shadow_selectedlight->rtlight.bouncegrid_hits); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT); y += 8; } -static void R_Shadow_EditLights_ToggleShadow_f(void) +static void R_Shadow_EditLights_ToggleShadow_f(cmd_state_t *cmd) { if (!r_editlights.integer) { @@ -7366,7 +5847,7 @@ static void R_Shadow_EditLights_ToggleShadow_f(void) R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags); } -static void R_Shadow_EditLights_ToggleCorona_f(void) +static void R_Shadow_EditLights_ToggleCorona_f(cmd_state_t *cmd) { if (!r_editlights.integer) { @@ -7381,7 +5862,7 @@ static void R_Shadow_EditLights_ToggleCorona_f(void) R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags); } -static void R_Shadow_EditLights_Remove_f(void) +static void R_Shadow_EditLights_Remove_f(cmd_state_t *cmd) { if (!r_editlights.integer) { @@ -7397,7 +5878,7 @@ static void R_Shadow_EditLights_Remove_f(void) r_shadow_selectedlight = NULL; } -static void R_Shadow_EditLights_Help_f(void) +static void R_Shadow_EditLights_Help_f(cmd_state_t *cmd) { Con_Print( "Documentation on r_editlights system:\n" @@ -7454,7 +5935,7 @@ static void R_Shadow_EditLights_Help_f(void) ); } -static void R_Shadow_EditLights_CopyInfo_f(void) +static void R_Shadow_EditLights_CopyInfo_f(cmd_state_t *cmd) { if (!r_editlights.integer) { @@ -7470,7 +5951,7 @@ static void R_Shadow_EditLights_CopyInfo_f(void) VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color); r_shadow_bufferlight.radius = r_shadow_selectedlight->radius; r_shadow_bufferlight.style = r_shadow_selectedlight->style; - if (r_shadow_selectedlight->cubemapname) + if (*r_shadow_selectedlight->cubemapname) strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname)); else r_shadow_bufferlight.cubemapname[0] = 0; @@ -7483,7 +5964,7 @@ static void R_Shadow_EditLights_CopyInfo_f(void) r_shadow_bufferlight.flags = r_shadow_selectedlight->flags; } -static void R_Shadow_EditLights_PasteInfo_f(void) +static void R_Shadow_EditLights_PasteInfo_f(cmd_state_t *cmd) { if (!r_editlights.integer) { @@ -7498,7 +5979,7 @@ static void R_Shadow_EditLights_PasteInfo_f(void) R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname, r_shadow_bufferlight.coronasizescale, r_shadow_bufferlight.ambientscale, r_shadow_bufferlight.diffusescale, r_shadow_bufferlight.specularscale, r_shadow_bufferlight.flags); } -static void R_Shadow_EditLights_Lock_f(void) +static void R_Shadow_EditLights_Lock_f(cmd_state_t *cmd) { if (!r_editlights.integer) { @@ -7541,21 +6022,21 @@ static void R_Shadow_EditLights_Init(void) 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)"); - Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level"); - Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)"); - Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light"); - Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)"); - Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light"); - Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light"); - Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light"); - Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)"); - Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)"); - Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light"); - Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)"); - Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock"); + Cmd_AddCommand(CF_CLIENT, "r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system"); + Cmd_AddCommand(CF_CLIENT, "r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)"); + Cmd_AddCommand(CF_CLIENT, "r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)"); + Cmd_AddCommand(CF_CLIENT, "r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level"); + Cmd_AddCommand(CF_CLIENT, "r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)"); + Cmd_AddCommand(CF_CLIENT, "r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light"); + Cmd_AddCommand(CF_CLIENT, "r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)"); + Cmd_AddCommand(CF_CLIENT, "r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light"); + Cmd_AddCommand(CF_CLIENT, "r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light"); + Cmd_AddCommand(CF_CLIENT, "r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light"); + Cmd_AddCommand(CF_CLIENT, "r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)"); + Cmd_AddCommand(CF_CLIENT, "r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)"); + Cmd_AddCommand(CF_CLIENT, "r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light"); + Cmd_AddCommand(CF_CLIENT, "r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)"); + Cmd_AddCommand(CF_CLIENT, "r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock"); } @@ -7568,141 +6049,48 @@ LIGHT SAMPLING ============================================================================= */ -void R_LightPoint(float *color, const vec3_t p, const int flags) -{ - int i, numlights, flag; - float f, relativepoint[3], dist, dist2, lightradius2; - vec3_t diffuse, n; - rtlight_t *light; - dlight_t *dlight; - - if (r_fullbright.integer) - { - VectorSet(color, 1, 1, 1); - return; - } - - VectorClear(color); - - if (flags & LP_LIGHTMAP) - { - if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint) - { - VectorClear(diffuse); - r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n); - VectorAdd(color, diffuse, color); - } - else - VectorSet(color, 1, 1, 1); - color[0] += r_refdef.scene.ambient; - color[1] += r_refdef.scene.ambient; - color[2] += r_refdef.scene.ambient; - } - - if (flags & LP_RTWORLD) - { - flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; - numlights = (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); - for (i = 0; i < numlights; i++) - { - dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i); - if (!dlight) - continue; - light = &dlight->rtlight; - if (!(light->flags & flag)) - continue; - // sample - lightradius2 = light->radius * light->radius; - VectorSubtract(light->shadoworigin, p, relativepoint); - dist2 = VectorLength2(relativepoint); - if (dist2 >= lightradius2) - continue; - dist = sqrt(dist2) / light->radius; - f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0; - if (f <= 0) - continue; - // todo: add to both ambient and diffuse - if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1) - VectorMA(color, f, light->currentcolor, color); - } - } - if (flags & LP_DYNLIGHT) - { - // sample dlights - for (i = 0;i < r_refdef.scene.numlights;i++) - { - light = r_refdef.scene.lights[i]; - // sample - lightradius2 = light->radius * light->radius; - VectorSubtract(light->shadoworigin, p, relativepoint); - dist2 = VectorLength2(relativepoint); - if (dist2 >= lightradius2) - continue; - dist = sqrt(dist2) / light->radius; - f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0; - if (f <= 0) - continue; - // todo: add to both ambient and diffuse - if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1) - VectorMA(color, f, light->color, color); - } - } -} - -void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags) +void R_CompleteLightPoint(float *ambient, float *diffuse, float *lightdir, const vec3_t p, const int flags, float lightmapintensity, float ambientintensity) { - int i, numlights, flag; + int i, numlights, flag, q; rtlight_t *light; dlight_t *dlight; float relativepoint[3]; float color[3]; - float dir[3]; float dist; float dist2; float intensity; - float sample[5*3]; + float sa[3], sx[3], sy[3], sz[3], sd[3]; float lightradius2; - if (r_fullbright.integer) - { - VectorSet(ambient, 1, 1, 1); - VectorClear(diffuse); - VectorClear(lightdir); - return; - } + // use first order spherical harmonics to combine directional lights + for (q = 0; q < 3; q++) + sa[q] = sx[q] = sy[q] = sz[q] = sd[q] = 0; - if (flags == LP_LIGHTMAP) + if (flags & LP_LIGHTMAP) { - VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient); - VectorClear(diffuse); - VectorClear(lightdir); if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint) - r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir); + { + float tempambient[3]; + for (q = 0; q < 3; q++) + tempambient[q] = color[q] = relativepoint[q] = 0; + r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint); + // calculate a weighted average light direction as well + intensity = VectorLength(color); + for (q = 0; q < 3; q++) + { + sa[q] += (0.5f * color[q] + tempambient[q]) * lightmapintensity; + sx[q] += (relativepoint[0] * color[q]) * lightmapintensity; + sy[q] += (relativepoint[1] * color[q]) * lightmapintensity; + sz[q] += (relativepoint[2] * color[q]) * lightmapintensity; + sd[q] += (intensity * relativepoint[q]) * lightmapintensity; + } + } else - VectorSet(ambient, 1, 1, 1); - return; - } - - memset(sample, 0, sizeof(sample)); - VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient); - - if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint) - { - vec3_t tempambient; - VectorClear(tempambient); - VectorClear(color); - VectorClear(relativepoint); - r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint); - VectorScale(tempambient, r_refdef.lightmapintensity, tempambient); - VectorScale(color, r_refdef.lightmapintensity, color); - VectorAdd(sample, tempambient, sample); - VectorMA(sample , 0.5f , color, sample ); - VectorMA(sample + 3, relativepoint[0], color, sample + 3); - VectorMA(sample + 6, relativepoint[1], color, sample + 6); - VectorMA(sample + 9, relativepoint[2], color, sample + 9); - // calculate a weighted average light direction as well - intensity = VectorLength(color); - VectorMA(sample + 12, intensity, relativepoint, sample + 12); + { + // unlit map - fullbright but scaled by lightmapintensity + for (q = 0; q < 3; q++) + sa[q] += lightmapintensity; + } } if (flags & LP_RTWORLD) @@ -7727,19 +6115,20 @@ void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value; if (intensity <= 0.0f) continue; - if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1) + if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1) continue; - // scale down intensity to add to both ambient and diffuse - //intensity *= 0.5f; + for (q = 0; q < 3; q++) + color[q] = light->currentcolor[q] * intensity; + intensity = VectorLength(color); VectorNormalize(relativepoint); - VectorScale(light->currentcolor, intensity, color); - VectorMA(sample , 0.5f , color, sample ); - VectorMA(sample + 3, relativepoint[0], color, sample + 3); - VectorMA(sample + 6, relativepoint[1], color, sample + 6); - VectorMA(sample + 9, relativepoint[2], color, sample + 9); - // calculate a weighted average light direction as well - intensity *= VectorLength(color); - VectorMA(sample + 12, intensity, relativepoint, sample + 12); + for (q = 0; q < 3; q++) + { + sa[q] += 0.5f * color[q]; + sx[q] += relativepoint[0] * color[q]; + sy[q] += relativepoint[1] * color[q]; + sz[q] += relativepoint[2] * color[q]; + sd[q] += intensity * relativepoint[q]; + } } // FIXME: sample bouncegrid too! } @@ -7760,32 +6149,32 @@ void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value; if (intensity <= 0.0f) continue; - if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1) + if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1) continue; - // scale down intensity to add to both ambient and diffuse - //intensity *= 0.5f; + for (q = 0; q < 3; q++) + color[q] = light->currentcolor[q] * intensity; + intensity = VectorLength(color); VectorNormalize(relativepoint); - VectorScale(light->currentcolor, intensity, color); - VectorMA(sample , 0.5f , color, sample ); - VectorMA(sample + 3, relativepoint[0], color, sample + 3); - VectorMA(sample + 6, relativepoint[1], color, sample + 6); - VectorMA(sample + 9, relativepoint[2], color, sample + 9); - // calculate a weighted average light direction as well - intensity *= VectorLength(color); - VectorMA(sample + 12, intensity, relativepoint, sample + 12); + for (q = 0; q < 3; q++) + { + sa[q] += 0.5f * color[q]; + sx[q] += relativepoint[0] * color[q]; + sy[q] += relativepoint[1] * color[q]; + sz[q] += relativepoint[2] * color[q]; + sd[q] += intensity * relativepoint[q]; + } } } - // calculate the direction we'll use to reduce the sample to a directional light source - VectorCopy(sample + 12, dir); - //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]); - VectorNormalize(dir); - // extract the diffuse color along the chosen direction and scale it - diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]); - diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]); - diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]); - // subtract some of diffuse from ambient - VectorMA(sample, -0.333f, diffuse, ambient); - // store the normalized lightdir - VectorCopy(dir, lightdir); + // calculate the weighted-average light direction (bentnormal) + for (q = 0; q < 3; q++) + lightdir[q] = sd[q]; + VectorNormalize(lightdir); + for (q = 0; q < 3; q++) + { + // extract the diffuse color along the chosen direction and scale it + diffuse[q] = (lightdir[0] * sx[q] + lightdir[1] * sy[q] + lightdir[2] * sz[q]); + // subtract some of diffuse from ambient + ambient[q] = sa[q] + -0.333f * diffuse[q] + ambientintensity; + } }