-
-/*
-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 <d3d9.h>
-extern LPDIRECT3DDEVICE9 vid_d3d9dev;
-#endif
static void R_Shadow_EditLights_Init(void);
R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
- R_SHADOW_RENDERMODE_LIGHT_VERTEX,
- R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
- R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
- R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
R_SHADOW_RENDERMODE_LIGHT_GLSL,
R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
R_SHADOW_RENDERMODE_VISIBLELIGHTING,
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
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;
cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
-cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes"};
+cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (shadow rendering by depth texture sampling)"};
cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
cvar_t r_shadow_shadowmapping_useshadowsampler = {CVAR_SAVE, "r_shadow_shadowmapping_useshadowsampler", "1", "whether to use sampler2DShadow if available"};
cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
-cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
-cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
-cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
cvar_t r_shadow_culllights_pvs = {CVAR_SAVE, "r_shadow_culllights_pvs", "1", "check if light overlaps any visible bsp leafs when determining if the light is visible"};
cvar_t r_shadow_culllights_trace = {CVAR_SAVE, "r_shadow_culllights_trace", "1", "use raytraces from the eye to random places within light bounds to determine if the light is visible"};
cvar_t r_shadow_culllights_trace_eyejitter = {CVAR_SAVE, "r_shadow_culllights_trace_eyejitter", "16", "offset eye location randomly by this much"};
-cvar_t r_shadow_culllights_trace_enlarge = {CVAR_SAVE, "r_shadow_culllights_trace_enlarge", "0.1", "make light bounds bigger by *1.0+enlarge"};
+cvar_t r_shadow_culllights_trace_enlarge = {CVAR_SAVE, "r_shadow_culllights_trace_enlarge", "0", "make light bounds bigger by *(1.0+enlarge)"};
+cvar_t r_shadow_culllights_trace_expand = {CVAR_SAVE, "r_shadow_culllights_trace_expand", "8", "make light bounds bigger by this many units"};
+cvar_t r_shadow_culllights_trace_pad = {CVAR_SAVE, "r_shadow_culllights_trace_pad", "8", "accept traces that hit within this many units of the light bounds"};
cvar_t r_shadow_culllights_trace_samples = {CVAR_SAVE, "r_shadow_culllights_trace_samples", "16", "use this many traces to random positions (in addition to center trace)"};
cvar_t r_shadow_culllights_trace_tempsamples = {CVAR_SAVE, "r_shadow_culllights_trace_tempsamples", "16", "use this many traces if the light was created by csqc (no inter-frame caching), -1 disables the check (to avoid flicker entirely)"};
cvar_t r_shadow_culllights_trace_delay = {CVAR_SAVE, "r_shadow_culllights_trace_delay", "1", "light will be considered visible for this many seconds after any trace connects"};
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"};
void R_Shadow_LoadLightsFile(void);
void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
void R_Shadow_EditLights_Reload_f(void);
-void R_Shadow_ValidateCvars(void);
static void R_Shadow_MakeTextures(void);
#define EDLIGHTSPRSIZE 8
r_shadow_shadowmapsampler = false;
r_shadow_shadowmappcf = 0;
r_shadow_shadowmapdepthtexture = r_fb.usedepthtextures;
- r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
+ r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
Mod_AllocLightmap_Init(&r_shadow_shadowmapatlas_state, r_main_mempool, r_shadow_shadowmaptexturesize, r_shadow_shadowmaptexturesize);
if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
{
r_shadow_shadowmapsampler = false;
r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- case RENDERPATH_SOFT:
- r_shadow_shadowmapsampler = false;
- r_shadow_shadowmappcf = 1;
- r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
- break;
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
break;
}
// allocate vertex processing arrays
memset(&r_shadow_bouncegrid_state, 0, sizeof(r_shadow_bouncegrid_state));
r_shadow_attenuationgradienttexture = NULL;
- r_shadow_attenuation2dtexture = NULL;
- r_shadow_attenuation3dtexture = NULL;
- r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
+ r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
r_shadow_shadowmap2ddepthtexture = NULL;
r_shadow_shadowmap2ddepthbuffer = NULL;
r_shadow_shadowmapvsdcttexture = NULL;
r_shadow_texturepool = NULL;
r_shadow_filters_texturepool = NULL;
- R_Shadow_ValidateCvars();
R_Shadow_MakeTextures();
r_shadow_scenemaxlights = 0;
r_shadow_scenenumlights = 0;
// for performance reasons, do not use directional shading on GLES devices
r_shadow_bouncegrid_state.capable = vid.support.ext_texture_3d;
break;
- // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them...
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- case RENDERPATH_SOFT:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- break;
}
}
r_shadow_bouncegrid_state.maxsplatpaths = 0;
memset(&r_shadow_bouncegrid_state, 0, sizeof(r_shadow_bouncegrid_state));
r_shadow_attenuationgradienttexture = NULL;
- r_shadow_attenuation2dtexture = NULL;
- r_shadow_attenuation3dtexture = NULL;
R_FreeTexturePool(&r_shadow_texturepool);
R_FreeTexturePool(&r_shadow_filters_texturepool);
maxshadowtriangles = 0;
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_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;
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
}
}
}
-
- 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)
static void R_Shadow_MakeTextures(void)
{
- int x, y, z;
+ int x;
float intensity, dist;
unsigned int *data;
R_Shadow_FreeShadowMaps();
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();
, 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();
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
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
GL_ColorMask(0, 0, 0, 0);
switch (vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_SOFT:
- case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
GL_CullFace(r_refdef.view.cullface_back);
break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- // we invert the cull mode because we flip the projection matrix
- // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
- GL_CullFace(r_refdef.view.cullface_front);
- break;
}
Vector4Set(clearcolor, 1, 1, 1, 1);
if (r_shadow_shadowmap2ddepthbuffer)
GL_ColorMask(0,0,0,0);
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_SOFT:
- case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
GL_CullFace(r_refdef.view.cullface_back);
break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- // we invert the cull mode because we flip the projection matrix
- // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
- GL_CullFace(r_refdef.view.cullface_front);
- break;
}
// used in R_Q1BSP_DrawShadowMap code to check surfacesides[]
r_shadow_shadowmapside = side;
}
-void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping, qboolean noselfshadowpass)
+void R_Shadow_RenderMode_Lighting(qboolean transparent, qboolean shadowmapping, qboolean noselfshadowpass)
{
R_Mesh_ResetTextureState();
if (transparent)
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] =
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
// is probably fine (and they use the same timer)
if (r_shadow_culllights_trace.integer)
{
- if (rtlight->trace_timer != realtime && R_CanSeeBox(rtlight->trace_timer == 0 ? r_shadow_culllights_trace_tempsamples.integer : r_shadow_culllights_trace_samples.integer, r_shadow_culllights_trace_eyejitter.value, r_shadow_culllights_trace_enlarge.value, r_refdef.view.origin, rtlight->cullmins, rtlight->cullmaxs))
+ if (rtlight->trace_timer != realtime && R_CanSeeBox(rtlight->trace_timer == 0 ? r_shadow_culllights_trace_tempsamples.integer : r_shadow_culllights_trace_samples.integer, r_shadow_culllights_trace_eyejitter.value, r_shadow_culllights_trace_enlarge.value, r_shadow_culllights_trace_expand.value, r_shadow_culllights_trace_pad.value, r_refdef.view.origin, rtlight->cullmins, rtlight->cullmaxs))
rtlight->trace_timer = realtime;
if (realtime - rtlight->trace_timer > r_shadow_culllights_trace_delay.value)
return;
}
}
-void R_Shadow_RenderMode_VisibleShadowVolumes(void)
-{
- R_Shadow_RenderMode_Reset();
- GL_BlendFunc(GL_ONE, GL_ONE);
- GL_DepthRange(0, 1);
- GL_DepthTest(r_showshadowvolumes.integer < 2);
- GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
- GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
- GL_CullFace(GL_NONE);
- r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
-}
-
-void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
+void R_Shadow_RenderMode_VisibleLighting(qboolean transparent)
{
R_Shadow_RenderMode_Reset();
GL_BlendFunc(GL_ONE, GL_ONE);
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;
}
return false;
}
-static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
-{
- int i;
- const float *vertex3f;
- const float *normal3f;
- float *color4f;
- float dist, dot, distintensity, shadeintensity, v[3], n[3];
- switch (r_shadow_rendermode)
- {
- case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
- case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
- if (VectorLength2(diffusecolor) > 0)
- {
- for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
- {
- Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
- Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
- if ((dot = DotProduct(n, v)) < 0)
- {
- shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
- VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
- }
- else
- VectorCopy(ambientcolor, color4f);
- if (r_refdef.fogenabled)
- {
- float f;
- f = RSurf_FogVertex(vertex3f);
- VectorScale(color4f, f, color4f);
- }
- color4f[3] = 1;
- }
- }
- else
- {
- for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
- {
- VectorCopy(ambientcolor, color4f);
- if (r_refdef.fogenabled)
- {
- float f;
- Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
- f = RSurf_FogVertex(vertex3f);
- VectorScale(color4f + 4*i, f, color4f);
- }
- color4f[3] = 1;
- }
- }
- break;
- case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
- if (VectorLength2(diffusecolor) > 0)
- {
- for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
- {
- Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
- if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
- {
- Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
- if ((dot = DotProduct(n, v)) < 0)
- {
- shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
- color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
- color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
- color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
- }
- else
- {
- color4f[0] = ambientcolor[0] * distintensity;
- color4f[1] = ambientcolor[1] * distintensity;
- color4f[2] = ambientcolor[2] * distintensity;
- }
- if (r_refdef.fogenabled)
- {
- float f;
- f = RSurf_FogVertex(vertex3f);
- VectorScale(color4f, f, color4f);
- }
- }
- else
- VectorClear(color4f);
- color4f[3] = 1;
- }
- }
- else
- {
- for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
- {
- Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
- if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
- {
- color4f[0] = ambientcolor[0] * distintensity;
- color4f[1] = ambientcolor[1] * distintensity;
- color4f[2] = ambientcolor[2] * distintensity;
- if (r_refdef.fogenabled)
- {
- float f;
- f = RSurf_FogVertex(vertex3f);
- VectorScale(color4f, f, color4f);
- }
- }
- else
- VectorClear(color4f);
- color4f[3] = 1;
- }
- }
- break;
- case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
- if (VectorLength2(diffusecolor) > 0)
- {
- for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
- {
- Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
- if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
- {
- distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
- Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
- if ((dot = DotProduct(n, v)) < 0)
- {
- shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
- color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
- color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
- color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
- }
- else
- {
- color4f[0] = ambientcolor[0] * distintensity;
- color4f[1] = ambientcolor[1] * distintensity;
- color4f[2] = ambientcolor[2] * distintensity;
- }
- if (r_refdef.fogenabled)
- {
- float f;
- f = RSurf_FogVertex(vertex3f);
- VectorScale(color4f, f, color4f);
- }
- }
- else
- VectorClear(color4f);
- color4f[3] = 1;
- }
- }
- else
- {
- for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
- {
- Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
- if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
- {
- distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
- color4f[0] = ambientcolor[0] * distintensity;
- color4f[1] = ambientcolor[1] * distintensity;
- color4f[2] = ambientcolor[2] * distintensity;
- if (r_refdef.fogenabled)
- {
- float f;
- f = RSurf_FogVertex(vertex3f);
- VectorScale(color4f, f, color4f);
- }
- }
- else
- VectorClear(color4f);
- color4f[3] = 1;
- }
- }
- break;
- default:
- break;
- }
-}
-
static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
{
// used to display how many times a surface is lit for level design purposes
RSurf_DrawBatch();
}
-static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
-{
- int renders;
- int i;
- int stop;
- int newfirstvertex;
- int newlastvertex;
- int newnumtriangles;
- int *newe;
- const int *e;
- float *c;
- int maxtriangles = 1024;
- int newelements[1024*3];
- R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
- for (renders = 0;renders < 4;renders++)
- {
- stop = true;
- newfirstvertex = 0;
- newlastvertex = 0;
- newnumtriangles = 0;
- newe = newelements;
- // due to low fillrate on the cards this vertex lighting path is
- // designed for, we manually cull all triangles that do not
- // contain a lit vertex
- // this builds batches of triangles from multiple surfaces and
- // renders them at once
- for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
- {
- if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01)
- {
- if (newnumtriangles)
- {
- newfirstvertex = min(newfirstvertex, e[0]);
- newlastvertex = max(newlastvertex, e[0]);
- }
- else
- {
- newfirstvertex = e[0];
- newlastvertex = e[0];
- }
- newfirstvertex = min(newfirstvertex, e[1]);
- newlastvertex = max(newlastvertex, e[1]);
- newfirstvertex = min(newfirstvertex, e[2]);
- newlastvertex = max(newlastvertex, e[2]);
- newe[0] = e[0];
- newe[1] = e[1];
- newe[2] = e[2];
- newnumtriangles++;
- newe += 3;
- if (newnumtriangles >= maxtriangles)
- {
- R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
- newnumtriangles = 0;
- newe = newelements;
- stop = false;
- }
- }
- }
- if (newnumtriangles >= 1)
- {
- R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
- stop = false;
- }
- // if we couldn't find any lit triangles, exit early
- if (stop)
- break;
- // now reduce the intensity for the next overbright pass
- // we have to clamp to 0 here incase the drivers have improper
- // handling of negative colors
- // (some old drivers even have improper handling of >1 color)
- stop = true;
- for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
- {
- if (c[0] > 1 || c[1] > 1 || c[2] > 1)
- {
- c[0] = max(0, c[0] - 1);
- c[1] = max(0, c[1] - 1);
- c[2] = max(0, c[2] - 1);
- stop = false;
- }
- else
- VectorClear(c);
- }
- // another check...
- if (stop)
- break;
- }
-}
-
-static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const float ambientcolor[3], const float diffusecolor[3])
-{
- // OpenGL 1.1 path (anything)
- float ambientcolorbase[3], diffusecolorbase[3];
- float ambientcolorpants[3], diffusecolorpants[3];
- float ambientcolorshirt[3], diffusecolorshirt[3];
- const float *surfacepants = rsurface.texture->render_colormap_pants;
- const float *surfaceshirt = rsurface.texture->render_colormap_shirt;
- rtexture_t *basetexture = rsurface.texture->basetexture;
- rtexture_t *pantstexture = rsurface.texture->pantstexture;
- rtexture_t *shirttexture = rsurface.texture->shirttexture;
- qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
- qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
- VectorCopy(ambientcolor, ambientcolorbase);
- VectorCopy(diffusecolor, diffusecolorbase);
- ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
- diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
- ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
- diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
- RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (VectorLength2(diffusecolor) > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
- rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4]));
- R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
- R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
- R_Mesh_TexBind(0, basetexture);
- R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
- R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
- switch(r_shadow_rendermode)
- {
- case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
- R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
- R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
- R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
- R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
- break;
- case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
- R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
- R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
- R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
- R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
- // fall through
- case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
- R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
- R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
- R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
- R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
- break;
- case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
- break;
- default:
- break;
- }
- //R_Mesh_TexBind(0, basetexture);
- R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
- if (dopants)
- {
- R_Mesh_TexBind(0, pantstexture);
- R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
- }
- if (doshirt)
- {
- R_Mesh_TexBind(0, shirttexture);
- R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
- }
-}
-
extern cvar_t gl_lightmaps;
void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
{
case R_SHADOW_RENDERMODE_LIGHT_GLSL:
R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, ambientcolor, diffusecolor, specularcolor);
break;
- case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
- case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
- case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
- case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
- R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, ambientcolor, diffusecolor);
- break;
default:
Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
break;
{
int i;
int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
- int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
+ int lighttris, shadowtris;
entity_render_t *ent = r_refdef.scene.worldentity;
dp_model_t *model = r_refdef.scene.worldmodel;
unsigned char *data;
- shadowmesh_t *mesh;
// compile the light
rtlight->compiled = true;
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;
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;
//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++)
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;
static void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
{
- shadowmesh_t *mesh;
-
RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
{
- CHECKGLERROR
- GL_CullFace(GL_NONE);
- mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
- for (;mesh;mesh = mesh->next)
+ shadowmesh_t *mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
+ if (mesh->sidetotals[r_shadow_shadowmapside])
{
- if (!mesh->sidetotals[r_shadow_shadowmapside])
- continue;
+ CHECKGLERROR
+ GL_CullFace(GL_NONE);
r_refdef.stats[r_stat_lights_shadowtriangles] += mesh->sidetotals[r_shadow_shadowmapside];
R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer, mesh->vbooffset_vertex3f);
R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
+ CHECKGLERROR
}
- CHECKGLERROR
}
else if (r_refdef.scene.worldentity->model)
r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
}
-static void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
-{
- qboolean zpass = false;
- shadowmesh_t *mesh;
- int t, tend;
- int surfacelistindex;
- msurface_t *surface;
-
- // if triangle neighbors are disabled, shadowvolumes are disabled
- if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
- return;
-
- RSurf_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)
- {
- zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
- R_Shadow_RenderMode_StencilShadowVolumes(zpass);
- }
- mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
- for (;mesh;mesh = mesh->next)
- {
- r_refdef.stats[r_stat_lights_shadowtriangles] += mesh->numtriangles;
- R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer, mesh->vbooffset_vertex3f);
- if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
- {
- // increment stencil if frontface is infront of depthbuffer
- GL_CullFace(r_refdef.view.cullface_back);
- R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
- R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
- // decrement stencil if backface is infront of depthbuffer
- GL_CullFace(r_refdef.view.cullface_front);
- R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
- }
- else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
- {
- // decrement stencil if backface is behind depthbuffer
- GL_CullFace(r_refdef.view.cullface_front);
- R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
- R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
- // increment stencil if frontface is behind depthbuffer
- GL_CullFace(r_refdef.view.cullface_back);
- R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
- }
- R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
- }
- CHECKGLERROR
- }
- else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
- {
- // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
- R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
- for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
- {
- surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
- for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
- if (CHECKPVSBIT(trispvs, t))
- shadowmarklist[numshadowmark++] = t;
- }
- R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
- }
- else if (numsurfaces)
- {
- r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
- }
-
- rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
-}
-
static void R_Shadow_DrawEntityShadow(entity_render_t *ent)
{
vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
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;
- }
+ ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
}
// skip if the light box is not visible to traceline
if (r_shadow_culllights_trace.integer)
{
- if (rtlight->trace_timer != realtime && R_CanSeeBox(rtlight->trace_timer == 0 ? r_shadow_culllights_trace_tempsamples.integer : r_shadow_culllights_trace_samples.integer, r_shadow_culllights_trace_eyejitter.value, r_shadow_culllights_trace_enlarge.value, r_refdef.view.origin, rtlight->cullmins, rtlight->cullmaxs))
+ if (rtlight->trace_timer != realtime && R_CanSeeBox(rtlight->trace_timer == 0 ? r_shadow_culllights_trace_tempsamples.integer : r_shadow_culllights_trace_samples.integer, r_shadow_culllights_trace_eyejitter.value, r_shadow_culllights_trace_enlarge.value, r_shadow_culllights_trace_expand.value, r_shadow_culllights_trace_pad.value, r_refdef.view.origin, rtlight->cullmins, rtlight->cullmaxs))
rtlight->trace_timer = realtime;
if (realtime - rtlight->trace_timer > r_shadow_culllights_trace_delay.value)
return;
// 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
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;
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);
// 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++)
// 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);
// 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]);
}
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++)
switch (vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- case RENDERPATH_SOFT:
#ifndef USE_GLES2
if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
{
}
#endif
break;
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
r_shadow_usingdeferredprepass = false;
break;
}
- 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;
if (!r_refdef.scene.numentities || r_refdef.scene.lightmapintensity <= 0.0f || r_shadows.integer <= 0)
return;
- switch (r_shadow_shadowmode)
- {
- case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
- if (r_shadows.integer >= 2)
- break;
- // fall through
- case R_SHADOW_SHADOWMODE_STENCIL:
- if (!vid.stencil)
- return;
- for (i = 0; i < r_refdef.scene.numentities; i++)
- {
- ent = r_refdef.scene.entities[i];
- if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
- {
- if (r_shadow_nummodelshadows >= MAX_MODELSHADOWS)
- break;
- r_shadow_modelshadows[r_shadow_nummodelshadows++] = ent;
- R_AnimCache_GetEntity(ent, false, false);
- }
- }
- return;
- default:
- return;
- }
-
size = r_shadow_shadowmaptexturesize / 4;
scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
radius = 0.5f * size / scale;
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_viewfbo, r_shadow_viewdepthtexture, r_shadow_viewcolortexture, r_shadow_viewx, r_shadow_viewy, r_shadow_viewwidth, r_shadow_viewheight);
- //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_shadow_viewx;
- r_shadow_lightscissor[1] = (r_shadow_viewfbo ? r_shadow_viewheight : vid.height) - r_shadow_viewy - r_shadow_viewheight;
- r_shadow_lightscissor[2] = r_shadow_viewwidth;
- r_shadow_lightscissor[3] = r_shadow_viewheight;
- 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
- {
- VectorNegate(ent->render_modellight_lightdir, tmp);
- Matrix4x4_Transform3x3(&ent->inversematrix, tmp, 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_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_viewfbo, r_shadow_viewdepthtexture, r_shadow_viewcolortexture, r_shadow_viewx, r_shadow_viewy, r_shadow_viewwidth, r_shadow_viewheight);
-
- // 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)
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
CHECKGLERROR
CHECKGLERROR
#endif
break;
- case RENDERPATH_D3D9:
- Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
- //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
}
}
rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
switch(vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
// See if we can use the GPU-side method to prevent implicit sync
CHECKGLERROR
break;
}
- // fallthrough
-#else
- return;
-#endif
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
-#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
CHECKGLERROR
qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
#else
return;
#endif
- case RENDERPATH_D3D9:
- Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- return;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- return;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- return;
- case RENDERPATH_SOFT:
- //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- return;
- default:
- return;
}
}
else
r_numqueries = 0;
switch (vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
}
#endif
break;
- case RENDERPATH_D3D9:
- usequery = false;
- //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
- usequery = false;
- //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
}
for (lightindex = 0;lightindex < range;lightindex++)
{