-
-/*
-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,
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
#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;
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;
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];
// 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, requires gl_fbo 1"};
-cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
-cvar_t r_shadow_shadowmapping_useshadowsampler = {CVAR_SAVE, "r_shadow_shadowmapping_useshadowsampler", "1", "whether to use sampler2DShadow if available"};
-cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
-cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
-cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "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", "4096", "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_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 = {CVAR_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 = {CVAR_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 = {CVAR_CLIENT, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
+cvar_t r_shadow_deferred = {CVAR_CLIENT | 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 = {CVAR_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 = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
+cvar_t r_shadow_gloss = {CVAR_CLIENT | 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 = {CVAR_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 = {CVAR_CLIENT, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
+cvar_t r_shadow_glossexponent = {CVAR_CLIENT, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
+cvar_t r_shadow_gloss2exponent = {CVAR_CLIENT, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
+cvar_t r_shadow_glossexact = {CVAR_CLIENT, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
+cvar_t r_shadow_lightattenuationdividebias = {CVAR_CLIENT, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
+cvar_t r_shadow_lightattenuationlinearscale = {CVAR_CLIENT, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
+cvar_t r_shadow_lightintensityscale = {CVAR_CLIENT, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
+cvar_t r_shadow_lightradiusscale = {CVAR_CLIENT, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
+cvar_t r_shadow_projectdistance = {CVAR_CLIENT, "r_shadow_projectdistance", "0", "how far to cast shadows"};
+cvar_t r_shadow_frontsidecasting = {CVAR_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 = {CVAR_CLIENT | 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_CLIENT | CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
+cvar_t r_shadow_realtime_dlight_svbspculling = {CVAR_CLIENT, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
+cvar_t r_shadow_realtime_dlight_portalculling = {CVAR_CLIENT, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
+cvar_t r_shadow_realtime_world = {CVAR_CLIENT | 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 = {CVAR_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 = {CVAR_CLIENT | 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_CLIENT | CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
+cvar_t r_shadow_realtime_world_compile = {CVAR_CLIENT, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
+cvar_t r_shadow_realtime_world_compileshadow = {CVAR_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 = {CVAR_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 = {CVAR_CLIENT, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
+cvar_t r_shadow_scissor = {CVAR_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 = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (shadow rendering by depth texture sampling)"};
+cvar_t r_shadow_shadowmapping_filterquality = {CVAR_CLIENT | 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_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_useshadowsampler", "1", "whether to use sampler2DShadow if available"};
+cvar_t r_shadow_shadowmapping_depthbits = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
+cvar_t r_shadow_shadowmapping_vsdct = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
+cvar_t r_shadow_shadowmapping_minsize = {CVAR_CLIENT | 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_CLIENT | 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_CLIENT | 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_CLIENT | 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_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
+//cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
+cvar_t r_shadow_shadowmapping_bordersize = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "5", "shadowmap size bias for filtering"};
+cvar_t r_shadow_shadowmapping_nearclip = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
+cvar_t r_shadow_shadowmapping_bias = {CVAR_CLIENT | 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_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
+cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
+cvar_t r_shadow_sortsurfaces = {CVAR_CLIENT, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
+cvar_t r_shadow_culllights_pvs = {CVAR_CLIENT | 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_CLIENT | 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_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_eyejitter", "16", "offset eye location randomly by this much"};
+cvar_t r_shadow_culllights_trace_enlarge = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_enlarge", "0", "make light bounds bigger by *(1.0+enlarge)"};
+cvar_t r_shadow_culllights_trace_expand = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_expand", "8", "make light bounds bigger by this many units"};
+cvar_t r_shadow_culllights_trace_pad = {CVAR_CLIENT | 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_CLIENT | 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_CLIENT | 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_CLIENT | 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_CLIENT | 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_CLIENT | 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_dynamic_bounceminimumintensity = {CVAR_CLIENT | 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_CLIENT | CVAR_SAVE, "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 = {CVAR_CLIENT | CVAR_SAVE, "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 = {CVAR_CLIENT | 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_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
+cvar_t r_shadow_bouncegrid_dynamic_lightradiusscale = {CVAR_CLIENT | CVAR_SAVE, "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 = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0)"};
+cvar_t r_shadow_bouncegrid_dynamic_maxphotons = {CVAR_CLIENT | 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_CLIENT | 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_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_spacing", "64", "unit size of bouncegrid pixel"};
+cvar_t r_shadow_bouncegrid_dynamic_updateinterval = {CVAR_CLIENT | 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_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_x", "64", "maximum texture size of bouncegrid on X axis"};
+cvar_t r_shadow_bouncegrid_dynamic_y = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_y", "64", "maximum texture size of bouncegrid on Y axis"};
+cvar_t r_shadow_bouncegrid_dynamic_z = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_z", "32", "maximum texture size of bouncegrid on Z axis"};
+cvar_t r_shadow_bouncegrid_floatcolors = {CVAR_CLIENT | 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_CLIENT | 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_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
+cvar_t r_shadow_bouncegrid_lightpathsize = {CVAR_CLIENT | CVAR_SAVE, "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 = {CVAR_CLIENT | 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_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "4", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
+cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "1", "brightness of particles contributing to bouncegrid texture"};
+cvar_t r_shadow_bouncegrid_rng_seed = {CVAR_CLIENT | 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_CLIENT | 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_static = {CVAR_CLIENT | 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_CLIENT | 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_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"};
+cvar_t r_shadow_bouncegrid_static_lightradiusscale = {CVAR_CLIENT | CVAR_SAVE, "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 = {CVAR_CLIENT | 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_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_maxphotons", "250000", "upper bound on photons in static mode"};
+cvar_t r_shadow_bouncegrid_static_quality = {CVAR_CLIENT | 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_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_spacing", "64", "unit size of bouncegrid pixel when in static mode"};
+cvar_t r_shadow_bouncegrid_subsamples = {CVAR_CLIENT | CVAR_SAVE, "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 = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_threaded", "1", "enables use of taskqueue_maxthreads to perform the traces and slice rendering of bouncegrid"};
+cvar_t r_coronas = {CVAR_CLIENT | CVAR_SAVE, "r_coronas", "0", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
+cvar_t r_coronas_occlusionsizescale = {CVAR_CLIENT | 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_CLIENT | CVAR_SAVE, "r_coronas_occlusionquery", "0", "fades coronas according to visibility"};
+cvar_t gl_flashblend = {CVAR_CLIENT | CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
+cvar_t r_editlights = {CVAR_CLIENT, "r_editlights", "0", "enables .rtlights file editing mode"};
+cvar_t r_editlights_cursordistance = {CVAR_CLIENT, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
+cvar_t r_editlights_cursorpushback = {CVAR_CLIENT, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
+cvar_t r_editlights_cursorpushoff = {CVAR_CLIENT, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
+cvar_t r_editlights_cursorgrid = {CVAR_CLIENT, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
+cvar_t r_editlights_quakelightsizescale = {CVAR_CLIENT | CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
+cvar_t r_editlights_drawproperties = {CVAR_CLIENT, "r_editlights_drawproperties", "1", "draw properties of currently selected light"};
+cvar_t r_editlights_current_origin = {CVAR_CLIENT, "r_editlights_current_origin", "0 0 0", "origin of selected light"};
+cvar_t r_editlights_current_angles = {CVAR_CLIENT, "r_editlights_current_angles", "0 0 0", "angles of selected light"};
+cvar_t r_editlights_current_color = {CVAR_CLIENT, "r_editlights_current_color", "1 1 1", "color of selected light"};
+cvar_t r_editlights_current_radius = {CVAR_CLIENT, "r_editlights_current_radius", "0", "radius of selected light"};
+cvar_t r_editlights_current_corona = {CVAR_CLIENT, "r_editlights_current_corona", "0", "corona intensity of selected light"};
+cvar_t r_editlights_current_coronasize = {CVAR_CLIENT, "r_editlights_current_coronasize", "0", "corona size of selected light"};
+cvar_t r_editlights_current_style = {CVAR_CLIENT, "r_editlights_current_style", "0", "style of selected light"};
+cvar_t r_editlights_current_shadows = {CVAR_CLIENT, "r_editlights_current_shadows", "0", "shadows flag of selected light"};
+cvar_t r_editlights_current_cubemap = {CVAR_CLIENT, "r_editlights_current_cubemap", "0", "cubemap of selected light"};
+cvar_t r_editlights_current_ambient = {CVAR_CLIENT, "r_editlights_current_ambient", "0", "ambient intensity of selected light"};
+cvar_t r_editlights_current_diffuse = {CVAR_CLIENT, "r_editlights_current_diffuse", "1", "diffuse intensity of selected light"};
+cvar_t r_editlights_current_specular = {CVAR_CLIENT, "r_editlights_current_specular", "1", "specular intensity of selected light"};
+cvar_t r_editlights_current_normalmode = {CVAR_CLIENT, "r_editlights_current_normalmode", "0", "normalmode flag of selected light"};
+cvar_t r_editlights_current_realtimemode = {CVAR_CLIENT, "r_editlights_current_realtimemode", "0", "realtimemode flag of selected light"};
r_shadow_bouncegrid_state_t r_shadow_bouncegrid_state;
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
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;
+ else
+ r_shadow_shadowmapsampler = r_shadow_shadowmapshadowsampler;
}
- else
+ else
{
- r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
+ r_shadow_shadowmapsampler = r_shadow_shadowmapshadowsampler;
switch (r_shadow_shadowmapfilterquality)
{
case 1:
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_client);
}
qboolean R_Shadow_ShadowMappingEnabled(void)
{
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();
if (r_shadow_shadowmapvsdcttexture)
R_FreeTexture(r_shadow_shadowmapvsdcttexture);
r_shadow_shadowmapvsdcttexture = NULL;
+
}
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;
r_shadow_texturepool = NULL;
r_shadow_filters_texturepool = NULL;
- R_Shadow_ValidateCvars();
R_Shadow_MakeTextures();
r_shadow_scenemaxlights = 0;
r_shadow_scenenumlights = 0;
// 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;
}
}
static void r_shadow_shutdown(void)
{
CHECKGLERROR
- R_Shadow_UncompileWorldLights();
R_Shadow_FreeShadowMaps();
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;
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_client);
}
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);
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);
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;
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
int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
float scale = (size - 2*border)/size, len;
float bias = border / (float)(size - border), dp, dn, ap, an;
- // check if cone enclosing side would cross frustum plane
+ // check if cone enclosing side would cross frustum plane
scale = 2 / (scale*scale + 2);
Matrix4x4_OriginFromMatrix(&rtlight->matrix_lighttoworld, o);
for (i = 0;i < 5;i++)
}
}
}
-
- 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)
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)
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
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);
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
r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL);
}
break;
- default:
- return;
+ case R_SHADOW_SHADOWMODE_DISABLED:
+ break;
}
}
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)
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)
{
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);
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(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
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)
{
qboolean enable = r_shadow_bouncegrid_state.capable && r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel;
float bounceminimumintensity = s ? r_shadow_bouncegrid_static_bounceminimumintensity.value : r_shadow_bouncegrid_dynamic_bounceminimumintensity.value;
// prevent any garbage in alignment padded areas as we'll be using memcmp
- memset(settings, 0, sizeof(*settings));
+ memset(settings, 0, sizeof(*settings));
// build up a complete collection of the desired settings, so that memcmp can be used to compare parameters
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;
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);
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;
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];
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];
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;
}
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;
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)
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)
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;
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)
{
- if (R_CullBox(cullmins, cullmaxs))
- continue;
+ // skip if the expanded light box does not touch any visible leafs
if (r_refdef.scene.worldmodel
- && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs
- && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, cullmins, cullmaxs))
+ && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs
+ && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, cullmins, cullmaxs))
continue;
+ // skip if the expanded light box is not visible to traceline
+ // note that PrepareLight already did this check but for a smaller box, so we
+ // end up casting more traces per frame per light when using bouncegrid, which
+ // is probably fine (and they use the same timer)
+ if (r_shadow_culllights_trace.integer)
+ {
+ 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))
+ continue;
+ // skip if overall light intensity is zero
if (w * VectorLength2(rtlight->color) == 0.0f)
continue;
}
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)
// 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;
}
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;
+ int photonindex;
+ int samples = r_shadow_bouncegrid_state.settings.subsamples;
+ float isamples = 1.0f / samples;
+ float samplescolorscale = isamples * isamples * isamples;
- // hush warnings about uninitialized data - pixelbands doesn't change but...
- memset(splatcolor, 0, sizeof(splatcolor));
-
- // 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;
}
}
-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)
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)
+ {
+ qboolean notculled = true;
+ // cull paths that fail R_CullBox 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_CullBox(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
enable = R_Shadow_BounceGrid_CheckEnable(flag);
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)
}
// 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
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)
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(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_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);
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;
+ 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();
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);
{
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;
- rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
rtlight->static_numleafs = 0;
rtlight->static_numleafpvsbytes = 0;
rtlight->static_leaflist = NULL;
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);
+ 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;
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)
- {
- 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)
+ shadowmesh_t *mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
+ if (mesh->sidetotals[r_shadow_shadowmapside])
{
- 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)
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->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
+ rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
}
void R_Shadow_SetupEntityLight(const entity_render_t *ent)
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);
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)
model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, 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)
// 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;
/*
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);
}
*/
- // if lightstyle is currently off, don't draw the light
+ // skip if lightstyle is currently off
if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
return;
if (nolight)
return;
- // if the light box is offscreen, skip it
+ // skip if the light box is not touching any visible leafs
+ if (r_shadow_culllights_pvs.integer
+ && r_refdef.scene.worldmodel
+ && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs
+ && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, rtlight->cullmins, rtlight->cullmaxs))
+ return;
+
+ // skip if the light box is not visible to traceline
+ if (r_shadow_culllights_trace.integer)
+ {
+ 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))
return;
+ // in the typical case this will be quickly replaced by GetLightInfo
VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
{
// dynamic light, world available and can receive realtime lighting
// calculate lit surfaces and leafs
- r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_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, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes);
+ r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_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, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes, rtlight->shadow == 0);
R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
leaflist = r_shadow_buffer_leaflist;
leafpvs = r_shadow_buffer_leafpvs;
// 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);
{
int i;
int numsurfaces;
- unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
+ unsigned char *shadowtrispvs, *surfacesides;
int numlightentities;
int numlightentities_noselfshadow;
int numshadowentities;
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
{
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;
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;
// 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++)
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);
// 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++)
}
#define MAX_SCENELIGHTS 65536
-qboolean R_Shadow_PrepareLights_AddSceneLight(rtlight_t *rtlight)
+static qboolean R_Shadow_PrepareLights_AddSceneLight(rtlight_t *rtlight)
{
if (r_shadow_scenemaxlights <= r_shadow_scenenumlights)
{
}
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;
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)
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);
}
#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;
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;
VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
dot1 = DotProduct(r_refdef.view.forward, shadowdir);
dot2 = DotProduct(r_refdef.view.up, shadowdir);
- if (fabs(dot1) <= fabs(dot2))
+ if (fabs(dot1) <= fabs(dot2))
VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
else
VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
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
+ rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
}
#if 0
Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
- Matrix4x4_CreateScale3(&scalematrix, size, -size, 1);
+ Matrix4x4_CreateScale3(&scalematrix, size, -size, 1);
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)
{
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
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);
{
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_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)
- CHECKGLERROR
- // 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;
+ 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 {
- 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);
+ qglBindBuffer(GL_QUERY_BUFFER, r_shadow_occlusion_buf);
}
+ 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;
+ qboolean negated = (color[0] + color[1] + color[2] < 0);
if(negated)
{
VectorNegate(color, color);
}
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);
}
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);
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);
}
#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++)
{
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);
}
}
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)
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?
}
}
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;
#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;
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;
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;
}
}
-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)
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;
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;
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;
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
{
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;
if (!light)
continue;
R_Shadow_SelectLight(light);
- R_Shadow_EditLights_Edit_f();
+ R_Shadow_EditLights_Edit_f(&cmd_client);
}
// return to old selected (to not mess editing once selection is locked)
R_Shadow_SelectLight(oldselected);
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)
{
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)
{
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)
{
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"
);
}
-static void R_Shadow_EditLights_CopyInfo_f(void)
+static void R_Shadow_EditLights_CopyInfo_f(cmd_state_t *cmd)
{
if (!r_editlights.integer)
{
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;
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)
{
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)
{
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(CMD_CLIENT, "r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
+ Cmd_AddCommand(CMD_CLIENT, "r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
+ Cmd_AddCommand(CMD_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(CMD_CLIENT, "r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
+ Cmd_AddCommand(CMD_CLIENT, "r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
+ Cmd_AddCommand(CMD_CLIENT, "r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
+ Cmd_AddCommand(CMD_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(CMD_CLIENT, "r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
+ Cmd_AddCommand(CMD_CLIENT, "r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
+ Cmd_AddCommand(CMD_CLIENT, "r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
+ Cmd_AddCommand(CMD_CLIENT, "r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
+ Cmd_AddCommand(CMD_CLIENT, "r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
+ Cmd_AddCommand(CMD_CLIENT, "r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
+ Cmd_AddCommand(CMD_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(CMD_CLIENT, "r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
}
=============================================================================
*/
-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)
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!
}
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;
+ }
}