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;
-qboolean r_shadow_usingshadowmaprect;
-qboolean r_shadow_usingshadowmap2d;
-qboolean r_shadow_usingshadowmapcube;
-float r_shadow_shadowmap_bias;
-float r_shadow_shadowmap_texturescale[2];
+float r_shadow_shadowmap_texturescale[4];
float r_shadow_shadowmap_parameters[4];
int r_shadow_drawbuffer;
int r_shadow_readbuffer;
GLuint r_shadow_fborectangle;
-GLuint r_shadow_fbocubeside[R_SHADOW_SHADOWMAP_NUMCUBEMAPS][6];
-GLuint r_shadow_fbo2d;
int r_shadow_shadowmode;
int r_shadow_shadowmapmaxsize;
+int r_shadow_shadowmapfilter;
+int r_shadow_shadowmapborder;
int r_shadow_lightscissor[4];
int maxshadowtriangles;
rtexture_t *r_shadow_attenuation3dtexture;
rtexture_t *r_shadow_lightcorona;
rtexture_t *r_shadow_shadowmaprectangletexture;
-rtexture_t *r_shadow_shadowmap2dtexture;
-rtexture_t *r_shadow_shadowmapcubeprojectiontexture;
-rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
+rtexture_t *r_shadow_shadowmapcubeprojectiontexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
int r_shadow_shadowmapsize; // changes for each light based on distance
int r_shadow_shadowmaplod; // changes for each light based on distance
cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "0", "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", "0", "shadowmap filter modes: 0 = no filtering, 1 = bilinear, 2 = bilinear small blur (fast), 3 = bilinear large blur (slow)"};
cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
-cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "1024", "shadowmap size limit"};
+cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
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", "6", "shadowmap size bias for filtering"};
+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_culltriangles = {0, "r_shadow_culltriangles", "1", "performs more expensive tests to remove unnecessary triangles of lit surfaces"};
r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, 2048);
r_shadow_shadowmode = r_shadow_shadowmapping.integer;
+ r_shadow_shadowmapfilter = r_shadow_shadowmapping_filterquality.integer;
+ r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
r_shadow_shadowmaplod = -1;
CHECKGLERROR
r_shadow_fborectangle = 0;
CHECKGLERROR
- if (r_shadow_fbo2d)
- qglDeleteFramebuffersEXT(1, &r_shadow_fbo2d);
- r_shadow_fbo2d = 0;
- CHECKGLERROR
-
- for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
- if (r_shadow_fbocubeside[i][0])
- qglDeleteFramebuffersEXT(6, r_shadow_fbocubeside[i]);
- memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
- CHECKGLERROR
-
if (r_shadow_shadowmaprectangletexture)
R_FreeTexture(r_shadow_shadowmaprectangletexture);
r_shadow_shadowmaprectangletexture = NULL;
- if (r_shadow_shadowmap2dtexture)
- R_FreeTexture(r_shadow_shadowmap2dtexture);
- r_shadow_shadowmap2dtexture = NULL;
-
- if (r_shadow_shadowmapcubeprojectiontexture)
- R_FreeTexture(r_shadow_shadowmapcubeprojectiontexture);
- r_shadow_shadowmapcubeprojectiontexture = NULL;
-
- for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
- if (r_shadow_shadowmapcubetexture[i])
- R_FreeTexture(r_shadow_shadowmapcubetexture[i]);
- memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
+ for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
+ if (r_shadow_shadowmapcubeprojectiontexture[i])
+ R_FreeTexture(r_shadow_shadowmapcubeprojectiontexture[i]);
+ memset(r_shadow_shadowmapcubeprojectiontexture, 0, sizeof(r_shadow_shadowmapcubeprojectiontexture));
CHECKGLERROR
}
r_shadow_attenuationgradienttexture = NULL;
r_shadow_attenuation2dtexture = NULL;
r_shadow_attenuation3dtexture = NULL;
+ r_shadow_shadowmode = 0;
r_shadow_shadowmaprectangletexture = NULL;
- memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
- r_shadow_shadowmapcubeprojectiontexture = NULL;
- r_shadow_shadowmap2dtexture = NULL;
+ memset(r_shadow_shadowmapcubeprojectiontexture, 0, sizeof(r_shadow_shadowmapcubeprojectiontexture));
r_shadow_shadowmapmaxsize = 0;
r_shadow_shadowmapsize = 0;
r_shadow_shadowmaplod = 0;
+ r_shadow_shadowmapfilter = 0;
r_shadow_fborectangle = 0;
- memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
- r_shadow_fbo2d = 0;
R_Shadow_FreeShadowMaps();
GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
GL_BlendFunc(GL_ONE, GL_ZERO);
R_SetupGenericShader(false);
- r_shadow_usingshadowmaprect = false;
- r_shadow_usingshadowmapcube = false;
- r_shadow_usingshadowmap2d = false;
CHECKGLERROR
}
void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
{
- int i;
int status;
int maxsize;
- float nearclip, farclip;
+ float nearclip, farclip, bias;
r_viewport_t viewport;
CHECKGLERROR
- maxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, 2048);
+ maxsize = r_shadow_shadowmapmaxsize;
nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
farclip = 1.0f;
- r_shadow_shadowmap_bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
- r_shadow_shadowmap_parameters[0] = 1.0f - r_shadow_shadowmapping_bordersize.value / size;
- r_shadow_shadowmap_parameters[1] = 1.0f - r_shadow_shadowmapping_bordersize.value / size;
- r_shadow_shadowmap_parameters[2] = -(farclip + nearclip) / (farclip - nearclip);
- r_shadow_shadowmap_parameters[3] = -2.0f * nearclip * farclip / (farclip - nearclip);
- if (r_shadow_shadowmapping.integer == 1)
- {
- // complex unrolled cube approach (more flexible)
- //if (!r_shadow_shadowmapcubeprojectiontexture)
- // r_shadow_shadowmapcubeprojectiontexture = R_LoadTextureCubeProjection(r_shadow_texturepool, "shadowmapcubeprojection");
- if (!r_shadow_shadowmap2dtexture)
- {
-#if 1
- r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", maxsize*2, maxsize*4);
- qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
- qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR
-#endif
- }
- CHECKGLERROR
- R_Shadow_RenderMode_Reset();
- if (r_shadow_shadowmap2dtexture)
- {
- // render depth into the fbo, do not render color at all
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
- qglDrawBuffer(GL_NONE);CHECKGLERROR
- qglReadBuffer(GL_NONE);CHECKGLERROR
- status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
- {
- Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
- Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
- }
- R_SetupDepthOrShadowShader();
- }
- else
- {
- R_SetupShowDepthShader();
- qglClearColor(1,1,1,1);CHECKGLERROR
- }
- R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapping_bordersize.integer, nearclip, farclip, NULL);
- r_shadow_shadowmap_texturescale[0] = (float)size / R_TextureWidth(r_shadow_shadowmap2dtexture);
- r_shadow_shadowmap_texturescale[1] = (float)size / R_TextureHeight(r_shadow_shadowmap2dtexture);
- r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
- }
- else if (r_shadow_shadowmapping.integer == 2)
+ bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
+ // complex unrolled cube approach (more flexible)
+ if (!r_shadow_shadowmapcubeprojectiontexture[r_shadow_shadowmaplod])
+ r_shadow_shadowmapcubeprojectiontexture[r_shadow_shadowmaplod] = R_LoadTextureCubeProjection(r_shadow_texturepool, "shadowmapcubeprojection", size, r_shadow_shadowmapborder);
+ if (!r_shadow_shadowmaprectangletexture)
{
- // complex unrolled cube approach (more flexible)
- //if (!r_shadow_shadowmapcubeprojectiontexture)
- // r_shadow_shadowmapcubeprojectiontexture = R_LoadTextureCubeProjection(r_shadow_texturepool, "shadowmapcubeprojection");
- if (!r_shadow_shadowmaprectangletexture)
- {
#if 1
- r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", maxsize*2, maxsize*4);
- qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
- qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
+ r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", maxsize*2, maxsize*3, r_shadow_shadowmapfilter == 1 || r_shadow_shadowmapfilter == 2);
+ qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
+ qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
#endif
- }
- CHECKGLERROR
- R_Shadow_RenderMode_Reset();
- if (r_shadow_shadowmaprectangletexture)
- {
- // render depth into the fbo, do not render color at all
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
- qglDrawBuffer(GL_NONE);CHECKGLERROR
- qglReadBuffer(GL_NONE);CHECKGLERROR
- status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
- {
- Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
- Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
- }
- R_SetupDepthOrShadowShader();
- }
- else
- {
- R_SetupShowDepthShader();
- qglClearColor(1,1,1,1);CHECKGLERROR
- }
- R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapping_bordersize.integer, nearclip, farclip, NULL);
- r_shadow_shadowmap_texturescale[0] = size;
- r_shadow_shadowmap_texturescale[1] = size;
- r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
}
- else if (r_shadow_shadowmapping.integer == 3)
+ CHECKGLERROR
+ R_Shadow_RenderMode_Reset();
+ if (r_shadow_shadowmaprectangletexture)
{
- // simple cube approach
- if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
+ // render depth into the fbo, do not render color at all
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
+ qglDrawBuffer(GL_NONE);CHECKGLERROR
+ qglReadBuffer(GL_NONE);CHECKGLERROR
+ status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
+ if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
{
-#if 1
- r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", bound(1, maxsize >> r_shadow_shadowmaplod, 2048));
- qglGenFramebuffersEXT(6, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
- for (i = 0;i < 6;i++)
- {
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod][i]);CHECKGLERROR
- qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + i, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
- }
-#endif
+ Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
+ Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
}
- CHECKGLERROR
- R_Shadow_RenderMode_Reset();
- if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
- {
- // render depth into the fbo, do not render color at all
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod][side]);CHECKGLERROR
- qglDrawBuffer(GL_NONE);CHECKGLERROR
- qglReadBuffer(GL_NONE);CHECKGLERROR
- status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
- {
- Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
- Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
- }
- R_SetupDepthOrShadowShader();
- }
- else
- {
- R_SetupShowDepthShader();
- qglClearColor(1,1,1,1);CHECKGLERROR
- }
- R_Viewport_InitCubeSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, nearclip, farclip, NULL);
- r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
- r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureWidth(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
- r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE;
+ R_SetupDepthOrShadowShader();
}
+ else
+ {
+ R_SetupShowDepthShader();
+ qglClearColor(1,1,1,1);CHECKGLERROR
+ }
+ R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
+ r_shadow_shadowmap_texturescale[0] = 2*size;
+ r_shadow_shadowmap_texturescale[1] = 3*size;
+ r_shadow_shadowmap_texturescale[2] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
+ r_shadow_shadowmap_texturescale[3] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
+ // compat for ALU cubemap calcs
+ r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
+ r_shadow_shadowmap_parameters[1] = size;
+ r_shadow_shadowmap_parameters[2] = r_shadow_shadowmap_texturescale[2];
+ r_shadow_shadowmap_parameters[3] = r_shadow_shadowmap_texturescale[3];
+ r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
CHECKGLERROR
R_SetViewport(&viewport);
GL_PolygonOffset(0, 0);
CHECKGLERROR
if (shadowmapping)
{
- if (r_shadow_shadowmapping.integer == 1)
- {
- r_shadow_usingshadowmap2d = true;
- R_Mesh_TexBind(GL20TU_SHADOWMAP2D, R_GetTexture(r_shadow_shadowmap2dtexture));
- CHECKGLERROR
- }
- else if (r_shadow_shadowmapping.integer == 2)
- {
- r_shadow_usingshadowmaprect = true;
- R_Mesh_TexBindRectangle(GL20TU_SHADOWMAPRECT, R_GetTexture(r_shadow_shadowmaprectangletexture));
- CHECKGLERROR
- }
- else if (r_shadow_shadowmapping.integer == 3)
- {
- r_shadow_usingshadowmapcube = true;
- R_Mesh_TexBindCubeMap(GL20TU_SHADOWMAPCUBE, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]));
- CHECKGLERROR
- }
+ R_Mesh_TexBindRectangle(GL20TU_SHADOWMAPRECT, R_GetTexture(r_shadow_shadowmaprectangletexture));
+ CHECKGLERROR
+ R_Mesh_TexBindCubeMap(GL20TU_CUBEPROJECTION, R_GetTexture(r_shadow_shadowmapcubeprojectiontexture[r_shadow_shadowmaplod]));
+ CHECKGLERROR
}
}
else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_VERTEX)
lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapping_maxsize.integer);
- if (castshadows && r_shadow_shadowmapping.integer >= 1 && r_shadow_shadowmapping.integer <= 3 && r_glsl.integer && gl_support_fragment_shader)
+ if (castshadows && r_shadow_shadowmode && r_glsl.integer && gl_support_fragment_shader)
{
int side;
int size;
if ((r_shadow_shadowmapping_maxsize.integer >> i) > lodlinear)
r_shadow_shadowmaplod = i;
- size = lodlinear;
- if (r_shadow_shadowmapping.integer == 3)
- size = bound(1, r_shadow_shadowmapping_maxsize.integer, 2048) >> r_shadow_shadowmaplod;
- size = bound(1, size, 2048);
+ size = bound(1, r_shadow_shadowmapping_maxsize.integer >> r_shadow_shadowmaplod, 2048);
//Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
R_Shadow_RenderMode_ShadowMap(side, false, size);
for (i = 0;i < numshadowentities_noselfshadow;i++)
R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
-#if 0
- if (r_shadow_shadowmapping.integer == 1)
- {
- int w = R_TextureWidth(r_shadow_shadowmap2dtexture);
- int h = R_TextureHeight(r_shadow_shadowmap2dtexture);
- static int once = true;
- if (once)
- {
- unsigned char *blah = Z_Malloc(w*h*4);
- qglReadPixels(0, 0, w, h, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, blah);CHECKGLERROR
- FS_WriteFile("testshadowmap.bin", blah, w*h*4);
- Z_Free(blah);
- }
- once = false;
- }
-#endif
}
// render lighting using the depth texture as shadowmap
dlight_t *light;
size_t range;
- if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, 2048) || r_shadow_shadowmode != r_shadow_shadowmapping.integer)
+ if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, 2048) || r_shadow_shadowmode != r_shadow_shadowmapping.integer || r_shadow_shadowmapfilter != r_shadow_shadowmapping_filterquality.integer || r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
R_Shadow_FreeShadowMaps();
if (r_editlights.integer)