X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=r_shadow.c;h=9e84a43c07ed508855d203fcc653c693f332b2c4;hb=8d0aa212a91a456c5f7cc13963cc9f501e122ee4;hp=f5b4e204a2ff8a5ff6fb8aa494a8cb92f15954c8;hpb=4f3f81328c0707e45d0d82baa9d682c35092ebb0;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.c b/r_shadow.c index f5b4e204..9e84a43c 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -350,16 +350,6 @@ vec3_t r_editlights_cursorlocation; extern int con_vislines; -typedef struct cubemapinfo_s -{ - char basename[64]; - rtexture_t *texture; -} -cubemapinfo_t; - -static int numcubemaps; -static cubemapinfo_t cubemaps[MAX_CUBEMAPS]; - void R_Shadow_UncompileWorldLights(void); void R_Shadow_ClearWorldLights(void); void R_Shadow_SaveWorldLights(void); @@ -399,13 +389,13 @@ void R_Shadow_SetShadowMode(void) { if(r_shadow_shadowmapfilterquality < 0) { - if(strstr(gl_vendor, "NVIDIA")) + if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) + r_shadow_shadowmappcf = 1; + else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) { r_shadow_shadowmapsampler = vid.support.arb_shadow; r_shadow_shadowmappcf = 1; } - else if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) - r_shadow_shadowmappcf = 1; else if(strstr(gl_vendor, "ATI")) r_shadow_shadowmappcf = 1; else @@ -505,7 +495,6 @@ void R_Shadow_FreeShadowMaps(void) void r_shadow_start(void) { // allocate vertex processing arrays - numcubemaps = 0; r_shadow_attenuationgradienttexture = NULL; r_shadow_attenuation2dtexture = NULL; r_shadow_attenuation3dtexture = NULL; @@ -581,7 +570,6 @@ void r_shadow_shutdown(void) r_shadow_prepass_width = r_shadow_prepass_height = 0; CHECKGLERROR - numcubemaps = 0; r_shadow_attenuationgradienttexture = NULL; r_shadow_attenuation2dtexture = NULL; r_shadow_attenuation3dtexture = NULL; @@ -1330,7 +1318,6 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, r_refdef.stats.lights_shadowtriangles += tris; CHECKGLERROR R_Mesh_VertexPointer(shadowvertex3f, 0, 0); - GL_LockArrays(0, outverts); if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL) { // increment stencil if frontface is infront of depthbuffer @@ -1352,7 +1339,6 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR } R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0); - GL_LockArrays(0, 0); CHECKGLERROR } } @@ -1962,9 +1948,9 @@ void R_Shadow_RenderMode_Reset(void) qglDepthFunc(GL_LEQUAL);CHECKGLERROR GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR qglDisable(GL_STENCIL_TEST);CHECKGLERROR - qglStencilMask(~0);CHECKGLERROR + qglStencilMask(255);CHECKGLERROR qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR - qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR + qglStencilFunc(GL_ALWAYS, 128, 255);CHECKGLERROR r_refdef.view.cullface_front = r_shadow_cullface_front; r_refdef.view.cullface_back = r_shadow_cullface_back; GL_CullFace(r_refdef.view.cullface_back); @@ -2016,20 +2002,20 @@ void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass) GL_CullFace(GL_NONE); qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR - qglStencilMask(~0);CHECKGLERROR + qglStencilMask(255);CHECKGLERROR qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR - qglStencilMask(~0);CHECKGLERROR + qglStencilMask(255);CHECKGLERROR qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR break; case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE: GL_CullFace(GL_NONE); qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR - qglStencilMask(~0);CHECKGLERROR + qglStencilMask(255);CHECKGLERROR qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR - qglStencilMask(~0);CHECKGLERROR + qglStencilMask(255);CHECKGLERROR qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR break; } @@ -2055,7 +2041,7 @@ static void R_Shadow_MakeVSDCT(void) r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, NULL); } -void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size) +void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size) { int status; int maxsize; @@ -2196,20 +2182,31 @@ void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size) init_done: R_SetViewport(&viewport); - GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height); if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE) { - int flipped = (side&1)^(side>>2); + int flipped = (side & 1) ^ (side >> 2); 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; GL_CullFace(r_refdef.view.cullface_back); + if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask + { + // get tightest scissor rectangle that encloses all viewports in the clear mask + int x1 = clear & 0x15 ? 0 : size; + int x2 = clear & 0x2A ? 2 * size : size; + int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size); + int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size); + GL_Scissor(x1, y1, x2 - x1, y2 - y1); + GL_Clear(GL_DEPTH_BUFFER_BIT); + } + GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height); } else if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE) { qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR + GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height); + if (clear) + GL_Clear(GL_DEPTH_BUFFER_BIT); } - if (clear) - qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); CHECKGLERROR } @@ -2234,7 +2231,7 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qb qglEnable(GL_STENCIL_TEST);CHECKGLERROR // only draw light where this geometry was already rendered AND the // stencil is 128 (values other than this mean shadow) - qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR + qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR } r_shadow_rendermode = r_shadow_lightingrendermode; // do global setup needed for the chosen lighting mode @@ -2295,7 +2292,7 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadow qglEnable(GL_STENCIL_TEST);CHECKGLERROR // only draw light where this geometry was already rendered AND the // stencil is 128 (values other than this mean shadow) - qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR + qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR } qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR if (shadowmapping) @@ -2354,7 +2351,7 @@ void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transpar if (stenciltest) { qglEnable(GL_STENCIL_TEST);CHECKGLERROR - qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR + qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR } r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING; } @@ -2682,14 +2679,6 @@ static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, { // ARB2 GLSL shader path (GFFX5200, Radeon 9500) R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT); - if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)) - R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset); - else - R_Mesh_ColorPointer(NULL, 0, 0); - R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); - R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset); - R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset); - R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset); if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { qglDepthFunc(GL_EQUAL);CHECKGLERROR @@ -2715,7 +2704,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numve int maxtriangles = 4096; static int newelements[4096*3]; R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2); - for (renders = 0;renders < 64;renders++) + for (renders = 0;renders < 4;renders++) { stop = true; newfirstvertex = 0; @@ -2812,26 +2801,26 @@ static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertice 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]; - R_Mesh_TexBind(0, R_GetTexture(basetexture)); + R_Mesh_TexBind(0, basetexture); R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix); R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); switch(r_shadow_rendermode) { case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN: - R_Mesh_TexBindAll(1, 0, R_GetTexture(r_shadow_attenuation3dtexture), 0, 0); + 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, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset); break; case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN: - R_Mesh_TexBind(2, R_GetTexture(r_shadow_attenuation2dtexture)); + 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, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset); // fall through case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN: - R_Mesh_TexBind(1, R_GetTexture(r_shadow_attenuation2dtexture)); + 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, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset); @@ -2841,16 +2830,16 @@ static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertice default: break; } - //R_Mesh_TexBind(0, R_GetTexture(basetexture)); + //R_Mesh_TexBind(0, basetexture); R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase); if (dopants) { - R_Mesh_TexBind(0, R_GetTexture(pantstexture)); + R_Mesh_TexBind(0, pantstexture); R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants); } if (doshirt) { - R_Mesh_TexBind(0, R_GetTexture(shirttexture)); + R_Mesh_TexBind(0, shirttexture); R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt); } } @@ -3047,8 +3036,8 @@ void R_RTLight_Compile(rtlight_t *rtlight) if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i)) shadowtris++; - if (developer.integer >= 10) - Con_Printf("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); + 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); } void R_RTLight_Uncompile(rtlight_t *rtlight) @@ -3311,7 +3300,6 @@ void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, co { r_refdef.stats.lights_shadowtriangles += mesh->numtriangles; R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f); - GL_LockArrays(0, mesh->numverts); if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL) { // increment stencil if frontface is infront of depthbuffer @@ -3333,7 +3321,6 @@ void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, co qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR } R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s); - GL_LockArrays(0, 0); } CHECKGLERROR } @@ -3456,7 +3443,7 @@ void R_Shadow_PrepareLight(rtlight_t *rtlight) } // load cubemap - rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube; + rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube; // look up the light style value at this time f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value; @@ -3805,7 +3792,7 @@ void R_Shadow_DrawLight(rtlight_t *rtlight) // render shadow casters into 6 sided depth texture for (side = 0;side < 6;side++) if (receivermask & (1 << side)) { - R_Shadow_RenderMode_ShadowMap(side, true, size); + R_Shadow_RenderMode_ShadowMap(side, receivermask, size); if (! (castermask & (1 << side))) continue; if (numsurfaces) R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides); @@ -3827,7 +3814,7 @@ void R_Shadow_DrawLight(rtlight_t *rtlight) { for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side)) { - R_Shadow_RenderMode_ShadowMap(side, false, size); + R_Shadow_RenderMode_ShadowMap(side, 0, size); for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side)) R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]); } @@ -4027,7 +4014,7 @@ void R_Shadow_PrepareLights(void) { case RENDERPATH_GL20: case RENDERPATH_CGGL: - if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || !vid.support.arb_texture_rectangle || vid.maxdrawbuffers < 2) + if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2) { r_shadow_usingdeferredprepass = false; if (r_shadow_prepass_width) @@ -4043,19 +4030,22 @@ void R_Shadow_PrepareLights(void) r_shadow_usingdeferredprepass = true; r_shadow_prepass_width = vid.width; r_shadow_prepass_height = vid.height; - r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false); - r_shadow_prepassgeometrynormalmaptexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL); - r_shadow_prepasslightingdiffusetexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL); - r_shadow_prepasslightingspeculartexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL); + r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false); + r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL); + r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL); + r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL); // set up the geometry pass fbo (depth + normalmap) qglGenFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR - qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR - qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture), 0);CHECKGLERROR + qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR + qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture), 0);CHECKGLERROR // render depth into one texture and normalmap into the other - qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR - qglReadBuffer(GL_NONE);CHECKGLERROR + if (qglDrawBuffersARB) + { + qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR + qglReadBuffer(GL_NONE);CHECKGLERROR + } status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { @@ -4067,14 +4057,17 @@ void R_Shadow_PrepareLights(void) // set up the lighting pass fbo (diffuse + specular) qglGenFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR - qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR - qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepasslightingdiffusetexture), 0);CHECKGLERROR - qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepasslightingspeculartexture), 0);CHECKGLERROR + qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR + qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepasslightingdiffusetexture), 0);CHECKGLERROR + qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepasslightingspeculartexture), 0);CHECKGLERROR // render diffuse into one texture and specular into another, // with depth and normalmap bound as textures, // with depth bound as attachment as well - qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR - qglReadBuffer(GL_NONE);CHECKGLERROR + if (qglDrawBuffersARB) + { + qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR + qglReadBuffer(GL_NONE);CHECKGLERROR + } status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { @@ -4280,9 +4273,9 @@ void R_DrawModelShadows(void) //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); //qglDepthFunc(GL_ALWAYS);CHECKGLERROR qglEnable(GL_STENCIL_TEST);CHECKGLERROR - qglStencilMask(~0);CHECKGLERROR + qglStencilMask(255);CHECKGLERROR qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR - qglStencilFunc(GL_NOTEQUAL, 128, ~0);CHECKGLERROR + qglStencilFunc(GL_NOTEQUAL, 128, 255);CHECKGLERROR // apply the blend to the shadowed areas R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0); @@ -4477,140 +4470,6 @@ void R_Shadow_DrawCoronas(void) -//static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"}; -typedef struct suffixinfo_s -{ - char *suffix; - qboolean flipx, flipy, flipdiagonal; -} -suffixinfo_t; -static suffixinfo_t suffix[3][6] = -{ - { - {"px", false, false, false}, - {"nx", false, false, false}, - {"py", false, false, false}, - {"ny", false, false, false}, - {"pz", false, false, false}, - {"nz", false, false, false} - }, - { - {"posx", false, false, false}, - {"negx", false, false, false}, - {"posy", false, false, false}, - {"negy", false, false, false}, - {"posz", false, false, false}, - {"negz", false, false, false} - }, - { - {"rt", true, false, true}, - {"lf", false, true, true}, - {"ft", true, true, false}, - {"bk", false, false, false}, - {"up", true, false, true}, - {"dn", true, false, true} - } -}; - -static int componentorder[4] = {0, 1, 2, 3}; - -rtexture_t *R_Shadow_LoadCubemap(const char *basename) -{ - int i, j, cubemapsize; - unsigned char *cubemappixels, *image_buffer; - rtexture_t *cubemaptexture; - char name[256]; - // must start 0 so the first loadimagepixels has no requested width/height - cubemapsize = 0; - cubemappixels = NULL; - cubemaptexture = NULL; - // keep trying different suffix groups (posx, px, rt) until one loads - for (j = 0;j < 3 && !cubemappixels;j++) - { - // load the 6 images in the suffix group - for (i = 0;i < 6;i++) - { - // generate an image name based on the base and and suffix - dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix); - // load it - if ((image_buffer = loadimagepixelsbgra(name, false, false))) - { - // an image loaded, make sure width and height are equal - if (image_width == image_height && (!cubemappixels || image_width == cubemapsize)) - { - // if this is the first image to load successfully, allocate the cubemap memory - if (!cubemappixels && image_width >= 1) - { - cubemapsize = image_width; - // note this clears to black, so unavailable sides are black - cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4); - } - // copy the image with any flipping needed by the suffix (px and posx types don't need flipping) - if (cubemappixels) - Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder); - } - else - Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height); - // free the image - Mem_Free(image_buffer); - } - } - } - // if a cubemap loaded, upload it - if (cubemappixels) - { - if (developer_loading.integer) - Con_Printf("loading cubemap \"%s\"\n", basename); - - if (!r_shadow_filters_texturepool) - r_shadow_filters_texturepool = R_AllocTexturePool(); - cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL); - Mem_Free(cubemappixels); - } - else - { - Con_DPrintf("failed to load cubemap \"%s\"\n", basename); - if (developer_loading.integer) - { - Con_Printf("(tried tried images "); - for (j = 0;j < 3;j++) - for (i = 0;i < 6;i++) - Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix); - Con_Print(" and was unable to find any of them).\n"); - } - } - return cubemaptexture; -} - -rtexture_t *R_Shadow_Cubemap(const char *basename) -{ - int i; - for (i = 0;i < numcubemaps;i++) - if (!strcasecmp(cubemaps[i].basename, basename)) - return cubemaps[i].texture ? cubemaps[i].texture : r_texture_whitecube; - if (i >= MAX_CUBEMAPS) - return r_texture_whitecube; - numcubemaps++; - strlcpy(cubemaps[i].basename, basename, sizeof(cubemaps[i].basename)); - cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename); - return cubemaps[i].texture; -} - -void R_Shadow_FreeCubemaps(void) -{ - int i; - for (i = 0;i < numcubemaps;i++) - { - if (developer_loading.integer) - Con_Printf("unloading cubemap \"%s\"\n", cubemaps[i].basename); - if (cubemaps[i].texture) - R_FreeTexture(cubemaps[i].texture); - } - - numcubemaps = 0; - R_FreeTexturePool(&r_shadow_filters_texturepool); -} - dlight_t *R_Shadow_NewWorldLight(void) { return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray); @@ -4677,7 +4536,6 @@ void R_Shadow_ClearWorldLights(void) R_Shadow_FreeWorldLight(light); } r_shadow_selectedlight = NULL; - R_Shadow_FreeCubemaps(); } void R_Shadow_SelectLight(dlight_t *light) @@ -5691,26 +5549,26 @@ void R_Shadow_EditLights_DrawSelectedLightProperties(void) lightnumber = lightindex; lightcount++; } - dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8; - dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8; + dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8; y += 8; if (r_shadow_selectedlight == NULL) return; - dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - dpsnprintf(temp, sizeof(temp), "Origin : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - dpsnprintf(temp, sizeof(temp), "Angles : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - dpsnprintf(temp, sizeof(temp), "Color : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - dpsnprintf(temp, sizeof(temp), "Radius : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - dpsnprintf(temp, sizeof(temp), "Corona : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - dpsnprintf(temp, sizeof(temp), "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - dpsnprintf(temp, sizeof(temp), "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - dpsnprintf(temp, sizeof(temp), "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - dpsnprintf(temp, sizeof(temp), "CoronaSize : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - dpsnprintf(temp, sizeof(temp), "Ambient : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - dpsnprintf(temp, sizeof(temp), "Diffuse : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - dpsnprintf(temp, sizeof(temp), "Specular : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - dpsnprintf(temp, sizeof(temp), "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(temp), "Origin : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(temp), "Angles : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(temp), "Color : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(temp), "Radius : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(temp), "Corona : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(temp), "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(temp), "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(temp), "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(temp), "CoronaSize : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(temp), "Ambient : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(temp), "Diffuse : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(temp), "Specular : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(temp), "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; } void R_Shadow_EditLights_ToggleShadow_f(void)