]> git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
make use of virtual shadow depth cube texture optional
authoreihrul <eihrul@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 30 Sep 2009 12:49:54 +0000 (12:49 +0000)
committereihrul <eihrul@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 30 Sep 2009 12:49:54 +0000 (12:49 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@9263 d7cf8633-e32d-0410-b094-e92efae38249

gl_rmain.c
r_shadow.c

index 883026f4df8bfadc2cf42480c4cde17e1dd7b46d..72f8c7d51c4f737a5f65c4c516a3cf2149672026 100644 (file)
@@ -455,11 +455,13 @@ static const char *builtinshaderstring =
 "# ifdef GL_EXT_gpu_shader4\n"
 "#   extension GL_EXT_gpu_shader4 : enable\n"
 "# endif\n"
-"# ifdef HASTEXTUREGATHER\n"
+"# ifdef GL_ARB_texture_gather\n"
 "#   extension GL_ARB_texture_gather : enable\n"
+"#   define USETEXTUREGATHER\n"
 "# else\n"
-"#   ifdef HASTEXTURE4\n"
+"#   ifdef GL_AMD_texture_texture4\n"
 "#     extension GL_AMD_texture_texture4 : enable\n"
+"#     define USETEXTUREGATHER\n"
 "#     define textureGather texture4\n"
 "#   endif\n"
 "# endif\n"
@@ -793,7 +795,7 @@ static const char *builtinshaderstring =
 "# endif\n"
 "#endif\n"
 "\n"
-"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
+"#ifdef USESHADOWMAPVSDCT\n"
 "uniform samplerCube Texture_CubeProjection;\n"
 "#endif\n"
 "\n"
@@ -909,7 +911,7 @@ static const char *builtinshaderstring =
 "vec3 GetShadowMapTC2D(vec3 dir)\n"
 "{\n"
 "      vec3 adir = abs(dir);\n"
-"# if 0\n"
+"# ifndef USESHADOWMAPVSDCT\n"
 "#  ifdef USESHADOWMAPRECT\n"
 "#   define cubedir(dx, dy, ox, oy) { tc = vec2(dx, dy); offset = vec2(ox, oy); }\n"
 "#  else\n"
@@ -1035,14 +1037,14 @@ static const char *builtinshaderstring =
 "#    endif\n"
 "#  else\n"
 "#    ifdef USESHADOWMAPPCF\n"
-"#     if defined(HASTEXTUREGATHER) || defined(HASTEXTURE4)\n"
-"    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.zw, offset = fract(center - 0.5);\n"
+"#     ifdef USETEXTUREGATHER\n"
+"    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.zw - 0.5, offset = fract(center);\n"
 "    vec4 group1 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2(-1.0, -1.0))*ShadowMap_TextureScale.xy)),\n"
 "         group2 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2( 1.0, -1.0))*ShadowMap_TextureScale.xy)),\n"
 "         group3 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2(-1.0,  1.0))*ShadowMap_TextureScale.xy)),\n"
 "         group4 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2( 1.0,  1.0))*ShadowMap_TextureScale.xy)),\n"
-"         cols = vec4(group1.ab, group2.ab) + vec4(group3.rg, group4.rg) +\n"
-"                mix(vec4(group1.rg, group2.rg), vec4(group3.ab, group4.ab), offset.y);\n"
+"         cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
+"                mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
 "#     else\n"
 "#       ifdef GL_EXT_gpu_shader4\n"
@@ -1461,8 +1463,9 @@ typedef enum shaderpermutation_e
        SHADERPERMUTATION_SHADOWMAP2D = 1<<13, ///< (lightsource) use shadowmap rectangle texture as light filter
        SHADERPERMUTATION_SHADOWMAPPCF = 1<<14, //< (lightsource) use percentage closer filtering on shadowmap test results
        SHADERPERMUTATION_SHADOWSAMPLER = 1<<15, //< (lightsource) use hardware shadowmap test
-       SHADERPERMUTATION_LIMIT = 1<<16, ///< size of permutations array
-       SHADERPERMUTATION_COUNT = 16 ///< size of shaderpermutationinfo array
+       SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<16, //< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
+       SHADERPERMUTATION_LIMIT = 1<<17, ///< size of permutations array
+       SHADERPERMUTATION_COUNT = 17 ///< size of shaderpermutationinfo array
 }
 shaderpermutation_t;
 
@@ -1485,6 +1488,7 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
        {"#define USESHADOWMAP2D\n", " shadowmap2d"},
        {"#define USESHADOWMAPPCF\n", " shadowmappcf"},
        {"#define USESHADOWSAMPLER\n", " shadowsampler"},
+       {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
 };
 
 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
@@ -1985,7 +1989,7 @@ extern qboolean r_shadow_usingshadowmapcube;
 extern qboolean r_shadow_usingshadowmap2d;
 extern float r_shadow_shadowmap_texturescale[4];
 extern float r_shadow_shadowmap_parameters[4];
-extern int r_shadow_shadowmode;
+extern int r_shadow_shadowmapvsdct;
 extern int r_shadow_shadowmapfilter;
 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
 {
@@ -2026,18 +2030,24 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f
                        permutation |= SHADERPERMUTATION_FOG;
                if (rsurface.texture->colormapping)
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
-               if (r_shadow_usingshadowmaprect)
-                       permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
-               if (r_shadow_usingshadowmapcube)
-                       permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
-               if (r_shadow_usingshadowmap2d)
-                       permutation |= SHADERPERMUTATION_SHADOWMAP2D;
-               if (r_shadow_shadowmapfilter == 3)
-                       permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
-               else if (r_shadow_shadowmapfilter == 2)
-                       permutation |= SHADERPERMUTATION_SHADOWMAPPCF | SHADERPERMUTATION_SHADOWSAMPLER;
-               else if (r_shadow_shadowmapfilter == 1)
-                       permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
+               if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
+               {
+                       if (r_shadow_usingshadowmaprect)
+                               permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
+                       if (r_shadow_usingshadowmap2d)
+                               permutation |= SHADERPERMUTATION_SHADOWMAP2D;
+                       if (r_shadow_usingshadowmapcube)
+                               permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
+                       else if(r_shadow_shadowmapvsdct)
+                               permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
+
+                       if (r_shadow_shadowmapfilter == 3)
+                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
+                       else if (r_shadow_shadowmapfilter == 2)
+                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF | SHADERPERMUTATION_SHADOWSAMPLER;
+                       else if (r_shadow_shadowmapfilter == 1)
+                               permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
+               }
        }
        else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
        {
index 831c61b2014bed16eb5c74a06a3376b97ec3139e..8151870717d2e1d8d039313d09ebb3ed7875acaf 100644 (file)
@@ -179,6 +179,7 @@ GLuint r_shadow_fborectangle;
 GLuint r_shadow_fbocubeside[R_SHADOW_SHADOWMAP_NUMCUBEMAPS][6];
 GLuint r_shadow_fbo2d;
 int r_shadow_shadowmode;
+int r_shadow_shadowmapvsdct;
 int r_shadow_shadowmapmaxsize;
 int r_shadow_shadowmapfilter;
 int r_shadow_shadowmapborder;
@@ -263,6 +264,7 @@ cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_wor
 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", "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_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", "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"};
@@ -342,6 +344,7 @@ void R_Shadow_FreeShadowMaps(void)
 
        r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, 2048);
        r_shadow_shadowmode = r_shadow_shadowmapping.integer;
+       r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer;
        r_shadow_shadowmapfilter = r_shadow_shadowmapping_filterquality.integer;
        r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
        r_shadow_shadowmaplod = -1;
@@ -398,6 +401,7 @@ void r_shadow_start(void)
        r_shadow_shadowmapmaxsize = 0;
        r_shadow_shadowmapsize = 0;
        r_shadow_shadowmaplod = 0;
+       r_shadow_shadowmapvsdct = 0;
        r_shadow_shadowmapfilter = 0;
        r_shadow_fborectangle = 0;
        r_shadow_fbo2d = 0;
@@ -570,6 +574,7 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
        Cvar_RegisterVariable(&r_shadow_scissor);
        Cvar_RegisterVariable(&r_shadow_shadowmapping);
+       Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
@@ -1487,7 +1492,7 @@ void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
        if (r_shadow_shadowmode == 1)
        {
                // complex unrolled cube approach (more flexible)
-               if (!r_shadow_shadowmapcubeprojectiontexture[r_shadow_shadowmaplod])
+               if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapcubeprojectiontexture[r_shadow_shadowmaplod])
                        r_shadow_shadowmapcubeprojectiontexture[r_shadow_shadowmaplod] = R_LoadTextureCubeProjection(r_shadow_texturepool, "shadowmapcubeprojection", 2, 4, size, r_shadow_shadowmapborder);
                if (!r_shadow_shadowmap2dtexture)
                {
@@ -1529,7 +1534,7 @@ void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
        else if (r_shadow_shadowmode == 2)
        {
                // complex unrolled cube approach (more flexible)
-               if (!r_shadow_shadowmapcubeprojectiontexture[r_shadow_shadowmaplod])
+               if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapcubeprojectiontexture[r_shadow_shadowmaplod])
                        r_shadow_shadowmapcubeprojectiontexture[r_shadow_shadowmaplod] = R_LoadTextureCubeProjection(r_shadow_texturepool, "shadowmapcubeprojection", 2, 3, size, r_shadow_shadowmapborder);
                if (!r_shadow_shadowmaprectangletexture)
                {
@@ -1671,7 +1676,7 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qb
                                CHECKGLERROR
                        }
 
-                       if (r_shadow_usingshadowmap2d || r_shadow_usingshadowmaprect)
+                       if (r_shadow_shadowmapvsdct && (r_shadow_usingshadowmap2d || r_shadow_usingshadowmaprect))
                        {
                                R_Mesh_TexBindCubeMap(GL20TU_CUBEPROJECTION, R_GetTexture(r_shadow_shadowmapcubeprojectiontexture[r_shadow_shadowmaplod]));
                                CHECKGLERROR
@@ -3711,7 +3716,8 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                        if ((r_shadow_shadowmapping_maxsize.integer >> i) > lodlinear)
                                r_shadow_shadowmaplod = i;
 
-               size = bound(1, r_shadow_shadowmapping_maxsize.integer >> r_shadow_shadowmaplod, 2048);
+               size = r_shadow_shadowmapvsdct || r_shadow_shadowmode ? r_shadow_shadowmapping_maxsize.integer >> r_shadow_shadowmaplod : lodlinear;
+               size = bound(1, size, 2048);
 
                //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
 
@@ -3815,7 +3821,7 @@ void R_ShadowVolumeLighting(qboolean visible)
        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 || r_shadow_shadowmapfilter != r_shadow_shadowmapping_filterquality.integer || r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
+       if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, 2048) || r_shadow_shadowmode != r_shadow_shadowmapping.integer || r_shadow_shadowmapvsdct != r_shadow_shadowmapping_vsdct.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)