3bd6892353
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4668 fc73d0e0-1445-4013-8a0c-d673dee63da5
3523 lines
No EOL
94 KiB
C
3523 lines
No EOL
94 KiB
C
#include "quakedef.h"
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/*
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room for improvement:
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There is no screen-space culling of lit surfaces.
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model meshes are interpolated multiple times per frame
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*/
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//#define DBG_COLOURNOTDEPTH
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#ifdef RTLIGHTS
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#include "glquake.h"
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#include "shader.h"
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#ifdef D3D9QUAKE
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#include "shader.h"
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#if !defined(HMONITOR_DECLARED) && (WINVER < 0x0500)
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#define HMONITOR_DECLARED
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DECLARE_HANDLE(HMONITOR);
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#endif
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#include <d3d9.h>
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extern LPDIRECT3DDEVICE9 pD3DDev9;
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void D3D9BE_Cull(unsigned int sflags);
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void D3D9BE_RenderShadowBuffer(unsigned int numverts, IDirect3DVertexBuffer9 *vbuf, unsigned int numindicies, IDirect3DIndexBuffer9 *ibuf);
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#endif
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#ifdef D3D11QUAKE
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void D3D11BE_GenerateShadowBuffer(void **vbuf, vecV_t *verts, int numverts, void **ibuf, index_t *indicies, int numindicies);
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void D3D11BE_RenderShadowBuffer(unsigned int numverts, void *vbuf, unsigned int numindicies, void *ibuf);
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void D3D11_DestroyShadowBuffer(void *vbuf, void *ibuf);
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void D3D11BE_DoneShadows(void);
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#endif
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void GLBE_RenderShadowBuffer(unsigned int numverts, int vbo, vecV_t *verts, unsigned numindicies, int ibo, index_t *indicies);
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static void SHM_Shutdown(void);
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#define SHADOWMAP_SIZE 512
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#define PROJECTION_DISTANCE (float)(dl->radius*2)//0x7fffffff
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static texid_t shadowmap[2];
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static int shadow_fbo_id;
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static int shadow_fbo_depth_num;
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static int crepuscular_fbo_id;
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texid_t crepuscular_texture_id;
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fbostate_t crepuscular_fbo;
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shader_t *crepuscular_shader;
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cvar_t r_shadow_shadowmapping_nearclip = CVAR("r_shadow_shadowmapping_nearclip", "1");
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cvar_t r_shadow_shadowmapping_bias = CVAR("r_shadow_shadowmapping_bias", "0.03");
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cvar_t r_shadow_scissor = CVAR("r_shadow_scissor", "1");
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cvar_t r_shadow_realtime_world = SCVARF ("r_shadow_realtime_world", "0", CVAR_ARCHIVE);
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cvar_t r_shadow_realtime_world_shadows = SCVARF ("r_shadow_realtime_world_shadows", "1", CVAR_ARCHIVE);
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cvar_t r_shadow_realtime_world_lightmaps = SCVARF ("r_shadow_realtime_world_lightmaps", "0", 0);
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#ifdef FTE_TARGET_WEB
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cvar_t r_shadow_realtime_dlight = SCVARF ("r_shadow_realtime_dlight", "0", CVAR_ARCHIVE);
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#else
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cvar_t r_shadow_realtime_dlight = SCVARF ("r_shadow_realtime_dlight", "1", CVAR_ARCHIVE);
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#endif
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cvar_t r_shadow_realtime_dlight_shadows = SCVARF ("r_shadow_realtime_dlight_shadows", "1", CVAR_ARCHIVE);
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cvar_t r_shadow_realtime_dlight_ambient = SCVAR ("r_shadow_realtime_dlight_ambient", "0");
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cvar_t r_shadow_realtime_dlight_diffuse = SCVAR ("r_shadow_realtime_dlight_diffuse", "1");
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cvar_t r_shadow_realtime_dlight_specular = SCVAR ("r_shadow_realtime_dlight_specular", "4"); //excessive, but noticable. its called stylized, okay? shiesh, some people
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cvar_t r_editlights_import_radius = SCVAR ("r_editlights_import_radius", "1");
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cvar_t r_editlights_import_ambient = SCVAR ("r_editlights_import_ambient", "0");
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cvar_t r_editlights_import_diffuse = SCVAR ("r_editlights_import_diffuse", "1");
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cvar_t r_editlights_import_specular = SCVAR ("r_editlights_import_specular", "1"); //excessive, but noticable. its called stylized, okay? shiesh, some people
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cvar_t r_shadow_shadowmapping = SCVARF ("r_shadow_shadowmapping", "1", 0);
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cvar_t r_shadow_shadowmapping_precision = CVARD ("r_shadow_shadowmapping_precision", "1", "Scales the shadowmap detail level up or down.");
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extern cvar_t r_shadow_shadowmapping_nearclip;
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extern cvar_t r_shadow_shadowmapping_bias;
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cvar_t r_sun_dir = CVARD ("r_sun_dir", "0.2 0.5 0.8", "Specifies the direction that crepusular rays appear along");
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cvar_t r_sun_colour = CVARFD ("r_sun_colour", "0 0 0", CVAR_ARCHIVE, "Specifies the colour of sunlight that appears in the form of crepuscular rays.");
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static void Sh_DrawEntLighting(dlight_t *light, vec3_t colour);
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static qbyte lvisb[(MAX_MAP_LEAFS+7)>>3];
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/*
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called on framebuffer resize.
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flushes textures so they can be regenerated at the real size
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*/
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void Sh_Reset(void)
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{
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#ifdef GLQUAKE
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if (shadow_fbo_id)
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{
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qglDeleteRenderbuffersEXT(1, &shadow_fbo_id);
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shadow_fbo_id = 0;
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shadow_fbo_depth_num = 0;
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}
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if (shadowmap[0].num)
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{
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R_DestroyTexture(shadowmap[0]);
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shadowmap[0] = r_nulltex;
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}
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if (shadowmap[1].num)
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{
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R_DestroyTexture(shadowmap[1]);
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shadowmap[1] = r_nulltex;
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}
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if (crepuscular_texture_id.num)
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{
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R_DestroyTexture(crepuscular_texture_id);
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crepuscular_texture_id = r_nulltex;
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}
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if (crepuscular_fbo_id)
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{
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qglDeleteRenderbuffersEXT(1, &crepuscular_fbo_id);
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crepuscular_fbo_id = 0;
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}
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#endif
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}
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void Sh_Shutdown(void)
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{
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Sh_Reset();
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SHM_Shutdown();
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}
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typedef struct {
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unsigned int count;
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unsigned int max;
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texture_t *tex;
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vbo_t *vbo;
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mesh_t **s;
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} shadowmeshbatch_t;
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typedef struct shadowmesh_s
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{
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enum
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{
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SMT_STENCILVOLUME, //build edges mesh (and surface list)
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SMT_SHADOWMAP, //build front faces mesh (and surface list)
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SMT_SHADOWLESS //build surface list only
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} type;
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unsigned int numindicies;
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unsigned int maxindicies;
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index_t *indicies;
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unsigned int numverts;
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unsigned int maxverts;
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vecV_t *verts;
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//we also have a list of all the surfaces that this light lights.
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unsigned int numbatches;
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shadowmeshbatch_t *batches;
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unsigned int leafbytes;
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unsigned char *litleaves;
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#ifdef GLQUAKE
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GLuint vebo[2];
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#endif
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#ifdef D3D9QUAKE
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IDirect3DVertexBuffer9 *d3d9_vbuffer;
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IDirect3DIndexBuffer9 *d3d9_ibuffer;
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#endif
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#ifdef D3D11QUAKE
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void *d3d11_vbuffer;
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void *d3d11_ibuffer;
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#endif
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} shadowmesh_t;
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/*state of the current shadow mesh*/
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#define inc 128
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int sh_shadowframe;
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static int sh_firstindex;
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static int sh_vertnum; //vertex number (set to 0 at SH_Begin)
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static shadowmesh_t *sh_shmesh, sh_tempshmesh;
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/* functions to add geometry to the shadow mesh */
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static void SHM_BeginQuads (void)
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{
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sh_firstindex = sh_shmesh->numverts;
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}
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static void SHM_End (void)
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{
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int i;
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i = (sh_shmesh->numindicies+(sh_vertnum/4)*6+inc+5)&~(inc-1); //and a bit of padding
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if (sh_shmesh->maxindicies != i)
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{
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sh_shmesh->maxindicies = i;
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sh_shmesh->indicies = BZ_Realloc(sh_shmesh->indicies, i * sizeof(*sh_shmesh->indicies));
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}
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//add the extra triangles
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for (i = 0; i < sh_vertnum; i+=4)
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{
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sh_shmesh->indicies[sh_shmesh->numindicies++] = sh_firstindex + i+0;
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sh_shmesh->indicies[sh_shmesh->numindicies++] = sh_firstindex + i+1;
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sh_shmesh->indicies[sh_shmesh->numindicies++] = sh_firstindex + i+2;
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sh_shmesh->indicies[sh_shmesh->numindicies++] = sh_firstindex + i+0;
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sh_shmesh->indicies[sh_shmesh->numindicies++] = sh_firstindex + i+2;
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sh_shmesh->indicies[sh_shmesh->numindicies++] = sh_firstindex + i+3;
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}
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sh_vertnum = 0;
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}
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static void SHM_Vertex3fv (const float *v)
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{
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int i;
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//add the verts as we go
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i = (sh_shmesh->numverts+inc+5)&~(inc-1); //and a bit of padding
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if (sh_shmesh->maxverts < i)
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{
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sh_shmesh->maxverts = i;
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sh_shmesh->verts = BZ_Realloc(sh_shmesh->verts, i * sizeof(*sh_shmesh->verts));
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}
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sh_shmesh->verts[sh_shmesh->numverts][0] = v[0];
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sh_shmesh->verts[sh_shmesh->numverts][1] = v[1];
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sh_shmesh->verts[sh_shmesh->numverts][2] = v[2];
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sh_vertnum++;
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sh_shmesh->numverts++;
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if (sh_vertnum == 4)
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{
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SHM_End();
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sh_firstindex = sh_shmesh->numverts;
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}
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}
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static void SHM_MeshFrontOnly(int numverts, vecV_t *verts, int numidx, index_t *idx)
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{
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int first = sh_shmesh->numverts;
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int v, i;
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vecV_t *outv;
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index_t *outi;
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/*make sure there's space*/
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v = (sh_shmesh->numverts+numverts + inc)&~(inc-1); //and a bit of padding
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if (sh_shmesh->maxverts < v)
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{
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v += 1024;
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sh_shmesh->maxverts = v;
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sh_shmesh->verts = BZ_Realloc(sh_shmesh->verts, v * sizeof(*sh_shmesh->verts));
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}
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outv = sh_shmesh->verts + sh_shmesh->numverts;
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for (v = 0; v < numverts; v++)
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{
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VectorCopy(verts[v], outv[v]);
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}
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v = (sh_shmesh->numindicies+numidx + inc)&~(inc-1); //and a bit of padding
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if (sh_shmesh->maxindicies < v)
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{
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v += 1024;
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sh_shmesh->maxindicies = v;
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sh_shmesh->indicies = BZ_Realloc(sh_shmesh->indicies, v * sizeof(*sh_shmesh->indicies));
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}
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outi = sh_shmesh->indicies + sh_shmesh->numindicies;
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for (i = 0; i < numidx; i++)
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{
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outi[i] = first + idx[i];
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}
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sh_shmesh->numverts += numverts;
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sh_shmesh->numindicies += numidx;
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}
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static void SHM_TriangleFan(int numverts, vecV_t *verts, vec3_t lightorg, float pd)
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{
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int v, i, idxs;
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float *v1;
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vec3_t v3;
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vecV_t *outv;
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index_t *outi;
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/*make sure there's space*/
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v = (sh_shmesh->numverts+numverts*2 + inc)&~(inc-1); //and a bit of padding
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if (sh_shmesh->maxverts < v)
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{
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v += 1024;
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sh_shmesh->maxverts = v;
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sh_shmesh->verts = BZ_Realloc(sh_shmesh->verts, v * sizeof(*sh_shmesh->verts));
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}
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outv = sh_shmesh->verts + sh_shmesh->numverts;
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for (v = 0; v < numverts; v++)
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{
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v1 = verts[v];
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VectorCopy(v1, outv[v]);
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v3[0] = ( v1[0]-lightorg[0] )*pd;
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v3[1] = ( v1[1]-lightorg[1] )*pd;
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v3[2] = ( v1[2]-lightorg[2] )*pd;
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outv[v+numverts][0] = v1[0]+v3[0];
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outv[v+numverts][1] = v1[1]+v3[1];
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outv[v+numverts][2] = v1[2]+v3[2];
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}
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idxs = (numverts-2)*3;
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/*now add the verts in a fan*/
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v = (sh_shmesh->numindicies+idxs*2+inc)&~(inc-1); //and a bit of padding
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if (sh_shmesh->maxindicies < v)
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{
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v += 1024;
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sh_shmesh->maxindicies = v;
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sh_shmesh->indicies = BZ_Realloc(sh_shmesh->indicies, v * sizeof(*sh_shmesh->indicies));
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}
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outi = sh_shmesh->indicies + sh_shmesh->numindicies;
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for (v = 2, i = 0; v < numverts; v++, i+=3)
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{
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outi[i+0] = sh_shmesh->numverts;
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outi[i+1] = sh_shmesh->numverts+v-1;
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outi[i+2] = sh_shmesh->numverts+v;
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outi[i+0+idxs] = sh_shmesh->numverts+numverts+v;
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outi[i+1+idxs] = sh_shmesh->numverts+numverts+v-1;
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outi[i+2+idxs] = sh_shmesh->numverts+numverts;
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}
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/*we added this many*/
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sh_shmesh->numverts += numverts*2;
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sh_shmesh->numindicies += i*2;
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}
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static void SHM_Shadow_Cache_Surface(msurface_t *surf)
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{
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int i;
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i = surf->sbatch->shadowbatch;
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if (i < 0)
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return;
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if (sh_shmesh->batches[i].count == sh_shmesh->batches[i].max)
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{
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sh_shmesh->batches[i].max += 64;
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sh_shmesh->batches[i].s = BZ_Realloc(sh_shmesh->batches[i].s, sizeof(void*)*(sh_shmesh->batches[i].max));
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}
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sh_shmesh->batches[i].s[sh_shmesh->batches[i].count] = surf->mesh;
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sh_shmesh->batches[i].count++;
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}
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static void SHM_Shadow_Cache_Leaf(mleaf_t *leaf)
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{
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int i;
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i = (leaf - cl.worldmodel->leafs)-1;
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sh_shmesh->litleaves[i>>3] |= 1<<(i&7);
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}
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static void SH_FreeShadowMesh_(shadowmesh_t *sm)
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{
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unsigned int i;
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for (i = 0; i < sm->numbatches; i++)
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Z_Free(sm->batches[i].s);
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sm->numbatches = 0;
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Z_Free(sm->batches);
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sm->batches = NULL;
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Z_Free(sm->indicies);
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sm->indicies = NULL;
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Z_Free(sm->verts);
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sm->verts = NULL;
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sm->numindicies = 0;
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sm->numverts = 0;
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switch (qrenderer)
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{
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case QR_NONE:
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case QR_SOFTWARE:
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default:
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break;
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#ifdef GLQUAKE
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case QR_OPENGL:
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if (qglDeleteBuffersARB)
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qglDeleteBuffersARB(2, sm->vebo);
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sm->vebo[0] = 0;
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sm->vebo[1] = 0;
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break;
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#endif
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#ifdef D3D9QUAKE
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case QR_DIRECT3D9:
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if (sm->d3d9_ibuffer)
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IDirect3DIndexBuffer9_Release(sm->d3d9_ibuffer);
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sm->d3d9_ibuffer = NULL;
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if (sm->d3d9_vbuffer)
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IDirect3DVertexBuffer9_Release(sm->d3d9_vbuffer);
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sm->d3d9_vbuffer = NULL;
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break;
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#endif
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#ifdef D3D11QUAKE
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case QR_DIRECT3D11:
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D3D11_DestroyShadowBuffer(sm->d3d11_vbuffer, sm->d3d11_ibuffer);
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sm->d3d11_vbuffer = NULL;
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sm->d3d11_ibuffer = NULL;
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break;
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#endif
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}
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}
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void SH_FreeShadowMesh(shadowmesh_t *sm)
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{
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SH_FreeShadowMesh_(sm);
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Z_Free(sm);
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}
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static void SH_CalcShadowBatches(model_t *mod)
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{
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int s;
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batch_t *b;
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batch_t *l = NULL;
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int sb;
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l = NULL;
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for (s = 0; s < SHADER_SORT_COUNT; s++)
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{
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for (b = mod->batches[s]; b; b = b->next)
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{
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if (!l || l->vbo != b->vbo || l->texture != b->texture)
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{
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b->shadowbatch = mod->numshadowbatches++;
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l = b;
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}
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else
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b->shadowbatch = l->shadowbatch;
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}
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}
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l = NULL;
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sb = 0;
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mod->shadowbatches = BZ_Malloc(sizeof(*mod->shadowbatches)*mod->numshadowbatches);
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for (s = 0; s < SHADER_SORT_COUNT; s++)
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{
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for (b = mod->batches[s]; b; b = b->next)
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{
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if (!l || l->vbo != b->vbo || l->texture != b->texture)
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{
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mod->shadowbatches[sb].tex = b->texture;
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mod->shadowbatches[sb].vbo = b->vbo;
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sb++;
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l = b;
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}
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}
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}
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}
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static void SHM_BeginShadowMesh(dlight_t *dl, int type)
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{
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unsigned int i;
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unsigned int lb;
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sh_vertnum = 0;
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lb = (cl.worldmodel->numclusters+7)/8;
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if (!dl->die || !dl->key)
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{
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sh_shmesh = dl->worldshadowmesh;
|
|
if (!sh_shmesh || sh_shmesh->leafbytes != lb)
|
|
{
|
|
/*this shouldn't happen too often*/
|
|
if (sh_shmesh)
|
|
{ //FIXME: if the light is the same light, reuse the memory allocations where possible...
|
|
SH_FreeShadowMesh(sh_shmesh);
|
|
}
|
|
|
|
/*Create a new shadowmesh for this light*/
|
|
sh_shmesh = Z_Malloc(sizeof(*sh_shmesh) + lb);
|
|
sh_shmesh->leafbytes = lb;
|
|
sh_shmesh->litleaves = (unsigned char*)(sh_shmesh+1);
|
|
|
|
dl->worldshadowmesh = sh_shmesh;
|
|
}
|
|
memset(sh_shmesh->litleaves, 0, sh_shmesh->leafbytes);
|
|
dl->rebuildcache = false;
|
|
}
|
|
else
|
|
{
|
|
sh_shmesh = &sh_tempshmesh;
|
|
if (sh_shmesh->leafbytes != lb)
|
|
{
|
|
/*this happens on map changes*/
|
|
sh_shmesh->leafbytes = lb;
|
|
Z_Free(sh_shmesh->litleaves);
|
|
sh_shmesh->litleaves = Z_Malloc(lb);
|
|
}
|
|
}
|
|
sh_shmesh->maxverts = 0;
|
|
sh_shmesh->numverts = 0;
|
|
sh_shmesh->maxindicies = 0;
|
|
sh_shmesh->numindicies = 0;
|
|
sh_shmesh->type = type;
|
|
|
|
if (!cl.worldmodel->numshadowbatches)
|
|
{
|
|
SH_CalcShadowBatches(cl.worldmodel);
|
|
}
|
|
|
|
if (sh_shmesh->numbatches != cl.worldmodel->numshadowbatches)
|
|
{
|
|
if (sh_shmesh->batches)
|
|
{
|
|
for (i = 0; i < sh_shmesh->numbatches; i++)
|
|
Z_Free(sh_shmesh->batches[i].s);
|
|
Z_Free(sh_shmesh->batches);
|
|
}
|
|
sh_shmesh->batches = Z_Malloc(sizeof(shadowmeshbatch_t)*cl.worldmodel->numshadowbatches);
|
|
sh_shmesh->numbatches=cl.worldmodel->numshadowbatches;
|
|
}
|
|
|
|
for (i = 0; i < sh_shmesh->numbatches; i++)
|
|
{
|
|
sh_shmesh->batches[i].count = 0;
|
|
}
|
|
}
|
|
static struct shadowmesh_s *SHM_FinishShadowMesh(dlight_t *dl)
|
|
{
|
|
if (sh_shmesh != &sh_tempshmesh || 1)
|
|
{
|
|
switch (qrenderer)
|
|
{
|
|
case QR_NONE:
|
|
case QR_SOFTWARE:
|
|
default:
|
|
break;
|
|
|
|
#ifdef GLQUAKE
|
|
case QR_OPENGL:
|
|
if (!qglGenBuffersARB)
|
|
return sh_shmesh;
|
|
qglGenBuffersARB(2, sh_shmesh->vebo);
|
|
|
|
GL_DeselectVAO();
|
|
GL_SelectVBO(sh_shmesh->vebo[0]);
|
|
qglBufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(*sh_shmesh->verts) * sh_shmesh->numverts, sh_shmesh->verts, GL_STATIC_DRAW_ARB);
|
|
|
|
GL_SelectEBO(sh_shmesh->vebo[1]);
|
|
qglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, sizeof(*sh_shmesh->indicies) * sh_shmesh->numindicies, sh_shmesh->indicies, GL_STATIC_DRAW_ARB);
|
|
break;
|
|
#endif
|
|
#ifdef D3D9QUAKE
|
|
case QR_DIRECT3D9:
|
|
if (sh_shmesh->numindicies && sh_shmesh->numverts)
|
|
{
|
|
void *map;
|
|
IDirect3DDevice9_CreateIndexBuffer(pD3DDev9, sizeof(index_t) * sh_shmesh->numindicies, 0, D3DFMT_QINDEX, D3DPOOL_MANAGED, &sh_shmesh->d3d9_ibuffer, NULL);
|
|
IDirect3DIndexBuffer9_Lock(sh_shmesh->d3d9_ibuffer, 0, sizeof(index_t) * sh_shmesh->numindicies, &map, D3DLOCK_DISCARD);
|
|
memcpy(map, sh_shmesh->indicies, sizeof(index_t) * sh_shmesh->numindicies);
|
|
IDirect3DIndexBuffer9_Unlock(sh_shmesh->d3d9_ibuffer);
|
|
|
|
IDirect3DDevice9_CreateVertexBuffer(pD3DDev9, sizeof(vecV_t) * sh_shmesh->numverts, D3DUSAGE_WRITEONLY, 0, D3DPOOL_MANAGED, &sh_shmesh->d3d9_vbuffer, NULL);
|
|
IDirect3DVertexBuffer9_Lock(sh_shmesh->d3d9_vbuffer, 0, sizeof(vecV_t) * sh_shmesh->numverts, &map, D3DLOCK_DISCARD);
|
|
memcpy(map, sh_shmesh->verts, sizeof(vecV_t) * sh_shmesh->numverts);
|
|
IDirect3DVertexBuffer9_Unlock(sh_shmesh->d3d9_vbuffer);
|
|
|
|
}
|
|
break;
|
|
#endif
|
|
#ifdef D3D11QUAKE
|
|
case QR_DIRECT3D11:
|
|
D3D11BE_GenerateShadowBuffer(&sh_shmesh->d3d11_vbuffer, sh_shmesh->verts, sh_shmesh->numverts, &sh_shmesh->d3d11_ibuffer, sh_shmesh->indicies, sh_shmesh->numindicies);
|
|
break;
|
|
#endif
|
|
}
|
|
|
|
Z_Free(sh_shmesh->verts);
|
|
sh_shmesh->verts = NULL;
|
|
|
|
Z_Free(sh_shmesh->indicies);
|
|
sh_shmesh->indicies = NULL;
|
|
}
|
|
return sh_shmesh;
|
|
}
|
|
|
|
|
|
/*state of the world that is still to compile*/
|
|
static struct {
|
|
short count;
|
|
short count2;
|
|
int next;
|
|
int prev;
|
|
} edge[MAX_MAP_EDGES];
|
|
static int firstedge;
|
|
|
|
static void SHM_RecursiveWorldNodeQ1_r (dlight_t *dl, mnode_t *node)
|
|
{
|
|
int c, side;
|
|
mplane_t *plane;
|
|
msurface_t *surf, **mark;
|
|
mleaf_t *pleaf;
|
|
double dot;
|
|
int v;
|
|
|
|
float l, maxdist;
|
|
int j, s, t;
|
|
vec3_t impact;
|
|
|
|
if (node->shadowframe != sh_shadowframe)
|
|
return;
|
|
|
|
if (node->contents == Q1CONTENTS_SOLID)
|
|
return; // solid
|
|
|
|
|
|
//if light areabox is outside node, ignore node + children
|
|
for (c = 0; c < 3; c++)
|
|
{
|
|
if (dl->origin[c] + dl->radius < node->minmaxs[c])
|
|
return;
|
|
if (dl->origin[c] - dl->radius > node->minmaxs[3+c])
|
|
return;
|
|
}
|
|
|
|
// if a leaf node, draw stuff
|
|
if (node->contents < 0)
|
|
{
|
|
pleaf = (mleaf_t *)node;
|
|
SHM_Shadow_Cache_Leaf(pleaf);
|
|
|
|
mark = pleaf->firstmarksurface;
|
|
c = pleaf->nummarksurfaces;
|
|
|
|
if (c)
|
|
{
|
|
do
|
|
{
|
|
(*mark++)->shadowframe = sh_shadowframe;
|
|
} while (--c);
|
|
}
|
|
return;
|
|
}
|
|
|
|
// node is just a decision point, so go down the apropriate sides
|
|
|
|
// find which side of the node we are on
|
|
plane = node->plane;
|
|
|
|
switch (plane->type)
|
|
{
|
|
case PLANE_X:
|
|
dot = dl->origin[0] - plane->dist;
|
|
break;
|
|
case PLANE_Y:
|
|
dot = dl->origin[1] - plane->dist;
|
|
break;
|
|
case PLANE_Z:
|
|
dot = dl->origin[2] - plane->dist;
|
|
break;
|
|
default:
|
|
dot = DotProduct (dl->origin, plane->normal) - plane->dist;
|
|
break;
|
|
}
|
|
|
|
if (dot >= 0)
|
|
side = 0;
|
|
else
|
|
side = 1;
|
|
|
|
// recurse down the children, front side first
|
|
SHM_RecursiveWorldNodeQ1_r (dl, node->children[side]);
|
|
|
|
// draw stuff
|
|
c = node->numsurfaces;
|
|
|
|
if (c)
|
|
{
|
|
surf = cl.worldmodel->surfaces + node->firstsurface;
|
|
|
|
{
|
|
|
|
maxdist = dl->radius*dl->radius;
|
|
|
|
for ( ; c ; c--, surf++)
|
|
{
|
|
if (surf->shadowframe != sh_shadowframe)
|
|
continue;
|
|
|
|
// if ((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK))
|
|
// continue; // wrong side
|
|
|
|
// if (surf->flags & SURF_PLANEBACK)
|
|
// continue;
|
|
|
|
if (surf->flags & (SURF_DRAWALPHA | SURF_DRAWTILED))
|
|
{ // no shadows
|
|
continue;
|
|
}
|
|
|
|
//is the light on the right side?
|
|
if (surf->flags & SURF_PLANEBACK)
|
|
{//inverted normal.
|
|
if (-DotProduct(surf->plane->normal, dl->origin)+surf->plane->dist >= dl->radius)
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if (DotProduct(surf->plane->normal, dl->origin)-surf->plane->dist >= dl->radius)
|
|
continue;
|
|
}
|
|
|
|
//Yeah, you can blame LordHavoc for this alternate code here.
|
|
for (j=0 ; j<3 ; j++)
|
|
impact[j] = dl->origin[j] - surf->plane->normal[j]*dot;
|
|
|
|
// clamp center of light to corner and check brightness
|
|
l = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
|
|
s = l+0.5;if (s < 0) s = 0;else if (s > surf->extents[0]) s = surf->extents[0];
|
|
s = l - s;
|
|
l = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
|
|
t = l+0.5;if (t < 0) t = 0;else if (t > surf->extents[1]) t = surf->extents[1];
|
|
t = l - t;
|
|
// compare to minimum light
|
|
if ((s*s+t*t+dot*dot) < maxdist)
|
|
{
|
|
SHM_Shadow_Cache_Surface(surf);
|
|
if (sh_shmesh->type == SMT_SHADOWMAP)
|
|
{
|
|
SHM_MeshFrontOnly(surf->mesh->numvertexes, surf->mesh->xyz_array, surf->mesh->numindexes, surf->mesh->indexes);
|
|
continue;
|
|
}
|
|
if (sh_shmesh->type != SMT_STENCILVOLUME)
|
|
continue;
|
|
|
|
//build a list of the edges that are to be drawn.
|
|
for (v = 0; v < surf->numedges; v++)
|
|
{
|
|
int e, delta;
|
|
e = cl.worldmodel->surfedges[surf->firstedge+v];
|
|
//negative edge means backwards edge.
|
|
if (e < 0)
|
|
{
|
|
e=-e;
|
|
delta = -1;
|
|
}
|
|
else
|
|
{
|
|
delta = 1;
|
|
}
|
|
|
|
if (!edge[e].count)
|
|
{
|
|
if (firstedge)
|
|
edge[firstedge].prev = e;
|
|
edge[e].next = firstedge;
|
|
edge[e].prev = 0;
|
|
firstedge = e;
|
|
edge[e].count = delta;
|
|
}
|
|
else
|
|
{
|
|
edge[e].count += delta;
|
|
|
|
if (!edge[e].count) //unlink
|
|
{
|
|
if (edge[e].next)
|
|
{
|
|
edge[edge[e].next].prev = edge[e].prev;
|
|
}
|
|
if (edge[e].prev)
|
|
edge[edge[e].prev].next = edge[e].next;
|
|
else
|
|
firstedge = edge[e].next;
|
|
}
|
|
}
|
|
}
|
|
|
|
SHM_TriangleFan(surf->mesh->numvertexes, surf->mesh->xyz_array, dl->origin, PROJECTION_DISTANCE);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// recurse down the back side
|
|
SHM_RecursiveWorldNodeQ1_r (dl, node->children[!side]);
|
|
}
|
|
|
|
static void SHM_RecursiveWorldNodeQ2_r (dlight_t *dl, mnode_t *node)
|
|
{
|
|
int c, side;
|
|
mplane_t *plane;
|
|
msurface_t *surf, **mark;
|
|
mleaf_t *pleaf;
|
|
double dot;
|
|
int v;
|
|
|
|
float l, maxdist;
|
|
int j, s, t;
|
|
vec3_t impact;
|
|
|
|
if (node->shadowframe != sh_shadowframe)
|
|
return;
|
|
|
|
if (node->contents == Q2CONTENTS_SOLID)
|
|
return; // solid
|
|
|
|
|
|
//if light areabox is outside node, ignore node + children
|
|
for (c = 0; c < 3; c++)
|
|
{
|
|
if (dl->origin[c] + dl->radius < node->minmaxs[c])
|
|
return;
|
|
if (dl->origin[c] - dl->radius > node->minmaxs[3+c])
|
|
return;
|
|
}
|
|
|
|
// if a leaf node, draw stuff
|
|
if (node->contents != -1)
|
|
{
|
|
pleaf = (mleaf_t *)node;
|
|
|
|
if (pleaf->cluster >= 0)
|
|
sh_shmesh->litleaves[pleaf->cluster>>3] |= 1<<(pleaf->cluster&7);
|
|
|
|
mark = pleaf->firstmarksurface;
|
|
c = pleaf->nummarksurfaces;
|
|
|
|
if (c)
|
|
{
|
|
do
|
|
{
|
|
(*mark++)->shadowframe = sh_shadowframe;
|
|
} while (--c);
|
|
}
|
|
return;
|
|
}
|
|
|
|
// node is just a decision point, so go down the apropriate sides
|
|
|
|
// find which side of the node we are on
|
|
plane = node->plane;
|
|
|
|
switch (plane->type)
|
|
{
|
|
case PLANE_X:
|
|
dot = dl->origin[0] - plane->dist;
|
|
break;
|
|
case PLANE_Y:
|
|
dot = dl->origin[1] - plane->dist;
|
|
break;
|
|
case PLANE_Z:
|
|
dot = dl->origin[2] - plane->dist;
|
|
break;
|
|
default:
|
|
dot = DotProduct (dl->origin, plane->normal) - plane->dist;
|
|
break;
|
|
}
|
|
|
|
if (dot >= 0)
|
|
side = 0;
|
|
else
|
|
side = 1;
|
|
|
|
// recurse down the children, front side first
|
|
SHM_RecursiveWorldNodeQ2_r (dl, node->children[side]);
|
|
|
|
// draw stuff
|
|
c = node->numsurfaces;
|
|
|
|
if (c)
|
|
{
|
|
surf = cl.worldmodel->surfaces + node->firstsurface;
|
|
|
|
{
|
|
|
|
maxdist = dl->radius*dl->radius;
|
|
|
|
for ( ; c ; c--, surf++)
|
|
{
|
|
if (surf->shadowframe != sh_shadowframe)
|
|
continue;
|
|
|
|
// if ((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK))
|
|
// continue; // wrong side
|
|
|
|
// if (surf->flags & SURF_PLANEBACK)
|
|
// continue;
|
|
|
|
if (surf->flags & (SURF_DRAWALPHA | SURF_DRAWTILED))
|
|
{ // no shadows
|
|
continue;
|
|
}
|
|
|
|
//is the light on the right side?
|
|
if (surf->flags & SURF_PLANEBACK)
|
|
{//inverted normal.
|
|
if (-DotProduct(surf->plane->normal, dl->origin)+surf->plane->dist >= dl->radius)
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if (DotProduct(surf->plane->normal, dl->origin)-surf->plane->dist >= dl->radius)
|
|
continue;
|
|
}
|
|
|
|
//Yeah, you can blame LordHavoc for this alternate code here.
|
|
for (j=0 ; j<3 ; j++)
|
|
impact[j] = dl->origin[j] - surf->plane->normal[j]*dot;
|
|
|
|
// clamp center of light to corner and check brightness
|
|
l = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
|
|
s = l+0.5;if (s < 0) s = 0;else if (s > surf->extents[0]) s = surf->extents[0];
|
|
s = l - s;
|
|
l = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
|
|
t = l+0.5;if (t < 0) t = 0;else if (t > surf->extents[1]) t = surf->extents[1];
|
|
t = l - t;
|
|
// compare to minimum light
|
|
if ((s*s+t*t+dot*dot) < maxdist)
|
|
{
|
|
SHM_Shadow_Cache_Surface(surf);
|
|
if (sh_shmesh->type == SMT_SHADOWMAP)
|
|
{
|
|
SHM_MeshFrontOnly(surf->mesh->numvertexes, surf->mesh->xyz_array, surf->mesh->numindexes, surf->mesh->indexes);
|
|
continue;
|
|
}
|
|
if (sh_shmesh->type != SMT_STENCILVOLUME)
|
|
continue;
|
|
|
|
//build a list of the edges that are to be drawn.
|
|
for (v = 0; v < surf->numedges; v++)
|
|
{
|
|
int e, delta;
|
|
e = cl.worldmodel->surfedges[surf->firstedge+v];
|
|
//negative edge means backwards edge.
|
|
if (e < 0)
|
|
{
|
|
e=-e;
|
|
delta = -1;
|
|
}
|
|
else
|
|
{
|
|
delta = 1;
|
|
}
|
|
|
|
if (!edge[e].count)
|
|
{
|
|
if (firstedge)
|
|
edge[firstedge].prev = e;
|
|
edge[e].next = firstedge;
|
|
edge[e].prev = 0;
|
|
firstedge = e;
|
|
edge[e].count = delta;
|
|
}
|
|
else
|
|
{
|
|
edge[e].count += delta;
|
|
|
|
if (!edge[e].count) //unlink
|
|
{
|
|
if (edge[e].next)
|
|
{
|
|
edge[edge[e].next].prev = edge[e].prev;
|
|
}
|
|
if (edge[e].prev)
|
|
edge[edge[e].prev].next = edge[e].next;
|
|
else
|
|
firstedge = edge[e].next;
|
|
}
|
|
}
|
|
}
|
|
|
|
SHM_TriangleFan(surf->mesh->numvertexes, surf->mesh->xyz_array, dl->origin, PROJECTION_DISTANCE);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// recurse down the back side
|
|
SHM_RecursiveWorldNodeQ2_r (dl, node->children[!side]);
|
|
}
|
|
|
|
#ifdef Q2BSPS
|
|
static void SHM_MarkLeavesQ2(dlight_t *dl, unsigned char *lvis, unsigned char *vvis)
|
|
{
|
|
mnode_t *node;
|
|
int i;
|
|
mleaf_t *leaf;
|
|
int cluster;
|
|
sh_shadowframe++;
|
|
|
|
if (!dl->die)
|
|
{
|
|
//static
|
|
//variation on mark leaves
|
|
for (i=0,leaf=cl.worldmodel->leafs ; i<cl.worldmodel->numleafs ; i++, leaf++)
|
|
{
|
|
cluster = leaf->cluster;
|
|
if (cluster == -1)
|
|
continue;
|
|
if (lvis[cluster>>3] & (1<<(cluster&7)))// && vvis[cluster>>3] & (1<<(cluster&7)))
|
|
{
|
|
node = (mnode_t *)leaf;
|
|
do
|
|
{
|
|
if (node->shadowframe == sh_shadowframe)
|
|
break;
|
|
node->shadowframe = sh_shadowframe;
|
|
node = node->parent;
|
|
} while (node);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//dynamic lights will be discarded after this frame anyway, so only include leafs that are visible
|
|
//variation on mark leaves
|
|
for (i=0,leaf=cl.worldmodel->leafs ; i<cl.worldmodel->numleafs ; i++, leaf++)
|
|
{
|
|
cluster = leaf->cluster;
|
|
if (cluster == -1)
|
|
continue;
|
|
if (lvis[cluster>>3] & /*vvis[cluster>>3] &*/ (1<<(cluster&7)))
|
|
{
|
|
node = (mnode_t *)leaf;
|
|
do
|
|
{
|
|
if (node->shadowframe == sh_shadowframe)
|
|
break;
|
|
node->shadowframe = sh_shadowframe;
|
|
node = node->parent;
|
|
} while (node);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
static void SHM_MarkLeavesQ1(dlight_t *dl, unsigned char *lvis)
|
|
{
|
|
mnode_t *node;
|
|
int i;
|
|
sh_shadowframe++;
|
|
|
|
if (!lvis)
|
|
return;
|
|
|
|
//variation on mark leaves
|
|
for (i=0 ; i<cl.worldmodel->numclusters ; i++)
|
|
{
|
|
if (lvis[i>>3] & (1<<(i&7)))
|
|
{
|
|
node = (mnode_t *)&cl.worldmodel->leafs[i+1];
|
|
do
|
|
{
|
|
if (node->shadowframe == sh_shadowframe)
|
|
break;
|
|
node->shadowframe = sh_shadowframe;
|
|
node = node->parent;
|
|
} while (node);
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef Q3BSPS
|
|
static void SHM_RecursiveWorldNodeQ3_r (dlight_t *dl, mnode_t *node)
|
|
{
|
|
mplane_t *splitplane;
|
|
float dist;
|
|
msurface_t **msurf;
|
|
msurface_t *surf;
|
|
mleaf_t *leaf;
|
|
int i;
|
|
|
|
if (node->contents != -1)
|
|
{
|
|
leaf = (mleaf_t *)node;
|
|
if (leaf->cluster >= 0)
|
|
sh_shmesh->litleaves[leaf->cluster>>3] |= 1<<(leaf->cluster&7);
|
|
|
|
// mark the polygons
|
|
msurf = leaf->firstmarksurface;
|
|
for (i=0 ; i<leaf->nummarksurfaces ; i++, msurf++)
|
|
{
|
|
surf = *msurf;
|
|
|
|
//only check each surface once. it can appear in multiple leafs.
|
|
if (surf->shadowframe == sh_shadowframe)
|
|
continue;
|
|
surf->shadowframe = sh_shadowframe;
|
|
|
|
//FIXME: radius check
|
|
SHM_Shadow_Cache_Surface(surf);
|
|
if (sh_shmesh->type == SMT_SHADOWMAP)
|
|
SHM_MeshFrontOnly(surf->mesh->numvertexes, surf->mesh->xyz_array, surf->mesh->numindexes, surf->mesh->indexes);
|
|
}
|
|
return;
|
|
}
|
|
|
|
splitplane = node->plane;
|
|
dist = DotProduct (dl->origin, splitplane->normal) - splitplane->dist;
|
|
|
|
if (dist > dl->radius)
|
|
{
|
|
SHM_RecursiveWorldNodeQ3_r (dl, node->children[0]);
|
|
return;
|
|
}
|
|
if (dist < -dl->radius)
|
|
{
|
|
SHM_RecursiveWorldNodeQ3_r (dl, node->children[1]);
|
|
return;
|
|
}
|
|
SHM_RecursiveWorldNodeQ3_r (dl, node->children[0]);
|
|
SHM_RecursiveWorldNodeQ3_r (dl, node->children[1]);
|
|
}
|
|
#endif
|
|
|
|
static struct {
|
|
unsigned int numtris;
|
|
unsigned int maxtris;
|
|
struct {
|
|
signed int edge[3];
|
|
} *tris; /*negative for reverse edge*/
|
|
|
|
unsigned int numedges;
|
|
unsigned int maxedges;
|
|
struct {
|
|
unsigned int vert[2];
|
|
} *edges;
|
|
|
|
unsigned int numpoints;
|
|
unsigned int maxpoints;
|
|
vec3_t *points;
|
|
|
|
unsigned int maxedgeuses;
|
|
int *edgeuses; /*negative for back sides, so 0 means unused or used equally on both sides*/
|
|
} cv;
|
|
|
|
static void SHM_Shutdown(void)
|
|
{
|
|
SH_FreeShadowMesh_(&sh_tempshmesh);
|
|
BZ_Free(sh_tempshmesh.litleaves);
|
|
sh_tempshmesh.litleaves = NULL;
|
|
sh_tempshmesh.leafbytes = 0;
|
|
free(cv.tris);
|
|
free(cv.edges);
|
|
free(cv.points);
|
|
memset(&cv, 0, sizeof(cv));
|
|
}
|
|
|
|
#define VERT_POS_EPSILON (1.0f/32)
|
|
static int SHM_ComposeVolume_FindVert(float *vert)
|
|
{
|
|
int i;
|
|
for (i = 0; i < cv.numpoints; i++)
|
|
{
|
|
#if 1
|
|
if (cv.points[i][0] == vert[0] &&
|
|
cv.points[i][1] == vert[1] &&
|
|
cv.points[i][2] == vert[2])
|
|
#else
|
|
vec3_t d;
|
|
d[0] = cv.points[i][0]-vert[0];
|
|
d[1] = cv.points[i][1]-vert[1];
|
|
d[2] = cv.points[i][2]-vert[2];
|
|
if (d[0]*d[0] < VERT_POS_EPSILON &&
|
|
d[1]*d[1] < VERT_POS_EPSILON &&
|
|
d[2]*d[2] < VERT_POS_EPSILON)
|
|
#endif
|
|
return i;
|
|
}
|
|
VectorCopy(vert, cv.points[i]);
|
|
cv.numpoints++;
|
|
return i;
|
|
}
|
|
static int SHM_ComposeVolume_FindEdge(int v1, int v2)
|
|
{
|
|
int i;
|
|
for (i = 0; i < cv.numedges; i++)
|
|
{
|
|
if (cv.edges[i].vert[0] == v1 && cv.edges[i].vert[1] == v2)
|
|
return i;
|
|
if (cv.edges[i].vert[0] == v2 && cv.edges[i].vert[1] == v1)
|
|
return -(i+1);
|
|
}
|
|
cv.edges[i].vert[0] = v1;
|
|
cv.edges[i].vert[1] = v2;
|
|
cv.numedges++;
|
|
return i;
|
|
}
|
|
|
|
/*each triangle is coplanar, and all face the light, and its a triangle fan. this is a special case that provides a slight speedup*/
|
|
static void SHM_ComposeVolume_Fan(vecV_t *points, int numpoints)
|
|
{
|
|
int newmax;
|
|
int lastedge;
|
|
int i;
|
|
|
|
#define MAX_ARRAY_VERTS 65535
|
|
static index_t pointidx[MAX_ARRAY_VERTS];
|
|
|
|
/*make sure there's space*/
|
|
newmax = (cv.numpoints+numpoints + inc)&~(inc-1);
|
|
if (cv.maxpoints < newmax)
|
|
{
|
|
cv.maxpoints = newmax;
|
|
cv.points = BZ_Realloc(cv.points, newmax * sizeof(*cv.points));
|
|
}
|
|
newmax = (cv.numedges+(numpoints-2)*3 + inc)&~(inc-1);
|
|
if (cv.maxedges < newmax)
|
|
{
|
|
cv.maxedges = newmax;
|
|
cv.edges = BZ_Realloc(cv.edges, newmax * sizeof(*cv.edges));
|
|
}
|
|
newmax = (cv.numtris+(numpoints-2) + inc)&~(inc-1);
|
|
if (cv.maxtris < newmax)
|
|
{
|
|
cv.maxtris = newmax;
|
|
cv.tris = BZ_Realloc(cv.tris, newmax * sizeof(*cv.tris));
|
|
}
|
|
|
|
for (i = 0; i < numpoints; i++)
|
|
{
|
|
pointidx[i] = SHM_ComposeVolume_FindVert(points[i]);
|
|
}
|
|
lastedge = SHM_ComposeVolume_FindEdge(pointidx[0], pointidx[1]);
|
|
for (i = 2; i < numpoints; i++)
|
|
{
|
|
cv.tris[cv.numtris].edge[0] = lastedge;
|
|
cv.tris[cv.numtris].edge[1] = SHM_ComposeVolume_FindEdge(pointidx[i-1], pointidx[i]);
|
|
lastedge = SHM_ComposeVolume_FindEdge(pointidx[i], pointidx[0]);
|
|
cv.tris[cv.numtris].edge[2] = lastedge;
|
|
lastedge = -(lastedge+1);
|
|
cv.numtris++;
|
|
}
|
|
}
|
|
static void SHM_ComposeVolume_Soup(vecV_t *points, int numpoints, index_t *idx, int numidx)
|
|
{
|
|
int newmax;
|
|
int i;
|
|
|
|
#define MAX_ARRAY_VERTS 65535
|
|
static index_t pointidx[MAX_ARRAY_VERTS];
|
|
|
|
/*make sure there's space*/
|
|
newmax = (cv.numpoints+numpoints + inc)&~(inc-1);
|
|
if (cv.maxpoints < newmax)
|
|
{
|
|
cv.maxpoints = newmax;
|
|
cv.points = BZ_Realloc(cv.points, newmax * sizeof(*cv.points));
|
|
}
|
|
newmax = (cv.numedges+numidx + inc)&~(inc-1);
|
|
if (cv.maxedges < newmax)
|
|
{
|
|
cv.maxedges = newmax;
|
|
cv.edges = BZ_Realloc(cv.edges, newmax * sizeof(*cv.edges));
|
|
}
|
|
newmax = (cv.numtris+numidx/3 + inc)&~(inc-1);
|
|
if (cv.maxtris < newmax)
|
|
{
|
|
cv.maxtris = newmax;
|
|
cv.tris = BZ_Realloc(cv.tris, newmax * sizeof(*cv.tris));
|
|
}
|
|
|
|
for (i = 0; i < numpoints; i++)
|
|
{
|
|
pointidx[i] = SHM_ComposeVolume_FindVert(points[i]);
|
|
}
|
|
|
|
for (i = 0; i < numidx; i+=3, idx+=3)
|
|
{
|
|
cv.tris[cv.numtris].edge[0] = SHM_ComposeVolume_FindEdge(pointidx[idx[0]], pointidx[idx[1]]);
|
|
cv.tris[cv.numtris].edge[1] = SHM_ComposeVolume_FindEdge(pointidx[idx[1]], pointidx[idx[2]]);
|
|
cv.tris[cv.numtris].edge[2] = SHM_ComposeVolume_FindEdge(pointidx[idx[2]], pointidx[idx[0]]);
|
|
cv.numtris++;
|
|
}
|
|
}
|
|
/*call this function after generating litsurfs meshes*/
|
|
static void SHM_ComposeVolume_BruteForce(dlight_t *dl)
|
|
{
|
|
shadowmeshbatch_t *sms;
|
|
unsigned int tno;
|
|
unsigned int sno;
|
|
int i, e;
|
|
mesh_t *sm;
|
|
vec3_t ext;
|
|
float sc;
|
|
cv.numedges = 0;
|
|
cv.numpoints = 0;
|
|
cv.numtris = 0;
|
|
|
|
for (tno = 0; tno < sh_shmesh->numbatches; tno++)
|
|
{
|
|
sms = &sh_shmesh->batches[tno];
|
|
if (!sms->count)
|
|
continue;
|
|
if ((cl.worldmodel->shadowbatches[tno].tex->shader->flags & (SHADER_BLEND|SHADER_NODRAW)))
|
|
continue;
|
|
|
|
for (sno = 0; sno < sms->count; sno++)
|
|
{
|
|
sm = sms->s[sno];
|
|
|
|
if (sm->istrifan)
|
|
SHM_ComposeVolume_Fan(sm->xyz_array, sm->numvertexes);
|
|
else
|
|
SHM_ComposeVolume_Soup(sm->xyz_array, sm->numvertexes, sm->indexes, sm->numindexes);
|
|
}
|
|
}
|
|
|
|
/*FIXME: clip away overlapping triangles*/
|
|
|
|
if (cv.maxedgeuses < cv.numedges)
|
|
{
|
|
BZ_Free(cv.edgeuses);
|
|
cv.maxedgeuses = cv.numedges;
|
|
cv.edgeuses = Z_Malloc(cv.maxedgeuses * sizeof(*cv.edgeuses));
|
|
}
|
|
else
|
|
memset(cv.edgeuses, 0, cv.numedges * sizeof(*cv.edgeuses));
|
|
|
|
i = (sh_shmesh->numverts+cv.numpoints*6+inc+5)&~(inc-1); //and a bit of padding
|
|
if (sh_shmesh->maxverts < i)
|
|
{
|
|
sh_shmesh->maxverts = i;
|
|
sh_shmesh->verts = BZ_Realloc(sh_shmesh->verts, i * sizeof(*sh_shmesh->verts));
|
|
}
|
|
|
|
for (i = 0; i < cv.numpoints; i++)
|
|
{
|
|
/*front face*/
|
|
sh_shmesh->verts[(i * 2) + 0][0] = cv.points[i][0];
|
|
sh_shmesh->verts[(i * 2) + 0][1] = cv.points[i][1];
|
|
sh_shmesh->verts[(i * 2) + 0][2] = cv.points[i][2];
|
|
|
|
/*shadow direction*/
|
|
ext[0] = cv.points[i][0]-dl->origin[0];
|
|
ext[1] = cv.points[i][1]-dl->origin[1];
|
|
ext[2] = cv.points[i][2]-dl->origin[2];
|
|
|
|
sc = dl->radius * VectorNormalize(ext);
|
|
|
|
/*back face*/
|
|
sh_shmesh->verts[(i * 2) + 1][0] = cv.points[i][0] + ext[0] * sc;
|
|
sh_shmesh->verts[(i * 2) + 1][1] = cv.points[i][1] + ext[1] * sc;
|
|
sh_shmesh->verts[(i * 2) + 1][2] = cv.points[i][2] + ext[2] * sc;
|
|
}
|
|
sh_shmesh->numverts = i*2;
|
|
|
|
i = (sh_shmesh->numindicies+cv.numtris*6+cv.numedges*6+inc+5)&~(inc-1); //and a bit of padding
|
|
if (sh_shmesh->maxindicies < i)
|
|
{
|
|
sh_shmesh->maxindicies = i;
|
|
sh_shmesh->indicies = BZ_Realloc(sh_shmesh->indicies, i * sizeof(*sh_shmesh->indicies));
|
|
}
|
|
|
|
for (tno = 0; tno < cv.numtris; tno++)
|
|
{
|
|
for (i = 0; i < 3; i++)
|
|
{
|
|
e = cv.tris[tno].edge[i];
|
|
if (e < 0)
|
|
{
|
|
e = -(e+1);
|
|
cv.edgeuses[e]--;
|
|
e = cv.edges[e].vert[1];
|
|
}
|
|
else
|
|
{
|
|
cv.edgeuses[e]++;
|
|
e = cv.edges[e].vert[0];
|
|
}
|
|
|
|
sh_shmesh->indicies[sh_shmesh->numindicies+i] = e*2;
|
|
sh_shmesh->indicies[sh_shmesh->numindicies+5-i] = e*2 + 1;
|
|
}
|
|
sh_shmesh->numindicies += 6;
|
|
}
|
|
|
|
for (i = 0; i < cv.numedges; i++)
|
|
{
|
|
if (cv.edgeuses[i] > 0)
|
|
{
|
|
sh_shmesh->indicies[sh_shmesh->numindicies++] = cv.edges[i].vert[1]*2 + 0;
|
|
sh_shmesh->indicies[sh_shmesh->numindicies++] = cv.edges[i].vert[0]*2 + 0;
|
|
sh_shmesh->indicies[sh_shmesh->numindicies++] = cv.edges[i].vert[0]*2 + 1;
|
|
|
|
sh_shmesh->indicies[sh_shmesh->numindicies++] = cv.edges[i].vert[0]*2 + 1;
|
|
sh_shmesh->indicies[sh_shmesh->numindicies++] = cv.edges[i].vert[1]*2 + 1;
|
|
sh_shmesh->indicies[sh_shmesh->numindicies++] = cv.edges[i].vert[1]*2 + 0;
|
|
}
|
|
else if (cv.edgeuses[i] < 0)
|
|
{
|
|
//generally should not happen...
|
|
sh_shmesh->indicies[sh_shmesh->numindicies++] = cv.edges[i].vert[1]*2 + 0;
|
|
sh_shmesh->indicies[sh_shmesh->numindicies++] = cv.edges[i].vert[0]*2 + 1;
|
|
sh_shmesh->indicies[sh_shmesh->numindicies++] = cv.edges[i].vert[0]*2 + 0;
|
|
|
|
sh_shmesh->indicies[sh_shmesh->numindicies++] = cv.edges[i].vert[0]*2 + 1;
|
|
sh_shmesh->indicies[sh_shmesh->numindicies++] = cv.edges[i].vert[1]*2 + 0;
|
|
sh_shmesh->indicies[sh_shmesh->numindicies++] = cv.edges[i].vert[1]*2 + 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
static struct shadowmesh_s *SHM_BuildShadowMesh(dlight_t *dl, unsigned char *lvis, unsigned char *vvis, int type)
|
|
{
|
|
float *v1, *v2;
|
|
vec3_t v3, v4;
|
|
|
|
if (dl->worldshadowmesh && !dl->rebuildcache && dl->worldshadowmesh->type == type)
|
|
return dl->worldshadowmesh;
|
|
|
|
if (!lvis)
|
|
{
|
|
int clus;
|
|
clus = cl.worldmodel->funcs.ClusterForPoint(cl.worldmodel, dl->origin);
|
|
lvis = cl.worldmodel->funcs.ClusterPVS(cl.worldmodel, clus, lvisb, sizeof(lvisb));
|
|
}
|
|
|
|
firstedge=0;
|
|
|
|
if (cl.worldmodel->type == mod_brush)
|
|
{
|
|
switch(cl.worldmodel->fromgame)
|
|
{
|
|
case fg_quake:
|
|
case fg_halflife:
|
|
/*if (!dl->die)
|
|
{
|
|
SHM_BeginShadowMesh(dl, true);
|
|
SHM_MarkLeavesQ1(dl, lvis);
|
|
SHM_RecursiveWorldNodeQ1_r(dl, cl.worldmodel->nodes);
|
|
if (!surfonly)
|
|
SHM_ComposeVolume_BruteForce(dl);
|
|
}
|
|
else*/
|
|
{
|
|
SHM_BeginShadowMesh(dl, type);
|
|
|
|
SHM_MarkLeavesQ1(dl, lvis);
|
|
SHM_RecursiveWorldNodeQ1_r(dl, cl.worldmodel->nodes);
|
|
}
|
|
break;
|
|
#ifdef Q2BSPS
|
|
case fg_quake2:
|
|
SHM_BeginShadowMesh(dl, type);
|
|
SHM_MarkLeavesQ2(dl, lvis, vvis);
|
|
SHM_RecursiveWorldNodeQ2_r(dl, cl.worldmodel->nodes);
|
|
break;
|
|
#endif
|
|
#ifdef Q3BSPS
|
|
case fg_quake3:
|
|
/*q3 doesn't have edge info*/
|
|
SHM_BeginShadowMesh(dl, type);
|
|
|
|
sh_shadowframe++;
|
|
SHM_RecursiveWorldNodeQ3_r(dl, cl.worldmodel->nodes);
|
|
if (type == SMT_STENCILVOLUME)
|
|
SHM_ComposeVolume_BruteForce(dl);
|
|
break;
|
|
#endif
|
|
default:
|
|
return NULL;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SHM_BeginShadowMesh(dl, type);
|
|
sh_shadowframe++;
|
|
}
|
|
|
|
/*generate edge polys for map types that need it (q1/q2)*/
|
|
switch (type)
|
|
{
|
|
case SMT_STENCILVOLUME:
|
|
SHM_BeginQuads();
|
|
while(firstedge)
|
|
{
|
|
//border
|
|
v1 = cl.worldmodel->vertexes[cl.worldmodel->edges[firstedge].v[0]].position;
|
|
v2 = cl.worldmodel->vertexes[cl.worldmodel->edges[firstedge].v[1]].position;
|
|
|
|
//get positions of v3 and v4 based on the light position
|
|
v3[0] = v1[0] + ( v1[0]-dl->origin[0] )*PROJECTION_DISTANCE;
|
|
v3[1] = v1[1] + ( v1[1]-dl->origin[1] )*PROJECTION_DISTANCE;
|
|
v3[2] = v1[2] + ( v1[2]-dl->origin[2] )*PROJECTION_DISTANCE;
|
|
|
|
v4[0] = v2[0] + ( v2[0]-dl->origin[0] )*PROJECTION_DISTANCE;
|
|
v4[1] = v2[1] + ( v2[1]-dl->origin[1] )*PROJECTION_DISTANCE;
|
|
v4[2] = v2[2] + ( v2[2]-dl->origin[2] )*PROJECTION_DISTANCE;
|
|
|
|
if (edge[firstedge].count > 0)
|
|
{
|
|
SHM_Vertex3fv(v3);
|
|
SHM_Vertex3fv(v4);
|
|
SHM_Vertex3fv(v2);
|
|
SHM_Vertex3fv(v1);
|
|
}
|
|
else
|
|
{
|
|
SHM_Vertex3fv(v1);
|
|
SHM_Vertex3fv(v2);
|
|
SHM_Vertex3fv(v4);
|
|
SHM_Vertex3fv(v3);
|
|
}
|
|
edge[firstedge].count=0;
|
|
|
|
firstedge = edge[firstedge].next;
|
|
}
|
|
SHM_End();
|
|
break;
|
|
}
|
|
|
|
return SHM_FinishShadowMesh(dl);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
static qboolean Sh_VisOverlaps(qbyte *v1, qbyte *v2)
|
|
{
|
|
int i, m;
|
|
if (!v2 || !v1)
|
|
return false;
|
|
m = (cl.worldmodel->numclusters+7)>>3;
|
|
|
|
for (i=(m&~3) ; i<m ; i++)
|
|
{
|
|
if (v1[i] & v2[i])
|
|
return true;
|
|
}
|
|
m>>=2;
|
|
for (i=0 ; i<m ; i++)
|
|
{
|
|
if (((unsigned int*)v1)[i] & ((unsigned int*)v2)[i])
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
#if 1
|
|
#define Sh_LeafInView Sh_VisOverlaps
|
|
#else
|
|
static qboolean Sh_LeafInView(qbyte *lightvis, qbyte *vvis)
|
|
{
|
|
int i;
|
|
int m = (cl.worldmodel->numvisleafs);
|
|
mleaf_t *wl = cl.worldmodel->leafs;
|
|
unsigned char lv;
|
|
|
|
/*we can potentially walk off the end of the leafs, but lightvis shouldn't be set for those*/
|
|
|
|
|
|
for (i = 0; i < m; i += 1<<3)
|
|
{
|
|
lv = lightvis[i>>3];// & vvis[i>>3];
|
|
if (!lv)
|
|
continue;
|
|
if ((lv&0x01) && wl[i+0].visframe == r_visframecount) return true;
|
|
if ((lv&0x02) && wl[i+1].visframe == r_visframecount) return true;
|
|
if ((lv&0x04) && wl[i+2].visframe == r_visframecount) return true;
|
|
if ((lv&0x08) && wl[i+3].visframe == r_visframecount) return true;
|
|
if ((lv&0x10) && wl[i+4].visframe == r_visframecount) return true;
|
|
if ((lv&0x20) && wl[i+5].visframe == r_visframecount) return true;
|
|
if ((lv&0x40) && wl[i+6].visframe == r_visframecount) return true;
|
|
if ((lv&0x80) && wl[i+7].visframe == r_visframecount) return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
#endif
|
|
|
|
|
|
/*
|
|
static void Sh_Scissor (srect_t *r)
|
|
{
|
|
//float xs = vid.pixelwidth / (float)vid.width, ys = vid.pixelheight / (float)vid.height;
|
|
switch(qrenderer)
|
|
{
|
|
case QR_NONE:
|
|
case QR_SOFTWARE:
|
|
case QR_DIRECT3D11:
|
|
default:
|
|
break;
|
|
|
|
case QR_OPENGL:
|
|
#ifdef GLQUAKE
|
|
qglScissor(
|
|
floor(r_refdef.pxrect.x + r->x*r_refdef.pxrect.width),
|
|
floor((r_refdef.pxrect.y + r->y*r_refdef.pxrect.height) - r_refdef.pxrect.height),
|
|
ceil(r->width * r_refdef.pxrect.width),
|
|
ceil(r->height * r_refdef.pxrect.height));
|
|
qglEnable(GL_SCISSOR_TEST);
|
|
|
|
if (qglDepthBoundsEXT)
|
|
{
|
|
qglDepthBoundsEXT(r->dmin, r->dmax);
|
|
qglEnable(GL_DEPTH_BOUNDS_TEST_EXT);
|
|
}
|
|
#endif
|
|
break;
|
|
case QR_DIRECT3D9:
|
|
#ifdef D3D9QUAKE
|
|
{
|
|
RECT rect;
|
|
rect.left = r->x;
|
|
rect.right = r->x + r->width;
|
|
rect.top = r->y;
|
|
rect.bottom = r->y + r->height;
|
|
IDirect3DDevice9_SetScissorRect(pD3DDev9, &rect);
|
|
}
|
|
#endif
|
|
break;
|
|
}
|
|
}
|
|
static void Sh_ScissorOff (void)
|
|
{
|
|
switch(qrenderer)
|
|
{
|
|
default:
|
|
break;
|
|
case QR_OPENGL:
|
|
#ifdef GLQUAKE
|
|
qglDisable(GL_SCISSOR_TEST);
|
|
if (qglDepthBoundsEXT)
|
|
qglDisable(GL_DEPTH_BOUNDS_TEST_EXT);
|
|
#endif
|
|
break;
|
|
case QR_DIRECT3D9:
|
|
#ifdef D3D9QUAKE
|
|
#endif
|
|
break;
|
|
}
|
|
}
|
|
*/
|
|
#if 0
|
|
static qboolean Sh_ScissorForSphere(vec3_t center, float radius, vrect_t *rect)
|
|
{
|
|
/*return false to say that its fully offscreen*/
|
|
|
|
float v[4], tempv[4];
|
|
extern cvar_t temp1;
|
|
int i;
|
|
vrect_t r;
|
|
|
|
radius *= temp1.value;
|
|
|
|
rect->x = 0;
|
|
rect->y = 0;
|
|
rect->width = vid.pixelwidth;
|
|
rect->height = vid.pixelheight;
|
|
|
|
|
|
/*
|
|
for (i = 0; i < 4; i++)
|
|
{
|
|
v[3] = 1;
|
|
VectorMA(center, radius, frustum[i].normal, v);
|
|
|
|
tempv[0] = r_refdef.m_view[0]*v[0] + r_refdef.m_view[4]*v[1] + r_refdef.m_view[8]*v[2] + r_refdef.m_view[12]*v[3];
|
|
tempv[1] = r_refdef.m_view[1]*v[0] + r_refdef.m_view[5]*v[1] + r_refdef.m_view[9]*v[2] + r_refdef.m_view[13]*v[3];
|
|
tempv[2] = r_refdef.m_view[2]*v[0] + r_refdef.m_view[6]*v[1] + r_refdef.m_view[10]*v[2] + r_refdef.m_view[14]*v[3];
|
|
tempv[3] = r_refdef.m_view[3]*v[0] + r_refdef.m_view[7]*v[1] + r_refdef.m_view[11]*v[2] + r_refdef.m_view[15]*v[3];
|
|
|
|
product[0] = r_refdef.m_projection[0]*tempv[0] + r_refdef.m_projection[4]*tempv[1] + r_refdef.m_projection[8]*tempv[2] + r_refdef.m_projection[12]*tempv[3];
|
|
product[1] = r_refdef.m_projection[1]*tempv[0] + r_refdef.m_projection[5]*tempv[1] + r_refdef.m_projection[9]*tempv[2] + r_refdef.m_projection[13]*tempv[3];
|
|
product[2] = r_refdef.m_projection[2]*tempv[0] + r_refdef.m_projection[6]*tempv[1] + r_refdef.m_projection[10]*tempv[2] + r_refdef.m_projection[14]*tempv[3];
|
|
product[3] = r_refdef.m_projection[3]*tempv[0] + r_refdef.m_projection[7]*tempv[1] + r_refdef.m_projection[11]*tempv[2] + r_refdef.m_projection[15]*tempv[3];
|
|
|
|
v[0] /= v[3];
|
|
v[1] /= v[3];
|
|
v[2] /= v[3];
|
|
|
|
out[0] = (1+v[0])/2;
|
|
out[1] = (1+v[1])/2;
|
|
out[2] = (1+v[2])/2;
|
|
|
|
r.x
|
|
}
|
|
*/
|
|
return false;
|
|
}
|
|
#endif
|
|
|
|
#define BoxesOverlap(a,b,c,d) ((a)[0] <= (d)[0] && (b)[0] >= (c)[0] && (a)[1] <= (d)[1] && (b)[1] >= (c)[1] && (a)[2] <= (d)[2] && (b)[2] >= (c)[2])
|
|
static qboolean Sh_ScissorForBox(vec3_t mins, vec3_t maxs, srect_t *r)
|
|
{
|
|
static const int edge[12][2] =
|
|
{
|
|
{0, 1}, {0, 2}, {1, 3}, {2, 3},
|
|
{4, 5}, {4, 6}, {5, 7}, {6, 7},
|
|
{0, 4}, {1, 5}, {2, 6}, {3, 7}
|
|
};
|
|
//the box is a simple cube.
|
|
//clip each vert to the near clip plane
|
|
//insert a replacement vertex for edges that cross the nearclip plane where it crosses
|
|
//calc the scissor rect from projecting the verts that survived, plus the clipped edge ones.
|
|
float ncpdist;
|
|
float dist[8];
|
|
int sign[8];
|
|
vec4_t vert[20];
|
|
vec3_t p[8];
|
|
int numverts = 0, i, v1, v2;
|
|
vec4_t v,tv;
|
|
float frac;
|
|
float x,x1,x2,y,y1,y2;
|
|
double z, z1, z2;
|
|
extern cvar_t gl_mindist;
|
|
|
|
r->x = 0;
|
|
r->y = 0;
|
|
r->width = 1;
|
|
r->height = 1;
|
|
r->dmin = 0;
|
|
r->dmax = 1;
|
|
if (!r_shadow_scissor.ival)
|
|
{
|
|
r->x = 0;
|
|
r->y = 0;
|
|
r->width = 1;
|
|
r->height = 1;
|
|
return false;
|
|
}
|
|
/*if view is inside the box, then skip this maths*/
|
|
// if (BoxesOverlap(r_refdef.vieworg, r_refdef.vieworg, mins, maxs))
|
|
// {
|
|
// return false;
|
|
// }
|
|
|
|
ncpdist = DotProduct(r_refdef.vieworg, vpn) + gl_mindist.value;
|
|
|
|
for (i = 0; i < 8; i++)
|
|
{
|
|
p[i][0] = (i & 1) ? mins[0] : maxs[0];
|
|
p[i][1] = (i & 2) ? mins[1] : maxs[1];
|
|
p[i][2] = (i & 4) ? mins[2] : maxs[2];
|
|
dist[i] = ncpdist - DotProduct(p[i], vpn);
|
|
sign[i] = (dist[i] > 0);
|
|
if (!sign[i])
|
|
{
|
|
VectorCopy(p[i], vert[numverts]);
|
|
numverts++;
|
|
}
|
|
}
|
|
|
|
/*fully clipped by near plane*/
|
|
if (!numverts)
|
|
return true;
|
|
|
|
if (numverts != 8)
|
|
{
|
|
/*crosses near clip plane somewhere*/
|
|
for (i = 0; i < 12; i++)
|
|
{
|
|
v1 = edge[i][0];
|
|
v2 = edge[i][1];
|
|
if (sign[v1] != sign[v2])
|
|
{
|
|
frac = dist[v1] / (dist[v1] - dist[v2]);
|
|
VectorInterpolate(p[v1], frac, p[v2], vert[numverts]);
|
|
numverts++;
|
|
}
|
|
}
|
|
}
|
|
x1 = y1 = z1 = 1;
|
|
x2 = y2 = z2 = -1;
|
|
/*transform each vert to get the screen pos*/
|
|
for (i = 0; i < numverts; i++)
|
|
{
|
|
vert[i][3] = 1;
|
|
Matrix4x4_CM_Transform4(r_refdef.m_view, vert[i], tv);
|
|
Matrix4x4_CM_Transform4(r_refdef.m_projection, tv, v);
|
|
|
|
x = v[0] / v[3];
|
|
y = v[1] / v[3];
|
|
z = (double)v[2] / v[3];
|
|
if (x < x1) x1 = x;
|
|
if (x > x2) x2 = x;
|
|
if (y < y1) y1 = y;
|
|
if (y > y2) y2 = y;
|
|
if (z < z1) z1 = z;
|
|
if (z > z2) z2 = z;
|
|
}
|
|
x1 = (1+x1) / 2;
|
|
x2 = (1+x2) / 2;
|
|
y1 = (1+y1) / 2;
|
|
y2 = (1+y2) / 2;
|
|
z1 = (1+z1) / 2;
|
|
z2 = (1+z2) / 2;
|
|
|
|
if (x1 < 0)
|
|
x1 = 0;
|
|
if (y1 < 0)
|
|
y1 = 0;
|
|
if (x2 < 0)
|
|
x2 = 0;
|
|
if (y2 < 0)
|
|
y2 = 0;
|
|
if (x1 > 1)
|
|
x1 = 1;
|
|
if (y1 > 1)
|
|
y1 = 1;
|
|
if (x2 > 1)
|
|
x2 = 1;
|
|
if (y2 > 1)
|
|
y2 = 1;
|
|
r->x = x1;
|
|
r->y = y1;
|
|
r->width = x2 - r->x;
|
|
r->height = y2 - r->y;
|
|
if (r->width == 0 || r->height == 0)
|
|
return true; //meh
|
|
|
|
r->dmin = z1;
|
|
r->dmax = z2;
|
|
return false;
|
|
}
|
|
|
|
#if 0
|
|
static qboolean Sh_ScissorForBox(vec3_t mins, vec3_t maxs, vrect_t *r)
|
|
{
|
|
int i, ix1, iy1, ix2, iy2;
|
|
float x1, y1, x2, y2, x, y, f;
|
|
vec3_t smins, smaxs;
|
|
vec4_t v, v2;
|
|
|
|
r->x = 0;
|
|
r->y = 0;
|
|
r->width = vid.pixelwidth;
|
|
r->height = vid.pixelheight;
|
|
if (0)//!r_shadow_scissor.integer)
|
|
{
|
|
return false;
|
|
}
|
|
// if view is inside the box, just say yes it's fully visible
|
|
if (BoxesOverlap(r_refdef.vieworg, r_refdef.vieworg, mins, maxs))
|
|
{
|
|
return false;
|
|
}
|
|
for (i = 0;i < 3;i++)
|
|
{
|
|
if (vpn[i] >= 0)
|
|
{
|
|
v[i] = mins[i];
|
|
v2[i] = maxs[i];
|
|
}
|
|
else
|
|
{
|
|
v[i] = maxs[i];
|
|
v2[i] = mins[i];
|
|
}
|
|
}
|
|
f = DotProduct(vpn, r_refdef.vieworg);
|
|
if (DotProduct(vpn, v2) <= f)
|
|
{
|
|
// entirely behind nearclip plane, entirely obscured
|
|
return true;
|
|
}
|
|
if (DotProduct(vpn, v) >= f)
|
|
{
|
|
// entirely infront of nearclip plane
|
|
x1 = y1 = x2 = y2 = 0;
|
|
for (i = 0;i < 8;i++)
|
|
{
|
|
v[0] = (i & 1) ? mins[0] : maxs[0];
|
|
v[1] = (i & 2) ? mins[1] : maxs[1];
|
|
v[2] = (i & 4) ? mins[2] : maxs[2];
|
|
v[3] = 1.0f;
|
|
Matrix4x4_CM_Project(v, v2, r_refdef.viewangles, r_refdef.vieworg, r_refdef.fov_x, r_refdef.fov_y);
|
|
v2[0]*=vid.pixelwidth;
|
|
v2[1]*=vid.pixelheight;
|
|
// GL_TransformToScreen(v, v2);
|
|
//Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
|
|
x = v2[0];
|
|
y = v2[1];
|
|
if (i)
|
|
{
|
|
if (x1 > x) x1 = x;
|
|
if (x2 < x) x2 = x;
|
|
if (y1 > y) y1 = y;
|
|
if (y2 < y) y2 = y;
|
|
}
|
|
else
|
|
{
|
|
x1 = x2 = x;
|
|
y1 = y2 = y;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// clipped by nearclip plane
|
|
// this is nasty and crude...
|
|
// create viewspace bbox
|
|
i = 0;
|
|
/*unrolled the first iteration to avoid warnings*/
|
|
v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_refdef.vieworg[0];
|
|
v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_refdef.vieworg[1];
|
|
v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_refdef.vieworg[2];
|
|
v2[0] = DotProduct(v, vright);
|
|
v2[1] = DotProduct(v, vup);
|
|
v2[2] = DotProduct(v, vpn);
|
|
smins[0] = smaxs[0] = v2[0];
|
|
smins[1] = smaxs[1] = v2[1];
|
|
smins[2] = smaxs[2] = v2[2];
|
|
for (i = 1;i < 8;i++)
|
|
{
|
|
v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_refdef.vieworg[0];
|
|
v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_refdef.vieworg[1];
|
|
v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_refdef.vieworg[2];
|
|
v2[0] = DotProduct(v, vright);
|
|
v2[1] = DotProduct(v, vup);
|
|
v2[2] = DotProduct(v, vpn);
|
|
if (smins[0] > v2[0]) smins[0] = v2[0];
|
|
if (smaxs[0] < v2[0]) smaxs[0] = v2[0];
|
|
if (smins[1] > v2[1]) smins[1] = v2[1];
|
|
if (smaxs[1] < v2[1]) smaxs[1] = v2[1];
|
|
if (smins[2] > v2[2]) smins[2] = v2[2];
|
|
if (smaxs[2] < v2[2]) smaxs[2] = v2[2];
|
|
}
|
|
// now we have a bbox in viewspace
|
|
// clip it to the view plane
|
|
if (smins[2] < 1)
|
|
smins[2] = 1;
|
|
// return true if that culled the box
|
|
if (smins[2] >= smaxs[2])
|
|
return true;
|
|
// ok some of it is infront of the view, transform each corner back to
|
|
// worldspace and then to screenspace and make screen rect
|
|
// initialize these variables just to avoid compiler warnings
|
|
x1 = y1 = x2 = y2 = 0;
|
|
for (i = 0;i < 8;i++)
|
|
{
|
|
v2[0] = (i & 1) ? smins[0] : smaxs[0];
|
|
v2[1] = (i & 2) ? smins[1] : smaxs[1];
|
|
v2[2] = (i & 4) ? smins[2] : smaxs[2];
|
|
v[0] = v2[0] * vright[0] + v2[1] * vup[0] + v2[2] * vpn[0] + r_refdef.vieworg[0];
|
|
v[1] = v2[0] * vright[1] + v2[1] * vup[1] + v2[2] * vpn[1] + r_refdef.vieworg[1];
|
|
v[2] = v2[0] * vright[2] + v2[1] * vup[2] + v2[2] * vpn[2] + r_refdef.vieworg[2];
|
|
v[3] = 1.0f;
|
|
Matrix4x4_CM_Project(v, v2, r_refdef.viewangles, r_refdef.vieworg, r_refdef.fov_x, r_refdef.fov_y);
|
|
v2[0]*=vid.pixelwidth;
|
|
v2[1]*=vid.pixelheight;
|
|
//Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
|
|
x = v2[0];
|
|
y = v2[1];
|
|
if (i)
|
|
{
|
|
if (x1 > x) x1 = x;
|
|
if (x2 < x) x2 = x;
|
|
if (y1 > y) y1 = y;
|
|
if (y2 < y) y2 = y;
|
|
}
|
|
else
|
|
{
|
|
x1 = x2 = x;
|
|
y1 = y2 = y;
|
|
}
|
|
}
|
|
#if 1
|
|
// this code doesn't handle boxes with any points behind view properly
|
|
x1 = 1000;x2 = -1000;
|
|
y1 = 1000;y2 = -1000;
|
|
for (i = 0;i < 8;i++)
|
|
{
|
|
v[0] = (i & 1) ? mins[0] : maxs[0];
|
|
v[1] = (i & 2) ? mins[1] : maxs[1];
|
|
v[2] = (i & 4) ? mins[2] : maxs[2];
|
|
v[3] = 1.0f;
|
|
Matrix4x4_CM_Project(v, v2, r_refdef.viewangles, r_refdef.vieworg, r_refdef.fov_x, r_refdef.fov_y);
|
|
v2[0]*=vid.pixelwidth;
|
|
v2[1]*=vid.pixelheight;
|
|
//Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
|
|
if (v2[2] > 0)
|
|
{
|
|
x = v2[0];
|
|
y = v2[1];
|
|
|
|
if (x1 > x) x1 = x;
|
|
if (x2 < x) x2 = x;
|
|
if (y1 > y) y1 = y;
|
|
if (y2 < y) y2 = y;
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
ix1 = x1 - 1.0f;
|
|
iy1 = y1 - 1.0f;
|
|
ix2 = x2 + 1.0f;
|
|
iy2 = y2 + 1.0f;
|
|
//Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
|
|
if (ix1 < r->x) ix1 = r->x;
|
|
if (iy1 < r->y) iy1 = r->y;
|
|
if (ix2 > r->x + r->width) ix2 = r->x + r->width;
|
|
if (iy2 > r->y + r->height) iy2 = r->y + r->height;
|
|
if (ix2 <= ix1 || iy2 <= iy1)
|
|
return true;
|
|
// set up the scissor rectangle
|
|
|
|
r->x = ix1;
|
|
r->y = iy1;
|
|
r->width = ix2 - ix1;
|
|
r->height = iy2 - iy1;
|
|
return false;
|
|
}
|
|
#endif
|
|
|
|
#ifdef GLQUAKE
|
|
#ifdef DBG_COLOURNOTDEPTH
|
|
void GL_BeginRenderBuffer_DepthOnly(texid_t depthtexture)
|
|
{
|
|
if (gl_config.ext_framebuffer_objects)
|
|
{
|
|
if (!shadow_fbo_id)
|
|
{
|
|
int drb;
|
|
qglGenFramebuffersEXT(1, &shadow_fbo_id);
|
|
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, shadow_fbo_id);
|
|
|
|
//create an unnamed depth buffer
|
|
// qglGenRenderbuffersEXT(1, &drb);
|
|
// qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, drb);
|
|
// qglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24_ARB, SHADOWMAP_SIZE*3, SHADOWMAP_SIZE*2);
|
|
// qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, drb);
|
|
|
|
qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
|
|
qglReadBuffer(GL_NONE);
|
|
}
|
|
else
|
|
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, shadow_fbo_id);
|
|
|
|
if (TEXVALID(depthtexture))
|
|
qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, depthtexture.num, 0);
|
|
}
|
|
}
|
|
#else
|
|
void GL_BeginRenderBuffer_DepthOnly(texid_t depthtexture)
|
|
{
|
|
if (gl_config.ext_framebuffer_objects)
|
|
{
|
|
if (!shadow_fbo_id)
|
|
{
|
|
qglGenFramebuffersEXT(1, &shadow_fbo_id);
|
|
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, shadow_fbo_id);
|
|
qglDrawBuffer(GL_NONE);
|
|
qglReadBuffer(GL_NONE);
|
|
}
|
|
else
|
|
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, shadow_fbo_id);
|
|
|
|
if (shadow_fbo_depth_num != depthtexture.num)
|
|
{
|
|
shadow_fbo_depth_num = depthtexture.num;
|
|
if (TEXVALID(depthtexture))
|
|
qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, depthtexture.num, 0);
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
void GL_EndRenderBuffer_DepthOnly(int restorefbo, texid_t depthtexture, int texsize)
|
|
{
|
|
if (gl_config.ext_framebuffer_objects)
|
|
{
|
|
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, restorefbo);
|
|
}
|
|
else
|
|
{
|
|
GL_MTBind(0, GL_TEXTURE_2D, depthtexture);
|
|
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texsize, texsize);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
void D3D11BE_BeginShadowmapFace(void);
|
|
|
|
//determine the 5 bounding points of a shadowmap light projection side
|
|
//needs to match Sh_GenShadowFace
|
|
static void Sh_LightFrustumPlanes(dlight_t *l, vec4_t *planes, int face)
|
|
{
|
|
vec3_t tmp;
|
|
int axis0, axis1, axis2;
|
|
int dir;
|
|
int i;
|
|
//+x,+y,+z,-x,-y,-z
|
|
axis0 = (face+0)%3; //our major axis
|
|
axis1 = (face+1)%3;
|
|
axis2 = (face+2)%3;
|
|
dir = (face >= 3)?-1:1;
|
|
|
|
//center point is always the same
|
|
VectorCopy(l->origin, planes[4]);
|
|
VectorScale(l->axis[axis0], dir, planes[4]);
|
|
VectorNormalize(planes[4]);
|
|
planes[4][3] = r_shadow_shadowmapping_nearclip.value + DotProduct(planes[4], l->origin);
|
|
|
|
for (i = 0; i < 4; i++)
|
|
{
|
|
VectorScale(l->axis[axis0], dir, tmp);
|
|
VectorMA(tmp, ((i&1)?1:-1), l->axis[axis1], tmp);
|
|
VectorMA(tmp, ((i&2)?1:-1), l->axis[axis2], planes[i]);
|
|
VectorNormalize(planes[i]);
|
|
planes[i][3] = DotProduct(planes[i], l->origin);
|
|
}
|
|
}
|
|
|
|
//culling for the face happens in the caller.
|
|
//these faces should thus match Sh_LightFrustumPlanes
|
|
static void Sh_GenShadowFace(dlight_t *l, shadowmesh_t *smesh, int face, int smsize, float proj[16])
|
|
{
|
|
vec3_t t1,t2,t3;
|
|
texture_t *tex;
|
|
int tno;
|
|
|
|
/* if (face >= 3)
|
|
face -= 3;
|
|
else
|
|
face += 3;
|
|
*/
|
|
switch(face)
|
|
{
|
|
case 0:
|
|
//down
|
|
VectorCopy(l->axis[0], t1);
|
|
VectorCopy(l->axis[1], t2);
|
|
VectorCopy(l->axis[2], t3);
|
|
Matrix4x4_CM_LightMatrixFromAxis(r_refdef.m_view, t1, t2, t3, l->origin);
|
|
r_refdef.flipcull = 0;
|
|
break;
|
|
case 1:
|
|
//back
|
|
VectorCopy(l->axis[2], t1);
|
|
VectorCopy(l->axis[1], t2);
|
|
VectorCopy(l->axis[0], t3);
|
|
Matrix4x4_CM_LightMatrixFromAxis(r_refdef.m_view, t1, t2, t3, l->origin);
|
|
r_refdef.flipcull = SHADER_CULL_FLIP;
|
|
break;
|
|
case 2:
|
|
//right
|
|
VectorCopy(l->axis[0], t1);
|
|
VectorCopy(l->axis[2], t2);
|
|
VectorCopy(l->axis[1], t3);
|
|
Matrix4x4_CM_LightMatrixFromAxis(r_refdef.m_view, t1, t2, t3, l->origin);
|
|
r_refdef.flipcull = SHADER_CULL_FLIP;
|
|
break;
|
|
case 3:
|
|
//up
|
|
VectorCopy(l->axis[0], t1);
|
|
VectorCopy(l->axis[1], t2);
|
|
VectorCopy(l->axis[2], t3);
|
|
VectorNegate(t3, t3);
|
|
Matrix4x4_CM_LightMatrixFromAxis(r_refdef.m_view, t1, t2, t3, l->origin);
|
|
r_refdef.flipcull = SHADER_CULL_FLIP;
|
|
break;
|
|
case 4:
|
|
//forward
|
|
VectorCopy(l->axis[2], t1);
|
|
VectorCopy(l->axis[1], t2);
|
|
VectorCopy(l->axis[0], t3);
|
|
VectorNegate(t3, t3);
|
|
Matrix4x4_CM_LightMatrixFromAxis(r_refdef.m_view, t1, t2, t3, l->origin);
|
|
r_refdef.flipcull = 0;
|
|
break;
|
|
case 5:
|
|
//left
|
|
VectorCopy(l->axis[0], t1);
|
|
VectorCopy(l->axis[2], t2);
|
|
VectorCopy(l->axis[1], t3);
|
|
VectorNegate(t3, t3);
|
|
Matrix4x4_CM_LightMatrixFromAxis(r_refdef.m_view, t1, t2, t3, l->origin);
|
|
r_refdef.flipcull = 0;
|
|
break;
|
|
}
|
|
|
|
if (l->fov)
|
|
{
|
|
r_refdef.pxrect.x = (SHADOWMAP_SIZE-smsize)/2;
|
|
r_refdef.pxrect.width = smsize;
|
|
r_refdef.pxrect.height = smsize;
|
|
r_refdef.pxrect.y = (SHADOWMAP_SIZE-smsize)/2;
|
|
r_refdef.pxrect.maxheight = SHADOWMAP_SIZE;
|
|
}
|
|
else
|
|
{
|
|
r_refdef.pxrect.x = (face%3 * SHADOWMAP_SIZE) + (SHADOWMAP_SIZE-smsize)/2;
|
|
r_refdef.pxrect.width = smsize;
|
|
r_refdef.pxrect.height = smsize;
|
|
r_refdef.pxrect.y = (((face<3)*SHADOWMAP_SIZE) + (SHADOWMAP_SIZE-smsize)/2);
|
|
r_refdef.pxrect.maxheight = SHADOWMAP_SIZE*2;
|
|
}
|
|
|
|
R_SetFrustum(proj, r_refdef.m_view);
|
|
|
|
#ifdef DBG_COLOURNOTDEPTH
|
|
BE_SelectMode(BEM_STANDARD);
|
|
#else
|
|
BE_SelectMode(BEM_DEPTHONLY);
|
|
#endif
|
|
|
|
BE_SelectEntity(&r_worldentity);
|
|
|
|
|
|
switch(qrenderer)
|
|
{
|
|
#ifdef GLQUAKE
|
|
case QR_OPENGL:
|
|
GL_ViewportUpdate();
|
|
GL_CullFace(SHADER_CULL_FRONT);
|
|
GLBE_RenderShadowBuffer(smesh->numverts, smesh->vebo[0], smesh->verts, smesh->numindicies, smesh->vebo[1], smesh->indicies);
|
|
break;
|
|
#endif
|
|
#ifdef D3D11QUAKE
|
|
case QR_DIRECT3D11:
|
|
//d3d render targets are upside down
|
|
r_refdef.pxrect.y = r_refdef.pxrect.maxheight -(r_refdef.pxrect.y+r_refdef.pxrect.height);
|
|
D3D11BE_BeginShadowmapFace();
|
|
D3D11BE_RenderShadowBuffer(smesh->numverts, smesh->d3d11_vbuffer, smesh->numindicies, smesh->d3d11_ibuffer);
|
|
break;
|
|
#endif
|
|
default:
|
|
//FIXME: should be able to merge batches between textures+lightmaps.
|
|
for (tno = 0; tno < smesh->numbatches; tno++)
|
|
{
|
|
if (!smesh->batches[tno].count)
|
|
continue;
|
|
tex = cl.worldmodel->shadowbatches[tno].tex;
|
|
if (tex->shader->flags & SHADER_NODLIGHT) //FIXME: shadows not lights
|
|
continue;
|
|
BE_DrawMesh_List(tex->shader, smesh->batches[tno].count, smesh->batches[tno].s, cl.worldmodel->shadowbatches[tno].vbo, &tex->shader->defaulttextures, 0);
|
|
}
|
|
break;
|
|
}
|
|
|
|
//fixme: this walks through the entity lists up to 6 times per frame.
|
|
switch(qrenderer)
|
|
{
|
|
default:
|
|
break;
|
|
#ifdef GLQUAKE
|
|
case QR_OPENGL:
|
|
GLBE_BaseEntTextures();
|
|
break;
|
|
#endif
|
|
#ifdef D3D9QUAKE
|
|
case QR_DIRECT3D9:
|
|
D3D9BE_BaseEntTextures();
|
|
break;
|
|
#endif
|
|
#ifdef D3D11QUAKE
|
|
case QR_DIRECT3D11:
|
|
D3D11BE_BaseEntTextures();
|
|
break;
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
{
|
|
int i;
|
|
static float depth[SHADOWMAP_SIZE*SHADOWMAP_SIZE];
|
|
qglReadPixels(0, 0, smsize, smsize,
|
|
GL_DEPTH_COMPONENT, GL_FLOAT, depth);
|
|
for (i = SHADOWMAP_SIZE*SHADOWMAP_SIZE; i --> 0; )
|
|
{
|
|
if (depth[i] == 1)
|
|
*((unsigned int*)depth+i) = 0;
|
|
else
|
|
*((unsigned int*)depth+i) = 0xff000000|((((unsigned char)(int)(depth[i]*128)))*0x10101);
|
|
}
|
|
|
|
qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
|
|
smsize, smsize, 0,
|
|
GL_RGBA, GL_UNSIGNED_BYTE, depth);
|
|
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
|
}
|
|
*/
|
|
}
|
|
|
|
qboolean D3D11_BeginShadowMap(int id, int w, int h);
|
|
void D3D11_EndShadowMap(void);
|
|
|
|
void D3D11BE_SetupForShadowMap(dlight_t *dl, qboolean isspot, int texwidth, int texheight, float shadowscale);
|
|
|
|
qboolean Sh_GenShadowMap (dlight_t *l, qbyte *lvis, int smsize)
|
|
{
|
|
int restorefbo = 0;
|
|
int f;
|
|
float oproj[16], oview[16];
|
|
pxrect_t oprect;
|
|
shadowmesh_t *smesh;
|
|
int isspot = (l->fov != 0);
|
|
int sidevisible;
|
|
int oldflip = r_refdef.flipcull;
|
|
int oldexternalview = r_refdef.externalview;
|
|
|
|
if (!R_CullSphere(l->origin, 0))
|
|
sidevisible = l->fov?1:0x3f; //assume all are visible if the central point is onscreen
|
|
else
|
|
{
|
|
sidevisible = 0;
|
|
//FIXME: if the fov is < 90, we need to clip by the near lightplane first
|
|
for (f = 0; f < (l->fov?1:6); f++)
|
|
{
|
|
vec4_t planes[5];
|
|
float dist;
|
|
int fp,lp;
|
|
Sh_LightFrustumPlanes(l, planes, f);
|
|
for (fp = 0; fp < r_refdef.frustum_numplanes; fp++)
|
|
{
|
|
vec3_t nearest;
|
|
//make a guess based upon the frustum plane
|
|
VectorMA(l->origin, l->radius, r_refdef.frustum[fp].normal, nearest);
|
|
//clip that point to the various planes
|
|
|
|
for(lp = 0; lp < 5; lp++)
|
|
{
|
|
dist = DotProduct(nearest, planes[lp]) - planes[lp][3];
|
|
if (dist < 0)
|
|
VectorMA(nearest, dist, planes[lp], nearest);
|
|
}
|
|
|
|
// P_RunParticleEffect(nearest, vec3_origin, 15, 1);
|
|
//give up if the best point for any frustum plane is offscreen
|
|
dist = DotProduct(r_refdef.frustum[fp].normal, nearest) - r_refdef.frustum[fp].dist;
|
|
if (dist <= 0)
|
|
break;
|
|
}
|
|
if (fp == r_refdef.frustum_numplanes)
|
|
sidevisible |= 1u<<f;
|
|
}
|
|
}
|
|
|
|
//if nothing is visible, then there's no point generating any shadowmaps at all...
|
|
if (!sidevisible)
|
|
return false;
|
|
|
|
memcpy(oproj, r_refdef.m_projection, sizeof(oproj));
|
|
memcpy(oview, r_refdef.m_view, sizeof(oview));
|
|
oprect = r_refdef.pxrect;
|
|
smesh = SHM_BuildShadowMesh(l, lvis, NULL, SMT_SHADOWMAP);
|
|
|
|
Matrix4x4_CM_Projection_Far(r_refdef.m_projection, l->fov?l->fov:90, l->fov?l->fov:90, r_shadow_shadowmapping_nearclip.value, l->radius);
|
|
|
|
switch(qrenderer)
|
|
{
|
|
default:
|
|
return false;
|
|
#ifdef GLQUAKE
|
|
case QR_OPENGL:
|
|
if (!TEXVALID(shadowmap[isspot]))
|
|
{
|
|
if (isspot)
|
|
{
|
|
shadowmap[isspot] = GL_AllocNewTexture("***shadowmap2dspot***", SHADOWMAP_SIZE, SHADOWMAP_SIZE, 0);
|
|
GL_MTBind(0, GL_TEXTURE_2D, shadowmap[isspot]);
|
|
#ifdef DBG_COLOURNOTDEPTH
|
|
qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, SHADOWMAP_SIZE, SHADOWMAP_SIZE, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
|
#else
|
|
qglTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16_ARB, SHADOWMAP_SIZE, SHADOWMAP_SIZE, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
shadowmap[isspot] = GL_AllocNewTexture("***shadowmap2dcube***", SHADOWMAP_SIZE*3, SHADOWMAP_SIZE*2, 0);
|
|
GL_MTBind(0, GL_TEXTURE_2D, shadowmap[isspot]);
|
|
#ifdef DBG_COLOURNOTDEPTH
|
|
qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, SHADOWMAP_SIZE*3, SHADOWMAP_SIZE*2, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
|
#else
|
|
qglTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16_ARB, SHADOWMAP_SIZE*3, SHADOWMAP_SIZE*2, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
|
|
#endif
|
|
}
|
|
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
#if 1//def DBG_COLOURNOTDEPTH
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
#else
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
#endif
|
|
|
|
//in case we're using shadow samplers
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
|
|
}
|
|
|
|
/*set framebuffer*/
|
|
GL_BeginRenderBuffer_DepthOnly(shadowmap[isspot]);
|
|
restorefbo = GLBE_SetupForShadowMap(shadowmap[isspot], isspot?smsize:smsize*3, isspot?smsize:smsize*2, (smsize-4) / (float)SHADOWMAP_SIZE);
|
|
|
|
BE_Scissor(NULL);
|
|
qglViewport(0, 0, smsize*3, smsize*2);
|
|
qglClear (GL_DEPTH_BUFFER_BIT);
|
|
#ifdef DBG_COLOURNOTDEPTH
|
|
qglClearColor(0,1,0,1);
|
|
qglClear (GL_COLOR_BUFFER_BIT);
|
|
#endif
|
|
|
|
if (!gl_config.nofixedfunc)
|
|
{
|
|
qglMatrixMode(GL_PROJECTION);
|
|
qglLoadMatrixf(r_refdef.m_projection);
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
}
|
|
break;
|
|
#endif
|
|
#ifdef D3D11QUAKE
|
|
case QR_DIRECT3D11:
|
|
if (!D3D11_BeginShadowMap(isspot, (isspot?SHADOWMAP_SIZE:(SHADOWMAP_SIZE*3)), (isspot?SHADOWMAP_SIZE:(SHADOWMAP_SIZE*2))))
|
|
return false;
|
|
|
|
// BE_Scissor(&rect);
|
|
break;
|
|
#endif
|
|
}
|
|
|
|
r_refdef.externalview = true; //never any viewmodels
|
|
|
|
/*generate faces*/
|
|
for (f = 0; f < 6; f++)
|
|
{
|
|
if (sidevisible & (1u<<f))
|
|
{
|
|
RQuantAdd(RQUANT_SHADOWSIDES, 1);
|
|
Sh_GenShadowFace(l, smesh, f, smsize, r_refdef.m_projection);
|
|
}
|
|
}
|
|
|
|
memcpy(r_refdef.m_view, oview, sizeof(r_refdef.m_view));
|
|
memcpy(r_refdef.m_projection, oproj, sizeof(r_refdef.m_projection));
|
|
|
|
r_refdef.pxrect = oprect;
|
|
|
|
r_refdef.flipcull = oldflip;
|
|
r_refdef.externalview = oldexternalview;
|
|
R_SetFrustum(r_refdef.m_projection, r_refdef.m_view);
|
|
|
|
switch(qrenderer)
|
|
{
|
|
default:
|
|
break;
|
|
#ifdef GLQUAKE
|
|
case QR_OPENGL:
|
|
/*end framebuffer*/
|
|
GL_EndRenderBuffer_DepthOnly(restorefbo, shadowmap[isspot], smsize);
|
|
if (!gl_config.nofixedfunc)
|
|
{
|
|
qglMatrixMode(GL_PROJECTION);
|
|
qglLoadMatrixf(r_refdef.m_projection);
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
qglLoadMatrixf(r_refdef.m_view);
|
|
}
|
|
GL_ViewportUpdate();
|
|
break;
|
|
#endif
|
|
#ifdef D3D11QUAKE
|
|
case QR_DIRECT3D11:
|
|
D3D11_EndShadowMap();
|
|
D3D11BE_DoneShadows();
|
|
break;
|
|
#endif
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static void Sh_DrawShadowMapLight(dlight_t *l, vec3_t colour, qbyte *vvis)
|
|
{
|
|
vec3_t mins, maxs;
|
|
qbyte *lvis;
|
|
srect_t rect;
|
|
int smsize;
|
|
qboolean isspot;
|
|
|
|
if (R_CullSphere(l->origin, l->radius))
|
|
{
|
|
RQuantAdd(RQUANT_RTLIGHT_CULL_FRUSTUM, 1);
|
|
return; //this should be the more common case
|
|
}
|
|
|
|
mins[0] = l->origin[0] - l->radius;
|
|
mins[1] = l->origin[1] - l->radius;
|
|
mins[2] = l->origin[2] - l->radius;
|
|
|
|
maxs[0] = l->origin[0] + l->radius;
|
|
maxs[1] = l->origin[1] + l->radius;
|
|
maxs[2] = l->origin[2] + l->radius;
|
|
|
|
if (Sh_ScissorForBox(mins, maxs, &rect))
|
|
{
|
|
RQuantAdd(RQUANT_RTLIGHT_CULL_SCISSOR, 1);
|
|
return;
|
|
}
|
|
|
|
if (vvis)
|
|
{
|
|
if (!l->rebuildcache && l->worldshadowmesh)
|
|
{
|
|
lvis = l->worldshadowmesh->litleaves;
|
|
//fixme: check head node first?
|
|
if (!Sh_LeafInView(l->worldshadowmesh->litleaves, vvis))
|
|
{
|
|
RQuantAdd(RQUANT_RTLIGHT_CULL_PVS, 1);
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int clus;
|
|
clus = cl.worldmodel->funcs.ClusterForPoint(cl.worldmodel, l->origin);
|
|
lvis = cl.worldmodel->funcs.ClusterPVS(cl.worldmodel, clus, lvisb, sizeof(lvisb));
|
|
//FIXME: surely we can use the phs for this?
|
|
|
|
if (!Sh_VisOverlaps(lvis, vvis)) //The two viewing areas do not intersect.
|
|
{
|
|
RQuantAdd(RQUANT_RTLIGHT_CULL_PVS, 1);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
lvis = NULL;
|
|
|
|
|
|
isspot = l->fov != 0;
|
|
if (isspot)
|
|
smsize = SHADOWMAP_SIZE;
|
|
else
|
|
{
|
|
//Stolen from DP. Actually, LH pasted it to me in IRC.
|
|
vec3_t nearestpoint;
|
|
vec3_t d;
|
|
float distance, lodlinear;
|
|
nearestpoint[0] = bound(l->origin[0]-l->radius, r_origin[0], l->origin[0]+l->radius);
|
|
nearestpoint[1] = bound(l->origin[1]-l->radius, r_origin[1], l->origin[1]+l->radius);
|
|
nearestpoint[2] = bound(l->origin[2]-l->radius, r_origin[2], l->origin[2]+l->radius);
|
|
VectorSubtract(nearestpoint, r_origin, d);
|
|
distance = VectorLength(d);
|
|
lodlinear = (l->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance / l->radius));
|
|
smsize = bound(16, lodlinear, SHADOWMAP_SIZE);
|
|
}
|
|
|
|
#ifdef D3D11QUAKE
|
|
if (qrenderer == QR_DIRECT3D11)
|
|
D3D11BE_SetupForShadowMap(l, isspot, isspot?smsize:smsize*3, isspot?smsize:smsize*2, (smsize-4) / (float)SHADOWMAP_SIZE);
|
|
#endif
|
|
|
|
if (!BE_SelectDLight(l, colour, isspot?LSHADER_SPOT:LSHADER_SMAP))
|
|
return;
|
|
if (!Sh_GenShadowMap(l, lvis, smsize))
|
|
return;
|
|
|
|
RQuantAdd(RQUANT_RTLIGHT_DRAWN, 1);
|
|
|
|
//may as well use scissors
|
|
BE_Scissor(&rect);
|
|
|
|
BE_SelectEntity(&r_worldentity);
|
|
|
|
BE_SelectMode(BEM_LIGHT);
|
|
Sh_DrawEntLighting(l, colour);
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
draws faces facing the light
|
|
Note: Backend mode must have been selected in advance, as must the light to light from
|
|
*/
|
|
static void Sh_DrawEntLighting(dlight_t *light, vec3_t colour)
|
|
{
|
|
int tno;
|
|
texture_t *tex;
|
|
shader_t *shader;
|
|
shadowmesh_t *sm;
|
|
|
|
sm = light->worldshadowmesh;
|
|
if (light->rebuildcache)
|
|
sm = &sh_tempshmesh;
|
|
if (sm)
|
|
{
|
|
for (tno = 0; tno < sm->numbatches; tno++)
|
|
{
|
|
if (!sm->batches[tno].count)
|
|
continue;
|
|
tex = cl.worldmodel->shadowbatches[tno].tex;
|
|
if (cl.worldmodel->fromgame == fg_quake2)
|
|
shader = R_TextureAnimation_Q2(tex)->shader;
|
|
else
|
|
shader = R_TextureAnimation(false, tex)->shader;
|
|
if (shader->flags & SHADER_NODLIGHT)
|
|
continue;
|
|
//FIXME: it may be worth building a dedicated ebo
|
|
BE_DrawMesh_List(shader, sm->batches[tno].count, sm->batches[tno].s, cl.worldmodel->shadowbatches[tno].vbo, &shader->defaulttextures, 0);
|
|
RQuantAdd(RQUANT_LITFACES, sm->batches[tno].count);
|
|
}
|
|
|
|
switch(qrenderer)
|
|
{
|
|
default:
|
|
break;
|
|
#ifdef GLQUAKE
|
|
case QR_OPENGL:
|
|
GLBE_BaseEntTextures();
|
|
break;
|
|
#endif
|
|
#ifdef D3D9QUAKE
|
|
case QR_DIRECT3D9:
|
|
D3D9BE_BaseEntTextures();
|
|
break;
|
|
#endif
|
|
#ifdef D3D11QUAKE
|
|
case QR_DIRECT3D11:
|
|
D3D11BE_BaseEntTextures();
|
|
break;
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
/*Fixme: this is brute forced*/
|
|
#ifdef warningmsg
|
|
#pragma warningmsg("brush shadows are bruteforced")
|
|
#endif
|
|
static void Sh_DrawBrushModelShadow(dlight_t *dl, entity_t *e)
|
|
{
|
|
#ifdef GLQUAKE
|
|
int v;
|
|
float *v1, *v2;
|
|
vec3_t v3, v4;
|
|
vec3_t lightorg;
|
|
|
|
int i;
|
|
model_t *model;
|
|
msurface_t *surf;
|
|
|
|
if (BE_LightCullModel(e->origin, e->model))
|
|
return;
|
|
|
|
RotateLightVector((void *)e->axis, e->origin, dl->origin, lightorg);
|
|
|
|
BE_SelectEntity(e);
|
|
|
|
GL_DeselectVAO();
|
|
GL_SelectVBO(0);
|
|
GL_SelectEBO(0);
|
|
qglEnableClientState(GL_VERTEX_ARRAY);
|
|
|
|
GLBE_PushOffsetShadow(true);
|
|
|
|
model = e->model;
|
|
surf = model->surfaces+model->firstmodelsurface;
|
|
for (i = 0; i < model->nummodelsurfaces; i++, surf++)
|
|
{
|
|
if (surf->flags & SURF_PLANEBACK)
|
|
{//inverted normal.
|
|
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist >= -0.1)
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist <= 0.1)
|
|
continue;
|
|
}
|
|
|
|
if (surf->flags & (SURF_DRAWALPHA | SURF_DRAWTILED))
|
|
{ // no shadows
|
|
continue;
|
|
}
|
|
|
|
if (!surf->mesh)
|
|
continue;
|
|
|
|
//front face
|
|
qglVertexPointer(3, GL_FLOAT, sizeof(vecV_t), surf->mesh->xyz_array);
|
|
qglDrawArrays(GL_POLYGON, 0, surf->mesh->numvertexes);
|
|
// qglDrawRangeElements(GL_TRIANGLES, 0, surf->mesh->numvertexes, surf->mesh->numindexes, GL_INDEX_TYPE, surf->mesh->indexes);
|
|
RQuantAdd(RQUANT_SHADOWFACES, surf->mesh->numvertexes);
|
|
|
|
for (v = 0; v < surf->mesh->numvertexes; v++)
|
|
{
|
|
//border
|
|
v1 = surf->mesh->xyz_array[v];
|
|
v2 = surf->mesh->xyz_array[( v+1 )%surf->mesh->numvertexes];
|
|
|
|
//get positions of v3 and v4 based on the light position
|
|
v3[0] = ( v1[0]-lightorg[0] );
|
|
v3[1] = ( v1[1]-lightorg[1] );
|
|
v3[2] = ( v1[2]-lightorg[2] );
|
|
VectorNormalizeFast(v3);
|
|
VectorScale(v3, PROJECTION_DISTANCE, v3);
|
|
|
|
v4[0] = ( v2[0]-lightorg[0] );
|
|
v4[1] = ( v2[1]-lightorg[1] );
|
|
v4[2] = ( v2[2]-lightorg[2] );
|
|
VectorNormalizeFast(v4);
|
|
VectorScale(v4, PROJECTION_DISTANCE, v4);
|
|
|
|
//Now draw the quad from the two verts to the projected light
|
|
//verts
|
|
qglBegin( GL_QUAD_STRIP );
|
|
qglVertex3fv(v1);
|
|
qglVertex3f (v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2]);
|
|
qglVertex3fv(v2);
|
|
qglVertex3f (v2[0]+v4[0], v2[1]+v4[1], v2[2]+v4[2]);
|
|
qglEnd();
|
|
}
|
|
|
|
//back
|
|
//the same applies as earlier
|
|
qglBegin(GL_POLYGON);
|
|
for (v = surf->mesh->numvertexes-1; v >=0; v--)
|
|
{
|
|
v1 = surf->mesh->xyz_array[v];
|
|
v3[0] = (v1[0]-lightorg[0]);
|
|
v3[1] = (v1[1]-lightorg[1]);
|
|
v3[2] = (v1[2]-lightorg[2]);
|
|
VectorNormalizeFast(v3);
|
|
VectorScale(v3, PROJECTION_DISTANCE, v3);
|
|
|
|
qglVertex3f(v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2]);
|
|
}
|
|
qglEnd();
|
|
}
|
|
|
|
GLBE_PushOffsetShadow(false);
|
|
#endif
|
|
}
|
|
|
|
|
|
/*when this is called, the gl state has been set up to draw the stencil volumes using whatever extensions we have
|
|
if secondside is set, then the gpu sucks and we're drawing stuff the slow 2-pass way, and this is the second pass.
|
|
*/
|
|
static void Sh_DrawStencilLightShadows(dlight_t *dl, qbyte *lvis, qbyte *vvis, qboolean secondside)
|
|
{
|
|
extern cvar_t gl_part_flame;
|
|
int i;
|
|
struct shadowmesh_s *sm;
|
|
entity_t *ent;
|
|
|
|
sm = SHM_BuildShadowMesh(dl, lvis, vvis, SMT_STENCILVOLUME);
|
|
if (!sm)
|
|
Sh_DrawBrushModelShadow(dl, &r_worldentity);
|
|
else
|
|
{
|
|
switch (qrenderer)
|
|
{
|
|
case QR_NONE:
|
|
case QR_SOFTWARE:
|
|
default:
|
|
break;
|
|
|
|
#ifdef D3D11QUAKE
|
|
case QR_DIRECT3D11:
|
|
D3D11BE_RenderShadowBuffer(sm->numverts, sm->d3d11_vbuffer, sm->numindicies, sm->d3d11_ibuffer);
|
|
break;
|
|
#endif
|
|
#ifdef D3D9QUAKE
|
|
case QR_DIRECT3D9:
|
|
D3D9BE_RenderShadowBuffer(sm->numverts, sm->d3d9_vbuffer, sm->numindicies, sm->d3d9_ibuffer);
|
|
break;
|
|
#endif
|
|
#ifdef GLQUAKE
|
|
case QR_OPENGL:
|
|
GLBE_RenderShadowBuffer(sm->numverts, sm->vebo[0], sm->verts, sm->numindicies, sm->vebo[1], sm->indicies);
|
|
break;
|
|
#endif
|
|
}
|
|
}
|
|
if (!r_drawentities.value)
|
|
return;
|
|
|
|
if (qrenderer == QR_DIRECT3D11)
|
|
return;
|
|
#ifdef GLQUAKE
|
|
if (gl_config.nofixedfunc)
|
|
return; /*hackzone*/
|
|
#endif
|
|
|
|
// draw sprites seperately, because of alpha blending
|
|
for (i=0 ; i<cl_numvisedicts ; i++)
|
|
{
|
|
ent = &cl_visedicts[i];
|
|
|
|
if (ent->flags & (RF_NOSHADOW|Q2RF_BEAM))
|
|
continue;
|
|
|
|
if (ent->keynum == dl->key && ent->keynum)
|
|
continue;
|
|
|
|
if (!ent->model)
|
|
continue;
|
|
|
|
if (cls.allow_anyparticles) //allowed or static
|
|
{
|
|
if (ent->model->engineflags & MDLF_ENGULPHS)
|
|
{
|
|
if (gl_part_flame.value)
|
|
continue;
|
|
}
|
|
}
|
|
|
|
switch (ent->model->type)
|
|
{
|
|
case mod_alias:
|
|
R_DrawGAliasShadowVolume (ent, dl->origin, dl->radius);
|
|
break;
|
|
|
|
case mod_brush:
|
|
Sh_DrawBrushModelShadow (dl, ent);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
BE_SelectEntity(&r_worldentity);
|
|
}
|
|
|
|
//draws a light using stencil shadows.
|
|
//redraws world geometry up to 3 times per light...
|
|
static qboolean Sh_DrawStencilLight(dlight_t *dl, vec3_t colour, qbyte *vvis)
|
|
{
|
|
int sref;
|
|
int clus;
|
|
qbyte *lvis;
|
|
srect_t rect;
|
|
|
|
vec3_t mins;
|
|
vec3_t maxs;
|
|
|
|
if (R_CullSphere(dl->origin, dl->radius))
|
|
{
|
|
RQuantAdd(RQUANT_RTLIGHT_CULL_FRUSTUM, 1);
|
|
return false; //this should be the more common case
|
|
}
|
|
|
|
mins[0] = dl->origin[0] - dl->radius;
|
|
mins[1] = dl->origin[1] - dl->radius;
|
|
mins[2] = dl->origin[2] - dl->radius;
|
|
|
|
maxs[0] = dl->origin[0] + dl->radius;
|
|
maxs[1] = dl->origin[1] + dl->radius;
|
|
maxs[2] = dl->origin[2] + dl->radius;
|
|
|
|
if (!dl->rebuildcache)
|
|
{
|
|
//fixme: check head node first?
|
|
if (!Sh_LeafInView(dl->worldshadowmesh->litleaves, vvis))
|
|
{
|
|
RQuantAdd(RQUANT_RTLIGHT_CULL_PVS, 1);
|
|
return false;
|
|
}
|
|
lvis = NULL;
|
|
}
|
|
else
|
|
{
|
|
clus = cl.worldmodel->funcs.ClusterForPoint(cl.worldmodel, dl->origin);
|
|
lvis = cl.worldmodel->funcs.ClusterPVS(cl.worldmodel, clus, lvisb, sizeof(lvisb));
|
|
|
|
if (!Sh_VisOverlaps(lvis, vvis)) //The two viewing areas do not intersect.
|
|
{
|
|
RQuantAdd(RQUANT_RTLIGHT_CULL_PVS, 1);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
//sets up the gl scissor (and culls to view)
|
|
if (Sh_ScissorForBox(mins, maxs, &rect))
|
|
{
|
|
RQuantAdd(RQUANT_RTLIGHT_CULL_SCISSOR, 1);
|
|
return false; //this doesn't cull often.
|
|
}
|
|
RQuantAdd(RQUANT_RTLIGHT_DRAWN, 1);
|
|
|
|
BE_SelectDLight(dl, colour, LSHADER_STANDARD);
|
|
BE_SelectMode(BEM_STENCIL);
|
|
|
|
//The backend doesn't maintain scissor state.
|
|
//The backend doesn't maintain stencil test state either - it needs to be active for more than just stencils, or disabled. its awkward.
|
|
BE_Scissor(&rect);
|
|
|
|
|
|
switch(qrenderer)
|
|
{
|
|
default:
|
|
break;
|
|
#ifdef GLQUAKE
|
|
case QR_OPENGL:
|
|
{
|
|
int sfrontfail;
|
|
int sbackfail;
|
|
qglEnable(GL_STENCIL_TEST);
|
|
|
|
//FIXME: is it practical to test to see if scissors allow not clearing the stencil buffer?
|
|
|
|
/*we don't need all that much stencil buffer depth, and if we don't get enough or have dodgy volumes, wrap if we can*/
|
|
#ifdef I_LIVE_IN_A_FREE_COUNTRY
|
|
sref = 0;
|
|
sbackfail = GL_INCR;
|
|
sfrontfail = GL_DECR;
|
|
if (gl_config.ext_stencil_wrap)
|
|
{ //minimise damage...
|
|
sbackfail = GL_INCR_WRAP_EXT;
|
|
sfrontfail = GL_DECR_WRAP_EXT;
|
|
}
|
|
#else
|
|
sref = (1<<gl_stencilbits)-1; /*this is halved for two-sided stencil support, just in case there's no wrap support*/
|
|
sbackfail = GL_DECR;
|
|
sfrontfail = GL_INCR;
|
|
if (gl_config.ext_stencil_wrap)
|
|
{ //minimise damage...
|
|
sbackfail = GL_DECR_WRAP_EXT;
|
|
sfrontfail = GL_INCR_WRAP_EXT;
|
|
}
|
|
#endif
|
|
//our stencil writes.
|
|
if (gl_config.arb_depth_clamp)
|
|
qglEnable(GL_DEPTH_CLAMP_ARB);
|
|
|
|
#if 0 //def _DEBUG
|
|
// if (r_shadows.value == 666) //testing (visible shadow volumes)
|
|
{
|
|
qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
qglColor3f(dl->color[0], dl->color[1], dl->color[2]);
|
|
qglDisable(GL_STENCIL_TEST);
|
|
// qglEnable(GL_POLYGON_OFFSET_FILL);
|
|
// qglPolygonOffset(-1, -1);
|
|
// qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
Sh_DrawStencilLightShadows(dl, lvis, vvis, false);
|
|
// qglDisable(GL_POLYGON_OFFSET_FILL);
|
|
// qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
}
|
|
#endif
|
|
|
|
if (qglStencilOpSeparateATI)
|
|
{
|
|
//ATI/GLES/ARB method
|
|
sref/=2;
|
|
qglClearStencil(sref);
|
|
qglClear(GL_STENCIL_BUFFER_BIT);
|
|
GL_CullFace(0);
|
|
|
|
qglStencilFunc(GL_ALWAYS, 0, ~0);
|
|
|
|
qglStencilOpSeparateATI(GL_BACK, GL_KEEP, sbackfail, GL_KEEP);
|
|
qglStencilOpSeparateATI(GL_FRONT, GL_KEEP, sfrontfail, GL_KEEP);
|
|
|
|
Sh_DrawStencilLightShadows(dl, lvis, vvis, false);
|
|
qglStencilOpSeparateATI(GL_FRONT_AND_BACK, GL_KEEP, GL_KEEP, GL_KEEP);
|
|
|
|
GL_CullFace(SHADER_CULL_FRONT);
|
|
|
|
qglStencilFunc(GL_EQUAL, sref, ~0);
|
|
}
|
|
else if (qglActiveStencilFaceEXT)
|
|
{
|
|
//Nvidia-specific method.
|
|
sref/=2;
|
|
qglClearStencil(sref);
|
|
qglClear(GL_STENCIL_BUFFER_BIT);
|
|
GL_CullFace(0);
|
|
|
|
qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
|
|
|
|
qglActiveStencilFaceEXT(GL_BACK);
|
|
qglStencilOp(GL_KEEP, sbackfail, GL_KEEP);
|
|
qglStencilFunc(GL_ALWAYS, 0, ~0 );
|
|
|
|
qglActiveStencilFaceEXT(GL_FRONT);
|
|
qglStencilOp(GL_KEEP, sfrontfail, GL_KEEP);
|
|
qglStencilFunc(GL_ALWAYS, 0, ~0 );
|
|
|
|
Sh_DrawStencilLightShadows(dl, lvis, vvis, false);
|
|
|
|
qglActiveStencilFaceEXT(GL_BACK);
|
|
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
|
qglStencilFunc(GL_ALWAYS, 0, ~0 );
|
|
|
|
qglActiveStencilFaceEXT(GL_FRONT);
|
|
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
|
qglStencilFunc(GL_EQUAL, sref, ~0 );
|
|
|
|
qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
|
|
}
|
|
else //your graphics card sucks and lacks efficient stencil shadow techniques.
|
|
{ //centered around 0. Will only be increased then decreased less.
|
|
qglClearStencil(sref);
|
|
qglClear(GL_STENCIL_BUFFER_BIT);
|
|
|
|
qglStencilFunc(GL_ALWAYS, 0, ~0);
|
|
|
|
GL_CullFace(SHADER_CULL_BACK);
|
|
qglStencilOp(GL_KEEP, sbackfail, GL_KEEP);
|
|
Sh_DrawStencilLightShadows(dl, lvis, vvis, false);
|
|
|
|
GL_CullFace(SHADER_CULL_FRONT);
|
|
qglStencilOp(GL_KEEP, sfrontfail, GL_KEEP);
|
|
Sh_DrawStencilLightShadows(dl, lvis, vvis, true);
|
|
|
|
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
|
qglStencilFunc(GL_EQUAL, sref, ~0);
|
|
}
|
|
if (gl_config.arb_depth_clamp)
|
|
qglDisable(GL_DEPTH_CLAMP_ARB);
|
|
//end stencil writing.
|
|
|
|
BE_SelectMode(BEM_LIGHT);
|
|
Sh_DrawEntLighting(dl, colour);
|
|
qglDisable(GL_STENCIL_TEST);
|
|
qglStencilFunc( GL_ALWAYS, 0, ~0 );
|
|
}
|
|
break;
|
|
#endif
|
|
#ifdef D3D9QUAKE
|
|
case QR_DIRECT3D9:
|
|
sref = (1<<8)-1;
|
|
sref/=2;
|
|
|
|
/*clear the stencil buffer*/
|
|
IDirect3DDevice9_Clear(pD3DDev9, 0, NULL, D3DCLEAR_STENCIL, D3DCOLOR_XRGB(0, 0, 0), 1.0f, sref);
|
|
|
|
/*set up 2-sided stenciling*/
|
|
D3D9BE_Cull(0);
|
|
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_STENCILENABLE, true);
|
|
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
|
|
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_TWOSIDEDSTENCILMODE, true);
|
|
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
|
|
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_STENCILZFAIL, D3DSTENCILOP_DECR);
|
|
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
|
|
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
|
|
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CCW_STENCILFAIL, D3DSTENCILOP_KEEP);
|
|
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CCW_STENCILZFAIL, D3DSTENCILOP_INCR);
|
|
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CCW_STENCILPASS, D3DSTENCILOP_KEEP);
|
|
|
|
/*draw the shadows*/
|
|
Sh_DrawStencilLightShadows(dl, lvis, vvis, false);
|
|
|
|
//disable stencil writing, switch culling back to normal
|
|
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
|
|
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_TWOSIDEDSTENCILMODE, false);
|
|
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CULLMODE, D3DCULL_CW);
|
|
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_STENCILFUNC, D3DCMP_EQUAL);
|
|
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_STENCILREF, sref);
|
|
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_STENCILMASK, ~0);
|
|
|
|
/*draw the light*/
|
|
BE_SelectMode(BEM_LIGHT);
|
|
Sh_DrawEntLighting(dl, colour);
|
|
|
|
/*okay, no more stencil stuff*/
|
|
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_STENCILENABLE, false);
|
|
break;
|
|
#endif
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static void Sh_DrawShadowlessLight(dlight_t *dl, vec3_t colour, qbyte *vvis)
|
|
{
|
|
vec3_t mins, maxs;
|
|
srect_t rect;
|
|
|
|
if (R_CullSphere(dl->origin, dl->radius))
|
|
{
|
|
RQuantAdd(RQUANT_RTLIGHT_CULL_FRUSTUM, 1);
|
|
return; //this should be the more common case
|
|
}
|
|
|
|
if (!dl->rebuildcache)
|
|
{
|
|
//fixme: check head node first?
|
|
if (!Sh_LeafInView(dl->worldshadowmesh->litleaves, vvis))
|
|
{
|
|
RQuantAdd(RQUANT_RTLIGHT_CULL_PVS, 1);
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int clus;
|
|
qbyte *lvis;
|
|
|
|
clus = cl.worldmodel->funcs.ClusterForPoint(cl.worldmodel, dl->origin);
|
|
lvis = cl.worldmodel->funcs.ClusterPVS(cl.worldmodel, clus, lvisb, sizeof(lvisb));
|
|
|
|
SHM_BuildShadowMesh(dl, lvis, vvis, SMT_SHADOWLESS);
|
|
|
|
if (!Sh_VisOverlaps(lvis, vvis)) //The two viewing areas do not intersect.
|
|
{
|
|
RQuantAdd(RQUANT_RTLIGHT_CULL_PVS, 1);
|
|
return;
|
|
}
|
|
}
|
|
|
|
mins[0] = dl->origin[0] - dl->radius;
|
|
mins[1] = dl->origin[1] - dl->radius;
|
|
mins[2] = dl->origin[2] - dl->radius;
|
|
|
|
maxs[0] = dl->origin[0] + dl->radius;
|
|
maxs[1] = dl->origin[1] + dl->radius;
|
|
maxs[2] = dl->origin[2] + dl->radius;
|
|
|
|
|
|
//sets up the gl scissor (actually just culls to view)
|
|
if (Sh_ScissorForBox(mins, maxs, &rect))
|
|
{
|
|
RQuantAdd(RQUANT_RTLIGHT_CULL_SCISSOR, 1);
|
|
return; //was culled.
|
|
}
|
|
|
|
//should we actually scissor here? there's not really much point I suppose.
|
|
BE_Scissor(NULL);
|
|
|
|
RQuantAdd(RQUANT_RTLIGHT_DRAWN, 1);
|
|
|
|
BE_SelectDLight(dl, colour, LSHADER_STANDARD);
|
|
BE_SelectMode(BEM_LIGHT);
|
|
Sh_DrawEntLighting(dl, colour);
|
|
}
|
|
|
|
void GLBE_SubmitMeshes (qboolean drawworld, int start, int stop);
|
|
|
|
void Sh_DrawCrepuscularLight(dlight_t *dl, float *colours)
|
|
{
|
|
#ifdef GLQUAKE
|
|
int oldfbo;
|
|
static mesh_t mesh;
|
|
static vecV_t xyz[4] =
|
|
{
|
|
{-1,-1,-1},
|
|
{-1,1,-1},
|
|
{1,1,-1},
|
|
{1,-1,-1}
|
|
};
|
|
static vec2_t tc[4] =
|
|
{
|
|
{0,0},
|
|
{0,1},
|
|
{1,1},
|
|
{1,0}
|
|
};
|
|
static index_t idx[6] =
|
|
{
|
|
0,1,2,
|
|
0,2,3
|
|
};
|
|
if (qrenderer != QR_OPENGL)
|
|
return;
|
|
|
|
mesh.numindexes = 6;
|
|
mesh.numvertexes = 4;
|
|
mesh.xyz_array = xyz;
|
|
mesh.st_array = tc;
|
|
mesh.indexes = idx;
|
|
|
|
/*
|
|
a crepuscular light (seriously, that's the correct spelling) is one that gives 'god rays', rather than regular light.
|
|
our implementation doesn't cast shadows. this allows it to actually be outside the map, and to shine through cloud layers in the sky.
|
|
we could cast shadows if the light was actually inside, I suppose.
|
|
Anyway, its done using an FBO, where everything but the sky is black (stuff that occludes the sky is black too).
|
|
which is then blitted onto the screen in 2d-space.
|
|
*/
|
|
|
|
/*requires an FBO, as stated above*/
|
|
if (!gl_config.ext_framebuffer_objects)
|
|
return;
|
|
|
|
//fixme: we should add an extra few pixels each side to the fbo, to avoid too much weirdness at screen edges.
|
|
|
|
if (!crepuscular_texture_id.num)
|
|
{
|
|
/*FIXME: requires npot*/
|
|
crepuscular_shader = R_RegisterShader("crepuscular_screen", SUF_NONE,
|
|
"{\n"
|
|
"program crepuscular_rays\n"
|
|
"{\n"
|
|
"map $sourcecolour\n"
|
|
"blend add\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
|
|
crepuscular_texture_id = GL_AllocNewTexture("***crepusculartexture***", vid.pixelwidth, vid.pixelheight, 0);
|
|
GL_MTBind(0, GL_TEXTURE_2D, crepuscular_texture_id);
|
|
qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, vid.pixelwidth, vid.pixelheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
|
}
|
|
|
|
BE_Scissor(NULL);
|
|
|
|
oldfbo = GLBE_FBO_Update(&crepuscular_fbo, true, FBO_TEX_COLOUR, crepuscular_texture_id, r_nulltex, vid.pixelwidth, vid.pixelheight);
|
|
|
|
BE_SelectMode(BEM_CREPUSCULAR);
|
|
BE_SelectDLight(dl, colours, LSHADER_STANDARD);
|
|
GLBE_SubmitMeshes(true, SHADER_SORT_PORTAL, SHADER_SORT_BLEND);
|
|
|
|
GLBE_FBO_Pop(oldfbo);
|
|
Con_Printf("FIXME: shaderstate.tex_sourceocolour = crepuscular_texture_id\n");
|
|
|
|
BE_SelectMode(BEM_STANDARD);
|
|
|
|
GLBE_DrawMesh_Single(crepuscular_shader, &mesh, NULL, &crepuscular_shader->defaulttextures, 0);
|
|
Con_Printf("FIXME: shaderstate.tex_sourceocolour = reset\n");
|
|
#endif
|
|
}
|
|
|
|
void Sh_PurgeShadowMeshes(void)
|
|
{
|
|
dlight_t *dl;
|
|
int i;
|
|
for (dl = cl_dlights, i=0; i<cl_maxdlights; i++, dl++)
|
|
{
|
|
if (dl->worldshadowmesh)
|
|
{
|
|
SH_FreeShadowMesh(dl->worldshadowmesh);
|
|
dl->worldshadowmesh = NULL;
|
|
dl->rebuildcache = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Sh_PreGenerateLights(void)
|
|
{
|
|
unsigned int ignoreflags;
|
|
dlight_t *dl;
|
|
int shadowtype;
|
|
int leaf;
|
|
qbyte *lvis;
|
|
int i;
|
|
|
|
if (r_shadow_realtime_dlight.ival || r_shadow_realtime_world.ival)
|
|
{
|
|
if (RTL_FIRST == rtlights_max)
|
|
R_LoadRTLights();
|
|
if (RTL_FIRST == rtlights_max)
|
|
R_ImportRTLights(cl.worldmodel->entities);
|
|
}
|
|
|
|
ignoreflags = (r_shadow_realtime_world.value?LFLAG_REALTIMEMODE:LFLAG_NORMALMODE);
|
|
|
|
for (dl = cl_dlights+rtlights_first, i=rtlights_first; i<rtlights_max; i++, dl++)
|
|
{
|
|
dl->rebuildcache = true;
|
|
|
|
if (dl->radius)
|
|
{
|
|
if (dl->flags & ignoreflags)
|
|
{
|
|
if (dl->flags & LFLAG_CREPUSCULAR)
|
|
continue;
|
|
|
|
if (((!dl->die)?!r_shadow_realtime_world_shadows.ival:!r_shadow_realtime_dlight_shadows.ival) || (dl->flags & LFLAG_NOSHADOWS))
|
|
shadowtype = SMT_SHADOWLESS;
|
|
else if (dl->flags & LFLAG_SHADOWMAP || r_shadow_shadowmapping.ival)
|
|
shadowtype = SMT_SHADOWMAP;
|
|
else
|
|
shadowtype = SMT_STENCILVOLUME;
|
|
|
|
leaf = cl.worldmodel->funcs.ClusterForPoint(cl.worldmodel, dl->origin);
|
|
lvis = cl.worldmodel->funcs.ClusterPVS(cl.worldmodel, leaf, lvisb, sizeof(lvisb));
|
|
|
|
SHM_BuildShadowMesh(dl, lvis, NULL, shadowtype);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (dl->worldshadowmesh)
|
|
{
|
|
SH_FreeShadowMesh(dl->worldshadowmesh);
|
|
dl->worldshadowmesh = NULL;
|
|
dl->rebuildcache = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Com_ParseVector(char *str, vec3_t out)
|
|
{
|
|
str = COM_Parse(str);
|
|
out[0] = atof(com_token);
|
|
str = COM_Parse(str);
|
|
out[1] = atof(com_token);
|
|
str = COM_Parse(str);
|
|
out[2] = atof(com_token);
|
|
}
|
|
|
|
void Sh_CheckSettings(void)
|
|
{
|
|
qboolean canstencil = false, cansmap = false, canshadowless = false;
|
|
r_shadow_shadowmapping.ival = r_shadow_shadowmapping.value;
|
|
r_shadow_realtime_world.ival = r_shadow_realtime_world.value;
|
|
r_shadow_realtime_dlight.ival = r_shadow_realtime_dlight.value;
|
|
r_shadow_realtime_world_shadows.ival = r_shadow_realtime_world_shadows.value;
|
|
r_shadow_realtime_dlight_shadows.ival = r_shadow_realtime_dlight_shadows.value;
|
|
|
|
switch(qrenderer)
|
|
{
|
|
#ifdef GLQUAKE
|
|
case QR_OPENGL:
|
|
canshadowless = true; //falls back to crappy texture env
|
|
if (gl_config.arb_shader_objects && gl_config.ext_framebuffer_objects && gl_config.arb_shadow)
|
|
cansmap = true;
|
|
if (gl_stencilbits)
|
|
canstencil = true;
|
|
break;
|
|
#endif
|
|
#ifdef D3D9QUAKE
|
|
case QR_DIRECT3D9:
|
|
#ifndef GLQUAKE
|
|
canshadowless = true;
|
|
//the code still has a lot of ifdefs, so will crash if you try it in a merged build.
|
|
//its not really usable in d3d-only builds either, so no great loss.
|
|
canstencil = true;
|
|
#endif
|
|
break;
|
|
#endif
|
|
#ifdef D3D11QUAKE
|
|
case QR_DIRECT3D11:
|
|
canshadowless = true; //all feature levels
|
|
if (D3D11_BeginShadowMap(0, SHADOWMAP_SIZE*3, SHADOWMAP_SIZE*2))
|
|
cansmap = true; //tends to not work properly until feature level 10 for one error or another.
|
|
break;
|
|
#endif
|
|
default:
|
|
r_shadow_realtime_world.ival = 0;
|
|
r_shadow_realtime_dlight.ival = 0;
|
|
return;
|
|
}
|
|
|
|
if (!canstencil && !cansmap && !canshadowless)
|
|
{
|
|
//no shadow methods available at all.
|
|
if (r_shadow_realtime_world.ival || r_shadow_realtime_dlight.ival)
|
|
Con_Printf("Missing driver extensions: realtime lighting is not possible.\n");
|
|
r_shadow_realtime_world.ival = 0;
|
|
r_shadow_realtime_dlight.ival = 0;
|
|
}
|
|
else if (!canstencil && !cansmap)
|
|
{
|
|
//no shadow methods available at all.
|
|
if ((r_shadow_realtime_world.ival&&r_shadow_realtime_world_shadows.ival)||(r_shadow_realtime_dlight.ival&&r_shadow_realtime_dlight_shadows.ival))
|
|
Con_Printf("Missing driver extensions: realtime shadows are not possible.\n");
|
|
r_shadow_realtime_world_shadows.ival = 0;
|
|
r_shadow_realtime_dlight_shadows.ival = 0;
|
|
}
|
|
else if (!canstencil || !cansmap)
|
|
{
|
|
//only one shadow method
|
|
if (!!r_shadow_shadowmapping.ival != cansmap)
|
|
{
|
|
Con_Printf("Missing driver extensions: forcing shadowmapping %s.\n", cansmap?"on":"off");
|
|
r_shadow_shadowmapping.ival = cansmap;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//both shadow methods available.
|
|
}
|
|
}
|
|
|
|
void Sh_DrawLights(qbyte *vis)
|
|
{
|
|
vec3_t colour;
|
|
dlight_t *dl;
|
|
int i;
|
|
unsigned int ignoreflags;
|
|
|
|
if (r_shadow_realtime_world.modified ||
|
|
r_shadow_realtime_world_shadows.modified ||
|
|
r_shadow_realtime_dlight.modified ||
|
|
r_shadow_realtime_dlight_shadows.modified ||
|
|
r_shadow_shadowmapping.modified)
|
|
{
|
|
r_shadow_realtime_world.modified =
|
|
r_shadow_realtime_world_shadows.modified =
|
|
r_shadow_realtime_dlight.modified =
|
|
r_shadow_realtime_dlight_shadows.modified =
|
|
r_shadow_shadowmapping.modified =
|
|
false;
|
|
Sh_CheckSettings();
|
|
//make sure the lighting is reloaded
|
|
Sh_PreGenerateLights();
|
|
}
|
|
|
|
if (!r_shadow_realtime_world.ival && !r_shadow_realtime_dlight.ival)
|
|
{
|
|
return;
|
|
}
|
|
|
|
ignoreflags = (r_shadow_realtime_world.value?LFLAG_REALTIMEMODE:LFLAG_NORMALMODE);
|
|
|
|
// if (r_refdef.recurse)
|
|
for (dl = cl_dlights+rtlights_first, i=rtlights_first; i<rtlights_max; i++, dl++)
|
|
{
|
|
if (!dl->radius)
|
|
continue; //dead
|
|
|
|
if (!(dl->flags & ignoreflags))
|
|
continue;
|
|
|
|
colour[0] = dl->color[0];
|
|
colour[1] = dl->color[1];
|
|
colour[2] = dl->color[2];
|
|
if (dl->style)
|
|
{
|
|
if (cl_lightstyle[dl->style-1].colour & 1)
|
|
colour[0] *= d_lightstylevalue[dl->style-1]/255.0f;
|
|
else
|
|
colour[0] = 0;
|
|
if (cl_lightstyle[dl->style-1].colour & 2)
|
|
colour[1] *= d_lightstylevalue[dl->style-1]/255.0f;
|
|
else
|
|
colour[1] = 0;
|
|
if (cl_lightstyle[dl->style-1].colour & 4)
|
|
colour[2] *= d_lightstylevalue[dl->style-1]/255.0f;
|
|
else
|
|
colour[2] = 0;
|
|
}
|
|
|
|
if (colour[0] < 0.001 && colour[1] < 0.001 && colour[2] < 0.001)
|
|
continue; //just switch these off.
|
|
|
|
if (dl->flags & LFLAG_CREPUSCULAR)
|
|
Sh_DrawCrepuscularLight(dl, colour);
|
|
else if (((i >= RTL_FIRST)?!r_shadow_realtime_world_shadows.ival:!r_shadow_realtime_dlight_shadows.ival) || dl->flags & LFLAG_NOSHADOWS)
|
|
{
|
|
Sh_DrawShadowlessLight(dl, colour, vis);
|
|
}
|
|
else if ((dl->flags & LFLAG_SHADOWMAP) || r_shadow_shadowmapping.ival)
|
|
{
|
|
Sh_DrawShadowMapLight(dl, colour, vis);
|
|
}
|
|
else
|
|
{
|
|
Sh_DrawStencilLight(dl, colour, vis);
|
|
}
|
|
}
|
|
|
|
#ifdef GLQUAKE
|
|
if (gl_config.arb_shader_objects)
|
|
{
|
|
dlight_t sun = {0};
|
|
vec3_t sundir;
|
|
float dot;
|
|
Com_ParseVector(r_sun_dir.string, sundir);
|
|
Com_ParseVector(r_sun_colour.string, colour);
|
|
|
|
//fade it out if we're looking at an angle parallel to it (to avoid nasty visible graduations or backwards rays!)
|
|
dot = DotProduct(vpn, sundir);
|
|
dot = 1-dot;
|
|
dot *= dot;
|
|
dot = 1-dot;
|
|
VectorScale(colour, dot, colour);
|
|
|
|
if (colour[0] > 0.001 || colour[1] > 0.001 || colour[2] > 0.001)
|
|
{
|
|
//only do this if we can see some sky surfaces. pointless otherwise
|
|
batch_t *b;
|
|
for (b = cl.worldmodel->batches[SHADER_SORT_SKY]; b; b = b->next)
|
|
{
|
|
if (b->meshes)
|
|
break;
|
|
}
|
|
if (b)
|
|
{
|
|
VectorNormalize(sundir);
|
|
VectorMA(r_origin, 1000, sundir, sun.origin);
|
|
Sh_DrawCrepuscularLight(&sun, colour);
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
BE_Scissor(NULL);
|
|
|
|
BE_SelectMode(BEM_STANDARD);
|
|
|
|
// if (developer.value)
|
|
// Con_Printf("%i lights drawn, %i frustum culled, %i pvs culled, %i scissor culled\n", bench.numlights, bench.numfrustumculled, bench.numpvsculled, bench.numscissorculled);
|
|
// memset(&bench, 0, sizeof(bench));
|
|
}
|
|
#endif
|
|
|
|
//stencil shadows generally require that the farclip distance is really really far away
|
|
//so this little function is used to check if its needed or not.
|
|
qboolean Sh_StencilShadowsActive(void)
|
|
{
|
|
#ifdef RTLIGHTS
|
|
//if shadowmapping is forced on all lights then we don't need special depth stuff
|
|
// if (r_shadow_shadowmapping.ival)
|
|
// return false;
|
|
|
|
return (r_shadow_realtime_dlight.ival && r_shadow_realtime_dlight_shadows.ival) ||
|
|
(r_shadow_realtime_world.ival && r_shadow_realtime_world_shadows.ival);
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
void Sh_RegisterCvars(void)
|
|
{
|
|
#ifdef RTLIGHTS
|
|
#define REALTIMELIGHTING "Realtime Lighting"
|
|
Cvar_Register (&r_shadow_scissor, REALTIMELIGHTING);
|
|
Cvar_Register (&r_shadow_realtime_world, REALTIMELIGHTING);
|
|
Cvar_Register (&r_shadow_realtime_world_shadows, REALTIMELIGHTING);
|
|
Cvar_Register (&r_shadow_realtime_dlight, REALTIMELIGHTING);
|
|
Cvar_Register (&r_shadow_realtime_dlight_ambient, REALTIMELIGHTING);
|
|
Cvar_Register (&r_shadow_realtime_dlight_diffuse, REALTIMELIGHTING);
|
|
Cvar_Register (&r_shadow_realtime_dlight_specular, REALTIMELIGHTING);
|
|
Cvar_Register (&r_shadow_realtime_dlight_shadows, REALTIMELIGHTING);
|
|
Cvar_Register (&r_shadow_realtime_world_lightmaps, REALTIMELIGHTING);
|
|
Cvar_Register (&r_shadow_shadowmapping, REALTIMELIGHTING);
|
|
Cvar_Register (&r_shadow_shadowmapping_precision, REALTIMELIGHTING);
|
|
Cvar_Register (&r_shadow_shadowmapping_nearclip, REALTIMELIGHTING);
|
|
Cvar_Register (&r_shadow_shadowmapping_bias, REALTIMELIGHTING);
|
|
Cvar_Register (&r_sun_dir, REALTIMELIGHTING);
|
|
Cvar_Register (&r_sun_colour, REALTIMELIGHTING);
|
|
#endif
|
|
} |