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https://github.com/id-Software/DOOM-3-BFG.git
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277964f074
- Implemented soft shadows using PCF hardware shadow mapping The implementation uses sampler2DArrayShadow and PCF which usually requires Direct3D 10.1 however it is in the OpenGL 3.2 core so it should be widely supported. All 3 light types are supported which means parallel lights (sun) use scene independent cascaded shadow mapping. The implementation is very fast with single taps (400 fps average per scene on a GTX 660 ti OC) however I defaulted it to 16 taps so the shadows look really good which should you give stable 100 fps on todays hardware. The shadow filtering algorithm is based on Carmack's research which was released in the original Doom 3 GPL release draw_exp.cpp. - Changed interaction shaders to use Half-Lambert lighting like in HL2 to make the game less dark - Fixed some of the renderer debugging/development tools like r_showTris
698 lines
25 KiB
C++
698 lines
25 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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Copyright (C) 2013-2014 Robert Beckebans
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#pragma hdrstop
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#include "precompiled.h"
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#include "tr_local.h"
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extern idCVar r_useAreasConnectedForShadowCulling;
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extern idCVar r_useParallelAddShadows;
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extern idCVar r_forceShadowCaps;
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extern idCVar r_useShadowPreciseInsideTest;
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idCVar r_useAreasConnectedForShadowCulling( "r_useAreasConnectedForShadowCulling", "2", CVAR_RENDERER | CVAR_INTEGER, "cull entities cut off by doors" );
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idCVar r_useParallelAddLights( "r_useParallelAddLights", "1", CVAR_RENDERER | CVAR_BOOL, "aadd all lights in parallel with jobs" );
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/*
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============================
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R_ShadowBounds
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Even though the extruded shadows are drawn projected to infinity, their effects are limited
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to a fraction of the light's volume. An extruded box would require 12 faces to specify and
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be a lot of trouble, but an axial bounding box is quick and easy to determine.
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If the light is completely contained in the view, there is no value in trying to cull the
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shadows, as they will all pass.
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Pure function.
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============================
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*/
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void R_ShadowBounds( const idBounds& modelBounds, const idBounds& lightBounds, const idVec3& lightOrigin, idBounds& shadowBounds )
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{
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for( int i = 0; i < 3; i++ )
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{
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shadowBounds[0][i] = __fsels( modelBounds[0][i] - lightOrigin[i], modelBounds[0][i], lightBounds[0][i] );
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shadowBounds[1][i] = __fsels( lightOrigin[i] - modelBounds[1][i], modelBounds[1][i], lightBounds[1][i] );
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}
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}
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/*
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============================
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idRenderEntityLocal::IsDirectlyVisible()
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============================
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*/
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bool idRenderEntityLocal::IsDirectlyVisible() const
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{
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if( viewCount != tr.viewCount )
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{
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return false;
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}
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if( viewEntity->scissorRect.IsEmpty() )
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{
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// a viewEntity was created for shadow generation, but the
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// model global reference bounds isn't directly visible
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return false;
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}
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return true;
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}
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/*
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===================
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R_AddSingleLight
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May be run in parallel.
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Sets vLight->removeFromList to true if the light should be removed from the list.
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Builds a chain of entities that need to be added for shadows only off vLight->shadowOnlyViewEntities.
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Allocates and fills in vLight->entityInteractionState.
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Calc the light shader values, removing any light from the viewLight list
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if it is determined to not have any visible effect due to being flashed off or turned off.
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Add any precomputed shadow volumes.
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===================
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*/
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static void R_AddSingleLight( viewLight_t* vLight )
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{
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// until proven otherwise
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vLight->removeFromList = true;
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vLight->shadowOnlyViewEntities = NULL;
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vLight->preLightShadowVolumes = NULL;
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// globals we really should pass in...
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const viewDef_t* viewDef = tr.viewDef;
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const idRenderLightLocal* light = vLight->lightDef;
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const idMaterial* lightShader = light->lightShader;
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if( lightShader == NULL )
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{
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common->Error( "R_AddSingleLight: NULL lightShader" );
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return;
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}
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SCOPED_PROFILE_EVENT( lightShader->GetName() );
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// see if we are suppressing the light in this view
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if( !r_skipSuppress.GetBool() )
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{
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if( light->parms.suppressLightInViewID && light->parms.suppressLightInViewID == viewDef->renderView.viewID )
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{
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return;
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}
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if( light->parms.allowLightInViewID && light->parms.allowLightInViewID != viewDef->renderView.viewID )
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{
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return;
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}
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}
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// evaluate the light shader registers
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float* lightRegs = ( float* )R_FrameAlloc( lightShader->GetNumRegisters() * sizeof( float ), FRAME_ALLOC_SHADER_REGISTER );
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lightShader->EvaluateRegisters( lightRegs, light->parms.shaderParms, viewDef->renderView.shaderParms,
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tr.viewDef->renderView.time[0] * 0.001f, light->parms.referenceSound );
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// if this is a purely additive light and no stage in the light shader evaluates
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// to a positive light value, we can completely skip the light
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if( !lightShader->IsFogLight() && !lightShader->IsBlendLight() )
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{
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int lightStageNum;
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for( lightStageNum = 0; lightStageNum < lightShader->GetNumStages(); lightStageNum++ )
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{
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const shaderStage_t* lightStage = lightShader->GetStage( lightStageNum );
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// ignore stages that fail the condition
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if( !lightRegs[ lightStage->conditionRegister ] )
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{
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continue;
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}
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const int* registers = lightStage->color.registers;
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// snap tiny values to zero
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if( lightRegs[ registers[0] ] < 0.001f )
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{
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lightRegs[ registers[0] ] = 0.0f;
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}
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if( lightRegs[ registers[1] ] < 0.001f )
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{
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lightRegs[ registers[1] ] = 0.0f;
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}
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if( lightRegs[ registers[2] ] < 0.001f )
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{
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lightRegs[ registers[2] ] = 0.0f;
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}
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if( lightRegs[ registers[0] ] > 0.0f ||
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lightRegs[ registers[1] ] > 0.0f ||
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lightRegs[ registers[2] ] > 0.0f )
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{
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break;
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}
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}
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if( lightStageNum == lightShader->GetNumStages() )
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{
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// we went through all the stages and didn't find one that adds anything
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// remove the light from the viewLights list, and change its frame marker
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// so interaction generation doesn't think the light is visible and
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// create a shadow for it
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return;
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}
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}
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//--------------------------------------------
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// copy data used by backend
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//--------------------------------------------
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vLight->globalLightOrigin = light->globalLightOrigin;
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vLight->lightProject[0] = light->lightProject[0];
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vLight->lightProject[1] = light->lightProject[1];
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vLight->lightProject[2] = light->lightProject[2];
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vLight->lightProject[3] = light->lightProject[3];
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// the fog plane is the light far clip plane
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idPlane fogPlane( light->baseLightProject[2][0] - light->baseLightProject[3][0],
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light->baseLightProject[2][1] - light->baseLightProject[3][1],
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light->baseLightProject[2][2] - light->baseLightProject[3][2],
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light->baseLightProject[2][3] - light->baseLightProject[3][3] );
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const float planeScale = idMath::InvSqrt( fogPlane.Normal().LengthSqr() );
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vLight->fogPlane[0] = fogPlane[0] * planeScale;
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vLight->fogPlane[1] = fogPlane[1] * planeScale;
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vLight->fogPlane[2] = fogPlane[2] * planeScale;
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vLight->fogPlane[3] = fogPlane[3] * planeScale;
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// copy the matrix for deforming the 'zeroOneCubeModel' to exactly cover the light volume in world space
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vLight->inverseBaseLightProject = light->inverseBaseLightProject;
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// RB begin
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vLight->baseLightProject = light->baseLightProject;
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vLight->pointLight = light->parms.pointLight;
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vLight->parallel = light->parms.parallel;
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vLight->lightCenter = light->parms.lightCenter;
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// RB end
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vLight->falloffImage = light->falloffImage;
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vLight->lightShader = light->lightShader;
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vLight->shaderRegisters = lightRegs;
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if( r_useLightScissors.GetInteger() != 0 )
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{
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// Calculate the matrix that projects the zero-to-one cube to exactly cover the
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// light frustum in clip space.
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idRenderMatrix invProjectMVPMatrix;
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idRenderMatrix::Multiply( viewDef->worldSpace.mvp, light->inverseBaseLightProject, invProjectMVPMatrix );
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// Calculate the projected bounds, either not clipped at all, near clipped, or fully clipped.
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idBounds projected;
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if( r_useLightScissors.GetInteger() == 1 )
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{
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idRenderMatrix::ProjectedBounds( projected, invProjectMVPMatrix, bounds_zeroOneCube );
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}
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else if( r_useLightScissors.GetInteger() == 2 )
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{
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idRenderMatrix::ProjectedNearClippedBounds( projected, invProjectMVPMatrix, bounds_zeroOneCube );
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}
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else
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{
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idRenderMatrix::ProjectedFullyClippedBounds( projected, invProjectMVPMatrix, bounds_zeroOneCube );
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}
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if( projected[0][2] >= projected[1][2] )
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{
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// the light was culled to the view frustum
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return;
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}
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float screenWidth = ( float )viewDef->viewport.x2 - ( float )viewDef->viewport.x1;
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float screenHeight = ( float )viewDef->viewport.y2 - ( float )viewDef->viewport.y1;
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idScreenRect lightScissorRect;
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lightScissorRect.x1 = idMath::Ftoi( projected[0][0] * screenWidth );
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lightScissorRect.x2 = idMath::Ftoi( projected[1][0] * screenWidth );
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lightScissorRect.y1 = idMath::Ftoi( projected[0][1] * screenHeight );
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lightScissorRect.y2 = idMath::Ftoi( projected[1][1] * screenHeight );
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lightScissorRect.Expand();
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vLight->scissorRect.Intersect( lightScissorRect );
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vLight->scissorRect.zmin = projected[0][2];
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vLight->scissorRect.zmax = projected[1][2];
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}
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// this one stays on the list
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vLight->removeFromList = false;
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//--------------------------------------------
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// create interactions with all entities the light may touch, and add viewEntities
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// that may cast shadows, even if they aren't directly visible. Any real work
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// will be deferred until we walk through the viewEntities
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//--------------------------------------------
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const int renderViewID = viewDef->renderView.viewID;
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// this bool array will be set true whenever the entity will visibly interact with the light
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vLight->entityInteractionState = ( byte* )R_ClearedFrameAlloc( light->world->entityDefs.Num() * sizeof( vLight->entityInteractionState[0] ), FRAME_ALLOC_INTERACTION_STATE );
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const bool lightCastsShadows = light->LightCastsShadows();
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idInteraction** const interactionTableRow = light->world->interactionTable + light->index * light->world->interactionTableWidth;
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for( areaReference_t* lref = light->references; lref != NULL; lref = lref->ownerNext )
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{
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portalArea_t* area = lref->area;
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// some lights have their center of projection outside the world, but otherwise
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// we want to ignore areas that are not connected to the light center due to a closed door
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if( light->areaNum != -1 && r_useAreasConnectedForShadowCulling.GetInteger() == 2 )
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{
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if( !light->world->AreasAreConnected( light->areaNum, area->areaNum, PS_BLOCK_VIEW ) )
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{
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// can't possibly be seen or shadowed
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continue;
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}
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}
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// check all the models in this area
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for( areaReference_t* eref = area->entityRefs.areaNext; eref != &area->entityRefs; eref = eref->areaNext )
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{
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idRenderEntityLocal* edef = eref->entity;
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if( vLight->entityInteractionState[ edef->index ] != viewLight_t::INTERACTION_UNCHECKED )
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{
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continue;
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}
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// until proven otherwise
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vLight->entityInteractionState[ edef->index ] = viewLight_t::INTERACTION_NO;
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// The table is updated at interaction::AllocAndLink() and interaction::UnlinkAndFree()
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const idInteraction* inter = interactionTableRow[ edef->index ];
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const renderEntity_t& eParms = edef->parms;
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const idRenderModel* eModel = eParms.hModel;
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// a large fraction of static entity / light pairs will still have no interactions even though
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// they are both present in the same area(s)
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if( eModel != NULL && !eModel->IsDynamicModel() && inter == INTERACTION_EMPTY )
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{
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// the interaction was statically checked, and it didn't generate any surfaces,
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// so there is no need to force the entity onto the view list if it isn't
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// already there
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continue;
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}
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// We don't want the lights on weapons to illuminate anything else.
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// There are two assumptions here -- that allowLightInViewID is only
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// used for weapon lights, and that all weapons will have weaponDepthHack.
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// A more general solution would be to have an allowLightOnEntityID field.
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// HACK: the armor-mounted flashlight is a private spot light, which is probably
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// wrong -- you would expect to see them in multiplayer.
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if( light->parms.allowLightInViewID && light->parms.pointLight && !eParms.weaponDepthHack )
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{
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continue;
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}
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// non-shadow casting entities don't need to be added if they aren't
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// directly visible
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if( ( eParms.noShadow || ( eModel && !eModel->ModelHasShadowCastingSurfaces() ) ) && !edef->IsDirectlyVisible() )
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{
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continue;
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}
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// if the model doesn't accept lighting or cast shadows, it doesn't need to be added
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if( eModel && !eModel->ModelHasInteractingSurfaces() && !eModel->ModelHasShadowCastingSurfaces() )
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{
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continue;
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}
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// no interaction present, so either the light or entity has moved
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// assert( lightHasMoved || edef->entityHasMoved );
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if( inter == NULL )
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{
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// some big outdoor meshes are flagged to not create any dynamic interactions
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// when the level designer knows that nearby moving lights shouldn't actually hit them
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if( eParms.noDynamicInteractions )
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{
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continue;
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}
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// do a check of the entity reference bounds against the light frustum to see if they can't
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// possibly interact, despite sharing one or more world areas
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if( R_CullModelBoundsToLight( light, edef->localReferenceBounds, edef->modelRenderMatrix ) )
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{
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continue;
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}
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}
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// we now know that the entity and light do overlap
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if( edef->IsDirectlyVisible() )
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{
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// entity is directly visible, so the interaction is definitely needed
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vLight->entityInteractionState[ edef->index ] = viewLight_t::INTERACTION_YES;
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continue;
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}
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// the entity is not directly visible, but if we can tell that it may cast
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// shadows onto visible surfaces, we must make a viewEntity for it
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if( !lightCastsShadows )
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{
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// surfaces are never shadowed in this light
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continue;
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}
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// if we are suppressing its shadow in this view (player shadows, etc), skip
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if( !r_skipSuppress.GetBool() )
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{
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if( eParms.suppressShadowInViewID && eParms.suppressShadowInViewID == renderViewID )
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{
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continue;
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}
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if( eParms.suppressShadowInLightID && eParms.suppressShadowInLightID == light->parms.lightId )
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{
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continue;
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}
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}
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// should we use the shadow bounds from pre-calculated interactions?
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idBounds shadowBounds;
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R_ShadowBounds( edef->globalReferenceBounds, light->globalLightBounds, light->globalLightOrigin, shadowBounds );
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// this test is pointless if we knew the light was completely contained
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// in the view frustum, but the entity would also be directly visible in most
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// of those cases.
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// this doesn't say that the shadow can't effect anything, only that it can't
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// effect anything in the view, so we shouldn't set up a view entity
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if( idRenderMatrix::CullBoundsToMVP( viewDef->worldSpace.mvp, shadowBounds ) )
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{
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continue;
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}
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// debug tool to allow viewing of only one entity at a time
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if( r_singleEntity.GetInteger() >= 0 && r_singleEntity.GetInteger() != edef->index )
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{
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continue;
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}
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// we do need it for shadows
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vLight->entityInteractionState[ edef->index ] = viewLight_t::INTERACTION_YES;
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// we will need to create a viewEntity_t for it in the serial code section
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shadowOnlyEntity_t* shadEnt = ( shadowOnlyEntity_t* )R_FrameAlloc( sizeof( shadowOnlyEntity_t ), FRAME_ALLOC_SHADOW_ONLY_ENTITY );
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shadEnt->next = vLight->shadowOnlyViewEntities;
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shadEnt->edef = edef;
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vLight->shadowOnlyViewEntities = shadEnt;
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}
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}
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//--------------------------------------------
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// add the prelight shadows for the static world geometry
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//--------------------------------------------
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if( light->parms.prelightModel != NULL && !r_useShadowMapping.GetBool() )
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{
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srfTriangles_t* tri = light->parms.prelightModel->Surface( 0 )->geometry;
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// these shadows will have valid bounds, and can be culled normally,
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// but they will typically cover most of the light's bounds
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if( idRenderMatrix::CullBoundsToMVP( viewDef->worldSpace.mvp, tri->bounds ) )
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{
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return;
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}
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// prelight models should always have static data that never gets purged
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assert( vertexCache.CacheIsCurrent( tri->shadowCache ) );
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assert( vertexCache.CacheIsCurrent( tri->indexCache ) );
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drawSurf_t* shadowDrawSurf = ( drawSurf_t* )R_FrameAlloc( sizeof( *shadowDrawSurf ), FRAME_ALLOC_DRAW_SURFACE );
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shadowDrawSurf->frontEndGeo = tri;
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shadowDrawSurf->ambientCache = 0;
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shadowDrawSurf->indexCache = tri->indexCache;
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shadowDrawSurf->shadowCache = tri->shadowCache;
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shadowDrawSurf->jointCache = 0;
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shadowDrawSurf->numIndexes = 0;
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shadowDrawSurf->space = &viewDef->worldSpace;
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shadowDrawSurf->material = NULL;
|
|
shadowDrawSurf->extraGLState = 0;
|
|
shadowDrawSurf->shaderRegisters = NULL;
|
|
shadowDrawSurf->scissorRect = vLight->scissorRect; // default to the light scissor and light depth bounds
|
|
shadowDrawSurf->shadowVolumeState = SHADOWVOLUME_DONE; // assume the shadow volume is done in case r_skipPrelightShadows is set
|
|
|
|
if( !r_skipPrelightShadows.GetBool() )
|
|
{
|
|
preLightShadowVolumeParms_t* shadowParms = ( preLightShadowVolumeParms_t* )R_FrameAlloc( sizeof( shadowParms[0] ), FRAME_ALLOC_SHADOW_VOLUME_PARMS );
|
|
|
|
shadowParms->verts = tri->preLightShadowVertexes;
|
|
shadowParms->numVerts = tri->numVerts * 2;
|
|
shadowParms->indexes = tri->indexes;
|
|
shadowParms->numIndexes = tri->numIndexes;
|
|
shadowParms->triangleBounds = tri->bounds;
|
|
shadowParms->triangleMVP = viewDef->worldSpace.mvp;
|
|
shadowParms->localLightOrigin = vLight->globalLightOrigin;
|
|
shadowParms->localViewOrigin = viewDef->renderView.vieworg;
|
|
shadowParms->zNear = r_znear.GetFloat();
|
|
shadowParms->lightZMin = vLight->scissorRect.zmin;
|
|
shadowParms->lightZMax = vLight->scissorRect.zmax;
|
|
shadowParms->forceShadowCaps = r_forceShadowCaps.GetBool();
|
|
shadowParms->useShadowPreciseInsideTest = r_useShadowPreciseInsideTest.GetBool();
|
|
shadowParms->useShadowDepthBounds = r_useShadowDepthBounds.GetBool();
|
|
shadowParms->numShadowIndices = & shadowDrawSurf->numIndexes;
|
|
shadowParms->renderZFail = & shadowDrawSurf->renderZFail;
|
|
shadowParms->shadowZMin = & shadowDrawSurf->scissorRect.zmin;
|
|
shadowParms->shadowZMax = & shadowDrawSurf->scissorRect.zmax;
|
|
shadowParms->shadowVolumeState = & shadowDrawSurf->shadowVolumeState;
|
|
|
|
// the pre-light shadow volume "_prelight_light_3297" in "d3xpdm2" is malformed in that it contains the light origin so the precise inside test always fails
|
|
if( tr.primaryWorld->mapName.IcmpPath( "maps/game/mp/d3xpdm2.map" ) == 0 && idStr::Icmp( light->parms.prelightModel->Name(), "_prelight_light_3297" ) == 0 )
|
|
{
|
|
shadowParms->useShadowPreciseInsideTest = false;
|
|
}
|
|
|
|
shadowDrawSurf->shadowVolumeState = SHADOWVOLUME_UNFINISHED;
|
|
|
|
shadowParms->next = vLight->preLightShadowVolumes;
|
|
vLight->preLightShadowVolumes = shadowParms;
|
|
}
|
|
|
|
// actually link it in
|
|
shadowDrawSurf->nextOnLight = vLight->globalShadows;
|
|
vLight->globalShadows = shadowDrawSurf;
|
|
}
|
|
}
|
|
|
|
REGISTER_PARALLEL_JOB( R_AddSingleLight, "R_AddSingleLight" );
|
|
|
|
/*
|
|
=================
|
|
R_AddLights
|
|
=================
|
|
*/
|
|
void R_AddLights()
|
|
{
|
|
SCOPED_PROFILE_EVENT( "R_AddLights" );
|
|
|
|
//-------------------------------------------------
|
|
// check each light individually, possibly in parallel
|
|
//-------------------------------------------------
|
|
|
|
if( r_useParallelAddLights.GetBool() )
|
|
{
|
|
for( viewLight_t* vLight = tr.viewDef->viewLights; vLight != NULL; vLight = vLight->next )
|
|
{
|
|
tr.frontEndJobList->AddJob( ( jobRun_t )R_AddSingleLight, vLight );
|
|
}
|
|
tr.frontEndJobList->Submit();
|
|
tr.frontEndJobList->Wait();
|
|
}
|
|
else
|
|
{
|
|
for( viewLight_t* vLight = tr.viewDef->viewLights; vLight != NULL; vLight = vLight->next )
|
|
{
|
|
R_AddSingleLight( vLight );
|
|
}
|
|
}
|
|
|
|
//-------------------------------------------------
|
|
// cull lights from the list if they turned out to not be needed
|
|
//-------------------------------------------------
|
|
|
|
tr.pc.c_viewLights = 0;
|
|
viewLight_t** ptr = &tr.viewDef->viewLights;
|
|
while( *ptr != NULL )
|
|
{
|
|
viewLight_t* vLight = *ptr;
|
|
|
|
if( vLight->removeFromList )
|
|
{
|
|
vLight->lightDef->viewCount = -1; // this probably doesn't matter with current code
|
|
*ptr = vLight->next;
|
|
continue;
|
|
}
|
|
|
|
ptr = &vLight->next;
|
|
|
|
// serial work
|
|
tr.pc.c_viewLights++;
|
|
|
|
for( shadowOnlyEntity_t* shadEnt = vLight->shadowOnlyViewEntities; shadEnt != NULL; shadEnt = shadEnt->next )
|
|
{
|
|
// this will add it to the viewEntities list, but with an empty scissor rect
|
|
R_SetEntityDefViewEntity( shadEnt->edef );
|
|
}
|
|
|
|
if( r_showLightScissors.GetBool() )
|
|
{
|
|
R_ShowColoredScreenRect( vLight->scissorRect, vLight->lightDef->index );
|
|
}
|
|
}
|
|
|
|
//-------------------------------------------------
|
|
// Add jobs to setup pre-light shadow volumes.
|
|
//-------------------------------------------------
|
|
|
|
if( r_useParallelAddShadows.GetInteger() == 1 )
|
|
{
|
|
for( viewLight_t* vLight = tr.viewDef->viewLights; vLight != NULL; vLight = vLight->next )
|
|
{
|
|
for( preLightShadowVolumeParms_t* shadowParms = vLight->preLightShadowVolumes; shadowParms != NULL; shadowParms = shadowParms->next )
|
|
{
|
|
tr.frontEndJobList->AddJob( ( jobRun_t )PreLightShadowVolumeJob, shadowParms );
|
|
}
|
|
vLight->preLightShadowVolumes = NULL;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int start = Sys_Microseconds();
|
|
|
|
for( viewLight_t* vLight = tr.viewDef->viewLights; vLight != NULL; vLight = vLight->next )
|
|
{
|
|
for( preLightShadowVolumeParms_t* shadowParms = vLight->preLightShadowVolumes; shadowParms != NULL; shadowParms = shadowParms->next )
|
|
{
|
|
PreLightShadowVolumeJob( shadowParms );
|
|
}
|
|
vLight->preLightShadowVolumes = NULL;
|
|
}
|
|
|
|
int end = Sys_Microseconds();
|
|
backEnd.pc.shadowMicroSec += end - start;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
R_OptimizeViewLightsList
|
|
=====================
|
|
*/
|
|
void R_OptimizeViewLightsList()
|
|
{
|
|
// go through each visible light
|
|
int numViewLights = 0;
|
|
for( viewLight_t* vLight = tr.viewDef->viewLights; vLight != NULL; vLight = vLight->next )
|
|
{
|
|
numViewLights++;
|
|
// If the light didn't have any lit surfaces visible, there is no need to
|
|
// draw any of the shadows. We still keep the vLight for debugging draws.
|
|
if( !vLight->localInteractions && !vLight->globalInteractions && !vLight->translucentInteractions )
|
|
{
|
|
vLight->localShadows = NULL;
|
|
vLight->globalShadows = NULL;
|
|
}
|
|
}
|
|
|
|
if( r_useShadowSurfaceScissor.GetBool() )
|
|
{
|
|
// shrink the light scissor rect to only intersect the surfaces that will actually be drawn.
|
|
// This doesn't seem to actually help, perhaps because the surface scissor
|
|
// rects aren't actually the surface, but only the portal clippings.
|
|
for( viewLight_t* vLight = tr.viewDef->viewLights; vLight; vLight = vLight->next )
|
|
{
|
|
drawSurf_t* surf;
|
|
idScreenRect surfRect;
|
|
|
|
if( !vLight->lightShader->LightCastsShadows() )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
surfRect.Clear();
|
|
|
|
for( surf = vLight->globalInteractions; surf != NULL; surf = surf->nextOnLight )
|
|
{
|
|
surfRect.Union( surf->scissorRect );
|
|
}
|
|
for( surf = vLight->localShadows; surf != NULL; surf = surf->nextOnLight )
|
|
{
|
|
surf->scissorRect.Intersect( surfRect );
|
|
}
|
|
|
|
for( surf = vLight->localInteractions; surf != NULL; surf = surf->nextOnLight )
|
|
{
|
|
surfRect.Union( surf->scissorRect );
|
|
}
|
|
for( surf = vLight->globalShadows; surf != NULL; surf = surf->nextOnLight )
|
|
{
|
|
surf->scissorRect.Intersect( surfRect );
|
|
}
|
|
|
|
for( surf = vLight->translucentInteractions; surf != NULL; surf = surf->nextOnLight )
|
|
{
|
|
surfRect.Union( surf->scissorRect );
|
|
}
|
|
|
|
vLight->scissorRect.Intersect( surfRect );
|
|
}
|
|
}
|
|
|
|
// sort the viewLights list so the largest lights come first, which will reduce
|
|
// the chance of GPU pipeline bubbles
|
|
struct sortLight_t
|
|
{
|
|
viewLight_t* vLight;
|
|
int screenArea;
|
|
static int sort( const void* a, const void* b )
|
|
{
|
|
return ( ( sortLight_t* )a )->screenArea - ( ( sortLight_t* )b )->screenArea;
|
|
}
|
|
};
|
|
sortLight_t* sortLights = ( sortLight_t* )_alloca( sizeof( sortLight_t ) * numViewLights );
|
|
int numSortLightsFilled = 0;
|
|
for( viewLight_t* vLight = tr.viewDef->viewLights; vLight != NULL; vLight = vLight->next )
|
|
{
|
|
sortLights[ numSortLightsFilled ].vLight = vLight;
|
|
sortLights[ numSortLightsFilled ].screenArea = vLight->scissorRect.GetArea();
|
|
numSortLightsFilled++;
|
|
}
|
|
|
|
qsort( sortLights, numSortLightsFilled, sizeof( sortLights[0] ), sortLight_t::sort );
|
|
|
|
// rebuild the linked list in order
|
|
tr.viewDef->viewLights = NULL;
|
|
for( int i = 0; i < numSortLightsFilled; i++ )
|
|
{
|
|
sortLights[i].vLight->next = tr.viewDef->viewLights;
|
|
tr.viewDef->viewLights = sortLights[i].vLight;
|
|
}
|
|
}
|